Passage of game dishonored 2 death of Delilah. A crack in the universe

And today we'll talk about the main villain of the game.

Delilah in Dishonored 2 is a witch, rebel and usurper with incredible powers and immortality. How to defeat her? Read this article and find out all the ways.

From this article you will learn:

Role in the plot

Delilah Copperspoon appears at the very beginning of the game. She breaks into throne room Dunwall, which hosts an event commemorating the 15th anniversary of the assassination of Empress Jessamine Kaldwin, and declares to the current Empress Emily that she is the rightful heir to the throne.

At the same moment, she gives an order to her henchmen, who mercilessly cut out Emily's subjects, and turns her or Corvo's bodyguard (at the player's choice) into stone.

Simply put, Delilah stages a coup d'état and takes the throne of the Isle Empire. And one of the main characters must find a way to deal with it and free the second.

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Let's do small digression and explain why this happened.

Delilah dreamed of becoming an empress since childhood. But did she have any reason to? It turns out that yes, she is the daughter of Eichorn Jacob Kaldwin, the late Emperor of the Isle Empire. Her last name is Copperspoon because Delilah is an illegitimate daughter born of a cook.

Translated from English, Copperspoon is a copper spoon.

Delilah lived with her mother and servants, but sometimes played with her half-sister Jessamine, the future empress. Her father lied to her, saying that she was a princess and would soon be queen. He could not allow anyone to find out about his extramarital affair. And even if he recognized it, it would still be - illegitimate people have no right to the throne.

Subsequently, Delilah and her mother were expelled from Dunwall Tower for the alleged misconduct of a child. Her mother died in poverty and pain. The daughter did not have the opportunity to worthily see her on her last journey, and she had to be buried in a children's coffin. On that day, looking at the lights of the Tower from afar, she swore an oath to take revenge on the imperial family and create her own ideal world.

Capabilities

The plot is clear - a young girl wants to avenge the death of her mother and take the throne. Here the logic is a little lame, because after a while the emperor dies, and there is no one else to take revenge on. But Delilah persists and, having shown a talent for painting, becomes Sokolov's student. During her training, she meets a mysterious "Alien" who teaches her dark magic. As a result, no longer a young avenger:

  • Able to move instantly.
  • Reads other people's minds.
  • Controls plants and undead.
  • The main thing is that she knows how to draw living pictures and manage them. For example, by drawing a portrait of a person, she can move in and occupy his body.

Simply put, the avenger has learned, become a witch and is ready to destroy everything. Oni is immortal, paints and embodies pictures, and has other abilities. How to defeat her? We tell.

End of the story

The final mission is to infiltrate the Dunwall tower, find the chapel, and make a corrupted rune there. The Audiograph will help with this, which, in the voice of Delilah, dictates instructions for making defiled runes. You need to select the required ingredients and the rune will appear in the backpack. Then climb to the roof of the tower and quietly enter the throne room.

Now the real mover begins - get over the vines and ceilings to the chandelier hanging above the throne and attack Delilah. Then run back, jump on the chandelier and activate the heart. After activation, the main witch will fall into the picture, and main character must stick the corrupted rune into the throne, in place of the missing skull.

Jump after Delilah into the painting and fight in the painted world. The witch will summon several clones to deal with. With the witch herself, you can do this:

  • Destroy. And all problems are solved.
  • Stun. Then take her body, get out of the picture and put on the throne. So the main character will seal the villain in the picture forever, but at the same time save her life - this option is for those who do not want to kill.

Summing up

It was not in vain that we told the story of the main villain in Dishonored 2. Interesting Facts about her life. And in the end it turns out that she wants to make this world a better place with the help of a picture. Better for yourself, but not for other people. Does she deserve such an ending? Every person who has completed the game should answer this question.

In this article, we told you how to eliminate Delilah and how to keep her alive. Soon we will publish another article on Dishonored 2, in which we will tell you everything about blueprints in the game. Stay connected. All the best, bye bye.

AT Dishonored 2 Walkthrough starts as Empress Emily Kaldwin. Go out into the city and meet the father of the main character - Corvo Attano. A small training will begin, during which important story events. You will need to go through a couple of lessons: a lesson in dexterity, a lesson in secret movement, a shooting lesson and a fencing lesson. Nothing complicated, the main thing is to follow the instructions of Corvo and the prompts on the screen.

Long day in Dunwall

The game now takes place 15 years after the events in original game. According to the plot, a maniac named "Royal Assassin" appeared in Dunwall, killing all the enemies of the Empress. The killer's goal is to frame Corvo Attano.

An important event begins, which is dedicated to the anniversary of the murder of the mother of the Empress. The duke from Sirkonos arrives for a visit under the protection of mechanical warriors. Then he brings out the supposedly older sister of the once murdered Empress, Delilah. It turns out that for some unknown reason The witch of Brigmore, Delilah, survived a ritual that was corrupted in the past by Daud in the DLC storyline from the first part. Now she plans to seize power by posing as the rightful heir to the throne. So she kills all the guards. In the end, only Emily and Corvo remain alive. At this point, an important decision will have to be made. who will you play next:

  • Option one - Corvo. By choosing this character, Delilah will turn Emily into a gray statue, and she will break the mark of the Alien from the man, thereby depriving the hero of all available spells. At the end, Corvo is locked in Dunwall's tower.
  • Option two - Emily. In this case, Corvo will be turned into a gray statue, and Emily will be sent to rot in the tower. The main difference between the two characters is only slightly modified spells, but no more.

Either way, the chosen character wakes up inside an unknown locked room. There are several notes of the empress's advisers on the table. To get outside, open the window and through it get over to the window next to it, which leads to the queen's quarters.

Take the blade from the wounded captain. Look around the private rooms - you can find some gold in the closets. Near the bathroom, you can listen to an audio recording from Emily. In the next room, a lone guard will walk - strangle him and take the key to the royal chambers from his belt. Get down to the floor below. Eliminate the guard in the corridor and through the following doors return back to the throne room.

From the overheard conversation, you will learn that Captain Mortimer Ramsay (who betrayed you) wants to search the queen's treasury. Several guards will be standing nearby. Follow the captain unnoticed, and when he is left all alone, strangle him from behind. Be sure to take from the corpse of Ramsay signet ring. After that, go straight to the treasury. Secret doors can be opened with a previously taken ring (insert the ring into the diamond on the wall).

Inside you can read a couple of books, take a mask and another gun. There will be gold bars in the safes - they should also be taken away. The corpse of Mortimer Ramsay should be dragged inside and the doors closed. Exit the treasury through other doors with the same lock in the form of a diamond.

In the small room, take the Samuel Boat Figurine (from the first part) - this is the first collectible item that must be collected for the achievement. In the same place there will be a picture with the three Peddleton brothers - it should also be taken away. One way or another, but through this room you will need to go to the balcony. Go down the roofs to the street down on the right side. There will be guards on the streets who are looking for your character. Five soldiers will stand near the large gate - they should be bypassed. On the right side is the barracks, but inside you will not find anything interesting.

On the left side there is a passage to the house (slightly to the left of the inscription "For Rent"). There will be one guard inside the house - strangle him. Above the fireplace will hang a picture of Lady Boyle. Below the picture is the code for the safe is “451”. Inside are cartridges and silver ingots. There will be many guards on the street directly under the railway. On the right side is a building called "Boyle" (inside two guards and a couple of useful things).

Moving a little further along the road, you will come across a checkpoint through which even local residents will not be allowed to pass, so you need to bypass it: turn left, get into the territory of the hatter gang, dive into the water and swim to the ship. On the ship you will meet Megan (the captain). She will take the main character (heroine) away from Danuol.

On the edge of the world

Now the passage of the game Dishonored 2 begins with a dream. Exit the cabin and find yourself in the abyss. The character stumbles upon an Alien. He offers to take his mark again.

  • Option one - Take the mark. In this case, the character will have access to all supernatural abilities.
  • Option two - Refuse label. This mode is a difficult passage, because it will not be possible to use magic.

Use the jump to teleport to the next small islands. Talk to the spirit of the slain Empress - from her you will receive a mechanical heart that will help with the search for runes. Next, approach Delilah, who is surrounded by her henchmen. Right behind it there will be a small island, jumping onto which, you can take two runes.

Further, the character really wakes up in the cabin. Take two amulets nearby. Be sure to take a crossbow next and go to the captain of the ship. She will talk about a doctor named Anton Sokolov. On the ship you can find a couple more notes and an audio recording. Before you get into the boat, be sure to dive into the water and look for another rune at the bottom. After that, return back to the deck, get into the boat and the captain will transport the hero to the shore.

Move to the left along the road until you see a sign on the wall that indicates an underground market. Potions, ammunition, and other upgrades can be bought at the market. Climb up to the 2nd floor. In the window there will be a girl who will invite the character. Through the windows you will know what she wants. She will introduce herself and say that she can help get into the Addermere Institute, but in exchange for this, she will need to get a body. The desired corpse is located inside the outpost of caretakers.

Exit through the doors nearby and go to the alley. After the first turn, the danger zone begins. The path will be blocked by a light trap. There are several ways to get through this trap. For example, if you turn off the windmill or if you go around the wall through the houses nearby.

Move to the windmill, climb up and pull the lever. After that, you can safely move on. Move straight ahead and climb the wall on the left side as soon as possible. Kill the guardsman, go past the sleeping guard and follow through the gate.

Almost immediately after the gate, you will need to turn to the left side straight to the trash cans. From the garbage cans, climb the wall higher. Get over the fence. The electricity on the tracks will be turned off, so run along them until you come across a train that is going to the Addermere Institute. When you meet a guardsman, stun him.

kind doctor

Upon arrival on the island of the institute, you will need to find an old friend - Anton Sokolov. Go through the main entrance on the right side. Once in the lobby, go around all the guards on the left side. Teleport with a jump to the wall a little further and near the wall of light, get over to the tank with a blubber to cut off the electricity. Now wait for the moment when the attention of the guard (in red uniform) will be distracted, and then go behind the wall. Study the map of this institute carefully. According to the map Dr. Hepatia's office located on the 4th floor. Therefore, make your way into the elevator and choose the number "4". Before you go down to the desired floor, be sure to hide on the left to avoid unnecessary attention. Listen to the dialogue between the guards, then knock out the one that remained in place.

Make your way unnoticed to Hypatia's office to pick up the doctor's key inside. Go down to the 3rd floor and enter the department, which is intended for recovering patients, after using the key. Go through the hall with corpse wasps - teleportation jumps will help in this passage. Find Alexandra Hypatia in the next room and talk to her. You will learn from her that a certain Kirin Dzhindosh took Sokolov to him.

Now you need to go search the convalescent rooms. Vasco can be found on one of the beds. This person will tell you that in fact the Royal Assassin is Dr. Hypatia. And although she is not herself, but the serum helped to change her mind. Vasco claims that she can be saved, but it will be necessary to get to his safe in the clinic, which has everything you need. In the last minute of his life, he will say the code to his safe.

Go back to the stairs and go down one floor. Turn into the door on the left. Remove two guards from the road. Open the doors, enter the room and open the safe on the left. The code for the safe is "551". Take the diary inside and follow into the room with the syringe. After that, go to the room where the corpse wasps are located and collect infected blood in this revenge. With blood, return back to the laboratory and create an antidote: turn on the burner; wait for the liquid to pour into the container; draw in a syringe and return to the doctor. Use the teleport jump to jump behind her and inject the antidote. As a result, the doctor will return to his previous state.

Now you can return to the lobby, and from there go out to the backyard. Bypass the guard, move carefully to the tower, along the way you remove two more guards and pull out a tank with a blubber. After that, Megan Foster will be able to swim a little closer to the institute, thanks to which she will be able to pick you up.

mechanical mansion

The passage inside the mansion is guarded by soldiers. You can only get inside in a carriage. The passage to the crew will be blocked by another light trap. Get out of the sewers and teleport up closer to the city. On the balconies of houses on the right side, move closer to the rails.

Now get to the light trap. Transfer to the visor of the house nearby and wait for the nearby guard to move closer to the fence so that he can be cut down without any problems. Next, you can safely reconfigure the panel, and after that you can go inside.

Behind the station where the light trap is located, climb onto the train and move to the roof. Through the windows a little higher, you can immediately get to the roof of the train, which will transport the character to Upper Aventa.

The gate to the scientist's mansion will be locked. To go further, you need to get the code. However, there is another way: you can teleport on small islands, but first you have to turn off another light trap next to the building. You can also go through the alley, but for this you will need the key to the gate, which is kept by an experienced soldier on the top floor of the house.

Sit in the tent. After reaching the mansion, go inside through the main entrance. In the lobby, turn on the audio recording. Enter the main hall and pull the lever in it. After that, immediately run forward and wait for the moment when the door between the two stairs will be available. Come inside. Open the next doors and make your way further through the window on the left side. Go straight. Walk around and on the billiard table you are transported upstairs. Go to the right side. Walk around the hall in which there are charging poles. Open any window of the three available and eliminate the guardsman. Then another one follows. If you eliminate two guards at once, then there will be no additional barrier in the form of a sentry.

In the room, turn right and go to Kirin's quarters. Try not to make too much noise so as not to attract the sentry. Through the room it will be possible to immediately go to Jindosh. Pull the lever. Walk past the bedroom. Move to the hatch near the base of the tower and finally go into the elevator.

Take the elevator straight to the floor called "Study". Again, you can go through the location either by a mountain of corpses, or by safe elimination and covert movement. Therefore, as soon as you pass this area, go down to the laboratory. Inside there will be two platforms with settings. On one platform, select "Anatomical stand", on the second - "Optical stand". After that, put Jindosh on the electroshock machine (in the chair). It will impair his thinking and memory, so this person can be considered neutralized.

Now it remains to find Sokolov. Go to the testing room. Use the elevator for this. Exit and go forward along the corridor. Stun the guard. Make your way to the entrance, pull the lever that is responsible for the configuration. There will be a guard inside. Stand on the button on the floor and as soon as the walls go down, quickly teleport to the room on the left. Then go straight, break the boards on the floor and close the button nearby. Get back up and wait for the walls to come down. It is necessary this time to quickly move upstairs, and then into the room to Sokolov. Pick up a friend and leave this place in the same way.

Climb up the stairs. Teleport to the pipe, which is located on the wall. Go through the pipe to the elevator. Move to the hatch (at the top of the elevator), open it and make your way inside. Rise upward. At the top, leave the building through the window. Behind the walls, make your way to the windows next door. Leave Sokolov and make your way to the doors. Pull the lever near the doors, change the configuration and go back behind the walls. Take Sokolov again and move along the path that is perpendicular to the corridor. Jump over the lowered walls and pull another lever. While the platform on the floor is going down, get over to it and teleport up next - to the main hall closer to the exit. Next, teleport to the doors of the mansion to get out of it.

Now choose the option "Go to Lower Aventa" and go to the station. It remains only to return to the boat and get out of this place.

Royal Cabinet of Curiosities

The entrance to the Kunstkamera will be guarded by soldiers. Megan suggests visiting the local caretaker, Byrne, first. Byrne, in turn, keeps secret surveillance of Ashworth from his secret outpost.

Get out onto the roof and go behind the light wall. There is a security post near it on the right side, but further from it you can get to the red building through pipes, houses and roofs. Look for a door on the roof. Come in. Inside, go down the stairs one floor below and go into the room next to it. Get out of the room to the balcony. On the balcony, go to another task (on the contrary, go to the open room, and through it go to the balcony, on the opposite side).

In front of you is now a door that has fallen on the fence - climb onto it and teleport to the tower with a searchlight. De-energize the spotlight and go down. Track exactly where the wires from the light trap lead to in order to turn it off. After that, you can go through the main entrance.

After the wall of light, turn left and at the end climb onto the ledge located on the building. Walk along the ledge to the main building and look for an open window on the right side. Get over the balconies and chandeliers to the roof. On the roof there will be a patio. Teleport to the pipe nearby and make your way inside. So you will find yourself inside the Kunstkamera. Now it remains to find Brianna in the story.

Go look for old lenses. Climb up one floor and follow the corridor all the way to the window through which you will need to teleport to the roof. Make your way through the next window into the room where the old lenses for the oracle will lie. Brianna's office is on the floor below. Return to the Oracle to install the extracted lenses.

Now it remains to search Brianna's office. Take the paper on the table. After that, go straight to the elevator at the very end of the hall and break the boards on the stairs that lead to the basement. At the bottom, you need to move the cabinet near the wall. This will open a secret passage. Go through the gray doors and then through the sewers, leave the cabinet of curiosities. Get back to the boat to leave the location.

dusty quarter

In the story, Aramis Stilton keeps some important secrets of Delilah that need to be obtained, because, perhaps, it will be possible to find out how to defeat her. However, the Aramis estate will be locked with a very ingenious Jindosh castle. There is no way to pick the lock, so find Megan to find out how you can get inside.

Exit the sewers and find yourself near the entrance to the Dusty Quarter. First of all, hide behind the tank, and then immediately move inside the building on the left side. Climb up the stairs to the roof. If you turn to the wall, then you will see a window - another way to the roof. There will be guards on the roof. Wait until the storm starts to make it easier to get further. Kill the guards and turn off the windmill. Next, jump from the roof to the officer in the red suit. On the left side, get close to the light trap, which will already be de-energized. Move past the guard and get to the building where the meeting with Megan will take place.

If you now eliminate one of the leaders of the warring parties (Paolo or Byrne), then their enemies will help get inside the mansion. Exit the mansion, where there are no man's lands. After that, there is a division into all sorts of controlled territories. Get to the gate of the mansion. Pick up on the right side riddle of Jindosh. Since each time this riddle is generated randomly, even the search engine will not give an exact solution. Therefore, you will have to solve it either yourself, or turn to the leaders of those same groups.

Get to the entrance that leads to the territory of the caretakers. On the left side, climb onto the roof and teleport to the balcony next. From the balcony to the lantern. Further on the rack and wooden scaffolding near the building. Now it remains to get to the window above and open it. So you will find yourself in Byrne's office. Wait for the moment when the supreme overseer is left alone, then strangle him and take him with you. Exit through the window you used to get inside and get to Paolo. For the corpse of his competitor, he will give the solution to the puzzle. Now it remains to get to Jindosh Castle, set up a combination of the lady's surnames and use Paolo's hint.

A crack in the universe

Three years ago, a ritual was performed in the mansion of Aramis Stilton that is associated with Delilah, so you need to try to find out what happened then. The level is notable for the fact that it will not be possible to use abilities on it, because it will draw out all the spiritual energy.

Enter through the central gate. Rise to the 2nd floor and turn immediately to the left. After going a little forward, turn right at the first opportunity and move along the corridor up to Stilton's bedroom. There is a hole on the floor in the room - jump down through it. Stilton will sit near the piano. Attempting to talk to him will result in the Alien coming and telling you that Stilton is stuck in time. So you get an analogue of a time machine.

Open the mirror and see what happened in the past. Guards will be located behind the door - eavesdrop on their conversation and wait for the moment when they leave. Move in time. Now you need to find cabinet code, which is located at Stilton. Exit to the lobby and return to the present. On the right side of the stairs is a door - approach it and return to the past. This will give you a new hint. Return back to the present and go up the stairs to the 2nd floor. At the top, go to the doors on the right side. To go through the doors, go back to the past. Go through the doors to the very end along the corridor. Behind the fence on the 1st floor there will be a dining room. Return back to the present and jump to the 1st floor. Climb under the table and use the mirrors to find the key on the chair. Go back to the past, take the key and go further under the table to the windows. When no one is around, get out and come back to present time.

Climb on the fence and look around. Return to the present and euthanize the two dogs. Go to the gazebo. Jump on her from behind (on wooden structure with cadaverous wasps) and change the time right away. Wait until Stilton turns his back to jump into the gazebo and eliminate Aramis to retrieve the code. And immediately you will need to change the time to the present. To the right near the structures, go back inside the building. Climb up to the office. Change the time again and enter the code on a special panel. Enter inside the office.

After long dialogues, it will be possible to leave the mansion. At the exit, you will fall into the Abyss, where, after walking through the islands and listening to the Alien, you will again return back through the portal to the present.

Grand Palace

Another henchman of Delilah, Luca Abele, who must also be killed, but he has a double. He started a double in order to confuse the killer in which case. However, the doppelgänger differs from the original in that it smokes.

When you get to the pier, go up the stairs. Move between the houses and soon find yourself in a hostile zone. Walk in a straight line and go up the small ladder to end up on a metal platform near the tree. Move very carefully to the balcony, which is located in the neighboring building, while avoiding the spotlight from the security tower nearby. Through the rooms inside, go to the balcony on the opposite side. Move with the help of a jump to the tower, cut down the supply of electricity to get a tank of blubber. After passing the tower, teleport to the balcony, where corpse wasps will fly. Next, break all the boards on the doors and climb onto the stairwell. Climb up the stairs and get out onto the roof. You can get further inside either through a window in the wall, or through a window that is located on the roof. Inside, get rid of all the guards. Pull the lever to cut down the next windmill and thereby deprive the power of the light trap. Nearby there is also an underground shop where you can buy a piece of paper, thanks to which the rails will be de-energized for you. On these rails it will be possible to get straight to the palace.

After eavesdropping on the conversation, you will learn that the key to the treasury is kept by the duke. Teleport to the lanterns and use them to get to the roof of the palace. On the roof, look for a window that leads to the elevator shaft. Get down, call the elevator and ride it to the floor where the duke's chambers are located. So that the enemies do not notice you, climb into the hatch and, thus, you will find either Luka himself, or his double. Don't forget that the doppelgänger smokes, so watch your target carefully. If a man does not smoke, then this is a real duke, so you will need to find a double.

There is a double on the left side of the hemispherical dome (on a triangular platform). There will also be an arc pole in this place, which must be disabled before killing. Follow the wires. At the end, near the stairs that lead down, there is a shield. Remove the tank with blubber in this place and climb back up. Teleport to the wooden roof and go to the very end of the triangular roof. Now watch the doppelgänger. At some point, he will ask the guards to leave him, so this will be a great time to kill. You can kill the duke, or you can choose the option with a double, overthrowing the duke. In this case, the double will rule. He will become a better ruler. However, for this you will have to get the medallion of the real duke. To do this, you will have to again get into Luke's private quarters, stun him and pick up the key to the treasury. Take the body to the bed.

After that, it remains only to find the soul of Delilah. Exit the duke's chamber and find the stairs that lead down. Get down to the very bottom of the basement. There will be two guards below, so eliminate them and look for a button on the floor next to the wall. Press the button and the doors will open. Use the key to open the doors to the treasury. Inside there will be a sentry - it can be safely bypassed. So you can just immediately move to the statue of Delilah and thereby get the Soul. Now it remains only to leave this place. Get to Megan and leave the palace on the boat.

Death to the Empress

Since you now have the soul of Delilah, you need to combine the soul with the body, so that in the end the girl becomes mortal. Move to the pier and teleport to the billboard. Behind him go around the building on the left side and climb up onto the roof. Move from the roof to the balcony. On the balcony, get to the wooden structure. Neutralize the witch and go down to the ground to put the dogs to sleep. Run to the entrance to the tower. At some point, you will stumble upon a half-dead caretaker. From him you will learn that the gate is locked, so you have to make your way along the roof to the palace. Kill all the witches along the way. At the end, with the help of a jump, you will need to get inside the tower.

So, now you need to get to the throne room. To do this, go to the right side to the elevator. Along the way, you will come across a note. Based on the note, you will learn that Delilah gave the order to turn off the power in the security room, so the elevator is not working. So you have to go back to the doors inside the tower, and then climb through the littered opening.

Exit the chapel and move to the doors opposite. Due to the fact that the sentry will walk there, you will need to teleport to the pipe, which is located at the top (a little further from the sensors). As soon as the sentry passes, go straight to the doors and go down into the security room. In order to restore energy, you will need to find a tank of blubber. The tank is in the dispenser. After supplying energy, go up to the throne room on the elevator. A witch will arrive in the room next - you will need to bypass it and make your way upstairs. Teleport to the pipe and move along the corridor to the left. Get to the very end of the corridor.

The doors will be closed at the end. Climb down and behind the witch go to the last available door. In the kitchen, turn left and jump down the shaft. Now go through the sewers to the doors that lead to the main hall. Teleport to the 2nd floor, and then to the chandelier and exit through the opening, which is littered in the corridor where the elevator will be located. Call the elevator and wait for its arrival, being on the boxes on the right side. Kill everyone inside the elevator, then go inside and select the Throne Room button.

After reaching the roof, go to the entrance. The entrance will be boarded up with several boards, so break the barriers. Take your heart in your hands and carefully make your way to Delilah from behind so that the soul returns to the body. As a result, after this action, she will escape into a magical picture. So you have to follow her. When the real Delilah appears, quickly teleport to the stone structure with columns and jump on top of the girl. It remains to take her body and return to the picture. Come out, put the body on the throne. At this moment Walkthrough Dishonored 2 comes to the end.

Dishonored 2 endings

This is followed by an epilogue, which will be divided into several parts. In each part it will be possible to see the consequences of all actions. AT Dishonored 2 endings presented in this form. The final result is influenced by the fate of Serkonos, the fate of Delilah, the fate of Sokolov and the fate of Billy Lerk.

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Dishonored fans were looking forward to the release of the sequel, and now, after a few years, they can once again get into the shoes of a skilled killer and plunge headlong into a mysterious world full of amazing stories and mysteries. Like the original, the second part boasts an interesting plot and great variety in gameplay - you can complete missions in several ways, some of which are much more effective than others. In this walkthrough of Dishonored 2, we will not describe the plot in detail, but will focus on the versatile execution of the main story missions.

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Fans of the series will remember that Corvo Attano, the protagonist of the original, still managed to save Emily Kaldwin, the new Empress of the Isle Empire, from the hands of terrible conspirators. However, from that moment on, he was constantly tormented by the fear that new assassination attempts might be more successful, and therefore he decided to turn the girl into a real death machine. It is thanks to this decision that in the second part, players will be able to play not only for Corvo, but also for Emily.

As a result, it turned out that our brave warrior was not worried in vain, since another coup d'état took place in Dunwall, during which the Empress and her bodyguard had to move to the city of Karnak, located in Serkonos (a neighboring state). Here, our heroes will have to think about how to return to their homeland and at the same time take the reins of government again.

According to the description of the developers, Emily is no longer a scared girl, but a skilled warrior, ready to do anything to regain her throne. Corvo trained her well, but she is not a copy of her master, as she has her own unique fighting style and set of magical skills.

Although the main part of Dishonored 2 will take place far from Dunwall, where the events of the original unfolded, you will still be able to meet many familiar characters, for example, Anton Sokolov, a talented scientist.

Mission 1: Long day in Dunwall

The protagonist (heroine) is locked in the room of the new Empress to be taken later to Coldridge's prison cell. Try to leave the room through the main door. It will be locked. Therefore, it is worth opening the right window and climbing into the next opening. Approach Captain Mayhew. With her last breath, she will report that the owner of a small vessel named Megan Foster was looking for you everywhere.

Get out of the tower. To do this, you can go to the ladder and eliminate the guard. Take the key to the royal chambers from him. Go down to the bottom floor and deal with the second guard. Enter the throne room. You can try to simply stun the desired target or send it to the next world. You decide, but we will still describe the passage from the point of view of stealth and a minimum of chaos. Wait until the object approaches the exit, get out of cover and stun him from behind without drawing attention. Take the ring from the body and head to the treasury, where you can leave our friend (he will not die of hunger, as there is food and water here). Open the door with the ring, bring the body in and close the poor fellow from the inside. Here you can find gold and your equipment. Take everything and leave.

Get on the roof of the building and slide down from it. Do not worry - falling from such a height will not take away hit points from the character. There will be an enemy below. Jump on top of him and hold Ctrl to stun him. Then run to the ship, bypassing the city. Jump down, open the hatch and go down to the solid ground. Go around the guards on the left side. In the building, located on the left side of the main street, you can find a safe.

Then take cover behind the wall from opponents. After passing through the gate, go to the bar and exit through its back door. Deal with two more guards below and jump straight into the water. Swim to the ship, climb on it and chat with the captain. She agrees to help you sail away from the city.

strange visit

After the character wakes up, try to leave the cabin. The door will be locked. Turn back and watch in surprise as a passage appears in the wall. Exit the room through it and reach the Alien on the floating islands. Talk to him and choose your path: you can take the mark and get unique abilities or refuse it and remain an "ordinary" person (noticeably complicates the passage). Using the Transfer skill, move to the opposite platform and take the heart (a special device for finding various artifacts). Use the heart to find the rune.

fallen house

Examine the cabin, take the bone amulets from the box on the table and go to the exit. On the door you can find a surprise from Sokolov - a powerful crossbow. Exit the room and take the to-do list on the table. As a result you will get additional quest by unlocking the pantry door. You can get into this room through a window located outside the ship. Exit to the deck and go down to one of the walls of the ship. Climb through the window and destroy the obstacle lying by the door.

Exit to the deck again and go to the bow of the ship, where the hatch is located. Open it and go down. So you will find yourself in Sokolov's room. Approach Megan and chat with her. Thus, you will learn that Sokolov was kidnapped by the Royal Assassin. The girl managed to track him down to the Addermys Institute, but then the trail disappeared. In the future, you will need to deal with this killer and find out the fate of the scientist.

Climb up to the deck and approach Foster's boat. Now you can go to the next mission.

Mission 2 - At the end of the world

Exit through the door and go to the nearest alley. At the turn, a dangerous zone will begin, where guards can attack you at any moment. In addition, the road will be blocked by a wall of light, which is a deadly device that can burn any trespasser. This structure is powered by a wind turbine. Knock it out to go through the wall of light.

Walk a little forward, and then climb the wall on the left side. Eliminate one guard and go through the sleeping guard out the gate. Then turn left and go to the trash cans. From here you can climb the wall. Jump over the fence and drop down onto the railroad tracks (you can do this if you completed side quest Mindy Blanchard and brought her the body). If you didn’t complete the side step, then you can get to the desired location through the station - you just have to first de-energize the wall of light by pulling out the tank with the blubber in the room on the right, not reaching the wall. Run along the tracks until you run into a train heading to the Addermere Institute. If necessary, you can deal with the guardsman standing near the luggage.

Mission 3 - Kind Doctor

After arriving at the Addermere Institute, you will need to find an old friend, Anton Sokolov. Alexandria Hypatia, the head of the institute, should be asked about him.

Enter the building through the main entrance located on the right (This is not the only way penetration, before reaching the entrance, jump off the ledge onto the rocks and go around the building on the left, where through the open window to climb into the kitchen - a secret penetration). You will be in the lobby. Walk around the opponents on the left side. Move to the wall in front. Near the wall of light, move to the container with the blubber in order to deactivate the power supply. Wait until the guard in red is distracted, and then go behind the fence. Look at the map of the building. In it, you can see that Hypatia's office is located on the 4th floor. Enter the elevator and press the appropriate button. Having reached the desired floor, hide on the left side so as not to catch the eye of the guards. Listen to the conversation of the guards, and then knock out the one who remained at his post.

Go to the office and find the key of Alexandria on the table. Go down one floor and enter the ward where they keep patients on the mend. To do this, you will need the above key. Go through the room with bloodflies (you can use transfer). In the next room you will find Hypatia. Chat with her - you will learn that Sokolov was kidnapped by Kirin Jindosh.

Now it is worth searching the room for convalescent patients. Vasco can be found on one of the beds. He will tell you that the Royal Assassin is actually Dr. Alexandria. Now she is not herself, as a certain serum zombified her. However, the girl can still be saved. Vasco's vault contains all the necessary ingredients for crafting an antidote. Before dying, he will tell you the code to his safe.

Go back to the stairs and go down one floor. Go through the first left door. Deal with two guards, open the door and find the safe in the room. Unlock it with code 551. Take Vasco's diary and go to the room opposite - here you can find a syringe. Now head to the hall with wasps and collect blood from the infected corpse. Return to the laboratory and create an antidote. Turn on the burner and wait a few seconds. Type the antidote into the syringe and head to the doctor (royal assassin). Move behind her and inject the medicine. Hypatia will be able to return to normal.

You need to go to the lobby to the elevator and get to the backyard. Go around the guards and head to the tower. Stun the two guards near the tower and take out the blubber container. This will enable Megan to swim closer to you and transport you from the island to the continent.

fallen house

It turned out that Sokolov was captured by another genius inventor, whose name is Kirin Jindosh. It was with them that Karnaka was armed with mechanical soldiers capable of fighting at the level of the city's best warriors.

Wake up and exit the cabin. Chat with Foster. She will say that it would be nice for you to chat with Hypatia, who decided to live a couple of days on the ship. It's kind of a side quest. Go to the doctor and have a heart to heart talk with her. She is in the closet.

Mission 4 - Mechanical Mansion

The entrance to the house where Jindosh is located is guarded around the clock and can only be entered with the help of a crew. However, the passage to the transport is closed by a wall of light.

The first step is to get out of the sewer system and move to the upper part of the city. Using the balconies on the buildings on the right side, get to the rails. At this location, you can additional task by obtaining an assembly tool from a black market shop. To do this, bypass the guards and reach the underground trading shop. Go down the ladder and talk to the vendors. She'll tell you what's on this moment cannot sell this little thing, since impartial personalities should be invited to it. You need to hide under the table and eavesdrop on the conversation. When the criminals leave the store, come out of your hiding place and buy a tool. If the bandits see you, then a fight will begin.

Then you can head to the wall of light. Teleport to the visor, located near the device settings panel, and wait until the guard decides to move to the fence. Stun the guard and reset the socket. Now you can get inside without worrying about the life of your character.

You can also not deactivate the wall of light, but go a little forward and go around the fence between a couple of buildings. Behind the station, where the fence is, climb onto the freight train and jump onto the roof. Find the windows at the top and with the help of them find yourself on the roof of a new train that can take you to the Upper Aventa.

The gate leading to the desired building will be locked. To open them, you need a special code. However, there is another route that can lead you to the territory of the house - you will need to move between small islands using the transfer. In the second case, you will first have to cut down the light wall, which is located near the building or head to the alley, however, for this you will need the key to the gate, which is kept by an experienced soldier located on the top floor of the above structure.

When deciding to still find the code from the gate, you will thereby additional mission. So, for this it is worth going into a nearby building and going up to the top floor. Here you will find an office where an experienced military man sits. Deal with him and take the desired code (641) on the table. Next, you should open the window and transfer to the panel using your abilities.

Then you need to sit in a wagon and go straight to the house of the mad scientist. You can only get inside through the main entrance.

Once in the lobby, turn on the audiograph to find out the safety rules. Enter the main room and use the configuration lever. Then run forward and wait until you open access to the door located in the middle of the two ladders. Go through it, and then open another door and climb through the window opening on the left. Behind the walls you can find a small free space. Head straight ahead, make one circle and climb onto the pool table. Jump up from it.

Turn right and go around the hall where the charging post is located around. Open one of the 3 windows and deal with the guard girl with a tranquilizer. Then you need to shoot the man. Try to make sure that the guard does not notice the woman's body. Otherwise, you will also have to eliminate the clock soldier. Once in the new room, turn right again and head to Kirin's quarters. Try not to make too much noise, as there is a guard inside. Thanks to this little room, you can immediately be in the laboratory of Jindosh by using the configuration lever. However, these actions can lead to the activation of the clock soldier. Go forward, ignoring the bedroom, and get to the hatch at the base of the turret. Then enter the elevator.

You need to go up to the top floor. Here you will have to make another decision: kill the enemy or find a more humane method of eliminating the target. Since we decided to complete the game in a stealth style without killing, we will choose the second method. Our target is guarded by two sentry soldiers. First, lure one of them to the elevator, and then eliminate it - jump from behind and take off the head, and then carry out a finishing attack. Destroying a sentry is not murder. Next, deal with the second guard.

Now it's worth teleporting behind the scientist's back and knocking him out (you can use darts). Go down to the laboratory and find two panels with settings. On one of them, you should choose the Optical Stand, and on the other, the Anatomical Stand. Next, you need to put Jindosh on the chair of the electroshock device and activate it. This equipment corrupts the subject's brain. After one charge, the target is considered neutralized.

Next, you need to take up the search for Sokolov. During interrogation, Jindosh accidentally names the place where he is old friend the main character - he is sitting in the approbation room. Go to the elevator and go down to the right room. Exit and move forward along the corridor. Cut down the wall of light. A guard is on duty nearby, who will immediately see that someone has turned off the fence. Stun him from behind and go into the hall. Get to the entrance and pull the configuration handle. As a result, you will find yourself in a mystery room. Here walks the hour soldier. Step on the button on the floor and wait for the walls to fall. Then teleport to the room on the left.

Next, go a little straight and break a couple of planks on the floor that cover the button. Stand on it and wait a bit. The walls will drop and you will be able to jump up. Next, head to the room where Sokolov is being held. Take it and exit the same way.

Climb up the ladder and be transferred to the pipe located on the wall. Go through it and get to the elevator. Reach the hatch located on top of the lifting device. Open it and go inside. Click on the button for one of the upper floors that is currently available to you. Exit through the window, and then make your way behind the walls back to the windows. Leave Sokolov here and climb over the window again. Head towards the door you previously had to run to. initial stage missions (when using the configuration for the first time). Near it, pull the lever and return behind the walls. Take Sokolov again and follow the path that is perpendicular to the corridor. Jump over the lowered walls and use the next lever. During the descent of the platform, climb on it and be transported up to the main hall to be closer to the exit. Then teleport directly to the door from the building and exit it without triggering an alarm.

Head to Lower Aventa with the right train. Now you should head to the ship Foster and sail away as far as possible. Take the artist from the carriage and transfer to the top of the station. Go to the left side and go down to the visor. Make your way along the balconies of the structures to the sewer system, and then put Sokolov in the boat.

Another strange visit

Wake up while in the cabin. Get out of it - you will find yourself in the Abyss, but it is not like the past reality. The thing is, you were called here by Delilah. Walk through this creepy place and learn a lot about the past by looking at the "living" drawings. Sometimes Delilah will appear and tell you about her childhood. Then a portal will appear, and you can leave this location.

fallen house

Wake up again. Ahead you will see the soul of Jessamine. Exit your room and approach Foster and Sokolov to talk to them about their future plans. While in captivity, the artist was able to find out that one of Delilah's main allies is Brianna Ashworth. It's time to deal with her. Go to the boat to take on the next mission.

Mission 5 - Royal Cabinet of Curiosities

Several soldiers guard the entrance to the Kunstkamera. Megan will advise you to first go to the caretaker Byrne, who has been watching Ashworth for a long time, being in a secret outpost.

As a result, you can take on an additional task and find out what information Byrne owns. It is not necessary to perform it. If you decide to go through it, then go up near the stairs and enter the building located in front. Then exit to the balcony and move from it to the roof of the structure. Then jump to another balcony. On the roof you will have to deal with three guards. Two of them are standing near the fence, and the third is on duty on another part of the roof. The first can be knocked out with a dart, and the second can be stunned. With the third one, you shouldn't have any problems. Find an open window on the roof and look through it. You will see a sleeping caretaker below. Jump down and knock him out. Then take the audiograph and listen to the voice message. You will learn that Byrne suspects Ashworth that she is beginning to interfere in the affairs of the Order of the Oracles.

Climb up to the roof again and go through the wall of light. Near the fence, transfer to the right to the guard post. Then make your way to the red building, passing through the houses, pipes and roofs. On the roof of the red building, go through the door and go down the stairs to the lower floor. Go into the open room and from it get out to the balcony. Then jump to the balcony located on the opposite building.

Go inside the house and get to its far side. Exit to the balcony on the other side. There you will find a door knocked down on the wall. Climb onto it and be transported to a tower equipped with a searchlight. Deprive her of access to electricity and go downstairs. Find out where the fence is getting power from by following the wires. Cut down the wall of light and go through the main entrance to the courtyard of the Kunstkamera. Then turn left and go to the end of the location. There you will find a ledge on the building. Walk forward along it and look for an open window located on the right. Make your way to the roof, moving along the chandeliers and ledges in the walls. Being on the roof, you will see a small courtyard below and an unlocked window at the level of the 2nd floor. Teleport to the pipe located near the window, and then make your way inside. So you will find yourself in a cabinet of curiosities. Now you need to find Brianna.

Here you can also complete another secondary task (optional) and find out exactly how Ashworth manages to influence the Order of the Oracles. To do this, go through the door opposite the window that you previously climbed through. So you will be able to get into the main hall. Find the Oracle. Near it you can read the warning written by Brianna. It reveals that the first version of the oracle lenses nearly killed her, and nearly knocked her out of her powers.

Go in search of old lenses. Climb to the top floor and go down the corridor to the window. Look out of it and move to the roof of the building. Here, find another window leading to one of the rooms of the mansion, in which the lenses you need are located. Brianna is sitting in her office downstairs. Return to the Oracle and install the item you found earlier. Fire up the equipment and enjoy the show where Ashworth loses all of his powers. Target eliminated.

Now you should rummage through her office. It is worth picking up a piece of paper on the table, where the maid informs the hostess that she put all the old audiograms in the basement. Go to the elevator in the main hall and break the boards on the stairs leading to the basement. At the bottom, it is worth moving the cabinet, standing near the wall, in order to find a secret passage. Go inside and find the desired audiogram. Listen to it, and then exit through the gray door. You will find yourself in the sewers. Follow it to the end to get out of the Kunstkamera. The exit from the sewer system is near the place where you cut down the guard tower earlier. Next, return to Foster's boat and sail away with it to a safe place.

fallen house

Wake up and go to your allies to discuss further plans. Megan went to the city, so you will receive further instructions from Sokolov. He will tell you that you will have to visit a dusty quarter where two factions are at war: the Wailers, led by Paolo, and the caretakers, led by Byrne. Both leaders dream of cracking down on each other. They all dislike strangers, and therefore immediately attack them. But if you bring one of the leaders his body sworn enemy, then he will accept you as a native person.

Go to the boat, and then go to the next mission.

Mission 6 - Dusty Quarter

Aramis Stilton has a lot of secrets connected with Delilah. Perhaps it is thanks to this information that you will be able to find out how you can deal with it. However, his mansion is locked with an ingenious Jindosh lock that cannot be opened by conventional means. Go to Foster, who figured out how to get inside.

Exit the sewers - you will find yourself near the entrance to the Dust District. Take cover behind the garbage can, and then go to the building on the left. Climb to the roof using the ladder. Here you will meet two guards. Wait for the storm to start and knock out the guards. Then turn off the windmill. Jump from the roof to the officer wearing the red uniform. Then get close to the light wall located on the left. Move through the fence and meet Megan inside the building.

If you eliminate one of the leaders of the two factions (Byrne or Paolo), then the remaining group will help you infiltrate Stilton's estate. Get out of the house. There are neutral lands here, but in front the territory is divided into several districts, which are controlled by one or another faction. Approach the gate leading to the mansion. On the right side of the gate, pick up the riddle of Jindosh. Tips for solving it are presented in our separate article.

Reach the entrance to the territory of the caretakers. Climb onto the roof of the left building and move to the balcony. Next, teleport to the lantern standing nearby, and then to the rack and scaffolding near the structure. Get to the top window. Open it and climb inside. You will enter Byrne's office. Wait until the High Overseer is alone in the room. Suffocate him and take him with you. Exit through the same window and take the body to Paolo. He will tell you how to solve the puzzle. Now you can walk the streets without fear of being killed by crowds of bandits. Approach the castle of Jindosh and open it.

Mission 7 - A Crack in the Universe

Three years ago, an occult ritual was performed on the Stilton estate that is directly related to Delilah. It is necessary to learn about this magical rite and the secrets of the new empress. We note in advance that in this mansion it is impossible to use the abilities granted to your character by the Alien.

Go to the desired building through the main entrance. Inside you will hear strange voices that belong to Stilton. Go to the top floor and turn into the left passage. After a few steps, turn right and go forward along the corridor until you get to Stilton's bedroom. There will be a huge hole on the floor. Jump down and look for the owner of the estate near the piano. Try talking to him. Suddenly, out of nowhere, an Alien will appear and tell you that this person is in a temporary trap. A supernatural being grants the hero a special device, thanks to which you can move through time.

Press the "F" key to open the mirrors, which show what happened in a particular room in the past. There are several guards outside the door. Eavesdrop on their conversation, and then wait until they move away. Click on right button mouse to jump in time. On the other side of the door, find a note that says that Stilton is walking in the courtyard. The code from his workplace is with him.

Exit to the lobby and move to the present. To the right of the main staircase is a door. Come close to it and go back a few years. Another note will appear on the door, stating that it is closed due to the duke's imminent arrival. You can find the key to it from the captain, who is in the dining room. This key is universal, that is, it can be used to open almost any door in the mansion. We talked about his search in more detail in a separate article. After finding this item, you should go to the windows. As soon as there are no guards nearby, get out from under the table and return to the present.

Turn in the opposite direction and go through the opening. Next, turn right and look for an unlocked door through which you can get into the vault. It has a secret passage blocked by a statue. Travel back to the past, where the statue stands in a completely different place. Destroy the elevator by hitting one of its parts to bring down the statue. Return to our time - the passage will be open.

Go forward through the hole in the wall and reach the door opened by the master key. Then turn left and jump down the elevator shaft. Using the device of the Alien, move back a few years and go up to another floor using the elevator. Exit through the hatch on the ceiling and select the left corridor. Change the time again to hide from the guards. In the present, one mourner walking near the nest of bloodflies can interfere with you. Immediately stun him from behind so you don't waste your time on him in the future. Deal with the guard standing near the door leading to the courtyard. This is easy to do - distract them by hitting the wall with your weapon, and then stun them one by one.

Next, climb the fence and look around. Travel to our time and put two dogs to sleep using darts. Come to the gazebo. Behind her is a small wooden structure with wasps. Jump on it and go to the past. Wait until Stilton turns his back on you and then jump on him and neutralize him. Get the code and then go to the present.

Return to the building, go up to the top floor and go to Stilton's office. After reaching the door, move to the past and enter the code into the panel. Enter the room and observe the duke and his companions. Here you will find strange anomalies, as it is here that the past intersects with the present. After listening to the conversation, head to another room where the séance will take place.

It turned out that Delilah's soul was hidden in a special vault guarded by Luca Abele, that is, it is impossible to kill her by ordinary means (the game version of Koshchei).

Go to the exit of the building. Near the door, you will enter the Abyss again. Walk around the flying islands and listen to the Alien. Then he will return you to the present. So, to neutralize Delilah, the first thing to do is to take her soul, hidden in a secret place.

fallen house

Wake up - you will again see the image of Jessamine next to you. Go out on deck and talk to your companions, among whom will be Stilton. He will tell you that getting into Abele's house will not be difficult. Plus, the pantry has a hidden door leading to the duke's treasury. Most likely, it is there that the soul of Delilah is located. We sit in the boat to Foster.

Mission 8 - Grand Palace

Luca Abele hired a doppelgänger as insurance. However, it is quite easy to recognize him, as the hired "actor" likes to smoke.

Once on the pier, go up the stairs and go between the two buildings. Enter a hostile area. Go up the stairs again and get to the metal platform located near the tree. Carefully move to the balcony located near the neighboring building, and try not to get caught in the spotlight mounted on the guard tower. Go inside the building and exit to the balcony on the opposite side. Move to the tower and cut it down by removing the tank.

After passing through the tower, transfer to the balcony, which is inhabited by bloodflies. We advise you to burn their nests to reduce the chance of being bitten by them. Break the barrier on the door and make your way to the stairwell. Climb up and exit to the roof of the building. Deal with two guards here: one can be put to sleep with a dart, and the other can be stunned from behind. Then press the lever to knock out the windmill and deactivate the wall of light. Nearby there will be an underground shop where you can purchase a document, using which you will be able to cut down the rails. By this railway you can go to the palace.

Overhear the conversation of two characters standing near the entrance to the building. You can find out from them that the duke always carries the key to the treasury with him. Jump onto the lantern poles and then get to the roof of the building. Here, find an open window that leads directly to the elevator shaft. Go downstairs, call the elevator and press the button on the floor where the duke's quarters are located. Climb into the hatch in order to hide from prying eyes and look for the duke (or his double). We remind you that the fake Luka loves to smoke. Watch your target. If he does not smoke, then this is the real Abele. Now you need to find the "actor".

You can find the right NPC on the left side of the dome, located on a triangular platform. There is also a discharge pillar, which should be deactivated. Walk along the cable and find the desired panel near the stairs that lead to the bottom. Get the tank and go up to the top floor. Watch the target. AT certain moment he decides to let go of the guard. Then you need to talk to them. First of all, we launch a dart at the dog, and then we start a conversation with the fake Abele. As a result, you will have a chance to remove the duke without sending him to the next world. You just need to convince everyone in the area that the doppelgänger is actually Luca. Thus, the reins of government will be taken over by another person. He will make a good ruler. In order for the plan to succeed, it is necessary to take the medallion from the real duke and hand it over to the impostor.

Again, head to the place where the duke is. Stun him and take the treasure key. Next, take the body and take it to the sofa. A cut-scene will start, in which the guards will take Luka away and a double will take his place.

Now you need to find the soul of Delilah. Exit to the stairs leading down. Go down to the basement and deal with the two guards. Find the button on one of the shelves and press it to open the entrance to the secret room. Use the key to open the door to the vault. Inside is a sentry soldier. It is not necessary to deal with them - you can simply teleport to the statue of Delilah and click on it. This action will cause the mechanical guardian to self-destruct. Climb to the upper level and approach the black door. Click on the button and wait for the passage to open. Go inside and cut off the electricity near the pole. Climb down and look for Foster's boat. Now you can leave this location.

fallen house

Wake up and sing, Mr. Freeman... that is, get out of your cabin and go to Foster and Sokolov to talk about returning to your city. First of all, talk to Sokolov, and then turn to Megan. She will tell you that her real name is Billy Lurk. About fifteen years ago, she was in a group led by Daoud. At that time, she helped him arrange an assassination attempt on Jessamine. Take a boat and sail to Dunwall.

Mission 9 - Death to the Empress

You now have the soul of Delilah hidden in the Heart. It is necessary to get to the self-proclaimed empress and "pour" the soul into the body. As a result, Delilah will become mortal and you can kill her.

After disembarking, head to the pier and move to the building with the billboard. Go around the next house on the left side and climb onto the roof. Next, teleport to the balcony. Go to the wooden structure opposite which stands the witch. Shoot her with a dart and move to her. Get down to the ground and euthanize a couple of dogs. Run to the Dunwall tower, and then turn onto the street, which is littered with the bodies of caretakers. One of them will be alive. Talk to him, and then transfer to the roof of a nearby building and get on it to the palace. Stun the witches that get in your way and get to the door leading to the tower.

It is necessary to get to the upper floor in the throne room. Turn right and go to the elevator. Here you will find a note that says that the Empress decided to cut off the power supply, and therefore the elevator stopped working. Go back to the door to the tower and try to climb into the passage, which is littered with debris.

Note: however, power supply is not the only way out. Do you remember Jessamine's secret room behind the fireplace from the first Dishonored? It's still available, you can still get there. On the second floor, in the corner (where the lone witch guards), pull the lamp and climb through the fireplace into the secret room. And there is a secret passage, unlocked by a key-ring. Open it - and voila - you find yourself directly in the Safe Room of the throne room.

Now you will have an additional, but optional objective to complete - you need to search the chapel of the caretakers. Move to the other end of the hall along the chandeliers so as not to catch the eyes of opponents. Go downstairs and open the door leading to the corridor. Climb up to the ledge above and reach the chapel. Take the note lying on the table, which reports the harmony of the runes. Two defiled and two clean runes should be connected with each other in order to achieve harmony, but if it is broken, then Delilah's magic will turn against herself. Craft a Corrupted Rune using the ingredients found in this room.

Now you can exit the chapel. Go to the door opposite. There is a sentry in the room, and therefore it is worth immediately transferring to the pipe hanging above so that the robot's sensors cannot detect you. After he passes by, go through the door in front and go down to the security room. To restore energy you will need one tank of blubber. Find an empty container in the dispenser and place it at the gas station. Then place the filled tank into the system. Electricity is again supplied to the elevator. The witch will enter the room. Go around it and get out of the room.

Move back to the pipe and turn to the left corridor. Reach the very end until you see a blocked door ahead. Go down and go behind the witch into the still unlocked door. Once in the kitchen, turn left and jump into the ventilation. Go forward along the sewer system and find the door leading to the main hall. Move to the second level, then teleport to the chandelier and exit into the corridor, passing through the littered hole. Call the elevator and wait for it to arrive. Hide, as the witch will immediately move to him. Deal with the enemies, go into the elevator and press the top button.

Exit to the roof of the building and approach the entrance. Someone boarded it up with wooden beams. Destroy the obstacle with your blade and go inside. Take the heart in your hands and quietly approach Delilah from behind. Use the artifact to return the girl's soul. She will immediately run into one of the paintings. Go after her, remembering to place a corrupted rune on the throne.

If you want to thwart the villain's plans, then you should put the stunned body of Delilah on the throne, where the defiled rune already lies. However, this will not be easy, as it is guarded by its terrible copies. Here comes another one optional task associated with the destruction of copies of the Empress. On the location you can find several crowds of characters in which there is one copy of the enemy. There are five in total. First of all, move to the right building. Near the fence, deal with the first copy. Then go down a little and look for another enemy in the crowd.

Go back and go around the structure on the left side. Ride the black wave and deal with the third copy. Now you should be transferred to the opposite side and remove the fourth double. Walk down and destroy the fifth copy. If you want to deal with her quietly, then you will have to use long-range weapons. Now it remains to take up the secret copy sitting on the throne.

After your actions, the real Delilah will arise. You should immediately transfer to a stone structure resting on columns, and jump down on the enemy from above to stun him. Pick up the body and return to the painting. Get out of it and put Delilah on the throne. A cut-scene will begin, in which it will be shown that the girl is forever locked in her own drawing. Now you need to save a person close to you - Corvo or Emily (it depends on who exactly you are playing the game with).

Next, you will be shown the final video with the consequences of all your decisions. All possible endings are described by us in a separate article.

The violent end is coming. Emily takes revenge on everyone and everything she meets - and goes to key characters, and completely innocent guards and even guard dogs.

However, this part can be passed as secretly as possible. I mean, the roofs... Although first you should look into the local underground shop and buy some weapons and certainly a tool for reconfiguring the light walls.

On Ravina Boulevard, however, be careful. A searchlight shines from above: if you find yourself in the "sight", wait for the attack.

The easiest way to get to the palace is by the sleepers.

The palace can be reached by sleepers. There is no current in them, fortunately.

Your first task is to find Duke Abel. He got himself a doppelgänger. Outwardly, the uncles are indistinguishable, but the double smokes and is much more talkative. This will make right choice. Although you can deal with the duke in the classic “gaming” style: save, then slash at the first Abel you meet with a sword and watch the reaction of the game. If the quest is counted, it means that he is not, to recover and try his luck with another, since they walk around not far from each other.

According to the plot, you can carry out a mini-coup - to pass off a double for a real duke. But for this it is necessary to steal from him a certain amulet, which he constantly carries around his neck. After the mission is considered completed.

A much more difficult task is the search for the soul of Delilah. Since Emily is moving along the “bloody path” and has earned “high chaos”, then the mother will leave this world and Delilah will take her place in the heart (that is, in the artifact that detects runes). She will say all sorts of nasty things to Emily.

The hall is guarded by one of the robots that can be destroyed from the back, blown up, but it's better to just avoid meetings, since they behave predictably and attack when you are close. By the way, a couple of similar robots can be found on the way to the hall with a soul.

After - move to the river, the boat will return Emily to the ship.

The next morning, Emily has one task left - to return to Dunwall and take the throne. In general, there is nothing particularly difficult in the mission, except for the final skirmish with the main witch and her doubles. You can simply kill Delilah, or put her to sleep, and then put her on the throne - this will transfer her to the picture. It remains to revive the stone statue and watch the final video. It depends on how many corpses are left during the passage of the game.

Let's watch the introductory video. It has been 15 years since the assassination of Empress Jessamine Kaldwin. Visitors from all over the Empire arrived at Dunwall Tower on this day.

Passage written with an orientation in the stealth mode.

1 - Long day in Dunwall

We are locked in the chambers of the Empress and later they want to take us to Coldridge Prison. We try to leave the room through the door. She's locked up. In this case, open the right window in the room and climb into the next one. We examine Captain Mayhew. In the last minutes of her life, she says that the captain of the ship, one Megan Foster, was looking for us.

It's time to get out of the tower. We leave to the stairs and get rid of the guard. We take the key to the royal chambers. We go down the stairs to the floor below and remove the second guard. We enter the throne room. And so, the target can be killed or stunned. We will resort to the second method. We wait until he goes to the exit, follow him and clean quietly from behind. We take the ring. Now we are heading to the treasury, in which we will leave our friend, since there is a lot of water and supplies there. We open the door with the help of the ring, bring the body in and do not forget to lock it from the inside. Non-lethal elimination completed successfully. In the treasury, of course, we find some gold in the safes. We take our equipment and leave.

We get to the roof and climb down. Falling from a small height will not affect the health bar in any way. There will be an enemy below. We jump on it from a height and click to stun. Next, you need to get to the ship through the city. We jump down, open the hatch and go down to the ground. On the left side we bypass the guards. In the building on the left side you can find a safe, the code to which is inscribed under the picture on the wall. I had 451.

Further along the road we take cover to the left behind the walls from enemies. Behind the gate we go into the pub and exit through the back door. We stun the two guards below and jump from the pier into the water. We swim to the ship. We climb onto the ship and go to talk with the captain. She will help you leave Dunwall.

2 - Strange visit

We wake up and try to get out. The door is closed. We turn around and observe that a passage has opened in the wall. We leave through it from the cabin. On the floating islands we reach the marker, where we meet the Alien. After the conversation, you can choose whether to accept a mark from him or choose the "No skills" path. With the help of the Transfer ability, we teleport to another platform. Next, take the heart and use it to find the first rune.

2 - Fallen house

We examine the cabin, take the amulets from the table and head to the exit. A present from Sokolov awaits us at the door - a crossbow. We go out and take the to-do list on the table. This will unlock a new optional task.

On the deck at the bow of the ship there is a hatch, going down into which we will enter Sokolov's room.

We approach Megan Foster and talk to her. Sokolov was kidnapped by the Royal Assassin. Megan followed them to the Addermere Institute. We should try to eliminate the Royal Assassin and find out something about Sokolov.

We rise to the deck to Megan's boat and set off on a mission.

2 - At the end of the world

Foster takes us to the pier. Now let's go on foot. We go left along the road and find a sign on the wall, indicating an underground market. On the market you can buy ammunition, potions, various kinds of improvements, etc. We go up to the second floor of the building, immediately in the window we notice a girl who calls us. We climb through the window and find out what she needs. She introduces herself to Mindy Blanchard and says she has something for us - she'll help us get into the Addermere Institute. In exchange, one body must be obtained for her. You can find him at the outpost of the rangers.

We leave through the door nearby and head straight into the alley. At the turn begins a hostile zone. The path is blocked by a wall of light - a dangerous guarded device that will burn any stranger to the ground. You can pass it different ways. This wall is powered by a windmill. Let's turn off the windmill - we will secure a free path further. In addition, you can bypass the wall through the houses, in alternative ways.

We move to the windmill, climb up and pull the lever. Now you can safely pass through the wall. We go straight and climb the wall to the left. There we remove one guardsman and pass near the sleeping guard through the gate.

Enlist Mindy's help (optional)

Near the sleeping guard, we are transferred to the balcony in the neighboring building. We pass through it and go out to the balcony on the other side. We move to the next building. You can also enter the outpost in several ways - through the main door, or, climbing the canopies, through the window immediately to the desired floor. We remove two caretakers on it and take the key to the interrogation room from one of them. Through the glass you can see the corpse we need on a chair. We open the interrogation room and take the body. We leave the building through the window, heading along the sheds to the right. At the corner of the building we go down to the basement and meet with Mindy. I put the body in the hole. In return, we get a service - she de-energized the rails. As long as there is no tension, you can walk on them as much as you like. This is a great way to get to the station bypassing the guards.


Immediately after the gate, turn left to the trash cans and climb the wall. We jump over the fence. The electricity on the tracks is off, we run along them before we find the train to the Addermere Institute. The guardsman standing next to the luggage can be stunned if necessary.

3 - Kind doctor

We arrive on the island of the Addermere Institute. Here it is necessary to find an old ally of Anton Sokolov. Surely we can tell something about him, the head of the institute, Alexandria Hypatia.

We enter from the right side through the main entrance. We get into the lobby and go around the enemies on the left side. We teleport to the wall in front and near the wall of light we move to the tank with blubber to turn off the current supply. We wait until the attention of the guy in red is distracted and we pass behind the wall. We study the map of the Institute. According to her, Dr. Gapatia's office is on the fourth floor. We go into the elevator and select the desired number. In the elevator upon arrival to the floor, we hide on the left side in order to avoid unnecessary attention of the guards. We listen to the dialogue, after which we cut down one of the remaining guards.

We go into the office and pick up the key of Dr. Hypatia on the table. We go down to the third floor and go into the convalescent unit, using the key. We pass through the hall with cadaverous wasps, transfer can help with this. In the next room we find Alexandria Hypatia and talk to her. There is still news about Sokolov, despite some odd behavior, Kirin Dzhindosh took him to him.

We're going to search the convalescent wards. On one of the beds we find Vasco. He tells us that the Royal Assassin is Dr. Hypatia. She's out of her mind, but the serum has changed her mind. Vasco says that she can be saved. His safe in the clinic has everything you need to create an antidote. In the last minute of his life, he says the code to the safe.
We return to the stairs and go down to the floor below. We turn to the left door. We remove two guards. We open the door and find a safe in the room on the left. We use the code 551 on the safe. We pick up Vasco's diary and head to the room opposite for the syringe. Then we go into the room with cadaverous wasps and collect blood from the infected body. We return to the laboratory and create an antidote. We turn on the burner and wait until the liquid pours into the container. We collect in a syringe and go to the doctor. We teleport to her behind her back and prick the antidote. The doctor returns to his usual form.

We return to the lobby to the elevator and exit to the backyard. We go around the guards, we move to the tower. We remove two more near the tower and take out the tank with the blubber. Now Megan Foster can swim closer to evacuate us from the island.

4 - Fallen house

As it turned out, Sokolov was captured by another inventor named Kirin Jindosh. He armed Karnak with mechanical warriors who are no worse than the best Karnak fighters.

We wake up in our cabin. Meet Megan Foster. She advises to talk to Hypatia, who decided to live a little on the ship.

We go to Megan at the boat and set off to rescue Sokolov from the clutches of the scientist Kirin Dzhindosh.

4 - Mechanical mansion

The passage to the Jindosh mansion is guarded by soldiers and you can get there by carriage. But the passage to the carriage is blocked by a wall of light.

We get out of the sewers and teleport up to the city. On the balconies of houses on the right we move closer to the rails.

Now we go to the light wall. We are transferred to the visor next to the reconfiguration panel and wait until the nearby soldier moves to the fence so that he can be stunned. We do this and reconfigure the panel. Now we can go inside without fear that we will be hit by a lethal charge.

Otherwise, you can go beyond the wall of light and go around it between two houses. Behind the station, where the light wall is located, we climb onto the train and move to the roof. Through the windows above, we immediately get to the roof of the train that will take us to Upper Aventa.

The gate to Jindosh's mansion will be closed. To go further you need a special code. There is another way, to penetrate the territory of the mansion, moving through the transfer through small islands. But for this you need to turn off the light wall near the building or go through the alley, but for this you need the key to the gate, which is located with an experienced fighter on the top floor of the building.


After that, we sit down in a wagon and drive straight to the target's mansion. There is only one way inside the mansion itself - through the main entrance.
In the lobby we turn on the audiograph to get acquainted with the "safety precautions". We enter the main hall and pull the configuration lever. Although you can not pull on it, but simply break the window from above and climb in. We immediately run to the front and wait for the door in the middle of the two stairs to be available. We enter it. Open the next door and climb into the window on the left. There is free space behind the walls. We go straight, approximately in the direction parallel to the corridor from which we got behind the wall. We go around and on the billiard table we are transferred upstairs. We go to the right, going around the hall with the charging post. We open one of the three windows and eliminate the female guardsman with the help of a sleeping dart. Then a second shot to a man. It will be more convenient if you hit him before he notices the body. Otherwise, the hour soldier will be an additional obstacle. In the room we turn right to the chambers of Kirin. We try not to make noise, there is an hour soldier inside. Through the room, you can immediately get to Jindosh by pulling the configuration lever, but this may "wake up" the hour soldier, because. they hear very well, but they cannot see. We pass by the bedroom further and observe a stunning view of Karnaka. We move to the hatch at the base of the tower and go into the elevator.

We rise immediately to the last floor "Cabinet". Again, the game offers a choice: kill or find another safer way to eliminate. Because we're going through in stealth mode, we'll try to find something interesting. It is guarded by two sentry soldiers. We lure one to the elevator and eliminate it. First, we jump on him from behind and demolish his head, then the second finishing blow. Such an elimination would not count as a kill in the statistics. Then we remove the second one. We teleport behind Jindosh and stun or shoot with a sleep dart. We go down to the lab. There are two platforms with settings. On one we select the Anatomical stand and on the second the Optical stand. We put Jindosh on an electroshock machine in a chair. Let's launch it. It sharply impairs memory and thinking. After the current is charged, it can be considered neutralized.

Now it remains to find Sokolov. Jindosh blurts out where he is being held - in the approbation room. We go to the elevator and go down to the testing room by pressing the appropriate button. We leave and go along the corridor. Turn off the light wall. Caution, because there is a guard walking around and she will definitely notice that the wall is disabled. We stun it from behind and exit to the hall. We get to the entrance and pull the configuration lever. These are puzzle rooms. A sentry soldier walks inside. We stand on the button on the floor and as soon as the walls fall we teleport into the room to the left. Then straight ahead and break the boards on the floor that cover the button. We stand and wait until the walls begin to fall, immediately move upwards and move to the room with Sokolov. We pick it up and exit in the same way.

We rise along the stairs and teleport to the pipe on the wall. We pass along it to the elevator. We move to the hatch on top of the elevator, open it and get inside. We press the button of the upper available floor and go up to the room where the two guards were removed at the entrance to the room of Kirin Jindosh. We leave through the windows and behind the walls we make our way back to the windows. We leave Sokolov there and, having crossed the window, we go to the door to which we ran at the very beginning of the level, when we changed the configuration for the first time. We pull the configuration lever near it and return behind the walls, pick up Sokolov and follow the path perpendicular to the corridor and which we hit through the windows. There we jump over some lowered walls and pull the next lever. While the floor platform is lowering, we climb onto it and teleport up to the main hall closer to the exit. With the next movement, we teleport to the door from the mansion and leave it so that the mechanical warriors do not have time to notice us.

We select "Go to Lower Aventa" and go to the station. It remains to return to Foster's boat and get out of here. We pick up Sokolov from the crew and transfer to the roof of the station. On the left side we go down to the visor and by a detour on the left we make our way to the balconies on the building. We go down to the sewer and put Sokolov in the boat.

5 - Another Strange Visit

Again we wake up in a cabin with a strange feeling. We leave the cabin. Again the Abyss, but now it is different. Delilah called us here this time. We walk along the abyss and look into the past through living pictures. From time to time, Delilah will appear and talk about her childhood herself. After that, a portal will appear with an exit from the Abyss.

5 - Fallen house

We wake up and see the soul of Jessamine. We leave our cabin and go to discuss further plans with Sokolov and Foster. In captivity, the artist learned that one of Delilah's associates was Brianna Ashworth. It should be eliminated.

We leave for the boat with Megan to move on to the next task.

5 - Royal Cabinet of Curiosities

The entrance to the Kunstkamera is guarded by soldiers. Megan advises first to visit the caretaker Byrne. He is secretly watching Ashworth from a secret outpost.

Find out what Viceroy Byrne knows (Optional)
Near the stairs we go upstairs and penetrate the building directly, to the balcony. From it even higher to the roof and then to the next balcony. There will be three guards on the roof. We remove two from the fence. One can be eliminated with a poisoned dart, the second can be jumped from above and stunned in the fall. The third stands separately, so we teleport to him from behind and also stun. There is an open window on the roof, the caretaker is sleeping below, so we transfer and stun him. This can be done with a sleep dart, or you can launch the audiograph we need and when the caretaker wakes up, move behind him and stun him. After listening to the recording, it becomes clear that Viceroy Byrne suspects that Ashworth is meddling in the affairs of the Order of the Oracles.

We get back to the roof and go behind the light wall. Near the light wall we are transferred to the right to the guard post, from it further between the houses through the pipes and roofs we make our way to the red building. On the roof we go through the door, go down the stairs to the floor below and go into another room. In it we get out to the balcony. We pass along the balcony to another building - on the contrary, we go into an open room, through it we exit to the balcony on the other side. There will be knocked down the door on the fence. We climb onto it and teleport to the tower with a searchlight. We de-energize it and go down. Having traced where the wires lead from the light wall, turn it off and go through the main entrance to the territory of the Kunstkamera. Immediately after the light wall, we turn left and at the end we climb onto the ledge on the building. We pass along it to the main ambush and find an open window on the right. On the balconies and chandeliers we get out onto the roof. On it you can see the patio below, at the level of the second floor, an open window. We teleport to the pipe near it and climb inside. We got inside the Kunstkamera. It remains to find Brianna.

Let's go look for old lenses. We climb to the floor above and go along the corridor to the window, through which we teleport to the roof. There we climb into the next window of the room where the old lenses for the oracle are located. Brianna's office and herself, in fact, is located on the floor below. We return to the Oracle and install the old lenses. Then we start the car and watch as Brianna leaves her strength. The object has been removed.


It remains to search her office. We pick up the paper on the table, in which the maid says that she removed the old audiograms to the basement archive. We go to the elevator at the end of the hall and break the boards on the stairs to the basement. At the bottom we move the cabinet against the wall and find a secret passage to the room with the audiogram. We listen and exit through the gray door, we leave the Kunstkamera through the sewers. We will leave near the place where the watchtower was turned off. In the same way we return to Megan Foster's boat, which we used to enter the Kunstkamera.

6 - Fallen House

We wake up and go to discuss plans with the allies. Megan went to the city, so Sokolov will give instructions. In the dusty quarter through which we will have to make our way to get to the mansion of Aramis Stilton, two factions are at enmity - the Wailers led by Paolo and the caretakers led by Byrne. Both of them want to destroy each other. Each of them will immediately attack us on their territory, but if we bring one of them the body of his enemy, then they will undoubtedly accept us as their own.

We go to the boat and go out, this time with Anton Sokolov, on a mission.

6 - Dusty Quarter

Aramis Stilton keeps Delilah's important secrets. Perhaps we will finally find out how to defeat her. His estate is locked with a cunning Jindosh lock, which can hardly be opened. We are heading to Megan Foster, who figured out how to get inside.

We leave the sewers to the entrance to the Dusty Quarter. Hiding behind the tank, we move into the building on the left. We go up the stairs to the roof. In addition, if you turn around on the wall, you can see a window - another way to the roof. There will be two guards on the roof. We are waiting for a storm, which will help us a little more inconspicuously. We remove two guys and turn off the windmill. We jump from the roof to the officer in red, thereby softening our fall. On the left we approach the light wall, which is already de-energized. We teleport past the guard for her. Meet in the building with Megan.

If we remove one of the leaders of the warring parties, either Paolo or Byrne, then their enemies will help us get into the mansion of Aramis Stillton. We leave the building. There are no man's lands here. Next comes the division into controlled areas. We approach the gate to the mansion. On the right we pick up the riddle of Jindosh. It is generated every campaign and cannot be found on Google. Therefore, you will have to figure it out yourself. Or turn to the leaders of the groups.

We get to the entrance to the territory of the caretakers. On the left we climb onto the roof and teleport to the balcony. From it to a nearby lantern, then to a rack and wooden scaffolding near the building will complete our journey in search of the supreme overseer. We climb onto the window from above. We open it and get immediately into Byrne's office. We are waiting for the moment when the supreme overseer is left alone or out of sight of the other overseers, we strangle him and take him with us. We leave through the same window and head to Paolo. In exchange for Byrne's body, he gives us a clue to the lock in the door to the Stilton mansion. Now we are heading along the ground, fearing nothing, to the Jindosh castle. Set up a combination of lady names and items according to Paolo's hint.

7 - A crack in the universe

About three years ago, a magical ritual involving Delilah Copperspoon was performed at Aramis Stilton's mansion. We need to learn more about Delilah's secrets. In Stilton Manor, we cannot use our superpowers, it draws spiritual energy.

We enter the building through the main doors. Inside you can hear someone's voices. This is Stilton. We rise to the second floor and turn left. Having passed a little, we turn right and go along the corridor straight to Stilton's bedroom. There will be a hole in the floor, through which we jump down, near the piano we find Stilton. We are trying to talk to him. At that moment, the Alien appears and says that Stilton is stuck in time. He is now, as he was three years ago on that evening. Alien gives us a device - a kind of time machine that takes us back to the past.

Press [F] to open the mirrors and see what happened in the past at the moment. There are guards behind the door. We listen to their conversation and wait until they leave the place. Press [RMB] to make a transition in time. There is a note hanging on the outside of the door telling him where to find him. It is said that the code to the office is with him, and Stilton himself is now in the backyard. We go out into the lobby, turning on the present time. There is a door to the right of the main staircase. We approach it and return to the past. There will be a note on the door. It states that access to the premises is limited due to the arrival of the duke. The key is with the captain, who is now in the dining room. To get into almost any room of the mansion, you need a universal key. We return again to the present and climb the stairs to the second floor. Once at the top, go through the door on the right. To get into it, we again return with the help of a compass to the past. Follow her down the corridor to the end. Behind the fence on the ground floor you can see the dining room. Again we return to the present and jump to the first floor. We climb under the table and with the help of mirrors we find the key lying on the chair. We pass into the past, pick up the key and go further under the table closer to the windows. When there are no "walking legs" nearby, we crawl out from under the table and quickly return to a real ruined mansion.


We turn 180 and go through the opening, turn right and find open door storage. There is a hidden passage there, but it is blocked by a statue. Fast forward to the past, the statue is already located in another place. We hit the red part of the lift and the statue will fall. Now we return to the present and he will already lie on this place where he fell. We pass through a hole in the wall and reach the door, which we open with a universal key. Behind it we turn left around the corner and climb into the elevator shaft. Using the compass, we go back in time and take the elevator to the second floor. We leave it through the mine hatch and go to the left. Again we change the time so as not to catch the eye of the guards. In the present tense, one mourner will interfere, who will wander around the nest of cadaverous wasps. Better to stun him from behind and save ourselves the trouble of being detected when we travel back in time. Getting rid of the guards at the back door is pretty easy. In the past tense, we distract them with a blow of the sword against the wall and move on to the present. We are waiting for them to separate and stun one by one, moving into the past.

We climb on the fence and look around. We pass now and lull two stray dogs with darts. We go to the gazebo. We jump behind her on a wooden structure with cadaverous wasps and change the time. We are waiting for the moment when Stilton turns away, jump into the gazebo, eliminate Aramis with a choke hold and take the code. We immediately change the time to the present. On the right side, near the structures, we return to the building. We go upstairs to the office, not being afraid of the discovery of the maid and other people. We change the time, making sure that there is no one nearby in the past and enter the code on the panel. We enter the office and observe the actions of Duke Abele and his allies. In this place, some interference is observed, here two times intersect at once. After listening to the conversation, we move to another room where a seance will take place.

Now the soul of Delilah is placed in a special vault, which will be guarded by Luca Abele. She became immortal.
We follow to the exit from the Stilton's mansion. At the exit, we find ourselves in the Abyss. After walking a little around the islands and listening to the Alien, we are again returned through the portal to the present. To eliminate Delilah, you need to destroy her soul, which she hides in a special place.

8 - Fallen House

We wake up and again we observe the appearance of Jessamine in front of us. We get out on the deck through the open hatch. We are talking with allies, which Aramis Stilton himself has already joined. He says that it will not be difficult to get into the building where Luca Abele is located, in addition, the passage to the ducal treasury is hidden in the pantry. If he keeps something valuable, then only there, most likely the soul of Delaina is hidden there. We sit in the boat with Megan Foster.

8 - Grand Palace

Duke Luca Abele has a doppelgänger. It is needed in order to confuse the killer. The fact is that the double has an addiction to smoking - a way to recognize the true duke.


At the pier we go up the stairs. We go between houses. We are entering the hostile zone. We go straight up the small stairs and climb onto the metal platform around the tree. We carefully move to the balcony of the neighboring building, avoiding the searchlight of the security tower. Through the rooms inside we go out to another balcony. We are transferred to the tower and turn off the current supply, taking out a tank with a blubber. Bypassing the tower, we teleport to the balcony, where cadaverous wasps live. If you destroy their hives, then the chance of being bitten is much reduced. We break the boards on the door and climb to the stairwell. Climb up the stairs and out onto the roof. You can also get through the window in the wall or through the window on the roof. We get rid of two guards in any way. I shot one with a poisoned dart, jumped on the second from above, stunning. We pull the lever, turn off the windmill that supplies current to the light wall. Nearby is an underground shop where you can buy one paper, thanks to which the rails will be de-energized for us. On them you can get directly to the palace. We make our way to the entrance to the Grand Palace.


We teleport to the rails and reach Abele's palace along them. Having overheard a conversation between the two nearby, we learn that the duke keeps the key to the treasury with him. We teleport to high lanterns, on them we pass to the roof of the palace. On it we find a window leading to the elevator shaft. We go down there, call the elevator and go to the floor of the duke's chambers. We climb into the hatch so as not to be seen at the wrong moment and find Luka or his double. We remember that the double smokes. We are following this target. In my case, he didn't smoke. Therefore, this guy is the real Duke of Abele. Well, now we need to find a doppelgänger.


You can find it to the left of the hemispherical dome, on a triangular platform. There is a discharge pillar there, so first we turn it off. We follow the wires and find a shield near the stairs leading down. We remove the tank with blubber and go upstairs. We teleport to the wooden roof and go to the very end to the sharp corner of the triangular roof. We are watching him. He asks to leave his guards alone. It's a great time to talk to your doppelgänger. We poison the dog nearby with a dart and approach him for a conversation. We choose the option with a double. We can overthrow the duke without killing him, go on a peaceful path, but this requires the help of a double. The plan is to convince everyone that the doppelgänger is the real Duke and that Duke Luca Abele is an impostor. Thus the doppelgänger will rule. He will make a better ruler. Double learn the role of the duke to perfection. But the means of recognition is the medallion worn by the real duke.

Again we make our way to the chambers of Luca Abele. We stun him, take the key to the treasury. We take the body and take it to the bed. We watch the cut-scene where the real duke is taken away by the guards. Luca Abele can be considered eliminated.

It remains to find Delilah's soul. In the chambers we go out to the stairs that lead down. We go down to the basement to the very bottom. Two guards roam there, we eliminate them and near the wall we find a button on a shelf. Press and the door opens. The key opens the vault door. Inside, a watch soldier guards the whole thing. You can ignore it and quickly move to the statue of Delilah and immediately interact. After that, the mechanical warrior will automatically be destroyed. We rise along the stairs to the level above and approach the black door. Press the button and wait for it to open. We go in and immediately cut off electricity from the discharge column to the right. We go down to the water and go to Megan Foster. We are waiting for the boat to arrive and leave the Grand Palace.

9 - Fallen House

We wake up and go to a meeting with Sokolov and Foster to discuss returning to Dunwall. First we talk with Sokolov, then we turn to Megan on deck. She confesses that her real name is not Megan, but Billy Lurk. She was in a gang 15 years ago. Daoud was the leader. She helped him kill the Empress Jessamine. We take a boat and go to Dunwall.