What to do with the falcon in dishonored. Passage of the game Dishonored. Works and cares

When you return to the pub, follow Lord Pendleton and talk to him. He will inform you that the admiral and Martin are waiting for you inside. Go to the pub and talk to them, at the same time you will learn about your next mission.

Then leave the Pub and go to Piero to resupply or upgrade, then head to the pier where Samuel is waiting for you, who, as always, is ready to take you to your destination.

This time it's Caldwynn Bridge.

Samuel fails to drop you off at the right place - he is hindered by searchlights placed literally at every step. You will have to turn them off. Your main task is to kidnap the royal doctor Anon Sokolov in order to interrogate him and find out the name of the Lord Regent's mistress.

As soon as you arrive at Caldwin Bridge, use the teleporter to get to the top. Do not forget about shelters - there are a lot of guards here, one of which sits in a metal box, while others patrol the surroundings.

First, go to the metal hut and deal with the guard - you can either leave him lying in the booth or move him to a darkened corner, but before that, turn on darkvision and make sure that you are not visible to anyone. Now use the teleport to get into the warehouse and go upstairs. True, you can also exit through the door below, the key to which you will find at the top, not far from the trolley, but there are a lot of guards waiting for you there, so it is preferable to use the teleporter.

The cart is powered off. You need to climb the stairs and turn the valve to lower the chain. With it, you can jump over the hole, on the other side of which you will grab a tank of whale oil - you need to insert it from the power slot. Never drop or let go of the tank - it will burst.

Now climb into the cart, press the lever and drive forward. Just do not forget that you need to enter stealth mode in order not to be noticed by the guards. Once you get to the platform, don't go down to the ground, but stay higher. There are a couple more guards here, one of them is also sitting in a metal booth. The other one will pass almost under you to the edge of the island, so it's best to wait until he stops there, then stun him and drop him into the water. After that, you can quietly eliminate the guard sitting in the booth. Now wait for the next guard to pass by and stun him as soon as he turns his back on you.

In the distance, you will notice another guard that you might not see at first, so you need to be on the lookout. On the second floor of this building, there is a balcony that you can climb onto using the teleport, then go to the apartment where you can find the rune.

Now go through the door that the target marker points to, quietly go forward. Two guards will appear in front of you, who will talk to each other. One of them will soon go down the stairs, and the other will come up to the house. Use a teleport to quickly get close to him and stun him without making too much noise. You can take the keys from him. Now go up to the third floor - another rune is hidden in the safe here, and a note next to it says that the code is encrypted in the paintings in this room.

Once you've dealt with everything here, move on. It is best to exit through the roof and move further from one apartment to another using a teleporter - this way you can avoid unnecessary attention from the guards. Finally you got to the bridge, but be careful - there is a whole bunch of guards here.

Head to the top of the bridge - here you will find a barricade that separates the platform that connects the two parts of the bridge. Teleport to the top of the barricade and head across. Now hide behind a convenient cover until the guard passes, then stun him. Continue heading towards the top of the bridge. You will find canisters of whale oil that feed the searchlights behind bars - open it and get the canisters. You can throw them over the edge of the bridge, but do it preferably away from the place where you intend to pass in order to divert the attention of the guards from below.

In general, at this stage, you can do different things. If you already have the “Instillation” skill, then you can go down the bridge support and move into the guard so that no one can notice you, then head to the door that leads to Anton Sokolov. If you prefer the more bloodthirsty path, sneak downstairs, reprogram the electrical installations, and watch the guards running towards you turn to dust. You can also descend in stes mode. You decide.

In the next area, you will have a certain advantage if you start it on the roof. Below you will see a couple of guards, a few more guards go to the north side. When the conversation ends, one of the guards will light a cigarette, while the others will leave. Now jump down and deal with the smoking soldier, after that wait, hiding around the corner, until the rest of the guards return. They also need to be stunned, after which you need to look around. You'll notice two huge spinning wheels blocking your path to the whale oil canister blocking the wall of light. First you have to stop the wheels - using dark vision, go along the wires that lead from the wheels, then press the lever. Now return to the stopped wheels and teleport to the canisters that need to be thrown into the ocean. You have gained access to a door previously blocked by a wall of light. Now go forward a little - on the left side you will see a door locked from the inside. You can go around the building and go down to help the girl who was attacked by rats. Once you've dealt with them, head to the door indicated by the target marker.

Finally, you managed to get to the area where Sokolov's house is located. Getting to him is quite easy - you also have a teleport. First, teleport to the right and follow from one destroyed house to another until you can clearly see the house of Anton Sokolov. now you can sneak across the rooftops without touching the guards at all. We would advise you to do just that. The healer can be reached by climbing through the balcony located on the left side of the house.

You will find yourself in the laboratory, where you will find the imperial healer himself, as well as his guinea pig, which the doctor imprisoned in a cage. Sokolov, noticing you, will not raise the alarm, but, on the contrary, will show a frank interest in the mysterious sign that is depicted on your hand, offering to negotiate. However, you are not here at all in order to have a nice conversation - stun him and let the girl out of the cage. Now you can explore his laboratory, get yourself a vial of the elixir of health if you have run out of it, and also in the laboratory you will find a rune.

Now pick up Dr. Sokolov and leave this building the same way you came. Use the teleport, jump over the rooftops that are marked with the target marker, now go down. Under the bridge, Samuel is waiting for you near the boat, who will take you back to the pub.

A new task in the passage of the Dishonored game is to kidnap one scientist with a Russian name - Anton Sokolov. He will help you get to Burroughs' mistress, the Lord Regent.

As usual, Sam will take you to the southern part of the bridge. From there, you will be able to climb the stairs, walk down the street, and teleport to the overhang. Then you need to go through the ventilation, teleport to the extension, where the spotlight is, to the trash can. Enter the door, climb to the top, move to the other side, after to the valve. When you unscrew it, go down, taking the battery with you, which must be inserted into the opening next to the grate. Then it will open. Jump into the cradle, move to the opposite side of the bridge.

You should teleport to the balcony across the street, then onto the parapet by the alley and turn into it. Go to the iron chain, climb up, jump to the balcony. With the further passage of the game Dishonored, you need to get rid of two guards, find and lower the lever. Then go to the other side. There you will find another pen. When you pull on it, then go up. Through the balcony you can get into the room in which the rune. After that, you need to return to the iron bridge, run across it and climb to the very top. There will be a door leading to the street.

First, climb into Pratchett's house. To do this, go down the street, turn left and jump out the window. Find a safe inside. Its code is 4,7,3. Inside the safe is a rune.

Get down, cut down the owner and take the key. After that, look at Pratchett's crazy neighbor, take the shrine, get out through the balcony, head through the ventilation to the right, to the bridge.

Dishonored walkthrough - when you get to the embankment, you have to wait until the guards talk. Then teleport to the bridge. Then you need to climb the chain to the scaffolding. Kill the guard, head to the control cabin. It is necessary to raise the bridge with the help of a lever, go to the opposite side, disconnect the batteries from the searchlights. Then Sam will be able to swim to Sokolov's house.

When you turn off the searchlights, you need to go down and return to the city. Jump from the roof to the balcony, go to the cabin, where the control of the bridge is. It is necessary to neutralize the guard, turn off the lever. We need to hide the body, cross the street unnoticed, climb the stairs and turn off the batteries that power the lights.

After that, go back, teleport out the gate to bypass the guard. On the left you will see a balcony. It can be climbed through the ventilation.

At the bottom you will meet another "girl in trouble". Save her from the rats. Throw the corpse to the rats, and then kill them all.

Dishonored walkthrough - when you open the doors under the balcony, you will be taken to the next location. There will be a door on the left side. Behind it you can find a rune, behind the balconies.

Then move to the right. You will meet a guard with an assassin. Turn towards the ruins. On one balcony, neutralize the patrolman, go inside, directly to Sokolov. Put the scientist to sleep, free the hostage. After that, take the sleeping Sokolov, teleport to the embankment, go to Sam.

Reception Lady Boyle


This time, Ellie will wake you up and thank you for saving you. Go to the admiral, knock out the necessary information from the scientist Sokolov that the lady you need will arrive at the masquerade. I'll have to go get the lady. As usual, Sam will take you to the right place.

Passage of the game Dishonored. Bonuses can be obtained by going to the left coast. Make your way through the window by the electric tower. It is necessary to search everything inside, climb to the roof and move to another street, dive under the bridge. Here you will find another rune. Move to the opposite bank, where one girl will look for her invitation card. You can use it. Inside you will meet Lord Shaw, give him Pendleton's letter. The contents of the letter will upset Shaw and he will challenge you to a duel. It can be put to sleep with a dart, or killed.

Find Lord Brisby. He wanders around in a Cheshire Cat mask. He will say the name of Lady Boyle. We have to take her to the basement.

However, first you can go up to her room and find a lot of interesting things. Wait for the ladder guard to leave his post, pull the string above the table and make your way to the secret room. Don't forget to search the bedroom nearby.

Passage of the game Dishonored - follow from the first room through the keyhole how the guards move. At the right moment, you need to sneak into the room with a fireplace, search it and a number of other bedrooms. Return to the ballroom, go in search of Miss White. She will tell you what dress Lady Boyle is wearing. Find this lady, put her to sleep and drag her to the cellar to give to the Cheshire Cat.

Behind one door you can find treasures. After that, get out home, go to Sam. You can get to it directly from the basement, by water.

Return to the Tower


When you return to the base, you will need to find Lord Pendleton. He will give you a rune for the events from the ball. After that there will be a briefing from the admiral. This time, you need to return to the Dunwall Tower to deal with the Lord Regent.

Walkthrough Dishonored - you can get a rune before the task. To do this, find Ellie for the girl sitting inside the Calista tavern. We must look in the following places: the base of the tower, Corvo's room, the neighborhood of an abandoned apartment.

After the end of peaceful affairs, you need to go to the pier to Sam. He is ready to fulfill your request for delivery. At the tower you have to jump into the water and swim to a dead end. After the ledges and pipes climb up. Behind one of the bars, by the way, there will be a corpse. Under it you will find many interesting things. The corpse can be reached by jumping to another wall. You will find a workaround there.

Get to the balcony, which is one level higher, open the door and teleport to the left wall. Be sure to remove the battery from the shield, then go to the second floor, go through the door to the outside of the tower. To complete the Dishonored game, you must eliminate the sentry, go up the outer stairs to the large doors. Inside, carefully move to the balcony along the right wall. Then kill the guard, teleport to a small balcony, pick up another battery there. From the balcony, you need to teleport to the roof, along which you can go to the other side of the castle. From here, teleport behind the pipes on the right side, move even higher.

When you rise, hide behind the bushes, go right to the stairs. Go down along it, turn left, find a hole in the wall. Through it you will move to the iron scaffolding, thanks to which you can climb up. Eliminate the guard and hide the body somewhere below.

From the place where the guard was eliminated, you can teleport to the room on the left. It is empty, but under the bed you will find the treasured rune. Take the trophy and return to the stairs, go upstairs, then onto the roof. There you will have to deal with another guard. The body is better to carry down.

Dishonored walkthrough - go upstairs again, get rid of one more guard, hide the body again next to other colleagues.

Climb up again, move to the parapet of the building, which is on your right side. Walk forward, then teleport inside the room where the red light is in the window. Open the hatch. So you get to the very tower of Dunwall.

Make your way forward to the main hall, teleport to the chandelier, then to the upper level. Use slow time to go down to turn off the battery.

Then go up again. There, the officer will be relaying some kind of message to Burroughs. You don't need to kill an officer if you want to kill the Lord Regent. By the way, he will tell you the code that will fit Burroughs' safe - 9,3,5.

At the end of the conversation, go down two floors lower, go along the corridor, then you need to transfer to the balcony and go into Burroughs' room. With the further passage of the Dishonored game, you need to take serious compromising evidence on the Lord Regent from the safe, there will be a rune in the chest.

Return to the Propaganda Officer's control room, start the recording-exposure live. After that, you can go down to the floor below and see how the police will arrest Burroughs.

By the way, you can personally kill him if you wish. To do this, you need to get into the main hall through the ventilation, go to the left along the wall, go down and deal with everyone you see.

To return to Sam, you need to get back into the ventilation. If you eliminated the enemy with compromising evidence, then wait until the corridor is free, teleport to the chandelier, then to the balcony. If they killed Burroughs, then go up to the corridor, do the same operation.

To get into the red room when playing Dishonored, you need to use the ventilation. Then teleport to the spotlight, turn off the power. Then you need to move to the roof of the building, which is on the left, go down to the embankment, climb over the wall, jump to the roof, then to another, and then return to the balcony and into the room.

Put the guard to sleep, go to the balcony from which the mission started, jump into the water. A celebration of success awaits you at Pete's Tavern. Rise up to yourself. You will faint. Someone wants to poison you.

Homecoming.

Corvo, the protagonist, has returned from a long journey across the islands in search of a cure for the plague. Having moored, we look around. We sail to the tower, and then we head to the empress with a detailed report. On the way we meet Emily, the daughter of the Empress, and tightly squeeze her in our arms. Let's play a game with her, because we haven't seen each other for so long. We rise to the gazebo, meet with Jess and give her a letter. The guards have disappeared somewhere, and enemies are approaching from the roof of a neighboring building. We shoot a couple, we also learn to block blows. It will not be possible to save the Empress, and her enemies take her daughter with them. The guard who arrived late, without delving into the essence of what happened, accuses us of murder.

Hide and seek (optional).

We run after the girl under the stone bridge. When she starts counting, we go up the stairs and enter stealth mode (crouching). Soon she will give up and then we can go down to Emily.

Innocently convicted.

After the torture, we are brought to a cell. The prison guard leaves food near the door. We eat bread, select a note and a key. We unlock the door, go out into the corridor and pick up the blade and a couple of dozen coins from the table. We deal with enemies, do not forget to block their blows. We run to the bridge, climb up. We collect a lot of supplies, including healing potions and pistols. We go into the corridor, we kill two. We select the key from the guard's belt. We open the door, we run along the walking path. We jump down, to the right, in front of the interrogation door, we collect coins. We enter the interrogation room, from the table we select coins and the report of the officer on duty. We get to the safe, from where we extract the time bomb.
We run back, kill two. Do not forget to search the bodies for trophies (coins, cartridges). We cross the prison yard, we get into the corridor. We kill the guards, search the rooms on the left. We pull the lever, we go through the opened door. We deal with the enemy, we will take supplies from the shelves on the left. We install explosives and run away. Outside, the bridge has risen, jump down into the water. We swim to the sewers, from where we get into the catacombs.

Fugitive.

We move straight ahead, open the door. We read the note on the box. We climb up, in covert mode we crawl forward. We see how two starved rats are gnawed. We jump down, keep moving. We are afraid of rats, we attack them little by little and move back. We swim in the center, remove the body from the valve. We unscrew it and get to the area with a lot of rats. On the right side through the scattered objects we make our way to the center. We grab the corpses and throw them on the ground so that the rats are distracted by them. We quickly unscrew the valve and pass on. Turn right, grab the chain. We climb up, we find the equipment left for us - this is a mini-crossbow and a more perfect blade.

We open the grate, on the run we use squats to slip under the stretch. We pass to the parallel side, jump up. We carefully go down the stones. We can jump right on the head of the enemies and hold down the strike button to instantly kill them. Let's practice this, and then get out, where our ally Samuel is waiting for us.

Secret allies.

Having sailed to a new area, we get to the Dog Pit pub. We communicate with the loyalists Admiral Havelock and Lord Pendleton. Let's visit Piero in his workshop. During the manufacture of equipment, the tank with blubber is emptied. We go upstairs, pick up a full tank and install it in the device below. After some manipulations, we get the assassin's mask. You can also buy ammunition and upgrades for the weapons we have from Pierrot. Before going to sleep, we can look around the rooms on the floors of the pub, there are probably a lot of interesting things there.

Alien messenger.

After waking up, open the door on the left and go upstairs. We meet the Alien, who endows us with unique abilities. The "Transfer" skill allows you to instantly overcome short distances. We hold down the corresponding button and indicate the point where we want to move. From the chest we select a spiritual balm, which we restore the hero's mana. We continue to move further and further, actively using the transference. We receive another gift from the Alien - a living heart that will show the right path to runes and amulets. You have to switch between the heart and transference. These two abilities cannot work at the same time. We see that the rune is at the bottom, we jump down there. We move around the islands with the help of transfer. We select the rune and spend it on the appropriate skills. For one rune, we can acquire only two abilities - Darkvision and Vitality. Alien returns us to the familiar reality.

New day.

Waking up, we see a sign on the hand. The dream turned out to be real. We go down to Admiral Havelock and get the task - to kill Campbell.

Rune (optional).

With the help of the heart, it will not be difficult to find a rune in the vicinity of the pub.

High Overseer Campbell.

We get to Samuel. We arrive at the wine district. There are three ways to get to the first wall of light: through the alley on the right, climbing the boxes on the left, or straight ahead, pulling out a barrel of blubber. Let's go straight ahead and deal with the guards. On the other side, we similarly remove the barrel with blubber and get to Holger Square.

We kill the enemy, we speak with the captive Martin. We release it by pulling the lever on the left. Let's go further, climb the boxes on the right and go to the other side of the gate. There are three opponents here, we quickly neutralize the lone patrol. Then two more when they part. We enter the room to the left of the gate, deal with opponents. Through the square we penetrate into the territory of the office, and then into the main building. We go upstairs to Campbell's office. We send Campbell's glass, leave the room and close the door behind us. After the bell strikes, they will arrive to taste the drink. Campbell will die, and we will break into the office and take the incriminating diary. Meet Samuel in the backyard. You can get to it unnoticed on the roofs, and then going down the chain.

Rescue Captain Curnow (optional).

We communicate with Callista near the pub. She asks to rescue her uncle, who is about to be sent by Campbell. In order for Karnow to stay alive, being in the office of the supreme overseer, we poison only Campbell's glass. Then, when Curnow calls the guards, they will attack him. It's time to intervene and kill the guards. Curnow will run away and thereby save himself.

Old Rags (optional).

We will find her in an abandoned house in the alley. After talking with the blind old woman, we get the key. We unlock the door and immediately attack the uninvited guests. They can attack with fire, so getting close to them is not recommended. As a reward, we will receive a rune that can be picked up from the top floor.

Guests (optional).

Rags will give you another task, to get into Galvani's laboratory and steal the plague elixir. We penetrate into the office of Galvani, we rise to the third floor. We draw out the dummy book on the bookshelf. We extract the insides of the rat. We get to the Dunwall distillery. We can't get past the guard at the bottom of the stairs without being seen. Therefore, we neutralize it from firearms or a crossbow. There are two more ahead and one patrolling the area. We can climb onto the roof on the right and get close to the entrance to the distillery. Once inside, before stretching turn right and open the door. From there it is easy to get into the room on the right and poison the elixir. Let's return to Rags for a reward.

Confusion of caretakers.

Meet Havelock Pendleton in the yard. After a difficult task, you can sleep. If you do not immediately agree in the dialogue, you will have to go up to the bedroom on your own.

Waking up, let's go down to Havelock. At night, servants heard incomprehensible sounds coming from the catacombs. We get the key and go down. We move forward until we meet two mourners. They are very dangerous in close combat, so we attack from a distance or with short blows, followed by a retreat. Let's kill two and return to Havelock in the pub, unlocking the basement door.

Pleasure house.

After talking with Martin and Havelock, head to the boatman and head to the Golden Cat. Not far from the shore we can listen to instructions from Peddleton; after all, we will have to kill his brothers - Morgan and Custis.

Slackjaw (additional).

Arriving in the wine district, we will go to Bottle Street and then to the distillery, where we will meet with Slackjaw.

Missing Crowley (optional).

Slackjaw will help us get into the Golden Cat, but on the condition that we help him find Galvani. First, let's visit his office. On the way back to the wine district, we will run into mourners. The consequences of our previous actions are evident! The Assassins live in an alleyway called Bottle Street. Lure them to the bandits, they will distract them for a while. We have already been to the office before, we go up to the top floor and take the evidence next to the body of Slekjov's informant. At the same time, we will open the laboratory again, pulling the model of the book on the bookshelf, and take the rune. We deliver the audiogram to Slackjow. We refuse the service.

Pleasure House (continued).

We get to the hotel "Captain's Bridge". There are more guards and in order to slip past them, you will have to study the route of movement. Having penetrated inside, we rise upward. On the roofs on the left we get to the balcony. We enter the "Golden Cat", now we act carefully and slowly, since the protection here is almost at every step. We penetrate into the smoking and cream rooms; we destroy the main targets and girls so that they do not have time to call for help. It remains to penetrate into the office of Madame Prudentia and also deal with her. We search the body, take the key, and from the table - the book of visitors. We learn that Emily is being held on the top floor. Let's go up there and enter the room. We follow the girl to a special door for important guests. We return to Samuel.

Distinguished guest.

The heiress is safe, now Callista will take care of her peace of mind. Let's talk with Pendleton, his condition is easy for us to understand; on the one hand, we did a good deed, and on the other hand, we killed two of his brothers at once. Havelock and Martin are waiting for us at the pub with a plan of action already in place.

Royal doctor.

Anton Sokolov is a very influential doctor. The Loyalists want to extract from him the name of the Lord Regent's mistress. To do this, we will arrive at the Kaldwin Bridge and first of all turn off the searchlights, which will treacherously betray us to the guards at night. Having gone forward a little, we will jump on the boards on the right to the chain, and then from the chain to the other side. We go up the stairs to the right and, looking up, we will see a ledge along which you can climb to the ventilation pipe. We move along it until it breaks. We jump down, in front of the trash can. Passing along the wall, we enter inside the building. We rise to the third floor, turn the valve. The chain has moved forward, through it we will get to the other side. We take a tank with blubber, connect it to the control panel next to the trolley. We pull the lever and quickly jump onto the trolley. Once on the other side, carefully jump down. Let's watch for the enemy and attack him in a jump. The rest is easy to deal with, or just walk past them to the door leading to Drobridge.

Ahead are two talking guards. Let's go behind the shelter to the left, jump onto the roof to the left by transfer. Let's jump down to the left on the boxes. We go straight until we see a device that shocks if we approach a certain distance. Let's turn around and see the passage down to the right. Let's jump across the river in boats. It is dangerous to be in the water, because. predatory fish live there. We climb up the boxes, wait for the enemies to leave and go through the small bridge (to the left of the main bridge). We clean the room, use the wires to calculate the control panel and de-energize the shocking device by removing the tank with the blubber. Now we climb the stairs to the highest level. We kill the guard, we pull the lever on the control panel. The bridge has risen, transfer jump onto it through the wall in the center. We move to the other side, also by transfer we climb up the wooden structure. We remove the tanks with the blubber and de-energize the searchlight. On the side mounts of the bridge, carefully drive down and get to the Midrow substation.

We leave to the balcony and go through the ventilation pipe on the right to the end. We can jump onto the locker and kill three opponents. We go up, pull the lever. The structure on the left has stopped, crawl under it and activate another lever. We pass the barrier and go to the North side. Immediately turn into the alley on the right, jump onto the roof using the transfer. Two people are standing in front of the door to Sokolov's house. We can watch for one of them behind the box, or attack right away.

Once inside, we go upstairs. There are no ceilings in the rooms, so by transfer we climb the wall and penetrate into the area surrounded by barriers. We open the doors, we pass under the pipes on the left. We rise even higher, we speak with Sokolov. We stun him from behind and carry him on our shoulders to Samuel. In order not to have to re-pass the whole path that we have made, we gradually go down under the bridge by transfer. Moreover, he is almost under us.

Interrogation.

After a hard day, you can relax. We wake up to the voice of Emily. There is nothing terrible that she will stay in our room, which we inform her about. We go down, we see Pierrot, peeping through the keyhole for Callista. Let's ask him not to spy. Let's not disturb Kallista and immediately go to the interrogation of Sokolov. Let's talk to him and try to bribe. To do this, we will purchase a bottle of King Street brandy from Piero for 150 coins.

Reception Lady Boyle.

We learn the name of the lady who posed for Sokolov. Just today there will be a reception in honor of the Boyles, where all three sisters will be present. Arriving at the location, we go up to the shore. Big men roam the streets, keep our distance from them. We get to the estate on the roofs or just along the street parallel to the big man. We jump over the gate on the boxes. We approach the guests, the girl will fly an invitation. We catch it and show it to the gatekeeper. We approach the gate and enter the ball. Then we get to the lobby of the mansion.

Inside we communicate with the guests and get some kind of hints. You need to get to the second floor to find out who is hiding behind what mask. The path to the stairs was blocked by a barrier. A guard stands motionless nearby. We will steal the key from him in such a way that the servants do not notice us. Wires from the barrier lead to the room on the right. We unlock and go inside also, without being under the gaze of the maids. Carefully, crouching, we rise to the second floor. We search the first bedroom, read the diary on the table and take the key. Next up is Esma's bedroom. There are a lot of guards here, it is not necessary to eliminate them, the main thing is to sneak forward and turn left. Reading a diary in the bathroom. In the room next to the bed there is a table, and above it is a lever. We pull it, we teleport to the opened passage from above. Through the attic we will get into Waverly's bedroom. From the table we will take the key to the bedroom itself, from the closet the key to all the doors of the Dunwall Tower. The most important thing is the information from which we find out that our target is dressed in black and she is paranoid. Let's go back to the lobby and tell Waverly her name, then let us know that someone wants to kill her and ask her to follow us. Let's go down to the basement, or rather to the wine cellar, where there are no servants or guards. We will kill her and from here, through the catacombs, we will leave the territory. We swim quickly and preferably under water. Having unscrewed the valve, we immediately turn left and try to have time to swim under the closing gates.

Note from Pendleton (optional).

Pendleton will ask us to deliver a note to Lord Shaw. Of the signs - a wolf mask. As soon as we enter the estate, we will find Shaw and hand over the notes. We follow the duelist, pick up a weapon and stand in the indicated place. So, we turn our backs on the enemy. At the expense of "One", turn around and shoot. We return to Pendleton.

Decisive blow.

The Lord Regent lost financial support from Boyle and began to weaken. Let's talk with Lord Pendleton, and then with Admiral Havelock.

Return to the tower.

Let's chat with Callista in the pub. She will report that Emily constantly plays hide and seek with her and does not want to study at all. You can find it in the attic, in our room.

Samuel will take us to Dunwall Tower. We swim inside through the gateway. We climb up, then along the side pipes. In the wall you can see a small passage with red pipes. We quickly pass through the spinning mechanisms, we will meet rats in front. Transfer jump to the door in the center. Opening it, we will see the installation, which beats the current. With a jerk we will run (or transfer) to the left and from there we will pull out a tank with a blubber. We go up, neutralize the enemy standing with his back. Further, the enemies will be on both sides, it is best to get rid of both. We pick up the key to the side door from one of them, to the left of the barrier. Going outside, we are afraid of a patrolling big man and rats nearby. When he turns around, follow him, but hide behind a side passage. We get to the stairs, we can wait until the enemies pass and jump over a small wall and kill the enemy standing nearby. Don't forget to quickly hide the body. We go further, the big man is patrolling here, without falling under his gaze, we move to the left along the wall. We jump over it and run straight, then turn into the room. We eliminate the enemy, go upstairs and turn the valve. A passage has opened, through it we will jump into the water and from here it is easy to get to the doors of the tower.

We open the doors, eliminate the guard who turned towards the stairs, while others communicate with the Lord Regent via video link. Hide the body in the side room. Under the stairs on the right there is a door, let's go through it. Take the key from the wall on the left. We go further, in front of the talking guards. Let's turn right and go upstairs. Let's look into the first room on the left, take the security key and unlock the door. We take out the tank with the blubber. There is a guard next to the next door, but soon he will move away, and we will be able to pass through the barrier. We get to the stairs, go up the left side and continue to walk along the side we were on.

We get out on the roof, the territory is patrolled by guards. We get to the building where the Lord Regent is located on the right side. From the window we can jump inside. Let's deal with the enemy, indoors. Then we go through the door on the side, go up the stairs and take out the tank with the blubber. We'll bring the body here. The second guard will come running, we similarly deal with him and drag him to the stairs. Now we can climb up and finish off the lord regent while the big man does not see us. We hide the corpse on the side and return to Samuel. To do this, we will go outside in the same way that we entered. We run across to the opposite side and jump into the ditch. We swim to the left, get out on land. On this side we run all the way and in order not to fall on the rocks, we use a teleport towards the water.

Visit the executioner (optional).

In the kitchen on the first floor of the tower, we eavesdrop on the conversation. The maid will take the food to the executioner. Following her, we will find the executioner. We move along the second floor to the end of the corridor through the rooms on the left. Probably have to kill or silence the servants. It is quite difficult to sneak up on the executioner unnoticed, but the main thing is to quickly kill his dog, and only then deal with the interrogator, as the local guards call him. We block his blows and strike back, no one will come running to the noise, so we will deal with him at a calm pace.

On the eve of the coronation.

The Lord Regent has been defeated, and now nothing can stop Emily Kaldwin from becoming the head of the country. Let's celebrate this event in the pub with the loyalists. Further, we go up to our bedroom and, having reached the bed, we lose consciousness. Lord Pendleton and Admiral Havelock planned to poison us and appear before the country in the "white light." However, Samuel practically saved us. Instead of a full dose, he mixed only half into the drink.

With the flow.

Waking up in a boat in the middle of a flooded quarter, the assassins take us to Daoud. During the beating, we are transported to another reality, where we will communicate with the Alien.

Flooded area.

We wake up in a hole, put on a mask and start throwing bricks into a wooden hatch. We break it, we climb up by transferring it. From the table we take away useful items, including a more or less usable blade. We go up the stairs, we destroy two assassins. We jump off the water and head towards Daud.

Essential Tools (Optional).

We jump into the water and swim to Greaves's fat factory. We are afraid of spitters and mourners who have accumulated in a group. In front of the fat factory building, there is a smaller building. Next to the stairs and the blubber filler, we find a tank and fill it. Let's bring it into the building, install it in the connector and pull the lever. Now we can climb the ladder to the fat factory. Through the pipes we move around the building, along the chain we climb up. We are waiting for the assassins to leave and go upstairs. Another closed grate, let's go right and break the fragile wall above the grate. We take the tank, fill the blubber and activate the lever. We go down to the very bottom, where we will find our equipment. But before that, you will have to kill five mourners. The Timebending ability will help you defeat enemies in a few seconds without harming your health. We rise along the next stairs, turn the valve and get out.

Flooded quarter (continued).

We will be hindered all the way by fast and strong assassins. They are able to instantly teleport and see well from long distances. The surest way against these enemies is the "time bend" skill. Of all the methods presented, we will choose revenge. We run up and deal with him and his guards. We pick up the key hanging under the counter. We go down into the tunnel, from where we get out to Rudshore.

We get out of the pit, go to the right along the rails. It's dangerous to go forward, there are too many brutes in control of the territory. By transfer we climb the wall of the destroyed building. We are waiting for the trolley to pass, and we can jump on it with the same transfer. Once at the gate, do not forget to jump to the side, otherwise the wall of light will split us. We take out the tank with the blubber. We go down the chain to the left. We select the moment and run to the door. Let's go to the Old Port.

Works and cares.

We freely get to the hatch, turn the valve and jump down. We communicate with the wounded bandit, who tells us where we can get the key. We jump onto the red pipe, go left and crawl through the narrow passage. We run quickly and swiftly along the lower paths so that the creatures cannot hit us. We swim under water and climb up, we will get right into the Dog Pit. Creeping up behind, we pick up the universal key from Rags. We get to the drainage pipe, break through the boards and return to the locked doors on the stream. We share with the mourners. After we break through the wooden fences, another one will be right behind the shield into the room, where two creatures will attack us at once. So it's easier to use "time bend".

Help Slackjaw (optional).

Creeping up from behind, we will steal the key and the Old Rags. She finds out about it, and we promise to kill us. Slackjaw advises destroying the Rags cameo. We go upstairs to the witch's room. We pick up the cameo from the bed, pull the stove lever, put the cameo in the stove and pull the lever again. We save from rats by standing on the bed. It remains only to finish off Rags, hit her with a knife. We release Slekdzhova by pulling the lever.

Loyalists.

Entering the pub, we communicate with Cecilia. She will tell us about recent events. Let's go upstairs, unlock the door with the keys on the left. On the street we see a tall man and two guards. When the big man hides around the corner, we jump down to the left and get to the door. There are also many guards inside. We'll pick up Havelock's orders from the bar. We go upstairs, read a letter from Emily. We get to Callista, pick up the key and another letter. From the bedroom we get to the roof, and from the roof to the tower. We unlock the door, go inside and give a signal to Samuel by firing a rocket launcher. We go ashore on the other side and meet with Samuel.

Rescue Pierrot and Sokolov (optional).

From the window of our bedroom, we can get to the roof. We carefully jump onto the ventilation pipe and move along it to Pierrot's balcony. Sokolov and Pierrot, while they were in prison, came up with a device. We will find drawings for it in the pub on the second floor, in Havelock's room. We return the same way, eliminate two guards and, having taken the drawing, deliver it to the allies. Discharge column is ready to use, let's burn the enemies!

Guiding beacon.

Samuel will take us to the lighthouse on Kingsparrow Island and immediately ask us to leave the boat. His intentions are to expose us to our enemies. He fires into the air, and the guards run to the noise. Let's deal with them and go towards the harbor. We go along the bottom, open the hatches in the floor and climb up. We deal with two guards, moreover, so that the searchlight is not directed at us. There is a drainpipe between the harbor and the sea. Let's climb on it and extract the tank with blubber from the side of the harbor.

Let's go back to the barrier, jump over the gate. Watching the brawl between Martin and Pendleton. Let's climb the walls on the right and hiding behind the boxes - up. Eliminate Martin, take the key. On the left side we get to Pendleton, he will die in just a minute, but we can finish him off to speed up the process. Run upstairs, then straight ahead. There is a discharge column ahead, so let's go along the bridge from below. We unlock the elevator door and go upstairs.

We kill a couple of guards and climb to the very top of the lighthouse. Havelock has grabbed Emily and is about to jump! We use the "bend of time" and quickly run towards them. At the last moment, we grab the girl from the hands of the admiral. Watch the final video.

Kittens, hello everyone!

Although my passion for Dishonored has died down a little (which may have coincided with my return to the realm of the horned demon ^_^), I continue to understand the secrets and goodies of the game with pleasure and interest. Bone amulets are in the process (but I’m already broken to take screenshots and complete missions for the hundredth time), but writing a safe guide turned out to be much easier and faster. Actually, subject.

Beware, evil spoiler!

While Dishonored is a game about revenge and a plague on both your houses, the historical progenitor aka Thief occasionally shines through. Agree, when, if not on breaking the safe, remember the sweet Garrett and complain about the stubborn lock? Of course, no one forbade you to crack the safe with a banal enumeration .. but this is somehow completely bad manners. If there is a lock, then there is also a key, and leave the "brute force" to the greenhorns. ^_^

So, the revelations of the great strategist (in the literal sense) in action, let's go! There are 10 safes in total in the game, and I will tell you how to get to each of them. By tradition, all safes are tied to missions, during which they need to be found and broken. I draw your attention to the fact that in missions number 5, 8 and 9 ("Lady Boyle's Last Reception", "Loyalists" and "Guiding Beacon") there are no safes, so there is nothing to open there in this sense. In addition to the location of the safes, there is also a description of where to find the ciphers for them. For ease of orientation for several complex safes, additional hints are given. So, Hulk break!

MISSION №1. INNOCENTLY CONVINCED

Number of safes - 1.

Safe №01.

Location: Dunwall catacombs

Combination: 451

How to get a: this safe is perhaps the only thing that can be found interesting during the first mission. There you have no runes, no amulets, no pictures of Sokolov. Only rats, empty bottles and expired canned goods. After you find the equipment left for Corvo by the Loyalists, look around. Behind the bars just after the save location is a safe. Well, like .. rather, lying on the floor. Behind the safe there are shelves with bottles, and if you remove them, you can see the combination drawn in chalk. In the safe, however, there is nothing particularly interesting, but still nice.

MISSION №2. HIGH OVERSEE

Number of safes - 3.

Guide to cracking safes in Dishonored


Guide to cracking safes in Dishonored

Safe №02.

Location: Dr. Galvani's office

Combination: 287

How to get a: we go to Clevering Boulevard and after the first wall of light we find the office of the good doctor. The safe is located on the second floor, in a room with folding glass doors, but the combination of it can be found in Dr. Galvani's office on the third floor. The cipher is written in chalk on one of the boards with drawings and other calculations. Gold is waiting for us in the safe.

Guide to cracking safes in Dishonored


Guide to cracking safes in Dishonored

Safe №03.

Location: kennels of the supreme overseer

Combination: 217

How to get a: Remember when we stormed Campbell's stash? We again follow the same path: we pass the main hall on the first floor and turn into the door to the left of the partition, it leads to the kennels. On the kennels in front of the first doorway there is a note that says the cipher, namely: "deceitful tongue", "wandering eye" and "scattered mind". Each of these sins has its own number, and they are all listed in the book at the entrance to the main hall. We correlate sins with numbers and get a cipher. After that, go through the opening, turn left and go to the very end until you hit the door of the crematorium. Your supplies are in the cage with the dead wolfhounds.

Guide to cracking safes in Dishonored


Guide to cracking safes in Dishonored

Safe №04.

Location: High Overseer's Guard Barracks

Combination: 203

How to get a: The last safe in this mission is in the guard barracks. Friends with masks with kind wolfhounds on a leash are still walking nearby. For reference: the entrance to the barracks is located exactly opposite the door to the workshop (we were still looking for the rune there, remember?). Getting a code combination is quite interesting. To do this, from Holger Square, go to the backyard and next to the alley, save the caretaker's sister, accused of witchcraft, from the massacre of the guards. To celebrate, the brother and sister will tell you the code to the safe with the wish of a successful looting of the territories. In the safe you will find ammunition, including darts and an elixir. Another option to get hold of the code is to go to the dining room. The code change letter will lie on the table, crushed, it seems, by a pear. We don’t burn, gentlemen guards, well, we never burn!

MISSION №3. HOUSE OF PLEASURE

Number of safes - 1.

Guide to cracking safes in Dishonored


Guide to cracking safes in Dishonored

Safe №05.

Location: art dealer's house in the Wine Quarter

Combination: 879, 138, 656, 679 or 696

How to get a: in the third mission there is only one safe, but what a safe! To get a code from him, you first need to go to the "Golden Cat" and there, in a room with a kind of electric chair, have a close chat with the art dealer. After the switch knocks out the desired combination from this masochist, go to the merchant's house and go up to the third floor. Dealer - a man is not a miss, he has a safe - it's a whole room! There you will find a lot of delicious things, for example, a rune, a picture of Sokolov and a bunch of little things. By the way, Slackjaw will really want to recognize the combination from this safe (and, by the way, will promise the disappearance of the Pendleton brothers for it). The most cunning, however, clean out the safe, and then go to feed the poor bandit with treasured numbers. Comedians..

MISSION №4. ROYAL DOCTOR

Number of safes - 2.

Guide to cracking safes in Dishonored


Guide to cracking safes in Dishonored

Safe №06.

Location: Pratchett's house

Combination: 473

How to get a: once you get to Pratchett's house (how you do it, decide for yourself: you can kill the guards, move into it, or, like a real hero, generally go around), find paintings on the first, second and third floors. Each one will have a number. The city street picture would be 4, the whaling picture would be 3, and the whaling ship picture would be 7. The safe is located on the third floor, and the sequence you need is encrypted in a letter nearby: streets, ship, whaling. Putting two and two together, we go to take the safe. There we are waiting for gold bars and rune.

Guide to cracking safes in Dishonored


Guide to cracking safes in Dishonored

Safe №07.

Location: ramshackle house

Combination: 294

How to get a: on the north side, on the way to Sokolov's house, you will find a ruined house and several captives who are locked behind a wall of light. If you heed their requests and release them, they will tell you the code combination for the safe. The safe is located here, behind the painting on the third floor. Using Transference, get to it and get your gold bars as a prize. There is nothing complicated here, just do not slip past.

MISSION №6. RETURN TO THE TOWER

Number of safes - 1.

Guide to cracking safes in Dishonored


Guide to cracking safes in Dishonored

Safe №08.

Location: Lord Regent's quarters in the Tower

Combination: 935

How to get a: if you plan to complete the game without a single corpse, you simply need this safe. The desired combination, however, will not be given to you by the lord himself (alas!), but by a propaganda officer who broadcasts to the entire Dunwall from his radio room at the very top of the tower. That's where I advise you to start. From the main stairs, turn right twice and go up to the broadcasting station. If you spare the messenger, he will share with you not only the access code for the safe, but also useful information about its filling. In the safe, the Lord Regent hides an audio recording that reveals his vile nature. And if you cut it into the whole city, nothing good will remain from the bastard. I hope you remember where the Lord Regent's room is located: on the third floor, after the front and then the second, less front staircase. Having obtained the necessary record from the Lord Regent's safe, you will receive the "Political Suicide" achievement, and Comrade Hiram will be taken straight to the galleys under white arms. And happiness to all. Except the Lord Regent, of course!

MISSION №7. FLOODED QUARTER

Number of safes - 2.

Guide to cracking safes in Dishonored


Guide to cracking safes in Dishonored

Safe №09.

Location: flooded apartment in central rudshore

Combination: 428

How to get a: This is, in my opinion, the hardest safe in the game. First you need to find a cipher from him. It is indicated in a letter that can be found on the third floor of a dilapidated house in the Rudshore Market location (you will be guided by cute spitting plants, as well as a balcony where you were still looking for Sokolov's painting). After taking the letter, stomp into the lair of the killers. After that, deal with the first Daud assassins near his lair and teleport to the corner of the roof of the house. If you look down from the roof, you need the lower left sector. We jump as a swallow, open the back door and swim down and to the left of the entrance. Fortunately for us, there will still be where to take a breath. And then we open the treasured safe, in which lies the figure of a whale. Hooray!