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Dishonored 2 walkthrough mechanical mansion amulets. Transfer problems

In this guide, we will deal with bone amulets. They are used to improve the already unlocked skills and abilities of the hero, endow him with new passive skills and remove the default penalties to attack, movement speed, etc. In total, we have to collect about six dozen trinkets, which will be useful both for those who have accepted the mark of the Alien, and for those who have said a firm “no” to the lord of the Abyss. Unlike runes, giving up magical abilities does not prevent you from using amulets. True, for a hero without magic, some of them will simply become unnecessary.

There are 59 amulets hidden in the corners and nooks and crannies of Karnaca and Dunwall, and two more could be obtained as a bonus for pre-ordering the game. We have to look for magic tricks with the help of hearts- yes, yes, the same one that Corvo had in the first game. In order for the amulet to take effect, it must be worn. Initially, our hero has the opportunity to put on only five bone baubles, but with the purchase of additional cells in underground shops, the maximum number of amulets worn on the body, which means that the amulets operating at a given moment, can be increased to ten. The rest, not worn, mystical bone gizmos will lie quietly in Inventory, in the department amulets waiting for the moment when they decide to use them. Always, in any place, the already found amulets will be at hand: we remove the unnecessary one, put on the necessary one and continue to further clear the streets of Karnaki from Delilah's minions. As you can see, the game mechanics of Dishonored 2 associated with amulets have not changed much since the first part.

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

However, something new in the sequel also appeared. Firstly, to the classes already known to us of simple and desecrated (first encountered in the Brigmore Witches DLC) amulets, one more was added - black. For those who are not in the know or have forgotten, I will explain how these classes differ from each other.

  • Simple amulets give a small positive effect.
  • Corrupted Amulets in addition to the positive effect, which is stronger than that of simple amulets, the hero is also rewarded with a negative effect.
  • Black amulets give a stronger positive effect than simple amulets and have no negative effects.

Secondly, the total number of potentially available amulets has increased dramatically. In the first game there were 35 of them (plus 12 more from the Void Walker's Arsenal DLC), in the sequel - 83 (54 simple, 12 defiled and 17 black). Accordingly, their average number in each chapter has also increased. However, the principle of distribution amulets by locations remained the same: with rare exceptions, only its location and class are fixed, but not the specific name and the effect it grants.With the latter, as in Dishonored alone, complete randomness reigns. anyway, we will collect fewer amulets than there are in the game at all - 38 (+2) simple, 7 defiled and 14 black.

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

With the increase in the number of amulets in the game, their variety has also increased. Some of them are more suitable for Corvo, some for Emily; some will be useful in stealth passage, others in open combat clashes. For convenience, I will give a list of all the amulets from the sequel, breaking them down into classes.

Name

Effect

Rapture of the Abyss

From Hypnosis(Emily's ability) Enemies sometimes fall unconscious.

Hardy Allies

Double

Steadfast Allies

dark vision restores health.

strong will

Settlement(Corvo's ability) lasts a little longer.

Convenient carrier

Settlement in beasts (Corvo's ability) lasts a little longer.

Embrace the shadow

light shadow(Emily's ability) lasts a little longer.

Well-coordinated flock

Summoned rat packs(Corvo's ability) last longer.

Acrobat

You climb a little faster.

quick shadow

You move slightly faster in stealth mode.

Swift Tracker

With the weapon stowed, you move a little faster.

Undertaker

You move a little faster with a corpse in your hands.

Slip

Rolling speed has been slightly increased.

Rapid rise

Recovery after a fall is slightly faster.

big lungs

You hold more air underwater.

water essence

Swimming speed slightly increased.

Mind of Leviathan

Being underwater increases mana.

spiritual wealth

Sometimes a mana elixir restores all mana.

Spirituality

Elixirs restore slightly more mana.

Fortress

Elixirs restore slightly more health.

spiritual reserve

Mana regenerates slightly faster.

water spirit

Fountain water restores mana.

Life-giving moisture

Water from fountains restores health.

healthy appetite

Food restores more health.

Grace of the Abyss

Sometimes supernatural skills don't cost mana.

lucky killer

There may be +1 crossbow bolt in the bundle.

Ignition

Your grenades deal slightly more damage.

hot cocktail

The bottle explosion hits a larger radius.

piercing scream

Wailing bolts are louder and have greater range.

Pyro

The radius of the incendiary bolt is slightly larger.

Blade dance

A spring mine can destroy a body.

Miracle Needle

Small chance to return sleep darts.

electric explosion

The impact area of ​​stun mines has been increased.

Duelist's Luck

The box may contain +1 bullet.

restless target

Enemies sometimes drop grenades and debris at their feet.

Temporary trick

Enemy grenades explode slightly slower.

Unsteady hand

ill-fated job

Enemy grenades sometimes do not work.

Explosive resistance

Explosions deal less damage to you.

Vortex

Click attack speed slightly increased.

strong hands

You choke enemies a little faster.

Duelist Mastery

Your bullets do slightly more damage.

Sharp eye

Your crossbow bolts do slightly more damage.

Falling star

Fall kills grant mana.

Predatory bird

Fall kills grant health.

Swordsman

It's much easier to emerge victorious from the clinch.

deep grave

The gravehound can die as soon as it spawns.

Transfer problems

Witches can lose balance after magical transfer.

Albino

There are more white rats in packs.

bitter blood

Corpse wasps stay close to the nests.

spiritual sacrifice

Killing rats or corpse wasps restores mana.

blood sacrifice

Killing rats or corpse wasps restores health.

Feast in the ditch

Eating a white rat will give you mana.

Name

Positive effect

negative effect

High pressure

More damage from grenade explosions, oil cans and bottles.

The damage radius of grenades, tanks and bottles is less.

Zephyr

Your walking and running speed has been increased.

You take more damage.

witch skin

Damage taken consumes mana, then health.

Your Mana is not restored.

Ease

Falls deal less damage to you.

Health regenerates 2 times slower.

Clumsy Assassin

Brief invisibility after killing or strangling an enemy.

You are more noticeable if you make noise or look around.

fuzzy silhouette

Enemies miss more often with ranged attacks.

Enemies can see you better.

dangerous block

A melee blade block will always knock the enemy down.

You take damage by placing blocks.

Swipe

You deal more damage with your blade.

Slows your blade attacks.

steel bones

You take significantly less damage.

Your movement speed is reduced.

Stolen breath

attraction enemies (Emily's ability) is covert and quiet.

Attraction(Emily's ability) always costs more mana.

fragile bolts

Your bolts do more damage.

Bolts always break on impact.

clear moon

Your double(Emily's ability) deals more damage.

Lifetime double(Emily's ability) is halved.

Name

Effect

Alchemy of Corpse Wasps

The first projectile that hits you turns into corpse wasps.

Mind Run

The wearer may jerk.

great spirit

Maximum mana points increased.

Armor of the Abyss

When damaged, most of the points are subtracted from mana.

Breath of Leviathan

The lack of air consumes mana and only then - health.

iron roots

You are much harder to knock down.

hunted beast

Low health greatly increases damage dealt.

familiar smell

Wolfhounds cannot smell you.

Changeable Beasts

White wolfhounds fight on your side.

ship fighter

Drawn weapons do not slow down movement.

invisible thread

Attraction(Emily's ability) makes you invisible while moving.

Fortitude

Maximum health points increased.

Hard landing

When you fall, you hit a shock wave at nearby enemies and objects.

fading light

The first second after the kill Attraction(Emily's ability) and Transfer(Corvo's ability) cost no mana.

Bloodsucker Strikes

On hits or kills, you gain health.

lucky misfire

Enemy pistols have an increased chance of misfire.

The bonds of life

Healing increases your health as well. twins(Emily's ability).

Third, found amulets serve as a source of effects for amulets that the player can craft on their own. Depending on the degree of skill in creating magic items, the game will allow you to create a bone bauble with two, three or even four different effects, as well as with one effect, but enhanced by a maximum of four times. However, crafting is a completely different story, so let's go back to the amulets found and try to figure out where to look for them.
MISSION #1

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

There are no amulets in the first chapter, because our protagonist is still deprived of the main tool for finding them - hearts. He will receive it from the Alien only at the beginning of the second chapter.

MISSION #2

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

Number of simple amulets: 5 + 2

: 1

Number of black amulets: -

Amulets from DLC "Imperial Assassin's Set"- Grace of the Abyss and Duelist's Luck, both simple

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

Location: Fallen House, Hero's Cabin, on a crate near the table.

Initially, these amulets were one of the pre-order bonuses. For two years since the release of the game, they remained inaccessible to those who at one time did not hurry to issue it. However, in December 2018, there was another opportunity to get hold of a couple of bonus amulets. They can now be obtained by anyone from the main menu of the game on any The platform will log into your account on bethesda.net (look for the corresponding button in the lower left corner of the screen). If you don't have an account there yet, you will have to create one. PROOF

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1 1. Amulet from the infected house- simple

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

Location: a house between the embankment and Canal Square, infested with cadaverous wasps, second floor.

The infected house is located next to the underground shop. On it hangs a banner with a red inscription SEIZED (captured, i.e. infested [with wasps]). You can get inside through the open window of the first floor, from which the corpse of one of the unfortunate tenants sticks out.

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

We climb inside, on the left behind the bar we find the door to the stairwell, go up to the floor above, go into the apartment and in the far corner of the hallway we see a hornet's nest glowing red. Congratulations, the amulet is hiding right in it - a sword, a grenade, an igniting bolt or a bubble with a strong swill to help you.

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1 2. Amulet from the apartment of Amadeo Monta- simple

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

Location: house near the light wall, second floor, apartment with the altar of the Alien.

We need a house between Canal Square and the embankment, under which this same canal passes and in front of which there is a windmill that feeds the wall of light. It is easier to get into Amadeo's apartment from the embankment side, through the balcony of the second floor (or through the entrance, if you prefer to refuse the gift of the Stranger) than from the side of the square.

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

The amulet was previously kept in a cache under the parquet at the entrance to the living room, but the caretakers who came with a search opened the floor, and now the bone thing is actually on the surface. True, one of the caretakers is trampling next to him, but there is still a chance to pull off the forbidden tsatsk without disturbing him. The main thing is not to make noise :)

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1 3. Amulet from the roof- simple

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

Location: the roof of the house overlooking the embankment, on the trestle bed near the corpse.

Although the house, on the roof of which the amulet is lying, stands on the embankment, we will make our way there along the roofs of buildings overlooking Canal Square. The house we need is adjacent to the house where Amadeo Mont lived.

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

Under a canopy on a trestle bed, someone who became an incubator for cadaverous wasps fell asleep with eternal sleep. They are still hovering over him. We make pest control and pick up the amulet.

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1 4. Amulet from Canal Square- simple

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

Location: Canal Square, a table at the entrance to the outpost of the caretakers.

The outpost of the caretakers is a red building with a banner, facing the canal and Canal Square with its front facade. Look for the amulet on the table at the entrance to the outpost.

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

At the entrance to their office, the caretakers set up an impromptu platform made of boards, from which they conduct explanatory and propaganda lectures for the inhabitants of Karnak. Near this platform there is a narrow table, and heretical things are laid out on it - an amulet, as well as a rune and raw pieces of whale bone. I advise you to take everything.

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

The most desperate can try to pull artifacts right from under the nose of the caretaker pushing a heartfelt speech.

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1 5. Amulet from the interrogation room- defiled

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

Location: outpost of caretakers, fourth floor, interrogation room, on a table near the wall.

The interrogation room is locked, but getting there is easy. You have several options to choose from: 1) borrow the key from the caretaker pacing near the interrogation room, 2) shoot or blow up the door, 3) break the glass partition separating the interrogation room from the adjacent room, 4) get there on the outside of the building, fortunately one of the windows in the interrogation room are open.

6. Amulet from the Winslow Safes store- simple

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

Location: Winslow Safe Company, first floor, in a large safe under the stairs.

Winslow Safes is located across from Addermere Station.

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

A safe with an amulet and other "goodies" is hidden under the stairs leading to the upper tier of the trading floor, and a piece of paper with a code from it lies in the cash register drawer. The cash register itself is on the counter at the entrance.

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

For more information on how to open this safe, see the safe opening guide.

MISSION #3

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

Number of simple amulets: 3

Number of Corrupted Amulets: 1

Number of black amulets: 1

1. Amulet under the railroad platform- simple

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

Location: under the boardwalk of the platform where the rail carriage arrives.

We will receive this amulet at the very beginning of the mission, we do not even need to enter the institute. From the side where part of the fence is broken, we go down closer to the water and climb under the flooring. An amulet thrown by someone is lying in a broken boat, in a box.

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1 2. Amulet in the foyer of the Institute- simple

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

Location: in the lobby on the ground floor, in an old chest of drawers near the main entrance.

To the left of the central aisle, literally a couple of steps from the main entrance, there is a heap of furniture, boxes and other bulky rubbish, among which there is a chest of drawers with missing doors. It contains an amulet.

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1 3. Amulet from the roof- black

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

Location: The roof of the tower above the elevator shaft.

Using Transfer or Attraction, teleport first to the roof of the VIP chambers (left wing of the fourth floor), then to the chimneys sticking out of it, and from them to the roof of the tower. The amulet will be found in a bird's nest - only a crow took it away. :)

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1 4. Amulet from the convalescent ward- simple

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

Location: third floor, convalescent unit, separate box, on a mattress.

In any case, we will get to the convalescent unit when we look for Dr. Hypatia - it is simply impossible to meet the alchemist lady without him.

Initially, the entrance to this wing is locked, and the key is on the table in Hypatia's office on the fourth floor of the institute. Positive, judging by the name, the department is now a miserable sight - the realm of cadaverous wasps that have made more than one nest for themselves there. Naturally, the first step is to get rid of aggressive insects (a sword, incendiary arrows, grenades and / or bottles of strong alcohol to help you), and then it will be possible to half-collect. Look for the amulet in a box separated from the rest of the room, which can be accessed through the solarium capsule.

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

However, before you reach for the bone trinket, it would not be bad to destroy another hornet's nest.

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1 5. Amulet from the operating room- defiled

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

Location: convalescent unit, operating room.

If you have already figured out where the convalescent unit is located and where to look for Hypatia, or even found it, then you will not have any problems finding this amulet. It lies on the table near the audiographer in the operating room (more, however, similar to an anatomical).

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1
MISSION #4

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

Number of simple amulets: 5

Number of Corrupted Amulets: 1

Number of black amulets: 2

1. Amulet from Major Bonville's apartment- simple

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

Location: Lower Aventa, building opposite the Aventa station, apartment on the third floor.

The only way to get into this apartment is through the balcony. The amulet is hidden in the sideboard, and to get it, you have to break the glass.

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1 2. Amulet from Corrie Brockburn's apartment- black

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

Location: Lower Aventa, building adjacent to the Aventa station, apartment on the third floor.

The easiest way to enter Mr. Brockburn's dwelling is through a balcony overlooking a narrow passage that separates the house from the side facade of the station. Look for the amulet at the far end of the living room from the exit to the balcony, on a table, under a glass flask.

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1 3. Amulet from the station "Aventa"- simple

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

Location: Lower Aventa, Aventa station, waiting room on the second floor, on a pile of luggage.

4. Amulet from the outpost of the Serkonos Guard- simple

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

Location: Upper Aventa, outpost of the Serkonos Guards, second floor, office.

The outpost of the guard adjoins the station of rail carriages. We go inside and go up to the second floor. We need a door with the inscription RECORDS (office), behind which, I warn you, not only the amulet is hidden, but also two guards.

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1 5. Amulet from an art workshop infested with cadaverous wasps- defiled

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

Location: Upper Aventa, a house behind a wall of light, covered with a cloth with red inscriptions SEIZED (infected) and KEEP OUT (stay away).

You can get into the abandoned workshop either from the side of a small square, through an open window on the second floor, or through another window overlooking the observation deck with a cargo crane (the farthest end of the Upper Aventa location). The amulet is lying on a stool near an empty canvas.

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1 6. Amulet from the corpse from the Mechanical Mansion- simple

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

Location: Mechanical mansion, technical space between the ceilings of the first floor and the basement, under the waiting room.

We will start the path to this amulet from the hall in front of the elevator - no matter how you wander around the mansion, you are unlikely to miss it.

To the right of the elevator (if you face it) begins a corridor leading to the waiting room (the one where two aristocratic persons, a lady and a gentleman, are waiting for a meeting with Jindosh). Let's go there.

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

One wall of this corridor is blank, and windows stretch along the other, allowing you to get behind the wall. We open the window closest to the elevator and see in front of us a dull inter-wall space with a slatted floor, in which, however, there is a hatch. Okay, let's use it.

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

Below we are waiting for the technical space between the ceilings. Let's look around and move to where the pipe leads.

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

Literally in a couple of steps we will hear a suspicious zhzhzhzh, which, as you understand, is by no means without reason, and soon we will see a corpse with wasps swarming over it. Everyone came. Get rid of the insects and you can take the amulet.

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

By the way, there is another way to get into the space we need between the floors - from the basement, from the gallery running along the testing room, through the hatch under the ceiling above the configuration lever.

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1 7. Amulet from the basement- simple

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

Location: Mechanical mansion, basement. Guide to finding bone amulets in Dishonored 2. Part 1

Location: Mechanical mansion, third floor, Jindosh's quarters, shelving in the silverography laboratory.

In the chambers of Mr. Great Inventor there is a balcony from which a beautiful view of Karnaca opens up. And on that balcony there is a configuration lever that controls the movement of the rooms. With its activation, our search for this amulet will begin.

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

We pull the lever, quickly run back into the room and observe the process of transformation of space. In an empty corner behind a row of photophones, another room will appear - a laboratory of silverography.

Attention. In order to get this amulet, you will have to move the rooms in the mansion. If you are a stealth player (no detections) and want to get the Silence achievement/trophy, I advise you to start looking for it after you neutralize Jindosh. It also does not hurt to “take care” of the hour soldier (or even two) in advance, for the time being, peacefully dozing in the chambers of the owner of the mansion, so that later he does not burn you somehow completely unexpectedly.
MISSION #5

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

Number of simple amulets: 4

Number of Corrupted Amulets: 1

Number of black amulets: 4

1. Amulet from the bar- simple

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

Location: Kyria Gardens, bar (red building behind the first wall of light, adjacent to the building infested with cadaverous wasps), in the hall on the second floor, on a table.

It's easier, of course, to get into the bar from the back porch, because the street where its front facade goes is heavily guarded. If you are playing with a low level of chaos, then get ready for the presence of people in the bar. If you have a high level of chaos, then only corpses will be inside.
Guide to Finding Bone Amulets in Dishonored 2. Part 1

Location: a building infested with corpse wasps (located between the bar and the square in front of the Kunstkamera), not far from the safe and the portrait of Brianna Ashworth, on the floor.

The easiest way to get into this hotbed of vile insects is from the roof of the bar. And be careful, not only bloodthirsty arthropods are waiting for you there, but also the nest guard.

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1 8 Levitating Amulet- simple

Guide to Finding Bone Amulets in Dishonored 2. Part 1


Guide to Finding Bone Amulets in Dishonored 2. Part 1

Location: Kunstkamera, third floor, laboratory with a blackboard.

From the side of the staircase, as well as from the gallery of the third floor, it is difficult to get into the right room, because the cadaverous wasps have built many nests on the approaches to it. It is much easier (if, of course, your hero has accepted the mark of the Alien and the abilities granted to them) to teleport there from the rooms of the private zone on the second floor, for example, from the one where the corpse lies. Guide to Finding Bone Amulets in Dishonored 2. Part 1

To get to the bone crafts, you have to make some noise.

IN 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 tutorial will begin, during which important plot events will occur. 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

Now the game takes place 15 years after the events in the 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 Brigmore witch Delilah survived the ritual that was corrupted in the past by Daud in the DLC story 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. At 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 select 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. Near it, on the right side, there is a security post, but further from it, through pipes, houses and roofs, you can get to a red building. 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 into an open room, and through it go to the balcony, on the opposite side).

In front of you is now a door that has been knocked down 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, it will have to be solved either by yourself, or by turning 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 it from behind (on a 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. IN 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.

Video

Runes- a collectible item gives heroes one skill point in an RPG. If you collect enough runes and points, then you can improve one or another ability of the hero. It is not easy to find runes on your own, and even with a Heart in your hand, it is not always clear where to look. Below, we will take a detailed look at where are the runes in mission 4 Dishonored 2 Mechanical Mansion.

In total, there are 6 runes in the fourth mission, because there are 2 pcs on the altars.

Where to find all the runes in the Dishonored 2 Mechanical Mansion mission

As soon as you exit the sewer, turn left and go around the building. On the contrary you will see blue house with KEEP OUT! Go downstairs and at the far end you will see a ladder. Climb to the very top through the abundance of nests of bloodflies. When you reach the locked door, pay attention to a small "window" in the wall nearby. Using the transfer, climb inside the room and you will see an altar and two runes here.



To the left of the exit from the sewers there is a map of the city and an alley nearby. Walk through it and turn right. There will be bandits here, but in the distance in the nightstand there is a rune.



Bought on the black market, and visiting it is possible according to the plot. It is located to the right of the exit from the sewers and the beginning of the mission.

The next part of the mission will take the hero to Upper Avent. As you appear, pay attention to the houses on the left. You need a balcony on the far red and white. Using the transfer, get to the balcony and go into the apartment. Ignore the residents, but go down the corridor to the room on the left. There will be a rune in the nightstand.



Like the previous part, in Dishonored 2 players can search for bone amulets - special artifacts that are banned from use in many states under the threat of death. These game items can be used to lower (or increase), abilities, skills and parameters of the main characters. You can find these unique things in different parts of the game world or create them yourself. Bone amulets are often hidden in hidden places, so finding them all on your own is very problematic.

Where can I find bone charms in Dishonored 2?

Most often, these items are in houses where beggars live, who believe in supernatural powers and constantly ask them for help. The rich do not need such “toys”, because they can get everything they want anyway. For this reason, it is worth carefully inspecting old and ruined buildings, shelters of vagrants and boats standing at the pier.

You can find a lot of amulets from people who are passionate about the occult sciences. They usually "hang out" near the so-called "temples". Be sure to visit this religious building and carefully check the pockets of its parishioners.

It is also worth remembering to use the “Heart”, which can indicate the direction in which the rune or bone amulet is located. Naturally, this artifact will not show you the exact location of the item, but at least it will help narrow down the search area. Look at the red dot - the more it gets, the closer you are to the right thing.

strange visit

You will find the first pair of bone charms on the ship, in your cabin. After the first meeting with the Alien, you will return to the cabin. Near the table, you can find two artifacts at once, hidden in a box.

On the edge of the world

1) This amulet is located in a building with a large poster that says "SEIZED!" and which is located between the caretakers' offices and the black market. Get into it through the window (you will find a corpse in the room), and then go past the bar and go up the stairs to the top floor. Beware of the nest of bloodflies. The bone amulet will be inside it. Destroy the nest with fire.

2) Lies in a safe, which can be found across the road from Addermere Station (southwest corner of the map). You need to go to a store called Winslow. To open the vault located on the first floor, you should first get the code located in the cash register, which can be found in the same shop.

3) Not far from the building that is infected, there is a large space between the structures. Here a certain person calls people to revolutionary action. Be careful, if you anger this person, then his allies will attack you. The bone amulet lies on the table next to the fanatics.

4) In the building, which is located above the third amulet, on the top floor you can find an interrogation room. To get here you need to steal the key from the guard located on the same floor. The bone amulet is cursed.

5) On the main square there is a building with a poster "Cullero cigars". Climb onto the rooftops and get into the back of this structure. There you will see an open balcony. Jump on it and then look around the room - you will notice a bone amulet lying not far from the enemy. Eliminate the enemy and take the artifact.

6) Again we rise to the roof of the building with the above poster. We go forward along the roofs and find a small shelter. It contains a corpse and a bone amulet.

kind doctor

1) We are looking for in the initial part of the level. Go up the stairs and then turn right. Carefully, here we will have to face a mass of guards. The amulet lies right behind this crowd of guards between boxes scattered on the floor.

2) We also find the second amulet at the beginning of the task. We approach the seashore and jump down from the mountain. We find the boat and take a good look at it.

3) We head to the roof of one of the buildings. We go up, make our way through the chimney to the arch and find a little thing there.

4) We are looking for the desired item in the room located on the 3rd floor. We pass to the opposite side of the apartment, turn left and go through the corridor with yellow walls. The artifact lies in a room painted yellow.

5) Closer to the last stage of the task, we will have to open the door leading to the morgue. You can see where the amulet lies from the screenshot.

mechanical mansion

1) We rise to the top of the building, standing in the middle of the street, at the beginning of the level. We jump through a couple of balconies located on the opposite building, and climb inside the building. The object we need lies in a glass cabinet.

2) We go back and climb onto the roof of the station on the left side. We follow it until we reach the balcony. The amulet lies under a glass cap in one of the rooms.

3) We return to the roof of the station. We go straight to its middle and look for a broken glass socket. Guards will be patrolling inside, so we proceed with caution.

4) We head to the beginning of the upper district, and then move forward. Climb up the stairs and enter the room. This is where the amulet we need lies.

5) We go around the scarlet house and examine the first level. Note the open window. We climb into the room and look for a chain of bones.

6) With the help of the elevator we go up to the upper level of the strange mansion. Exit, turn right, go forward a little, and then turn left. We get to the kitchen and head straight for the fireplace. We look to the left and find the lever. We drag it to change the structure of the room. We move forward without stopping. We see the generator and the light wall on the right side. Turn left and pick up the artifact from the table.

7) We go back to the elevator and go down to the basement (press 0). We look around and notice the hatch on the ceiling of the elevator. We rise to the roof and find 2 more hatches. We open the upper one, turn left and go forward along the corridor. This is where we find the artifact.

8) Thanks to the elevator, we find ourselves on the 2nd floor, in a protected area. We head to the left and get into a room with a lever. We pull it twice to return the room to its original state and go into it at the moment when the changes occur. We wait 3-4 seconds, and then we select the amulet.


Royal Cabinet of Curiosities

1) The amulet lies in a scarlet building, standing across the path from the main entrance to the conservatory. We find an artifact in one of the pubs. It lies on a table near the front door.

2) We rise to the roof of the red building and climb through the hole. Here we are looking for an amulet.

3) We enter the building, standing across the path from the secondary entrance to the conservatory. We go up the stairs to the apartments. We examine the table in a large room.


4) We enter the Royal Conservatory through the side entrance. We go to a small office located on the left side of the building. Here we find a bone amulet.


5) We go to the top floor to a spacious hall where stuffed owls are located. We move from the balcony to one of the ledges and climb into the vent. We find the amulet inside.

6) Standing on the ledge, turn in the opposite direction and go through the window. Open the door on the right side and find the amulet.

7) We head to the second level and look for a ladder. We rise along it and go into the lecture hall with a board glowing blue. The bone amulet lies on the frontal part.


8) To get the last 2 artifacts in this task, you have to put to sleep or kill one of the characters. The screenshot shows who needs to be eliminated.

dusty quarter

1) We pass through the back door into the salon and turn right. We approach the window and keep to the right side. We are on the alley. We find an open window and go into the basement. There will be an amulet on the table.

2) We find Paolo and neutralize him. We examine his body and immediately find 3 bone amulets.

3) We leave to the street and we reach the building of caretakers. On its left side we look for an open window. We climb inside and turn left. The amulet will be right in front of us.

4) The amulet will have to be obtained from the base of caretakers. We rise to the second floor and pass into a large corridor. Then turn right and go into a new room. The thing we need is in the closet.

5) To get the next artifact, you will first have to take Durant's key. This useful thing is on the table near the last amulet of this mission. If earlier we already managed to get it, then we return to the back door leading to the salon, go upstairs to the second floor and open the door to Durant's room.

6) The amulet lies in the black market trading shop. To get it, we have to rob a store. First of all, we go behind the building and break the piece of wood blocking the door. We use a pistol and shoot through the window. We pass inside and rise to the second level. We find apartments owned by newly married people. We look at the calendar on the wall and the note. The door code is the day and month of the young people's wedding. We go to the locked door and enter the combination.

A crack in the universe

1) We head to the boiler room. At the present time, we notice the door from the safe lying on the floor, but the combination to it will be incomplete. We go to the past, grab the wolfhound and throw him into the oven. We get into the present and see the full version of the code. Again we move to past times and enter a combination.

2) We go to the second floor of the estate and make sure that all the levers are located in the same way as in the screenshot. We approach the last chandelier and move to our time. We climb into the attic and find the amulet.

3) The artifact lies in an elevator stuck in our time. We go to the past and ride it between the first floor and the basement. We get into the present when the elevator gets into the position we need.


Dishonored 2 (2016). Walkthrough

Dishonored 2 Walkthrough (4)

  • General information.

    4. The Clockwork Mansion

    On the ship we communicate with Megan.

    If we saved Hypatia, we go to her, she will supply us with mana potions.

    Antidote(Counter Serum)
    Talk to Hypatia at the Fallen House.
    At level 3, you need to keep her alive.

    Lower Aventa
    Dishonored 2 Walkthrough. Aventa District


    We land in the underground catacombs, we go out into the streets. Directly opposite the exit is a guard booth and a couple of guards, we can lure them down and neutralize them there.

    From the top of the booth we can jump to the roof of the 1st floor, then up the pipes and around the corner, to the balcony on the 3rd floor. We enter a separate room, here is a dead guardsman, a note, an amulet (1/8), a picture (1/6).

    We go out to the balcony, from here we teleport to the lamp in the middle of the road, and from it to the open window on the 3rd floor to the building with the sign "Keep Out". Inside the altar of the Alien and two runes (1 and 2/6). We go down, we pass two floors filled with wasps and their hives.


    We enter the alley to the left of the station. The poor sit here, the building has the inscription "For Rent". Do not open all doors through the main entrance. We jump onto the side roof of the 1st floor, from it to the balcony of the 3rd floor. Inside the wasp black amulet (2/8), picture (2/6) . We go down to the 2nd floor, we find the code safe. Nearby is a note that the code is somewhere in this room. On the right, we examine the projector screen, remove the bottles, two digits of the code are written on the board behind them, the third one can be easily picked up on your own.

    We go to a small square behind the station building. There are a couple of guards in the center, two more stand at the entrances to the alleys. In the center lies a broken carriage, in it is a rune (3/6), drawing "distillation of mercury vapor" (1/5).



    underground shop. In the lane to the right of the station there is an entrance to the basement with a shop. We communicate with the saleswoman, but she asks to wait. The bandit Paolo comes, we hide from him under the shelf to the left behind the column. When the bandits leave, we can shop. There are 4 drawings in the store, rune (4/6), ticket office key. We definitely buy mounting tool to crack the wall of light at the train station entrance.

    Leaving the store, we see that the bandits are standing in the lane nearby. We can eavesdrop on their conversation, they plan to rob the black market. To do this, they need a tank of blubber. After eliminating the bandits and following their plan, we can get a lot of gold in the back room of the store.


    We approach the building of the station "Aventa". We can get inside from above through the roof, but for this you need to break the glass, which will cause an alarm. We better approach the panel at the entrance, use the mounting tool, after which the wall of light will turn green, and we will be able to painlessly pass through it.

    Inside the station on the 1st floor in a separate room there is an unlocked safe with ingots, next to it on the table drawing "pyroacoustic coating" (2/5). On the second floor there are 2 guards, we eliminate them, on the bedside table with confiscated things lies an amulet (3/8). We sit in the carriage, we go uphill along the rails.

    Upper Aventa
    Dishonored 2 Walkthrough Upper Aventa District


    On the street, there are 2 guards near the booth. On the right is the guard house, we enter there. There are 2 guards on the 1st floor, teleport past the window with them, go to the right, stun the enemies. On the 2nd floor is an amulet (4/8). On the 3rd floor there is one sleeping guard, next to drawing "alloy polarization" (3/5). In the same room is the code for the gate - 753 .

    We can already go further, but first we will study the remaining buildings. On the left on the street we rise higher to the large gate, there are 2 guards, another 1 goes a little further. They find the key that opens the grate on the second parallel street.

    At the crossroads we see an infected house, we teleport to a hill, and then to the balcony of the house. Inside, on the top floor, there is a cursed amulet (5/8), next to a painting (3/6). We teleport to the balcony of the neighboring building, in the bedside table we take the rune (5/6).

    We return to the railway, we reach the entrance to the mansion. (But you can get to it on foot if you go along the lower supports and teleport through the abysses).

    mechanical mansion
    Dishonored 2 Walkthrough The Clockwork Mansion

    In Jindosh's mansion, the first rooms are deserted. At the entrance is a table with an audiograph. The next room is a dead end, but if you press a special lever, the room will rebuild. (Changeable rooms can be confusing, but it's not that complicated, each room changes separately from the whole building, and can only be switched in two modes).



    After the reconstruction, a normal hall will appear with a corridor forward and stairs to the 2nd floor. A clock robot appears, but here it does not attack us.

    Robots see both front and rear. But their rear camera is a little higher, if we are far away, he will see us, but if we teleport right behind us, we will go unnoticed. In close combat, robots are dangerous, they can kill us with one blow or cut off our head with a blow with a long swing. To destroy them with a sword, you must first knock down the upper armor, and then destroy all the bright white elements: 4 on the arms, 1 on the head, 1 on the torso, so it’s better not to bring it to close combat. Robots are easily killed with a single spring mine or reprogrammed with a mounting tool.

    On the second floor, the exits are locked, inside the display cases you can find useful items. We go down to the first floor, on the wall of the corridor we look mansion map. In the following rooms we are already starting to eliminate the guards.


    The waterfall room

    If you lower the side room near the waterfall, in it on the table we will find drawing "conductive fibers" (4/5). There is no further way, we return to the corridor between the hall and the room, through the windows we get out into the side rooms, where other room options are retracted.



    Visitor's room

    We climb onto the roof of the room with two buyers along the technical corridors. From this place we are looking for the nearest amulet, we go down to a dead end, we find the corpse of a thief with a note, we take the amulet from him (6/8). Nearby, you can take out a tank with a blubber to turn off the elevator.


    Through the shaft of the elevator we go down to the basement. There are 2 guards on the site. If we press the lever nearby, we will lower the room with two buyers here, and we can quietly eliminate them by strangling them from behind.

    To the right is the kitchen, two servants walk inside, it is better to neutralize them too.

    We go along the road to the right of the large glass floor. On the way 1 guard. To the right is a closed wall of light. On the left is a room with a generator, near it we examine the table, in the upper left drawer of the table we find the amulet (7/8).



    Approbation Hall

    We return to the large glass floor - this is the labyrinth in which Jindash imprisoned Sokolov. We go into the corner towards the elevator, go down the stairs to the lower floor. We press the lever, the entrance to the labyrinth will open.

    We press the 1st button on the floor, half of the maze will open. A robot patrols here, we can easily destroy it by planting an explosive mine. We press the 2nd button in the dead end on the right. We press the 3rd button while the walls are being rebuilt, quickly teleport to Sokolov's room.

    Sokolov tells us about his student Jindash, but he does not have time to say everything and loses consciousness. Next we take a picture (4/6). We break the boards on the floor, another pressure plate is hidden under it. We take the body of Sokolov, press the button. Exit the maze by pressing the buttons in reverse order.

    3 new guards will appear near the elevator, first we eliminate them, then we take out Sokolov. His body must be carried to the exit of the mansion.


    Jindash's private quarters

    On the elevator we go up to the top floor, we get into the living rooms. There are several guards and a watch robot on the way. We examine all the notes in Jindash's room, learn about his electroshock torture machine - this is a non-lethal way to eliminate the main target.

    We go into a side room like a kitchen, press the red button, a wardrobe will appear instead of the front door, it contains black amulet (8/8).

    We get up in a semicircular room, press the lever, and we get to the other side of the room. We find a picture (5/6). Here we can open a fast path to the hall. Through the left corridor we pass into the laboratory.



    Laboratory

    We find ourselves in a round two-story room. Kirin Jindosh walks around the top floor, he is guarded by two sentry robots at once. On the side there is an elevator to quietly go upstairs. We can lure robots to us and put explosive mines in their way. The scientist himself is imperceptibly stunned from behind. On the top floor near the desktop we find a picture (6/6) and a drawing (5/5).

    How to eliminate Jindosh without killing:

    We go down to the lower floor, we put Jindosh in the chair of the electroshock machine. Next we turn on the switch, but we do not have enough energy for an electric shock. The floor in the center is divided into sectors, they can be changed with two switches to the left and right of the machine. While the sectors are changing, we can jump down to the basement floor, there on one of the tables we find a rune (6/6).

    We need to remove sectors that consume a lot of energy from above and put less expensive ones in their place. We look at the projector screen nearby, it says which sector consumes how much energy. We need to select sectors on the side devices: Anatomy - 1. Optics - 3.

    After that, we lower the switch again, the electroshock machine works, Jindosh loses his brilliant mind, but remains alive. We can leave the mansion.


    Return trip

    We deliver the body of Sokolov to the carriage, by rail we return to the lower streets. But here you should not rush, new enemies have appeared on the streets - Brigmore witches. They are sitting just at the entrance to the catacombs, where we need to return. At first, we imperceptibly eliminate the witches, only after that we carry Sokolov's body to the boat.

    Level results:

    Achievement "Honorary reader site"
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    Achievement "Honorary Sponsor Site"(A Crack in the Slab)
    8. The Grand Palace
    9. Death to the Empress
    Achievements . Questions - answers.
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