Mzulf (where to get the key) - the passage of the quest in Skyrim. Skyrim Quest: The Door That Whispers Stilton's Backyard

You are Emily Kaldwin, ruler of the Island Empire, and you have many enemies. Your father is Corvo Attano, the notorious protector of the crown and head of the secret service. In the years since your coronation, Corvo has devoted considerable time to your training in the arts of combat and stealth.

After loading, move forward and up the stairs to the left. Run while holding down the Shift key. Go downstairs, bend down to C and go further. Jump over the obstacle using the "Space". Take a run and click on C to slide under the sliding gate in a slide.

Emily Kaldwin and Corvo Attano.


Next, you will need to jump over the obstacle with a running start and tackle under other gates. Swim on the water, jump on the rooftops to complete the first stage of the tutorial.

After that, you will become familiar with stealth mode. Press the C key and sneak up behind Corvo. Press and hold CTRL to neutralize the father. Next time sneak up on Corvo and steal the key from him by pressing F. In the same manner, get to the door, unlock the key and open it.

Take crossbow and arrows. Shoot at the targets (bottles) and then at the screw connection. Go through the door at the end of the room to complete the shooting tutorial.

Next, there will be a lesson in blade wrestling. Attack Corvo three times by clicking on the left mouse button. Place a block, holding CTRL, and reflect three attacks of the enemy. Next, you will need to put a block three times at the moment the enemy strikes in order to knock him out of balance. Then put a block to knock the enemy off balance, immediately run up to him and hold CTRL again. This will start strangling your opponent.

MISSION 1. LONG DAY IN DUNWALL

In the first mission you can find:

- Pictures - 2.

Today marks the 15th anniversary of the assassination of Empress Jessamine Kaldwin. Guests from all over the Island Empire arrived for the occasion at Dunwall Tower.

Start of The Long Day at Dunwall.


Watch the introductory video. At the end of it, you have to choose for whom to play the game - for Corvo Attano or for his daughter, Emily Kaldwin. Our playthrough will use Emily, who is well trained in stealth.

First you need to get out of Dunwall Tower. On the table in Emily's office is a letter from Counselor Helmswater (finds) and the ship launching ceremony (finds). Under the table, from the floor, pick up a plan for the eve of song month (finds). The letter from the Tywian Trade Mission (find) is on a small table next to where you spawn, opposite the door.

Now get out through the window in the middle of the room (not the one next to the work table). Walk along the parapet to the right to the pipe. Climb into the royal chambers through another window and approach the wounded Captain Alexi Mayhew. In sideboards and dressers, you can find two light wallets. Pick up a request for an audience (finds) near Alexi's corpse.

Go forward along the corridor to the bathroom to find a typewriter with the first audiograph - "Difficult Times". Go back, closer to the corpse of Alexi, go through the door on the left and stun or kill the enemy. To do this, stealthily sneak up on him by first pressing C. Press the left mouse button to kill the traitor, or hold CTRL to stun him.

On a stand by the railing is a book - "Records of Ranks and Posts - Supplement. Defender of the Crown "(stories). There is a curbstone around the corner with a table clock on it. You can turn them on to attract the attention of the enemy and neutralize or kill him silently.

Go downstairs and under the stairs, find a newspaper on the table - "The Royal Assassin Strikes Again!" (finds). Go to the throne room and wait for Ramsay to go to the treasury. Hide so that it passes you by. Stun him in the adjacent room if all previous enemies were rendered harmless. You will receive the Imperial Signet Ring (items).

The imperial ring taken from Ramzi.


Optionally, you can neutralize two enemies in the throne room. Pick up Ramzi's body and go upstairs. Open the treasury, bring the body into it and close the door. A special action “Ramsay's Wealth” is counted. Go down the stairs and take Sokolov's healing potion from the table on the left. On the same table read “Amulets. An excerpt from a book on sailing traditions and bone carving "(history) and" The Royal Assassin Strikes Again! " (finds). The last item you could find earlier.

Take the eyepiece and revolver from the box on the right. There are also pistol cartridges on the table. Read another entry on the couch opposite the table - “Corvo Attano, Defender of the Crown in Our Time. Part 02 "(stories). Go to the stairs you went down here. To her left there is a small cabinet with a table lamp. There is another book on the curbstone - Barnoli Mulani. "Whisper of the Abyss" (stories). On the floor next to it lies another piece - “Barnoli Mulani. "Whisper of the Abyss" (stories). In the cabinet on the left with some devices is a box with cartridges for a pistol.

Take a look into the nearby small room, where on the sideboard lies “Corvo Attano, Defender of the Crown in our time. Part 01 "(stories). On the bed to the right is a letter from Wiman (find). There are two safes in the next room. They are open. A gold bar can be found inside one of them. After picking it up, you will unlock a special action - "Imperial Coin". Leave the building through the indicated door.

Outside, immediately pick up from the shelf on the left side "Tutorial on ancient history... Chapter 12: Whaling "(stories). Go into the corridor and see the first painting - "Custis, Morgan and the child of postulates." Go a little further and in the same corridor, on the chairs on the left, find two books - “Tower of Dunwall. An excerpt from the work on the history of Dunwall Tower "(history) and" The Empress Jessamine Kaldwin. An excerpt from the book about the late empress "(history).

Go down the rooftops. There is only one path here and it will lead you to the first goal below. Jump down and press the left mouse button or CTRL to kill or neutralize the enemy, respectively. Go down even lower to the metal observation point. There will be several guards nearby who already know about Emily's escape. There is a sunroof on the roof. Jump down through it into the cockpit and take the note "Get ready" (finds) from the table.

Get rid of the guard standing at the steps when the other two leave. Deal with them too. It is advisable to stun the farthest of them first. Stand facing the goal. On the left side there is a metal cabin with a hatch. A little further on the left side you can find a rental about the search for the killer (WANTED). To the left of it there is a thin door that is open. Go through it into the room and neutralize the enemy in the room on the left. Your first safe will be here. The safe code is behind the second picture in the game, Lady Boyle's Minimization Argument. Inside the safe are two silver bars and pistol bullets. A special action is counted - "Dr. Galvani's Safe".

Find the Diary of Dr. Galvani on the table in the same room. The second day, the month of the Earth, 1852 "(history). There is Sokolov's healing potion in the drawer of the next room. Go outside, return to the metal booth. Turn to the other side from it, where one of the enemies was walking up the steps. There will be a metal door on the right. Open it and neutralize one enemy. There is a note on the table to the right of the entrance - "orders of Captain Ramzi" (finds). Walk down the street. You will need to neutralize 5-6 opponents. In the guardhouse on the right there will be the newspaper "The Royal Assassin Strikes Again!" A little further there is a turn to the right, where a mustachioed man sits on the steps. On the wall to the left is the Tower Area map.

Exit to the main street and on the other side find an arched passage. Go there. On the left there will be a man on the steps. Enter the building on the right and go up to the upper floor, where you will need to neutralize two enemies. On one of the tables with typewriters, find the "Note from the editor-in-chief" (finds). On the table on the far left, under the shelf, is another newspaper - "Misfortune befell Dunwall" (finds).

Talk to a journalist. You will earn a special action - "Freedom of the Press".

Go back to the alley where the map hung on the wall. Turn the corner and go up the stairs. Enter the building and on the second floor go to the stairs leading down. Next to the window, still on the second floor, there is a table with a Letter to Laura ”(finds). Go downstairs and go into the room behind the windows of the ticket office. Kill two enemies and examine Boyle's body. On a box nearby, find the "Case of Ichabod Boyle - Testimony of the Witness" (finds).

MISSION 2. TO THE EDGE OF THE WORLD

Strange visit

Something is wrong here. Try to understand what's going on.

Go to the door and try to open it. Turn around and see a hole in the ship. Follow the Floating Islands until you meet the Alien. Talk to him and decide if you will play with the skills (Accept Alien Mark) or without them.

Our choice: skills. To move to that bank, use the right mouse button to pull. Hold it and aim, and then release it to fly over. Move around the locations using the skill, and then take the heart. Follow the mark on the map. You will need to climb up a little.

Runes number 1 and number 2... Take the first runes from the Alien's altar - one and the other.

The ship "Fallen House"

Meet with Megan Foster, discuss the plan of action with her, and then take the boat to Karnaca.

After the cutscene, go to the table in the cabin and take Emily's letter (finds). From the door on the left, remove the crossbow and the note "Limited funds" (finds).

Go outside and turn right. In front, on the table is another note - "To-do list" (finds). Climb the steps to the right to the very top and on the curbstone near the bed find the book "Accounting of the Fallen House" (stories).

Megan Foster, Captain of the Fallen House.


Return to the place where you found the note with the to-do list. There is a small door to the pantry nearby, try to open it. You will have an optional task The door is closed from the inside, and you must have a way to unlock it. To do this, go to the deck by climbing one tier on the stairs. You must exit from the side with which the pantry is located. Jump down to get inside the room through the porthole window. You will find several useful items here, including Memories of the Voyage to Pandussia (stories). Use your sword to break the wooden beam on the door, which made it impossible to open it.

Go to the side of the main marker, but do not go outside. Go down the steps on the left. Turn left and in the corner, on the dashboard in the corner, find the note "Repair auxiliary engine" (finds).

Go through the door to Captain Megan Foster. Don't rush to talk to her. On the table on the right, find the book by Emora Clipswitch “Gift of Shindeiri. Research ”(stories). Walk a little further Megan and look to the right. On the chair is the book “Blood of Abele's House. Chapter Four "(stories). Go to the back room, open another door and find yourself in another room. On the table on the right, find "Memories of the Journey to Pandussia" (stories).

A little to the left are Sokolov's notes "Study of cadaveric wasps" (finds). Listen to the next audiogram with the help of an audiograph - "The Abduction of Anton Sokolov". Take the "Notes of Anton Sokolov about the investigation" (stories) from the bed. Exit to the deck through any door that is on the stairs leading up (you have already gone up there). In the bow on the boxes there will be a book "Memories of the Voyage to Pandussia" (stories).

By the way, in the second mission you can find:

- Runes - 10.

- Alien Altars - 2.

- Amulets - 6.

- Drawings - 2.

- Pictures - 4.

Talk to Megan Foster to learn more about Anton Sokolov. All evidence leads to the Addermere Institute. You need to get into the boat, but first ...

Rune number 3... Go to the boat and jump into the water to the right of it. You can first take out the heart to see the exact location of the rune in the water. Swim to the very bottom to find the next rune there.

On the edge of the world

Find Addermere Station and travel to the Addermere Institute in a carriage. This is where the tracks of the Royal Assassin lead.

Rune number 4... After arriving, move to the left along the coast until you see a huge shark. From her mouth you must get a new rune.

Painting number 1... Return to the pier. Opposite where you moored in the boat, there is a wooden stand with a map of the shipyard. Take her. Look up from this booth to see a huge poster of Delilah above the open balcony. You need to get to the balcony using teleportation in order to find the first portrait "Isometric of High Overseer Campbell" inside the premises. To jump onto the balcony, you need to climb the canopy below, then to the metal device on the right, and then to the balcony itself. Do everything using the "Attraction" skill.

In the same apartment on a curbstone is the "Witch's Diary" (stories).

Drawing number 1... Look around several neighboring buildings. You can get to the second floor of one of them using the open balcony. Go there and find the safe. You won't have to hack it, but inside there will be a blueprint and a whale figurine. Rebecca Fletcher's letter (finds) can be found on the table.

Move to the very end of the street (to the left along the coast) until you see a passage to the basement. This is an underground shop. If you want to complete a side task, then on the upper tier of the "underground shop" through the window, look at the street where Mindy Blanchard is sitting. Get out through the window and talk to her. She is the leader of the bandits. You will have to steal the sorcerer's corpse from the caretaker's building.

Follow to the upper floors of the house to find a display case with a grate. This is the Black Market. Chat with the merchant about everything. If you suddenly attack someone, the merchant will hide, and later you will not be able to redeem all the necessary goods. We continue the passage of Dishonored 2 on the site site

An underground merchant's shop on the Black Market.


Rune number 5... You can buy all these items from a merchant on the Black Market for 400 gold.

Purchase a scroll from a merchant on the Black Market, which indicates the location of the sunken contraband (Search for Sunken Supplies). The scroll costs 250 gold. To find this contraband, you will have to leave the building and face the sea. Huge metal beams protrude from the water, along which the rails run. There is a buoy near the first of them. It is in this place that the sunken boat is located. Swim to the depth and pick up various ammunition from the box. Watch out for fish swimming here.

Go back to the underground shop entrance. Follow the right towards the narrow passage between the houses. Now you can either climb up the steps to the building with the infected, on which a white sign with a bloody inscription hangs, or proceed further along a narrow passage leading to the light wall.

First, go up the steps on the left and jump onto the fence on the left. The house in front on the right has an open window. You should see a corpse lying on the windowsill. Search to find the note “Cadaver Wasp Nest Cleansing” (finds). Climb inside the house through the same window and start destroying the hives of those very insects so that they do not constantly appear. Use either a knife or bottles of alcohol (just pick them up and throw them into the hive, and they will automatically light up). Pick up Serkon Folk Songs (stories) near the place where the hive was.

Amulet number 1... Go upstairs inside the building. On the second floor, and in the place where one of the hives will be, find the first amulet called "Hot Cocktail".

You can use five amulets at the same time. "Hot cocktail" increases the radius of damage of the exploded bottle.

In the end, you will find yourself on a balcony leading to another square (you will need to break the boards on the doors).

Achievement "Fighting the Black Market"... Rob the black market. To do this, you will need to carefully search that very infected building to find the key that unlocks the back door on the Black Market. To do this, in the room where the piano will be (on the upper floor) next to it, find the door barricaded by the cabinet. There will be a small hole at the top of the cabinet. Make your way there. At the corpse on the left you can pick up a letter to neighbors (finds). Go upstairs, destroy one hive and the guard of the nests. There is an aquarium in the room ahead with the last hive. Inside the aquarium is the key you need Take it.

Having done this, return to the underground shop. Follow to the place where Mindy Blanchard was on the couch. Open the door located here, carefully sneak up on the Black Market merchant and neutralize him. So you can pick up absolutely all items for a gift, including the very rune.

If you choose not to go through an infected building, you must collide with a wall of light. At the fork you will see two enemies that you need to deal with. The path further will be blocked by a wall of light, when passing through which main character burns alive. Therefore, you have to turn off the wall.

Execution Canceled Achievement... Don't let the guard push the person into the wall of light. You will have to act quickly. You will see how the guards are going to throw one of the hard workers at the wall of light. Put your opponents to sleep using darts. So you will save the poor fellow!

Go to the wall and find the red cable. Track in which direction it goes. Climb up on the right side and you will see a windmill. Use teleportation to get to the platform above (on the windmill). Pull the lever to disconnect the device. The wall of light has been rendered harmless!

Look around the disconnected device and see an open balcony. Climb up there and neutralize the caretaker who is looking for something on the shelf with books. Search it to find a secret letter to Brother Harold (finds).

Amulet No. 2, runes No. 6 and No. 7, painting No. 2... There is an Alien Altar in the room on the side. Here you will find the painting "Alien in Conditioned Dreams", two runes. Also you will see the message of the Alien. Next to the place where the caretaker was (near the bookcase) in the floor to the left, find a gap. Inside you will find the "Spiritual Wealth" amulet. Elixir of mana will randomly restore all mana.

Here, at the top, you can find a letter from Mindy (finds).

Return to the disabled wall of light.

Channel

Pay attention to the wall on the left side. There is a map hanging here. Inspect it so that it is preserved in your journal if you have not done so before. Go down into the water in the channel on the right and move to its far end, to the left. There will be a grate behind which a rune is visible.

Rune number 8... You won't be able to get to the rune. Pick up a crossbow and shoot at the piece of wood from below. Doing so will break the board, which will lead to a clearing of the drain. Water will pour, thanks to which the rune itself will move from behind the grate.

There are several enemies on the other side of the channel. One of them is located on the balcony of the second floor of the building standing there. You can climb up the steps to this building. Do so. Enter the building through the main door opposite these steps.

Rune number 9, amulet number 3... Go outside. You will hear how one of the two enemies tell some stories from the inhabitants. You need to distract both of them, but first go up to the balcony and neutralize the enemy from above. Jump down, take the rune and amulet from the wooden table, and then leave this place in any convenient way (teleportation). The amulet is called Unquiet Target. On rare occasions, opponents will drop grenades or other debris under their feet.

Watchers Outpost (Karnaki Enclave)

Go to the desired building to be on the first floor. That building, on the balcony of which the enemy was.

Drawing number 2... Go up to the third floor, since everything is closed on the second floor. Deal with three opponents. It is best to go through the white door and neutralize the enemy at the table with a sleeping dart. After that it will be possible to deal with the second enemy located at another table. The third enemy is in the next room - kneeling and praying. On the table at which one of the caretakers was sitting, find the "Tempering" blueprint.

In the far room you will find safe which is closed with a password. The code from the safe must be looked for in a note lying on the table, next to which was one of the enemies. The note is called Bans That Keep You. The note states three prohibitions (randomly). To the right of the safe, on the bench is the book "Seven Prohibitions". Compare the prohibitions indicated in the note with their ordinal values ​​in the book. You will receive a three-digit code. It will be different on each playthrough.

Rune number 10... Inside the safe, you can find the last rune at the current level.

Painting number 3... Search the third floor to find another painting. It is called the Viceroy Predicate Logic. A picture hangs on the wall of a room with a table at which the caretaker sat and on which there was a drawing.

On the fourth floor, you will find two caretakers who need to be eliminated. Search both caretakers and one of them will have a key to the interrogation room.

Amulet number 4... Go to the interrogation room and on the left side you will see the corpse, which you will need for that very Mindy side quest. Leave the corpse for now, but take the amulet on the table. It is called "Witch's Skin". Damage you take will not consume health, but mana. In this case, mana will not be restored. As soon as the mana runs out, the damage will take away health points.

Amulet number 5... Get out on the roof of the house and you will see two other enemies. Having dealt with them, jump over to the roof of the neighboring building and go towards the sea. On the last house you will see the corpse of a man, next to which there will be an amulet. Kill the wasps first. The amulet is called "Feast in the Ditch". After Emily eats the white rat, mana is restored.

Go back to the interrogation room and take the sorcerer's corpse. The body will need to be taken to the basement under the bison's office. Just go downstairs and exit the building. Walk along it to the right. On the right side there is a dotted line marker. You will see a descent to the basement. Go there and throw the body into the pit as Mindy asks.

Mindy Blanchard.


Achievement "Pathological Thief"... Steal the corpse for Mindy Blanchard. The above is how to complete this task.

Station "Addermere"

Achievement "Song of the Serkonos"... Find and listen to three musical duos in Karnak. Exit the basement and you will see two musicians in front. Listen to their performance until the very end.

Amulet number 6... Go inside the store and stun the owner with the broom. Go around the stairs in front and under it you will find a large round safe. Password required. Look into the cash register near, located on the right side of the store entrance. You will find the password. Use it to open the safe, take away various items, including the amulet. It's called Fatal Ascent. Using it, you restore your health after falling much faster.

Painting number 4... Look into the back room of the safe shop (far part) and follow the upper tier. Examine the white door that leads to Hypatia's apartment. You will find the key to the apartment only in the next chapter, but you can still get into it.

There is a door nearby that leads to the street. Exit and jump over the fence to the right down to the metal roof. Climb up to the ledge ahead. A pipe is installed along the wall on the right. Use the pipe to climb onto the balcony and enter Hypatia's apartment. Take away the painting "Projective Contemplation of Hypatia" hanging on the wall.

You can go to the balcony and move to the roof of the railway station. There will be three opponents at the top. If you move down the slope, then no one will find you. Use teleportation to be on the roof above the crew. Look down, lull the enemy with a dart and jump into the carriage standing on the rails. So you go towards the institute.

MISSION 3. GOOD DOCTOR

Eliminate the Royal Assassin - the one who killed your enemies in order to compromise you. And find your old ally, Anton Sokolov, who was last seen at the Addermere Institute. Alexandria Hypatia, the head of the institute, will certainly be able to tell you something.

In the third mission you can find:

- Runes - 6.

- Alien Altars - 1.

- Amulets - 5.

- Drawings - 2.

- Pictures - 3.

Addermere Institute

Amulet number 1... When you find yourself at the train station of the institute, leave the carriage and look to the right. Find the broken rail and jump over it onto the pipe. Go down the rocks and go right so that you are under the carriage. Find the amulet lying in the boat and teleport back. The amulet is called "Temporary Cunning". Enemy grenades will explode slightly more slowly.

To get upstairs, go left and climb the stones like steps. Ahead you have to face three opponents. Wait for two of them to go in different directions. In this case, the third enemy will remain. Deal with each before others can see.

Lobby

Amulet number 2... Upon entering the building, you should notice bags of things. There is a new amulet called "Spiritual Reserve" on the shelf ahead. Mana regenerates slightly faster.

Move to the left, otherwise the enemy will see you. Deal with him and neutralize the other enemy who is sitting at the table. A wall of light blocks the further path. To disable this wall, you will need to use teleportation and move to the right side of the second floor. Remove the desired tank.

Map of the Addermere Institute.


Painting number 1... On the right side of the light wall, you will find the first painting of the level - "The Judgment of Duke Abele".

Opponents await you ahead. When you get close to the elevator, be sure to examine the stand on which the map of this location is located.

The kitchen and restaurant are located on the left side of the first tier. In the hall you will find four opponents. There are two more opponents in the kitchen. Dealing with all of them one at a time will be difficult, and even impossible. Use sleep darts

Rune number 1... The first rune can be found on a column, in a hanging plate located in the hall, next to the table in the center. It's to the left of the elevator.

The kennels are located in the information desk to the right of the elevator. You can break the glass so that the dogs gnaw all opponents who will come running to the shout of the guards in the corridor. Otherwise, sneak past the enemy near the glass, because if you put him to sleep, he can fall on this glass and break it.

Second floor

Go back to the lobby. Use teleportation to be on the second tier on the right, as you did to turn off the light wall. Move to the door in the far part, open it and follow to the end of the corridor. In the room on the left you will see a dead body. This is another victim of the Royal Assassin.

Drawing number 1... There is a safe not far from the decapitated body, which requires a code to open. Turn around and go to the opposite wall. On the table to her left, under the window, there is a note with the code for the safe. Inside the safe you will find the recipe for the Combat Sleep Dart.

Follow in the direction of the elevator and climb the stairs to the second tier. There are two opponents here. On the far side, you can find a locked door. By breaking it, you can profit from gold. It is not yet possible to open the door on the left side of the elevator - you need Hypatia's key.

Third floor

Move to the third tier. On the landing, you will meet two enemies. On the right side of the elevator is the eastern terrace (sign EAST TERRACE). Follow through the door. Look to the right and you will see an enemy that can be neutralized. You can ignore the three enemies in the back.

Third floor

On the fourth floor there will be two opponents - one sits at the table, and the other stands near him. Make your way past them to get to Hypatia's office. Take the various notes, the audiogram, and the Hypatia key from the right table.

Exit to the floor and go through the door marked PRIVATE ROOM. You will find yourself on the roof. Find the entrance to the inside of the building on the roof and ...

Runes No. 2, No. 3, Altar of the Alien No. 1... In the central building on the roof there will be an Alien Altar with two runes.

Attic

Rune number 4... So, when you go out through the door of the fourth floor to the roof, then on the left you can see a pipe with holes from which steam comes out. Using teleportation, climb to the roof of the central building where you found the altar. Look at the building you came from to see a circular hole. Using teleportation, move to the attic and take the rune from the table on the left.

Note that there is a red button in the attic. Get out through the window and teleport to the adjacent roof.

Amulet number 3... You need to get to the roof of the building where the attic is located. To do this, you need to climb to the top of the nearest four pipes of the neighboring building. From here, teleport to the roof of the desired building and find the "Lucky Misfire" amulet in the nest. The chance of misfiring enemy pistols is increased.

Achievement "Brave Leap"... Jump from the highest point of Addermere, killing an enemy in the fall. Find the enemy located on the pier next to the sea, to the side. Jump down, right at him, and kill the enemy.

How to get to the lost and found department?

Go downstairs, go to the fourth floor, inside. Call the elevator and enter it. Look around to find that the -1 (footer) button is no longer there. The floor of the first floor is crammed with planks, so to get downstairs, you have to throw off the elevator. But first you need to neutralize all opponents so that they do not run to the noise.

While in the elevator, get out through the hatch to its roof and click on the red button (on the elevator itself). This will bring you up to the highest position. Get out into the attic and look at the elevator. Using a knife, cut the two cables to make the lift fall down. Climb into the mine and jump over the boxes on the walls to go down to the very bottom, into the basement.

Rune number 5, painting number 2... Search the basement, take the rune and the painting "Anton Sokolov in subtractive color."

To leave this place, climb the collapsed elevator and click on the button on the right side of the first floor. This will open the door to the first tier.

Saving Hamilton

So, a few minutes ago you received the key of Hypatia. Follow to the second floor and open the locked door. Deal with two opponents before they manage to kill Hamilton. Chat with a man. The hostage is in the room on the left. And to get Hamilton's key, search the box behind him.

Joe Hamilton.


Drawing number 3... Follow upward, rise above the fourth tier along the stairs and open the locked door where the trap was. Take away various items, including the drawing "Distillation of mercury vapor".

Search for Hypatia

Rune number 6... With the key of Hypatia, proceed to the third tier and open the door on the right side. The room is filled with cadaveric wasps. Deal with the hives and take the rune at its beginning.

Amulet number 4... There is a locked room in the center of the same wing. There are three tanning booths on the left. One of them is open and leads to the same room. Make your way there and take away the "Spirituality" amulet, which increases the amount of mana restored by elixirs.

Using the far door along the corridor, you will find yourself in a high hall. In the lower part there is a laboratory where you can find Hypatia herself. Go down and chat.

Amulet No. 5, painting No. 3... Walk past the woman and in the room on the left find the hanging painting "I respect her, inside and outside" Also take the "Zephyr" amulet from the table located here. The amulet increases the damage you take, but increases your walking and running speed.

Follow to the opposite part of the hall to see the barely alive Dr. Vasco, lying on the couch. Find out that the royal assassin is the very same Hypatia. At night, she turns into a monstrous creature due to the effects of poison. Vasco has a recipe for an antidote, which must be injected into Hypatia so that she stops turning into a monster. We need to cook it! You will find out the code for the safe. Hypatia attacks Vasco and kills him. She will start looking for you too. If you have memorized the code for the safe, then good. Otherwise, search Vasco's corpse to find a note with a code combination.

The body of Dr. Vasco.


There are two options - either kill Hypatia, or find an antidote. The second is needed if you go through the game without spilling blood. Dart and sleep mines are useless against Hypatia. Leave the hall, trying not to be seen by the monster.

Whey preparation

Go down the stairs to the second tier and open the door on the left side that has been closed. You should have done this already when you met Hamilton. Eliminate the enemies or go through the room with the corpse wasps on the right. Go to the safe in the back room and open it. Inside you will find Vasco's recipe for Vasco's antidote and the key to his laboratory. By the way, the laboratory is located to the right of the safe, if you look at it.

To prepare an antidote, proceed as follows:

- Go to the room on the right (Vasco's laboratory) and find a syringe with a serum base.

- Climb to the third floor and go right towards Hypatia's laboratory. In the first room, where there were many cadaverous wasps, find the body of the infected. Use a syringe on him to get the blood of the infected.

- Return to the room to the right of the safe, go to the table located here and pour the blood from the syringe into the flask. The table where the serum base syringe was.

- Activate the burner under this bulb.

- Take the medicine from the smaller bottle on the right side.

Take the Antidote to Hypatia's Laboratory. Get up behind her and use the syringe. Chat with Hypatia and invite her to the ship.

Alexandria Hypatia.


Disabling the observation tower

Move down the stairs to the first tier. Open the door behind the elevator. The backyard is filled with enemies. Make your way to the left side past them. To get through the locked gate, you must move away from them to the right side and teleport obliquely, above the gate. Deal with two enemies and climb over the tower to extract the tank.

Go down the chain located here. Eliminate two enemies on the dock, go to the boat and sail to your ship.

MISSION 4. THE CLOCKMER'S ESTATE

Discuss with Megan Foster the best way to get to the home of Kirin Jindosh, Grand Inventor of the Duke of Serkonos.

In the fourth mission, you have to follow the trail of Kirin Jindosh, the inventor of clockwork soldiers and the man who will captivate Anton Sokolov. You must enter the watchmaker's estate and deal with him.

- Runes - 6.

- Alien Altars - 1.

- Amulets - 8.

- Drawings - 4.

- Pictures - 6.

The ship "Fallen House"

Back on the ship, you will be able to make another entry in the travel log. In addition, if you saved Hypatia, the Royal Assassin, Meghan will give you a note and some gold coins.

Outside, chat with Megan before she leaves. Again, if you saved Hypatia, then you will have the opportunity to go to the woman and chat with her. Check out the new to-do list on the table near Captain Megan Foster. As it turned out, the boiler room needs your help.

Be sure to talk to your doctor if you can. She will be grateful to you and will tell you briefly about the upcoming mission. You can take as many mana potions as you can carry.

Before going on deck, go to Captain Foster's cabin. Go to the workshop (back room) and take the red valve from the table. Find the stairs leading down to the boiler room. It is located to the right of the exit from the workshop. Go down and notice that there is a crack in the pipe on the left. Apply the wheel you found earlier to it, and then turn off the water supply. The work is done!

Go to Megan, who is waiting for you at the boat. It's time to visit Jindosh at the mansion.

Mechanical mansion

Anton Sokolov is kept in the mansion of Kirin Jindosh, the duke's court inventor and creator of watch soldiers. Make your way inside, save Sokolov and eliminate Jindosh before he creates a whole army of sentry soldiers.

Get out of here and climb up the stairs. You will see a soldier who is searching all citizens.

Lower aventa

Amulet No. 1, painting No. 1... Standing at the gate, look at the building on the right. Lift your head up and you will see balconies. Climb up to the nearest balcony using the fence on the left. Inside the house you will find the "Shooting Stars" amulet. When killing enemies while falling, you gain mana. On the opposite wall hangs the painting "Ramsay's Stochastic Eyes".

Go out to the balcony and look around. There are three opponents in front of the light wall. The fourth enemy is in the sentry box across the street. To the left of the light wall, you can find a location map.

Rune number 1... Go downstairs, try to neutralize all enemies. From the map on the wall, go into the alley to the left. You will see how some girl beckons you. It is a trap. Having dealt with the bandits, find the rune inside the chest of drawers.

Altar of the Alien, runes number 2 and number 3... Return to the light wall. On the left, as you know, there is a map and an alley. But even more to the left is the infected store. Find the entrance in the far corner behind the barricades and go up to the upper floor. There will be a locked door here. There is a window at the top right of the door. Make your way through it into another room, and on the right you will find the Altar of the Alien with two runes. We continue to play the game Dishonored 2 on the website portal

Safe Go back to the alley to the left of the light wall. You will see several passers-by left hand... The entrance to the building can also be found here. Go up to the second floor and find a safe in one of the offices. You need a code combination. Exit the room with the safe and on the wall in front you will see a black board. There are three numbers in its lower left corner. In this case, the last figure is smeared. Put the first two digits on the safe, then pick up the last one.

Amulet number 2... Go up to the third floor of the same building. There is an amulet behind the locked door. But you can't get to him from here. Exit the building and immediately find the visor in the alley. Climb onto it. From the visor, using teleportation, you need to climb onto the roof of the building. From the roof of the building you will see a passage to the third floor, to the room where the "Great Spirit" amulet is located, which increases the maximum supply of mana.

Painting number 2... In the same room where you found the amulet, there is a painting "Axial asymmetry of the main spy" on the wall.

Rune number 4... Underground shop. Go to the square with the light wall. Find the basement descent and talk to the merchant. Hide and then destroy the bandits - Paolo and two moaning ones. After the victory, talk to the merchant and buy an assembly tool from her. Don't forget to get a rune. You can also buy a ticket office key.

Achievement "Three Deaths"... If you play by killing enemies, then deal with the appeared opponents, led by Paolo. This is one of three battles, upon completion of which you will receive this achievement.

Station "Aventa"

Return to the light wall and use the purchased mounting tool on the control panel to the right of it.

Amulet number 3... Go through the wall and go up to the second tier, having dealt with the enemy. Take the "Miracle Needle" amulet from the side of the curbstone, which gives a small chance to return the sleep darts.

On the ground floor of the station there is a ticket office on the left. Open it if you bought a key and search it.

Drawing number 1... Inside the ticket booth, on the table to the right, find the "Pyroacoustic Coating" blueprint.

Upper Aventa

There are many enemies in the location. If you go forward and along the slope to the right, then you will run into a wall of light. First you need to turn it off. Stand with your back to the crew on which you came here. There is an open building on the right.

Amulet number 4... Enter this building, go up to the second floor and find the "Unstable Hand" amulet on the table, which increases the chance of enemies missing in ranged combat.

Drawing number 3... Go up to the third floor and kill the enemy in the office ahead. On one of the tables is the drawing "Alloy Polarization".

Go down to the second floor, find the shield, open it and take out the blubber tank.

Amulet number 5... Go through the disconnected wall. Follow forward along the building on the left. Turn the corner. Look for a slightly open window on this building. Climb inside through it, destroy two hives and take the amulet.

Painting number 3... The next picture is in the same room. It's called "Jindosh Ponders an Odd Calculator."

Rune number 5... There is a rune in a nearby building on the second floor. To get there, you must jump from the yard onto one of the two balconies. Use the skill "Attraction".

Mechanical mansion

Entrance to the mechanical mansion.


Go through the door on the right and pull the configuration lever. Climb the steps and talk to Jindosh in front. Soon it will be necessary to destroy two sentry soldiers. Use grenades, firearms. Having done this, notice the light wall in the hallway to the side. In the hall, find the lever and lower it to change the room.

Go downstairs and open the door between the stairs. Examine the map on the wall ahead. Go further, destroy or neutralize enemies in the corridor. When you are in the room with the piano, be careful. If you pull the lever, then you start the reconfiguration of the room. An electric bomb will appear instead of a piano, which will kill the main character if he is near.

Mad scientist Jindosh.


If you suddenly raised the discharge column, then do not even think about approaching it. It will kill one time. The room on the left has windows. Open them and get out into the space behind the walls. Go right and see a pool table... There is a configuration lever nearby. Pull it and get out into the next room. Start another lever here. Jump down when there is a hole in the place where the pool or dining table was. Go deeper, kill enemies and find yourself in the approbation hall.

Hall of approbation

Do not rush to go downstairs.

Amulet number 6... Jump onto the glass labyrinth and run to the right. Climb onto the railing and proceed to the back room, killing the guard. Find the Water Spirit amulet inside the drawer of the table on the left. Water from the fountains will restore mana.

Go down to the glass labyrinth, along the metal steps. Examine the note on the table to find another way to eliminate Kirin Jindosh. You need to find an electroshock machine to stun the enemy.

Pull the lever and follow the maze. There are square buttons on the floor. When you get up on them, the rooms will change. Destroy the sentry soldier. On the far left, find the button in the floor. Click on it. While the walls are down, follow in the direction of the marker to find yourself in the room with Sokolov.

Painting number 4... In the same room, the painting "Bloody topology of Evil Alex" hangs on a stand. Break the boards on the floor, take Anton in his hands and press the button farthest from the bed. Stand on the button in the center of the maze. Next, stand on the button to the left of the entrance to the maze. Then go around the wall and stand on the button right at the entrance to the maze. This is how you leave this place.

Enemies who used the elevator will go down. Having dealt with them, go upstairs together with Sokolov.

Use the pool table room to go behind the walls and hide from the discharge tower (if you activated it in the piano room). Leave Sokolov somewhere nearby and go to the exit. Here you will need to destroy several sentry soldiers. You wash to place mines on the floor. When the enemies are finished, then follow back, take Sokolov and leave this place. One task completed.

Deal with Jindosh

Return to the mansion.

Drawing No. 4... From the room with the discharge tower, go to the room on the right. There is a waiting room with two people. There is a lever next to it. Pull to move the waiting room down. Instead, an office will appear. Find the drawing "Conductive Fibers" on the table in this office.

Amulet number 7... Take the elevator down to the labyrinth where Sokolov was found. You will be at the top of the maze. Find a lever on the wall. Pull it if there are metal walls next to the lever. This will bring down the room with two people waiting for Jindosh. There are holes in the ceiling of this room. See? Use teleportation to get upstairs. These are yet another hidden passages under the floor. Find the corpse and take the Life-giving Moisture amulet. Now the water from the fountains will also restore health.

There is also a shield from which you need to get the blubber tank, thereby de-energizing the discharge column.

Raise the room into the waiting room, on the same level as the room where the piano or pole is located. Climb through the ceiling to the top of the room and then head right to find Jindosh's bedroom.

In the bedroom, kill the robot and pull the lever. Go to the back and pull the lever. Don't rush to leave. Pull this lever again and quickly move behind the screen to the white door, which is about to be hidden.

If you go through this door, then you will find yourself in Jindosh's laboratory. But don't be in a hurry.

Painting number 5... Pull the lever again, but don't go anywhere. The interior will change and opposite the door leading to Jindosh's lab, there will be a painting on the wall "I am watching an artisan."

Laboratory

Rune number 6... Go to the laboratory and find the elevator on the left behind the door. Call him. Go down to the floor below, to the technical room. The door to the technical room is locked. There is a small hatch on the right. Bend down and get out through it. The hatch will need to be opened. Outside, on the table between the pipes to the left, find the key to the technical room. Open the white door with it, go to the left and take the rune from the table.

Return to the laboratory level. Go to the center and destroy the robots. Go upstairs and stun Jindosh. Sneaking up from behind. Lower him down and put him on the chair of the electric shock machine. Now you need to run it. There are two remote controls at the bottom right and left of the lever of the stun machine. Choose different stands so that there are as few red stripes on the consoles as possible. For example, on the left you can choose an optical stand, and on the right - an anatomical one. The more white stripes on the coil, the better. As soon as there is enough energy, Emily (Corvo) will say so. Pull the lever to disarm Jindosh.

Painting number 6... Go upstairs where Jindosh was. Take the painting "Inverse Curve Light" from the wall behind the table.

Drawing No. 5... Search Jindosh's desk that has a painting behind it. On the front there are several compartments - chests of drawers. In the right one you will find the blueprint for the "Core Cutting Shutter".

Amulet number 8... Return to Jindosh's Bedroom. Use your heart to see the amulet under your feet. Remember that it is under the room with various photo developing devices. There are three more cases on the table. Pull the lever and run into this room. It will drop down, and you can pick up the "Strikes of the Bloodsucker" amulet from the shelf. You gain health on blade hits or kills.

Leave this place, take Sokolov to the boat and follow the ship.

MISSION 5. ROYAL KUNSTKAMERA

Another strange visit

You woke up with a strange feeling.

In the fifth mission you can find:

- Runes - 6.

- Alien Altars - 1.

- Amulets - 9.

- Drawings - 3.

- Pictures - 3.

Move from marker to marker, looking through the memories.

The ship "Fallen House"

Meet Megan Foster and Anton Sokolov to discuss how to get rid of Duke Serkonos and overthrow Delilah.

Make a new travel journal entry and read Megan's note. You can talk to Hypatia if you saved her, but did not kill her. Go to the captain's cabin, talk to Anton and Megan. Climb to the boat and interact with it.

Royal Cabinet of Curiosities

In captivity, Anton Sokolov learned that one of Delilah's most important associates was Brianna Ashworth. It was Ashworth who developed the plan for the coup at Dunwall. She is powerful, she has many secrets. She is going to create some strange device for Delilah. Brianna Ashworth should be eliminated.

Kiria Gardens

Rune number 1... Deal with the opponents outside. Try not to make a noise, otherwise workers from the boat will join the battle. Climb up the steps. There will be a wall of light ahead. Turn left from it, follow the sign indicating an underground shop. Go downstairs and talk to the merchant. You will receive an optional assignment from him. Buy the first rune and the code for the safe from the merchant, which will come in handy.

Get out of here and go up the steps. Enter the building on the right. Climb to the second tier. There will be a closed door here. Follow even higher and exit to the roof. Eliminate the three enemies on the right and find a place on the roof where you can jump down into the room. Stun the caretaker and search the room. There will be an audiograph on the table. Find out exactly what Byrne thinks of Brianna. But this is not enough for the purpose.

There is a windmill on the roof. Disable it with a lever to disarm the light wall. By the way, you can buy a mounting kit from a merchant on the Black Market to turn off the light wall using the panel to the left of it. Go behind the wall through the gate.

Amulet number 1... Immediately climb onto the object on the left and from there teleport to the balcony of the building on the right. After opening the door, go into the room and take the "Electric Blast" amulet from the table. The area of ​​impact of stun mines has been increased.

There is a ledge on the side that you can climb. Do so. Use teleportation to move diagonally to a similar ledge. From there you can reach the desired open balcony.

Altar of the Alien, runes number 2 and number 3... Disarm several traps in this building, climb up the destroyed beams and take two runes from the Alien's altar.

Amulet number 2... Climb back to that very roof. On the right, find a place from where you can jump to the boarded-up balcony of another building. Jump, break the boards and destroy several hives, as well as the guardian of the corpse wasps. Take the amulet " High pressure", Which reduces the radius of destruction of grenades, tanks and bottles, but increases the damage from explosions of the same items.

If you bought the code for the safe from the merchant, then open it, because it is located to the right of the location of the amulet. There will be common items inside.

Painting number 1... From the wall in the same room where the safe and the amulet were found, remove the painting "Ashworth in an Existential Symbol."

Please note that a light wall is blocking the path to the Cabinet of Curiosities. There is an observation tower nearby. If you are caught in the light, then you will be destroyed in a matter of seconds. Go downstairs and walk past the wall of light and the tower so that they remain on your left. At the end on the right there will be an entrance to the house you need, where a comrade of an underground seller lives.

Amulet number 3 and drawing number 1... There will be three enemies on the left, but you don't have to kill them. Go upstairs, jump over the wooden obstacle on the stairs. Above you will find the "Dance of Blades" amulet, which allows a spring mine to destroy the bodies of enemies, as well as a note from a merchant friend. You will be able to continue side quest... Next, you will need to steal the Roseburrow prototype displayed in the Cabinet of Curiosities. Find the blueprint here. Please note that at the stand you can find and save a map of the Royal Cabinet of Curiosities.

Royal Cabinet of Curiosities

It is not at all necessary to turn off the light wall. If you find a lair indicated by the trader of an underground shop, then find a window overlooking the Cabinet of Curiosities. Get out through the sky and follow the pipe along the cliff to the right. You will find yourself on the parapet of the Cabinet of Curiosities. Find an open window and climb inside.

Royal Cabinet of Curiosities.


Rune number 4... Kill two witches and find a rune on the left side of some heap.

Go downstairs to the main hall, from where you can exit to the courtyard with a light wall. Find the basement descent in the hallway. Follow there and kill the dog. His skull will need to be broken, otherwise the wolfhound will be reborn. Go to the next room and kill two witches. The door to the next room is locked. After destroying the hive, go to the right of the locked door and turn left. There is an opening on the bottom left. Bend down and hit the books in the opening several times to move the bookcase away. Go inside and listen to Brianna's audiogram to complete one of the quests.

Rune number 5... There is another rune next to the audiograph.

Painting number 2... Please note that behind the audiograph, behind the bars, there is a part of the room with a large painting. To get there, jump over the cabinet to the left or right. Take the painting “I dipped her heart into Hell”.

Drawing number 2... Go up one floor, not necessarily by elevator. Kill the witches and in the workshop on the left, on one of the tables, find the drawing "Sensitive shell".

Climb even higher, kill the enemies and on the right side, find the strange device Ashworth. Examine the device with lenses and read the note on the right. The task will be updated. We need to find old lenses.

Ashworth's Abyssal communication device.


Amulet number 4... Climb to the topmost tier. Enter the room on the left. Move along the corridor and find a room with a board. On the board there will be an amulet "Mastery of the Duelist". Your bullets do slightly more damage.

Amulet number 5... Call the elevator on the top floor. Enter it and climb onto the roof through the hatch above. Jump onto the ledge on the side and take away the "Armor of the Abyss" amulet, which, in the event of damage to you, subtracts most of the points from the mana scale.

There is a passage on the side. Bend down and get out. You will be able to move along the parapet against the wall to the opposite side of the building. Climb up to the top floor of the Ashworth Apartments. Find the old lenses on the table on the left. Go back to that very device, interact with it to replace the lenses. Start the device with the lever on the right. Ashworth no longer has her previous strength.

Painting number 3... Go to Ashworth's office, climb one flight and remove the painting "My fire burns in Brianna's blood" from the wall.

Amulet number 6... After climbing higher, open the door on the left, into a small room. Take the Leviathan's Breath amulet from the table in front. When you swim underwater, in the event of a lack of air, mana points will be lost first, and after that - health.

Rune number 6... Go back and go through the door on the right. Find the last rune outside near the sofas and fire.

Amulet number 7... The last amulet must be found in the same basement. If you haven't done this before. Return to the hall and go down to the basement. On the right is the Quartermaster's room. The door is closed. There is a window on the left. Climb out through it and immediately find another window to the right. So you will find yourself in a room where you can find the "Fencer" amulet, which increases your chances of emerging victorious from the clinch.

As for the side quest, go up to the same floor of the gallery where Brianna's car (with lenses) was located to find the Roseburrow prototype. If the car is on the right, then you need to go on the left side. There should be a locked door to the guard room. The key is not needed: climb the boxes to the left of the door, jump to the window above the door and climb inside. Take the prototype from the stand.

Drawing No. 3... When you give the prototype weapon to the seller of the underground shop, you will receive a new blueprint "Corrugated production" in return.

Amulets No. 8 and No. 9... To get the last two amulets, you have to kill Brianna Ashworth, since they are on her. Of course, this is completely unnecessary if you play the game without sacrifices. The first amulet is called "Changing Beasts". White wolfhounds will fight by your side. The second amulet is called "Alchemy of Cadaverous Wasps". The first projectile that hits you will turn into corpse wasps.

Return to Megan Foster and complete the mission.

MISSION 6. DUSTY QUARTER

The ship "Fallen House"

Meet with Anton Sokolov and discuss further actions with him, and then go by boat to the Dusty Quarter.

In this mission you can find:

- Runes - 5.

- Alien Altars - 1.

- Amulets - 8.

- Drawings - 2.

- Pictures - 3.

Go to the room where Hypatia was. The woman is not here, but you can listen to her audiogram. Go to the captain's cabin and chat with Anton.

Dusty quarter

Walk through the Dusty Quarter and enter Aramis Stilton's mansion: it holds some of Delilah's important secrets. Viceroy High Overseer Byrne and his pious underlings wage a protracted war with Paolo, the leader of the moaning band. Both Byrne and Paolo will help you, but both will demand something in return.

Arriving at the place, go outside.

The rise of Batista

Climb higher and see a wall of light. From time to time, dust from the quarries will appear in this place. You can use it for your own purposes. Enemies will not see you well!

To the left of the wall there is a building, about 30 meters away. Go upstairs and neutralize two opponents. Go downstairs and deal with the remaining guards. To turn off the light wall, you can use the mounting kit. Fortunately, by this moment you should have found several pieces in previous missions.

Go forward and climb into the building on the right. After destroying the hive, follow into the house and jump higher. After opening the door, talk to Megan Foster.

You will have a choice. To get to the Stilton estate, you need to kill either Paolo or the caretaker. After that, you will need to take the dead body to the one you left alive. Or you can look for another way to get into the estate without helping anyone, without killing anyone.

If you want to collect all the amulets, then you have to kill Paolo. Paolo has to be killed twice.

Rune number 1... Jump down from the balcony, break the boards behind you and go to the room below Megan's location. Find the first rune at the location behind the box.

From this square, where the statue of Lord Serkonos is located, there are two paths. The path on the right leads to the door to the Stilton estate. Eavesdrop on the conversation of the townspeople - men and women. You learn that a certain Duran tried to break the door, but he was kidnapped by the keepers. Here's a workaround for you!

Take a different path. On the left is the Sentinel's checkpoint. You will be warned not to go any further.

Rune number 2... In front of the checkpoint on the left side, find the boarded-up door. Destroy the boards, go up to the second floor and somewhere in the far room, behind the screen, inside the curbstone, find the second rune.

Climb to the top floor and climb out through the window onto the chimney. Follow the pipe to the right, and then - to the pipe at another building. There will also be an open window here. Make your way inside and kill the hive guards, and then destroy the hives themselves.

Rune number 3, number 4 and the Altar of the Alien... Exit to the balcony and find yourself on the location "Witch's Hand". Jump onto the canopy of the adjacent building and make your way inside through the open window. Go down the stairs and find the Alien's altar in the back room, on which there are two runes.

Painting number 1... Next to the altar is the painting "Vera Morey and the Absolute".

Painting number 2... In the next office hangs a huge portrait of Paolo and the Unattainable Supreme Truth.

Amulet No. 1 and No. 2(I'm not sure - maybe Paolo drops three amulets). Go downstairs and deal with Paolo. Kill him twice, then loot the body for two amulets. The first is called "Iron Roots" and reduces the likelihood that enemies will be able to knock down Emily or Corvo. The second is called The Hunted Beast. Low health increases your damage dealt.

Amulet number 3... Below, where the musicians played, on the right side, find the descent to the basement. There will be a tied caretaker, and on the table beyond him you will find an amulet called "Problems with Movement". After a magical transfer, witches howling against you may lose their balance.

Drawings No. 1 and No. 2... You will find the "Secondary Winding" blueprint in the same basement as the previous amulet. Another blueprint can be found in the house, one floor below the Alien Altar, which you have already examined.

Grab Paolo's corpse and carry it to the caretakers. Go upstairs and talk to the Deputy of the High Overseer to find out the code for the door to the estate.

On the other hand, you can kill everyone and find Duran.

Amulet number 4... When you are in front of the checkpoint to the territory of the Abbey, then pay attention to the door to the building on the left. Need a key to the silver plate. But a little further on the left side there is a boarded up window on the second floor. Jump onto the visor, break the boards and climb inside. In the room to the left, find and take away the "Ignite" amulet, which increases the damage done by grenades.

Amulet number 5... Examine the lockers in the governor's office and take the "Deep Grave" amulet. The grave hound can die as soon as it emerges.

Rune number 5... When you enter the building of the rangers outpost, then go up the right stairs and enter the room ahead. Open the long metal box and take the rune out of it.

Painting number 3... From the office of the governor of the supreme superintendent, you need to climb higher. Stand with your back to the window and you will see a balcony on the left side. Climb onto it using teleportation, and in the room to the left, find the painting "Undivided Time Discovers Aramis Stilton".

So, if you killed Byrne, then go down the staircase around the elevator, to the very basement. Here you must find an unidentified corpse. On the door of the room in which the dead body is lying, there is a note - "Prisoner of Duran". Read it to update the assignment.

Go upstairs and on the curbstone on the left, opposite Byrne's desk, find a note and a key to Duran's room.

Amulet number 6... Return to the bar, open the indicated door and find the "Lucky Assassin" amulet in Duran's room.

Take the note "Stilton House Code" from the table.

Go to the Black Market through the caretaker's camp. Go downstairs, kill the Wailors and buy the Aramis Stilton House Card from the merchant.

Amulet number 7... To get this amulet, you have to break open the Black Market door. This time, instead of a key, a code combination is needed. So, from the merchant, go through the door on the left, and then turn right to see the desired door. It needs to be hacked. There is a staircase nearby. Go upstairs and try to open the door - it is blocked from the inside.

Go downstairs and stand with your back to the merchant's window. Exit here, turn the corner on the left and find a hole in the wall. Climb through it. You will find yourself in enemy territory. Go forward and left. In the alley on the left hand there will be two ajar windows. Look through the back to see a wooden plank on the door. Shoot it to break it. Now go up the stairs again and open the door. Find the calendar hanging on the wall.

Find the number highlighted in red in the fourth line from top to bottom. The first digit of the combination is always "4". The second and third are the same number on the fourth line. Enter the code, open the door and stun the merchant. Take away the amulet "Glide", which increases the speed of slides.

Return to the door to Aramis Stilton's house. Select five different last names on the top line. Under each last name, choose a different piece of jewelry, depending on which solution you find. By the way, you can solve the riddle yourself by reading the letter in the box to the right of the door. As soon as the combination is correct, the door will automatically open.

A combination to open the door (you may have a different one).

MISSION 7. CRACK IN THE UNIVERSE

Three years ago, a strange ritual was performed at the Aramis Stilton mansion, somehow connected with Delilah Copperspoon and her followers. Once inside the house, learn as much as possible about Delilah's secrets.

In the seventh mission, you can find:

- Runes - 3 (4).

- Alien Altars - 0.

- Amulets - 3 (7).

- Drawings - 1.

- Pictures - 2.

The maximum possible number of runes and amulets is indicated in brackets. It is possible if you decide to save Stilton from his torment.

Walk forward.

Aramis Stilton's mansion

Rune number 1... Go inside and go up the flight of stairs in front. Enter the room and find the rune on the floor on the left side.

Go to the adjacent room until you find yourself in the bedroom. Find the hole in the floor and jump down to where Stilton is sitting at the piano. Chat with Stilton and the Alien will appear. Take away the temporary compass floating near it.

By clicking on the right mouse button, you can switch the timeline. The F key allows you to see through time.

Stilton is locked in this room, you have no choice but to use the compass. Click on the right mouse button to move to the past.

Distraught Aramis Stilton.


Aramis Stilton Mansion - 1849

Eavesdrop on the conversation outside the door. You must find the code that opens the cabinet. The door is closed, you need a master key. Hanging on the right wall is the 1849 calendar. Take it away. This is a necessary item for obtaining the "Souvenirs" achievement.

Return to the present, approach the grate located in the passage and travel to the past to be on the other side of the door. On the door itself, you can find a note that says that the password is in a notebook.

There is a kitchen on the right side. To open the door located inside it, you need a kitchen key. The door is currently locked. Go to the end of the corridor to find yourself in the living room with a long table. Deal with the enemies and search the chair on which the leg of one of the guardsmen was. In addition to the wallet, there is a universal key. In the past, you will run into a huge metal door. Go back to the present and go forward, and then go back to the past to continue playing Dishonored 2 on the site

Painting number 1... In this room will be the first painting entitled "Contamination of rats and mourners."

Drawing number 1... Inside the round safe is the "Powder Chamber Hinge" blueprint.

A statue is suspended in the center of the room. Use your sword to break the red mount to drop it. Return to the present and see that now the statue is not blocking the hole in the wall. Make your way through it, return to the present and go to the end of the corridor. Use the universal key to open the door.

There are simply a huge number of enemies here, so try not to catch their eye. Walk left past the elevator. Go down to the basement and deal with two enemies. One of them was looking into a hole in the wall. There is a note to the right of the hole that tells about a leak in the basement. Find the red valve to the left of the hole behind the glass. Take it, climb the boxes and throw it into the hole.

Using the compass, return to the present. At this time, the hole is larger, so you can crawl through it. Do so. You will find yourself in a flooded basement. Pick up the valve and throw it behind the grate into the next part of the room. In the present, swim past this lattice that does not block the path. Climb the protruding part of the cabinet, above the water, and return to the past. Pick up the valve and insert it into the mechanism on the wall. Turn the valve to shut off the water.

Rune number 2... Now in the present there will be a rune on the box on the left. (the room will not be flooded).

Rune number 3... Climb the stairs to the upper tier and find the locked door that leads to the room with the rune (use the heart). In the present there is a broken window to the left of the door, around the corner. Climb out and follow the metal frame along the building, and then climb inside through another broken window. Go back in time, kill enemies and take the rune.

Drawing number 2... Take the elevator up to the upper tier and on the workbench with a vice on the right, find the drawing "Spiked shell for a grenade."

Amulet number 1... It is called "Water Essence". In the past, call the elevator in the basement, near the hole you climbed through to shut off the water. Enter the elevator and climb onto it. Climb some ledge and then go back in time to the present. Jump down into the elevator cabin and pick up an amulet that slightly increases your swimming speed.

Amulet number 2... On the main floor, next to the elevator, there is a locked, ajar door. At the present time, there is a nest of cadaverous wasps. In the past tense, you can find an amulet. To get into the room, in the past tense, walk past it, leaving the door on the right, and turn the corner to the right. There is a table here. Climb under the table, crouching down, and then move in time to the present (you will need to choose the place where nothing bothers you). In present tense, instead of a table, there are some debris. And you will find yourself just under the rubble. Make your way through the hole into the room with the hive.

In the past tense you will find a safe, inside which lies the very amulet. Also on the floor is the corpse of a wolfhound, and under it is a note. It is because of the wolfhound that a nest of cadaveric wasps was formed here in the present tense. Open the furnace door on the left, throw in the wolfhound's corpse, close the door and press the red button.

Now there will be no bees nest here. Return to the present and see a fallen safe. Look at its door to see the combination. Remember it, go back to the past and enter it to get the "Ship Fighter" amulet from the safe. Bared weapons do not slow you down.

Amulet number 3... Follow the amulet icon in present tense. Travel to the past to open the door at the top (in the present it is filled up). In present tense, you will see a hole in the ceiling. But how to get to her? After all, it is at the top that the amulet is located. In the past tense on the side wall there are three levers that raise and lower the huge chandeliers. Align all the chandeliers at the same height, closer to the ceiling. Take a running jump onto the nearest chandelier. Jump to the farthest one, because in the present tense it is she who remains in the position in which you installed it. Jump onto the destroyed beams and climb up. All this must be done in the present tense. Find the "Swift Shadow" amulet on the floor, which increases your movement in stealth mode.

Feel free to go in the past to the specified door with the inscription "Code" and move to the backyard of Stilton.

Stilton's backyard

Go downstairs, kill opponents and find a diary in the gazebo. Read it to find out the code for Stilton's door. Go to the indicated door and enter Stilton's mansion.

Stilton Mansion

Painting number 2... At the Stilton mansion, go to the hall with an elevator. Go upstairs and in present tense find an open window. You have already used it to get into an enclosed space. Get out through the window onto the metal structure and return to the past. You will see two opponents. Deal with them. One of the enemies was standing on a wooden bridge, which was held by two red fasteners, the same as in any elevator. Shoot them and then return to the present. You will see that now you can climb up the wooden structure, on which the same fasteners were destroyed. Climb up, go forward and kill two enemies on the right. Shoot the painting "Executioner's Quaternion Switching".

Go to Stilton's office by entering the code found in the diary. You can always view it in the "Tasks - Information" section. Watch the ritual. Go downstairs where the spiritual ritual was performed.

Spiritual ritual: summoning Delilah.


ATTENTION! Now in your task will be the goal "to leave the Stilton mansion." If you do, you will leave Aramis insane forever. But you have the opportunity to change the time and save not only Stilton, but also his mansion. True, this should have been done at the moment when you were looking for a code combination. Read below!

How do I save Stilton?

When you look for the code for the safe, then in the backyard you can meet Stilton. If you stun him (don't kill him), you will change a lot of things. But be careful! First you need to collect all the previous objects, otherwise you will not be able to get some of them.

After Stilton is rescued, a lot will change in the mansion. It will be possible to pick up new items.

Amulet number 4... If you stunned Stilton, then take the elevator to the second floor. There will be a man's office. In the past, you could find there a map about the planned expansion of the mansion. Find another amulet on your desktop.

Dusty quarter

Leave the mansion. If you saved Stilton's mind, then the Dusty Quarter area will see its better times... You can even chat with Lucia Pastor, the head of the Miners' Association, who you will meet at Megan's house.

Amulet number 5... In the back room of Lucia, in the corner by the open window, find a well-hidden amulet.

If you saved Stilton, then neither the light wall nor the guards will be here anymore.

Rune number 4... There is a large brown beam to the right of where the light wall was once. Climb up it and find the hidden rune.

Amulet number 6... The building near the wall of light is now sealed. You can move to the roof where the light wall wind turbine was. There will be an amulet near the sealed entrance.

Amulet number 7... You will find the last item in the sewers, where the sixth mission began.

MISSION 8. GREAT PALACE

Duke Luca Abele cares only about his own interests, it was he who staged the coup. Make your way to the Grand Palace, find the duke and eliminate. Remember that to protect against assassination attempts, the duke keeps his double in the palace. In addition, you have to find the soul of Delilah Copperspoon: this is the only way you can cope with her immortality.

In the eighth mission, you can find:

- Runes - 5.

- Alien Altars - 1.

- Amulets - 7.

- Drawings - 4.

- Pictures - 3.

Go upstairs and talk to Megan located on the deck. Hop into the dinghy and travel to Duke Abele's palace.

Climb up to be on the first location.

Ravina Boulevard

At the fork, go right and left. Destroy two corpse wasp hives.

Amulet number 1... Use your heart to determine if the amulet is above you. Go outside and deal with two enemies. Use Gravity to climb the balcony from above. Destroy three hives, open the vise and pick up the fallen Dark Extract amulet. When you kill in light shadow, you gain health points.

Please note that there is a Whislow safe building across the street. To the right of it there is an alley with a closed gate. Read the note to the right of the gate. The code from them is in the Whislow company. Go to the safe shop and in the back on the first floor find the note "Gate Code". It is this code that you enter on the device in the neighboring alley, to the left of the gate. This is how you open them!

You will find yourself at the back door of an underground shop (Black Market). The messenger girl will be here. You can steal the delivery ship key from her.

Return to the safe shop. Standing facing him, go left. Turn into the alley on the right and in the building on the right, find an underground shop. Climb onto the balcony of the building opposite the underground shop. Climb to the roof to find the wind turbine. Disable it as you did earlier to disarm the light wall.

Rune number 1... Go to the square with the observation tower. Climb onto it with the help of the balcony on the side and disconnect the power by sticking out the tank with blubber. Activate the heart and jump onto the balcony of the adjacent building, where the rune marker leads. Find the cabinet with the rune inside and take it.

Painting number 1... In the same building, in the back room where the bed is, remove the painting "Daud and the Parabola of Bygone Days" from the wall.

Altar of the Alien, runes number 2 and number 3... Go to the Black Market Entrance. There are boxes and other items on the left. Climb up them, break the boards and go down to the basement to find the Alien's altar with two runes.

Amulet number 2... Go to the building on the other side of the light wall and observation tower. Go through the doorway and go upstairs, where there will be a locked door of the merchant's apartment. I need a key. Go down and walk along the building to the right. Go inside through another passage, climb to the very top and open the white door on the right. In the cabinet under the sink, find the "Bitter Blood" amulet, which makes cadaverous wasps stick closer to their nests.

To get through a wall of light, even defused, you will have to fight a huge number of opponents. By the way, you can buy a "secret loophole" from an underground merchant. You will bribe the engineer to de-energize the rails. It will be possible to move along them!

Drawing number 1, amulet number 3... So. You need to find the key to the merchant's apartment. Go to the Whislow safe store and find the same key in the cash register on the first floor. Return to the high wall by the observation tower. Go to the house to the left of the wall, go up to the third floor and open the merchant's metal door. In the apartment, find the "Small Burning Improvement" blueprint and the "Shrill Scream" amulet. The wailing bolts are louder. Increased their range.

By the way, to pick up the amulet, you will need to cut the pillow on the bed. The amulet lies under this pillow.

Move to the next location through the light wall.

Grand Palace

Move forward, swim across to the other side and deal with the enemies. Go inside the palace.

Reception and dining room

Amulet number 4... Head down below and find the room on the right. Go behind the red screens and from the bed on which the corpse lies, take the "Spiritual Sacrifice" amulet. Killing rats or corpse wasps restores your mana.

Rune number 4... Find an elevator on one side. Walk to the right of him. Behind the wall to the left, the heart will show a rune. Keep to the left wall until you find yourself outside, where there are huge targets with the corpses of the servants. There is an open window on the left. Climb through it and kill the enemy. There is a safe in the room with a rune hidden inside. Take the elevator to the third floor and go to the duke's office. Kill him or his double, and then on one of the tables, find a note with a code combination. Use it to open the safe and take the rune.

Amulet number 5... On the third floor, find Delilah Copperspoon's quarters. In the bathroom, under the sink is the "Fuzzy silhouette" amulet. Enemies will see you better, but they will miss more often in ranged combat.

When you kill the duke or his double in the office on the third floor, then search the body and take the key to the treasury.

Amulet number 6... Go to the Throne Room Below. Do not rush to run to the throne to pick up the amulet. There is a discharge column on the right. Look to your right when entering and see a door. Exit through it to the balcony and deal with the enemies. There will be another door on the left. Open it and on the wall you will see the control panels for the discharge column. You can either pull out the blubber tank on the right or use the mounting tool on the panel on the left. Take the keen eye amulet, which increases the damage done by crossbow bolts.

When you have the key, then find the door leading to the balcony. Follow the direction of the glowing blue haze. Kill the sentry soldier. Do not rush to run to the door of the treasury, because there is a discharge column to the left. Save. Quickly run to the panel next to the door and remove the blubber tank from it.

Duke Abele's Treasury

Go downstairs and use the statue to interact with it. You will receive Delilah's soul.

At the bottom, find a niche with a black wall. There is a red button on the right. Click on it to open a secret room.

Drawing number 2... Inside the room, on the table, find the Galvani Folded Resin Blueprint.

Amulet number 7... On the side, find a picture of Delilah and the "Fading Light" amulet lying under it. For the first second after killing, Gravity and Transference do not consume mana.

Rune number 5... There is a screen to the left of Delilah's painting. Break it with your sword, bend down and jump into the water. You need to swim down to the abandoned vault. Swim to the bottom of the pile of barrels to get to the rune. Return the same way back.

Painting number 2... Go to Delilah's room and find the painting "Her face is my smile" on the wall next to the piano.

Painting number 3... On the wall, above the fireplace in the Duke's office (where you killed or stunned him), there is a painting called "My name is on my lips."

Duke Abele's chambers

Go upstairs, to the fourth floor, to the chambers of the Duke of Abele. There is a double here. As soon as you stun both characters, the game will automatically sign the doppelganger and the duke himself.

When you have Delilah's soul, and Duke Luke is killed, then go to a meeting with Megan Foster. Leave this place.

MISSION 9. DEATH TO THE EMPRESS

The ship "Fallen House"

Meet with Megan Foster and Anton Sokolov and discuss the return to Dunwall with them.

In the ninth mission, you can find:

- Runes - 5.

- Alien Altars - 1.

- Amulets - 9.

- Drawings - 2.

- Pictures - 1.

Talk to Anton.

Amulets No. 1 and No. 2... The first two amulets are on the ship, in Captain Megan Foster's cabin. To get into it, you need a key. The door to the cabin is in the room where Anton is painting a picture. Go to the deck, sneak up on Megan and steal the key from her. Open the door and take the amulets. The first is called "The Bird of Prey". Falling kills give you health. The second amulet is called Explosion Resistance. Explosions now deal less damage to you.

Drawing number 1... Go to the workshop behind the wardroom with Anton and take the drawing "Galvani's two-layer impregnation" from the table on the right. Go to Dunwall.

Death to the Empress

You must fight Delilah Copperspoon before she changes the world. Make your way to Dunwall's Tower and try to combine Delilah's soul with her body. Then the impostor will become mortal again, and you will have a chance to eliminate her and reclaim the throne.

Rune number 1... Go upstairs, kill the hounds and in the building to the right, where the Black Market is located, buy the first rune and the key to the arsenal.

Altar of the Alien, runes number 2 and number 3... If you go further down the street, then on the right side high, high you will see an altar marker (use the heart). There is a ruined building on the other side. Use the "Gravity" to climb onto the destroyed rails, from them - onto the building on the left. Climb higher along the ruins, use the metal beam to get to the desired balcony. Deal with the robbers in the apartment. Examine the wall in the back room and find the hanging barometer. Use it to open a secret room and find an altar with two runes.

Amulet number 3... Exit to the balcony of the same building and go right through the pipes. Jump across the rooftops and head towards the marker indicating the amulet. Enter the room and find the Shadow Restoration amulet on the pipes near the ceiling. Light Shade restores your health.

Go inside the Dunwall Tower.

Dunwall Tower

Go forward and find the wounded caretaker on the left. Talk to him. The gate in front is closed. There is a control room on the right. There are two devices right at the entrance - one gives out empty tanks, the other fills them with blubber. Pull the handle of the device in front, take the tank and insert it into the device on the right. Pull the other handle. Take the blubber tank and go to the back of the control room. Insert the tank to the right of the control panel, then press the red button. This will open the gate.

Amulet number 3... Go outside and climb the mountain. Climb over the fence and kill the witches. Follow the steps above and in the building on the right (greenhouse) find the "Healthy Appetite" amulet. Any food will restore more health points.

Rune number 4... Climb up the slope and go left. Jump into the water and find on the left side a window leading to the pumping station. Go down and kill the witches. The rune is in the corner. From it, go along the bridge along the right wall and find a place where you can jump down. Crawl to the rune and take it.

Painting number 1... Go to the big bonfire where the witches were. Do you see a building in the distance? Get down to him. The heart points to it, because there is an amulet inside. Jump down from the bridge and go up the slope to kill the hounds and find the painting "Luke, his eyes and me."

Amulet number 4... Move along the pipe to the right of this building, having climbed up to it from the picture. Behind the building, on the roof, in a box, lies the Whirlwind amulet, which increases the attack speed with the blade.

Enter the inside of Dunwall Tower.

Inside Dunwall Tower

Examine the elevator on the right. Read the note. You need to turn on the electricity, and for this you have to visit the security room. Climb over the cabinet where there is a hole, directly opposite the entrance. There is a corpse at the top of the stairs with two amulets hanging from it. The first is called "Stolen Breath": pulling always consumes more mana, but pulling enemies is stealthy and quiet. The second amulet is called "Dangerous Block". When blocking with a blade in melee, you knock the enemy down, but you take damage.

Defeat the enemies, go upstairs and talk to the statue of Delilah. Once in the hall with steps, go left. Keep Right. Destroy witches and a robot. Go downstairs and see that one of the holes is missing a blubber tank.

Use the device to get an empty tank, then insert it into the adjacent device and pump with blubber. Place the blubber tank in the empty compartment. The elevator power has been restored.

Rune number 5... In the same basement, on a pipe near the ceiling, there is a rune.

Amulet number 7... Climb to the second tier. There is an amulet inside one of the rooms. But the passage is blocked by a wardrobe. Go around the room in a circle and above one of the doorways of the corridor find a place where you can climb. There is a hole leading to the amulet chamber. Take the Leviathan Mind amulet. Being underwater restores mana.

Amulet number 8... In another room on the second floor, you will find the "Unfortunate Work" amulet. The room is open. The amulet gives a small chance that the enemy grenade will not work.

Call the elevator and go upstairs to the throne room. Go outside.

Tower Roof

Sneak up behind Delilah, taking the heart in your hand and use it on her. Press the right mouse button when you are behind Delilah. She will hide in the picture.

There are two options - either you follow Delilah into the painting and kill her. Or you can use another way to stop the empress. Inside the painting, you will need to fight copies of Delilah. Destroy them yourself, using stealth (light shadow), or summon doubles. As soon as the duplicates are defeated, Delilah herself will appear. Kill her or entrust the work to the counterparts.

By the way, Delilah can be kept alive. You need to install the rune (skull) under the other two to the left of the throne.

Elimination of Delilah.


After killing Delilah, return through the painting to the real world. Leave the throne for yourself or save Corvo. There are many ending options - it's up to you!

Mzulf is a Dwemer dungeon that can be entered by following the southeast of the orc fortress of Narzulbur. The ruins consist of four zones and are long in length.


In this location, a special task of the College of Winterhold is being carried out, according to which it is necessary to find the Staff of Magnus. Not far from Mzulf is an unmarked Dwemer Pantry.


You can start the passage of Mzulf in Skyrim only after you take the quest "Discovery of the Invisible" in the College of Winterhold. When in the hallway you hear the voice of the dying Gavros Pliny and approach him, and take the research report and the key to the dungeon from his body. Gavros Pliny was a member of the Synod, and Mirabella recently told you that the magicians from the Synod visited the college of magicians to find the Staff of Magnus.



At the beginning of Mzulf's passage in Skyrim
you will see a long corridor with many turns. In a certain area of ​​the corridor, a moonstone is being mined and, starting from this place, corus and falmer will meet on your way.


Soon you will find the bodies of the slain members of the expedition from the Synod. The first zone of Mzulf Skyrim is guarded by Dwemer spheres and spiders, although the Falmer have already dealt with them in the farthest part of the corridor, and you just have to collect the loot. You should be careful in the corridors, as there are many Dwemer and Falmer traps hidden there.


In addition, in these places you can find Dwemer scrap metal, dishes, chests with useful things, an alchemy laboratory and a Dwemer convector.


After passing the first zone of Mzulf Skyrim, you will be taken to the steam engines. Following forward along the corridor and fighting off the spider spheres, you will once again find yourself in the development of the moonstone, in which the Falmer live.


There you will also find another deceased researcher from the Synod, as well as an exit leading to residential buildings and a reservoir. Now you need to completely bypass this storage and select one of the doors on the other side.



The next corridor will lead you into a huge hall inhabited by falmer. Keep in mind that this is where you can pick up the Focusing Crystal from the corpse of one of the Falmer you killed, which you will need to start the Oculatorium.


In the hall you will see three doors: from the first, located on the left, you can get into the Oculatorium (you need a key to open it), behind the second, located opposite, there is a chest and a moonstone exit (this door is locked with a Master level lock), and from the door on the right you can go into a large room with work tables of Dwemer mechanics, on which are old books and parts of various ancient mechanisms. Now you need to find out where to get the Mzulf key in Skyrim.


The corridor behind this room will lead you to a steam centurion guarding the key to the Oculatorium you need. As soon as you receive the key and open the next door, you will find Parat Demykios, who will let you in, mistaking for his late friend Gavros, who, it turns out, was supposed to find and bring him a focusing crystal. This is our article, in which we told how to get through in Skyrim Mzulf
ends.


To get out of the dungeon, you need to go to the balcony to the left of the Oculatorium and get out of it.

Exists three different keys what you need to find to unlock certain doors. Such doors have a characteristic pattern, by which you can guess what kind of key is needed. These keys are named: a key with a crow, a key with a snake, a key with a scorpion... There are several doors that unlock these keys, and behind them there are many useful things, for example, weapons or secret routes, repair kits, and so on. Goodies can be found behind doors with a snake.

Below we will take a closer look at where such keys can be found.

Resident Evil 7 Crow, Snake and Scorpion Key Where to Find

Where to find the scorpion key

Basement of the main house. Go to the Processing Zone and go to the huge butcher's room at the top of the map above the Boiler Room and off to the side of the Cremation Room. You will see a large piece of meat on a green tray on the table. The key is in it. Nearby on the rack.

In this way, you can access the grandmother's room on the second floor and then the shotgun that should be attributed to the statue at the entrance.

Where to find the crow key

Old house, ground floor. If you have already watched Mia's videotape, then you know what kind of house it is. He's in ruins in the video itself.

From the old house go outside through the dining room and go straight all the way to the small toilet. Inside there is a fairly richly decorated chest, which, it would seem, has no place here. But it is in this chest that the key is located.

Where to find the snake key

After killing Margarita, head to the basement of the main house, to the Processing Zone, through the Boiler Room, and then to the Sectional Room. On the way you will be attacked by creatures, be careful. Here you will find the corpse of a police officer and a note with a proposal to "stick your hand in your throat." Exactly, do it, stick your hand in and take out the key with the snake.

Quest given by: Hulda (Whiterun, Hotel)
Requirements:
Character level at least 20.
Completed the mission "Dragon in the Sky" in the main storyline.
Reward: Ebony Blade

If these conditions are met, you can go to the Prancing Mare Inn in Whiterun.



Ask the owner of the hotel, Hulda, about the latest rumors. She will tell you very interesting story: Jarl Balgruf the Elder has problems with children. As if "one of them became cruel, and the other two have evil eyes."



We leave for the Dragon's Reach and ask Balgruf about the children. To this, the jarl will answer us that his son Nelkir (the youngest of 3 children) has recently become cruel and uncommunicative. Balgruf worries about his son and asks us to find out what is wrong.



After talking with Nelkir (you can find him in the main hall during the day and in the Jarl's quarters at night), we learn a lot of interesting things about the Jarl's family: that Balgruf hates the Thalmor and continues to worship Talos, etc. We also learn about a certain Whisperer who talks to the boy through a locked door in the basement.



The door is easy to find: after facing the Jarl's throne, turn left into the kitchen, then go down the stairs and you will see a door slightly covered with hay - you should go there.



In the far corner of the room, you will see the very door that seems to be covered in blood. Try to open the door. A mysterious female voice will speak to you. Later we learn that Mephala herself, one of the Princes of Daedra, is talking to us.



From the conversation it becomes clear that something very powerful and valuable is hidden behind the door, and Nelkir will help us find the key. The boy tells us that only two people have the key to the cherished door - Jarl Balgruf himself and Farengar Secret Fire. Nelkir also hints that no one will notice the disappearance of the magician. However, the choice is yours. You don't have to kill. It is enough to pick up the key with the help of pickpocketing.



We return to the basement and unlock the door with the obtained key. In the room, on the table, we see the Ebony Blade and the book "Fear This Blade" (it explains the reason why the inhabitants of the dragon's limit tried to hide the blade).



Taking the cursed weapon, Mephala will speak to you again. She will tell you how to make him stronger. To do this, you need to kill those who are especially close to you: friends, companions.

Important: If you sided with the Brothers of the Storm and completed the Siege of Whiterun quest, you should look for the Jarl in Solitude in the Blue Palace.

Note: If we do what Mephala asks us to do, the effect of absorbing life will increase. The effect increases for every 2 victims, which is accompanied by Mephala's comments and reaches its maximum (absorption of 30 life) after 10 victims.

, Dragon's Reach

  • Reward: Ebony Blade
  • ID: DA08
  • Required item: Whispering Door Key
  • Level Required: 20
  • Complexity: Easy
  • Old door

    Short walkthrough

    1. Speak to the Innkeeper at The Prancing Mare.
    2. Ask about the oddities of the Balgruf children.
    3. Find out what's wrong with Nelkir.
    4. Listen to the whispering door.
    5. Talk to Nelkir.
    6. Steal the door key (00028d8b) from Jarl Balgruf or Farengar.
    7. Open the whispering door.
    8. Collect the Ebony Blade.

    Full walkthrough

    • Strange youth.

    After asking about rumors about one of the Jarl's children acting strangely from the owner of the bar in Prancing Mare, you can ask Jarl Balgruf about it. He will begin to tell that the son of Nelkir began to behave strangely, secretly, does not want to talk about anything, behaves like a "shadow". When you talk to Nelkir, he will tell you that he is aware of his father's "dark dealings". He will say that his father hates the Thalmor, worships Talos, and that Nelkir himself has an "informant". He will also mention that the door in the castle's basement whispers to him and helps him learn all about the castle's affairs. He will assume that the door could speak to you as well.

    • Whisperer

    The door is to the left of the main hall of Dragon's Reach. To find her, you need to go into the kitchen, go down the stairs to the servants' quarters. After walking to a locked door that appears to be covered in blood. It is unknown whose blood is. Activate the door and the voice of the Whispering Lady will begin speaking to you. She turns out to be the Daedra God Mephala. She will tell you that some of her power is locked behind the door and she needs you to release this power. She persuaded Nerkil to insult his father. She will ask to open this door by asking Nelkir how

    • Door Opening

    Nelkir will tell you that only the Jarl himself and the court magician have the key. You can steal the Key of the Whispering Door either from Jarls or the Mage (Balgruf), it doesn't matter who. We steal the key, go to open the door, find the magazine, "Fear this blade", in fact, a warning to you not to take this blade, that it was saturated with debauchery and betrayal. To complete the quest, simply grab the Blade and leave. Taking the "Ebony Blade" (two-handed), Mephala will say that this is not just "Ebony Blade" but something more, but his power has been locked for too long. You can charge him by doing something treacherous or bad.

    Notes

    • The quest can be easily completed if you have completed the Battle for Whiterun quest; Jarl moved from Dragon's Reach, but is in the Blue Palace; having stolen the key from Farengar, you can easily complete the quest.
    • Hulda is needed to uncover a rumor about a mission. Isolde can replace Hulda in the Prancing Mare if she dies, but she will not share rumors.
      • Talking to the Jarl about his children does not activate the quest.
      • You must complete the Dragon in the Sky quest to find out about the rumors from Hulda.
    • Killing a companion or friend increases the life drain effect of the blade.

    Potential victims

    • Lucan Valerius and his sister, running a shop in Riverwood, diminishing in importance due to the open access to the shops of the capitals. They will become friendly after completing the Golden Claw quest.
      • There is information about the bug of Lucan Valery: he had 11 thousand gold coins to exchange, after investing five hundred coins in the store.
    • Carlotta Valentia, a salesman in Whiterun, is not as valuable in terms of trade. She cannot be married, so she can be killed without consequences. She will become friendly after completing the quest For a few words.
    • Pavon Attius and his assistant, who run the Kolskeggr Mine, are unremarkable. They will become friendly after completing the Kolskeggr Mine quest.
    • Narfi during the Kill Narfi quest, provided that The Straw that Broke was completed.

    Bugs

    • Hulda may not report new rumors once you've reached level 20. Try to talk to her, old rumors can help lead to new ones. If that doesn't work, enter the command setstage DA08 10 in the console, which starts the quest and a marker for talking to Nelkir.
    • After receiving the quest, the options for dialogue with the Jarl may disappear.

    Quest stages

    Ask about Balgruuf "s strange children (DA08RumorPointer)
    Stage Status Journal entries
    10 (Stage): Ask about the oddities of the Balgruf children
    The Whispering Door (DA08)
    10 Something is wrong with the son of Balgruf the Elder, Jarl of Whiterun. He asked me to help the boy.

    (Stage): Find out what's wrong with Nelkir

    20 (Stage): Listen to the whispering door
    25 Mephala, known as the Whisperer, has ordered me to free the Ebony Blade from captivity.

    (Stage): Talk to Nelkir

    30 (Stage): Find the key to the whispering door
    40 (Stage): Open the whispering door
    50 (Stage): Collect the Ebony Blade
    60 I have managed to obtain the Ebony Blade of Mephala, but it is devoid of its power. To restore her, I need to kill someone close. or

    I have managed to obtain the Ebony Blade of Mephala, but it is devoid of its power. To obtain it, I need to gain notoriety and hatred in these lands.

    80 I was able to restore the power of Mephala's Ebony Blade.
    • The following empty quest stages were omitted from the first table: 0, 20
    • The following empty quest stages were omitted from the second table: 0, 1, 51

    Notes (edit)

    • Any text in angle brackets (for example, ) is a parameter set by the Radiant Quest engine that will be assigned a value when a quest is received.
    • Not all of these entries may appear in the game log: which entries appear and which do not depend on how the task is completed.
    • Stages are not always listed in the order of the assignment. This happens, as a rule, in cases with tasks that have several possible outcomes or where certain tasks can be performed in an arbitrary order.
    • If an entry is marked as " Completing the quest", this means that the task is excluded from the list of active ones, but new records of the stages of this task can be added to the log.
    • When playing on a personal computer, you can use the console to progress through a quest by entering the command setstage (((ID))) stage, where quest is the in-game quest identifier and stage is the number of the stage to progress to. However, it is not possible to proceed to the unfulfilled (i.e., skipped) stages of the quest. However, using the console command resetquest (((ID))), you can reset the quest stage.