Dishonored: walkthrough without killing. Dishonored: codes from safes

Alas, in recent years, game publishers rarely delight us with really worthwhile projects. Instead, kilograms of slag are poured onto users' heads in the form of “games with touch-oriented” controls. Fortunately, there are pleasant exceptions in this impenetrable gloom. Dishonored is one of them.

What is the game about?

dishonored walkthrough
Imagine Victorian England. True, not quite ordinary, but alternative steampunk. From now on, you are Lord Corvo Attano, whom many spiteful critics baselessly accuse of the brutal killing of the Empress. Your task is to deal with a handful of traitors, paying special attention to their vile leader, who became regent just after the death of the royal person. In short, the plot is the strong point of Dishonored the Brigmore Witches. Passing the game just because of this requires utmost focus and attention.

Important feature

Dishonored has an important feature. Aerobatics is considered to pass the level without leaving a pile of corpses. This is indicated by the item “No dead” or “Ghost”, which may appear in your profile following the passage of the chapter. In our article, we will try to uncover the “right” game in Dishonored. Passing in this case is quite complicated, so everything needs to be done very carefully.

Innocent convict

After the empress goes to a better world, you are unjustly bred for jail. Soon the guard brings bread. However, he notices that your friends passed it. Of course, under the loaf is the key to your camera. Coming out of there, you attack a solitary guard (from the back) by pressing the Ctrl key for this. Important! When attacking from the back, you do not kill your opponents, but only put them to sleep. This is an important feature of Dishonored. Passing without corpses will not succeed if you do not master this art perfectly.

The insensible body must be dragged away to any secluded place, and then it is necessary to steal the keys to the walking platform, which are in the room on the top floor. Since you will have no choice, you will have to euthanize another poor fellow - a guard. Then we go into the interrogation room, open the safe and steal the explosives from there. We hide the bomb, and then exit through the barred door.

Hiding in the shadows, we await the patrol soldier. When he comes, we put us to sleep. Then you need to go into the guard room, put to sleep a couple more guards, and then lay the explosives and blow up the gates! Escaping from the explosion, we jump into the river. The further path to freedom runs through the sewers. Try not to become dinner for rats and don't miss the crossbow! Everything, you are free.

By the way, how to get through Dishonored the Brigmore Witches? Passage is based on your attentiveness: the game is full of hidden paths and doors, cunningly hidden objects. So do not forget to carefully inspect the surroundings!

Supreme ranger

Once you get to the base, you will be gifted with the first magical ability - the ability to travel short distances. We strongly advise you to pre-pump the indispensable ability to look directly through the walls. Take the time at the base and find the rune. The fact is that for another valuable skill, instilling in animals, these same runes will need as many as three pieces, so it’s clearly not worth losing the opportunity to get hold of them!

Way from the pier

And here is a pier, covered with a picturesque veil of fog. Here goes one patrol. Your task is to carefully and imperceptibly follow him. When he equals the alley leading to the right, carefully neutralize the servant of the law and drag him to this dead end. Since the crazy old woman, the Old Rags, lives there, no one will stick into it, so the guard will not be noticed there. Using our talents for moving, we transfer to the crazy old woman on the balcony, take another rune there and leave.

In principle, you can get a couple of tasks from this lovely lady, but it's up to you to decide that they will inevitably require bloodshed, and this passage of the Dishonored game directly prohibits this. In general, it is better to leave from there.

Next up is the wall of light. The problem is that the gates are violently and painfully shocking. Since the power plant is powered by a flask with fuel, it is logical to simply pull it off. The only problem is the guards, but they are constantly distracted. Wait until they again depart, and then quickly run to their gatehouse, grab another rune and move on to the next Dishonored location. Full passage will take a lot of time, so be patient!

And again, the sewer ...

dishonored the brigmore witches walkthrough
You will see Ranger Martin, who is guarded by just one guard. You already know what to do with the tired law enforcement. We release the caretaker, go to the left checkpoint, go out into the street ... and again we climb into the sewers, alas. Having scoured in its corridors, we go up and find ourselves directly in the kennel. To be unnoticed, we use teleportation. Surely you already understood that with three runes you can try to use the ability to infuse animals!

We turn into a rat and climb into the ventilation pipe. We fall into an empty dog’s chamber, crawl onto the pipes and quickly run towards the office. Constantly use the ability to see through walls, checking the location of the guard! By the way, passing the game Dishonored is quite possible without magic, only you have to carefully monitor the movements of the guards and constantly improve in performing the most difficult acrobatic stunts.

Office

So you ended up in the office of the Supreme Overseer. Remember that there is plenty of security, so you have to constantly maneuver. Using the ability to move, we get to the upper staircase and head towards the library. You have to read the wonderful work "On the stigma of heretics", and then quickly run to the office. Soon, Campbell's Chief Overseer and Captain Carlow will come there to taste wine stocks properly. To prevent them from spoiling their health, break all the glasses in advance!

New heretic

Since the Ranger has a bunch of wines in the basement, he will immediately offer his traveler to go after him. You need to follow them. In principle, you can turn into a rat, but you still can’t go all the way in the shoes of a small pest. So your only salvation is teleportation and close monitoring of the guards. We wait until the captain turns away and begins to admire the collection of paintings, we attack the Ranger. We put him to sleep, along the way, grab another rune from the window, and then cheerfully pull the body of the caretaker upstairs. Try to move under the tables, as in this case you will be completely invisible.

We drag the Caretaker into the interrogation room, bind and put the mark of a heretic on him (this is what the book was for). However, to begin with, it is necessary to euthanize the nearest patrolman, otherwise he can raise an alarm upon hearing screams. After completing the operation with the new heretic, we go down into the courtyard (bypassing the guard) and help the local resident whose guards decided to bake their sister at the stake. We load our crossbow with sleeping darts, deal with villains.

Then you need to go again to the pier, where Samuel will be waiting for you. To do this, you can either steal the key from the guard (it shines on his belt), or simply sneak in there in the form of a rat.

House of pleasure

And again we return to the already familiar harbor. First you have to pay a visit to the distillery, where "cloak and ax workers" are already waiting for you. We speak with Slekjov, and then we go to Dr. Galvani, having received the corresponding task. We strongly advise you not to cut the road - it is quite possible to come across assassins, past whom sneaking unnoticed will not work in any situation. It is better to use roofs and pipes. We tell you - from the house of old Vetoshi (we already talked about her), you can get into the pipes first and then go on a tour of the rooftops.

By the way, in the game Dishonored Brigmore, the passage of which we describe, is full of acrobatics. It’s better to train in advance in performing the most difficult tricks, since without this you simply won’t be able to get to some locations.

walkthrough dishonored
So, you got to the doctor’s office. Your goal is simple to disgrace - you have to steal the recorded revelations of one dead person. Near the fireplace there is a right door to go through. For extremely convenient ventilation, we quickly and quietly make our way to the main hall. Using a spiral staircase, we make our way to the top floor.

Since there are very few sentries here, you can easily go completely unnoticed. Attention! On the right there is a glass door, behind which two guards talk about something. So that they do not notice you, it is better to go round this place roundabout. At the end of the corridor there is a not too comfortable room, in which, judging by the decoration, experiments are carried out on poor rats. We are waiting for one of the talkers to leave somewhere, and the second will smartly look at the scribbles on the board. Quickly grab the evidence and leave.

New task

In a familiar way, we sneak to the bandit camp. Slekjov makes you an excellent offer: you get him the key to one safe, and he provides you with a sensitive service. Simply put, the bandits are taken to send the Pendleton to a better world, and you are left with clean hands. Excellent! Now you have to visit the local brothel.

Again we go to the doctor’s office, but this time we go downstairs, and then we go along the gloomy and damp aisles, in which there are a lot of howling beggars. Turning left, go up the stairs. There you will meet a woman who has a pair of ambuls trying to take something away. Using darts, we put them to sleep. Since we have a key, we go to the Captain's Bridge Hotel. Using the stairs, we go up to the roof.

Torturing a Merchant

After that, we find ourselves in the territory of the Golden Cat. We climb onto the roof of the gazebo, and then jump onto the balcony, on which the guard mortally misses. We go to the interrogation room, where in an unusual metal chair lies a dealer in paintings, juicyly chained to him. He is not to blame for anything, he simply wants to experience extreme sensations from meeting with the local priestesses of paid love. Since there is a blindfold in front of the sufferer, you can immediately beat him with a stronger electric shock until it reaches the merchant that you are not going to render him any intimate services. After that, he will gladly inform you of the safe code.

In the game Dishonored Knife of Dunwall, the passage of which we describe, is full of scenes where antiques are combined with the most modern technologies. Having become accustomed, you cease to be amazed at the presence of electricity and magic here.

We are finishing work

dishonored passage codes from safes
It is time to visit the local Madame. We go through the familiar balcony. We are looking for a ledge, moving to an open window. We go down to the floor below, look for the door to the office. While Madame is busy picking at her papers, we steal the key from her, and then study the Book of Visitors to the Golden Cat. We learn that Emily is in the locked upper room. We save her, we leave the building. We send the girl to the boatman, and we ourselves go to the old acquaintance, Slekjov.

Already walked the path we go to the bandits, simultaneously euthanizing with darts all the crying bothering you. Slekjov enthusiastically promises that the brothers will lose their tongues and work hard in the mines until the end of their days. We again go to Samuel. We continue to play in the world of Dishonored 2. The passage of the second part begins with a new "headache".

Queen's healer

Today we have another task - we need to abduct a certain Sokolov, a local scientist. Since he is at home, you have to get into it. First we go up the stairs from the pier. Before reaching its end, we are transported to that staircase, which is located on your right side. We pass it to the end, we rest against the building. We cling to a billboard, climb it to the door. We climb the next ladder, then grab the key, go down, open the right door, jump into the water with a fish.

Pay attention to the further passage of the Dishonored game - part 2 requires you to have considerable talents in swimming, so you have to swim right to the pier, on which some boxes are massively stored. We climb onto the pipes that run a little higher than them, and then wait until the local patrolman goes in the opposite direction. You need to go right behind him, and then go in the left door. We get to Drobridge. Here again, two officers are chatting. Wait until they are distracted, and then get out into the street. Turn left again, you will see an open window. Get into it ...

Further way

It should be remembered that there is a well-guarded territory in front, and there is a shocker there. And so we get out of the right window, and then go down to the pier. Under the bridge you need to swim, emerging from the other side. We climb the stairs again, and then we are transported to the small bridge. We go to the gatehouse and carefully pull out the tank filled with a blubber (it will disconnect the shocker located above). Let's go upstairs. From this moment you need to be as careful as possible - these places are full of security, so you have to work hard. You need to rise to the very top.

And if you don’t know how to get around security at Dishonored? Walkthrough with Karn, recorded in the form of a video blog, will certainly help you. It has more instructions than with Lololoshka, so it will probably be easier for you.

We climb into the inspection cabin, pull the lever located there. Before you immediately rise the bridge. We rise to the top floor, take out a couple more tanks with a blubber, go right and jump into the water. We immediately warn that it will take a long time to fall. Again, swim under the bridge, climb the stairs and head straight to Midrow Station.

Mission completion

We leave to the roof, and from there we are transferred to the right side. During the execution of this trick, you should be as careful as possible, not to attract the attention of the local strict sentinel. From there, you need to transfer to a small balcony, which is blocked by a wall of light. To do this, you need to come close to the obstacle: you will see a certain iron thing sticking out of the wall. We are transferred to it, we go into the gatehouse and pull out another tank with a blubber. We pass through the disconnected wall of light, after which we get to the bridge of Coldwin.

Sokolov is almost there! On the right there is a dirty alley: we climb to the roof. A chain hangs from it, which just can lead us straight to the scientist’s home. We get to it, crawl up it, find ourselves in the attic of Sokolov’s house. The owner of the house just conducts his monstrous research, so it will be easy for you to put him to sleep. Free the experimental woman from the cage. Together with the insensitive Sokolov we get to Samuel.

dishonored no-kill walkthrough
What if you don’t have a good idea of ​​where you need to go to Dishonored? Walking with the Lololoshka will help you. This is the name of a rather popular resource on which you can find a video with a detailed description of all the points we have given.

And again the Tower ...

Your next target will be Lord Burroughs. But first you have to somehow get into the Danwall tower. Yes, yes, with which the game began. Alas, again you will have to use the local sewage system.

We jump off the boat, sail to the airlock, and then make our way upstairs. Important! Never enter the door! Look around: you will find a hole through which you can first get to the other side of the fortification, and then through pipes to get to the very territory of the Tower. Then you need to climb over the wall and go to the arch. There goes a giant archer, from whom you need to hide behind the walls. We remind you once again that in difficult cases, you can watch the passage of the game Dishonored with "Little Eater".

Ahead is a wall of light ... already disconnected. Climb into the hole at the very end of the corridor, and then climb up the woods (making sure there are no patrolmen nearby). Go up the stairs to the cliff, and then transfer to the nearest ledge of the building. Follow it forward. You will find a mine where you can climb straight into the lobby of the Tower, from which the Dishonored game began. Passing without killing requires secrecy, so that we move into a rat, we run to the very center of the giant building.

There is something you can do: a guard will go along one of the corridors, on whose shoulder there is a tank with a blubber. Wait until he equals the patrolman, who also guards this corridor, and then for a second appear before them in your guise. A guard with a blubber will drop the tank, it will explode, and both law enforcement officers will die. You will not be counted for killing, as it will be perceived by the system as an accident.

Warning

The last circumstance is very important, since you cannot use codes in Dishonored. Passing without killing will be “messed up” in all other cases, so we advise you not to risk it especially with such moments.

Carefully we pass through the door through which the guard managed to step in with a blubber. Before you will be a staircase, but also a bunch of sentries. Actively using the ability to move and slow down time, make your way to the second floor, where there will be a door to the regent's office. Closed, unfortunately.

dishonored walkthrough with an eater
Then your path will lie on the top floor of the station. A friendly propaganda officer will be waiting for you there, who will tell you how to end the regent, while remaining clean. You will only need to steal the film from the safe, the code from which the officer will immediately call you! In general, the Dishonored walkthrough (the safe is an additional confirmation of this) is often greatly facilitated by such key characters who manifest themselves only if the hero goes in the right direction.

Of course, you have to get to this very safe. We leave the broadcasting station, jump directly to the Burroughs balcony. Since he is already there, we euthanize the villain, steal the record and go to the station. There is a loudspeaker, so the evidence can be played at maximum volume. We get down to the very bottom of the station, climb into the mine, sail to the long-suffering boatman. By the way, when will Dishonored end? Passage is almost complete, just a little remains!

Lighthouse

Well, now is the time to save the beautiful princess! Only a miserable traitor, Admiral Havelock, remains on your way. We ask Samuel once again to throw you to your destination, after which we will go to meet fate. Once again, we remind you that the Dishonored game (which we describe passing without kills) does not endure fuss: there are a lot of guards at the last level, so you have to try hard to get around them quietly.

We jump into the sea and sail exactly to the place where a huge pipe peeps out of the wall. We go along it, climb the hanging chain, we get to the street. We go along it, we go into the nearest door. We get down the corridor to the gate that blocks the drain in the guard room. Opening it, we climb into the guardhouse itself. Having settled in the rat and ran past the guard, we steal the key from the second floor. We climb the chain to the very top, and then jump to the stairs, which leads straight to the bridge.

We are transported under the bridge, we are looking for a ladder there and go up to the elevator. When he takes you to the right place, you will need to carefully get past a fairly numerous guards. Having entered the lighthouse, we euthanize Havelock, and then we will rescue the future empress from imprisonment. All! You have finished Dishonored. Passing (described by us) allowed you not to kill anyone.

Codes from some safes

walkthrough dishonored with the lololoshka
Now, we’ll devote a moment to those players who want to simplify their lives a little. How to facilitate Dishonored (walkthrough)? Codes from safes will surely help you feel like a real thief sneaking under cover of night! Let's give a list of the most popular codes:

  • The first safe in the game has a code of 451.
  • The cache in the Galvani house is password protected 287.
  • On the basis of the Overseers, you can easily open the repository with the code 217.
  • Another “supervisor” safe is password protected 203.
  • The Artist’s apartment has a sealed storage. To open it, enter 696.
  • Pratcheta (in the northernmost part of the map) also has a cache. The code for it is 473.
  • Keeping your path to Sokolov, look at the dilapidated estate near his house. There is a safe that opens with a combination of 294.
  • Finally, at Danuol's private chambers, the cache opens with code 935.

This will surely ease the way to Dishonored (walkthrough). Codes from safes are verified, they will work 100%!

Source: https://habr.com/ru/post/E26114/


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