The Perfect Crime. Codes for safes in Dishonored: Death of the Outsider Dishonored death of the outsider chapters

As in the previous part of the series, Dishonored: Death of the Outsider contains black markets where you can buy or steal a lot of useful things. However, these shops are well hidden and often closed with an ingenious lock. For this reason, we decided to write a guide on how to find and get inside the black markets in this game.

Mission 2

You can discover the first black market during the second mission. You will receive an additional task related to visiting this place. This way you can not only find the location of the desired trading post, but also gain access to new Contracts.

Follow the marker and get to the black market. Then go inside - there you will see a wooden sign located not far from the board with Contracts. Destroy it to reveal access to the vent. Use your Foresight ability and go through the ventilation, continuing deeper into the black market building.

As soon as you get out of the ventilation, go to the nearest door, to open which you need to enter the correct combination. The code is written on the wall near the door. For us it looked like this: 398, but it is possible that it is generated randomly for each player. Once inside, take away everything that is not bolted to the floor, and then quickly leave.

Mission 4

Unlike the black market from the second mission, you don't need to find any code to access this store, but it will still be more difficult to get into. Head towards the black market, but instead of going to the room on the ground floor, look up. You will see several pipes leading to a balcony with an open window.


Once in the room on the top floor, you will need to use the Foresight skill to go through the vent near the rats - it is located next to the locked door leading to the black market. Once through the vent, select an Offset point in a location that has a good view of the main window. Then jump back and go down to the bottom floor, going to the main entrance to the store. Inside, use the Displace point to teleport through the window. Now you can rob the trading post, kill the seller and take the key.

Contracts are a new type of quest introduced in Death of the Outsider, but they are essentially just side quests. Some are very simple, and some are quite sophisticated, with non-obvious moments. In the first mission, the contracts will be on the table of Billy, the heroine of the game. In the rest, you will have to visit the black market, but it will always be marked on your map. By fulfilling contracts, you put an end to the bloodless passage of the game. Keep this in mind.​ Below I will list all the available contracts and tell you how to complete them.

Task 1 – Last fight


Burn the white dog

The task is very simple, mark it on the map and move towards the goal - you will find a room with two ordinary dogs and one white one. To go inside, you need to press the button next to the door. Kill or stun everyone, grab the white one and leave the room to the left. There, near the stairs leading down, there will be a stove into which you need to throw the dog.

Industrial espionage

It's even easier, mark it on the map and move towards the goal, as soon as you get to the right room, take the recipe there and break all the bottles.

Task 2 – Following the ink trail


Bartender kidnapping

To get to the bartender, you must first get into the bar, which only allows members of the Eyeless Cult. To be accepted as one of their own, go to the “Red Camellia”, where the game will take you through the plot. There, not far from the entrance, you will find a tattoo machine - get an Eyeless tattoo and you will be allowed into the bar. Stun the bartender and take his body to the box marked on the map. If you want to do everything bloodlessly, there are a couple of cans of ether on the top floor; they can easily put a bar visitor to sleep.

Death to mimu

Go to the mime and start annoying him with conversations, he will get angry and start threatening you - then all the spectators will leave. Any other method of dispersing the crowd will also work. When the area is empty, stun the mime and a new point “Dead Man's Cliff” will be marked on the map. Carry the mime there and throw it off the cliff. Be careful - if anyone sees you with the body, the task will fail. There is a fisherman sitting near the cliff - it is better to stun him in advance.

Threats at work

Everything is obvious here. Go to the bank and you will find a scene in which one of your targets threatens the customer. Mark her with Foresight and follow her without getting noticed. When she leads you to an accomplice, kill both of them, the easiest way to do this is with an incendiary dart.

Lost Brother

Once in the Eyeless bar, go upstairs, following the quest marker. There you will find an unconscious person connected to some kind of device. Switch the tap on the car, and take the body to the new marker in the shack.

Task 3 – Bank robbery


From rags to riches and back to rags again

You need to get the gem from the vault in the bank's basement. It is impossible to miss the right place - you will go there according to the plot. You need a vault named Morgan Yu (yes, a reference), its code is 315. There are only three vaults below, so you won’t have to look for long.

Quieter than water, below the grass

The most “nervous” contract. Here you need to copy a page from the address book in the bank director's office. There’s no need to worry about missing out – the story will lead you there too. But this quest has one unpleasant condition: it must be completed without disturbing the security and bank employees. No way, you can’t even cut it down non-lethally. The only way to do this is to fulfill the additional conditions of the main quest: buy a poppy tincture at an auction (you need 400 coins) and use it to put all bank employees to sleep by pouring the liquid into the ventilation on the roof. And keep in mind that you need to not only copy the address, but also hide from the bank.

Art connoisseur

When you get to the boat on which the painting is stored, two thieves will already be trying to get inside - deal with them at your convenience. To enter you will need a key, it can be found on a corpse that floats directly under the boat.

Pickpocket's Happiness

An elementary task - you just need to sneak up to the guard and pull the letter out of his pocket. He sometimes eats and then goes deeper into his booth to wash his hands - take advantage of the moment. You can also pull the letter through the sunroof.

Task 4 – Stolen Archive


Alvaro and the Abbey

The bloodiest contract. To complete it, you will have to slaughter all the brothers and sisters of the Abbey of Everyman in the location, leaving only brother Cardoza alive. You will need to leave it on a special chair - it will be marked on your map. You will find the brother himself in his office, the plot will lead you there. As for kills, there won't be any counter, so just explore the level carefully. Almost all the members of the Abbey will be inside the Kunstkamera, a few people will be outside at the gate and three more in one of the houses across the road from the Kunstkamera.

Stealing the Prophecies

Just follow the marker and pick up the book lying in the elevator in the cabinet of curiosities - that’s easy.

Arkane's creative director talks about the expansion's plot, Billie Lurk's new abilities, and feminist criticism.

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In developing

Dishonored: Death of the Outsider is a standalone expansion for Dishonored 2. It does not require the main game installed, so it can be purchased separately. For fans of the series, the situation is unusual: similar add-ons for the first part, which also gave a different look at the familiar world, were tied to the original game. But this time Arkane decided to build a new game based on Dishonored 2, about half as long as its predecessor.

And while in the first part of the DLC we played as Daud, the head of a group of assassins, in the second this role went to Billie Lurk, his student, directly related to the plot of the main game. It is on her ship, if you remember, that Corvo or Emily sail from mission to mission. In the addition, she also gains the abilities of the Abyss, and the main goal sounds almost impossible: we are going to kill the Alien.

Without chaos system

During QuakeCon 2017, we asked Harvey Smith, creative director, about how Billy differs from previous protagonists and whether it’s even worth killing off the most mysterious character in the series. Arkane Studios Austin.

- Hello, Harvey! The main thing I would like to start with is: will the decisions made in Dishonored 2 affect the plot of Death of the Outsider? And at what point does the plot of the add-on begin?

Harvey Smith: No, they won't. We chose the canon ending for us: Emily was the main character, and she helped Billie Lurk. If we talk about other characters, then some of the heroes of the second part will remain alive, and some will die (I won’t spoil it here). This is what we started from. The expansion begins a couple of months after the events of Dishonored 2. You will visit already familiar locations and completely new ones.

— How independent is the story? How will newbies understand what's going on?

Harvey Smith: For beginners, we tried to sort out the entire mythology of Dishonored. If you missed something, don't worry - one way or another, you will come across it in the future. And even half of the content found will be enough to understand what is happening. And for those who haven't played Dishonored, we've made video tutorials. Now you don’t need to read them: you just press the button and watch the video, it’s very convenient.

— How long will it take to complete the game? How many missions does it have?

Harvey Smith: It's a standalone game, meaning you don't need Dishonored 2 to play the expansion, but it's still shorter than the second game. For most players, the passage will take about eight hours. It's hard to say how many missions there are in the expansion, because the concept of missions in the Dishonored series is a bit unusual. By the way, for variety, we added a contract system to the game. Billie Lurk is an assassin, so there is always a job for her in her specialty on the black market.

— So the chaos scale no longer matters?

Harvey Smith: There is no more chaos system, because Billy Lurk was originally an assassin. Corvo was the bodyguard, and Emily was the empress. They might have different beliefs.

— Is it possible to complete the expansion without committing a single murder?

Harvey Smith: Many fans wrote: "Please don't make me kill the Alien, I love him." Well, spoiler alert: You don't have to kill the Alien, just like any other target in previous games. And, as is tradition, there's a lot of tactical freedom in the game: the level design team did a great job creating a variety of paths to progress through. Even though the chaos scale is gone, the game can still be completed without killing a single person.

— We heard that Emily Kaldwin appeared in the second part largely thanks to activists like Anita Sarkisyan. The heroine of the add-on, Billie, is also a woman. Is this a conscious step towards gender equality?

Harvey Smith: I especially love Russian audiences because they crave a more detailed explanation, unlike Americans who want a very direct answer. Anita Sargsyan's criticism is very important to us. In the first Dishonored, all the women were really either prostitutes, or maids, or witches, with the exception of the dead empress and the little girl, who also didn’t decide much. That's why we wanted women to play more different roles in the second part, just like in the real world. But we had thought about making Emily the protagonist before.

Anita's criticism partly influenced this decision, and it is a useful criticism. But honestly, I don't think Billie became the main character just because of that. I've always loved Billie Lurk herself - she's one of the most interesting characters in the entire series. Of course, it is important to develop representation so that as many people as possible see that it is possible to step out of the roles prescribed by society. But Billy is just great! We were aware that black women were underrepresented in video games, and we're taking a step in that direction, but it's more of a nice side effect.

— How will the appearance of a new heroine affect the atmosphere and mood of the game?

Harvey Smith: Billy has a very strong personality and is different from previous protagonists. Corvo turned out to be quiet, because he had been sitting in the palace for the last ten years. Emily was born into royalty and is a much more privileged person. And Daoud was an old killer full of regrets.

Billie is different: she grew up on the streets of Dunwall during its most terrible times. Dowd raised her like a father, and Billie took over his agency. She is tired of loneliness and wants to find her old mentor so that life can find meaning again. At the beginning of Dishonored 2, Billie is broken, but by the end of the story she has the strength to take the reins into her own hands again. She clearly knows what she wants, and this is one of the reasons why the new protagonist will feel very different.

Fresh ideas in DLC.

To bookmarks

Level designer at Crytek Mikhail Kadikov analyzed the design of levels in Dishonored: Death of the Outsider in his blog. Despite the fact that this is not a full-fledged part of the series, its developers have done a serious job, filling the locations with details, both cosmetic and functional, that affect the passage. DTF publishes an analysis of the game with the permission of Mikhail Kadikov.

Dishonored: Death of the Outsider exceeded my expectations - the game was a great addition with impressive level design and a lot of interesting ideas. It took me about 13 hours to explore each location, complete contracts and complete it without killing a single person. The second time I masterfully ran through the game “with my saber drawn” in about three hours.

Since I have already done a detailed analysis of the original Dishonored, this time I will be brief and limit myself to only the most interesting examples.

Variability

Almost all missions boast good variability, but “The Bank Job” was definitely the most interesting and complex. In it, the player is asked to plunder the most secure vault in Karnak.

A raid on a bank can be roughly divided into two parts - finding a way to get inside the building and bypassing the internal security system. There are three different ways to get inside: through the roof (power the window cleaners' elevator), the sewer (find the adjustable wrench), or the service passage (get the patio key and activate the garbage disposal mechanism). To make the task easier, you can also put the guards to sleep by first obtaining a bottle of sleeping pills and throwing it into the ventilation.

Due to the fact that the storage elevator can move between floors, the player himself chooses where exactly he will open the lock. For lovers of exploration, a special scenario is provided - if we find the entrance to the elevator room, then a multi-ton storage facility can be crashed directly into the sewer, where no one will stop us from opening it.

Thus, in terms of the variety of completion, this level is in no way inferior to the famous Jindosh mansion (“The Clockwork Mansion”) from Dishonored 2 and is one of the best missions in the entire series.

Organization of space

In rooms with large halls, designers visually divide the space into zones using multi-colored floor carpets (a similar technique is used in Prey).

Shelters

At the entrance to a new room, designers always place some kind of shelter (a screen with a window, boxes), which allows them to plan their further actions while being safe.

At the same time, opponents always greet us with their backs, making sure to indicate their presence with an informative dialogue. As a rule, after a short conversation, the characters begin to patrol the room, leaving the space behind the cover in which the player is located without attention.

Traps

A new type of trap in the form of an energized floor (singer Shen Yun's house, bank) has become widely used. As with other security systems (walls of light, stun guns), the only way to de-energize the trap is to locate and turn off the power source. You can also bypass the obstacle acrobatically if you use furniture as “islands” of safety.

Of the already familiar traps, designers actively use tripwires with grenades. For example, in the fourth mission there is a cool apartment with a safe, which is simply stuffed with tripwires (in the spirit of an ammunition depot from the legendary Half-Life).

Microphones

The designers were very creative in their use of microphones. For example, in the house of singer Shen Yun there is a safe whose lock only responds to his voice. And in the bank building, you can easily deactivate all the mechanical soldiers if you read the code into the loudspeaker.

Study

The greatest strength of the Dishonored series has always been the interesting process of exploring the environment, which is sure to reward the curious player with useful items, additional plot information and new gameplay opportunities.

For example, you will only be able to enter the front door of the private club “Spector” if you get a special tattoo at the “Red Camellia” salon. And only those who know the secret knock-password are allowed into the house of singer Shen Yun, a note about which can be found in one of the apartments.

When placing selected objects, designers never cease to amaze with their resourcefulness. In each room, valuable items fit very organically into the surroundings (guns on hangers and under pillows, coins in piles, and so on). Thanks to this approach, exploring every corner becomes incredibly interesting.

And, of course, each room is decorated with great attention to detail, which cannot fail to impress. Look how the artists prudently folded the carpet, which lies dangerously close to the melted stove.

Puzzles

We were pleased with the fresh ideas with puzzles for combination locks. The coolest was definitely a puzzle with a large code for bank vault cells, based on Fibonacci numbers. I also liked the symbol-encrypted code to the safe in the mines at Shindeyri Peak.

A series of interesting puzzles involving the robbery of underground stores is based on a modified version of the abilities of remote vision and teleportation. The main character can mentally enter a locked room through rat passages in order to place a teleportation marker there.

Solving some puzzles allows you to skip entire chunks of the level, which is especially valuable for those who want to complete the entire game without a single kill. For example, in the mountain mine of the final mission A Hole in the World you can find an elevator with built-in scales, which allows you to climb up the shortest way.

Navigation

The classic examples of navigational hints are presented in Death of the Outsider with a large number of expressive examples (the numbers correspond to the order of the images in the pictures).

  • 1 and 2. Attracting the player's attention using movement (rag in the wind, rats), bright light and blood stains on the floor.
  • 3. A building plan with green and red lights helps to understand which of the doors in the bank is unlocked.
  • 4. Elegant relief navigation with numbers and arrows in the mines.
  • 1. Using warning signs, the player is informed that swimming beyond the level is dangerous.
  • 2. Red "Restricted Zone" signs will help the player understand the boundary between the neutral and dangerous zones in the level.
  • 3 and 4. Provocative “No Trespassing” signs are used to attract attention and act as a magnet for a curious player.

October 10, 2017 17:53

As Billie Lurk in Dishonored: Death of the Outsider, you'll occasionally come across other characters' safes, which may contain valuables such as amulets or coins. In this article, we will tell you where the safes are located, where to look for the code for the safes, and what you can find in them.

Mission 1 "The Last Stand"

Safe in Bookmaker's apartment

During the first mission, “The Last Stand,” you will encounter only one safe. He is in the bookmaker's apartment. You can get into it in several ways. The first is to climb through the windows. When you arrive in the North Campo Seta area at the carriage station and reach the stairs leading down, the office windows will be at your eye level. Climb through the pipes on the left onto the balcony, and then through the open window and the safe will be in front of you.

The second way is to enter the bookmaker's apartment from the main door. It is located in the house opposite the Albarka bathhouse, and the key to it lies in a bucket standing on the bottom shelf of the rack near the entrance to the apartment. This is written in a note hanging on the belt of the bookmaker, whom you will find in the Albarka bathhouse. The same note indicates where to look for the code to the safe. To open the safe, look at the bookshelf above the bookmaker's table and count the books. This is the combination for the safe. Inside you will find a decent amount of coins and Sokolov's elixir, which restores health.

Mission 2 "Following the Ink Trail"

Shan Yun's Safe

Shan Yun's house, where you need to go on assignment, is located next to the Spector club. There are several ways to get inside. The first is to find out the secret knock of Shan Yun's beloved, Mrs. Eolina Rey. To do this, you will have to visit her apartment above the flower shop, which is located opposite the Red Camellia beauty salon, and read the letter lying on Eolina’s desktop. The second way is to go through the passage leading from Spector's club straight to Shan Yun's house. The passage is located on the top floor of the club.

Shan Yun's safe is located on the third floor of the house in the office-library. The safe opens with a musical audiogram featuring the owner's song. You will find it in one of the display cases in the hall with Shan Yun's private collection, which is located on the second floor. The door there is not locked, but there is a security system on the floor.

The protective system can be disabled by removing the blubber tank in the dumbwaiter room next door. But here too you will need a key to the room. It can be obtained from Shan Yun's desk, which is located in his bedroom on the third floor. Or you can enter the room by taking the dumbwaiter from the first floor or descending from the third.

Having completed all these steps, feel free to take the audiogram “Undo your braids, Gloriana” from the display case and run to the audiograph, which is located not far from the safe. Play this song on it and you can take all the contents of the safe. Inside you will find: Shan Yun's key, which is necessary for the task, a bone amulet (read about where to look for the rest), as well as charges and coins.

Safe in the journalist's office

If you carefully examined Ivan Jacobi's office, you should have found a letter on the table about the journalist Christopher George. After reading it, you will activate an additional task related to the evidence against Jacobi, which you will find behind the painting in Jacobi’s office. Take what you found to the journalist, and in return he will tell you the code to his safe installed in his office. You will find coins in it.

Mission 3 "Bank Robbery"

Safes in the bank archives

On the -1st floor of the courtyard of the Michaels Loans and Deposits bank there is an archive and several safes of the bank's clients. You can open three of them, belonging to Christopher George, Dr. Galvani and Morgan Yu (a cool Easter egg for the game Prey). On the way to the safes you should beware of the sentry soldier and the electrical protection on the floor. Both the soldier and the defense can be bypassed at the top.

Christopher George safe code

The code to Christopher George's safe can be found in the note "In the event of my death." You will find it in the bank employee's office, located on the top floor near the conference room. If you entered the bank from the roof, then simply go down to the top floor and go to the end. The note lies crumpled on the floor near the trash can. My note said combination 379, but yours may be different. Unfortunately, you won't find anything valuable inside the safe.

Morgan Yu safe code

Opening this safe is necessary to complete the Rags to Riches and Rags Again contract, as you need to steal the gem from it. The code for the safe is encrypted in the task for the contract itself. The combination of numbers matches the number of coins the owner had when he arrived in Karnaca. My number is 315, but perhaps it changes for each player. If you have the same, then write about it in the comments to this article. For the contents of the safe you will receive 500 coins as you complete the contract.

Code to Dr. Galvani's safe

On the ground floor of the bank's courtyard, where the guard walks around and there is a light wall, there is a work area for bank employees with numerous tables. In this area there is a separate office located directly behind the storage shaft, in which on the table you will find a note "Announcement to Employees about Dr. Galvani." This note will contain a key clue to the digital combination from Galvani's safe - this is the most important date in his life. You can find out what this date is from the book “Memoirs of Doctor Galvani,” which quite often comes across in Upper Kyria. It indicates the date - the 28th of the cold month. Considering that the cold month is the 7th, the code for the safe is 287. In Dr. Galvani's safe you will find 3 gold bars, which equals 450 coins.

Safes in a bank vault

On the task “Bank Robbery” you need to rob a bank vault, for which you only need to gain access to it, and you already have the keys for the required safe, found in the previous mission. But there are still safes in the vault that can be opened. To begin with, your assignment requires you to infiltrate the storage control center and move the storage elevator to the director’s office on the third floor or to the archive on the minus first floor. Next, you need a vault key. You will find it in Dolores Michaels' hiding place, in her office. It is hidden behind a huge painting and is opened by a button located on the desk. It lies next to the amulet.

To open all the vault safes, you need to set a 15-digit code, and all safes will open at the same time. You can find the first part of the sequence of numbers in the back room on the third floor of the main part of the bank, that is, the one you came to initially, not the courtyard. The clue is written on the board. It follows from it that each subsequent number is the sum of the previous two, but do not forget that there are 6 safes, which means the sequence must be 18 digits, three of which we must skip, since the 4th safe is opened with keys. We have 9 digits for the first three safes: 0, 1, 1, 2, 3, 5, 8, 13, and continue them for the rest: 21, 34, 55, 89, 1(44) - we won’t need the last two digits . As a result, we get the following codes for the bank vault safes:

  • 1 safe: 011
  • 2 safe: 235
  • 3 safe: 813
  • 4 safe: opens with keys (skip 3 digits)
  • 5 safe: 455
  • 6 safe: 891

Now the safes are open and all their contents are yours. What will you find in them:

  • 1 safe belongs to Jindosh, who created the sentry soldiers, inside you will find a note with a voice code that allows you to subdue the sentry soldiers.
  • 2 safe: 30 coins and a black amulet. Where to find the rest of the amulets, read here.
  • 3 safe: 150 coins
  • 5 safe: 90 coins
  • 6 safe: 60 coins.

Mission 5 "There's a Hole in the World"

Safe Malchiodi

Malchiodi's room is located in the Northern Shindeyri Mine in the residential section, which is located just before you enter the library. The room is locked, so you can get there only after you penetrate into the Abyss through the Eye of the Dead God. The first thing you will see in the Abyss will be the corpse of Malchiodi, from whom you must take the key to his room.

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