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Dishonored: passing the game without killing. Dishonored: codes from safe

Alas, but in recent years, publishers of games rarely please us with really worthwhile projects. Instead, kilograms of slag are poured onto users' heads in the form of "games with sensory-oriented" control. Fortunately, there are pleasant exceptions in this impenetrable gloom. Dishonored is one of them.

What is the game about?

Imagine a Victorian England. True, not quite ordinary, but alternative Steampunk. From now on, you are Lord Corvo Attano, whom many ill-wishers are groundlessly accused of brutally killing the empress. Your task is to deal with a handful of traitors, paying special attention to their infamy to the leader, who became regent just after the death of the regal person. In short, the plot is a strong place Dishonored the Brigmore Witches. Passage of the game just because of this requires extreme concentration and mindfulness.

Important feature

In Dishonored there is an important feature. The highest level of aerobatics is considered to pass the level, not leaving behind a pile of corpses. This is indicated by the item "No dead" or "Ghost", which may appear in your profile after the passage of the chapter. In this article, we will try to reveal the "right" game in Dishonored. Passage in this case is quite complicated, so everything must be done with the utmost care.

Innocent convicted

After the Empress goes to a better world, you are undeservedly imprisoned behind bars. Soon the guard brings bread. At the same time, he notices that his friends gave it to him. Of course, under the loaf is the key to your camera. After leaving there, you attack a single guard (from the back), by pressing the Ctrl key. Important! When attacking from the back, you do not kill your opponents, but only for a while they put them to sleep. This is an important feature of Dishonored. Passage without corpses will not succeed if you do not master this art perfectly.

The unfeeling body needs to be dragged to any secluded place, and then it is necessary to steal the keys from the walkway, which are in the room on the top floor. Since you will not have a way out, you'll have to put one more poor guy - the guard - to sleep. Then we go into the interrogation room, open the safe and steal explosives from there. We hide the bomb, and then we go out through the barred door.

Hiding in the shadows, we are waiting for the patrol soldier. When he comes up, we put him to sleep. Then you need to go into the guard room, lull a couple more guards, and then lay the explosives and undermine the gate! Escaping from the explosion, we jump into the river. The further path to freedom lies through the canalization. Try not to become a dinner for rats and do not miss a crossbow! All right, you're free.

By the way, how to pass Dishonored the Brigmore Witches? The passage is based on your attentiveness: the game is full of secret paths and doors, cleverly hidden objects. So do not forget to carefully inspect the neighborhood!

Chief Superintendent

After you get to the base, you will be awarded the first magical ability - the ability to move for short distances. It is strongly recommended to pump an irreplaceable ability to look straight through the walls beforehand. At the base, take the time and find the rune. The fact is that for another valuable skill, instillations in animals, these very runes will require as many as three pieces, so to miss the opportunity to get hold of them clearly is not worth it!

Way from the pier

And here in front of you - a dock, covered with a picturesque veil of fog. One patrol goes here. Your task is to follow it carefully and imperceptibly. When he is level with the prowl leading to the right, carefully neutralize the servant of the law and drag him into this impasse. Since there lives a fucking old woman, Old Rags, no one will step into it, so the guard will not notice there. Using her talents to move, we move to the balcony to the crazy old woman, take another rune there and leave.

In principle, this lovely lady can get a couple of tasks, but here it's up to you - they will inevitably require the shedding of blood, and this passage of the game Dishonored is expressly forbidden. In general, it is better to leave.

Next - the wall of light. The problem is that the gate is hurting violently and painfully. Since the power plant is powered by a flask with fuel, it's logical to simply steal it. The problem is only in the guards, but they are constantly distracted. Wait until they again depart, and then quickly run to their lodge, grab another rune and go to the next location Dishonored. Complete the passage will take a lot of time, so be patient!

And again the sewage ...

You will see the Guardian Martin, who is guarded by only one guard. You already know what to do with the bored guardians of the law. We release the inspector, we go to the left roadblock, we leave on street ... and again we climb into the drain, alas. Pouring in its corridors, climb up and find ourselves right in the kennels. To be unobserved, we use teleportation. Surely you already understood that with three runes you can try to use the ability of moving in animals!

We turn into a rat and climb into the vent pipe. We get into an empty dog's chamber, crawl into the pipes and run briskly towards the chancery. Always use the ability to see through walls, checking the location of the guard! By the way, the passage of the game Dishonored is quite possible without magic, only you will have to carefully check the movement of guards and constantly improve in performing the most difficult acrobatic tricks.

Chancery

So you ended up in the office of the Superintendent. Remember that there is a lot of protection, so you have to constantly maneuver. Using the ability to move, we get to the top ladder and keep the course to the library. You have to read a wonderful work "On branding heretics," and then quickly escape to the office. Soon there will be the Chief Superintendent Campbell and Captain Carlow, in order to properly taste the wine stocks. To prevent them from spoiling their health, break all the glasses beforehand!

New heretic

Since the Warden in the basement has a bunch of wines, he will immediately offer his traveler to follow him. You need to follow them. In principle, you can turn into a rat, but all the way in the skin of a small pest you still can not pass. So your only salvation is teleportation and close monitoring of the guards. We wait until the captain turns away and starts to admire the collection of paintings, attack the Ranger. We put him to sleep, we grab the next rune from the showcase, and then cheerfully drag the inspector's body up. Try to move under the tables, because in this case you will be completely invisible.

We drag the Ranger into the room for interrogations, bind and impose on him the brand of the heretic (that's what the book was for). However, first you should put the nearest patrol to sleep, or he can raise the alarm after hearing the screams. After performing the operation with a new heretic, we go down into the yard (bypassing the guards) and help the local resident whose sister the guards decided to bake at the stake. We charge our crossbow with sleeping pills, we deal with scoundrels.

Then you need to go to the pier again, where Samuel will wait for you. To do this, you can either steal the key from the guard (he glitters on his belt), or simply sneak in there as a rat.

House of Delights

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 waiting for you. We speak with Slekdzhov, and then we go to Dr. Galvani, having received the corresponding task. We strongly do not advise you to cut the road - it is quite possible to come across the assassins, past which you can not sneak stealthily under any scenario. It is better to use roofs and pipes. We tell you - from the house of the old lady Tatashka (we already talked about it), you can get to the pipes first and then go on tour on the roofs.

By the way, in the game Dishonored Brigmore, the passage of which we describe, is full of acrobatics. It is better to practice in advance in performing the most difficult tricks, because without it you simply can not get into some locations.

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

Since there are very few sentries here, you can easily remain completely unnoticed. Attention! On the right there is a glass door, behind which two guards are talking about something. That they did not notice you, it is better to bypass this place round. At the end of the corridor there is not a very cozy room, in which, judging by the decoration, experiments are conducted on poor rats. We are waiting for one of the chatterers to go somewhere, and the second will look at the scribble with a smart air. Quickly grab the evidence and leave.

New assignment

Already in a familiar way we sneak to the camp of bandits. Slekjov makes you an excellent offer: you get him a key from one safe, and he gives you a scrupulous service. In simple terms, the bandits are going to send the Pendletones to a better world, and you are left with clean hands. Excellent! Now you have to visit a local brothel.

Again we go to the doctor's desk, but this time we go down, and then we go along the gloomy and raw passages, which are full of howling beggars. Turning to the left, go up the stairs. There you will meet a woman who has a couple of ambitions trying to take something away. Using darts, we put them to sleep. Since we have a key, we go to the hotel "Captain's Bridge". Using the stairs, we rise to the roof.

We are trying the merchant

After that, we find ourselves in the territory of the Golden Cat. We climb onto the roof of the gazebo, and then jump to the balcony, which is deadly bored guard. We go into the interrogation room, where in the unusual metal armchair there is a picture dealer, spicyly chained to it. He is not guilty of anything, just wants to experience the extreme sensations of meeting with local priestesses of paid love. Since in the eyes of the sufferer a bandage, you can immediately beat him with an electric current, until you reach the merchant that you are not going to provide him with any intimate services. After that he will happily tell you the code from the safe.

In the game Dishonored Knife of Dunwall, the passage of which we describe, full of scenes, where antiques are combined with the latest technology. Having become accustomed, you cease to be surprised by the presence of electricity and magic here.

Finishing work

It's time to visit the local madam. We go through the familiar balcony. We look for the ledge, we move to the open window. We go down to the floor below, looking for the door to the office. While Madame is busy picking in her papers, we steal her key, and then we study the "Book of Visitors of the Golden Cats". 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 friend, Slekdzhov.

On the path we have already traversed, we go to the bandits, incidentally putting to sleep the darts of all who are bothering you. Slekdzhov enthusiastically promises that the brothers will lose their languages and will work in the mines till the end of their days. We again go to Samuel. Continue to play in the world of Dishonored 2. The passage of the second part begins with a new "headache".

The Queen's Doctor

Today we have another task - to kidnap a certain Sokolov, a local scientist. Since he is at home, you will have to get into it. First we climb the stairs from the pier. Not reaching the end, we move to the ladder, which is located on your right side. We pass it to the end, we rest against the building. We cling to the billboard, climb over it to the door. We climb up the next staircase, 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 game Dishonored - Part 2 requires you to have considerable talents in swimming, so you have to swim directly to the pier, which is massively stored some boxes. We climb on the pipes that pass just above them, and then wait until the local patrol does not go in the opposite direction. You need to go right after him, and then go to the left door. We get to Drobridge. Here again two officers talk. Wait until they are distracted, and then get out on the street. Turn left again, you will see an open window. Climb into it ...

The further way

It should be remembered that there is a well-guarded territory in front, where there is a shocker. So get out into the right window, and then go down to the pier. Under the bridge you need to swim, emerging from the other side. Again, climb the stairs, and then move to a small bridge. We go into the lodge and gently pull out the tank filled with a blubber (it will disconnect the above located shocker). We go upstairs. From now on, you need to be as cautious as possible - in these places there are plenty of guards, so you'll have to work hard. You need to rise to the very top.

And if you do not know how to bypass the guard in Dishonored? Passage with Karn, recorded as a video blog, for sure you will help. There are more instructions in it than in the case of Lololoshka, so you probably will be easier.

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

Mission completion

We leave on the roof, and from there we move to the right side. During the execution of this trick, you should be most attentive, do not draw the attention of the local strict sentry. From there you need to transfer to a small balcony, which is blocked by a wall of light. To do this, you need to approach the barrier closely: you will see an iron piece sticking out of the wall. We move to it, go into the lodge and pull out another tank with a blubber. We pass through the disconnected wall of light, after which we get to the Kolduin bridge.

The falcons are almost there! On the right there is a dirty alley: we climb onto the roof. A chain hangs down from it, which can lead us straight to the dwelling of the scientist. We reach it, crawl up it, find ourselves in the attic of Sokolov's house. The owner of the house is just doing his monstrous research, so you will easily be put to sleep. We release the experimental woman from the cage. Together with the senseless Sokolov we reach Samuel.

What if you do not have much to say in words, where do you need to go to Dishonored? Passage with "Lololoshka" will help you. This is the name of a fairly popular resource, on which you can find a video with a detailed description of all the points we have quoted.

And again the Tower ...

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

We jump off the boat, sail to the lock, and then we make our way upward. Important! Do not go in 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 the pipes to get to the very territory of the Tower. Then you need to climb over the wall and go to the arch. There is a giant archer out there, from whom you need to hide behind walls. Once again we remind you that in difficult cases you can see the passage of the game Dishonored with "Lololoshka".

There is a wall of light ahead ... already disconnected. Go through the hole at the very end of the corridor, then climb up the forest (making sure there are no patrols nearby). On the stairs go to the cliff, and then transferred to the nearest ledge of the building. Go forward on it. You will find a mine through which you can climb straight into the lobby of the Tower, from which the game Dishonored began. Passage without murders requires secrecy, so we get into a rat, we run to the very center of a giant building.

There you can do something: one of the corridors will go guard, on whose shoulder - a tank with a blubber. Wait until he comes up against the patrolman, who also watches this corridor, and then for a moment appear before them in his guise. The guard with the blubber will drop the tank, it will explode, and both guardians of order will perish. For murder it will not be counted for you, as it will be perceived by the system as an accident.

A warning

The latter circumstance is very important, since you can not use Dishonored codes. Passage without murders will be "screwed up" in all other cases, so we advise you not to take any risks with such moments.

Carefully we pass through that door, through which the guard with the blubber had time to pass. Before you will be a ladder, 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.

Then your path will lie on the top floor of the station. There you will be waiting for a friendly propaganda officer 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, Dishonored-passing (safe is a superfluous confirmation) is often greatly facilitated by such key characters, which manifest themselves only if the hero goes in the right direction.

Of course, you'll have to get to this safe. We leave the broadcasting station, jump directly to the balcony of Burroughs. Since he is already there, we lull the scoundrel, steal the record and go to the station. There is a loudspeaker, so you can play the evidence at maximum volume. We get down to the 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, there is very little!

Lighthouse

Well, it's time to save the beautiful princess! On your way there remains only a miserable traitor, Admiral Havelock. Ask Samuel once more to throw you to the destination, after which we will go to meet with fate. Once again, we recall that the game Dishonored (the passage without killing which we describe) does not tolerate fuss: at the last level there are a lot of guards, so you will have to try hard to get around them unnoticed.

We jump into the sea and swim exactly to the point where a huge pipe looks out of the wall. We go along it, climb the hanging chain, get on the street. We go along it, we go to the nearest door. On the corridor we reach the gate, which blocks the drain in the guard room. Opening it, we climb into the guardroom itself. After settling into a rat and running past the guard, we steal the key from the second floor. We climb along the chain to the very top, and then jump to the ladder, which leads straight to the bridge.

We moved to the bridge, looking for a ladder and climbing up to the elevator. When he takes you to the right place, you will need to gently get past the pretty large guard. Going into the premises of the lighthouse, put to sleep Havelock, and then we get out of captivity the future empress. All! You have finished Dishonored. The passage (described by us) allowed you not to kill anyone.

Cheats from some safes

And now we will devote a minute to those players who want to simplify their lives a little. How to facilitate Dishonored (passing)? Codes from safes you will surely help to feel like a real thief, creeping under the cover of night! Let's list the most popular codes:

  • The first safe in the game is code 451.
  • The cache in the Galvani house is password protected.
  • On the basis of Overseers, you can easily open the store with code 217.
  • Another "supervisory" safe is password protected 203.
  • In the Artist's apartment there is a sealed vault. To open it, type 696.
  • Pratchet (in the northernmost part of the map) also has a hiding place. The code for it is 473.
  • Keep the way to Sokolov, look into the dilapidated estate near his house. There is a safe, which opens with a combination of 294.
  • Finally, in Danuol's private quarters, the cache opens with code 935.

This will certainly make it easier for Dishonored (passing). Cheats from safes checked, will work on 100%!

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