You can find a number of safes with various kinds of loot within each mission. Its a good idea to unlock any safes you come across since you can find incredibly valuable items most of the time.
When opening safes, keep in mind that many combinations you find in both in writings (like documents) and some written in the world are randomized. This means they will be different each time you play through the mission and try to open the safe associated with it.
For this reason, we have written where to obtain these combinations in place of an actual static 3-digit number in the article below.
Below is a list of known safes in each mission, as well as the combinations to open them.
All Safe Code/Location Video Walkthrough[edit]
In Dishonored 2 Crack, the targeting system also works great.As there is a way to enlarge the sights zoom works in a way that is semi-automatic. Therefore, simply place it for a few minutes about his opponent, that the shooting will.
A Long Day in Dunwall[edit]
Dr. Galvani's Office - After leaving Dunwall Tower, enter the building on the left through the open door and look for a labratory with a painting of Lady Boyle as well as the safe. The combination 451 is scrawled in the frame of the painting that can be seen once it is stolen.
- Contains: Silver Ingots, Pistol, Ammo
Edge of the World
[edit]
Overseer Building - On the third floor there is a there is a safe that contains a Rune. The combination is random on each playthrough, and hidden within the Seven Scriptures. In the adjoining room where two Overseers are working on a music box, look for a note that says to remember three scriptures in particular. Cross reference them with the book of the seven scriptures near the safe, and you will have the combination.
- Contains: Rune, 3 Silver Ingots, Raw Whalebone
Winslow Safe Company - Located near the end of the mission down the street from the Addermire Station, in the Winslow Safe Company. There is a large safe with a challenge for anyone to unlock it. The safe combination is random in each playthrough, and it can be found in the cash register by the front desk in a note.
- Contains: Bonecharm, 2 Silver Ingots, 1 Gold Ingot, Pistol, Ammo
The Good Doctor
[edit]
Addermire Institute Lobby - Once inside the Addermire Institute, Blink or Far Reach up to the second floor where the power to the Wall of Light is, and follow the corridor into an abandoned wing where a murdered body is near a locked safe. The randomized combination is written on a note on the right side of the room.
- Contains: Combat Sleep Dart Blueprint, Silver Ingot, Copper Wire
Dr. Vasco's Office - Dr. Vasco has an office at the far end of the Disease Treatment wing, and he carries the combination to the lock himself. You can find him in the same room as Dr. Hypatia - in the small corridor on the lower floor outside the main operating room. Speaking with him, he'll tell you the combination, and he also carries it in a note.
- Contains: Vasco's Journal, Vasco's Lab Key
The Clockwork Mansion
[edit]
Alley Office - Find the open building down the alley from the map of the Aventa District and head up to a first floor office. A note by the safe reads that the combination is in 'the usual place', and looking to a nearby chalkboard reveals two random numbers, with the one number smudged out. Return to the safe and keep spinning the missing number until the safe unlocks.
- Contains: Book, two silver ingots, lucky salpherite
Carriage Gate Code - While not technically a safe, the gate that blocks the Aventa carriage transit requires a 3-digit code to reveal a quick carriage ride to the Jindosh Mansion. You can find the code for this combination the top floor of the Grand Guard Building - located right next to the carriage stop, on the desk of a sleeping guard.
The Royal Conservatory
[edit]
Infested Lecture Hall - The building crawling with Bloodflies and a Nest Keeper across from the Royal Conservatory (across the roof from the red buillding with a pub) houses a locked safe next to a bonecharm. The code can only be gained from a note sold by the Black Market Shopkeeper for 250g (unless you break in and steal it).
- Contains: five silver ingots, silver dust, pistol and ammo
The Dust District
[edit]
The Jindosh Lock - While not a safe, this door is locked with the toughest code in the game: A riddle that takes the form of a complicated logic puzzle. In it, you must match the five women described in the riddle with their heirlooms using a series of clues and deductions. It can be solved with clever thinking and a lot of work - but the code can also be obtained from Durante's office in The Crone's Hand Pub. The key to his office has been confiscated Vice-Overseer Byrne, and resides in his office on the third floor of the Oveerseer's Stronghold.
Black MarketDoor - Again not actually a safe, but the door to the Black Market in the Neutral Territory of the Dust District is locked with a 3-digit combination. You can get into the home of the shopkeeper by looking in the alley behind the building for the wooden board blocking the door and shooting it. Inside, look for a note next to the wedding name that indicates the month, and look for a calendar in the hall with a circled date on that month. The passcode is that date (4XX)
Crack in the Slab
[edit]
The Furnace Room - On the first floor of Stilton's Manor, to the left of the Great Hall and on the other side of the Dining Room vault hides a locked safe. The combination on the safe door is illegible in the present due to a Bloodfly Nest, meaning the only way to change things is to throw the dead hound in the furnace and press the button to incinerate the dog. This means the Bloodflies never found a place to nest, and you will now find the randomized code on the broken door of the safe in the present, which you can then use in the past.
- Contains: Black Bonecharm, konos star tables, coins, and a silver ingot.
The Door to the Study - The door to the study in the Stilton Manor is locked much the same as most safes - with a combination lock. The only way to obtain this lock is to find Aramis Stilton in the past and get his notebook. He can be found out in the back gardens (climb up to the second floor of the main hall in the present and clear out the bloodfly nests, and warp to the past).
The Grand Palace
[edit]
Winslow Safe Company Owner's Safe - At the Winslow Safe Company store on the far main boulevard, you'll find that the owner's apartment has been seized by the guard for being too close to the Wall of Light. Grab the key from his register, and go up the opposite boulevard to the building right next to the Wall of Light. The safe in his apartment has a large clue nearby - a picture of him standing next to it reveals the combination in the photo: 1 - 2 - 3.
- Contains: Gold Ingot, Silver Ingot, Pistol
First Captain's Safe - Inside the Grand Palace on the second floor opposite the Dining Hall is the barracks and office of the First Captain. The safe next to the captian is locked, but a note on the table mentions the new combination is in the Duke's Private Office up on the third floor. You can find the note to the left of the main desk, on top of a smaller desk in the corner.
- Contains: 1 Gold Ingot, 2 Silver Ingots, Rune
Death to the Empress
[edit]
Dr. Galvani's Safe - The very same safe you stole from in the first mission can be broken into one last time. It's located in the same building as before - the last building on the side next to the main entrance to Dunwall Tower. This time, the door is triggered to launch incendiary bolts at you when you open it. The combination is exactly the same, and still posted on the portrait canvas on the other side of the room.
- Contains: A few coins and a very angry note
Comments
Welcome to IGN’s guide for Dishonored 2. This Walkthrough will seek to guide you through the dangerous land of Karnaca - with an emphasis on non lethal and stealth gameplay - for those who wish to earn achievements like Ghostly, Alternative Approach, Shadow, Clean Hands, and In Good Conscience. This guide will also point you towards any available collectibles that include Runes, Bonecharms, Blueprints, and Paintings.
In Mission 4 - The Clockwork Mansion, you'll be on the trail of Kirin Jindosh, the inventor of the Clockwork Soldiers - and the man who is keeping Anton Sokolov a prisoner. You'll need to infiltrate his mansion and put a stop to him one way or another.
Runes | Shrines | Bone charms | Total Coins | Blue prints | Paintings |
3(4) | 0 | 3(7) | 3334 | 1 | 2 |
There are optional Runes and Bonecharms that can appear in this mission, but only if you choose to spare Stilton of his fate.
Aramis Stilton's Manor
[edit]
Note: Before going any further, it’s extremely helpful if you bought the map of the mansion from the Black Market Shopkeeper. If you forgot, turn around and go back now.
Something odd will happen as you draw close to the mansion - your magic powers will dwindle, and you’ll be unable to use any magical powers or enhancements in this creepy run down place. Lucky for you, there doesn’t seem to be any enemies present here - since the place is completely isolated. In fact, the only thing to find in the dusty front lawn are some coins and food by the hound crates.
Discover Delilah’s Secrets[edit]
As you enter the imposing and quiet manor, check the right for a large unlocked safe holding a Raw Whalebone and some coins. Moving forward, you’ll hear a voice call out from off to the right - Aramis Stilton, apparently still alive and ranting and raving.
Moving down the hall to the right, you’ll find he’s barricaded himself in, save for a tiny slot for food to be pushed in. Since you can’t use your possessionpowers, you’ll have to find another way.
Rune #1 - As you go up the main staircase to the second floor of the manor - keep going straight into a small showroom of sorts with several displays and a minecart. Look to the far left corner of the room to find a Rune stashed under some debris - even if it won’t help you now.
With most of the halls blocked off by debris, take the route that puts you over Stilton’s room and drop down from above. Trying to speak with Stilton is fruitless - he’s gone far away (so he won’t mind you taking the cameo on his seat).
Suddenly, time will stop and the Outsider will appear to give you some cryptic words - and a gift. He’ll bestow upon you a Timepiece: A trinket that allows you to travel back into the past to the fated day that your enemies conspired to bring back Delilah.
There’s some things you should know about the Timepiece. You can unfold the trinket to extend a sort of looking glass that allows you to see what’s going to change when you jump timelines - and who or what might be waiting. You can’t jump in time if something will be in your way on the other side - and things you do in the past will often shift things in the future - so be mindful.
When you are ready, extend the timepiece and look around the piano room to see what it once was (noting that nobody will be there to spot you when you time-jump) and step into the past.
Piano Room - Past[edit]
Arriving in the past, you’ll find the pristine piano room, back in 1849. If you listen, you can hear some guards outside the room talking - The Duke and his cohorts are waiting for Stilton in the study, and Stilton himself it out in the back holding his notebook with the password to enter the study.
Achievement: Souvenirs - While in the room, look against the wall by the door for a calendar from 1849 - a neat little trinket to bring back to the present and stash on the Dreadful Wale.
Unfortunately, the door is actually locked with a master key - meaning from inside the room you can’t actually get out. Instead, swap back to the present, step out against the makeshift barricade, and swap back to the past allowing you to move to the other side of the doors.
There’s a few guards further up in the main hall, so you have a choice: explore previous areas in the past, or forge on ahead to find Stilton. If you want to explore around, note the following points of interest:
The Main hall has two wandering guards, and you can find a light pouch behind the front desk. The door to the main hall is locked, and a note infers the master key is being held in the dining room.
The front yard will be packed with guards and wolfhounds, and the area with the cages holds one Raw Whalebone.
Dining Room[edit]
Swap to the past and enter the Dining Room before swapping back. In it’s decayed state, there’s little here beyond some bolts and coins against the back wall - along with an emptied out vault.
In the past, there’s some sleep darts and more coins behind the screen near the vault, while the dining room itself is heavily manned by four guards around the length of the table, with the Master Key on a foot stool by one of the Elite Guards.
Achievement: Under the Table - The easiest way to get the master key without anyone knowing is to warp to the past in the place they won’t spot you - under the table. Time-skip to the past, nab the key from the shadows, and skip back with the key in hand.
Blueprint #1: Firing Pivot and Painting #1: Commutative Rats and the Weeper - Since the vault is sealed in the past, enter the destroyed version in the present and jump back into the secure area to help yourself to the loot, including a painting in the corner, a blood amber urn on display, and an unlocked safe holding with the blueprint, a gold and silver ingot coins, and a howler bolt.
With the statue in the present knocked against a wall, it’s time to make some changes. In the past version of the vault, destroy the tether holding the statue a lot to change history, and warp to the present to find a now open path to the workshop.
In the present day workshop, there’s not much to find - as the door to the main hall is barred, and a barricade surrounds a hole in the wall. In the past, the workshop has a rewire tool, copper wire and coins. Over in the mask workstation you can find a note, and while the door out needs the Master key, you can also climb under the nearby desk that holds sleep darts and a light pouch, and warp back to the present to bypass the door into the furnace room.
Bonecharm #1 - The furnace room is trashed in the present and includes a bloodfly nest, but back in the past there is a locked safe - as well as the future source of the bloodfly nest. Go to the present first and kill the bloodfly nest so you can get the blood amber. If you don't do that first before destroying the dog, you will come up 25 short in the ending total. Then you can continue...One other thing, if you open the safe and leave the room without getting the ingot, the ingot may be gone when you come back so get it right after opening the safe. Bethesda has been notifited about the glitch but until they fix it, make sure you get the ingot when you first see it. Reading the note, you should know what to do. Toss the corpse into the furnace, close it, and push the button to turn the dog into ash. With the source of the infestation gone, there will be no bloodfly nest growing over the fallen safe in the present, and you’ll be able to see the combination on the door on the ground, before warping back to the past to open it and get the Black Bonecharm, as well as a konos star tables map, coins, and a silver ingot. You can get to the main hall in the present from here, but let’s backtrack a moment to get some more items.
Second Floor Lobby[edit]
Back in the lobby, there’s an elite guard at the top of the stairs, and two servants to the right talking about the study. You can warp in from several points behind screens to safely eavesdrop - and the screen behind the guard in the present hides a raw whalebone, as well as coins in a drawer. Also in the past is a blood amber snuff box where the servants are talking, and some scattered coins on some of the tables.
The museum showroom above the lobby looks much better in its prime, and you can find lucky salpherite and coins in the among the rock samples in the corner area. Head into the upper floor of the Dining Hall and warp to the present, and note the busted attic that’s out of reach. The bedroom to the side has some bolts and coins, and if you carefully warp to the past, there’s a harp tuner and guard conversing inside. Grab the pouch in the bathroom, and wait until the guard leaves to silence the servant and take the pearl fan by the desk, and some coins in an unlocked chest. Be sure to take out the guard above the dining hall and help yourself to some coins on the balcony.
Bonecharm #2 - If you’re up for a platforming puzzle, look out at the three chandeliers over the dining hall in the past. The furthest one doesn’t seem to align with how it looks in the present, so look over to the side of the balcony to find levers that control the heights. Pull the far lever to raise up the last chandelier, then hop across to it from the others, and warp back to the present. Hop up the broken ceiling and you’ll find a dead body coveting the bonecharm along with some coins and a book. The past version of this attic also has a shelf with a raw whalebone, springrazor, and bolts.
Lastly, head to the opposite side of the house to find Stilton’s bedroom. You’ve already seen what it looks like in the present day, but in the past there are coins scattered about on tables and in drawers. By the bed itself is an audiograph, and the study behind holds a letter. Over in the corner, an unlocked chest hides another letter and a raw whalebone.
The Kitchen - Past
[edit]
Back down on the first floor, from the piano room, take a right instead into the kitchens where two servants are at work. Take them out quietly if you fear detection, and inspect the room to find the door at the far end is locked - and nobody has the key. Warp back to the present and give the room another look around. There are some crossbow bolts by the stoves, and across from them look below a counter with some pears to find a cabinet where the key is stashed. Since the door is blocked in this time, jump back to the past and exit through the door after unlocking it.
You’ll end up in a storeroom with more crossbow bolts, a rewire tool, and some coins - but nowhere else to go. If only that window was open…
Great Hall - Present[edit]
Warp back to the present and climb over the corpse into the wrecked courtyard. Be wary - there’s a wolfhound that will patrol this room. You can sneak up and kill it without fear of it affecting your no-kill playthrough, or dart it if you really want. There’s also a note under the balcony that may prove useful back in the past.
Achievement: Dilapidation - Swap back into the present, and carefully take out the guard in the room, and dart the man on the balcony. Speaking of the balcony, note the red supports below it, and shoot them both. Time-skip to the present and you’ll see it has collapsed, and climbing it up to the Butterfly Room will net you the achievement.
Painting #2: The Torturer’s Quaternionic Groan - Presently, there’s not much to find in the Butterfly Room, but go back to the past and you’ll find the room guarded by two more guards who patrol the area - and a painting lies in the right corner.
Note the rewire tool and small pouch by the balcony inside the closet. There’s also various bolts and coins in the cabinets inside the lab, and a raw whalebone between the moving bookshelves in the corner.
Back down in the main hall - let's explore this new area in its present state. Move down the left to enter what's left of the Great Hall. The top floor looks infested with Bloodflies, while another Wolfhound wanders the first floor. There’s a clerk’s office near the door back to the lobby, and in the past it contains lots of coins.
In the far back corner are stairs to the basement. Beware, as there is a rat swarm here - be sure to stand on something as you take a whack to disperse them. There’s not much down here in this point in time, but note a broken section of wall in the corner that hides flooded room, and a note below it.
Rune #2 and Achievement: Flooded Basement - To solve this predicament, carefull jump to the past to find two Elite Guards inspecting the leak. In this point in time there’s a Bloodfly Nest scaring them off as one tries to hide a silver ingot.** Take them out quickly while they are distracted, and then look for a valve lying on a table with a rewire tool. Grab it, and toss it into the flooded room, and when you jump into the present it will still be there, letting you drain the room, and grab the Rune above (don’t forget the silver ingot at the top the guards stashed). **You can get TWO ingots if you hide in the past and let the guards hide the first ingot. Then warp to the present and get the ingot then warp BACK to the past and get the original ingot. Just give the guards time to hide the ingot BEFORE you take them out and get the ingot in the present BEFORE you take the one in the past, otherwise it won't be there in the present time and you will only get one ingot.
Bonecharm #3 - Back in the past, head to the other side of the basement to find the elevator. It’s on the ground floor now, so hop onto the locker outside and then up to a hatch above the elevator. Once inside, move around until you can warp to the present inside the elevator, where there will be a Bonecharm waiting for you.
Great Hall - Second Floor[edit]
In the present, carefully ascend the sandy hill to the top floor, being quite aware of the many Bloodfly nests, and the roaming Nest Keeper. Take him out with a dart before he alerts the nest. The door to the study has a shorted out combination lock, so that’s no good, you’ll need to find a way to the backyard.
Before doing so, you can try exploring the other side of the second floor. Since both sides are blocked by nests, and there’s not much in the way of flammable items - head over to the side opposite the study and move close to the nests, and look through the Timepiece for when the patrolling guards aren’t looking to jump into the past and move down the hall past where the nests are before jumping back.
Another Nest Keeper is wandering over here - dart him too. In the corner above the courtyard you came of the kitchen you’ll enter a guestroom. The window nearby provides a note that a worker will be coming in to fix the window. Sure enough - looking through the timepiece you can see someone working on the window with a guard watching. Before jumping into the past, search the present guest bedroom for coins and such. Note the broken moving bookcase that hides a blocked door to a hidden gallery.
Warp to the past and take out both guard and worker - and the job won’t get done. This opens a path outside the broken window that lets you slip into another window into the secret gallery.
Rune #3 - Inside - back in the past - three guards are snooping around in the gallery looking for treasure. One is goofing off with a camera, while another sits on a chair. It can be tricky to get them all - especially with no powers to fall back on. Instead, make use of your Timepiece by causing a temporary distraction (like shooting a crossbow bolt to the far corner), and quickly dropping down to nab the Rune before jumping back to the present.
If you didn’t get to the Butterfly Hall via the dilapidated balcony, you can still do it from the broken window by going across the white pipes. Also note that if you didn’t get the map of the place from the Black Market, you can find one on the other side of the second floor of the main hall by the elevator - along an unfinished wall with plans to build an office that never came to fruition in the present.
Back Courtyard
[edit]
To get to Aramis, we need to reach that backyard. You can do so one of two ways: the second floor, or the first floor via the pool. To get go through the pool, you’ll need to either carefull take out the three guards in the room, or slowly move to the far right corner past the many bloodfly nests, and then warp to the past and move down the hall stopping just before the next hall in front of the door. Since there are guards watching that spot, jump back into the present and climb onto the debris in front of the door, and position yourself in front of the screen before hopping back and through the door.
If you want to take the top route - which will help in the long run - you have to actively cut a path through the bloodfly nests in the past that block the door. Do this, because with them clear, you can warp to the past in front of the door, behind the guard stationed there.
Outside, warp back into the present as soon as you can - there are a LOT of guards and they are everywhere. In the present there are only a few starved wolfhounds to deal with or avoid down below.
If you are already on the main floor, you can look around through the safety of the timepiece to scope out the situation. Aramis is pacing about nervously in his little gazebo, with many guards wandering near. If you don’t want to be seen, you need to go in from behind and above.
If you came out onto the balcony, look along the wall for scaffolding you can climb across putting you right behind the gazebo. If you are on the main floor, you need to jump up to the platform behind the gazebo - only there are nests above and below. This means you either need to incendiary bolt the bottom part and slash the top, or jump up and quickly warp.
Stilton’s notebook lies just behind him as he paces back in forth. From your vantage point, pick the right moment when no guards are passing by to jump down and give it a quick read before warping back to the present with the knowledge you’ve gained.
Choosing Stilton’s Fate[edit]
As the new master of time travel, the fate of Aramis Stilton lies solely in your hands. What you do here will decide what becomes of him - his mansion, and the Dust District - on this fateful night. If you do nothing, leave him be and warp back, he will go through with the seance in the study and go insane, and nothing will change.
Should you decide to knock him unconscious - and spare him from impending insanity - you’ll notice the effects immediately upon warping back to the present. Gone are the bloodflies, destroyed rooms and decayed home - replaced by an impressive restored and renovated mansion! Since Stilton no longer went insane, he continued his life as usual, and his mansion is now full of servants and workers. Unfortunately, this makes sneaking around extremely hard (especially since you’re still without powers). There are no guards to deal with, but with servants in almost every room, finishing the mission while not getting spotted can be extremely difficult. Is that worth the price of Stilton’s peace of mind?
Note that because the mansion is restored - any Runes or Bonecharms that you failed to get will disappear, This also means the door to the study is no longer broken - but boarded up, meaning you can just smash the boards and enter without having to move into the past.
Bonecharm (Optional) #4 - If Stilton was knocked out, he will have a new office by the second floor elevator (where the map of the planned extension was posted in the past). On his office desk lies a new Bonecharm.
However, should you decide to end Stilton’s life there and then - his time from then on will be over. Warping back to the present, you’ll find the back courtyard - as well as the rest of the mansion empty. A bit neglected - but nowhere near as dilapidated as when Stilton was still holed up in the mansion.
Entering the house, you’ll find a note referencing the house is now for sale - and is entirely devoid of life, beyond a few lonely rat swarms. Beyond that, the mansion has gone on much the way it would have if Stilton were sane, with a few small alterations - like the absence of the planned office on the second floor, which means there will be no Optional Bonecharm.
Enter the Study[edit]
Depending on which timeline you chose to enact, the path back to the study can either be an easy or hard one. Killing or knocking out Stilton, you can use the scaffolding to get back up to the second floor and make your way to the study. In these timelines, the door is simply boarded up and you can smash your way in.
If you left time-altering alone, it may be better to avoid the nests in the present by going back through the door to the pool - or trying to climb back up the scaffolding in the past if you can. If you take the path to the pool, warp back to the present and look for an open grate by the pool letting you bypass the nests blocking the way.
In order to get to the study in the past, you’ll need to be careful, as two soldiers will be trying to eavesdrop on the study for a bit. You can use the nearby closet to wait until they disperse, then drag a patrolling guard inside, then the one watching the door before you enter the code and step in.
Inside the study, things are...different. All the timelines are merging here, and thankfully the occupants are mere ghosts, and you’ll be able to witness the events of the seance without being seen. Head downstairs to witness the resurrection of Delilah, as her spirit is stored away in an effigy of bone. After Delilah makes an eerie proclamation, it’s time to leave.
Return to the Skiff[edit]
You should already know the way out by now, and if you changed the present, you may have to avoid the gaze of servants - or just stroll out the door. You can use the Timepiece up until the door that had the Jindosh Lock, after which you’ll be thrust back into whatever present time you’ve created.
Leaving the manor behind, you’ll have an encounter with The Outsider as he imparts a bit of wisdom upon you before dropping you back in the Dust District.
Things may have changed around here depending on what you did. No matter what path you’ve chosen, the rest of the Dust District will be closed off. Save Stilton’s mind, and the district will have seen better times, and you can even speak to Lucia Pastor the head of the United Mine Workers group in the home you met Meagan in. Not only that, but there are several more collectibles only found in this alternate reality
Bonecharm (Optional) #5 - In the back of Lucia’s room, look in the dusty corner by an open window to find a Bonecharm stashed away (only present if you knocked Stilton unconscious).
Head back down the path either through the ruined home or through the path down the stairs - if you changed the timeline, the guards and Wall of Light will be gone.
Rune (Optional) #4 - To the right of where the Wall of Light once stood, look for a large brown support beam ending in a corner, and climb up inside it to find the rune stashed away.
Bonecharm (Optional) #6 - While the building that was near the Wall of Light is now sealed, you can warp up to the rooftops where the windmill generator used to be, and instead will find a bonecharm down on a shelf near the sealed entrance to the building.
Bonecharm (Optional) #7 - One last collectible hides in the sewer access where you first started Mission 6 in. What was once a raw whalebone next to a health potion is now a Black Bonecharm.
Head down to Sokolov and Megan Foster at the sewer dock to leave the Dust District behind and plan your next move.
Comments