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Mission #2
FOLLOW THE INK
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J = Ivan Jacobi's Apartment T = taxidermist's shop E = Eolina's apartment
C = The Spector Club S = Shan Yun's house B = black market shop
homemade
"no-powers" mode
Unlike the base game, Death of the Outsider lacks a no-powers mode. To simulate it, you must refrain from using powers. Equip and craft bone charms as usual. Instead of the Heart, use Foresight only to scout bone charms and not to set Displace markers.
No-Powers makes a massive difference in stealth gameplay, as levels were not designed for this occurrence. While this guide will recommend no-powers strategies whenever possible (marked as "NP"), you may have to make exceptions, especially if you want to get all collectibles, complete all contracts, etc.
NONLETHAL GAMEPLAY
Some contracts require killing NPCs, so it's up to you whether you want to make exceptions or miss out. In some cases it's possible to trick the game into thinking that an NPC has been killed when it hasn't, and these will be explained.
"ZRP: Zero Residual Presence." Like the other two games, this one too can be played without interacting with NPCs at all: not only no kills, but also no bodies found, no enemy detections, no alarms rung, and even no nonlethal takedowns. However, this is even harder than in the previous games, since most levels were not designed with this in mind, so you might have to make even more exceptions if you choose to adopt this (in my opinion incredibly entertaining) gameplay style).
UPPER CYRIA DISTRICT
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Watch the cinematic. Speak to Daud. Look around the Dreadful Wale. Leave via the carriage when ready.
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Displace to the top of station (#6 on the map above), then to the arch, and then drop down on the other side.
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NP. Jump to the top of the carriage station solarium via the street lamp, and then run-jump to the arch.
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Enter Eolina's apartment (E) on the left, either from the building front door or from one of the three open windows via the blue canopies. Get some loot and learn of the secret knock to Shan Yun's house for later.
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Go back up to the top of the arch. Displace up to the flat roof of the tall green building. Get a bone charm (1/18). Displace to the opposite roof with the disassembled windmill via the street lamps. Get a bone charm (2/18).
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NP. There is no way to reach the top of the green building. The red building can be entered from below via the main door and through the dentist's office. If you made an exception and used Displace to get this bone charm, you can run-jump to the red building via the street lamp from here.
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Enter the dentist's apartment from the roof of the red building (or from the building front door from the ground floor, if you want). Collect loot, including a bone charm (3/18) from the locked bookcase.
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The rest of this guide is organized by tasks and not chronologically. This is a vast level that requires a lot of exploring and backtracking, so most tasks can be done in any order. I recommend this order: (1) Ivan Jacobi's key; (2) Shan Yun's key; (3) Spector Club; (4) contracts and loot; (5) black market shop robbery.
Ivan Jacobi's Key
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The Red Camellia tattoo parlor (#2) is in the same plaza as the dentist's apartment and the green building. There's decent loot in the store windows, which you can smash without anyone caring.
- Enter the side alley on the right. Walk on the pipes above to avoid the hounds, then drop down on the other side.
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Enter the parlor from the rear door. Get a bone charm (4/18) from the reception stand. Enter the backroom before the cleaner calls the guards. If she gets suspicious, just get out of her sight and wait ten seconds.
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Ink yourself at the chair. Inspect the office to find the names of those affiliated with the Eyeless.
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Special Action: Girl with the Eyeless Tattoo
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Return to the back alley, vault the fence on the left, and drop down to the river. Read the note on your skiff.
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Special Action: Once a Sailor
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Below the skiff is a crank-wheel. Turn it to open the gate. Loot the sunken chest. Quickly swim back up for air.
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Go up the staircase leading left and use the large circular spotlight to climb up to the pipes and the roof. Get a bone charm (5/18) from the floor with the blue whale oil spill.
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On the other side of this building, displace or drop down to the alley below street level, ignoring the guards and the civilians assembled near the crashed carriage. Enter the black market shop (B). Get the contracts and shop.
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For stealth gameplay, I *strongly* recommend the Silent Running, Silent Sprint, and Concealment Finish upgrades. Cumulatively they cost over 1400 coins, so you may have to loot some more before you shop.
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Instructions on robbing this shop are in the very last section of this guide.
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Return to the roof with the whale oil spill. Using the street lamps, displace to an enclosed terrace on the other side of the street. It has two lawn chairs, some loot, and a bone charm (6/18).
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NP. From the roof with the whale oil spill, shimmy around the corner to the balcony by using the lip or ledge protruding from the building, then jump to the other balcony, and shimmy along to the next balcony over. From there, reach the large pipe and drop down directly into the enclosed terrace with the bone charm.
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A note on building ledges. Sometimes, you can shimmy along or walk on surfaces that are technically not "walkable," but that will support you long enough to advance a few meters or even just a couple of feet. This strategy can be invaluable while playing with no powers, so definitely try it as often as possible.
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Drop down to the entrance of the building (J) behind the guard post, near the crashed carriage. Take the stairs up. Read the note on Jacobi's office door to learn of his current location: Colibron Plaza.
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Jump up to the guard post and then to the balcony. Displace into the stairwell at left, or carefully drop down on top of the slim vertical sign when the nearby guard isn't looking. Go upstairs and enter Colibron Plaza (#1).
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Displace up to the left-hand balconies and make your way across to the front of the plaza as in the pictures below. Drop down behind the female elite guard, stun her, and hide her body above the stage. Get a bone charm (7/18) from a table. When Jacobi gets turns his back to you, pickpocket his Office Key via the hole in the wall.
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NP. The general strategy is the same: just trickier. You have to make several precise jumps, so save your game often. If the female elite guard is stuck in her post and won't leave, go to the other end of the plaza using the balconies and ledges, essentially following the reverse route as in picture #3 below, and jump down to the other side of the stage. Make it a running jump so that Billie does a cartwheel when landing, because for some reason that's quieter than a simple landing! Then peek out from behind the stage until the elite guard gets just a little suspicious, but not enough to fill up her alert bar (picture #4 below). This "resets" the NPC's patrol routines, and soon she will walk away and begin patrolling the plaza as she's meant to.
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Displace across the plaza to the balcony opposite the stage. Go downstairs to the basement. Get a bone charm (8/18) from a drawer near the searchlight. Ignore the guard sitting here
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NP. From behind the stage, crawl under the stage and drop down through the open trapdoor. Then simply distract the elite guard sitting here by breaking some glass or shooting a bolt, and when he's not looking crawl through the hole in the brick wall to get the bone charm. Alerting anyone in Colibron Plaza alerts everyone in Colibron Plaza, so you may want to wait until the very end to do this, because being able to predict the guards' patrol routines is very useful for stealth gameplay, and alerted guards often wander randomly.
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If you want to kill Jacobi, you can pull the stage trapdoor lever here to make it look like an accident. Escape upstairs before the guards swarm the basement. This grants you the Special Action: Political Assassination.
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Return to Jacobi's office. Get Cienfuego's Blood Vial and Jacobi's Vault Key from the safe behind the painting.
Shan Yun's Key
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There are two ways to enter Shan Yun's house:
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Front door. Use Eolina's secret knock that you learned. Walk right past the maid and quickly enter the house.
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Second floor. There's a suspended hallway connecting this house to the nearby Spector Club. Entering this way requiring stunning pretty much everyone in the club, as explained below. If this is what you plan to do anyway, then this is a good alternative; otherwise, go through the front door.
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SHAN YUN'S HOUSE
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Go right. Get a punch card from the chair. Use the hagpearl on the glass bell to get a bone charm (9/18).
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Follow the hallway to the end. Enter the kitchen. Sneak into the dumbwaiter and ride it up to the second floor.
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Get the Dumbwaiter Key from the hook on the wall and a bone charm (10/18) from the bench. Pull the oil tank to disable the security floor in the private collection room. Open the dumbwaiter room door. Displace or sneak at right into the collection room, and grab the "Release Thy Golden Locks, Gloriana" punch card from its case.
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This is possible even without disabling the security floor. You get about one second before the floor zaps you, and the time you're in the air doesn't count. Jump from display case to display case, and lean over just enough to grab the punch card. However, this requires perfect timing, since there are guards just outside.
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Go upstairs to the third floor either via the dumbwaiter or via the stairwell behind the elite guards.
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On the third floor, go to the rightmost storage room and get a painting (1/3) of the Void.
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Enter Yun's office. Stun the guard from above while the elite guard looks away, then stun her too. No need to hide the bodies. Loot the office, including another punch card next to Yun's diary.
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ZRP. Stand on the ledge above the door and shoot a voltaic shot anywhere outside of this room. The guards will leave for about one minute to investigate, which is plenty enough to do everything you need to do.
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The safe combination is "Release Thy Golden Locks, Gloriana." Get Yun's Vault Key and a bone charm (11/18).
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Enter Yun's room. Stun him however you like, or sneak around him. Get a bone charm (12/18) from his belt and get a painting (2/3) of the Void from the wall to his left.
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If he notices the missing painting, he will become suspicious and start looking for you.
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If you kill him, you gain the Special Action: Stop the Music.
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Ride the dumbwaiter down to the ground floor and leave the mansion from the front door the way you came in.
The Spector Club, the Bartender Contract, and the Dentist Contract
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Sneak behind the maid. Run across the street. Knock on the door of the Spector Club. Ignore the Eyeless for now.
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Stand on the ledge of the locked booth with the woman inside, facing the grate, and pull the latch on the door to unlock it. Loot the safe, including the Cabinet Key.
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Alternatively, use Foresight to set a displace marker inside the booth, and then use Displace to enter.
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Get a bone charm (13/18) from behind the bar. Push the red button to turn the central column and get some loot.
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Go upstairs and witness the sanguine infusion. Stun the doctor in the back room and turn off the machine.
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Grab a bottle of chloroform from this room and quickly return to the three guests who are receiving the infusion. As soon as you see them faint, toss the bottle at the feet of the guard standing by double glass doors, stunning her before she sees the fainted guests and becomes alerted.
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Loot the cabinet in the library (if you have the key), as well as the now-unconscious patrons. The two Eyeless playing cards will become suspicious if you don't close the cabinet door after looting it.
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The only way to kidnap the bartender and fulfill the contract while maintaining perfect stealth is to stun everyone in this room. Check out my video here to see how.
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In short: draw the patrons out one by one or in pairs by tossing bottles of the rat elixir and quickly Foresight + Displace away into the stairwell. Use chokes or hook mines for singles and hyperbaric grenades for pairs or small groups; there's also multiple chloroform bottles in the sanguine infusion room upstairs. Stun the lady in the booth and the usher at the door, too. The bartender and the man he's serving can be done last with one hyperbaric grenade, since no one will be left to hear the resulting mess. Hide the bodies on the second-floor landing: even if everyone upstairs is still conscious, they won't see them.
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NP. Get the chloroform bottles from the infusion room upstairs. From the top of the pillar, toss them around the room until everyone is stunned. This results in a few "bodies found," but no detections.
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ZRP. Obviously, there is no way to fulfill this contract without a lot of nonlethal takedowns.
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Grab the unconscious bartender. Open the front door of the Spector Club. Use Foresight to set a Displace marker on top of the large circular fan across the road. Run out and complete the Displace before anyone sees you.
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NP. Sneak left instead. Stay low behind the parapet. Climb up to the scaffolding around the tree. Run-jump to the roof of the bridge, then drop down to the flat rock. Go through the office via the open windows.
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Bring the bartender to the roof of the dentist's office building. Place him in the open crate to fulfill the contract.
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NP. See the picture sequence below. Stun the fisherman along the way or he'll see you. Once you're at the Red Camellia, exit through the side alley and go right into the dentist's office building.
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Contract: Kidnap the Bartender
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Special Action: Buried Alive
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Do the same with the dentist in the infusion room, but bring him to the shack by the river behind the skiff.
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Contract: The Missing Brother
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Special Action: Dental Care
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Contracts: Workplace Harassment and Death to the Mime
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These two contracts require killing, so you may opt not skip them if playing nonlethally. One also requires powers, so you may opt to skip it if playing with no powers.
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Contract: Death to the Mime
- Distract the civilians watching the mime show by shooting a hagpearl at one of them, or by stealing the coins in front of the mime. When the mime runs under the portico, stun him and go drop him from the cliff. Be careful not to be spotted by the civilians who occasionally walk up and down the stairs. If you previously rescued the prisoner from the taxidermist, he will also be sitting on these stairs.
- Nonlethal. The only way to do this is by exploiting a bug. When you bring the unconscious mime to the cliff, set a Displace marker on the opposite ledge, just below the crane, as shown in picture #1 in the gallery below. Then, with the mime in tow, run-jump down the cliff, and then finish the Displace. If you timed it perfectly, you'll land on the ledge where you set the marker, take massive damage, and the contract will be marked as "fulfilled"... but the mime will be near the crane, unconscious, and you'll still have zero kills.
- Special Action: The Sad Clown Cliché
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Contract: Workplace Harassment
- First, go to the Michaels Bank in the bank plaza by following the steps in the next section. Once inside, witness the Eyeless woman threaten a bank teller, and then follow her back. She'll go speak to her accomplice in front of the Spector Club, and they'll both remain sitting on a bench. You can kill them both with a grenade, no sweat. For a stealthier way, toss two lethal hook mines on the lamppost above and watch them fly away: if you're lucky, their bodies will even land on top of a distant balcony so that no one even sees them.
- Nonlethal. Toss a nonlethal hook mine on the lamp post, and when it's hooked one body, toss another above it or on the hooked body. Both should fall and die, but they won't count as kills against you. And if one or both should remain hooked, simply shoot the mine (not the body) with a voltaic shot. Obviously, both bodies will be seen by guards and/or by civilians, which will result in a body detection score of at least 2.
- On some incredibly rare occasions, a nonlethal hook mine will also catapult a body far away, accidentally killing it in the process while maintaining your nonlethal score. However, I've tried this for over an hour, tossing hundreds of hook mines on every spot on the lamp post, and only got it to happen 3-4 times... so have at it if you want. The only benefit is that it preserves a "0" in the bodies found category anyway.
- Special Action: Forever in Your Debt
Other Special Actions, Loot, and Black Market Heist
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Bank plaza (#4). Entering this plaza is required for one contract (Workplace Harassment, explained above) and a special action (Bloody Politics, explained below). There are two ways to the bank plaza:
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On the street with the crashed carriage there is an apartment with an open window above the large staircase. Displace or jump up to it, using the ledge technique discussed in a previous section. Go through the building, come out the other side, and jump to the balcony on your right. Displace to the nearest lamppost. From here, you can use Foresight to set a marker on the guard post on the other side of the front gate, then run-jump and complete the Displace in mid-air as soon as it's available: this is a useful technique to master in general, because it can greatly augment the reach of your displacements (just like with Emily's Far Reach in Dishonored 2).
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NP. Enter the plaza from the other side, instead. From the main canal with your skiff, go up the staircase where the mime is. Walk under the portico near the taxidermist's shop, jump up on a ledge at left and then up to the covered bridge. From there, drop down to the red canopies at left, then to the Cienfuegos Pharmacy sign, then left to the pipe, and finally up to the large tree stump. From there, hop on to the roof of the guard post.
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From the guard post, climb up to the adjacent balcony and enter journalist Cristofer Jorge's office (J). Discuss the Cienfuegos murder and loot his safe with the combination he gives you.
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Special Action: Bloody Politics
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To visit the bank, go left to the end of Jorge's balcony, blink or jump to the next balcony, and drop down into the stairwell below. Climb up on the rocks at left and go right toward the bank's main entrance, sneaking behind the guard. Repeat the same process in reverse to leave.
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NP. When leaving, sneak under the porticos on the right of the plaza instead of returning to the balconies.
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Return to the guard post and jump to the tree stump. Displace or walk around the corner to the open window on the right above the Cienfuegos Pharmacy (#5). Get a bone charm (14/18) and a painting (3/3) of the Void.
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From the pharmacy's window, Displace to the open window in the covered bridge, or jump up using the large pipes. Go out the other side of the bridge, climb into the building at left via the open window, and go out the other side.
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Taxidermist shop (T). The shop is just below this building. Enter it. Ignore the taxidermist! Everything you do here won't alert her. Just swipe the Basement Key from her belt.
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Go down into the basement. Disarm a tripwire. Open the cell to free the prisoner. Get the Storage Key from the wall hook right of the workbench.
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Special Action: Rogue Taxidermy
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Cremate the corpse in the boiler to get some blood amber, and then get more blood amber in the storage area.
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You can carry to this cellar the bodies of anyone you stun or kill. The bloodflies will kill them and start growing nests in them. However, cremating these bodies later does not yield any additional blood amber.
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Black market shop (B). The shop is under the main street with the crashed carriage. You can drop down to it via the roof with the spilled whale oil, or via the stairwell of the building with the two open apartments.
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Once at the shop, use Foresight and enter the air duct behind the wooden sign. Read the combination scribbled on the inside the door behind the shopkeeper.
- NP. There is no way to learn the combination. In my view, it's acceptable to use Foresight for this even in a no-powers run, as the game doesn't give you the chance to do this otherwise... but if you don't want to bend the "rules" like this, then you can't rob this shop.
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Go back out and enter the combination. Stun the shopkeeper. Rob the market, including the last four bone charms (15,16,17,18/18).
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Special Action: Sweet Deal
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Leave via the skiff on the river. It's important that you do this, so that the skiff is usable for the next mission.
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