top of page
d2-logo.jpg

Mission #3
THE GOOD DOCTOR

d2-3-map.jpg

Recommended powers to have at the start

Emily: Far Reach, Pull, Dark Vision, Domino, Agility

Corvo: Greater Blink, Dark Vision, Agility, plus two spare runes

​

 

ADDERMIRE INSTITUTE

​

  • Go down the cliff behind you and collect the bone charm (1/5). Behind one of the railway pylons is a half-sunken boat wreck. Swim out to it to get some loot.

    • ​Special Action: Sunken Wreck

  • Swim to the rocks on the left side of the institute, then climb up, go left, and hug the wall as shown in the picture below. Keep going until you reach an open window, and enter Addermire through the kitchens.

d2-3-f.jpg
  • Avoid the kitchen staff and sneak left. Go through the double glass door and to the dining area full of guards. Wait until the one closest to you walks away, then sneak out and jump over the wooden railing.

  • There's a rune (1/6) on the wall by one of the tables. Use Far Reach/Pull as Emily, or Bend Time as Corvo, to get it with no sweat. Alternatively, shoot the guards one by one with stinging bolts until the coast is clear.

    • FAS/ZRP. The rune can still be acquired in one of two ways, depending on whether a guard is standing or sitting; see pictures below. If he's sitting, just sneak up behind the guard on the left and snatch the rune. If he's standing, go left, climb the see-through divider, and lean over the grab the rune: even if he's looking right you, for some reason he doesn't detect you!

D2-new-1.jpg
  • Exit the dining area from the other set of double glass doors, to the right of the kitchens. You'll find yourself in the main atrium. Sneak down the hallway and get the bone charm (2/5) from the broken cabinet on the floor.

  • Climb or blink up to the ledge above the wall of light, using the cabinet left of the office where a guard is typing.

  • Cross over to the other side of the atrium, opposite the guard typing. Get the safe code from the table and loot the safe for a blueprint (1/2). Get the letter from the dismembered body on the floor.

    • ​Special Action: Three Witnesses (part 1)

d2-3-e.jpg
  • Back at the wall of light, pull out the whale oil tank. If you want to save the young mother's life, throw the tank to cause an explosion and distract the guards, but there's no special action as in mission #2 for saving Rapollo​.

  • To steal the painting (1/3), you can either use Pull/Bend Time, or get down when no guards are looking. Once you steal the painting, very quickly dip left and cross the now-disabled wall of light.​

  • Go right and enter Consultation. There is a kennel with four wolfhounds, with locked doors on both sides. Save your game. Sneak to one door and unlatch it, then quickly hide, ideally up on the copper pipes across the hallway. 

    • Who wins between guards and wolfhounds is a matter of luck, so you may have to reload until you get the outcome you want. Ideally, there's only one or two dogs left, and it's easy to kill them with bolts.

    • ​Special Action: Release the Hounds!

​

Finding Hypatia

  • Ride the elevator to Dr. Hypatia's office on the fourth floor. Hide in a corner of the elevator while the two guards finish talking, and wait until they both leave. Inside the office, listen to the audiograph and get Hypatia's Key.

  • Walk downstairs to Recuperation on the third floor. Kill the bloodflies with the many flammable bottles you find here, or using incendiary darts. There's a rune (2/6) at the start and a bone charm (3/5) in the central room.

  • Go downstairs into Hypatia's lab. Break the window into Hypatia's office. Get a painting (2/3) of Hypatia and a bone charm (4/5). Listen to the audiograph to learn Sokolov's Location for the next mission.

  • Speak to Hypatia in her lab, and then to her assistant Vasco in the back. Learn the combination to his safe. After the cutscene, read the document on Vasco's body and listen to the audiograph. Leave the way you came in.

    • Special Action: Three Witnesses (part 2)

​

Making the Counter-Serum

  • Ride the elevator down to Disease Treatment on the second floor. Open the double glass door with Hypatia's Key.  Stun the two guards before they walk into the room where Hamilton is being kept, then go in and talk to him. (If you already found out that Hypatia is the Crown Killer from Vasco, then Hamilton won't talk to you).

    • ​​​Special Action: Three Witnesses (part 3)

    • FAS. You can use the bottle of chloroform that's by the entrance to stun the two guards, or simply walk behind the man, choke him, and then sleep-dart the woman.

    • ZRP. Use the cabinet along the right-hand wall to climb up to the pipes under the ceiling, follow them to the very end, and enter Vasco's office. Shoot a dart on the floor between the two glass cases with bloodflies, which will attract the guards. Shoot the glass and let the bloodflies kill them, which doesn't count as a takedown.

  • Open Vasco's safe and get Vasco's Office Key. Get the syringe from his office next door.

    • ​Display Case Collectible: Syringe

  • Use the syringe on the corpse killed by bloodflies in the room nearby (the guards' corpses don't count, even if you did let bloodflies kill them). Return to Vasco's lab, cook the serum on the burner, and collect the Counter-Serum.

  • Go back to Recuperation on the fourth floor and administer the serum to Dr. Hypatia, approaching her from behind as if stunning her. Speak to her.

    • ​Special Action: The Counter-Serum

​

Remaining Loot

  • Fifth floor. Open Hamilton's office with his key and get a blueprint (2/2) and some loot.

  • Fourth floor. Loot the private rooms area, including two runes (3-4/6) from the Outsider Shrine (1/1). Go around to the back to find a wooden scaffolding with pipes above it. Use it to climb on the roof. Cross the roof and blink to the top of the chimneys, and then to the roof of the tower: get a bone charm (3/5) from the bird's nest.

    • FAS. To my knowledge, there is no way to get this bone charm without powers.

    • Drop down inside the open window in the tower. Get a rune (5/6) and press the big red button to call the elevator. Once it arrives, shoot the red supports to make it fall, which reveals the new area of Lost & Found. Blink all the way down inside the elevator shaft, or drop down carefully using the equipment boxes.

  • Basement. Collect Sokolov's self-portrait painting (3/3) and a rune (6/6).

    • Special Action: Abandoned Basement

​​

Leaving Addermire

  • There are three ways to get to the watchtower and the exit:

  1. Ground-floor balcony. Walk out from behind the elevator. Avoid or stun the guards. Walk left, go around the fence, and climb up to the watchtower. This is harder and less suited to a stealth run, but it's doable.

  2. Fourth floor. Stand on the ledge outside the private rooms area. Line up with the right-hand guard all the way below (not â€‹the elite guard), and drop-stun or drop-kill him. If you have powers, doing this from the highest roof with the bird's nest also grants you the "Fearless Fall" achievement.

  3. Kitchens. Sneak back across the dining area and the kitchens, avoiding the patrols as needed; a good strategy is hiding under the grand piano on the right. Open the rear door with Hypatia's Key, jump up on the crates at right, and hide behind the vertical plank. Distract the guards by shooting the gate with a bolt; see picture below for the area that has the highest change of attracting both guards at the same time. While they're distracted, run-jump to the watchtower, quickly unplug the tank, and then drop down to the rocks below.

D2-new-5.jfif
  • Meet with Meagan at the skiff and leave.

​​​

The screenshots below were taken during a No-Powers run, when it is impossible to get all bone charms.

​​

Mission #4: The Clockwork Mansion​

bottom of page