There Are No Cheats in Dishonored 2
There are no cheats in Dishonored 2. As a result, unless people want to take the risk of using cheat engines, there is no way for them to cheat in that particular game. With that said, there is a fair amount of information that interested individuals can use to improve their experience, which should make their play-throughs that much easier for them.
What Are Some Useful Tips for Playing Through Dishonored 2?
Here are some useful tips for playing through Dishonored 2:
Dishonored Levels Have Realistic Layouts
There are a lot of people who make jokes about video game levels bearing no resemblance to their real life counterparts whatsoever. However, Dishonored 2 is an exception to this rule in that its levels tend to have realistic layouts. As such, players can make use of their real world sensibilities to some extent when thinking about how to break through to their objectives. For example, if they are not sure how to get out of a bad situation, they might want to start looking for a way to go up. Likewise, the maps and signs in the levels can actually be very informative for someone who need to know where to go next.
Go Up
Speaking of which, while going up isn’t quite as useful in Dishonored 2 as it was in Dishonored, it is nonetheless a good option for avoiding enemies when navigating through various levels. For that matter, it can put the player character at a very advantageous position to start an encounter, with both lethal and non-lethal drops being particularly good ways to deal with isolated enemies roaming about on their own.
Explore
There are people who will want to make for the objective markers as soon as possible. However, if players want to uncover as many secrets as possible, they would be well-advised to ignore the objective markers for a time while they roam through the levels in search of lore, loot, and other points of interest. For that matter, the more secrets that they uncover, the better prepared they will be for when the actual objectives come into focus.
Human Enemies Can Be Pretty Smart
The human enemies in Dishonored 2 can be pretty smart by the standard of video games. For example, when they notice something that breaks them out of their normal pattern, they will search in logical hiding spots. As a result, it isn’t enough for player characters to avoid their sight and other senses just once. Instead, player characters need to move about to make sure that they continue to remain concealed. With that said, there are some rules that remain true. One excellent example is that while making noises increase the chances of being uncovered by human enemies, it also makes it much, much easier for the players to get rid of them with either an ambush or a trap of some kind.
Infinite mana
Note: Create a backup save before using this exploit, as it could cause issues with your game. It can cause weird visual effects at your start and save screens. In Mission 6: The Dust District, knockout Paolo. This may also work on Breanna in Mission 5. Loot his body for three Bonecharms, but make sure to sacrifice the third Bonecharm. Kill him, then you should be able to loot him again for the same charm. It should now be glitched. It will always unequip itself. Sacrificing the Bonecharm will not give you any additional Whalebones; it will just re-appear. Stack five Void Favor Charms (four traits) to get unlimited mana.
Safe locations and codes
Search the indicated locations to find the safes and codes to unlock the safes to obtain the corresponding loot:
Mission 1: A Long Day In Dunwall
Safe Location 1: When you exit the palace and are on the Dunwall streets, progress until you see a large “For Rent” sign on a house to the left. Search the door to the left of that one (as you look at it) for another door. Inside is the safe, and the code for it is “451“. The clue can be found behind the painting in the room. The safe contains two Silver Bars and some bullets.
Mission 2: Edge Of The World
Safe Location 2: There is a safe inside the Vice Overseers Office in the Karnaca Enclave. Go to the room nearby with a projector inside and grab the note off the table. It will tell you to remember three specific things. Go back to the safe and check the book on the bench to the right. Use the numbers from the Seven Strictures that were on the first note. For example, if it said remember Lying Tongue, Wanton Flesh, and Restless Hands, the code would be 2, 6, 3. The code is unique to each player. The safe contains Raw Whale Bone, Rune, and lot of money.
Safe Location 3: Progress through the mission until you reach the Carriage objective. Before you enter the station, search nearby for a Winslow Safe Company shop. It is near a large black and white banner featuring Delilah Kaldwin. There is a “Try To Unlock Me” contest inside with a large Winslow safe. The combination is inside the cash register at the front of the shop. The safe contains a Bone Charm and 300 money.
Mission 3: The Good Doctor
Safe Location 4: When you enter the area, go to the far right and up the broken walkway above. Just ahead is a room with a couple of safe’s inside. One is locked and one is open. The combination is on the table near the doorway from where you entered.
Safe Location 5: During the story, proceed towards the mission objective to meet Alexandria Hypatia. Once you reach her, do not speak to her. Instead, explore the nearby room with an injured many lying in the bed. He will give you directions to the safe and the code.
Mission 4: The Clockwork Mansion
Safe Location 6 (Lower Aventa District): Exit the sewers and go left towards the map on the board up the stairs. Go down the left alley until you reach all the people, then enter the apartment. Go upstairs to find a safe in a room. To get the code for the safe, check the blackboard in the nearby room. It will have two digits in the corner. Enter the two digits, and then cycle the remaining digit until it opens. The safe contains money.
Mission 5: The Royal Conservatory
Safe Location 7 (Cyria Gardens Conservatory): Once you reach the Royal Conservatory, there will be a Light Gate blocking the front door. Turn directly around so the gate is at your back and look up for a balcony. Go inside and look for the Witch and Bloodflies. The safe is in the room with the Witch. To get the combination for the safe, you must purchase the safe code document from the Black Market in this area.
Mission 6: The Dust District
Safe Location 8: This is actually the door to the Black Market, but it requires a code this time. Walk around the back of the building to the alleyway and look through the barred windows for a door blocked by wood. Destroy the wood, then go inside and up the stairs into the room. There is a Wedding Silvergraph behind a photograph near the desk at the end. It says “Month of Rain”. Proceed to the hallway in the house to find numbers and a list of months. Check “Rain” and note the number for it and the date circled on the calendar. Those numbers are the code.
Mission 7: A Crack In The Slab
Safe Location 9 (Aramis Stiltons Manor): Enter the manor, and use your Heart to locate the Black Boneshard — it is near an elevator. The door is locked in both time periods, but proceed to the present. Crawl under the desk near the wall, switch to the past, and enter the room. Collect the dog, put it inside the furnace, and turn it on. Switch to the present and the bug nests will now be gone. You will see the safe door on the floor. Remember the code, then switch to the past.
Mission 8: The Grand Palace
Safe Location 10 (The Grand Palace): Enter the shopkeeper’s apartment. Go to the safe shop and loot the register for a key. Then, go to the door that leads to the Grand Palace, but do not go through it. Check the nearby apartments to find the safe. The code is found in the picture frame in the office. The code is “123“.
Safe Location 11: The safe is inside the Captain’s Quarters on the first floor. To get the code, enter the Grand Palace and take the elevator up to the third floor. Enter the room to your right. In the far right corner is a small desk, not the main one. There is a First Captain’s Safe note on the desk, which contains the code for the safe.
Mission 9: Death To The Empress
Safe Location 12: This safe is in the same location as the first time you visited this area. The code is also the same, which was found behind the painting.
Blueprint locations
Search the indicated locations to find the corresponding blueprint:
Mission 2: Edge Of The World
Dispersed Incendiary Release blueprint: Go to the dock with the beached whale and turn to face the buildings. Above you will see an awning with an open window. Blink/Far Reach onto the awning and crawl into the engineering office to find it inside the safe. The blueprint creates the Incendiary Bolt, which immolates the enemy.
Hardened Bolt blueprint: Progress through the area until you reach the Karnaca Enclave. Go up the stairs to the Overseers Office to find the blueprint on the table. The blueprint creates the Hardened Bolt, which inflicts greater damage.
Mission 3: The Good Doctor
Combat Sleep Dart Formula blueprint: When you enter the building through the main glass doors, look up to your right. Go up to the broken walkway and into the next room to find it inside the safe. The Combat Sleep Dart Formula creates an instant sleep dart.
Mercury Vapor Distillation blueprint: It is found inside Joe Hamilton’s office, on the desk. If you do not get the key from him, search the box behind him with the gun inside to find the key. His office is on the top floor, up the last set of stairs next to elevator. The blueprint creates the Stinging Bolt, which causes enemies to flee and forget.
Dispersed Incendiary Release blueprint: It is found inside Dr. Hypatia’s lab, to the left of the Bloodfly autopsy.
Mission 4: The Clockwork Mansion
Pyro-Sonic Casing blueprint: It is found inside the station in the Lower Aventa District, in the far back left corner. There is a room with a safe inside. You may be able to get in without a key, but otherwise buy the key from the Black Market.
Alloy Polarization blueprint: It is found on a desk in a classroom inside the building you have to enter to disable the Light Gate in the Upper Aventa District.
Conductive Filaments blueprint: In the Clockwork Mansion, proceed until you reach the room with the two civilians talking inside. There is a switch on the wall. Activate the switch and quickly leave, waiting for the floor from above to come down. Return to the room to find the blueprint on the table.
Slug Splintering Wedges blueprint: In the final area in the Clockwork Mansion, where you either encounter Kirin Jindosh, look up and jump to the next level to see a large desk with a painting behind it. Check the cupboard in the front of the desk to find the blueprint.
Mission 5: The Royal Conservatory
Triggered Housing blueprint: On the first floor in the Cyria Gardens Conservatory, go to the elevator. Look to the right, and go inside the room with the prototype Light Gate to find the blueprint on the table.
Configurable Grooving blueprint: Speak to the Black Market vendor in Cyria Gardens Conservatory for him to offer you a side quest. Successfully complete the quest to get two blueprints as a reward.
Mission 6: The Dust District
Spike Grenade Housing blueprint: Go to the Crone Hand Pub to find Paolo sitting in the courtyard. Climb the stairs behind the bar and search the nearby rooms to find a large chest with the blueprint inside.
Secondary Coiling blueprint: Go to the Crone Hand Pub, and look towards the bar with the sign above that says “Saloon”. Turn around and go down the stairs through the door. Take a right, then a left to find the blueprint on the table.
Mission 7: A Crack In The Slab
Firing Chamber Pivot blueprint: Progress through the Aramis Stiltons Manor area until you reach the large dining room in the past. Drop down and explore the nearby hallways until you see a large vault. Switch back to the present, walk into the vault, switch back to the past, and then search the safe for the blueprint.
Mission 8: The Grand Palace
Small-scale Combustion blueprint: It is found inside the shopkeeper’s apartment. Go to the safe shop and loot the register for a key. Then, go to the door that leads to the Grand Palace, but do not go through it. Check the nearby apartments to find it inside the apartments with the upstairs exit to the Grand Palace that bypasses the Light Gate.
Blade Conversion blueprint: Once you are inside the Grand Palace, take the elevator to the third floor. Exit the elevator and enter the room on your right to find the blueprint inside the cabinet between the two bookshelves.
Folded Galvani Resin blueprint: Locate the stairwell inside the Grand Palace on any floor. Follow it to the bottom to eventually reach a room with a guard and boxes on shelves. It looks like a dead end, but use your vision ability to see a lever on the other side of the wall opposite the door you used to enter. Nearby is a tiny button; use it to open the passageway and go down the stairs to find the blueprint on the large table.
Mission 9: Death To The Empress
Dual Layered Galvani Weave blueprint: Aboard the Dreadful Wale before you embark on the mission, go to the room where Anton Sokolov is painting a picture. Check the nearby crafting desk to find the blueprint.
Counter-blast Inversion blueprint: Just before you reach the objective marked “Dunwall Tower Entrance”, there is a building to your right you can enter — the one with the first safe you could find. Go inside to find the blueprint on the table.
Musical Duo locations
Search the indicated locations to find all three Musical Duos and get the “Songs Of Serkonos” trophy:
Mission 2 – Edge Of The World: They are found at the market before entering Addermire Station.
Mission 6 – The Dust District: They are found in the Howler’s gang hideout. You must enter stealthily and listen to them from behind the bar.
Mission 8 – The Grand Palace: They are found near the start of the mission, in a back alley where you encounter the first enemies (before going through the Wall Of Light, go through the buildings on the right).
Make sure to listen to a full song for it to count. When you see them, they will already be playing a song. Let them finish that one and then listen to another song from start to finish until they stop playing. This will take around 10 minutes. When you start a fight near them, they will run away and stop playing music. You must stay stealthy when visiting the singers. At the third duo, you may not get the trophy instantly. Just talk to them a few times after their song or run around the map for a while and then return. You will miss this trophy if you scare away the singers, you do not listen long enough, or you miss them entirely since there is no mission select available.
All audiograph and journal locations
Search the indicated locations to find all audiographs and journals from Meagan Foster (your female comrade) and Anton Sokolov (the eldery man) aboard the Dreadful Wale. The Dreadful Wale is the ship you visit between missions. It is basically the hub area. Only journals and audiographs located on the ship count for the “Royal Spymaster” trophy.
You do not have to find any during missions. Collecting them is quick and easy, as they are all sitting right next to each other. You visit the Dreadful Wale a total of 6 times during the story — at the start of Missions 2, 4, 5, 6, 8, and 9. If you miss a relevant item and proceed to the next mission, you cannot go back (no mission select). It is recommended to create a manual save every time you are on the ship. Everything can be reached with either Corvo or Emily.
It does not matter if you do high chaos or low chaos. Your story decisions also have no impact on this. For example, if you rescue Dr. Hypatia in Mission 3, she will join the ship and leave behind some notes and audiographs of her own. These do not matter because you only need the ones from Sokolov and Meagan. So it does not matter if you kill her or save her. The contents of some letters can change depending on which character you choose and which story decisions you make, but this does not affect the trophy.
The letters will only have different text but spawn in the same location. There is no way to keep track of what you have found — so you must be very careful to not forget anything. Some of the letters shown in the video are from other people and they may not be necessary to collect, but since there are also letters from Sokolov and Meagan in there, it is hard to tell which ones count and do not count. Thus, it is better to be safe than sorry.
Timeline
- 1 – Mission 2 – 0:05
- 2 – Mission 4 – 3:07
- 3 – Mission 5 – 4:38
- 4 – Mission 6 – 6:05
- 5 – Mission 8 – 7:11
- 6 – Mission 9 – 8:16
All decorative object locations
Search the indicated locations to find all ten decorative objects for the Dreadful Wale. Collect all decorative objects to get the “Souvenirs” trophy. The decorative objects are found across the nine main missions. In between missions, you will go to the Dreadful Wale ship (hub area). You can view the decorations that have been found on the shelf in the starting room. All of these collectibles are missable because there is no mission select. It is recommended to create a manual save at the start of every mission just in case you missed one, you can reload that save and replay from there. Without a backup, you will have to restart the entire story if you miss one.
Everything can be reached with either Corvo or Emily. When playing as Corvo, you should upgrade the Blink range as soon as possible to reach certain places. The collectible progress is only saved when you trigger an auto-save or manual save. If you die without saving, you have to collect them again. It is recommended to save after every collectible. Mission 6 has two decorative objects; every other mission has one. Some of them require you to kill certain enemies while others are physical collectibles that you need to collect.
Each mission features an open world design. Thus, you can free roam as you desired and reach any place at any time, but only if you do not complete the mission. Once you leave the mission, you cannot go back. This also makes it easy to work on multiple collectible types at once (for multiple trophies, you need all decorative objects, paintings, journals, and audiographs on the Dreadful Wale). For example, collect the one decorative object, and then collect the paintings. The other collectibles are on the Dreadful Wale in between missions.
Timeline
- 1. Mission 1 – 0:05
- 2. Mission 2 – 0:37
- 3. Mission 3 – 1:10
- 4. Mission 4 – 2:47
- 5. Mission 5 – 3:48
- 6. Mission 6 – 4:30
- 7. Mission 6 – 5:15
- 8. Mission 7 – 6:04
- 9. Mission 8 – 6:45
- 10. Mission 9 – 7:14
All painting locations
Search the indicated locations to find all 27 painting. Collect all paintings to get the “Art Collector” trophy. The paintings are found across the nine main missions. At the end of each mission, you can view how many you have found. Always double check that you got all of them before proceeding. All of these collectibles are missable because there is no mission select. It is recommended to create a manual save at the start of every mission just in case you missed one, you can reload that save and replay from there. Without a backup, you will have to restart the entire story if you miss one. Everything can be reached with either Corvo or Emily. When playing as Corvo, you should upgrade the Blink range as soon as possible to reach certain places. The collectible progress is only saved when you trigger an auto-save or manual save.
If you die without saving, you have to collect them again. It is recommended to save after every collectible. The paintings also give you 200 coins each, which counts towards the “Well Funded” trophy (get 18,000 money in one playthrough). The 27 paintings give you 5,400 coins in total. Each mission features an open world design. Thus, you can free roam as you desired and reach any place at any time, but only if you do not complete the mission. Once you leave the mission, you cannot go back. This also makes it easy to work on multiple collectible types at once (for multiple trophies, you need all decorative objects, paintings, journals, and audiographs on the Dreadful Wale). For example, collect the one decorative object, and then collect the paintings. The other collectibles are on the Dreadful Wale in between missions.
Timeline
- 1. Mission 1 – 0:05
- 2. Mission 1 – 0:23
- 3. Mission 2 – 0:58
- 4. Mission 2 – 1:27
- 5. Mission 2 – 1:45
- 6. Mission 2 – 2:08
- 7. Mission 3 – 2:38
- 8. Mission 3 – 3:00
- 9. Mission 3 – 3:28
- 10. Mission 4 – 3:46
- 11. Mission 4 – 4:11
- 12. Mission 4 – 4:44
- 13. Mission 4 – 5:11
- 14. Mission 4 – 5:36
- 15. Mission 4 – 6:07
- 16. Mission 5 – 6:26
- 17. Mission 5 – 7:02
- 18. Mission 5 – 7:38
- 19. Mission 6 – 8:18
- 20. Mission 6 – 9:20
- 21. Mission 6 – 9:29
- 22. Mission 7 – 10:08
- 23. Mission 7 – 11:18
- 24. Mission 8 – 12:36
- 25. Mission 8 – 13:17
- 26. Mission 8 – 14:07
- 27. Mission 9 – 14:23
Electroshock Machine puzzle solution
The Electroshock Machine puzzle is at the end of Mission 4: The Clockwork Mansion, when you finally meet with Kirin Jindosh. You can choose from two options. You can kill Kirin or place him in the Electroshock Machine. If you choose the Electroshock Machine, you have to create enough power to flip the switch next to the electric chair Kirin is sitting in. There are two nearby terminals that you can use that list various options such as Weaponry, Anatomy, Optics, etc. There is 11 power available and the Electroshock Machine requires 7 — so you need to make sure the other two panels do not exceed 4. To simply do this, select Anatomy and Optics to have enough power.
Easy Jindosh Lock combination solution
In Mission 6: The Dust District, you will encounter the Jindosh Lock. The Jindosh Lock combination is randomized and different for every player and changes with each playthrough. However, you can easily solve it every time by creating a manual save game at the start of the mission, when talking to Meagan Foster (before killing either of the gang bosses). Then, kill and deliver one of the gang bosses to the other. They will give you the combination for your Jindosh Lock.
Write down the combination. Then, reload the manual saved game you previously created. Go to the Jindosh Lock and enter the code you wrote down to unlock it and get the “Eureka” trophy. This is also very useful during a stealth run. Use the same method, then reload the manual save and enter the code to skip the entire mission. After opening the Jindosh Lock, the mission will immediately end.
Stilton’s Master Key location
Shortly after Mission 7: A Crack In The Slab begins, you will receive the “Timepiece” item that allows you to time travel. Immediately after getting the Timepiece, go to the far end of the corridor. Switch between past and present time to get through it undetected. Press Square to see where enemies are in the other timeline. Stilton’s Master Key is in the room at the end of the corridor. Switch to present time when you enter the room, crawl under the table, switch to past time, and collect the key to get the “Under The Table” trophy.