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* In general, the game is pretty good about only counting someone as a kill if you're directly responsible for it, so someone dying doesn't automatically spell the end for a PacifistRun. For instance, if you knock a guard unconscious, but rats later come by to eat the unconscious person (which kills them), that doesn't count as a kill, since that was the rats committing the act. However, if you knock a guard unconscious, pick up their body, and drop them close enough to rats so they get eaten, that ''does'' count. The unconscious guard in the first example may have ended up in a spot to get chewed up by complete accident, but the second example was clearly on purpose.

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* In general, the game is pretty good about only counting someone as a kill if you're directly responsible for it, so someone dying doesn't automatically spell the end for a PacifistRun. For instance, if you knock a guard unconscious, but rats later come by to eat the unconscious person (which kills them), that doesn't count as a kill, since that was the rats committing the act. However, if you knock a guard unconscious, pick up their body, and drop them close enough to rats so they get eaten, that ''does'' count. The unconscious guard in the first example may have ended up in a spot to get chewed up by complete accident, but the unconscious guard in the second example was clearly on purpose.
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* In general, the game is pretty good about only counting someone as a kill if you're directly responsible for it, so someone dying doesn't automatically spell the end for a PacifistRun. For instance, if you knock a guard unconscious, but rats later come by to eat the unconscious person (which kills them), that doesn't count as a kill, since that was the rats committing the act. However, if you knock a guard unconscious, pick up their body, and drop them close enough to rats so they get eaten, that ''does'' count, since it's your fault that the unconscious guard ended up in a spot to get chewed up in the first place.

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* In general, the game is pretty good about only counting someone as a kill if you're directly responsible for it, so someone dying doesn't automatically spell the end for a PacifistRun. For instance, if you knock a guard unconscious, but rats later come by to eat the unconscious person (which kills them), that doesn't count as a kill, since that was the rats committing the act. However, if you knock a guard unconscious, pick up their body, and drop them close enough to rats so they get eaten, that ''does'' count, since it's your fault that the count. The unconscious guard in the first example may have ended up in a spot to get chewed up in by complete accident, but the first place.second example was clearly on purpose.
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None


* Jindosh speaks throughout his level over his intercom. These change depending on your actions: Notable examples include allowing Jindosh to know you're here by greeting him at the door, killing his guards, using different powers, eliminating his Clockwork Soldiers, and so on.
** Additionally, it is very possible to proceed through the level without alerting him at all. In fact, if you manage to get through to his office without changing his room configuration or starting any explosions, you'll see him completely unaware working at his desk.

to:

* Jindosh speaks throughout his level over his intercom. These change depending on your actions: actions. Notable examples include allowing Jindosh to know you're here by greeting him at the door, killing his guards, using different powers, eliminating his Clockwork Soldiers, and so on.
** Additionally, it is very it's possible to proceed through the level without alerting him at all. In fact, if you manage to get through to his office without changing his room configuration or starting any explosions, you'll see him Jindosh completely unaware of your presence, working at his desk.desk. There's even an achievement called "Silence" for eliminating Jindosh without him ever knowing you were there.



* At the finale of the game, during the mission "Death to the Empress", it is possible to climb back up the rooftops of Dunwall to the same safe-room exit you used in the first level. However, a note from Delilah reveals that she had her witches seal the exit with bloodbriar vines after they found out how the player escaped in the first level. Additionally, a microphone for making announcements over the Dunwall loudspeakers has been placed on the same platform as the safe-room exit, and Emily or Corvo can interact with it and address the public. [[spoiler:If the player does this after having killed Delilah but before freeing whoever was frozen in stone, the player character will sing the "Drunken Whaler" song from the first game over the loudspeakers.]]

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* At the finale of the game, during the mission "Death to the Empress", it is possible to climb back up the rooftops of Dunwall to the same safe-room exit you used in the first level. However, a note from Delilah reveals that she had her witches seal the exit with bloodbriar vines after they found out how the player escaped in the first level. Additionally, a microphone for making announcements over the Dunwall loudspeakers has been placed on the same platform as the safe-room exit, and Emily or Corvo can interact with it and address the public. [[spoiler:If If the player does this after having killed Delilah defeated the FinalBoss but before freeing whoever was frozen in stone, the player character will sing the "Drunken Whaler" song from the first game over the loudspeakers.]]



* At one point, Breanna can be found talking to Delilah, who's chanelling herself through a statue. There's different dialog with Delilah depending on if you kill Breanna in front of her, if you kill her at a distance, or if you non-lethally deal with her.

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* At one point, Breanna can be found talking to Delilah, who's chanelling channeling herself through a statue. There's different dialog with Delilah depending on if you kill Breanna in front of her, if you kill her at a distance, or if you non-lethally deal with her.
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* In general, the game is pretty good about only counting someone as a kill if you're directly responsible for it, so someone dying doesn't automatically spell the end for a PacifistRun. For instance, if you knock a guard unconscious, but rats later come by to eat the unconscious person (which kills them), that doesn't count as a kill, since that was the rats committing the act. However, if you knock a guard unconscious, pick up their body, and drop them close enough to rats so they get eaten, that ''does'' count as a kill, since you clearly did that on purpose.

to:

* In general, the game is pretty good about only counting someone as a kill if you're directly responsible for it, so someone dying doesn't automatically spell the end for a PacifistRun. For instance, if you knock a guard unconscious, but rats later come by to eat the unconscious person (which kills them), that doesn't count as a kill, since that was the rats committing the act. However, if you knock a guard unconscious, pick up their body, and drop them close enough to rats so they get eaten, that ''does'' count as a kill, count, since you clearly did it's your fault that on purpose.the unconscious guard ended up in a spot to get chewed up in the first place.

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This is Franchise/{{Dishonored}} after all.

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This is Franchise/{{Dishonored}} Franchise/{{Dishonored}}, after all.all.
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* In general, the game is pretty good about only counting someone as a kill if you're directly responsible for it, so someone dying doesn't automatically spell the end for a PacifistRun. For instance, if you knock a guard unconscious, but rats later come by to eat the unconscious person (which kills them), that doesn't count as a kill, since that was the rats committing the act. However, if you knock a guard unconscious, pick up their body, and drop them close enough to rats so they get eaten, that ''does'' count as a kill, since you clearly did that on purpose.
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** If Mindy Blanchard offers the player a tattoo (something that will only happen if they ally with the Howlers) Corvo/Emily will respond that they already have one if they have the Mark, but give a different response if they don't.

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** If Mindy Blanchard offers the player a tattoo (something that will only happen if they ally with the Howlers) Corvo/Emily will respond that they already have one if they have the Mark, but give a different response if they don't.don't.
* At one point, Breanna can be found talking to Delilah, who's chanelling herself through a statue. There's different dialog with Delilah depending on if you kill Breanna in front of her, if you kill her at a distance, or if you non-lethally deal with her.
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** The Crown Killer's identity is foreshadowed if you go into dark vision; [[spoiler:Hypatia]] possesses an aura around her that is only ever seen on Wolfhounds outside of this circumstance, indicating a radius where the Crown Killer can ''smell the player character''.
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* Almost every collectable, with the exception of a bone charm on top of Addermine's tower, can be reached on a no powers run.

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* Almost every collectable, with the exception of a bone charm on top of Addermine's tower, can be reached on a no powers run.run.
* If you refuse the Outsider's Mark it's acknowledged in several places.
** Corvo/Emily's diary will note their decision and explain is as not trusting the outsider.
** Any runes you pick up are converted into money to ensure you still have a use for them.
** If Mindy Blanchard offers the player a tattoo (something that will only happen if they ally with the Howlers) Corvo/Emily will respond that they already have one if they have the Mark, but give a different response if they don't.
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* The door code to rob the black market shop in the Dust District level is the date of the shopkeeper's wedding anniversary, as found in her apartment upstairs. The game will accept entering the code in either month/day ''or'' day/month order.

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* The door code to rob the black market shop in the Dust District level is the date of the shopkeeper's wedding anniversary, as found in her apartment upstairs. The game will accept entering the code in either month/day ''or'' day/month order.order.
* Almost every collectable, with the exception of a bone charm on top of Addermine's tower, can be reached on a no powers run.
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** There are two ways to get out of the mansion's foyer that immediately present themselves – [[spoiler: pull the lever, stay in the room, and go from there with Jindosh alerted to your presence, or break the glass in the sun roof and use Far Reach or Blink to stealthily get onto the room's roof]] – but neither of them are possible for a stealthy no-powers player, so [[spoiler: Jindosh will brush off a single room change as probably a technical error and not think that anyone is in his mansion, allowing the player to get behind the left wall after pulling the lever and maintain stealth so long as no other mechanisms are pulled before Jindosh is eliminated.]] If you stealthily hit him with a sleep dart after this, he'll call his security robots idiots as he collapses.
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* Every so often, there are scripted events where one [=NPC=] murders another. A clever player might find it amusing to use [[{{Synchronization}} Domino]] to link the two together, so that the murderer winds up committing suicide. If you do so, you're rewarded with an achievement.

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* Every so often, there are scripted events where one [=NPC=] murders another. A clever player might find it amusing to use [[{{Synchronization}} Domino]] to link the two together, so that the murderer winds up committing suicide.dead. If you do so, you're rewarded with an achievement.
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Examples only count if they are things a developer wouldn't normally account for. The trope is not for things they openly encourage you to do through hints and mission clues.


* Best exemplified by A Crack in the Slab, a mission in which you infiltrate the ruined mansion of Aramis Stilton, an HonestCorporateExecutive who [[GoMadFromTheRevelation Went Mad From The Revelation]] while attending an occult ritual three years ago, and gain the ability to TimeTravel between the present state of the mansion and the night of the ritual. Actions taken in the past will affect the present — smashing a statue will cause it to no longer be blocking a critical pathway, knocking out the workers repairing a window will leave it broken open, and most importantly, [[spoiler:knocking out Stilton before he can attend the ritual will prevent his madness, completing transforming his mansion in the present into a restored and inhabited version, healing the injuries that Meagan Foster suffered when she went looking for Stilton, and transforming the beaten-down "Dust District" back into the prosperous Batista Mining District]].
** Alternatively [[spoiler:you can kill him, in which case the mansion will be cleaned out and put up for sale]].
* In the Dust District, you're charged with getting into a mansion blocked off behind a supposedly unbreakable puzzle lock. Since deliveries are still made to the mansion, someone must know the combination, and the two likely possibilities are the Howler Gang and the [[ChurchMilitant Overseers]], who are fighting each other for control of the district. There are five different ways to get the combination and enter the mansion:
** Kill the leader of the Overseers and bring his corpse to the leader of the Howlers.
** Kill the leader of the Howlers and bring his corpse to the leader of the Overseers.
** Knock them both out and bring each body to their respective enemy's district. Both areas will turn neutral.
** Explore the headquarters of both the Overseers and the Howlers, finding clues that will eventually lead you to a note with the solution to the riddle.
** [[DungeonBypass Solve the riddle yourself and skip the entire level]].



* During ''The Grand Palace'', it is possible to use the microphone Luca Abele has been using to make his loudspeaker speeches to the nation. Corvo[=/=]Emily's speech changes depending on if you've completed the objective of eliminating the duke or not yet, and if you picked the lethal or non-lethal version if you did.
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* During ''The Grand Palace'', it is possible to use the microphone Luca Abele has been using to make his loudspeaker speeches to the nation. Corvo / Emily's speech changes depending on if you've completed the objective of eliminating the duke or not yet, and if you picked the lethal or non-lethal version if you did.

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* During ''The Grand Palace'', it is possible to use the microphone Luca Abele has been using to make his loudspeaker speeches to the nation. Corvo / Emily's Corvo[=/=]Emily's speech changes depending on if you've completed the objective of eliminating the duke or not yet, and if you picked the lethal or non-lethal version if you did.
Is there an issue? Send a MessageReason:
None


This is {{Dishonored}} after all.

to:

This is {{Dishonored}} Franchise/{{Dishonored}} after all.
Is there an issue? Send a MessageReason:
None


* Best exemplified by A Crack in the Slab, a mission in which you infiltrate the ruined mansion of Aramis Stilton, an HonestCorporateExecutive who [[GoMadFromTheRevelation Went Mad From The Revelation]] while attending an occult ritual three years ago, and gain the ability to TimeTravel between the present state of the mansion and the night of the ritual. Actions taken in the past will affect the present - smashing a statue will cause it to no longer be blocking a critical pathway, knocking out the workers repairing a window will leave it broken open, and most importantly, [[spoiler: knocking out Stilton before he can attend the ritual will prevent his madness, completing transforming his mansion in the present into a restored and inhabited version, healing the injuries that Meagan Foster suffered when she went looking for Stilton, and transforming the beaten-down "Dust District" back into the prosperous Batista Mining District.]]
** Alternatively [[spoiler: you can kill him, in which case the mansion will be cleaned out and put up for sale]]

to:

* Best exemplified by A Crack in the Slab, a mission in which you infiltrate the ruined mansion of Aramis Stilton, an HonestCorporateExecutive who [[GoMadFromTheRevelation Went Mad From The Revelation]] while attending an occult ritual three years ago, and gain the ability to TimeTravel between the present state of the mansion and the night of the ritual. Actions taken in the past will affect the present - smashing a statue will cause it to no longer be blocking a critical pathway, knocking out the workers repairing a window will leave it broken open, and most importantly, [[spoiler: knocking [[spoiler:knocking out Stilton before he can attend the ritual will prevent his madness, completing transforming his mansion in the present into a restored and inhabited version, healing the injuries that Meagan Foster suffered when she went looking for Stilton, and transforming the beaten-down "Dust District" back into the prosperous Batista Mining District.]]
District]].
** Alternatively [[spoiler: you [[spoiler:you can kill him, in which case the mansion will be cleaned out and put up for sale]]sale]].



* In the Dust District level, if you [[spoiler:kill Paolo the first time by spawning rats]], if he encounters them again he'll yell out, "Don't let them bite you!"
* In the same level, in the Overseers' outpost, there is an Overseer dying of a gut wound. To spare him the agony of a slow death, one of his closest friends -- another Overseer -- stabs him in the throat, and then kneels by the corpse's side in silence. If you [[spoiler:ally with the Overseers]], this Overseer will continue to do that... up until the point you try to mess with his buddy's corpse. [[spoiler:Or use magic around him.]]
* If you [[spoiler: kill Paolo in the Clockwork Mansion level, a letter will appear on Paolo's desk, warning Mindy to watch her back. If you killed Mindy when you first meet her, he will make note about her death; he's shocked that someone managed to kill her. He also wonders if her murderer was the same masked person who attacked him in the alley.]]

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* In the Dust District level, if you [[spoiler:kill Paolo the first time by spawning rats]], if he encounters them again again, he'll yell out, "Don't let them bite you!"
* In the same level, in the Overseers' outpost, there is an Overseer dying of a gut wound. To spare him the agony of a slow death, one of his closest friends -- another Overseer -- stabs him in the throat, and then kneels by the corpse's side in silence. If you [[spoiler:ally with the Overseers]], this Overseer will continue to do that... up until the point you try to mess with his buddy's corpse. [[spoiler:Or use magic around him.]]
* If you [[spoiler: kill [[spoiler:kill Paolo in the Clockwork Mansion level, a letter will appear on Paolo's desk, warning Mindy to watch her back. If you killed Mindy when you first meet her, he will make note about her death; he's shocked that someone managed to kill her. He also wonders if her murderer was the same masked person who attacked him in the alley.]]



* Jindosh speaks throughout his level over his intercom. These change depending on your actions: Notable examples include allowing Jindosh to know you're here by greeting him at the door, killing his guards, using different powers, eliminating his Clockwork Soldiers and so on.
** Additionally it is very possible to proceed through the level without alerting him at all. In fact, if you manage to get through to his office without changing his room configuration or starting any explosions, you'll see him completely unaware working at his desk.
** You can even alert him by pulling the first lever but refuse to meet him face to face. Leaving him wondering who you are as you dismantle his entire security system one by one.

to:

* Jindosh speaks throughout his level over his intercom. These change depending on your actions: Notable examples include allowing Jindosh to know you're here by greeting him at the door, killing his guards, using different powers, eliminating his Clockwork Soldiers Soldiers, and so on.
** Additionally Additionally, it is very possible to proceed through the level without alerting him at all. In fact, if you manage to get through to his office without changing his room configuration or starting any explosions, you'll see him completely unaware working at his desk.
** You can even alert him by pulling the first lever but refuse to meet him face to face. Leaving face, leaving him wondering who you are as you dismantle his entire security system one by one.



* [[spoiler: Corvo and Emily have unique lines if you choose to kill Sokolov and/or Foster on the last level. Additionally both Foster and Sokolov will react if you show them one of them the corpse of the other.]]
* During ''The Grand Palace'', it is possible to use the microphone Luca Abele has been using to make his loudspeaker speeches to the nation. Corvo / Emily's speech changes depending on if you've completed the objective of eliminating the duke or not yet, and if you picked the lethal or non lethal version if you did.

to:

* [[spoiler: Corvo [[spoiler:Corvo and Emily have unique lines if you choose to kill Sokolov and/or Foster on the last level. Additionally both Foster and Sokolov will react if you show them one of them the corpse of the other.]]
* During ''The Grand Palace'', it is possible to use the microphone Luca Abele has been using to make his loudspeaker speeches to the nation. Corvo / Emily's speech changes depending on if you've completed the objective of eliminating the duke or not yet, and if you picked the lethal or non lethal non-lethal version if you did.



* At the finale of the game, during the mission "Death to the Empress", it is possible to climb back up the rooftops of Dunwall to the same safe-room exit you used in the first level. However, a note from Delilah reveals that she had her witches seal the exit with bloodbriar vines after they found out how the player escaped in the first level. Additionally, a microphone for making announcements over the Dunwall loudspeakers has been placed on the same platform as the safe-room exit, and Emily or Corvo can interact with it and address the public. [[spoiler: If the player does this after having killed Delilah but before freeing whoever was frozen in stone, the player character will sing the "Drunken Whaler" song from the first game over the loudspeakers.]]
* One of the ways Corvo can learn the identity of the Crown Killer is by possessing them, as [[spoiler: the Crown Killer themselves is an alternate personality of Alexandria Hypatia.]]

to:

* At the finale of the game, during the mission "Death to the Empress", it is possible to climb back up the rooftops of Dunwall to the same safe-room exit you used in the first level. However, a note from Delilah reveals that she had her witches seal the exit with bloodbriar vines after they found out how the player escaped in the first level. Additionally, a microphone for making announcements over the Dunwall loudspeakers has been placed on the same platform as the safe-room exit, and Emily or Corvo can interact with it and address the public. [[spoiler: If [[spoiler:If the player does this after having killed Delilah but before freeing whoever was frozen in stone, the player character will sing the "Drunken Whaler" song from the first game over the loudspeakers.]]
* One of the ways Corvo can learn the identity of the Crown Killer is by possessing them, as [[spoiler: the [[spoiler:the Crown Killer themselves is an alternate personality of Alexandria Hypatia.]]Hypatia]].



* Death and unconsciousness aren't the only things transmitted via Domino; the effects of Far Reach, Windblast, stinging bolts and howling bolts are all shared along a Domino chain. Mesmerize can also be comboed with Domino this way, allowing for up to seven individuals to be affected by a single Mesmerize with full upgrades. If one NPC dies from any form of dismemberment, the others lose the same body part(s) and die.

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* Death and unconsciousness aren't the only things transmitted via Domino; the effects of Far Reach, Windblast, stinging bolts bolts, and howling bolts are all shared along a Domino chain. Mesmerize can also be comboed with Domino this way, allowing for up to seven individuals to be affected by a single Mesmerize with full upgrades. If one NPC dies from any form of dismemberment, the others lose the same body part(s) and die.
Is there an issue? Send a MessageReason:
None


* In the last level there is a microphone that one of Delilah's witches uses to make announcements to the city. If you deal with Delilah but don't yet revive Corvo/Emily, which would win the game, you can backtrack all the way to the microphone and sing "Thee Drunken Whaler" for the whole of Dunwall.
Is there an issue? Send a MessageReason:
None


* In the last level there is a microphone that one of Delilah's witches uses to make announcements to the city. If you deal with Delilah but don't yet revive Corvo/Emily, which would win the game, you can backtrack all the way to the microphone and sing an amusing sea shanty for the whole of Dunwall.

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* In the last level there is a microphone that one of Delilah's witches uses to make announcements to the city. If you deal with Delilah but don't yet revive Corvo/Emily, which would win the game, you can backtrack all the way to the microphone and sing an amusing sea shanty sing "Thee Drunken Whaler" for the whole of Dunwall.

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* In the Dust District level, if you [[spoiler:kill Paolo the first time by spawning rats]], if he encounters them again he'll yell out, "Don't let them bite you!"
* In the same level, in the Overseers' outpost, there is an Overseer dying of a gut wound. To spare him the agony of a slow death, one of his closest friends -- another Overseer -- stabs him in the throat, and then kneels by the corpse's side in silence. If you [[spoiler:ally with the Overseers]], this Overseer will continue to do that... up until the point you try to mess with his buddy's corpse. [[spoiler:Or use magic around him.]]
* If you [[spoiler: kill Paolo in the Clockwork Mansion level, a letter will appear on Paolo's desk, warning Mindy to watch her back. If you killed Mindy when you first meet her, he will make note about her death; he's shocked that someone managed to kill her. He also wonders if her murderer was the same masked person who attacked him in the alley.]]



* In the Dust District level, if you [[spoiler:kill Paolo the first time by spawning rats]], if he encounters them again he'll yell out, "Don't let them bite you!"
* In the same level, in the Overseers' outpost, there is an Overseer dying of a gut wound. To spare him the agony of a slow death, one of his closest friends -- another Overseer -- stabs him in the throat, and then kneels by the corpse's side in silence. If you [[spoiler:ally with the Overseers]], this Overseer will continue to do that... up until the point you try to mess with his buddy's corpse. [[spoiler:Or use magic around him.]]

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Created and edited this page as it was getting quite long. Will need to edit further.


!Dishonored 2

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!Dishonored 2This is {{Dishonored}} after all.



* In The Clockwork Mansion, if you alert your target, Kirin Jindosh, to your presence, he'll start offering a running commentary on your actions as you progress through his mansion, complimenting you when you make progress or accomplish something unexpected, and taunting you when you get lost or confused. If you make a point of destroying all his clockwork soldiers, he'll get steadily more and more annoyed. On the other hand if you sneak around and don't use the house's mechanisms, you can take him out without him ever knowing you were there.
* In the Dust District, you're charged with getting into a mansion blocked off behind a supposedly unbreakable puzzle lock. Since deliveries are still made to the mansion, someone must know the combination, and the two likely possibilities are the Howler Gang and the [[ChurchMilitant Overseers]], who are fighting each other for control of the district. There are four different ways to get the combination and enter the mansion:

to:

* In The Clockwork Mansion, if you alert your target, Kirin Jindosh, to your presence, he'll start offering a running commentary on your actions as you progress through his mansion, complimenting you when you make progress or accomplish something unexpected, and taunting you when you get lost or confused. If you make a point of destroying all his clockwork soldiers, he'll get steadily more and more annoyed. On the other hand if you sneak around and don't use the house's mechanisms, you can take him out without him ever knowing you were there.
* In the Dust District, you're charged with getting into a mansion blocked off behind a supposedly unbreakable puzzle lock. Since deliveries are still made to the mansion, someone must know the combination, and the two likely possibilities are the Howler Gang and the [[ChurchMilitant Overseers]], who are fighting each other for control of the district. There are four five different ways to get the combination and enter the mansion:



** Knock them both out and bring each body to their respective enemy's district. Both areas will turn neutral.



----

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----* Jindosh speaks throughout his level over his intercom. These change depending on your actions: Notable examples include allowing Jindosh to know you're here by greeting him at the door, killing his guards, using different powers, eliminating his Clockwork Soldiers and so on.
** Additionally it is very possible to proceed through the level without alerting him at all. In fact, if you manage to get through to his office without changing his room configuration or starting any explosions, you'll see him completely unaware working at his desk.
** You can even alert him by pulling the first lever but refuse to meet him face to face. Leaving him wondering who you are as you dismantle his entire security system one by one.
** This is also in effect in-universe; Despite considering the idea ridiculous, he recorded special lines for his clockwork soldiers just in case they happen to find his own dead body.
* [[spoiler: Corvo and Emily have unique lines if you choose to kill Sokolov and/or Foster on the last level. Additionally both Foster and Sokolov will react if you show them one of them the corpse of the other.]]
* In the Dust District level, if you [[spoiler:kill Paolo the first time by spawning rats]], if he encounters them again he'll yell out, "Don't let them bite you!"
* In the same level, in the Overseers' outpost, there is an Overseer dying of a gut wound. To spare him the agony of a slow death, one of his closest friends -- another Overseer -- stabs him in the throat, and then kneels by the corpse's side in silence. If you [[spoiler:ally with the Overseers]], this Overseer will continue to do that... up until the point you try to mess with his buddy's corpse. [[spoiler:Or use magic around him.]]
* During ''The Grand Palace'', it is possible to use the microphone Luca Abele has been using to make his loudspeaker speeches to the nation. Corvo / Emily's speech changes depending on if you've completed the objective of eliminating the duke or not yet, and if you picked the lethal or non lethal version if you did.
* If you use a cheat engine to gain Emily's powers while playing Corvo, [[https://www.youtube.com/watch?v=lykRN1IMBhU Doppelgangers look like Corvo instead of Emily]]. As of the New Game Plus update, you no longer need Cheat Engine for this.
* At the finale of the game, during the mission "Death to the Empress", it is possible to climb back up the rooftops of Dunwall to the same safe-room exit you used in the first level. However, a note from Delilah reveals that she had her witches seal the exit with bloodbriar vines after they found out how the player escaped in the first level. Additionally, a microphone for making announcements over the Dunwall loudspeakers has been placed on the same platform as the safe-room exit, and Emily or Corvo can interact with it and address the public. [[spoiler: If the player does this after having killed Delilah but before freeing whoever was frozen in stone, the player character will sing the "Drunken Whaler" song from the first game over the loudspeakers.]]
* One of the ways Corvo can learn the identity of the Crown Killer is by possessing them, as [[spoiler: the Crown Killer themselves is an alternate personality of Alexandria Hypatia.]]
* The game counts Doppelgangers as human beings, meaning that anything that can be done to a human can be done to them. Assassinate your own Doppelganger from a drop to avoid fall damage. Link them with Domino to take out a difficult target. Throw them into walls of light or at arc pylons to drain their whale oil reserves.
* Domino works on line of sight, meaning you can't use it through walls... unless you have Dark Vision active. It's finicky, but completely possible.
* Death and unconsciousness aren't the only things transmitted via Domino; the effects of Far Reach, Windblast, stinging bolts and howling bolts are all shared along a Domino chain. Mesmerize can also be comboed with Domino this way, allowing for up to seven individuals to be affected by a single Mesmerize with full upgrades. If one NPC dies from any form of dismemberment, the others lose the same body part(s) and die.
* The door code to rob the black market shop in the Dust District level is the date of the shopkeeper's wedding anniversary, as found in her apartment upstairs. The game will accept entering the code in either month/day ''or'' day/month order.
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!Dishonored 2
* Best exemplified by A Crack in the Slab, a mission in which you infiltrate the ruined mansion of Aramis Stilton, an HonestCorporateExecutive who [[GoMadFromTheRevelation Went Mad From The Revelation]] while attending an occult ritual three years ago, and gain the ability to TimeTravel between the present state of the mansion and the night of the ritual. Actions taken in the past will affect the present - smashing a statue will cause it to no longer be blocking a critical pathway, knocking out the workers repairing a window will leave it broken open, and most importantly, [[spoiler: knocking out Stilton before he can attend the ritual will prevent his madness, completing transforming his mansion in the present into a restored and inhabited version, healing the injuries that Meagan Foster suffered when she went looking for Stilton, and transforming the beaten-down "Dust District" back into the prosperous Batista Mining District.]]
** Alternatively [[spoiler: you can kill him, in which case the mansion will be cleaned out and put up for sale]]
* In The Clockwork Mansion, if you alert your target, Kirin Jindosh, to your presence, he'll start offering a running commentary on your actions as you progress through his mansion, complimenting you when you make progress or accomplish something unexpected, and taunting you when you get lost or confused. If you make a point of destroying all his clockwork soldiers, he'll get steadily more and more annoyed. On the other hand if you sneak around and don't use the house's mechanisms, you can take him out without him ever knowing you were there.
* In the Dust District, you're charged with getting into a mansion blocked off behind a supposedly unbreakable puzzle lock. Since deliveries are still made to the mansion, someone must know the combination, and the two likely possibilities are the Howler Gang and the [[ChurchMilitant Overseers]], who are fighting each other for control of the district. There are four different ways to get the combination and enter the mansion:
** Kill the leader of the Overseers and bring his corpse to the leader of the Howlers.
** Kill the leader of the Howlers and bring his corpse to the leader of the Overseers.
** Explore the headquarters of both the Overseers and the Howlers, finding clues that will eventually lead you to a note with the solution to the riddle.
** [[DungeonBypass Solve the riddle yourself and skip the entire level]].
* Every so often, there are scripted events where one [=NPC=] murders another. A clever player might find it amusing to use [[{{Synchronization}} Domino]] to link the two together, so that the murderer winds up committing suicide. If you do so, you're rewarded with an achievement.
* In the last level there is a microphone that one of Delilah's witches uses to make announcements to the city. If you deal with Delilah but don't yet revive Corvo/Emily, which would win the game, you can backtrack all the way to the microphone and sing an amusing sea shanty for the whole of Dunwall.
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