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    FAQ/Walkthrough by Shotgunnova

    Updated: 02/23/17 | Search Guide | Bookmark Guide

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     | |  ) ) | \ \ |  ___  | (   ) ) (\ \) | (   ) )  ¯ ( |  _|  | |  ) ) |   |
     | |_/ /| )__) )| |   | |\ '-' /| | \   |\ '-' /| |¯\ \| |___ | |_/ /  |   |
     |____/ (//___/ | |   | | '-.-' |_|  \__| '-.-' |_|  )_)_____||____(   |   |
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       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯\}   {/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯)   |___|   (
                   FAQ & Walkthrough by Shotgunnova (P. Summers) |¯             ¯|
                            EMAIL: shotgunnova (@) gmail (.) com |_______________|
    
        I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR
       II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS
    
           Story ............................................................ STRY
           New Game Plus .................................................... NGPL
           Tips N' Tricks ................................................... TPST
    
      III. WALKTHROUGH  . . . . . . . . . . . . . . . . . . . . . . . . . . . WLKT
    
           01) A Long Day in Dunwall ........................................ WK01
           02) Edge of the World ............................................ WK02
           03) The Good Doctor .............................................. WK03
           04) The Clockwork Mansion ........................................ WK04
           05) The Royal Conservatory ....................................... WK05
           06) Dust District ................................................ WK06
           07) A Crack in the Slab .......................................... WK07
           08) The Grand Palace ............................................. WK08
           09) Death to the Empress ......................................... WK09
    
       IV. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN
    
           Achievements ..................................................... ACHV
           Blueprints ....................................................... BLPR
           Bonecharm Info ................................................... BNC1
           Bonecharm Locations .............................................. BNC2
           Coin Listing ..................................................... CNLS
           Painting Locations ............................................... PNTN
           Powers ........................................................... PWRS
           Rune Guide ....................................................... RNGD
           Upgrade Overview ................................................. UPGR
    
        V. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . FAQZ
       VI. UPDATES & CONTRIBUTIONS  . . . . . . . . . . . . . . . . . . . . . UPDT
      VII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT
    
    _______________________________________________________________________________
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    I. CONTROLS                                                              [CNTR]
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     The table below gives the default (preset A) configuration. Players can flip
     to two others in the options/control menu.
      ___________ _______________________________________________________________
     | BUTTON    | FUNCTION                                                      |
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     | D-Pad     | Quick-select weapons/powers/items                             |
     | Options   | Toggle main menu                                              |
     | Share     | Toggle share/broadcast menu                                   |
     | PS Button | Toggle PS4 main menu                                          |
     | Touchpad  | Toggle mission/powers/bonecharms/lore/travel log menus        |
     | Circle    | Toggle normal and crouch (stealth) mode                       |
     | Square    | 'Use' button (or hold to sheathe weapons)                     |
     | Triangle  | (Hold) Lean out from cover                                    |
     | X-Button  | Jump button                                                   |
     | L1 Button | (Hold) Toggle quick-access wheel                              |
     | L2 Button | Use power or fire weapon in left hand                         |
     | L3 Button | (Hold) sprint                                                 |
     | R1 Button | Block/Choke button                                            |
     | R2 Button | Swing melee weapon                                            |
     | R3 Button | Toggle spyglass (zoomed-in) mode for all characters           |
     | L. Analog | Controls Emily/Corvo's movement                               |
     | R. Analog | Controls camera POV                                           |
     |___________|_______________________________________________________________|
    
    LETHAL ACTIONS
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     • Combat Kill: While in open combat, use R2 to swing the sword (deal damage)
       and R1 to parry (block). If a parry or thrust (hold R2) is performed well
       enough, the enemy will be knocked off balance, giving an opportunity to do
       a kill on them. Major targets usually have unique death animations.
    
     • Assassination: A normal assassination takes place by coming up behind an
       enemy while they're unaware, then slitting their throat with R2.
    
     • Drop Assassination: While above a target, hop into the air and press R2 as
       one nears them mid-descent. They'll be silently pinned to the ground and
       slain instantly. The only exception is clockwork soldiers, which are only
       killed immediately if their head armor's been removed.
    
     • Sliding Kill: Run towards an enemy and initiate a slide, then press R2 near
       them. If aware, their throat will be quickly cut from the front. Doing it
       on unaware targets gives a more interesting kill animation, such as kicking
       their legs out from under them.
    
     A high killcount increases chaos and leaves corpses behind. If Shadow Kill's
     learned, bodies can be turned to ash, avoiding the need to hide them.
    
    NONLETHAL ACTIONS
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     • Sleeper Hold: When approaching an unaware target from behind, use R1 to
       start choking them out. It takes a short while to knock them completely
       unconscious (some major targets may be immune), leaving players susceptible
       to attacks. If a choke is interrupted, the enemy will be alerted almost
       immediately after. Sleepers can be initiated during combat or on neutral
       civilians, thanks to an old-fashioned punch in the face.
    
     • Airborne Takedown: As with a drop assassination, press R1 while falling
       above a target to initiate a nonlethal pavement-pounding slam. This works
       on every human and hound-sized target in the game, and is silent, despite
       how loud it seems. (Clockwork soldiers can't be incapacitated like this.)
    
     • Sliding Takedown: Sprint towards a human and slide, pressing R1 while near
       them -- a concussion-inducing meeting between head and sidewalk. Note that
       this doesn't work on huge targets (clockwork soldiers) or hounds for some
       reason.
    
     • Stun Mines: This isn't an inherent act, but a tool all characters can get.
       These trinkets attach to any surface and zap the first target that wanders
       into proximity, whether they're human, animal or construct. Upgrades allow
       these one-shot devices to become two- and three-shot devices, as well as
       chain the incapacitating energy to other targets nearby. Note that mines
       and springrazors can't OHKO a clockwork soldiers by default, but since the
       clanking robots don't count as kills in any form, it's less important.
    
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    II. TH' BASICS                                                           [THBS]
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    STORY                           [STRY]
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     Straight from the game's case:
    
     "Reprise your role as a supernatural assassin in Dishonored 2 -- the follow-up
     to Dishonored, winner of over 100 'Game of the Year' awards. An otherworldly
     usurper has seized Empress Emily Kaldwin's throne, leaving the fate of the
     Isles in chaos. Play as Emily or Corvo Attano, and travel to Karnaca, the
     coastal city  that holds the keys to restoring Emily to power. Armed with new
     abilities, gadgets, and weapons, track down your enemies and take back what's
     yours."
    
    NEW GAME PLUS          [NGPL]
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     This mode (added in a December 2016 patch) allows players who've beaten the
     game to play again with that cleared file, only with goodies from the first
     playthrough.
    
     Items that transfer over: learned bonecharm abilities, invested runes, and
     recovered blueprints. Coins, raw whalebone, unspent runes, and bonecharms
     themselves do not. Thus, to transfer the maximum amount of goodies:
    
     1) Sacrifice all available bonecharms to learn their skills and earn extra
        raw whalebone. It's worth destroying black and corrupted bonecharms for
        their base components, even though their abilities can't be learned.
    
     2) Invest all free runes in abilities, as runes sitting in the inventory are
        considered "unspent" and don't carry over. Those who've invested 8 runes
        into the Bonecharm Crafting tree can manufacture runes themselves using
        leftover whalebone, further increasing how many can carry over.
    
     3) Blueprints...well, there's nothing that can be done in regards to them,
        other than finishing the final mission with as many as possible (there's
        one on the Dreadful Wale and another in Dr. Galvani's apartment).
    
     The NGP rune surplus will kick in during the second mission. Blueprints must
     be reinstalled at a black market, though it's less taxing this time -- any
     duplicate blueprint found earns 200 coins instead.
    
    TIPS N' TRICKS                  [TPST]
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     Here's a list of tips to know before starting. If readers have good ones I
     missed, send 'em my way and I'll update the section with all credit given.
    
     • Make sure to have all available patches. The game got free updates that
       give both NGP (new game plus) mode and added in a Stats option to the menu
       screen, allowing players to check current alerts/kills during missions
       instead of only at their end. It also gets rid of various bugs, some of
       which are incredibly annoying for trophy hunters (Clean Hands especially),
       giving one more reason to be up-to-date.
    
     • The game has no respec system -- that is, once supernatural powers have
       runes invested, they can't be refunded. Make sure to upgrade wisely in
       accordance with the current playstyle. For instance, players avoiding all
       kills won't need offensive abilities like Blood Thirst and Devouring Swarm.
       When in doubt, save, upgrade and test the power out, then reload if it's
       not worth it.
    
     • AI has been upgraded since the first Dishonored, making enemies more likely
       to spot Emily/Corvo at street level. This perceptiveness has annoyed many
       a player, so be sure to stay out of eyeshot as much as possible (being up
       high is a good start), lean out from cover rather than moving completely
       into view, and use Dark Vision's x-ray function to see through walls. Note
       that the game has no difficulty-related trophies, so playing on Easy may
       appeal to some players having trouble.
    
     • Those unfamiliar with Dishonored's combat and stealth may want to try the
       tutorial. It seems like an obvious suggestion, but it's rather useful for
       n00bs and vets alike. (If one is already passed the physical tutorial, the
       main menu has a booby prize: listing tips for various stumbling blocks and
       features.)
    
     • For players doing no-kills playthroughs, remember that animals (rats, fish,
       hounds and gravehounds) and clockwork soldiers never count, so feel free to
       eliminate them whenever needed. Frequently check the Stats menu to ensure
       kills aren't racking up in other ways, though.
    
     • Black markets are sources of ammo and health/mana potion refills, as well
       as mission-specific goodies (like runes, safe combinations, etc) and gear
       upgrades. However, once they close down, they don't reopen for the rest of
       that mission.
    
     • The game's world and endings are shaped by the chaos level -- that is, how
       much death one deals throughout the game. A common example is finding far
       more bloodflies in high chaos. There are trophies for playing in both low
       and high chaos, as well as finishing the game with no kills/alerts/powers.
                                                        _________________________
    ___________________________________________________/ III. WALKTHROUGH [WLKT] |_
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    01) A LONG DAY IN DUNWALL                                                [WK01]
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     RUNES ---: ----
     SHRINES -: ----
     CHARMS --: ----
     COINS ---: 1490
     PAINTINGS: 2
     B'PRINTS : ----
    
     A few things before starting:
    
     • Players may choose to play as Empress Emily or her Royal Protector, Corvo.
       However, there's no switching horses midstream -- once selected, that's the
       only character available in the campaign. Each protagonist can have their
       own specific set of skills.
    
     • Finally, Dishonored 2 is a direct sequel to the first Dishonored, and thus
       spoils some plot elements from that game. It's recommended to play through
       in chronological order (digital voucher comes with D2's Limited Edition).
       Failing that, at least get acclimated to the controls via the tutorial.
    
     • There are achievements/trophies for playing the game with no alerts (never
       spotted by anyone), no kills (actions caused no direct deaths), no powers
       (beat campaign without having supernatural abilities), and so on. Those who
       want to undertake these should absolutely make sure their patches are all
       up-to-date. Why? One adds the "Stats" option to the main menu, allowing one
       to see that progress mid-mission, rather than afterwards. Many things can
       foul up these attempts, so always be checking the Stats option, especially
       before saving.
    
     • Speaking of saving, I highly suggest completionists keep a save at the very
       beginning of each mission, one they don't overwrite. These virgin saves can
       then be reloaded in case random kills are accumulated, glitches are found,
       and so on.
    
     • This walkthrough is written on normal difficulty with stealth gameplay (low
       chaos) in mind. Those intending to do rowdy, high-chaos murder sprees or
       no-powers playthroughs may find they can't get all loot available due to
       those choices.
    
     With those suggestions out of the way, let's continue the campaign. No matter
     who's chosen for the leading roll, they'll start in the same place: locked in
     a Dunwall Tower office.
    
    [1.1] DUNWALL TOWER
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     COINS ---: 258 (258/1490)
     PAINTINGS: --- (0/2)
    
     Being that this is mostly a tutorial level, much of the castle environment's
     blocked off -- only a small upstairs and downstairs portion is available. To
     boot, those playing as Corvo start off with no powers, just like Emily. (The
     reasons for such having already been made clear in the intro.)
    
     To begin, the player is shut into an upper-floor study; the door into the
     library section is locked. There's nothing in the office except for three
     unimportant documents near the desk or on the floor. To leave, crack a window
     and use the sill to reach the adjacent bedchamber. Speak with Alexi Mayhew to
     obtain the retractable sword and learn a ship captain at the lower docks was
     trying to get in touch. Hmm...
    
     Players can now explore the upper floor at their own pace. A brief overview:
     the bedroom hallway connects to a storage closet, a bathroom, and a balcony
     library. (The latter has one guard; he holds the Royal Quarters Key, used to
     enter the locked office just escaped from.) There's also another enemy on
     the floor below, often able to be drop-assassinated.
    
     Before entering the lower throne room, here's the current loot list. Note
     that containers holding items don't glow as with some games, so it's easy to
     overlook 'em. Manually run the search cursor over all pertinent objects to
     ensure that doesn't happen.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 |   10/1490 | bedchamber; pouch in cabinet                          |
     |_|  10 |   20/1490 | bedchamber; pouch in other cabinet                    |
     |_|  15 |   35/1490 | closet by bathroom; bath salts on shelf               |
     |_|   3 |   38/1490 | bathroom; coins in cabinet                            |
     |_|  15 |   53/1490 | bathroom; bath salts in cabinet                       |
     |_|  15 |   68/1490 | bathroom; bath salts in cabinet                       |
     |_|   1 |   69/1490 | balcony library; on book stand by hallway entrance    |
     |_|   2 |   71/1490 | balcony library; cabinet by stairwell                 |
     |_|  10 |   81/1490 | downstairs; light pouch in cabinet by stairwell       |
     |_|   3 |   84/1490 | downstairs; coins on table near slain maid            |
       |_____|___________|_______________________________________________________|
    
     When ready, enter the throne room to find the traitorous Mortimer Ramsey and
     two thuggish guards walking around. The former will eventually depart for
     upstairs, giving players ample time to murder or waylay him. His throne room
     subordinates have nothing of interest and neither do the corpses, so they
     can be ignored for the most part. (There's a minor remark if one inspects the
     chamber's new statue, however.)
    
     Dealing with Ramsey earns Corvo's signet ring, the key to entering the safe
     room hidden behind the upstairs bedroom's bookshelf. (Its position will be
     marked.)
    
     • NONLETHAL ROUTE ONLY: Deposit an unconscious Ramsey in the safe room. The
       man himself, if left to his own devices, will walk upstairs and unlock the
       hideaway, doing most of the work for players. To complete the imprisonment,
       lock the room after entering.
    
     The room contains a health elixir and several pistol bullets -- helpful as
     Corvo's old gun and mask are in a case on the desk. (It's impossible to leave
     the room without 'em.) Once disguised, R3 button toggles the eye's telescopic
     zoom.
    
     Those who want an extra special action can listen to Jessamine's audiograph
     (from Dishonored 1) atop an alcove bookcase. Other documents in the chamber
     aren't pertinent to anything, but can be stored regardless.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  20 |  104/1490 | GUARD: pouch carried by Ramsey                        |
     |_|   4 |  108/1490 | Safe room, cabinet just after entering from bedroom   |
     |_| 150 |  258/1490 | Safe room, gold ingot in safe                         |
       |_____|___________|_______________________________________________________|
    
     • SOUVENIRS TROPHY [1/10]: Samuel Beechworth Carving
       This trophy requires players to get all special objects in all missions.
       There's only one available now: a boat on a safe room shelf. These items
       don't appear in the inventory, but will be displayed for future missions
       in Corvo's quarters.
    
     To leave the safe room, use the exit next to the gun case. This begins the
     second, larger part of the escape.
                        _
                       | |_______                         /\
                       |____ A __|                       (  )
                 ______|         |            _     _    |M |
              ,-'      |         |          _| |   | |   (  )
           ,-'\    ____|         |_     _ _|_  |   | |    \/
        ,(' #  \_,'|   |         | |   | |   | |   | |
      ,'  \  #  \  | C |_________| |___| |   | |   ) )                 W
     /  B     #  \ |___|___  |   |   K   |   | |  / /                   
     \___,'    #   |   |   | |   |_____  | L | |_/ /                   |
      \  ########  |   |   | | F |   |   (   |    (___                 |
       \#        # |___|___| |___| | | J |___|______  |         S -----+----- N
        \__ ______#              |_| |_ _|    ________(  /\            |
           |  D  |\##################################  \/O/            |
           |_____| \__   _    ___|__________________ ## \/             
              /            | |   |  |   |_______   /\  # \             E
             ( E /\____|___| | G |  | I |       ) /     # )
              \_/          | |___|  |___|      /      \_,'
                           |_____  H|         (   N   /
                                 |  |          '.___,'
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|    |__|
     | # - Main Road        |
     | A - Tower/Rooftops   |  [1.2] DUNWALL STREETS
     | B - Armory           |  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     | C - Galvani's Apt.   |   COINS ---: 1232 (1490/1490)
     | D - Robbed Apt.      |   PAINTINGS: 2 (0/2)
     | E - Crumbling Apt.   |
     | F - Dunwall Courier  |  Emily/Corvo begins in the tower's storage balcony,
     | G - Boyle Industries |  filled to the brim with all manner of knick-knacks.
     | H - Fish Market      |  Of particular interest is the first of many Sokolov
     | I - Old Apartment    |  throwback paintings from Dishonored 1 -- a portrait
     | J - Black Pony Pub   |  of the Pendletons. Some coins also sit on a table
     | K - Hatters' Area    |  near the balcony door.
     | L - Pier Warehouses  |
     | M - Dreadful Wale    |  • There's a trophy for locating all the game's
     | N - Junkyard Area    |    paintings, so be sure not to forget this one.
     | O - Sewer Grate      |    It only spawns in this particular level.
     |______________________|
                               When ready, exit outside.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_| 200 |  458/1490 | Balcony area (Custis, Morgan and the Postulate Child) |
     |_|   4 |  462/1490 | Balcony area; coins near balcony door                 |
       |_____|___________|_______________________________________________________|
    
     The rooftops hold no collectibles, although characters will comment on the
     pier's whaling ship if it's spotted. While descending, look for a patrolman
     above street level -- he carries a light pouch. Those who want all loot in
     this mission should get it now, as there's no way to get back up here after
     a bit.
    
     From the balcony overlook, the castle's front entrance and guard detail are
     made visible. After a scripted convo about Ramsey, the four guards continue
     on their beat: two patrolling the area, one going into the far apartment (more
     on this in a bit) and one standing around the entrance. There's also a fifth
     in the next-door armory.
    
     The AI in this game is a bit more refined than the previous game, causing
     guards to inspect odd things, such as their missing buddies' last positions.
     For this reason, it's best to hide bodies either high up (where foes can't
     search), in containers (dumpsters, etc.) or in very secluded areas where they
     don't normally look.
    
     From a high position, look for the darkened landing near Galvani's apartment
     (out of the spotlight, has several corpses in front of it). That's a good
     place to stash the unconscious and murdered, provided the guard isn't tipped
     off somehow.
    
     In terms of goods, the guard who talked about Ramsey has a pouch, and the
     unlocked armory has a couple more finds. It's best to clear the opposition
     first, though.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 |  472/1490 | ENEMY: pouch held by 1st guard found while descending |
     |_|  10 |  482/1490 | ENEMY: street-level guard by castle entrance          |
     |_|   2 |  484/1490 | Armory by castle entrance; coin on table              |
     |_|  10 |  494/1490 | Armory by castle entrance; copper wire on shelf       |
       |_____|___________|_______________________________________________________|
    
     Once this side of the street is cleared, players can tackle the residences.
    
     The first is Galvani's apartment, on the opposite side of the street from
     the armory. One guard patrols the laboratory, but otherwise, Emily and Corvo
     can loot to their heart's desire. The combination to the safe is written
     behind the Lady Boyle painting (above fireplace).
    
     • There's a trophy for robbing Galvani multiple times. Without saying too
       much, make sure to get his safe's valuables now (pistol isn't required) as
       skipping it screws one out of "Familiarity Breeds Contempt" later.
    
     Where the two roads meet, the second apartment can be visited. There'll be a
     guard inside from earlier, provided he wasn't slain in a commotion. 
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   4 |  498/1490 | Galvani's apt.; coins on hallway cabinet              |
     |_|  10 |  508/1490 | Galvani's apt.; copper wire on fireplace cabinet      |
     |_| 200 |  708/1490 | Galvani's apt. (The Obtuse Arguments of Lady Boyle)   |
     |_| 150 |  858/1490 | Galvani's apt.; silver ingots in safe                 |
     |_|  10 |  868/1490 | Robbed apartment; pouch in hallway cabinet            |
     |_|  50 |  918/1490 | Robbed apartment; umberwood fish statue on desk       |
     |_|   4 |  922/1490 | Robbed apartment; coins in cabinet near fireplace     |
     |_|  15 |  937/1490 | Robbed apartment; lucky sphalerite on table           |
       |_____|___________|_______________________________________________________|
    
     Time to advance uptown. Before any collectible hunting, I'll address the
     outdoor guard situation.
    
     • #1 - street patrolman (beat goes by Dunwall Courier and Boyle Industries)
     • #2 - immobile guard (street barricade)
     • #3 - immobile guard (overlooks sidewalk)
     • #4 - sidewalk patrolman (goes underneath stairs)
     • #5 - sidewalk patrolman (goes underneath stairs on other side)
     • #6 - immobile guard (Boyle Industries front entrance)
    
     The easiest to eliminate are #4 and #5, as their looping routes go along the
     sidewalk and into the shadows. One side even has a dumpster to hide bodies in,
     if it comes to that. Also remember that the upper stairways can be used to
     launch nonlethal drop "assassinations" -- just use R1 instead of R2. Brain,
     meet pavement!
    
     The others are harder. The immobile duo are in each others sights, forcing
     one to lure them into a better spot. It's best to use throwables -- previous
     apartments have lots of fine decanters and bottles to smash -- to coax them
     into better spots. The lower paths #4 and #5 patrol make ideal spots once
     those enemies are nixed. (Again, make good use of the apartment stairways to
     hide or get good vantage points.) Once #2 falls, #3 easily follows, and vice
     versa.
    
     The final street patrolman (#1) who goes between Dunwall Courier and Boyle
     Industries can be baited pretty easily when his comrades are eliminated, but
     there's an additional concern: civilians. Since he's in plain sight, locals
     often see Emily/Corvo as they send him to la-la land, causing extra alerts
     (for stats) and summoning any guard who hears 'em. Quietly eliminating the
     civilians, who are otherwise harmless, can help. The guard (#6) in front of
     Boyle Industries can often be eliminated by making noise underneath his
     stairway, drawing him down.
    
     Once the guard presence on the street is eliminated, players can locate their
     collectibles. First, check the apartment next-door to the previous (not Dr.
     Galvani's) to find coins on a toppled entryway shelf. Two small booths, one
     on either side of Boyle Industries' storefront, also contain coins. Finally,
     Dunwall Courier's 1F and 3F floors can be searched. Saving the top-floor
     journalist from a guard counts as a 'special action' and earns a trophy for
     the trouble. 
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   3 |  940/1490 | Crumbling apartment; coins on overturned shelf        |
     |_|  10 |  950/1490 | ENEMY: street patrolman near Boyle Industries bldg.   |
     |_|   4 |  954/1490 | Street area, booth coins before Boyle Indst. approach |
     |_|   7 |  961/1490 | Street area, booth coins in front of Boyle Industries |
     |_|  50 | 1011/1490 | Dunwall Courier; umberwood whale statue in 1F office  |
     |_|  10 | 1021/1490 | ENEMY: Dunwall Courier 3F guard                       |
     |_|  50 | 1071/1490 | Dunwall Courier, star chart in 3F records room        |
       |_____|___________|_______________________________________________________|
    
     Next up is Boyle Industries across the street. There are only three enemies
     inside: two in the 1F main lobby, one patrolling the second-floor offices.
     There's a stairway to 2F in the alley behind the building, letting one take
     the trio unawares in easier fashion. (Note that there's an alley guard for
     the nearby fish market, plus civilians who may witness any fighting there.)
     Luring the lobby guards upstairs is rather simple bait, as there's plenty of
     bookshelves to hide on while they search.
    
     As for loot, most is in on the ground-floor lobby display cases, safe room
     or the cashier area. (Players will need to break some to get the goods, so
     be wary for extant street guards who may hear the ruckus.) Upstairs, all the
     finds are in the office area by the main stairway.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 | 1081/1490 | ENEMY: Boyle Industries 1F guardsman                  |
     |_|  50 | 1131/1490 | Boyle Industries 1F; hound statue in display case     |
     |_|  27 | 1158/1490 | Boyle Industries 1F; bunch of coins in a display case |
     |_|   4 | 1162/1490 | Boyle Industries 1F; coins on table in back room      |
     |_|   3 | 1165/1490 | Boyle Industries 1F; safe in back room                |
     |_|  10 | 1175/1490 | Boyle Industries 1F; safe in back room                |
     |_|  20 | 1195/1490 | Boyle Industries 1F; safe (tyvian ore) in back room   |
     |_|  10 | 1205/1490 | Boyle Industries 1F; safe (pouch) in back room        |
     |_|   2 | 1207/1490 | Boyle Industries 1F; on cashier-area scale            |
     |_|   4 | 1211/1490 | Boyle Industries 1F; in cashier-area register         |
     |_|   7 | 1218/1490 | Boyle Industries 1F; in cashier-area register         |
     |_|  15 | 1233/1490 | Boyle Industries 2F; office display, lucky sphalerite |
     |_|  10 | 1243/1490 | Boyle Industries 2F; pouch in cabinet by office desk  |
     |_|   5 | 1248/1490 | Boyle Industries 2F; coins on office desk             |
       |_____|___________|_______________________________________________________|
    
     Next, the fish market area, accessed via the alley behind Boyle Industries.
     Players should've already dispatched the lone guard here earlier (he spawns
     with back to player), hopefully. Loot is meager -- whale oil by a vendor's
     stall and some coins by the corpse near the shuttered wine market.
    
     But that ain't all! In the market is a red storefront -- climb it and the
     pipework up to 3F to locate a boarded-up flat, abandoned since the time of
     the Rat Plague. (This counts as a special action.) Some coins can be found
     in the bathroom and living room, while the balcony offers the best view for
     the rest of main street.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 | 1258/1490 | Off-street fish market, whale oil by cash register    |
     |_|   4 | 1262/1490 | Off-street fish market, coins by wine market entrance |
     |_|   5 | 1267/1490 | 3F apartment by fish market, coin on mattress         |
     |_|   4 | 1271/1490 | 3F apartment by fish market, coins on bathroom sink   |
     |_|   5 | 1276/1490 | 3F apartment by fish market, coins in drawer by exit  |
       |_____|___________|_______________________________________________________|
    
     Before approaching the pub and warehouses, I'll detail the road and anything
     east of it. The guard presence here is quite heavy, forcing players to lure
     foes to their doom or tackle those patrolling by their lonesome. Of the seven
     enemies, only four are inherently isolated or "snatchable": (1) by the pub
     itself, closest to the southern gate (2) walking the north-south path that
     overlooks the pier (3) in the junkyard area (4) at the junkyard entrance.
     Note the junkyard may have a civilian nearby who can spoil stealth.
    
     The other three -- walking main street, standing guard near the pub, and
     keeping watch in the large booth -- are tougher to tackle, since their POVs
     overlap some. It's best to pick off one on either side of the street (usually
     the one nearing the junkyard), then eliminate the booth watcher.
    
     Other than the guards' pouches, most items are on the street (in/on deserted
     sidewalk stalls, guard booths) or in the junkyard. Some can be found without
     tangoing with the guards, but their constant presence makes some of it much
     harder.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 | 1286/1490 | ENEMY: guard on pub's street                          |
     |_|  10 | 1296/1490 | ENEMY: guard in junkyard                              |
     |_|  10 | 1306/1490 | Pub street, pouch in small booth by entrance gate     |
     |_|   3 | 1309/1490 | Pub street, coins on fish market stall's counter      |
     |_|   5 | 1314/1490 | Pub street, coins on metal crate by pier stairway     |
     |_|   4 | 1318/1490 | Pub street, in manned guard booth                     |
     |_|   3 | 1321/1490 | Pub street, coins on crate w/ white paint cans on it  |
     |_|  10 | 1331/1490 | Junkyard; whale oil on workbench                      |
     |_|   5 | 1336/1490 | Junkyard; coins on crate opposite workbench           |
     |_|  20 | 1356/1490 | Junkyard; copper wire (2) on shelf by mini stairway   |
       |_____|___________|_______________________________________________________|
    
     With the street swept, it's time to get collectibles in the pub. There are no
     enemies here, although lingering too long can rouse suspicion and make the
     barflies call for the guards. (If they were already dispatched, none will
     come to help, of course. Also be sure they don't see any fresh bodies through
     the open door.) Coins are on the bar table, in the cash register, and in two
     pickpocketable purses.
    
     For those who played the first game, they'll remember the Hatters, one of
     Dunwall's notable gangs. A pair of those thugs have set up on the pier just
     west of the pub. Perch on the awning above and wait for their conversation to
     end; one can be drop-assassinated and the other taken unawares afterward.
    
     Loot-wise, any coins are either on outdoor tables or in the small storage
     area beneath the pub (accessible only via Hatter pier). There's extra pistol
     ammo and, in the locker, a grenade.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   4 | 1360/1490 | Black Pony Pub; coins on table                        |
     |_|  10 | 1370/1490 | Black Pony Pub; civilian woman's pouch                |
     |_|  10 | 1380/1490 | Black Pony Pub; barkeep's pouch                       |
     |_|   9 | 1389/1490 | Black Pony Pub; cash register's coins                 |
     |_|  10 | 1399/1490 | ENEMY: Carried by Hatter in pier area behind the pub  |
     |_|   4 | 1403/1490 | Pub's Hatter area; coins on outdoor table             |
     |_|   3 | 1406/1490 | Pub's Hatter area; coins on outdoor table             |
     |_|  50 | 1456/1490 | Pub's Hatter area; star chart in pub storage room     |
     |_|   4 | 1460/1490 | Pub's Hatter area; coins next to star chart           |
     |_|  10 | 1470/1490 | Pub's Hatter area; copper wire on storage room table  |
       |_____|___________|_______________________________________________________|
    
     The final step is on the western pier itself, right next to the Dreadful Wale
     ship. Those in the Hatter area can climb onto the red-roofed warehouse to get
     a better look at the four-man detail. The two nearest the ship have their
     backs perpetually (foolishly!) turned to the rest of the pier; one patrols
     near them; the last patrols near the warehouses. The immobile duo can be
     taken out silently with sleeper holds if approached properly.
    
     The loot in this area is a bit harder to find than normal. One coin is under
     the boiler between the two pier warehouses (it's a shaded area frequented by
     scurrying rats). Another is a rock in front of a waterfront sewer grate. This
     is point "O" on the ASCII map in this section and requires exiting the pier
     area a bit to obtain.
    
     Finally, one copper wire is on the Dreadful Wale's upper deck, on some cargo
     towards the prow. It's easiest to board from the hull's south side, but that
     requires eliminating the watchful pier duo (for avoiding alerts, at least).
     Players can also board on the north side, although the hagfish will attack
     en route.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   5 | 1475/1490 | Warehouse pier; coin underneath building's oil silo   |
     |_|   5 | 1480/1490 | Warehouse pier; on rock by beach's sewer grate        |
     |_|  10 | 1490/1490 | Dreadful Wale ship; copper wire on upper deck         |
       |_____|___________|_______________________________________________________|
    
     When everything's ready, talk with Meagan Foster to learn she's an ally from
     Karnaca, raring to help. Players will automatically vow to visit Karnaca to
     uncover the truth behind the Crown Killer murders. All that's left is giving
     the word. (Obviously, if players want all coins, they should decline and take
     care of that first.) Exploration of the ship is off-limits for now, note.
    
     Ending the mission will show a stats overview, detailing collectibles found
     (runes, shrines, bonecharms, coins, paintings, blueprints) as well as overall
     lethality and special actions.
    
    SPECIAL ACTIONS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Each mission has special feats that are recorded in the post-mission log.
     Most may just be "hey, look at that!" moments of no importance, but it's nice
     to see the cool things that can be done. Here's a list of known ones:
    
     • FREEDOM OF THE PRESS
       Protected the Dunwall Courier printer from Abele's agents
    
     • JESSAMINE'S WORDS
       Played Empress Jessamine's audiograph in the safe room
    
     • COIN OF THE REALM
       Took from the tower safe room's emergency reserves
    
     • TIME CAPSULE
       Enter the boarded-up room from the time of the Rat Plague. This is next to
       the fish market, remember.
    
     • THE RAMSEY FORTUNE
       Knock Ramsey unconscious, then lock him in the tower safe room with all the
       gold at his fingertips. This requires the nonlethal route when dealing with
       him (obviously) as well as locking him in manually. Using the signet lock
       from within the safe room will prevent any meddling.
    
     • DR. GALVANI'S SAFE
       Rob Galvani's safe inside his apartment near Dunwall Tower's entrance. The
       combination is written behind the painting of Lady Boyle (above fireplace).
       Looting the safe's ingots now plays into the "Familiarity Breeds Contempt"
       trophy.
    
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    02) EDGE OF THE WORLD                                                    [WK02]
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    RUNES ---: 10
    SHRINES -: 02
    CHARMS --: 08
    PAINTINGS: 04
    B'PRINTS : 02
    COINS ---: 3334 (+500 with DLC, +20 in high chaos, +2000 on no-powers run)
    
    [2.1] A STRANGE VISIT
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Runes -: 2 [2/10]
     Shrines: 1 [1/2]
    
     Try exiting through the cabin door, only to whirl around and find the weird
     sensation is really the Outsider's realm beckoning. Follow the waypoints to
     the archway for a little reminiscing, then make a decision: accept the mark
     once again or reject it.
    
     Accepting it allows players to go through the campaign with the Outsider's
     supernatural powers and all their attendant upgrades. Refusing the mark will
     start the "no-powers" run, preventing players from having any abilities and
     locking them out of some loot.
    
     Regardless of choice, the rest of the Floating Island must be explored. If
     no powers were given, the gaps are shorter and can be traversed with normal
     jumps and sprinting. Accepting the mark makes larger gaps, crossable only via
     the new character-specific ability -- Far Reach for Emily, Blink for Corvo.
     Use L2 to try it out at leisure, since mana isn't consumed in this world.
    
     Halfway through the trek, one will uncover "The Heart," a familiar object
     from the previous game. When wielded, undiscovered bonecharms and runes are
     marked on the map. (In bigger maps where areas are interconnected, only those
     in the current area are marked thusly.) Using the Heart on NPCs reveals facts
     and lore about them; this is mostly for flavor, although there's a trophy for
     doing it repeatedly.
    
     Taking the Heart is mandatory, so use it to sniff out the path to the runes'
     shrine 70 meters away. The level ends when they're taken. (Runes are used to
     upgrade abilities. On no-powers playthroughs, the upgrade menu doesn't exist;
     when runes are taken, both here and in the future, they're converted into
     coins instead, 200 apiece.)
    
    [2.2] THE DREADFUL WALE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Runes: 1 [3/10]
     Coins: 135 [135/3334]
    
     NOTE: Remember that having a fresh save for each mission is a good idea for
     finding collectibles. Making one here (don't overwrite it!) is smart.
    
     Emily/Corvo will wake up on Meagan's ship for real this time. Players who
     got the Limited Edition's "Digital Imperial Assassin's Pack" DLC can claim
     it now on the desk. Other than the guitar and lorebook (which have no real
     function), two bonecharms are given for free -- Duelist's Luck gives a chance
     for pistol ammo packs to give an extra bullet; Void Favor lets supernatural
     powers sometimes consume no mana.
    
     Check the cabin door to find a note from Meagan about finding loot to sell
     at black markets. Additionally, Sokolov left a crossbow behind, giving one
     a stealthier, silent option for long-range kills. Like the Heart, continuing
     without the bow ain't happening. (Taking the weapon obtains 100 coins, plus
     another 500 if the Assassin's Pack DLC from before is installed.)
    
     Before doing anything, use the heart to find the sunken rune about 40 meters
     from the ship. Corvo'll have to swim down to the wreck and pluck it from a
     shelf, then surface to avoid drowning. Powers aren't available underwater, so
     hurry to avoid being a hagfish snack.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_| 400 | ----/3334 | Runes in Outsider's realm (no-powers only)            |
     |_| 500 | ----/3334 | Corvo's room, given by Assassin's Pack DLC            |
     |_| 100 |  100/3334 | Corvo's room, automatically acquired with crossbow    |
     |_|  30 |  130/3334 | Belowdecks, copper wire (3) in locked storage room    |
     |_|   5 |  135/3334 | Belowdecks, bloodfly husk in Sokolov's display case   |
       |_____|___________|_______________________________________________________|
    
     Those who pursuing all trophies should start on a particularly troublesome
     one to get now, too.
    
     • TROPHY: ROYAL SPYMASTER [Part 1]
       Read all journals and hear all audiographs from Foster and Sokolov. This is
       a very missable trophy, and since it spans the entire campaign, it's best
       to just find everything on the Dreadful Wale to be sure. (Things change
       between missions, hence the dutiful searches.)
    
       • Letter from Emily -or- Letter from Corvo
         In Corvo's room, on a desk
    
       • Limited Resources
         In Corvo's room, stapled to the door (read automatically)
    
       • Maintenance List
         Lowest tier, table by main stairwell
    
       • Trying to fix the secondary engine
         Engine room, on a console
    
       • The Shindaerey Gift, a Study, By Emora Clipswitch
       • Crown Killer Strikes Again!
       • Blood of the Abele House
         All are in the belowdecks room Meagan starts in, each on a separate table
    
       • Anton Sokolov's Investigation Notes
       • Audiograph ("Anton Sokolov's Abduction")
       • Sokolov's Notes - Bloodfly Study
       • A Reflection on My Journey to the Pandyssian Continent [1]
         All are in Sokolov's room, past the hallway with his Delilah portrait
    
       • Dreadful Wale Accounting
         Ship's bridge, nightstand by Meagan's bed
    
       • A Reflection on My Journey to the Pandyssian Continent [4]
         Upper deck, on red cargo trunk next to the mast
    
       • A Reflection on My Journey to the Pandyssian Continent [3]
         Belowdecks, in locked storage room
    
     Reading the "Goodbye, Karnaca" book from the DLC pack isn't necessary here.
     The locked storage room can only be entered (initially) via one of the hull's
     watertight doors, now flung open. Go in, loot the place, and exit by smashing
     the 2x4 against the inner latch.
    
     When ready to continue, listen to Meagan's briefing to learn the Crown Killer
     was last seen around Addermire Institute, the alchemist Hypatia's laboratory.
     Reaching it'll be the goal for the next two missions. Meagan will relocate to
     the upper deck's skiff launch area, and ferries Emily/Corvo to the mainland
     when asked. (Returning to the Dreadful Wale during the mission is impossible,
     so do everything needed before leaving.)
    
    [2.3] DOCKYARD QUARTER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Runes ----: 2 [5/10]
     Shrines --: 0 [1/2]
     Paintings : 1 [1/4]
     Bonecharms: 1 [1/6]
     Blueprints: 1 [1/2]
     Coins ----: 1110 [1245/3334]
                                                       |¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
                     To Canal Square                   | • | Rune/Charm/Painting |
                  (HOSTILE TERRITORY)                  | A | Starting Point      |
                             /                         | B | Sunken Ship #1      |
                         ___/__                        | C | Dockyard            |
                        /      \                       | D | Alistair's Office   |
                       /  •   /¯\                      | E | Artist's Apartment  |
                ______/ G    /   \                     | F | Black Market Bldg.  |
            ___| |___ \     /     \       To           | G | Bloodfly Apartment  |
           #   |     | \  _/__     \__   Canal Square  | H | Fishmarket Street   |
          #    | •F  |  \/    \       \  |             | I | Sunken Ship #2      |
         #     )_____| _/    H \      (_|¯|_________   | # | Harbor Boundary     |
        #     (       ____  __  `-~.__/             |  |___|_____________________|
        #      \      \   )/  \       -> TO HOSTILE |
        #       \      \_//   _`-~._  -> TERRITORY  |
        #        \       /   / \    \___   _________|
        #         \      \  /   )    |  | |      |
        #          \      \/  D |    |  | |      |_                 N
        #           \      \    |    |  | |        |                |
        #            \      `-~.|____|E | |        |                |
        #            /               |• |_|     ___|                |
        #           / •  C  '.       |__| |____|   ##          W ---+--- E
        #          /     /'.  '.        _    |      #               |
        #         (     /   '.  '    __| | | |      #               |
        #          \   /      '.   _|    |A| |  B   #               |
        #           \_/         ) |      |_| |      #               S
        # I                     |_|        | |      #
        #                                  |_|      #
         #                                          #
          #                                        #
           ########################################
    
     • TROPHY: JEWEL OF THE SOUTH
       Set foot in Karnaca for the first time.
    
     The mission map can be roughly split into three areas. The first is Karnaca's
     docks, a neutral area where no guards patrol -- Emily and Corvo can maneuver
     without needing to be stealthy. (Civilians can still flee to fetch guards if
     attacked, etc., though.) The map above is a little contrived, but should be
     sufficient for points of interest. Buildings of no importance aren't listed.
    
     Without threats, players are free to explore at their leisure. Since one of
     Meagan's tips was to find the black market, and black markets cost dough, a
     loot run of the docks seems wise. (Don't worry about the swimming sections.
     These shallow waters are guarded by currents, so no hagfish appear.)
    
     The waterfront has three docks; Meagan's parked on the easternmost. Steal a
     pouch from the workbench-using NPC, then hop into the water nearby to find a
     medium-sized shipwreck. Its submerged deck holds an ivory scrimshaw and some
     small change worth 10 coins. After, make for the central pier, the smallest
     of the three. The rowboat on the cement walkway has copper wire.
    
     Visit the third pier afterwards -- it's impossible to miss due to the whale
     carcass bleeding out on its boat ramp. In addition to the whale oil and raw
     whalebone on the table beside it, a rune is hidden in the critter's mouth.
     Lastly, steal two pouches from the men near the moored boat, then hop into
     that vehicle's cabin. There's a pouch under a bunk, plus a whaling map next
     to the audiograph machine.
    
     Continue west along the waterfront, toward the pier's end -- there's a second
     whale carcass there. Nearby, two coins are on the shaded table, plus copper
     wire in a sunken rowboat next to the whale's mouth.
    
     • OPTIONAL: There's another sunken boat to find. It contains no coins, just
       ammo (sticky grenades, springrazors, sleep darts, crossbow bolts) of a
       lethal persuasion. The easiest way to find it is locating the second whale
       carcass, then swimming directly opposite its tail. The wreck is almost
       directly below a buoy underneath the carriage rails.
    
     Return to the shore again, and make for the streetside bar between piers two
     and three. One of the male NPCs walking near here carries a pouch; he'll be
     at the bar or walking on the ramp nearby.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 |  145/3334 | NPC: dockworker near sunken boat                      |
     |_|  30 |  175/3334 | Docks, ivory scrimshaw in sunken boat                 |
     |_|  10 |  185/3334 | Docks, coins in sunken boat (same one with scrimshaw) |
     |_|  10 |  195/3334 | Docks, copper wire in center pier's rowboat           |
     |_|  10 |  205/3334 | Docks, whale oil on table near 1st whale              |
     |_|  10 |  215/3334 | NPC: male civilian wandering near 1st whale           |
     |_|  10 |  225/3334 | NPC: male civilian wandering near 1st whale           |
     |_|  20 |  245/3334 | Docks, boat moored by 1st whale; pouch under a bunk   |
     |_|  50 |  295/3334 | Docks, boat moored by 1st whale; map by audiograph    |
     |_|   2 |  297/3334 | Docks, coins on walkway table near 2nd whale          |
     |_|  10 |  307/3334 | Docks, copper wire in sunken rowboat by 2nd whale     |
     |_|  20 |  327/3334 | NPC: Male civilian wandering near bar/ramp area       |
       |_____|___________|_______________________________________________________|
    
     A visual aid helps for the next part.
    
     IMAGE: http://i.imgur.com/9brsDac.jpg
    
     The indicated coins are on a crate near the ramp and in a flowerpot on one of
     the balconies -- a total of 5 coins. The awning lets one slip into Alistair's
     office (the architect of Dunwall's flagship) for other goodies -- coins on a
     desk and a statue in the unlocked safe. Blueprints for Incendiary Bolts can
     be found within as well. Alistair himself won't be pleased to find intruders,
     however, so be prepared to deal with him.
    
     Another 220 coins can be found in an artist's apartment, accessible only via
     a high balcony near the middle pier. It can be easily reached via Blink and
     Far Reach, using outcroppings by the balconies. (Interestingly enough, even
     players on no-powers runs can manually make the jumps, even if some seem out
     of reach. Just save first...) Inside, there's a pouch on a mattress and the
     "Isometry of High Overseer Thaddeus Campbell" painting on the easel.
    
     Return to street level and continue west up the street. The black market is
     the reddish building and the next stop. Before entering, though, snag copper
     wire off an outdoor crate near all the stacked barrels.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   3 |  330/3334 | Docks, coins in flowerpot (balcony overlooking bar)   |
     |_|   2 |  332/3334 | Docks, coins on crate by bar (under awning by ramp)   |
     |_|   3 |  335/3334 | Docks, Alistair's office; coins on desk               |
     |_| 100 |  435/3334 | Docks, Alistair's office; blood amber statue in safe  |
     |_| 200 |  635/3334 | Docks, artist's apartment (Isometry of High Overseer) |
     |_|  20 |  655/3334 | Docks, artist's apartment; pouch on mattress          |
     |_|  10 |  665/3334 | Docks, wire on crate in front of black market bldg.   |
       |_____|___________|_______________________________________________________|
    
     The Black Market has four stories to explore.
    
     Start on 1F, containing the building's dingy red-bricked foundation. The NPC
     who spawns by the guard's corpse carries a pouch; if left alone, he relocates
     to the street entrance nearby. (It's easy to overlook him at this point since
     he's immobile and leaning against the wall hides the fact he has a pouch.)
     Behind the corpse room, but before the homeless man's area, is a cargo area
     with an unused distillery -- copper wire is on a box right by it.
    
     The market itself is on 2F and is always of importance, for several reasons:
     (1) it's the only area to buy ammunition (2) it's the only place to upgrade
     gear (3) markets tend to sell runes and other trinkets that may be of use in
     the level (4) those trying to get all coins must rob each market encountered
     to do so. Players who found the blueprints in Alistair's office can now buy
     Incendiary Bolts. However, don't buy the "Location of Sunken Supplies" map,
     as I noted it in an earlier bullet point.
    
     • OPTIONAL: ASSIST MINDY BLANCHARD -- Mindy is an lieutenant in the Howlers
       gang and will beckon Emily/Corvo into her small lounge, located behind the
       market. (The 2F window is the easiest way in.) The ensuing conversation
       leads to an optional objective: steal a particular corpse for her to earn
       her assistance in reaching Addermire Station. Doing this earns no coins,
       just other loot. However, it's not relevant until the [2.4] section, so
       ignore it for now.
    
     To get the next batch of loot, players must exit the black market and go onto
     its northern cement terrace. (Image: http://i.imgur.com/91POInm.jpg)
    
     Ignore the bloodfly apartment for now and find the shortcut into Mindy's
     lounge. There are coins in that shaded archway, on a wooden platform above
     the door. Next, climb up to the abandoned apartment and take the silver dust
     from near the wheelchair. This loft gives another shortcut into Mindy's area,
     as well as giving a makeshift walkway into the 4F black market apartment (use
     the pipe walkway). This lets players steal the bedroom's withered ryegrass,
     the scrimshaw from a stairside shelf, and a pouch on the 3F desk. The 3F
     workshop also contains a variety of ammo, similar to the sunken ship's gear.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  20 |  685/3334 | NPC: Black Market 1F (later relocates to bldg street) |
     |_|  10 |  695/3334 | Black Market 1F; copper wire on cargo by distillery   |
     |_|  20 |  715/3334 | Black Market 2F; pouch on apartment's desk            |
     |_|  30 |  745/3334 | Black Market 3F; withered ryegrass in bedroom         |
     |_|  20 |  765/3334 | Black Market 4F; scrimshaw on shelf by stairway       |
     |_|  10 |  775/3334 | Black Market area, 4F; silv. dust in apt. above Mindy |
     |_|   2 |  777/3334 | Black Market area; coins on board above back entrance |
       |_____|___________|_______________________________________________________|
    
     Also of particular interest is the memo (on same table as pouch) that notes
     the black market's assistant had a spare key. His current location? Why, the
     bloodfly-infested apartment everyone avoids like the plague. Interesting...
    
     Before venturing into the bloodfly zone, let's clean up the miscellaneous
     loot on the black market's bloodstained street. An NPC atop the bluish,
     triangular building has a pouch; at the foot of that building is a sidewalk
     workbench with whale oil on it. (To reach the roof on a no-powers playthrough,
     use the cross-street balcony. It requires a running jump onto the flat-topped
     lamppost.) Around the corner is an alley with two dumpsters -- one containing
     a corpse, the other tipped over. Above the alley is whale oil on a painter's
     scaffold.
    
     The remaining items are across the street. The aforementioned balcony that
     leads to the lamppost has a pearl fan on it, and directly below the fan's
     location, is a fish-cutting area. Angelfish scales are on the table there,
     next to the wicker baskets of kelp. Finally, the small workshop connected to
     the fish-cutting area -- where a male NPC is always working diligently -- has
     copper wire to take.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 |  787/3334 | NPC: on triangular building's roof by black market    |
     |_|  10 |  797/3334 | Street area; whale oil on workbench                   |
     |_|  10 |  807/3334 | Street area; copper wire in NPC's work area           |
     |_|  10 |  817/3334 | Street area; whale oil in dumpster alley (2F plank)   |
     |_|  10 |  827/3334 | Street area; angelfish scales on below-balcony table  |
     |_|  40 |  867/3334 | Street area; pearl fan on balcony above angel. scales |
       |_____|___________|_______________________________________________________|
    
     Next is the bloodfly den, accessed right near the shortcut to Mindy's lounge.
     It's almost impossible to miss, since its facade has 'Seized!' and 'Condemned'
     banners hanging off it. A corpse hanging from the open window provides the
     easiest ingress. (For all intents and purposes, this entry area will be known
     as 1F.)
    
     Inside, players will get their first real interaction with bloodflies, the
     Dishonored 2 version of rat swarms. The game hypes them up, but players can
     simply cut them out of midair. Be sure to destroy their nests (red-colored)
     before they can make more. Incendiary bolts and thrown flammable bottles work
     well, too. Nixing bloodflies does NOT count as kills in the Stats screen, so
     go wild.
    
     1F: The dilapidated barroom has four coins under the active bloodfly nest.
     However, most items are in the quarters beyond the serving counter: coins on
     a desk, lucky sphalerite on a shelf above the bed, and blood amber in the
     second nest. (General tip: blood amber is occasionally hard to find after a
     nest's smashed.) In the nearby stairwell, a female corpse has 30 coins going
     to waste.
    
     2F: The stairwell nest has more blood amber. The two nests in the flat don't,
     but one is right near a bonecharm, plus other goodies (whale oil and tyvian
     ore). Entomophobes can use the stairwell's box of liquor to blaze any nests
     without wasting ammo/health. (The closet has incendiary bolts, also.)
    
     3F: The stairwell is blocked off here, only allowing players to enter the
     "three-corpse room," notable for its dead residents. A pouch lays near their
     suitcase; an ivory scrimshaw is on the floor near the wall breach. This leads
     into the "piano room," an apartment stretching down to 2F. The stairway nest
     has blood amber and the bedroom has pied avocet feathers. Players planning to
     enter the next section via this building should unlock the barred door -- it
     only opens from this side.
    
     4F: This area is easily missed. To reach it, go to the piano room's titular
     instrument and look for a stopped-up doorway past the sofa. This leads up to
     another fly-ridden apartment guarded by a nest keeper NPC. They can be a pain
     in the ass to fight thanks to the bloodflies they spawn, plus resilience to
     gunfire. Sleep darts and fire sources are great against 'em. (Their demises
     count as kills in the stats menu, however.) When the area's clear, get the
     husk on the bathroom counter, plus the black market key in the bedside display
     case.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   4 |  871/3334 | Bloodfly apartment, 1F; coins on table in bar area    |
     |_|  25 |  896/3334 | Bloodfly apartment, 1F; blood amber (bedroom nest)    |
     |_|   3 |  899/3334 | Bloodfly apartment, 1F; coins on desk in bedroom      |
     |_|  15 |  914/3334 | Bloodfly apartment, 1F; sphalerite on bedroom shelf   |
     |_|  30 |  944/3334 | Bloodfly apartment, 1F; coins on corpse in stairwell  |
     |_|  25 |  969/3334 | Bloodfly apartment, 2F; blood amber (stairwell nest)  |
     |_|  20 |  989/3334 | Bloodfly apartment, 2F; tyvian ore by bonecharm/nest  |
     |_|  10 |  999/3334 | Bloodfly apartment, 2F; whale oil by bonecharm/nest   |
     |_|  30 | 1029/3334 | Bloodfly apartment, 3F; floor pouch in 3-corpse room  |
     |_|  30 | 1059/3334 | Bloodfly apartment, 3F; floor scrimshaw, 3-corpse rm. |
     |_|  25 | 1084/3334 | Bloodfly apartment, 2F; blood amber (piano room nest) |
     |_|  10 | 1094/3334 | Bloodfly apartment, 2F; pied avocet feathers @ bedrm. |
     |_|   5 | 1099/3334 | Bloodfly apartment, 4F; husk in nest keeper's apt.    |
       |_____|___________|_______________________________________________________|
    
     Those wanting a shortcut to ground level can use the nest keeper room's
     window -- just smash the shutters, jump, and Blink/Far Reach before hitting
     the ground.
    
     • OPTIONAL: ROB THE BLACK MARKET -- With the new key, players can slip into
       the market's storehouse via Mindy's lounge and obtain the loot in the table
       below, as well as any object currently in the display shutters. Don't let
       the shopkeeper notice the thefts, though -- if he's killed, incapacitated,
       or tipped off, the market closes down for the rest of the mission! (Mindy
       will also attack if she catches one robbing the till area's wares.) Those
       having trouble robbing the till without being heard should know the coins
       can be taken without jumping around. Inspect the till while crouched at
       ground level and the currency can be taken piecemeal, even if the camera
       doesn't show it.
    
     Robbing any shop will earn the "Black Market Burglar" trophy. Players should
     be aware, however, that robbing any more than that will prevent earning the
     "Songs of Serkonos" trophy in a later level.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  20 | 1119/3334 | Black Market, shop area; whale oil (2) on shelf       |
     |_|  40 | 1159/3334 | Black Market, shop area; copper wire (4) on shelf     |
     |_|  11 | 1170/3334 | Black Market, shop area; coins in cash register       |
     |_|  75 | 1245/3334 | Black Market, shop area; silver ingot by register     |
       |_____|___________|_______________________________________________________|
    
     Players can start the next section in the bloodfly apartment's 2F piano room
     if they wish. However, since the walkthrough intends to note all coins, it's
     more pertinent to begin at the other location: up the black market's bloody
     street.
    
    [2.4] CANAL SQUARE [HOSTILE TERRITORY]
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Runes ----: 5 [10/10]
     Shrines --: 1 [2/2]
     Paintings : 2 [3/4]
     Bonecharms: 4 [5/6]
     Blueprints: 1 [2/2]
     Coins ----: 1164 [2409/3334]
    
     The mission's second leg takes place around the Canal Square, all of it being
     hostile territory. Players aiming for no kills, no alerts, and so on'll need
     to proceed more cautiously, as guards attack on sight. An extra twenty coins
     will be available later for those on high chaos.
    
                 TO ADDERMIRE                    |¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
                    STATION                      | • | Rune/Charm/Painting |
                   /       \  ,~-'¯\             | A | Wall of Light       |
                 |¯|       |¯(  J   )            | B | Wall's Turbine      |
                _| |       | |_____/             | C | Ransacked Apartment |
               |   |___    | |     )             | D | Canal/Stockade      |
               | | |   |   | |     |             | E | Bloodfly Apartment  |
               | | ( F |   | |_____|             | F | Doctor's Office     |
               | |  \__|___| |  •  |   Bay       | G | Karnaca Enclave     |
               | |  _______  | •G• | Overlook    | H | Barber Shop         |
           ____| | |   |•  | |_____|_/           | I | Pawn Shop Alley     |
          |      | |    ¯¯¯|         |           | J | Dentist's Building  |
          | E  ) ) |   |¯| | •  _____|           |___|_____________________|
          |___/ /| |   | | |   |   |
              \/ | | D | | |   | H |    We'll begin near point "A" on the map, the
                 | |   | | |   |___|_   wall of light upstreet from the black
      W    N    _| |   | |___  |     |  market. There are three guards here: one
       \  /    |    ___|_____| |     |  on a small terrace and two near the wall
        \/     |_   ___| ••  | |     |  of light itself. As Emily/Corvo approaches,
        /\       | |   | •C• |I|   • |  the lower duo is scripted to argue with a
       /  \     _| |___|_____|_|_____|  merchant NPC.
      S    E   | |A ___   _____|  |  |
               |   |     |     |__|__|  If left to their own devices, the guards
               |   |  B  |              will toss the NPC into the wall of light,
              _|   |_____|      demonstrating its lethal capabilities. Saving the
          TO-|___  |            merchant is a "special action" in the post-mission
       DOCKS     | |            listing, and earns the mission-specific "Stay of
                 |_|            Execution" trophy when done.
    
     There are two easy ways to save the NPC: (1) sleep-dart the NPC (2) attack
     the guards before the fatal push occurs. The first method safely interrupts
     the scripted event, and is easier than sleep-darting both guards. (Tranqing
     just one causes the other to kill the guard manually.) The brazen assault
     strategy turns their focus onto Emily/Corvo, giving the poor sod time to
     escape. Be careful attacking the guards near the Wall of Light, since their
     coin pouches disintegrate if their corpses're fly into it.
    
     Interestingly enough, if the player brazenly saves the guard, one can follow
     the NPC back into neutral territory (stairway by black market terrace) and
     he'll acknowledge the assist. The line about being saved only occurs if he
     knows Emily/Corvo did it, however.
    
     Anyway, with the Wall of Light area clear, it's loot time (other than the
     two pouches carried by the corrupt guardsmen)! The small table in front of
     the Wall has a few coins; the shaded booth right next to it has a 100-coin
     redshark statue inside. The street's empty market also has a few coins on
     a balance scale and in a cash register. Finally, players can Blink/Far Reach
     up to the loft directly above the Wall to find a pouch. Use the lamppost as
     a stepping stone if need be. (No-powers players can't get that final pouch.)
    
     The Wall of Light can be bypassed via said loft's window or, more easily, by
     shutting off the turbine that powers it (on cement terrace). But don't run
     down the street just yet! Head to Point "C" on the map -- a 2F apartment
     being inspected by two Overseers -- for more fun.
    
     The best way to proceed here is entering through the 2F balcony, rather than
     the main entrance. This way, one can KO/kill the Overseer rummaging around,
     then take the other (scripted chat with female NPC in stairwell) unawares.
     Doing it the other way 'round is slightly harder, since one of the NPCs moves
     around less frequently.
    
     All loot here is available in or by the living room: withered ryegrass in a
     flowerpot, avocet feathers on a desk, a bonecharm in the floor's exposed
     hiding spot; and a bathroom shrine containing two runes, plus an exquisite
     painting (The Outsider in Conditional Dreams).
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 | 1255/3334 | GUARD: nearest wall of light's turbine                |
     |_|  10 | 1265/3334 | GUARD: the merchant-harasser nearest wall of light    |
     |_|   6 | 1271/3334 | Wall of Light area; coins on table in front of Wall   |
     |_| 100 | 1371/3334 | Wall of Light area; redshark statue in booth by Wall  |
     |_|   2 | 1373/3334 | Wall of Light area; coins on street table's scales    |
     |_|   8 | 1381/3334 | Wall of Light area; coins in market cash register     |
     |_|  10 | 1391/3334 | Wall of Light area; pouch in room directly above Wall |
     |_|  10 | 1401/3334 | Overseer Apartment; pied avocet feathers on a desk    |
     |_|  20 | 1421/3334 | Overseer Apartment; withered ryegrass in a flowerpot  |
     |_| 200 | 1621/3334 | Overseer Apartment (Outsider in Conditional Dreams)   |
       |_____|___________|_______________________________________________________|
    
     To enter the Canal Square area properly, players can (1) pass through the
     Wall of Light road, or over it via the loft (2) exit the bloodfly-infested
     building from earlier (3) break through the white shutter in the Overseer
     apartment's entryway.
    
     IMAGE: http://i.imgur.com/pJEu3aR.jpg
    
     Players can proceed how they like here, but in terms of collectibles, it's
     easiest to start on the main street (passes through wall of light) as that's
     where the highest guard presence is. Let's begin there.
    
     We won't be approaching Addermire Station any further than the checkpoint at
     this time, so players can focus just on the nearest foes. Of the four foes,
     the most alert actively patrols the street, often in the sights of an inert
     sidewalk watchman. (The other two are preoccupied/sleeping, making them easy
     targets no matter which route is taken.) It's best to nix the sidewalk guy
     first, then pick off the patrolman before he notices something's wrong and
     rushes over.
    
     In terms of collectibles, the two most alert guards each carry a pouch, and
     the black-clothed woman standing down the street has one, too. The bloodfly
     dumpster by the inert guard contains copper wire, too. Hop onto the doctor's
     office balcony afterwards (requires Blink/Far Reach) to find a bit more loot:
     a bloodfly husk and a health elixir. The office's other balcony overlooks the
     Karnaca Enclave, but ignore it for the moment.
    
     Next, it's time to inspect the canals. Most of the NPCs here are civilians
     who won't bother Emily/Corvo, though they'll join in if any of the nearby
     guards sound an alarm. There are two of note, both by the waterside whipping
     posts (one immobile, one lightly patrolling). All the coins in this area are
     on a table by the whipping posts, with another at a victim's feet. It's
     quite possible to get the items without bothering the guards, provided one
     acts when the patroller is farthest away.
    
     The canal also has a rune at its far end, stuck inside some drainage debris.
     The only way to claim it is shooting the debris, which makes it slide down
     to arm's reach. Crossbows' silent shots make for the easiest tool here.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 | 1631/3334 | GUARD: sloping street parallel to canal (immobile)    |
     |_|  10 | 1641/3334 | GUARD: patrolman on sloping street parallel to canal  |
     |_|  20 | 1661/3334 | NPC: black-clothed woman standing on canal's street   |
     |_|  10 | 1671/3334 | Street parallel to canal; wire in bloodfly dumpster   |
     |_|   5 | 1676/3334 | Doctor's office; bloodfly husk on a countertop        |
     |_|  16 | 1692/3334 | Canal walkway; coins/pouch on table by whipping posts |
     |_|   5 | 1697/3334 | Canal walkway; coin in front of whipping post victim  |
       |_____|___________|_______________________________________________________|
    
     For the next part, we'll go to the Karnaca Enclave (a.k.a. Overseer Outpost)
     area, a small raised street on the canal's other side. This area contains a
     small plaza, barbershop, boarded-up alley, and a bay overlook. I suggest
     going back to the overseer apartment's canal balcony before starting.
    
     This area can be done in any order, but I find it best to do the barbershop
     first, as we'll rarely be at ground level again from here on out. It's only
     accessible from the 1F plaza entrance. Evading the Overseers' sights means
     keeping to the shadows and stealthily entering. Players on no-ability runs
     can just crouch-walk into the store. The front till's coins and the latrine's
     bath salts are the only items to find.
    
     Next, the boarded-up bloodfly alley. This area is directly opposite the
     Enclave's ongoing sermon, but only readily accessible in low chaos. In high
     chaos, the alley is completely boarded up, forcing other measures. (Use the
     canal balcony from before, hop onto the striped window awning, then ease
     around the corner using the wooden walkway. At around 3F-4F, there's an open
     window that gives access to the dead end below.) There will always be bath
     salts in the pawn shop's display, plus some other ammo. On high chaos,
     there'll be two bloodfly nests and an additional corpse pouch to take.
    
     Return back to the upper window. This time, instead of going lower, use the
     awnings to reach the rooftop. Using the heart, there'll be a bonecharm icon
     about 30 meters away, next to a bloodfly-ridden corpse. Continue toward the
     red Karnaca Enclave building (still on the rooftops) and locate the sitting
     area above the barbershop. The crate next to a pistol contains 60 coins worth
     of pouch goodies.
    
     Finally, the alley running along the Karnaca Enclave leads to a shaded bay
     overlook. One of the female NPCs here (there are usually two) carries a pouch
     to take. Depending on how one chooses to proceed, it may be easier to claim
     in the walkthrough segment below. Note that the NPC may flee if a commotion
     is raised; it'll take some time before she returns there.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 | 1707/3334 | NPC: woman in black pants by Karnaca Enclave's crane  |
     |_|   8 | 1715/3334 | Barber shop; coins in register                        |
     |_|  15 | 1730/3334 | Barber shop; salts in bathroom                        |
     |_|  15 | 1745/3334 | Boarded-up bloodfly alley; salts in pawn shop window  |
     |_|  20 | 1765/3334 | HIGH CHAOS: Boarded-up bloodfly alley; corpse pouch   |
     |_|  60 | 1825/3334 | Barber shop rooftop; heavy pouches (2) in sofa crate  |
       |_____|___________|_______________________________________________________|
    
     Next, we'll tackle the Enclave itself. This red building can be entered from
     various ways: the rooftop entrance, any open window/balcony on the side that
     overlooks the lower plaza, and (of course) the front door. Any will do, but
     the walkthrough will begin at the latter, for two reasons:
    
     1) There's loot on many floors, and starting at ground level works best, as
        it avoids pointless backtracking. The pouch-carrying NPC woman from above
        is within walking distance from 1F, and the outer balconies are accessible
        as well.
    
     2) Next to the sermon-spouting overseer in the plaza are a rune, bonecharm,
        and two raw whalebone pieces -- it'd be pointless to leave those behind!
        Getting them is tricky, however, as the stories told here are endless. To
        snag the items, players can teleport down behind the guy, quickly snag the
        loot, then teleport back up to the balcony overlook. (Eliminating the
        2F balcony overseer beforehand is smart.)
    
        Alternately, raising a ruckus to stop the scripted sermon can help. This
        may be as simple as shooting an arrow from stealth, or letting an overseer
        catch sight long enough to get suspicious. Once the crowd disperses and
        the overseers leave the relics table alone, taking them -- or KOing the
        spread-out enemies -- are much easier.
    
     So, we'll start the main course on 1F. The building has six stories, but
     a few are completely blocked off, possibly making this a quick in-and-out
     scenario. (Maps of the area can be obtained around most stairwell areas.)
    
     1F: This is the deserted front lobby and has no guards to speak of. (If Emily
         or Corvo raises an alarm, they may go in here, however. Guards may also
         spot players through the open door, so be careful.) Behind the main desk
         is an ivory scrimshaw in a breakable display case.
    
     3F: Contains the vice overseer's office and the highest guard presence: one
         in said office, one in the dining room, and another in the prayer room.
         After any scripted actions, they'll split up, leading to easy takedowns.
         Note that nonlethal attacks on sitting NPCs can be very hard, so sleep
         darts may be easier.
    
         Loot? Besides the dining room guard's pouch, the same room has whale oil
         on the table. The prayer room has coins on one of the empty bookstands,
         while the office has a valuable painting (The Vice Overseer's Predicate
         Logic) and a blueprint on the desk.
    
         The combination to the locked safe -- which contains 225 coins worth of
         silver ingots, plus raw whalebone and a rune -- is hinted at via the
         dining room's note ("Strictures to Keep You Safe"). The "Seven Strictures"
         book next to the safe assigns each passage a number, allowing players to
         learn the solution. The mission update will basically give out the answer
         if all the clues are collected (it's often 1-5-3).
    
     4F: Two enemies are here, and begin in a room discussing a "heretic". This
         is actually the corpse of Amadeo in the interrogation room -- the one
         Mindy wants stolen. After the conversation, the overseers split up and
         can be eliminated piecemeal. (One carries the interrogation room's key,
         though smashing the glass pane or using the window awnings to sneak in
         is fine, too.) The only loot on this floor is a guard's pouch and items
         on the interrogation room's table (corrupted bonecharm, coins, ammo).
    
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  30 | 1855/3334 | Enclave, 1F; ivory scrimshaw behind reception desk    |
     |_|  10 | 1865/3334 | GUARD: Enclave 3F, usually standing by a dining table |
     |_|  10 | 1875/3334 | Enclave, 3F; whale oil near dining table guard        |
     |_|   4 | 1879/3334 | Enclave, 3F; coins on prayer room bookstand           |
     |_| 200 | 2079/3334 | Enclave, 3F (Vice Overseer's Predicate Logic)         |
     |_| 225 | 2304/3334 | Enclave, 3F; silver ingots (3) in safe                |
     |_|  10 | 2314/3334 | GUARD: Enclave 4F, talking about Byrne arriving       |
     |_|   5 | 2319/3334 | Enclave, 4F; coins on interrogation room table        |
       |_____|___________|_______________________________________________________|
    
     Before doing any corpse hauling, head up to the Enclave's roof and eliminate
     the final two guards (they carry nothing). Be careful about it, as dropping
     corpses over the ledge -- a common occurence during swordfights -- can cause
     unneeded panic down below. This could actually negatively impact the next
     section, so be mindful.
    
     The adjacent roof is point "J" on the map -- the dentist building Mindy wants
     to meet at -- and its rickety balcony entrance leads into Silvio's apartment.
     There's 90 coins of loot on or by the bedroom corpses, plus a bloodfly swarm
     (high chaos only).
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  20 | 2339/3334 | Silvio's apartment; feathers (2) in bedroom           |
     |_|  10 | 2349/3334 | Silvio's apartment; bloodfly husks (2) in bedroom     |
     |_|  20 | 2369/3334 | Silvio's apartment; withered ryegrass in bedroom      |
     |_|  40 | 2409/3334 | Silvio's apartment; pearl fan in bedroom              |
       |_____|___________|_______________________________________________________|
    
     That about does it for the Canal Square section. Those seeking Mindy's aid
     should take Amadeo's corpse from the interrogation room and head to the roof
     again.
    
    [2.5] ADDERMIRE STATION AREA [HOSTILE TERRITORY]
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Runes ----: 0 [10/10]
     Shrines --: 0 [2/2]
     Paintings : 1 [4/4]
     Bonecharms: 1 [6/6]
     Blueprints: 0 [2/2]
     Coins ----: 945 [3354/3334]
                    ______________
                   |    \ \  DE \ \                  |¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
                   |     ) \ ••  ) \                 | • | Rune/Charm/Painting |
                   |     |  ¯¯¯¯¯   \                | A | Starting Point      |
                  _|     |      /¯¯\_)               | B | Marketplace         |
               __| |  C  | |\  _)   \                | C | Addermire Station   |
              /    |     | |_) \     \               | D | Winslow Safe Co.    |
             /  F  |     |____  )_____\_________     | E | Hypatia's Apartment |
            (______|     |          B           |    | F | Carriage (Exit)     |
                   |_____|____   _______   _____|    |___|_____________________|
                              | |       | |     |
                              |A|       |A|     |<-- Mindy's meeting spot
                              | |       | |_____|       (Dentist's Office)
    
     Addermire Station is the final segment of the mission and has a high guard
     presence on its surrounding streets. Yet, it also has a small civilian-run
     marketplace (neutral territory) that acts as a nice buffer zone.
    
     • OPTIONAL: BRING MINDY A CORPSE -- If one spoke to Mindy in the 1st neutral
       zone, she'll automatically have relocated to the meeting spot's basement.
       The only entrance is a street-level stairway. Civilians will raise an alarm
       if Emily/Corvo carries a stiff in plain sight, so the easiest way to do
       this is starting on the dentist building's roof, tossing it over the side
       (near the cliffs), then descending normally to get it. Throw the corpse in
       the shallow grave to end the objective and earn the "Morbid Theft" trophy.
    
       If players find the rofff toss spooks the NPCs (drawing guards to the area),
       there are other ways to descend. For example, using Blink/Far Reach to hop
       onto the market lamppost, then down into the basement stairwell. Note that
       the two NPCs by the carriage rails will probably spot one doing this, so
       tranqing them is often necessary. (If they fall on the electrified rails,
       it'll likely count as a kill for the mission, so be wary.)
    
     As a reward, Mindy will have a lackey disable the carriage rails' power,
     turning the health hazard into a cakewalk. There'll be no need to bother with
     most of Addermire Station's defenses. Additionally, she throws in some extra
     bonuses: ×2 S&J Health Elixir, ×2 Addermire Solution, ×3 Crossbow Bolts. (A
     fiver coin is on the couch by Ms. Blanchard, also.)
    
     The walkthrough will continue as though Mindy's help wasn't enlisted, 'cause
     running straight to the finish line avoids nearly all the remaining loot. A
     note about this area: if players alerted the guards around the Enclave, there
     may be a roaming patrol (usually two-man) of overseers here. Likewise, if any
     fracas occurs near the market itself, Addermire Station guards may run to the
     NPCs' aid. But anyway...
    
     One of the female cooks at the market's food stand carries a pouch, while the
     active vendor has goods in the cash register and front counter (blood amber
     statue worth 100 coins). Opposite the cooking area is a shuttered storefront
     with a few side entrances accessible; whale oil and two copper wire coils are
     inside. Finally, around the corner from the performers is a stairway down to
     a dead end, currently someone's living space. A few coins are by the stove.
    
     • TROPHY: SONGS OF SERKONOS [Pt. 1]
       This feat requires listening to duos performing music three times. The
       very first is in the marketplace, kittie corner from the cooking area. To
       ensure the songs "count" toward the trophy, it's best to stand around and
       hear a full cycle. (As mentioned before, robbing more than one black market
       will screw up this trophy, preventing the 3rd duo from appearing, so keep
       that in mind!) Panicking the populace here can make the performers stop
       entirely, so be careful.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   5 | 2414/3334 | Marketplace; coin on sofa at Mindy's burial spot      |
     |_|  10 | 2424/3334 | NPC: pouch carried by female cook at marketplace      |
     |_|  20 | 2444/3334 | Marketplace; wire (2) in shuttered shopfront area     |
     |_|  10 | 2454/3334 | Marketplace; whale oil in shuttered shopfront area    |
     |_| 100 | 2554/3334 | Marketplace; blood amber statue at open vendor stall  |
     |_|   3 | 2557/3334 | Marketplace; cash register coins (amber statue stall) |
     |_|   3 | 2560/3334 | Marketplace; coins at makeshift bed in station strwy. |
       |_____|___________|_______________________________________________________|
    
     Approach Addermire Station's street when ready.
    
     Players who've had enough of this level can just walk along the rails toward
     the carriage station, provided Mindy hosed its power. From there, one must
     eliminate a few more guards and hop into the lone carriage to exit the level.
    
     For those who want to wring Karnaca of every last cent, there's more work to
     be had. Instead of going to the station itself, head downstreet toward the
     Winslow Safe Shop. This will have to be done in the shadows or by using the
     2F balconies/awnings, as there are numerous guards in the area, including one
     who hangs out right in front of the destination. (He's always facing away,
     though, and can be silently eliminated when taken from behind.)
    
     • TROPHY: SOUVENIRS [2 of 10]
       The next trinket to obtain for the Dreadful Wale is an Elite's helmet, worn
       by precious few of the red-shirted veterans around Addermire Station. They
       don't spawn anywhere else in the level. The item is silently obtained when
       one of the particular foes are killed or knocked out nonlethally. Since one
       won't return to the ship until after the next mission, consider picking up
       the body (if knocked out) to make sure. The helmet will NOT disappear from
       KO'd guard's body, which is why this step can be rather perplexing. (If
       the helmet is knocked off, as with a crossbow headshot, it can't be picked
       up either...odd.)
    
     The safe shop is a quick stop, but fruitful: there are 4 coins in the cash
     register, plus a document that reveals the safe's combination (0-9-3). The
     reward is 300 coins worth of ingots, plus a bonecharm and pistol ammo. Check
     the back room as well, as Dr. Hypatia left her apartment key there.
    
     Visit 3F to find it. The key unlocks the front door, but can also be broken
     down with the 'Greater Strength' perk. Sneaky types can also use the balcony
     that overlooks the street (requires exiting out 3F hallway door, then going
     up pipework).
    
     In any case, her place can be burgled for a 370-coin take. Her Sokolovian
     portrait (Hypatia's Projective Gaze) hangs in the hallway, and there are two
     bath salts in her bathroom. In the living room, there's a bloodfly statue on
     the desk, plus a pearl fan on a small table. A few pieces of crossbow ammo
     and health/mana elixirs are here as well.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   4 | 2564/3334 | Winslow Safe Shop, 1F; coins in cash register         |
     |_| 300 | 2864/3334 | Winslow Safe Shop, 1F; ingots (3) in safe             |
     |_| 200 | 3064/3334 | Hypatia's apartment (Hypatia's Projective Gaze)       |
     |_|  15 | 3079/3334 | Hypatia's apartment; salts in bathroom cupboard #1    |
     |_|  15 | 3094/3334 | Hypatia's apartment; salts in bathroom cupboard #2    |
     |_| 100 | 3194/3334 | Hypatia's apartment; bloodfly statue on a desk        |
     |_|  40 | 3234/3334 | Hypatia's apartment; pearl fan by sofa's table        | 
       |_____|___________|_______________________________________________________|
    
     The final step is making it through Addermire Station. This can be done in a
     few ways, although to get everything, one must do the lengthier route.
    
     • Use Mindy's shortcut to bypass the station via the elevated carriage rails.
       This is done via the platform alongside the marketplace and takes one right
       to the exit platform. It's guarded by two goons (one of which carries a
       pouch) but has little defenses otherwise.
    
     • It's possible to go over the station as well. The easiest way is to reach
       Hypatia's balcony, then Blink/Far Reach across. (This can be done without
       upgrading the skill, though it requires a jump first.) There are three foes
       up there, including a few red-shirted veterans, though none carry anything.
       It's just a short hop down to the carriage station afterwards.
    
     • The obvious method is to go through the front door and out the back. There
       are seven guards to deal with: 1 patrolling the lobby, 1 at the reception
       desk, two in the locker room, and three upstairs. Leaving requires shutting
       off the wall of light (remove tank from locker room outlet) or jumping out
       a 2F window. 
    
       Loot-wise, three of the guards (reception desk guy, locker room guy, elite
       upstairs) have pouches. There's another pouch in the locker room, near where
       the lunkheads are discussing their after-hours pleasures. Upstairs, the
       sleeping guard's desk has a chart to steal, and the final interior item is
       a pouch near a 2F sleeping cot.
    
       In terms of stealth, using the lobby's chandeliers is helpful. It gives a
       good vantage point over anyone who can be drawn downward, plus teleporting
       into the 2F work area is simple. The locker room can be entered through the
       reception desk or a side window, and there's a nice hiding spot near the
       whale oil tank. There's less places to hide in the upstairs cubicles, but
       since one guy is sleeping, eliminating any of the awake guards makes the
       remaining takedowns simpler.
    
     As mentioned earlier, to exit the level one must take the carriage past the
     wall of light. There are two guards here: one walking around and another who
     stands by the luggage stack (latter has a pouch). Be careful that they, nor
     anyone else, gets knocked into the wall of light. Their loot goes bye-bye if
     that happens. 
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 | 3244/3334 | GUARD: Addermire Station, 1F lobby reception desk     |
     |_|  10 | 3254/3334 | GUARD: Addermire Station, 1F locker room by rec. desk |
     |_|  20 | 3274/3334 | Addermire Station, 1F locker room; pouch in a locker  |
     |_|  50 | 3324/3334 | Addermire Station, 2F; chart in sleeping guard's room |
     |_|  10 | 3334/3334 | GUARD: Addermire Station, 2F; at a work desk          |
     |_|  10 | 3354/3334 | GUARD: Addermire Station, carriage boarding platform  |
       |_____|___________|_______________________________________________________|
    
     As for other info about the level, remember that the post-mission tally for
     coins may erroneously show different values (often 4234 or 5154). It may also
     say there's 12 runes and 3 shrines available, when there's really only 10 and
     2, respectively.
    
    SPECIAL ACTIONS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     • A FRESH GRAVE
       Snatch a body for Mindy Blanchard.
    
     • BLACK MARKET HEIST
       Obtain the black market's key from the bloodfly-infested apartment.
    
     • HYPATIA'S APARTMENT
       Explore Hypatia's apartment in the city.
    
     • PUSH COMES TO SHOVE
       Save the merchant from being thrown into the Wall of Light.
    
     • THE NEST KEEPER
       Eliminate the nest keeper in the bloodfly-infested apartment.
    
     • TRY TO UNLOCK ME
       Win the safe shop contest by opening the safe beneath the 1F-2F stairway.
       The code to the device is in the front cash register.
    
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    03) THE GOOD DOCTOR                                                      [WK03]
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     RUNES ---: 06
     SHRINES -: 01
     CHARMS --: 05
     COINS ---: 2206
     PAINTINGS: 03
     B'PRINTS : 04
    
    [3.1] LOCATE HYPATIA'S OFFICE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Addermire Institute isn't an expansively large area, but can be quite a trek
     due to its confusing layout. The overarching goal is to visit Hypatia's 4F
     office, but for collectible seekers, that's a long ways off. In fact, the
     first outdoor area tends to be the most annoying, since items are hard to
     spot in the late afternoon sun, even with Dark Vision upgraded.
    
     There's 102 coins to nab before even entering the main building. First, get
     the 10 coins by the platform: under a left-hand bench, on a right-side crate
     stack, and another in the right-side suitcase. Use the picture below for any
     further assistance.
    
     IMAGE: http://i.imgur.com/cw8xC5Q.jpg
    
     On the right-hand side, near the mannequin suitcase, is a broken railing. Hop
     down and look underneath the drainage pipe to find another coin next to the
     rotten fruit. This cliff path runs right underneath the boarding platform,
     which is helpful, since the derelict rowboat there contains a bonecharm.
    
     Next, turn a gaze out to sea. At the foot of one of the carriage support
     pylons -- the nearest, actually -- is a boat that's run aground. Leap down
     and swim inside, for its cabin contains a 50-coin chart and loose change
     beside it, another 17 coins. Players can return to the upper area by using
     the flat-topped cliff foundation on either side of the rails.
    
     Right next to the boarding platform is a small fountain plaza containing 8
     coins: 2 in the fountain itself, 2 on a crate stack (next to a triangular
     duffel bag) and 4 near the fountain's red crankvalve.
    
     Approach the front entrance. There are two guards scripted to converse inside
     the guard booth (opposite Addermire's front entrance), plus another on patrol
     down the right-hand walkway. None of these bozos carry any loot themselves,
     but the guard booth has 12 coins: 10 in a countertop pouch, 2 on the floor
     near the cracked-open safes. All three guards will eventually split up, so
     eliminating them is easier at that time. (The booth's upper open window and
     roofless sections allow for recon work and drop assassinations.)
    
     The final 5 coins are all along the right-hand path the aforementioned guard
     patrols: 2 by a suitcase stack, 2 in another open mannequin suitcase, and 1
     final one near the rooty overgrowth. The last is particularly hair-pulling,
     so here's a visual aid: http://i.imgur.com/fzyBNwM.jpg
    
        _____ ___________ _______________
       | AMT | TOTAL AMT | LOCATION (1F) \_______________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   2 |    2/2206 | Carriage area; coin under left-side bench             |
     |_|   2 |    4/2206 | Carriage area; coin on suitcase by right-side ramp    |
     |_|   5 |    9/2206 | Carriage area; coin in open suitcase by mannequin     |
     |_|   1 |   10/2206 | Carriage area; coin on cliff (under broken railing)   |
     |_|  50 |   60/2206 | Shipwreck under rails; Red Shoulder Route chart       |
     |_|  17 |   77/2206 | Shipwreck under rails; pouch/coins by cabin's chart   |
     |_|   2 |   79/2206 | Carriage area, fountain area; coins in fountain       |
     |_|   2 |   81/2206 | Carriage area, fountain area; coins by tri. duffel    |
     |_|   4 |   85/2206 | Carriage area, fountain area; coins by fountain crank |
     |_|  10 |   95/2206 | Front entrance area, guard booth; pouch on countertop |
     |_|   2 |   97/2206 | Front entrance area, guard booth; floor coin by safes |
     |_|   2 |   99/2206 | Front entrance area, right path; coin by suitcases    |
     |_|   2 |  101/2206 | Front entrance area, right path; in walkway suitcase  |
     |_|   1 |  102/2206 | Front entrance area, right path; coin by large roots  |
       |_____|___________|_______________________________________________________|
    
     Clearing out the front lobby is next. There'll be a bonecharm available right
     upon entry (in a cabinet), so snag that before finding a good surveillance
     spot. Chandeliers do the trick.
    
     There are four guards in this area. Two are arguing with the civilian woman
     near the wall of light; another soon walks into the booth; the last just
     stands around a railing. Because of the duo's preocupation, players who slip
     in can quickly eliminate the others.
    
     In terms of loot, two of the guards (elite by wall of light, railing-leaner)
     both carry pouches, and the civilian woman has one as well. Depending on the
     chaos levels, she'll either be led into the 1F Consultation wing or brutally
     sucker-punched and left to snooze where she falls. The guard who punches her
     will eventually relocate to the 1F exterior docks area (tracking him down's
     unimportant, as no collectibles are there and he himself carries nothing).
    
     With the guards' pouches acquired, there are other items to snag. We'll go
     from left to right. First, after entering the lobby, go left and look at the
     debris pile (mattresses, chairs, etc.). The blue bowl has a five-coin inside.
     Next, the guard booth has 4 coins near the typewriter.
    
     The central walkway has nothing but the painting ("Duke Abele's Propositional
     State") near the wall of light. In the right-hand side, players can pick the
     lucky sphalerite and tyvian ore from their display cases -- 35 total. As a
     tip, remember the cases can be looted by carefully putting the cursor on the
     sliding panels. Smashed glass can be quite loud if guards are missed.
    
     The walkthrough is going floor by floor, but players who want to deactivate
     the wall of light now can do so. Just remove the whale oil tank from the 2F
     balcony. (Its telltale red cord points the way.)
        _____ ___________ _______________
       | AMT | TOTAL AMT | LOCATION (1F) \_______________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 |  112/2206 | GUARD: main lobby, usually leaning against railing    |
     |_|  20 |  132/2206 | GUARD: elite guard (red-shirted) by wall of light     |
     |_|  10 |  142/2206 | NPC: woman talking with elite guard by wall of light  |
     |_|   5 |  147/2206 | Main lobby, left side; in blue bowl by debris pile    |
     |_|   4 |  151/2206 | Main lobby, left side; coins in guard booth, on desk  |
     |_| 200 |  351/2206 | Main lobby, center (Duke Abele's Propositional State) |
     |_|  15 |  366/2206 | Main lobby, right side; lucky sphalerite in display   |
     |_|  20 |  386/2206 | Main lobby, right side; tyvian ore in display case    |
       |_____|___________|_______________________________________________________|
    
     The next spot to loot is the Consultation wing's abandoned area. This is
     located on the right-hand side of the lobby via the door marked "restricted
     area". It's boarded from the other side, but sword slashes can usually break
     through anyway. (The alternate entry route is going back outside, taking the
     right-hand walkway, and moving onto the cliffs. On a side of the building,
     there'll be a dark-colored pipe cap. Teleporting onto this allows access via
     an unlocked shutter.)
    
     Inside, there's no foes, just loot -- most of it in separate lockers. There's
     a bloodfly husk locker near the window entry point, and a whale oil locker 
     on the other side. Right behind the whale oil locker? Another locker, this
     one containing wire and a 2-coin (latter is hard to see). Two lockers right
     by there contain 4 coins total. Finally, the back area contains a chart and
     light pouch, sitting on a table and bench, respectively.
    
     Assuming players didn't sneak any loot from higher floors, they should have
     477 total right now. Before leaving, grab the Institute map on the wall (by
     wing entrance) as it spells out Hypatia's office's location.
        _____ ___________ _______________
       | AMT | TOTAL AMT | LOCATION (1F) \_______________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   5 |  391/2206 | Abandoned wing; bloodfly husk in locker by window     |
     |_|  10 |  401/2206 | Abandoned wing; whale oil in locker by window entry   |
     |_|  12 |  413/2206 | Abandoned wing; copper wire + coin in a locker        |
     |_|  50 |  463/2206 | Abandoned wing; archipelago chart on a table          |
     |_|  10 |  473/2206 | Abandoned wing; light pouch on a bench                |
     |_|   2 |  475/2206 | Abandoned wing; coin in shut locker                   |
     |_|   2 |  477/2206 | Abandoned wing; two coins in locker                   |
       |_____|___________|_______________________________________________________|
    
     The next destination is the 1F dining area. There are three good entrances.
    
     • The most basic is accessible from the lobby's left-hand corridor.
    
     • The next basic is accessible from the stairway corridor beyond the lobby's
       wall of light, again on the left-hand side. This gives better cover than
       the first method, but requires deactivating the wall of light first. (Those
       on no-powers playthroughs won't be able to do that, unfortunately.)
    
     • Finally, the best is perhaps the most roundabout. Begin at the lobby's
       front entrance. Go down the left-hand (exterior) sidewalk to where the
       cliffs and broken railing meet. Follow the cliffs around the corner; part
       of the terrain rises to the open window. This leads to the kitchen larder,
       and is empty, plus available with or without powers.
    
     Seven souls inhabit the dining area: 2 civilians in the kitchen, 2 patrolling
     the dining hall perimeter, and 3 eating in the cafeteria. Eliminating 'em in
     that exact order is easiest. However, no one but the male waiter has loot,
     so there's little reason to tangle with most of 'em. Well, outside of a rune
     on a plaque, right above where the three guard chow down.
    
     TIP: Obtaining the dining room rune on no-alerts/no-kills runs seems hard,
     but it's actually quite simple. Maneuver to the side where the screens block
     the guards' view, and leap onto one, right by the hungry duo's table. (They
     won't spot Emily/Corvo.) Just lean out a bit and pluck it -- simple!
    
     Most of the loot is in the kitchen. Outside of the waiter's purse, there's a
     countertop tray with another pouch. Another countertop has a weighing scale
     containing withered ryegrass, and a third pouch is in the back storeroom (on
     table). A fourth pouch is in the dining room, on the window-side corner table.
     Finally, two bathing salts are in/by the lavatory sinks. Sly players can get
     all this without rousing the face-stuffing fools.
        _____ ___________ _______________
       | AMT | TOTAL AMT | LOCATION (1F) \_______________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 |  487/2206 | NPC: waiter in dining area kitchen                    |
     |_|  15 |  502/2206 | Dining area, kitchen; pouch/coin on tray by waiter    |
     |_|  20 |  522/2206 | Dining area, kitchen; w. ryegrass on weighing scale   |
     |_|  10 |  532/2206 | Dining area, kitchen storeroom; pouch on a desk       |
     |_|  10 |  542/2206 | Dining area, main hall; pouch on table by windows     |
     |_|  30 |  572/2206 | Dining area, bathroom; bathing salts (2) in/on sink   |
       |_____|___________|_______________________________________________________|
    
     The final stop on 1F is the Consultation wing's main portion, separate from
     the abandoned, decaying segment earlier. Those who trekked through the dining
     hall, or just nixed the wall of light's juice, have immediate access. The
     lobby itself should be empty, but the lobby guard from earlier may be doing
     rounds.
    
     The Consultations wing is little more than a housing area for wolfhounds and
     sleepy guards alike. (Those who want to maintain no-alert runs should mostly
     ignore the center hallway and use the barracks as a workaround. The kennel
     itself contains no loot besides 2 raw whalebone pieces.)
    
     To start the loot run, creep toward the guard annoying the dog, then snatch
     the pouch from the table/chairs area. Neither should spot Emily/Corvo from
     stealth, provided they don't creep too close. After, enter the barracks and
     eliminate the sleeping guard. Items in here: a pouch between two cots, coins
     in a case on top of a spare cot, plus copper wire near the blue eye-washing
     device.
    
     Enter the hallway through the barracks door and creep right, being careful
     to ignore the guard/dog situation. On one side is an "alcove" with a door
     to the lobby (blocked off by junk) and a reception area. A few coins are in
     the desk there.
    
     Opposite the "alcove" is a room for kennel storage -- its window conveniently
     smashed already. A desk inside holds a whale oil canister. Finally, at the
     hallway's end is a records room doubling as a lounge/pantry. Immediately, get
     the whale oil on the booze shelf and the coin/wire in the back locker. Right
     above that locker, near the ceiling, is a small space hiding an open safe --
     13 more coins are inside. (Those without powers can climb onto the divider
     and hop up.)
    
     That's all for this area and the first floor! That is, unless one wants to
     give the dog-taunting idiot his upcommance by breaking the kennel window or
     unlocking a side door. (Siccing the hounds on any guard in this area, or just
     breaking the kennel's window, counts as a special action. This is doable on
     no-alerts runs as well, but more annoying, as the wing has no door to close
     and hounds follow Emily/Corvo around by their smell.)
    
        _____ ___________ _______________
       | AMT | TOTAL AMT | LOCATION (1F) \_______________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 |  582/2206 | Consultations wing, hallway; pouch on table by chairs |
     |_|   3 |  585/2206 | Consultations wing, hallway; coins in "alcove" desk   |
     |_|  10 |  595/2206 | Consultations wing, cage storage room; oil in desk    |
     |_|  10 |  605/2206 | Consultations wing, lounge; whale oil on booze shelf  |
     |_|  11 |  616/2206 | Consultations wing, lounge; coin + wire in a locker   |
     |_|  13 |  629/2206 | Consultations wing, lounge; coins + wire in open safe |
     |_|  10 |  639/2206 | Consultations wing, barracks; pouch between the cots  |
     |_|   3 |  642/2206 | Consultations wing, barracks; coins in case atop cot  |
     |_|  10 |  652/2206 | Consultations wing, barracks; wire by eye-wash device |
       |_____|___________|_______________________________________________________|
    
     When ready, head up to 2F via the elevator lobby stairway.
    
     Unlike the ground floor, this area is a lot more compact to explore, thanks
     in part to the Disease Treatment ward (off-limits for now) and part of the
     tier that isn't accessible except from 3F. The 2F lobby is rather easy to
     explore due to all this, and has a few guards: two playing dice on the 2F-3F
     stairway and a sleeping elite guard in the lounge.
    
     There's a pouch right on the table near the sleeping elite. To get the items
     on the guards' gaming mat, just tranq both nerds or lure them in another way.
     One example is hopping onto the 1F-2F stairway chandelier, letting the wall-
     -leaning guard catch sight, then hiding when he comes down to look. (Players
     can also use the chandelier to hop through the 2F-3F stair's broken railing,
     bypassing the guards entirely.)
    
     Next, let's get some loot we skipped from before: items on the main lobby's
     2F balcony. Players can go down and Blink/Far Reach up, or just smash the
     2F elevator lobby's window. Speaking of windows, once on the 2F balcony, go
     near the lit-up window to find most loot: 3 coins in a bookstand/shelf and
     16 (bathing salts + currency) in the shorn-off suitcase half.
    
     Remaining items are further down the 2F hall, in the Disease Treament wing's
     abandoned section. Outside of some avocet feathers on a desk, there are two
     safes: one contains 14 coins (coins + more feathers), the other 85 coins
     (copper wire + ingot) and a blueprint. The combination to the best safe is
     noted on a desk's paper slip nearby.
    
     Also worth noting is the headless corpse against a far wall. This is the body
     of Lieutenant Valiente, as the note beside him lists. Reading it is part of
     earning the "Three Witnesses" special action.
        _____ ___________ _______________
       | AMT | TOTAL AMT | LOCATION (2F) \_______________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  18 |  670/2206 | Elevator hall; coin/pouch on guards' gaming mat       |
     |_|  20 |  690/2206 | Elevator hall; pouch on sitting area table            |
     |_|   3 |  693/2206 | Main hall, 2F balcony; coins in bookstand/shelf       |
     |_|  16 |  709/2206 | Main hall, 2F balcony; salts+coin in open suitcase    |
     |_|  14 |  723/2206 | Disease Treatment, abandoned area; loot in safe #1    |
     |_|  10 |  733/2206 | Disease Treatment, abandoned area; feathers on a desk |
     |_|  85 |  818/2206 | Disease Treatment, abandoned area; loot in safe #2    |
       |_____|___________|_______________________________________________________|
    
     Return back to the 2F lobby and enter the salon (library). There's only one
     guard here, a non-patroller doing amateur carpentry at the far end. When he's
     gone, get the main hall's items: copper wire in the wing's entry cabinet, 4
     coins on a nearby coffee table, and a blood amber cigar box on one of the
     window desks. Smashing through the boarded-up door leads into an office with
     spare Addermire Solution and 4 coins on a makeshift poker table.
        _____ ___________ _______________
       | AMT | TOTAL AMT | LOCATION (2F) \_______________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 |  828/2206 | Salon, main hall; wire in cabinet facing entrance     |
     |_|   4 |  832/2206 | Salon, main hall; coins on a coffee table             |
     |_| 100 |  932/2206 | Salon, main area; amber cigar box by window desk      |
     |_|   2 |  934/2206 | Salon, boarded-up office; coin by playing card stand  |
       |_____|___________|_______________________________________________________|
    
     The ongoing search for Hypatia's office continues -- onward to 3F!
    
     The Recuperation wing is locked for now, but the matron's lobby office can
     be searched. It's a fairly normal area in low chaos, but becomes a macabre
     suicide display in high chaos, replete with (3) bloodfly nests. None of those
     contain blood amber, but there's a few pieces of loot: a coin on the desk and
     two bath salts in the sink area.
    
     Exit onto the east terrace, a once-resplendent garden area. There are five
     guards here, but none carry anything. In fact, no-alerts/no-kills types can
     just ignore the telescope trio on the overlook and focus on the other pair.
     After their scripted conversation about Hypatia, they split up; the elite
     moves onto the east terrace (i.e. where the active spotlight is). Outside of
     a few coins on the card table behind the large cargo stack, there's nothing
     of interest.
        _____ ___________ _______________
       | AMT | TOTAL AMT | LOCATION (3F) \_______________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   1 |  935/2206 | Elevator hall, matron's office; coin on desk          |
     |_|  30 |  965/2206 | Elevator hall, matron's office; sink area salts (2)   |
     |_|   5 |  970/2206 | West terrace; coins on card table behind crate stack  |
       |_____|___________|_______________________________________________________|
    
     Next stop is 4F. The indoor portion of the tower is just a small checkpoint
     in front of Hypatia's office, where the only guards in the area are scripted
     to (again) discuss the doctor. When one leaves on patrol, the elite remains.
     Those avoiding alerts can Blink/Far Reach onto the 4F-5F stairwell, then get
     behind him that way.
    
     Hypatia's office has a note tacked on its door, revealing two things: she's
     in the Recuperation wing (2F-3F) and Joe Hamilton, the janitor, is being held
     under lock and key in Disease Treatment (2F). Neither area can be accessed
     without Dr. Hypatia's Key, but that'll soon change -- it's sitting right on
     her desk. Before leaving, make sure to take the prism ornament on her window
     cabinet and the items (salts, fan) by the sink. There's also a gold ingot
     hidden in a bookshelf, too -- it's at the lowest shelf in the case nearest
     the desk's flowerpot.
        _____ ___________ _______________
       | AMT | TOTAL AMT | LOCATION (4F) \_______________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_| 100 | 1070/2206 | Hypatia's office; amber deck prism on window cabinet  |
     |_| 150 | 1220/2206 | Hypatia's office; gold ingot hidden inside bookshelf  |
     |_|  55 | 1275/2206 | Hypatia's office; salts + pearl fan in sink area      |
       |_____|___________|_______________________________________________________|
    
    [3.2] LOCATE HYPATIA
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Before going downstairs to meet Alexandria, there's extra loot to get. Isn't
     there always?
    
     Enter onto the 4F terrace surrounding the private room building. Most of it
     is blocked off, so finding the "shrine room" -- where two runes are -- isn't
     very difficult. That same room also contains pied avocet feathers, bathing
     salts, and whale oil to nab. The room adjacent also has a pearl fan by the
     vanity mirror.
    
     The next part requires climbing onto the private room building's roof, doable
     via supernatural powers or manually climbing the terrace's wooden awning.
     Once there, approach the tower and spy the open 5F hatch -- this leads into
     an elevator maintenance attic. In addition to a rune and 23 coins worth of
     loot beside it, players can call the elevator up.
    
     Before that, there's loot and a trophy only available to those with powers.
     Blink/Far Reach onto the roof (if the ability's unupgraded, stand on the
     smokestacks nearby for easier vantage) and take the black bonecharm and 2
     coins from the bird nest.
    
     • TROPHY: Fearless Fall
       Drop from Addermire's highest point and assassinate an enemy. The easiest
       way to do this is locating a patrolling guard barely visible in the dock
       area and taking the plunge. (I'm not sure if this is doable nonlethally;
       players may want to assassinate a victim, then reload to maintain their
       no-kill paradigm.) If players ignored the FAQ's advice and eliminated the
       dock area guards, it may be possible to stage the trophy's circumstances
       with an unconscious body.
    
        _____ ___________ _______________________
       | AMT | TOTAL AMT | LOCATION (4F, 5F, 6F) \_______________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  15 | 1290/2206 | Private room building; whale oil in shrine area       |
     |_|  10 | 1300/2206 | Private room building; avocet feathers in shrine area |
     |_|  10 | 1310/2206 | Private room building; bathing salts in shrine area   |
     |_|  40 | 1350/2206 | Private room building; pearl fan (rm. next to shrine) |
     |_|  23 | 1373/2206 | 5F elevator maintenance room; wire/coins near rune    |
     |_|   2 | 1375/2206 | Tower roof; two coins in bonecharm bird nest          |
       |_____|___________|_______________________________________________________|
    
     Okay, back to the elevator "attic". Notice the red cable connectors atop it?
     Shoot any one of these, then hop into the lift -- it'll soon plummet all the
     way into the previously inaccessible basement. Players can find a rune here,
     plus a gold ingot and pricy painting ("Anton Sokolov in Subtractive Light").
     Just accessing the hidden area counts as a special action.
    
     To escape B1, hop back into the lift and climb through the wreckage. The 1F
     lobby door has a red button that'll open it.
        _____ ___________ _______________
       | AMT | TOTAL AMT | LOCATION (B1) \_______________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_| 150 | 1525/2206 | Gold ingot in cabinet by rune                         |
     |_| 200 | 1725/2206 | Near rune (Anton Sokolov in Subtractive Light)        |
       |_____|___________|_______________________________________________________|
    
     Rescuing Joe Hamilton is the next step. This is purely optional in the grand
     scheme, but required to get all loot. He's in the 2F Disease Treatment wing,
     now accessible with Hypatia's key.
    
     Right after entering, there's a scripted conversation between the area's only
     two guards. (For a hiding spot, use the corridor's upper pipework or hop into
     the closest room via the window.) Hamilton will end up being murdered by the
     elite guard if things play out normally. To save him, either:
    
     • Kill the elite guard
     • Pickpocket elite guard's pistol
     • Sabotage the event some other way (generally by creating a distraction)
    
     Saving and interrogating Hamilton counts toward the "Three Witnesses" special
     action. Once the quest updates, snag the key to Joe's room, then get other
     loot in his cell (pouch by key, copper wire on table). The remaining items
     -- a coin, ivory scrimshaw, and a silver ingot -- are in Vasco's office, on
     his desk or his display cases.
        _____ ___________ _______________
       | AMT | TOTAL AMT | LOCATION (2F) \_______________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 | 1735/2206 | Disease Treatment, Hamilton's cell; pouch near key    |
     |_|  10 | 1745/2206 | Disease Treatment, Hamilton's cell; wire on table     |
     |_|   2 | 1747/2206 | Disease Treatment, Vasco's office; coin on desk       |
     |_|  30 | 1777/2206 | Disease Treatment, Vasco's office; scrimshaw display  |
     |_|  75 | 1852/2206 | Disease Treatment, Vasco's office; ingot in display   |
       |_____|___________|_______________________________________________________|
    
     Next, players can optionally search Joe's quarters on 5F -- be careful, as
     the door's booby-trapped (each can be disarmed for crossbow bolts). Inside,
     snag the mercury vapor distillation blueprints and read Hamilton's notes on
     a desk -- the quest now suggests meeting Vasco.
    
     A bit of loot remains here: two copper wire coils (one on shelf, one near the
     blueprints), bathing salts on a sink cabinet, and coins on the notes' desk.
     True to his handyman nature, Hamilton stockpiled a bit of ammunition and
     health/mana potions.
        _____ ___________ _______________
       | AMT | TOTAL AMT | LOCATION (5F) \_______________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 | 1862/2206 | Hamilton's quarters; copper wire on shelf             |
     |_|  10 | 1872/2206 | Hamilton's quarters; copper wire on blueprints table  |
     |_|  15 | 1887/2206 | Hamilton's quarters; bathing salts in sink cabinet    |
     |_|   7 | 1894/2206 | Hamilton's quarters; coins on typewriter desk         |
       |_____|___________|_______________________________________________________|
    
     Time to continue the main plot. Visit the 3F Recuperation wing, accessible
     thanks to Hypatia's key.
    
     As an earlier note indicated, this area is now a bloodfly den. It's wise to
     go through and destroy the pests first, as they're the only foes to contend
     with. There are three blood amber crystals (+75 coins total) for the trouble,
     plus a rune under the very first nest. To get the bonecharm inside the middle
     cell, crawl through a broken tanning box or destroy the barred entrance with
     explosives.
    
     The wing's showers area contains some bathing salts and coins, on a table by
     countertop by folded shirts. Bloodfly husks (5 coins apiece) are sitting on
     or by counters -- one near the first nest, one by the central cell's window.
     Finally, inside the cell itself, a five-coin beneath the bed.
        _____ ___________ _______________
       | AMT | TOTAL AMT | LOCATION (3F) \_______________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  25 | 1919/2206 | Recuperation wing; blood amber (nest near entrance)   |
     |_|  21 | 1940/2206 | Recuperation wing; bathing salts+coins in showers     |
     |_|   5 | 1945/2206 | Recuperation wing; husk on cabinet near 1st nest      |
     |_|   5 | 1950/2206 | Recuperation wing; floor husk by other nearby cabinet |
     |_|  25 | 1975/2206 | Recuperation wing; blood amber (nest by tanning box)  |
     |_|   5 | 1980/2206 | Recuperation wing; coin under bed in bonecharm cell   |
     |_|  25 | 2005/2206 | Recuperation wing; blood amber (nest by far exit)     |
       |_____|___________|_______________________________________________________|
    
     Hypatia's laboratory can be found past the bloodfly area -- there aren't any
     enemies here. Before talking to her, players can loot for the mission's final
     coins -- a painting in her office, and a single coin in the back area locker.
     The former area contains a corrupted bonecharm, too.
        _____ ___________ _______________
       | AMT | TOTAL AMT | LOCATION (2F) \_______________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_| 200 | 2205/2206 | Hypatia's lab area (I Regard Her, Within and Without) |
     |_|   1 | 2206/2206 | Hypatia's lab area, by Vasco; coin in locker box      |
       |_____|___________|_______________________________________________________|
    
    [3.3] CONFRONT THE CROWN KILLER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Speaking with Hypatia immediately bears fruit: Sokolov's location is learned,
     though she doesn't know much about the Dunwall murders. Vasco is recuperating
     from an attack in the back area, however, and sheds some light on the issue.
    
     Vasco information, or listening to the audiograph near him, cues a battle
     with the Crown Killer, a twisted monster spawning in the main lab. Players
     can settle things with spilled blood or in a more gentle way.
    
     • LETHAL: Crown Killer can be eliminated like any normal enemy via lethal
       methods: gunshots, assassinations, springrazors, explosions, etc. Even the
       flammable bottles of rum in the 3F Recuperation wing work. CK's resistant
       to nonlethal methods like stun mines, sleep darts, and R1-based techniques
       (sleeper holds, drop KOs).
    
     • NONLETHAL: This method requires making a counter-serum for Crown Killer's
       ailment. First, learn Vasco's safe combination, either by speaking to him
       or reading the note on his body. Visit his office in Disease Treatment (2F),
       obtain the safe's alchemical notes, then unlock his lab to get access to
       the apparatuses. Take the base-serum (hypodermic needle) and collect blood
       from a diseased corpse. There's one in the wing's vivarium -- the bloodfly
       nest room.
    
       Inject the corpse goo into the lab's stoppered flask, then heat it to make
       the serum. Fill the hypodermic needle with it. All that's left is locating
       the Crown Killer and injecting the cure. (This is done by sneaking up on
       the enemy and initiating a nonlethal takedown. The sleeper hold attempt's
       replaced by the scripted shot.)
    
     The nonlethal route counts as a special action and earns a 100-coin bonus in
     the next mission. Vasco will die during the CK fight, so those who want the
     "Three Witnesses" special action should talk to him as soon as possible. (It
     becomes too late by starting the fight in any other way, including preemptive
     attacks on CK.) There are unique Heart quotes for the Crown Killer's forms as
     well, for those seeking extra flavor and foreshadowing.
    
     • TROPHY: THE BEAST WITHIN
       Deal with the Crown Killer, lethally or nonlethally. This is mandatory.
    
     • TROPHY: SOUVENIRS [3 out of 10]
       The relic this time is Vasco's hypodermic needle. However, it only counts
       toward the trophy if the cure is created and used on the Crown Killer. It's
       still possible to finish in high chaos despite a nonlethal solution here.
    
    [3.4] EXIT ADDERMIRE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     To leave Addermire, players must disable the turret tower in the docks area.
     Meagan's exit skiff won't spawn until then. (If it's somehow reactivated,
     it'll kill her, forcing a do-over.) As it turns out, Hypatia's lab provides
     a nice shortcut to the tower -- just use the shutters near where Vasco was.
     Lethal types can even shoot the whale oil canisters, killing the two guards
     in that isolated area.
    
     The docks have no money or collectibles, so there's no reason to stay once
     all loot's found. Addermire won't be revisited either, so don't forget any
     bonecharms/runes or the mission-specific trophy mentioned earlier.
    
    SPECIAL ACTIONS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     • ABANDONED BASEMENT
       Visit the B1 "Lost and Found" area (the walkthrough tells how to do this).
       This may not trigger unless Vera Moray's diary is read.
    
     • RELEASE THE HOUNDS!
       Let the starving hounds out so they attack their masters. This is easiest
       done by breaking the glass window to their locked room, which they can then
       jump through. (Unlocking a side door can work, too.) Note that this special
       action can be done even if all the guards are dead, provided the dogs are
       still alive when the glass breaks.
    
     • SUNKEN WRECK
       Visit the shipwreck underneath the carriage rails, right by the level's
       starting point. (It's against a pylon's rocky base).
    
     • THREE WITNESSES
       Players must do three particular actions in any order. The easiest is
       finding Valiente's letter -- his corpse is in the 2F Disease Treatment
       wing's abandoned area, next to his decapitated corpse. Second, Joe Hamilton
       must be saved from death in the 2F Disease Treatment's normal section (this
       requires Dr. Hypatia's Key). Finally, talk to Vasco in the 2F Recuperation
       wing, accessed from the 3F Recuperation Wing (also requires Dr. Hypatia's
       Key to enter).
    
     • THE COUNTER-SERUM
       Save the Crown Killer by crafting the antidote in Vasco's lab. Creating it
       and killing CK anyway still counts for the special action; doing it in the
       reverse order doesn't.
    
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    04) THE CLOCKWORK MANSION                                                [WK04]
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Runes ----: 6
     Shrines --: 1
     Paintings : 6
     Charms ---: 8
     Blueprints: 4
     Coins ----: 4802
    
    [4.1] THE DREADFUL WALE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Coins ----: 103 [103/4802]
    
     A twin reminder:
    
     • If Hypatia survived the previous mission, Emily/Corvo earn a 100-coin bonus
       on the desk in their quarters. Additionally, the doctor moves into the
       cabin across the hall, bringing a crate full of Addermire Solution with. If
       she ended up dying, the room remains full of junk -- no bonus, no Solution.
    
     • For those aiming for the game-spanning "Souvenirs" trophy should make sure
       the serum injector appears in Emily/Corvo's above-desk display area. It'll
       only appear if the Crown Killer matter was solved amicably.
    
     If Hypatia's here, there's an optional objective to talk with her about Kirin
     and Anton. Another optional objective is to stop the engine room's water leak;
     this is done by finding a crankvalve (meeting room area, on the bridge) and
     manually disabling it. There's no reward for solving the objectives, just a
     little self-satisfaction.
    
     Those who care about the Royal Spymaster trophy/achievement should do that
     stuff now. Some of the new books (Bloodfly Fever, her notes) only appear if
     Hypatia's onboard and are listed, even if they likely count toward nothing.
     Same goes for duplicate "A Reflection" chapters, which can appear in various
     areas of the campaign. As always, upgraded Dark Vision helps with finding the
     buggers, provided they're not in brightly lit areas.
    
     TROPHY: ROYAL SPYMASTER [Pt. 2]
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     The ongoing search for Meagan- and Sokolov-specific journal/audiograph data
     continues. As mentioned above, don't sweat articles that appear based on
     player decisions.
    
      • A Lecture on Bloodfly Fever (on planning room table)
      • A Reflection on My Journey to the Pandyssian Continent [2] (Sokolov's rm.)
      • Dr. Hypatia's Notes (counter in Hypatia's cabin)
      • Clockwork Soldier Basics (note on meeting room bulletin board)
      • Meagan Foster's Notebook (by her bed on the bridge)
      • Maintenance List (table in belowdecks corridor, by stairway)
      • Note From Meagan Foster (desk of Corvo's room)
    
     And for the record...
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_| 100 |  100/4802 | Corvo's room (bonus if Hypatia was rescued)           |
     |_|   3 |  103/4802 | Belowdecks meeting room; coins on table               |
       |_____|___________|_______________________________________________________|
    
     When all coins/books are located, meet Meagan at the skiff. Time to hunt us a
     Jindosh!
                       ____________
           N          |     | |    |     [4.2] LOWER AVENTA DISTRICT
           |          |  H    |    |     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
           |          |_____|_     |      Runes ----: 4 [4/6]
     W ----+---- E    |     | |    |_     Shrines --: 1 [1/1]
           |          | •G    |    | |    Paintings : 2 [2/6]
           |          |_____| |    | |    Bonecharms: 3 [3/8]
           S          |________    |_|    Blueprints: 1 [1/4]
           ____________________)   |      Coins ----: 1730 [1833/4802]
          |  _____________    /    )
       ___| |         |  ____     /
      |•E   |    F    | |        (___            |¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
      |___  |    •    |   Guard      |           | • | Rune/Painting/Charm |
          | |_________|     Area     |           | A | Meagan's Sewers     |
          |_   _______       ________|           | B | Bloodfly Apt. #1    |
          |     |     | | | |____|               | C | Bonville's Room     |
          | •D• |     | | | |    |               | D | Alley Apartments    |
          |_____|_____| | | | C••|               | E | Howler Ambush       |
                |     | | | |____|               | F | Aventa Station      |
                | •B•   | |  __  |               | G | Black Market        |
                |_____|   |      |               | H | Bloodfly Apt. #2    |
                      |___|__  | |               |___|_____________________|
                           |   | |__      ___
                          _|A _____ '-.__|_  |  (The goal of this area is to exit
                         |         '-._______|   into the upper district via the
                          ¯¯¯¯¯¯¯¯'-.   ENTER|   Aventa Station carriage rails.)
                                     ¯¯¯¯¯¯¯¯
     The level begins with Meagan dropping Emily/Corvo off in the lower district
     sewers. No enemies are found down here, so collect the loot at leisure. Find
     the spotlight nearby; it's near a corridor that leads outside. Said hallway
     has some loot in the lockers (whale oil, copper wire, 3 coins) to nab. Once
     in the fresh air, a maintenance workbench will have whale oil beside it.
     Across the area, in a half-shut garage door, is a tyvian ore shelf.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 |  113/4802 | Meagan's sewers; copper wire in corridor locker       |
     |_|  13 |  126/4802 | Meagan's sewers; whale oil/coins in corridor locker   |
     |_|  10 |  136/4802 | Meagan's sewers, outside; oil in locker by workbench  |
     |_|  20 |  156/4802 | Meagan's sewers, outside; tyvian ore in li'l garage   |
       |_____|___________|_______________________________________________________|
    
     At this point, players can snoop around in any order. To keep track of stats,
     it's easiest to do areas in terms of proximity. The nearest place to the
     sewers is arguably the bloodfly den, a little to the west and above at street
     level. It's easy to find since it's where many of the nonhostile NPCs stand
     around. (A male NPC, usually handling a broom, has a 10-coin pouch.)
    
     Inside, immediately head up to 2F. This floor has four nests to smash (two
     in apartment, two out) but only one blood amber between 'em, in the exterior
     hall. All other items are inside: a husk near a pale corpse (5), coins and
     a pouch by the desk with séance notes atop it (22), and sphalerite near a
     blackboard desk (15). They say sphalerite is lucky, but looking at the room,
     it makes a fellow wonder...
    
     The third floor has loot, too; use the windowless sill beside it to hop in.
     Other than the rune shrine, there's bathing salts (15) in the sink and some
     more sphalerite in the bedroom display cabinet.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 |  166/4802 | NPC: sweeping sidewalk in front of 1st bloodfly apt.  |
     |_|  25 |  191/4802 | 1st Bloodfly Apt, 2F; blood amber (stairwell nest)    |
     |_|  15 |  206/4802 | 1st Bloodfly Apt, 2F; sphalerite by desk/blackboard   |
     |_|  22 |  228/4802 | 1st Bloodfly Apt, 2F; pouch/coins in desk by windows  |
     |_|   5 |  233/4802 | 1st Bloodfly Apt, 2F; bloodfly husk near dead body    |
     |_|  15 |  248/4802 | 1st Bloodfly Apt, 3F; salts in sink cabinet           |
     |_|  15 |  263/4802 | 1st Bloodfly Apt, 3F; sphalerite in bedroom's display |
       |_____|___________|_______________________________________________________|
    
     The next area is Major Bonville's office, a third-floor den directly above
     the stairway connecting the lower sewer area to street level. The entrance is
     a west-facing balcony.
    
     Those on no-powers playthroughs can't get up there, which is a shame, as it
     contains a lot of loot: the "Ramsey's Stochastic Eyes" painting (200), a war
     medal on the desk (150), and some loose change (25) on a window table. Smash
     the display case to find a bonecharm, too.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  25 |  288/4802 | Bonville's office; coins/pouch on table near globe    |
     |_| 150 |  438/4802 | Bonville's office; silver war medal on desk           |
     |_| 200 |  638/4802 | Bonville's office (Ramsey's Stochastic Eyes)          |
       |_____|___________|_______________________________________________________|
    
     Next, let's take out the guards in the Aventa Station square. There are four
     here, two patrollers (near sewer stairway, station sidewalk) and two standing
     around (street-side guard booth, station steps). An easy way to proceed with
     zero ruckus is the most simple: tranq everyone. Start with the booth guard as
     his disappearance summons others closer, then dispatch the remaining ones.
    
     Only two of the guards (booth guy, station sidewalker) have coins, 30 total.
     Going for precision theft right under all their noses is doable, especially
     with supernatural powers. The booth guy is nearest the sewer stairs and
     doesn't turn around, so he's the best mark. Crossing the street is harder if
     players have no powers, but doable. If it's too hard for no-alert types, just
     wait until later; the station has a hidden path on its opposite, verdant side.
    
     NOTE: Remember that bodies' loot disintegrates if they stumble into walls of
     light. It's a good reason why it's almost always better to disable 'em than
     to use rewire tools. (Those items will, however, be useful in the very last
     part of the mission, so stockpiling 'til then is a good idea.)
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________|
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  20 |  658/4802 | GUARD: elite (red-shirted) in street booth            |
     |_|  10 |  668/4802 | GUARD: sidewalk patroller near Aventa Station         |
       |_____|___________|_______________________________________________________|
    
     Next, go into the alley between Aventa Station and the southern buildings.
     One of the outdoor tables has angelfish scales on it; another, raw whalebone
     and springrazors. In the walkway area where the NPCs are camping out, players
     can access a three-story apartment.
    
     Go up to the 2F flat and walk in, easy as pie. The bathroom cupboard has bath
     salts (15) inside, while the store cash register has loose change (11). To
     get the ingots and sphalerite (165) in the safe, look for two of its numbers
     written on a chalkboard, hidden by glass breakables. The full combination'll
     never be given, but with two tumblers noted, finding the third's just trial
     and error.
    
     The 3F apartment is locked down tighter, but can be accessed from the balcony
     above the alley. A returning portrait ("The Spymaster's Axis of Asymmetry")
     from the previous Dishonored hangs here, as well as a Bango Coastline chart
     on the desk near it. The bathroom cupboard has some salts. Don't forget to
     steal the black bonecharm in the small parlor, either.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 |  678/4802 | Station alley; angelfish scales on outdoor countertop |
     |_|  15 |  693/4802 | Alley Apartment, 2F; bathing salts in sink counter    |
     |_|  11 |  704/4802 | Alley Apartment, 2F; coins in cash register           |
     |_| 165 |  869/4802 | Alley Apartment, 2F; ingot (2) + sphalerite in safe   |
     |_|  15 |  884/4802 | Alley Apartment, 3F; bathing salts in sink            |
     |_|  50 |  934/4802 | Alley Apartment, 3F; Bango Coastline chart on a desk  |
     |_| 200 | 1134/4802 | Alley Apartment, 3F (Spymaster's Axis of Asymmetry)   |
       |_____|___________|_______________________________________________________|
    
     After that fun romp, continue down the alley to the station's western square.
     This is known as the "Howler ambush zone" for good reason: it's not really
     deserted, as four enemies are waiting to murder whoever approaches the lone
     woman (also a Howler).
    
     Players who don't want to murder their way through have to be more careful
     in collecting loot. Like usual, the best ways are the simplest: pick a good
     spot, like a rooftop, tranq the obvious Howler, then repeat on anyone drawn
     out. Those with upgraded Blink/Far Reach skills can even get onto the rails'
     mine car and do precision sniping. (The woman may give her "You there, I need
     your help" line in response to hearing shots, but upon checking stats, won't
     count as an alert.)
    
     As mentioned earlier, players can use the overgrown front area of Aventa
     Station as a shortcut to get into the Howler ambush, or vice versa. Just be
     wary of any booby traps along the way.
    
     Once everyone's dead or conked out, take their loot (50 coins spread between
     three Howlers) and the pouch near the rune. There's even some free howling
     bolts, projectiles that blind enemies htey hit.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  20 | 1154/4802 | NPC: Howler waiting behind station in plain sight     |
     |_|  10 | 1164/4802 | NPC: Ambush Howler waiting behind Aventa Station      |
     |_|  10 | 1174/4802 | NPC: Ambush Howler waiting behind Aventa Station      |
     |_|  20 | 1194/4802 | Howler alley, coins in cabinet (near the rune)        |
       |_____|___________|_______________________________________________________|
    
     Next, it's time to enter Aventa Station itself. This is easiest done via the
     3F alley balcony, as it's just a short hop away. (Players on no-powers runs
     can get in via this method and will need a rewire tool from the black market.
     More on that in a bit.)
    
     Reaching the roof will soon spawn two fresh guards arriving by carriage, so
     break part of the sunroof to gain entry, before they hear. (Foes already
     existing below, if they were skipped, may hear anyway, though none actively
     patrol inside.)
    
     Other than the 30 coins carried by the guards, and the rune on the 2F cargo
     stack, no other items are available. The locked ticket booth actually has
     some loot, but it can't be accessed without its missing key. For now, just
     deactivate the wall of light.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  20 | 1214/4802 | GUARD: newly arrived at Aventa Station (elite)        |
     |_|  10 | 1224/4802 | GUARD: newly arrived at Aventa Station (normal)       |
       |_____|___________|_______________________________________________________|
    
     Head downstreet from the station entrance and enter the north alley. The two
     western buildings contain the black market and remaining bloodfly apartment,
     respectively.
    
     Before visiting the B1 market, get the items sitting around the street. The
     main dumpster has two copper wire coils, and by the spotlight is a covered
     walkway holding two ryegrass (on shelf). Finally, on the opposite side of the
     road from the dumpster, players can Blink/Far Reach a 2F terrace containing
     some currency on a table.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  20 | 1244/4802 | Black market street; copper wire (2) in dumpster      |
     |_|  14 | 1258/4802 | Black market street; coins/pouch on east 2F terrace   |
     |_|  40 | 1298/4802 | Black market street; ryegrass (2) on sidewalk shelf   |
       |_____|___________|_______________________________________________________|
    
     Enter the market and talk with the shopkeep, learning Paolo -- the Howlers'
     head honcho -- is going to pay them a visit. This spawns him and two lackeys
     in the alley alongside the building.
    
     • TROPHY: PLACE OF THREE DEATHS [Pt. 1]
       To get this trophy, players must dispatch Paolo here and now. If he's slain
       or knocked out, instead, he disappears in a swarm of ravenous white rats.
       Him and his henchmen can be eliminated with no alerts, though it's best to
       nix his backup while they're in the alley. (If Paolo isn't "killed" here,
       the trophy can't be obtained later.) When the intimidation scene plays out,
       Paolo eventually returns to, and hangs out in, the alley where he spawned.
    
     The market's services are now available, from rewire tool purchases to any
     upgrades. They also sell a rune and the Aventa Station ticket booth key, if
     anyone wanted to return there for the stash. (A blueprint is in a box there
     also, so don't forget it.)
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_| 171 | 1469/4802 | Aventa Station, ticket booth; coins/ingots in safe    |
     |_|  11 | 1480/4802 | Aventa Station, ticket booth; coins in 1st register   |
     |_|   4 | 1484/4802 | Aventa Station, ticket booth; coins in 2nd register   |
       |_____|___________|_______________________________________________________|
    
     Those in a more criminal mood can rob the market, getting all the normal loot
     in addition to the rune/key. Just remember: robbing more than one market in
     the campaign prevents obtaining the "Songs of Serkonos" trophy.
    
     To begin, players'll need to enter the second bloodfly apartment. Climb onto
     the pipes near the black market alley, then ascend a bit higher to the main
     balconies, which lead all the way up to a 4F entrance. (This upward stroll is
     doable on no-powers playthroughs, also.)
    
     Bloodflies abound on 4F, but they hide much loot: a pouch near the balcony
     nest (20), two withered ryegrass in a small bedroom (40), then salts and a
     bloodfly husk in the bathroom (20 total). Descend to the abandoned 1F store
     for two tyvian ore chunks in a back-room locker.
    
     Use the outdoor stairway to enter the B1 level, where two female burglars're
     hatching their heist. Their problem: they need an extra whale oil tank for
     enough explosive power. Each woman carries some coins. Just be mindful not
     to use projectiles when fighting 'em, as they could ignite the oil. (There's
     also two copper wire coils here: one in a locker, another on a workbench
     shelf.)
    
     Those who want to knock off the black market -- which is required to get all
     coins the level -- have to fetch a third tank from Aventa Station. If the
     one plugged into the wall of light socket was destroyed, fill another using
     the recepticles. (Get empty tank from machine, plug into holder alongside,
     fill. Easy!)
    
     Snag the sidewalk gate key from on a cabinet, then get the remaining tank.
     Put it near the weak basement wall with the others, and detonate! Note that
     a huge explosion will kill the shopkeep. Those seeking no kills/alerts should
     instead detonate each tank one at a time; when the hole is made with several
     smaller booms, lean in and tranq the girl as she cowers. (There's 168 coins
     spread out in the back room, in addition to free ammo and the rune/key.) This
     is the only repeatable source of rewire tools in the mission, so consider
     getting some before the double-cross.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  20 | 1504/4802 | 2nd Bloodfly Apt, 4F; pouch by balcony entrance nest  |
     |_|  40 | 1544/4802 | 2nd Bloodfly Apt, 4F; ryegrass (2) in small bedroom   |
     |_|  15 | 1559/4802 | 2nd Bloodfly Apt, 4F; bathing salts on bathroom shelf |
     |_|   5 | 1564/4802 | 2nd Bloodfly Apt, 4F; bloodfly husk in bathroom       |
     |_|  40 | 1604/4802 | 2nd Bloodfly Apt, 1F shop; tyvian ore (2) in locker   |
     |_|  20 | 1624/4802 | NPC: basement burglar                                 |
     |_|  10 | 1634/4802 | NPC: basement burglar                                 |
     |_|  10 | 1644/4802 | 2nd Bloodfly Apt, B1; copper wire in locker           |
     |_|  10 | 1654/4802 | 2nd Bloodfly Apt, B1; copper wire on workbench shelf  |
     |_|  10 | 1664/4802 | NPC: black market shopkeeper                          |
     |_|   8 | 1672/4802 | Black market, back room; coins in cash register       |
     |_| 161 | 1833/4802 | Black market, back room; ingots (2) and coins in safe |
       |_____|___________|_______________________________________________________|
    
     That does it for the lower district. Return to the carriage station and take
     its 2F carriage, automatically disembarking in the upper district. (Players
     can backtrack through the same method.)
                                 ________
                                |   G    |  [4.3] UPPER AVENTA DISTRICT
                                |_      _|  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
                                  |____|     Runes ----: 1 [5/6]
                                   #         Shrines --: 0 [1/1]
                              ____#          Paintings : 1 [3/6]
                    _,'¯¯\   |   #|          Bonecharms: 2 [5/8]
                  ,' \    )   ¯¯#¯           Blueprints: 1 [2/4]
                 /    )  /_____#_            Coins ----: 740 [2573/4802]
                /\ •F | (______#_|
               /  \ • | |      #
              ( E• \__| |_____ #             |¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
               \    __   _____|#             | # | Carriage Rail Path  |
                \/ /  |C|     |#             | • | Rune/Painting/Charm |
                 \D\  | |  B  |#             | A | Carriage Platform   |
          E       \ \ | |  •  |#             | B | Grand Guard Office  |
          |       /  \| |___  |#             | C | Wall of Light       |
          |       \/)   |     |#             | D | Side Alley          |
     N ---+--- S    | |    A  )#             | E | Family Apartment    |
          |         | |     ,' #             | F | Bloodfly Apartment  |
          |         | | |  /   #             | G | Jindosh Mansion     |
          W         |_   _/   #              |___|_____________________|
                      |_|    #
    
     There are two ways to reach Jindosh's mansion: (1) reactivate the carriage
     rails, which require a numerical password to go any further (2) manually hoof
     it to the mansion via supernatural powers. Obviously, no-powers runs require
     the first method.
    
     All players begin at the boarding platform. Three guards keep watch in the
     area, and eliminating 'em silently (without tranqs) can be quite annoying,
     thanks to their AI being closer to spidey senses. Those seeking to conserve
     ammo should waylay one (usually the non-patrolling, non-elite one standing
     by the station billboard) and quickly Blink/Far Reach up atop the pillar to
     hide. With one pair of eyes gone, eliminating the other two is far easier.
     If bodies turn to ash, even better.
    
     Just remember to hide bodies on pillars, roofs, and such for an easier time.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  20 | 1853/4802 | GUARD: elite (red-shirted) in station area            |
     |_|  20 | 1873/4802 | GUARD: normal street guard in station area            |
     |_|  10 | 1883/4802 | GUARD: normal street patroller in station area        |
       |_____|___________|_______________________________________________________|
    
     The Grand Guard Office is right next to the boarding plaza, and contains a
     bunch of loot, plus the wall of light's fuel area and the boarding platform's
     password.
    
     1F: Two guards inhabit the reception desk area, and can be taken out with a
         bit of Blink/Far Reach hijinx. Those without powers will have to stage a
         distraction to slip in unnoticed or use handy-dandy tranquilizers. Each
         guard carries a pouch, and there's some loose coins on one of the desks.
    
     2F: Two guards chat in the records room before settling into their scripted
         behavior: one patrols the area, the other sits at a desk. Silent KOs are
         easier when the bookshelf snoop is out of view from the other (use corner
         peeking to find a good time to Blink/Far Reach). Each guard carries his
         own pouch, plus two of the desks have their own coin caches. One will be
         near a bonecharm.
    
     3F: The only guard on this floor is sleeping in the office. Creep in, take
         his loot (pouch, Side Alley Key) and dispose at leisure. The randomized
         carriage gate code is written on a desk note. Other than that, the main
         room has an Old Lamprow chart and blueprints, both on tables. 
        _____ ___________ _______________________________
       | AMT | TOTAL AMT | LOCATION (Grand Guard Office) \_______________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  20 | 1903/4802 | GUARD: 1F reception area (desk-sitter)                |
     |_|  10 | 1913/4802 | GUARD: 1F reception area (patroller)                  |
     |_|  16 | 1929/4802 | 1F; pouch/coins on reception area desk                |
     |_|  10 | 1939/4802 | GUARD: 2F records room (walking around)               |
     |_|  20 | 1959/4802 | GUARD: 2F records room (desk-sitter)                  |
     |_|  12 | 1971/4802 | 2F; pouch/coins by bonecharm table                    |
     |_|   5 | 1976/4802 | 2F; coins on record room desk, nearest a door         |
     |_|  50 | 2026/4802 | 3F; Old Lamprow map on briefing room table            |
     |_|  30 | 2056/4802 | GUARD: elite in 3F office (sleeping)                  |
       |_____|___________|_______________________________________________________|
    
     Those already sick of the Aventa sights can ride the carriage right to the
     mansion, then enter inside, starting the final act of the mission. However,
     for most, they'll want to get all the available loot, so we'll continue down
     the "reach mansion manually" route.
    
     First, eliminate the final guard on the wall of light's west side. If the
     barrier's oil tank was removed, he'll likely come upstairs to investigate,
     saving players a trip.
    
     The area's final three guards are on the wall's east side. Deactivating the
     barrier may draw 1-2 downstreet, making for easy pickings. This is probably
     the ideal way to dispose of the trio, as the veteran never patrols, making
     him the best target to eliminate first. (The others, especially the one
     going all the way east to the overlook platform, are much simpler afterward.)
     Those needing places to hide nearby can use the doorway by the wall of light.
    
     Finally, there's a fifth guard in the eastern square, close by the entrance
     from the alley. (Those who got the key from the Grand Guard Office can bypass
     most of the wall of light hijinx by entering that way.)
    
     Of the five guards noted above, four carry pouches.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 | 2066/4802 | GUARD: wall of light area (west side)                 |
     |_|  10 | 2076/4802 | GUARD: wall of light area (east side)                 |
     |_|  20 | 2096/4802 | GUARD: wall of light area (veteran on east side)      |
     |_|  10 | 2106/4802 | GUARD: wall of light area (east side)                 |
       |_____|___________|_______________________________________________________|
    
     With the guard presence gone, it's time for the upper district's remaining
     items. The easiest to get is in the bloodfly apartment, a 2F loft above the
     shut-down seafood restaurant. Other than the painting ("Jindosh Considers
     An Odd Numerator"), there's a corrupt bonecharm near the easel.
    
     Next, visit the eastern square -- there's an accessible apartment building.
     The 1F workshop has a coin pouch and free rewire tool, but the best goodies
     are in the family's apartment on 2F. In low chaos, the family and their maid
     will be alive, forcing normal distraction methods (tranqs?) to get all coins.
     On high chaos, they'll all be dead due to bloodflies. Their loss is Emily and
     Corvo's gain: find the dining room's hound statue, the mister and missus'
     pouches, and the rune in the back bedroom.
    
     Finally, there are fifty coins at the base of a carriage rail pylon. To find
     it, visit the eastern overlook and locate its crane. Climb down the chain (or
     maneuver normally) onto the cement platform beneath the nearest pylon. There
     is a light pouch near/under the bespectacled corpse, plus two tyvian ore
     shoved in a section of pipe.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  17 | 2123/4802 | Apartment, 1F; pouch/coins in workbench room          |
     |_| 150 | 2273/4802 | Apartment, 1F; hound statue on dining room shelf      |
     |_|  20 | 2293/4802 | NPC: male in 2F apartment                             |
     |_|  30 | 2323/4802 | NPC: female in 2F apartment                           |
     |_| 200 | 2523/4802 | Bloodfly apt. (Jindosh Considers an Odd Numerator)    |
     |_|  10 | 2533/4802 | Mansion approach; pouch under body at rail pylon base |
     |_|  40 | 2573/4802 | Mansion approach; tyvian ore (2) in pipe @ pylon base |
       |_____|___________|_______________________________________________________|
    
     That's it for Upper Aventa. Those who went with the FAQ's order can Blink/Far
     Reach along the pylons' cliff platforms (even if those abilities aren't yet
     upgraded). Returning to the carriage station and approaching in style is fine,
     too.
    
                               ####################  [4.4] JINDOSH MANSION
                             __#___      __#___   #  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
           _________        /      \    /      \  #   Runes ----: 1 [6/6]
          |___    __|  ___ (   I    )  (   I    ) #   Shrines --: 0 [1/1]
          |         |_|_  |_) _   _/    \______/  #   Paintings : 3 [6/6]
          |    H     ________/ | |         3F     #   Bonecharms: 3 [8/8]
          |  _   _  |          | |                #   Blueprints: 2 [4/4
          | |_|_| | |   2F     | |        #########   Coins ----: 2229 [4802/4802]
          |   |   | |__________| |__      #
          |  _|   |__________G      |     #    |¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
         _| |                |   F  |     #    | • | Rune/Painting/Charm |
      ##|___|                |  __  |     #    | A | Foyer               |
      #                      | |  | |     #    | B | Dining Hall         |
      #    _______ _         |_|  |_|     #    | C | Waiting Area        |
      #   |       | |   ______            #    | D | Kitchens            |
      #   |  __  _  |  /      \           #    | E | Assessment Chamber  |
      #   | | | C | | (   I    )###########    | F | Atrium              |
      #   | |_|___| |  \______/           #    | G | Wall of Light       |
      #  _|         |  _                  #    | H | Private (Studio)    |
      ##|_    B   | |_| |____  To "F"     #    | I | Jindosh's Lab       |
      #   |       |  ______  |  /     #####    |___|_____________________|
      #   |  ___  __|     _| |_/      #
      #   |   |   |      |     |      #  Ahh, Jindosh's mansion. If players were
      #   |___|___|      |  A  |      #  annoyed earlier, this will send 'em into
      #                  |_   _|      #  the stratosphere. However, despite the
      #                    | |    1F  #  complex appearance, there are certain
      #                    |_|-START  #  things that, when known, make it a lot
      #               /\/\            #  easier to get through. I'll explain some
      #          ___  \  /#############  before the walkthrough section begins.
      #    B1   |   |_/ /
      #    _____|_   __/    1) The in-game map is not complete! It leaves out the
      #   |       | |          maintenance areas and crawlspaces that contain a
      #   |   E   | |          lot of loot. It's highly recommended to play this
      #   |_______| |          section with upgraded Dark Vision, as it highlights
      #   |_   _____|          objects in the floors/ceilings/walls that one would
      #   |  _|                otherwise miss.
      #   | |_______
      #  _| [   |_  |       2) Those who want the "Silence" trophy (for defeating
      ##|_   ]    | |          Jindosh without him ever being aware his mansion's
          | [_____| |          been infiltrated) may want to do it first thing and
          |     D   |          find all the loot later. This place can be vexing
          |_|_|_____|          for first-timers and there's no shortcut to doing
                               it in perfect stealth.
    
     The guide will go generally floor by floor to make looting that much easier.
    
    [4.4.0] QUICK WAY TO GET "SILENCE" TROPHY
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     There may be no easy (stealthy) way to reach Jindosh's lab, but knowing the
     building's layout expedites things anyway. Here's my method for doing it.
    
     1) Escape lobby area without being noticed. In the room with a configuration
        lever, shoot the skylight and Blink/Far Reach up through it. Access to
        the Atrium's north side is blocked in the default configuration, but
        players can use the west (on map) maintenance tunnels to hop down into the
        1F maintenance tunnels -- they lead straight to the dining room area.
    
     First-timers who have no idea where anything is should get the level map in
     the 1F dining room corridor entryway. It's available right after hopping down
     into the maintenance tunnels, by opening one of the windows, locating the two
     guards (scripted conversation about clockwork soldiers) and then going in the
     opposite direction from them.
    
     2) Access the dining room. There's only one guard here normally, though a few
        others may visit in certain circumstances. (Notably, the corridor guard
        briefly looks in, and if the mural room's configuration is changed too
        often, a B1 guard may come up for inspections.)
    
     3) Access the 2F private area. This is doable by using the dining room lift
        or climbing the maintenance duct alongside the 1F waiting room. (The latter
        method requires Blink/Far Reach; the lounge can be entered via windows.)
        There are two guards here and a clockwork soldier, though the latter is
        deactivated. Using the lift will make the guards automatically curious to
        see who arrived.
    
     4) Navigate Jindosh's studio. This is a bit north on the map from the arrival
        area, and is notable for having a rotating room and confusing layout (at
        least for first-time players). However, rather than reconfiguring the
        studio -- which tips Jindosh off immediately -- use the outdoor balcony.
        It's possible to reach the NE (on map) 1F terrace using exterior pipework,
        with or without powers.
    
     5) Navigate Jindosh's laboratory. This is fairly easy since the fourth step
        puts players right near the elevator that goes to Jindosh's 3F Office
        level. Like the previous lift, no tricks are needed to use it, and the
        same hiding places exist.
    
     6) Eliminate Jindosh. If players have been completely silent, Jindosh will be
        working at his desk and only one soldier will be patrolling. If Jindosh
        was tipped off by a false positive (i.e. lobby lever pulled, but player
        disappeared afterwards), he'll be standing around and both clockworks are
        active.
    
        In the most silent scenario, players can scramble to the cot area (right
        across room from office desk) for cover, and get on top of the crescent-
        -shaped ceiling that covers half that area. From this higher vantage, it's
        quite simple to tranq Jindosh while he's completely unaware. (Players who
        did the false positive can do a similar tactic, though the extra clockwork
        to deal with means Blink/Far Reach is easiest to reach the cot area.)
    
     The trophy will pop if things went well. A good sign that they did? Jindosh
     isn't constantly talking to Emily/Corvo as they proceed along. In fact, in
     perfect stealth, players shouldn't be hearing any flavor dialogue from him
     in the whole trip. (Using elevators, minor levers, the dining room guest room
     "elevator," and so on shouldn't alert Kirin, thankfully.)
    
     For all loot, continue reading from the next section.
    
    [4.4.1] JINDOSH MANSION - 1F
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     All players begin in the vestibule. There's no loot here, just a few potions,
     food, and an intruder warning audiograph from Jindosh. I should note that the
     mansion can be left at any time, just like players can backtrack to previous
     districts.
    
     Adjacent to the entryway is the 1F foyer, which looks like a dead-end trophy
     room. There's some angelfish scales in one of the cabinets. One of the most
     annoying parts about this mission is how many stray coins there are to find,
     and how ingeniously some can be hidden. For instance, shoot through the foyer
     skylight, then Blink/Far Reach up to that 2F perch; then, teleport up to the
     3F crossbar of the maintenance area. There's whale oil (in locker) and some
     extra coins (blue drawer) up there.
    
     Players exploring the foyer/atrium in its base configuration can also slip
     downward into the B1 level. There's nothing there but clockwork soldiers in
     deactivated mode. They will, however, spring to life if they hear suspicious
     activities.
    
     To kill a clockwork, it's easiest to shoot off its head, which stops it from
     doing anything, other than sound-based, indiscriminate attacks. Afterwards,
     cut off all its arms or do a drop assassination to eliminate it. (Destroying
     clockworks doesn't count as a kill, and corpses racked up in their headless
     wrath don't count either. Still, it's best to check the Stats menu, just in
     case.)
     
     • TROPHY: CLOCKWORK COLLECTOR
       Kill any three clockwork soldiers and take their plaques, i.e. small plates
       with numbers on 'em. These must be collected manually taken by sifting in
       their wreckage. (The plates glow in upgraded Dark Vision.) Sometimes plates
       clip through the floor a bit; hitting wreckage atop them can undo it.
    
     • TROPHY: SOUVENIRS [Pt. 4 of 10]
       Obtain a clockwork soldier's head. Unlike the above trophy, the trinket is
       taken automatically after blowing its head off, then killing it.
    
     Anyway, there are two main ways to proceed from the foyer:
    
     1) In the base configuration, shoot through the skylight and enter the 2F
        Atrium balconies. On one side, part of the bookcases are pulled out, and
        the pipework ducts beyond are visible. This leads back down to 1F, right
        beside the dining room corridor.
    
     2) Pull the lever to reconfigure the room. This closes off the balcony path
        above, plus reaching any coins in the 3F ceiling area, but opens up the 2F
        Atrium in full, plus gives access to the 1F dining hall corridor's main
        entrance (between staircases). Players without powers must choose this
        method.
    
     NOTE: Those who want the "Silence" trophy should avoid using reconfiguration
     levers. This ALWAYS tips off Jindosh. The only exception is the very first
     one in the foyer. Players can quickly hide from the clockwork soldier and
     Jindosh considers the reconfiguration a misfire. (This gimme is likely so
     no-powers players aren't completely screwed over.)
    
     The Atrium has some loot in it, plus a fun conversation with Jindosh if one
     brazenly approaches the (locked) door to his retractable bridge. The guide'll
     leave those items for the return trip, though, as we'll be passing through
     at the end.
        _____ ___________ _______________
       | AMT | TOTAL AMT | LOCATION (1F) \_______________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 | 2583/4802 | Lobby 1F, foyer; angelfish scales in cabinet          |
     |_|  10 | 2593/4802 | Lobby 3F, above roof; whale oil in locker             |
     |_|   4 | 2597/4802 | Lobby 3F, above roof; coins @ maintenance area drawer |
       |_____|___________|_______________________________________________________|
    
     So, onward toward the dining hall. As said, players can enter through 2F
     atrium ducts or the main door between the 1F-2F staircases, depending on if
     the configuration lever was pulled or not. (In the latter case, a clockwork
     soldier will be patrolling and is programmed to attack on sight. Players can
     slip by it into the hall and pick up the mansion map there as well.)
    
     There are two guards in the hall, usually having a scripted conversation
     about the clockwork soldier. (Sage advice: the 'deactivated' soldiers wake
     up if they hear a ruckus and will join in.) When they're done, take their
     pouches and loot the hallway: one cabinet has a pearl fan, another has four
     coins.
    
     Be mindful that the sole dining room sentry doesn't see Emily/Corvo creeping
     through the halls -- his kneejerk reaction to any oddity is activating the
     arc pylon (replaces piano in center). Jindosh will be immediately notified
     of an intruder's presence when this occurs, provided the pylon is powered.
    
     • In cases where the pylon is activated, the hall becomes a no man's land.
       To deactivate it, return to the dining room corridor (where the two guards
       were) and hop through a window into the maintenance hallway. It runs all
       the way to alongside the dining hall lounge and mural room. Hop onto the
       pool table, then use the wall AC unit to hop into the sheltered 2F walkway.
       Go all the way north (on map) to the waiting room, then drop into the
       maintenance duct there, which is like a vertical shaft. Upon reaching the
       level between F1 and B1 -- which contains a corpse and bonecharm -- keep
       going west toward the elevator. The trap's whale oil socket is right by
       it.
    
     Assuming the dining hall is clear now, it's loot time. The lone guard held a
     pouch (20) and the small parlor near the food tables holds an umberwood snuff
     box on a table (150). Next-door to the lounge is the "mural room," notable
     for its wall-sized portrait of Karnaca. There's a pouch (10) in a cabinet
     here.
    
     The remaining items are a bit more out of the way. Enter the maintenance
     corridor for this area -- it's accessible by hopping through the windows in
     the smoking lounge or dining room hallway. A blue drawer and workbench (near
     pool table) hold nine and two coins, respectively.
    
     Next, revisit the mural room. Pulling the configuration lever swaps the table
     for the pool table, or vice versa. As the table descends, hop down with it,
     then quickly enter the below-floor crawlspace compartment. There's whale oil
     and copper wire here (20 coins total). Like with most cramped spaces in this
     level, there's a red button that reverses the action -- use it to get back
     up to the 1F dining area.
    
     • Changing the mural room's configuration doesn't alert Jindosh, so feel free
       to use it as much as needed. It also makes an easy shortcut into the B1
       level, for those who want one later.
    
        _____ ___________ _______________
       | AMT | TOTAL AMT | LOCATION (1F) \_______________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  30 | 2627/4802 | GUARD: elite (female) in dining area hallway          |
     |_|  10 | 2637/4802 | GUARD: elite (male) in dining area hallway            |
     |_|  40 | 2677/4802 | Dining area hallway; pearl fan in cabinet             |
     |_|   4 | 2681/4802 | Dining area hallway; coins in drawer by Waiting Room  |
     |_|   9 | 2690/4802 | Dining area hallway, maintenance area; coins @ drawer |
     |_|  20 | 2710/4802 | GUARD: elite guard in dining room                     |
     |_| 150 | 2860/4802 | Dining area, lounge; umberwood snuff box on table     |
     |_|  10 | 2870/4802 | Dining area, mural room; pouch in cabinet             |
     |_|  10 | 2880/4802 | Dining area, below mural room; copper wire in box     |
     |_|  10 | 2890/4802 | Dining area, below mural room; whale oil by parts box |
     |_|   2 | 2892/4802 | Dining area, maintenance area; coin on workbench      |
       |_____|___________|_______________________________________________________|
    
     Next, it's fudging the "1F only" loot a bit, but some items are located above
     the smoking parlor and mural room. To reach that area, enter the maintenance
     area alongside 'em (use the windows) and Blink/Far Reach up through the 2F
     gap. Players without powers will need the billiards table recessed, as it's
     an otherwise crucial stepping stone to reaching 2F.
    
     That clears the dining hall, but there's still the north (on map) 1F area to
     explore. To start, I suggest entering the 2F maintenance hallway above the
     1F smoking lounge and mural room. As mentioned earlier, when the pool table
     is hidden, it can be used as a stepping stone to reach that upper level,
     with or without powers.
    
     Right after reaching 2F, look for the a workbench on the left-hand side (8
     coins). Take the shuttered walkway all the way north now, giving a bird's-eye
     view of the Waiting Room, where two civvies discuss clockworks. A drawer in
     this upper area contains more coins (3).
    
     Alongside the Waiting Room is a maintenance shaft, connecting 1F to the 2F
     area (where players are currently) and even a below-floor crawlspace. The
     latter is where one goes to get a bonecharm and unplug the arc pylon, as well
     as enter the elevator shaft. Players can also Blink/Far Reach onto a 3F steel
     beam to find another coin (5). It's missable without supernatural powers,
     however.
    
     Okay, back to the Waiting Room. Tranq the two civilians, then drop down to
     eliminate the sleeping lobby guard. If all goes well, he shouldn't already
     be awake. Make sure to snag the coins (6) in the fountain by the guard.
    
     Loot-wise, each civilian carries coin, and two items (avocet feathers, pouch)
     are in the Waiting Room, in a cabinet and on a sofa, respectively. More loot
     is in the office directly above, though it's only accessible by reconfiguring
     the room. Pull the lever, hop out, and get the remaining goods: a fan in the
     display case, a pouch in the desk, and blueprints on the desk.
    
     • Reconfiguring the room can also be done from the Waiting Room 2F level (the
       one that gives a bird's-eye view of the room). If the civilians are awake,
       the descent deposits them near the B1 Assessment Chamber. It definitely
       makes stealing their loot easier, but putting extra witnesses in that area
       isn't exactly a good idea. Just food for thought.
    
     Reconfiguring the Waiting Room doesn't tip off Jindosh, no matter how many
     times it's done. Another exception.
        _____ ___________ ___________________
       | AMT | TOTAL AMT | LOCATION (1F, 2F) \___________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   8 | 2900/4802 | Dining area, 2F maintenance walkway; workbench coins  |
     |_|   3 | 2903/4802 | Dining area, 2F maintenance walkway; drawer by W. Rm. |
     |_|   5 | 2908/4802 | Waiting Room, maintenance area; coin on 3F girder     |
     |_|  20 | 2928/4802 | NPC: woman in waiting room guest area                 |
     |_|  30 | 2958/4802 | NPC: man in waiting room guest area                   |
     |_|  10 | 2968/4802 | Waiting room, guest area; pouch on couch              |
     |_|  10 | 2978/4802 | Waiting room, guest area; avocet feathers in cabinet  |
     |_|   6 | 2984/4802 | Waiting room, lobby; coins in corner fountain         |
     |_|  40 | 3024/4802 | Office above waiting room; pearl fan in display case  |
     |_|  10 | 3034/4802 | Office above waiting room; pouch in desk              |
       |_____|___________|_______________________________________________________|
    
     That does it for the first floor. Next, it'll be time to loot B1, or what's
     accessible right now.
    
    [4.4.2] JINDOSH MANSION - BASEMENT LEVEL
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Other than the laboratory elevator (which hasn't been visited yet), there are
     numerous ways to reach the basement level:
    
     • The dining elevator goes there naturally
     • The "mural room" table platform (reconfiguring it drops it to the kitchen)
     • The waiting room is itself an elevator platform
     • The 2F 'roof' area of the Waiting Room has a wall hole to the basement
    
     The basement is where the kitchens and Assessment Chamber are, as well as an
     elevator right to Jindosh's laboratory. Since the latter is blocked by a wall
     of light, for now, let's just get the available goods.
    
     Three guards patrol the dining room elevator area. In some cases, if Emily
     or Corvo screwed with the upper configurations too much (usually mural room),
     one guard will be investigating there. Either way, two of the clowns have a
     pouch to take. There's also a handful of coins in the cistern, on the white
     cement base of a steel support. (Those without powers will have to emerge
     on the kitchen's other side, which is of little consequence, generally.)
    
     Speaking of which, the kitchens have two civilians. They won't be inherently
     afraid of Emily/Corvo, and are separated enough to be taken unawares. The
     kitchen has a lot of food, but little loot -- just three withered ryegrass
     stalks on a counter.
    
     Next, if one reconfigures the Waiting Room elevator so that it descends, use
     the chance to slip into the crawlspace at its exposed support beams. This'll
     give access to a rather tricky whale oil on a device. (For those who still
     can't obtain this, they can start on 1F. Just enter the area where the corpse
     and bonecharm were, move under the Waiting Room, and pull the lever there.)
     As before, reconfiguring that elevator doesn't alert Jindosh.
    
     Make for the Assessment Chamber area next -- signs by the elevator will point
     the way, not that it's hard to be confused. Down that maintenance corridor,
     one of the steel console cabinets contains a pouch.
        _____ ___________ _______________
       | AMT | TOTAL AMT | LOCATION (B1) \_______________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 | 3044/4802 | GUARD: basement elevator (dining room) lobby          |
     |_|  20 | 3064/4802 | GUARD: basement elevator (dining room) lobby          |
     |_|  15 | 3079/4802 | Cistern; coins on cement pillar support               |
     |_|  60 | 3139/4802 | Kitchen; withered ryegrass (3) on countertop          |
     |_|  10 | 3149/4802 | Whale oil directly below Waiting Room (must reconfig) |
     |_|  10 | 3159/4802 | Maintenance hallway; pouch in console cabinet         |
       |_____|___________|_______________________________________________________|
    
     The Assessment Chamber will be revealed in its full splendor at this point.
     Before going in, I recommend eliminating the elite guard patrolling its upper
     walkway. Taking her out should be a cinch, as long as the two civilians from
     before weren't left there. The two walkway cabinets each contain loot, and
     near the wall of light, players can find lucky sphalerite in a box. Finally,
     there's copper wire on the reddish pipe in front (and above) the wall of
     light, plus a bonecharm in the maintenance drawer. Whew.
    
     Now, the Assessment Chamber is Jindosh's labyrinthine testing ground for
     clockworks, featuring shifting walls as part of its design. Players can tweak
     the layout by stepping on certain tiles. Seeing as this is Sokolov's prison,
     Kirin left a clockwork outside to intimidate him, so players'll usually have
     to tangle with it. (Killing the clockwork will alert Jindosh; incapacitating
     it, by removing its head, won't. Rewiring actually causes the machines to
     self-destruct later, so don't use that method.)
    
     Pull the lever to get inside, then step on the first reconfiguration tile. In
     this mode, players have access to the NE cabinet of ammo, though it's the 20-
     -coin pouch and rewire tool of most interest. After, use any configuration so
     that the Chamber's central path, and its boarded-up tile, is revealed. Smash
     it free, then use it to enter Sokolov's cell. He has an interesting portrait
     ("The Blood Topology of Grim Alex") on his bedside.
    
     • TROPHY: LABYRINTHINE MIND
       Find Sokolov. This is mandatory.
    
     Sokolov will pass out shortly after being roused. Emily/Corvo suggests taking
     him back to the carriage before confronting Jindosh, though that isn't really
     required. Unblock the reconfiguration tile, then exit the Assessment Chamber
     in roughly the opposite order one used to enter.
        _____ ___________ _______________
       | AMT | TOTAL AMT | LOCATION (B1) \_______________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  20 | 3179/4802 | Assessment Chamber, outer; pouch in walkway cabinet   |
     |_|   2 | 3181/4802 | Assessment Chamber, outer; coin in walkway cabinet    |
     |_|  15 | 3196/4802 | Assessment Chamber, outer; sphalerite by w. of light  |
     |_|  10 | 3206/4802 | Assessment Chamber, outer; wire on wall of light pipe |
     |_|  20 | 3226/4802 | Assessment Chamber, inner; pouch on NE cabinet        |
     |_| 200 | 3426/4802 | Assessment Chamber, in. (Blood Topology of Grim Alex) |
       |_____|___________|_______________________________________________________|
    
     Rescuing Anton spawns three more guards at the dining room elevator entrance,
     though none of them carry anything. Those who want a quick escape can ride
     the Waiting Room upwards, or tangle with the mongrels as they go about their
     rounds. Just remember: it's game over if Sokolov perishes. He's an old dude,
     so don't treat him like a sack of potatoes. =)
    
     Other than egress, that's currently all that can be done on B1. Put Sokolov
     in a safe area (any maintenance corridor near the foyer would work) and then
     visit...
    
    [4.4.3] JINDOSH MANSION - 2F
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     This floor can be accessed from any elevator or the maintenance shaft by the
     Waiting Room. Those who don't have supernatural powers for the latter can do
     the "unplug arc pylon method" mentioned in the [4.4.1] section, then hop into
     a lounge window instead of descending to the bonecharm area.
    
     The elevator method is the most common. Riding it to 2F immediately alerts
     the nearby sentries, due to that floor being off-limits in general. As long
     as they're disposed of quietly, the clockwork soldier near them won't rouse
     from its slumber. Each elite carries a pouch, but there's also coins near
     the clockwork itself (on wooden shelf) and by the lounge's window-side table. 
        _____ ___________ _______________
       | AMT | TOTAL AMT | LOCATION (2F) \_______________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 | 3436/4802 | GUARD: elite near elevator/lounge                     |
     |_|  30 | 3466/4802 | GUARD: elite near elevator/lounge                     |
     |_|  10 | 3476/4802 | Elevator lounge; pouch on table, near windows         |
     |_|   2 | 3478/4802 | Elevator lounge; coins on cabinet near clockwork sol. |
       |_____|___________|_______________________________________________________|
    
     Beyond the lounge is one of the more confusing places in the mansion: Kirin's
     private studio. Changing its configuration opens up access, changes pieces
     around, and spins the very center of the room, making it a rather confusing
     place.
    
     The private area can be categorized into three main areas, based off parts
     that don't rotate: a studio (biggest room), a laboratory den (connects only
     to Jindosh's lab), and a balcony room overlooking the 1F Waiting Room lobby.
    
     NOTE: Reconfiguring any private-area room will alert Jindosh immediately. The
     players who want the "Silence" trophy should eliminate him first, then come
     back for the commodities. A method on using the private area to reach the lab
     are listed in section [4.4.0].
    
     NOTE: Those going for no alerts should preemptively decapitate any clockwork
     soldiers resting against the walls. This is because they tend to rouse when
     loud noises occurs. (If a clockwork awakens and dies in a room-reconfiguration
     accident, or by fighting another clockwork, Jindosh is still alerted!)
    
     So, there are three main areas, each with loot.
    
     • STUDIO: This area is inherently available from the 2F lounge by the dining
       hall elevator. Its default configuration gives balcony/bedroom access; its
       alternate configuration reveals the den's desk, silvergraph studio and
       inner balcony access, though it also closes off the outer balcony.
    
       Available by default: sphalerite in a box atop a shelf (15), the silver
       cameo on the bed's nightstand display (150), and a pouch on one of the
       outer balcony tables (10).
    
       Available after reconfiguration: a single coin on the den-area desk (1),
       two whale oil tanks in the blue crate near it (20), and a pouch in the
       silvergraph studio. Note that there's a bonecharm only available by
       toggling the configuration while inside the silvergraph studio.   
    
     • BALCONY AREA: This is the least interesting area and contains nothing of
       note, except a pearl fan (40) on the titular balcony. When the atrium's
       wall of light is deactivated, players can enter here via the 2F hallway.
    
     • LABORATORY DEN: This area connects to Jindosh's lab itself. It has no door
       to the studio/balcony area, so players must enter while the rooms are
       reconfiguring.
    
       Available by default: a Daiger-Dial Lake chart on the big shelf (50), pied
       avocet feathers on a retractable shelf (10), a scrimshaw on a window table
       (30), and bathing salts in the door-side cabinet (15).
    
       Available after reconfiguration: the creepy Delilah painting ("I Look Upon
       the Craftsman") reveals its gallery. There's also a secret ingot/coin cache
       available beneath the floor. Put the room in default configuration, then
       pull the lever. Quickly run to the retractable corner near the bathing salt
       cabinet; it will descend into a hidden nook with 380 coins worth of goods.
    
     Robbing the lab den's 380-coin cache counts as a special action. If Jindosh
     is aware of Emily/Corvo's presence, he'll mention their base thievery.
        _____ ___________ _______________
       | AMT | TOTAL AMT | LOCATION (2F) \_______________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  15 | 3493/4802 | Studio; sphalerite in box atop a shelf                |
     |_| 150 | 3643/4802 | Studio; silver cameo in glass display on table        |
     |_|  10 | 3653/4802 | Studio, balcony; pouch on booze table                 |
    ¹|_|  10 | 3663/4802 | Studio; pouch on desk of silvergraph-developing area  |
    ¹|_|   1 | 3664/4802 | Studio; coin on table near audiograph/portraits desk  |
    ¹|_|  20 | 3684/4802 | Studio; whale oil (2) in blue-green crate stack       |
    ¹|_|  40 | 3724/4802 | Balcony area; pearl fan overlooking 1F Waiting Room   |
     |_|  10 | 3734/4802 | Lab den area; pied avocet feathers in extended shelf  |
     |_|  15 | 3749/4802 | Lab den area; bathing salts in cabinet near door      |
     |_|  30 | 3779/4802 | Lab den area; ivory scrimshaw on window table         |
     |_|  50 | 3829/4802 | Lab den area; Daiger-Dial Lake camp chart @ big shelf |
    ¹|_| 200 | 4029/4802 | Lab den area (I Look Upon the Craftsman)              |
    ¹|_| 380 | 4409/4802 | Lab den area; ingots/pouches in below-floor nook      |
       |_____|___________|_______________________________________________________|
                                  ¹ - not available in default room configuration
    
     That should do it for loot in the revolving spectacle. Players can enter the
     laboratory through the den hall.
    
    [4.4.4] JINDOSH MANSION - LABORATORY
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Right now, there are only two ways to enter Jindosh's lab from the revolving
     room area of 2F:
    
     • One-third of the revolving room connects directly to the destination. It's
       just a matter of getting there during a reconfiguration. (This notifies
       Jindosh of an intruder's presence, as mentioned earlier.)
    
     • The 2F revolving room's studio has an outer balcony. From there, players
       can use exterior pipework to reach the 1F laboratory terrace, empty except
       for a few coins and a maintenance key. (The key is needed to access the
       1F level from the elevator lobby inside.)
    
     Either way works, technically. Before looting the place, let's take care of
     Jindosh. In all circumstances except one (vis-a-vis in the Atrium), he will
     reside on the laboratory's 3F office. He's guarded by one or two clockwork
     soldiers, depending on players' stealthiness.
    
     The simplest way to confront him is riding the elevator to 3F -- each floor
     of the lab connects to it. Once there, Blink/Far Reach to the machine cluster
     opposite Jindosh's desk, and climb onto the upper rim of the room. Once the
     inventor's in sniping distance, let him have it. (For a lethal, ironic twist,
     decapitate a clockwork and let it slay Jindosh in mindless fury. "Silence"
     can still trigger in those circumstances.)
    
     • NONLETHAL ROUTE ONLY: Snooping players may have already learned Jindosh
       was planning to use electroshock therapy to soften Sokolov's will...so why
       not let Kirin be its guinea pig? The chair is near an audiograph machine
       in the 1F lab. However, it doesn't have enough power inherently. To free
       up enough, bring up the platforms with that use the least amount of power
       (Anatomy, Optics) using the Bay 1 and Bay 2 consoles. If done right, the
       power coil nearby will be glowing completely white, and the activation
       switch'll work. That's the cue to turn Jindosh's mind into pudding, and not
       even a good kind. Butterscotch, maybe?
    
     With that nasty business over with, it's loot time. I'll just list the goods
     by floor. Players will need to revisit the B1 area again to get items behind
     the wall of light. (Those still needing to rescue Sokolov should see section
     4.4.2 at that point.) 
    
     3F: Near Jindosh's desk is the "Light Along the Inverse Curve" painting (200),
         silver dust on the shelf beside it (20), a dried bloodfly husk in the
         desk cabinet (5), and blueprints in the compartment beside it. This level
         also has several steel cabinets to search, containing a sphalerite (15)
         and two copper wire coils (20 total). A third coil is on the upper rim
         of the balcony, above the sleeping cot area.
    
     2F: There's only two items of note here: tyvian ore in the cots near the
         retractable bridge entrance (20) and oil on a perimeter console (10).
    
     1F: Take the elevator and duck out onto the terrace using the waist-high
         hatch. There's a few coins (4) near the huge oil tank, as well as the
         maintenance key for accessing the inner site. Back inside, grab the
         entryway cabinet's tyvian ore (20). Once inside 1F proper, locate the
         cabinet near the corpse cot for coins (2) and copper wire on the Optics
         platform. Those who did the nonlethal route may have it on 2F instead.
         Finally, look for the tiny stairway in this area; at its base, and right
         near it, are copper wire (10) and fallen coins (3), respectively. There's
         also a rune in this area to find -- use the Heart.
    
     B1: Exit the lab elevator to find the final items: whale oil by a wall (10)
         and a coin on the sink grate (1).
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   4 | 4413/4802 | Lab 1F, outdoor terrace; coins by whale oil tank      |
     |_|  20 | 4433/4802 | Lab 1F, interior; tyvian ore on elevator entry shelf  |
     |_|   2 | 4435/4802 | Lab 1F, interior; coin in desk cabinet by corpse cot  |
     |_|  10 | 4445/4802 | Lab 1F, interior; copper wire on Optics platform      |
     |_|  10 | 4455/4802 | Lab 1F, interior; wire at foot of small stairway      |
     |_|   3 | 4458/4802 | Lab 1F, interior; coins by foot of small stairway     |
      _|-----+-----------+-------------------------------------------------------|
     |_|  20 | 4478/4802 | Lab 2F, tyvian ore in cot (by retract. bridge entry)  |
     |_|  10 | 4488/4802 | Lab 2F, whale oil on perimeter console                |
      _|-----+-----------+-------------------------------------------------------|
     |_|  15 | 4503/4802 | Lab 3F; sphalerite in cabinet near Jindosh's desk     |
     |_|  10 | 4513/4802 | Lab 3F; copper wire in cabinet near desk/cot          |
     |_|  10 | 4523/4802 | Lab 3F; copper wire in cabinet near door to elevator  |
     |_|  10 | 4533/4802 | Lab 3F; copper wire on room's upper rim (above cot)   |
     |_|   5 | 4538/4802 | Lab 3F; bloodfly husk in Jindosh's desk cabinet       |
     |_| 200 | 4738/4802 | Lab 3F; main desk (Light Along the Inverse Curve)     |
     |_|  20 | 4758/4802 | Lab 3F; silver dust by Sokolov painting               |
      _|-----+-----------+-------------------------------------------------------|
     |_|   1 | 4759/4802 | B1 maintenance corridor; coin on sink by elevator     |
     |_|  10 | 4769/4802 | B1 maintenance corridor; whale oil by elevator        |
       |_____|___________|_______________________________________________________|
    
    [4.4.5] JINDOSH MANSION - REMAINING LOOT
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     All that's left now is to skidaddle from this creepy hellhole and possible
     massacre site. Make for the Atrium, now just a stone's throw across the lab
     bridge. There may or may not be two clockwork soldiers here, depending on
     how previous scenes went.
    
     Either way, the remaining coins in this level are in the Atrium. The lever
     in this room reshapes the roof (chandeliers or glass) and switches the trophy
     display cases.
    
     First, switch the chandeliers so that the corkscrew bolts come out of the
     walls to give a flat ceiling. While they're emerging, Blink/Far Reach up to
     their level. There are two bloodfly husks (10 coins total) in this area, each
     underneath a screw. Both are situated to the east a bit -- one closer to the
     retractable bridge entrance, the other across the room.
    
     Hit a red button along any corkscrew to drop back down to ground level. While
     the room is shifting again, jump through the central panel to find the below-
     -floor space that powers down the Atrium's wall of light. Some copper wire
     (10) sits on a box nearby.
    
     Return to the normal 2F space again. The final coins are underneath a trophy
     space in the SW (on map). Reconfigure the room, hop down when the current
     trophy -- a plant or statue -- descends, then look for the copper wire and
     loose change (13 coins altogether) near/on a red pipe.
        _____ ___________ _______________
       | AMT | TOTAL AMT | LOCATION (2F) \_______________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 | 4779/4802 | Atrium, below floor; copper wire on crate             |
     |_|  13 | 4792/4802 | Atrium, below floor; wire/coins by southwest pipes    |
     |_|   5 | 4797/4802 | Atrium, in ceiling; bloodfly husk under a corkscrew   |
     |_|   5 | 4802/4802 | Atrium, in ceiling; bloodfly husk under a corkscrew   |
       |_____|___________|_______________________________________________________|
    
     Congrats! That's everything in this infernal mansion. Fight off any extant
     clockworks (may be one in 1F foyer), collect Anton's body, and ride the rails
     back to Lower Aventa. Some of Delilah's witches will be patrolling the plaza
     now. They have better fighting ability and mobility than normal guards, but
     can be avoided in much the same way.
    
     Before leaving, make sure to have gotten all runes, charms, paintings and
     blueprints. Don't forget about Paolo either!
    
    SPECIAL ACTIONS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     • A MAN OF THE PEOPLE
       Eliminate Paolo when he visits the lower district's black market. This
       should trigger even if he's knocked unconscious.
    
     • BLACK MARKET HEIST
       Rob the lower district's black market by blowing a hole in its wall. The
       method of doing this is described in the walkthrough.
    
     • GHOST BETWEEN THE COGS
       Reach Jindosh without alerting anyone, including Kirin himself. This means
       keeping room transfigurations at a minimum. An easy way to stealth through
       the level is reaching 2F via the dining room area, going to the studio's
       balcony, then moving to the lower terrace that connects to Jindosh's lab.
    
     • HIDDEN REPOSITORY
       Discover Jindosh's secret stash. This is in his 2F private area, in the
       "den" (non-rotating portion nearest 2F laboratory). Transfiguring the room
       makes one corner go up and down; when it goes down, hop in along with it
       to find the loot shelf below. The area will glow with upgraded Dark Vision,
       so use that if need be.
    
     • LOOTED AVENTA STATION
       Rob the ticket office at the lower district's station. This is impossible
       to do without acquiring the key from the black market, either by purchasing
       it normally or during the robbery.
    
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    05) THE ROYAL CONSERVATORY                                               [WK05]
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     RUNES ---: 06
     SHRINES -: 01
     CHARMS --: 09
     COINS ---: 3813
     PAINTINGS: 03
     B'PRINTS : 03
    
    [5.1] ANOTHER STRANGE VISIT
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Time for another Void vacation. There'll be new face this time, but no items
     to locate. It ends after all three waypoints/conversations are visited.
    
    [5.2] THE DREADFUL WALE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Anton and Meagan will be in the belowdecks meeting room when it's time to
     converse. As usual, players can check to make sure all their trophies are
     there (there should be a new clockwork soldier head from the previous job)
     and locate notable papers and files for...
    
     • TROPHY: ROYAL SPYMASTER [Part 3]
       The ongoing journey of finding all Anton and Meagan's books on the Dreadful
       Wale continues. New entries this time:
    
       - Meagan Foster's Notebook (by her bed on the bridge)
       - Anton Sokolov's Diary - Started Painting Again (by his Delilah portrait)
       - Trip to the Markets (meeting room, on a table near galley entrance)
       - Bonecharms (meeting room, on a crate behind main bulletin boards)
       - Temporary Closure of the Conservatory (stapled to meeting room b. board)
       - Letter from Lucia Pastor (Hypatia's cabin, if she's alive)
    
    [5.3] CYRIA GARDENS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Runes ----: 3 [3/6]
     Shrines --: 1 [1/1]
     Paintings : 1 [1/3]
     Bonecharms: 3 [3/9]
     Blueprints: 1 [1/3]
     Coins ----: 2234 [2234/3813]
                          ________________________
                         |                        |   |¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
              E          |   Royal Conservatory   |   | • | Rune/Painting/Charm |
              |          |      •••••••••••    ___|   | A | Seta Canal          |
          N --+-- S      |________   _________|       | B | Howler Ambush Alley |
              |            |      |M|         |       | C | Black Market        |
              W            |      | |         (       | D | Empty Apartment #1  |
                           |____               \      | E | 3F Windmill Terrace |
         ___ ______________|    )   _____       \     | F | 2F Overseer Outpost |
        |•C |_  | D  E|  |   K /   / ••  |   ____)_   | G | Wall of Light #1    |
        |___  |B|     |  |    /    \  L  |   \     |  | H | Woman's Apartment   |
            |_  |   F |  |___/  /¯\ \    |\  /  N• |  | I | Witch Ambush Alley  |
             _| |_____|   _  G / J \ \___| \ \_____|  | J | Cantina             |
            |  _______   | )  /\ •  \  \    \/        | K | Empty Apartment #2  |
            | |   | |    (/  /  \___/   )             | L | Bloodfly Apartment  |
            | |   | | |      \   /   __/\             | M | Wall of Light #2    |
            | | A |  _|    /\ \_/   /\ ••)            | N | Associate's Office  |
            |_|   | | |   (  \/    /  \_/\            |___|_____________________|
            |     ) ) |   | H ) I /      Shrine
                 / /  (   |  /   /
          START-(_(    )__|_/\__/
    
     The segment tells how to get all collectibles up to the conservatory itself.
    
     Players begin at the Seta Canal in the northwest. First, look for a small
     garage on the walkway's south side for some wire and oil, plus a rewire tool.
     (The latter is especially useful in the later part of this level, so be sure
     to keep one.) Other items are in the nearby boat's cabin: angelfish scales,
     copper wire, and in high chaos, an extra whale oil. Be sure to collect those
     items quickly, as the dockhands turn hostile if one lingers there after the
     scripted "gazebo renovations" conversation. (Staying on firm soil is fine.)
    
     Next, lift the white-shirted importer's pouch and -- in high chaos -- get
     the extra copper wire near the closed canal gate. Finally, a pouch-carrying
     guard stands preoccupied atop the dock stairway. Foolish, in these times...
        _____ ___________ __________                        _____________________
       | AMT | TOTAL AMT | LOCATION \______________________/ ¹ - high chaos only |
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  30 |   30/3813 | Seta Canal; copper wire (2) + whale oil in a garage   |
     |_|  10 |   40/3813 | Seta Canal, docked boat; angelfish scales in cabin    |
     |_|  10 |   50/3813 | Seta Canal, docked boat; copper wire in cabin         |
    ¹|_|  10 |   60/3813 | Seta Canal, docked boat; whale oil in cabin           |
     |_|  20 |   80/3813 | NPC: white-shirted importer by docked boat            |
    ¹|_|  10 |   90/3813 | Seta Canal, walkway by canal gate; c. wire on a crate |
     |_|  20 |  110/3813 | GUARD: atop Seta Canal's stairway                     |
       |_____|___________|_______________________________________________________|
    
     The streets have a high guard presence, so ignore 'em for now. Instead, move
     onto the walkway above the canal gate. The storefront here contains a pearl
     fan and scrimshaw. Breaking in can be heard by a street guard nearby (near
     the parked freight carriage), so wait for him to patrol east to be safe.
    
     Continue north and pull into the alley to see a Howler spectacle, once again
     staging a fake attack to lure passers-by into a real one. Blink/Far Reach to
     the alleyway's upper scaffolding for a good vantage point, as they'll all
     split up after their acting lures no one. (In high chaos, one of the Howlers
     will be murdered by her friend, making things easier.)
    
     The black market is accessible from the same alley. Getting all coins in the
     mission requires doing the shopkeep's sidequest: checking in on his associate
     in an apartment near the conservatory. Players can purchase a rune (as usual)
     and a safe combination to a bloodfly apartment later on. Buying the latter,
     checking the solution, then reloading works as well.
    
     • It's possible to loot the black market already, too. From the main hallway,
       look into the back area through the window. See the red-colored connector
       above a trapdoor? It's breakable like those elevators have -- snipe it to
       drop the chain. Next, pick up the crank wheel in the market's hallway and
       take it down to the Seta Canal dock gate area. It fits perfectly into the
       gate controls, which can then be opened. Swim underneath the market and
       climb into the shop via the chain.
    
       Rewards this time: an ivory scrimshaw on a shelf (30), three pied avocet
       feathers on a counter (30), five bathing salts in a crate (75), an open
       safe with ingots and a pearl fan (190), and coins in a cash register (11).
       Players can leave the way they came in or use the shop's northern door as a
       better shortcut (it remains unlocked for the mission's remainder).
    
     Robbing the black market does NOT affect coin collection in this level unless
     the shopkeeper is spooked, giving little reason to put it off. Just remember
     that while in the market, the shopkeeper's friendly lines play regardless of
     whether he's aware of Emily/Corvo. (Meaning, don't immediately think "hey,
     he's cool with me being in his private area," because he'll still freak out
     like any B&E victim.)
    
     NOTE: Robbing black markets does, however, impact the "Songs of Serkonos"
     trophy attainable in the next mission. If more than two are robbed during
     the first five missions, the musicians don't appear for a third performance.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  70 |  180/3813 | Canal walkway; pearl fan + scrimshaw in store window  |
     |_|  10 |  190/3813 | NPC: Howler (actress) in alleyway ambush site         |
     |_|  10 |  200/3813 | NPC: Howler (male) at the alleyway ambush site        |
     |_|  30 |  230/3813 | Black Market, back room; scrimshaw on shelf           |
     |_|  30 |  260/3813 | Black Market, back room; avocet feathers (3) on table |
     |_|  75 |  335/3813 | Black Market, back room; bathing salts (5) in crate   |
     |_| 190 |  525/3813 | Black Market, back room; ingots/pearl fan in the safe |
     |_|  11 |  536/3813 | Black Market, back room; coins in cash register       |
       |_____|___________|_______________________________________________________|
    
     Now's a good time to tackle the building next to the Howlers' ambush alley.
     There's an entrance on both the north and south sides. Use the stairway to
     reach the empty apartment on 3F, where there's a few coins on a cabinet. Just
     outside is the "turbine terrace," a guarded location on the south roof where
     the nearby wall of light is powered.
    
     Eliminating the guards here isn't that hard with powers, since 1-2 guards're
     usually goofing off, leaving the elite to do the normal patrolling. The alarm
     clock on the cabinet (where the 4 coins were) can lure guards inside for an
     easy elimination, too.
    
     In addition to the guards' pouches, there's four copper wire coils on the
     counter below the turbine (two normally, another two in high chaos). Feel
     free to deactivate the wall of light as well, as no one comes up to check on
     it. Other types of noise, like the noisy grindstone, can attract a street
     guard, though.
    
     From this terrace, look for the open skylight -- it's an easy passage into
     the Overseer Outpost, Liam Byrne's hidden refuge for investigating Breanna
     Ashworth. There's only a single overseer here, sleeping in an easy chair by
     default. Completing the optional objective is as easy as listening to the
     nearby audiograph. (The blackboard beside it has a map of the conservatory,
     a useful early prize.)
    
     Loot-wise, the outpost has a bit: an urn near the sleeping overseer's Seven
     Strictures shrine (150), copper wire in the audiograph area (10), coins on
     the bedroom nightstand (8), and bathing salts on a bathroom shelf (15). The
     bedroom also has several pistol bullets and grenades. Watch out for the front
     door's trap if exiting that way.
        _____ ___________ __________                        _____________________
       | AMT | TOTAL AMT | LOCATION \______________________/ ¹ - high chaos only |
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   4 |  540/3813 | Empty Apartment #1, 3F; coins by alarm clock cabinet  |
     |_|  10 |  550/3813 | GUARD: watchman on wall of light's turbine terrace    |
     |_|  20 |  570/3813 | GUARD: elite on wall of light's turbine terrace       |
     |_|  20 |  590/3813 | 3F turbine terrace; copper wire (2) on countertop     |
    ¹|_|  20 |  610/3813 | 3F turbine terrace; copper wire (2) on countertop     |
     |_| 150 |  760/3813 | Overseer Outpost; urn by Seven Strictures display     |
     |_|  10 |  770/3813 | Overseer Outpost; copper wire on table by blackboard  |
     |_|   8 |  778/3813 | Overseer Outpost; coins on bedroom nightstand         |
     |_|  15 |  793/3813 | Overseer Outpost; bathing salts on bathroom shelf     |
       |_____|___________|_______________________________________________________|
    
     The main brunt of the guard presence takes place at street level, near the
     area's southern wall of light. Of the six souls watching the area, four have
     pouches: two near the parked freight car (the area with the bulletin board
     giving the area map) and two around the wall of light itself.
    
     Those near the map are easiest to nix, as the elite pays attention only to
     the bulletin board, while his buddy often stands exposed when peering west.
     Just pop over the freight car -- or around the west side, even -- and have
     at 'em.
    
     The foursome by the wall of light will split up after their scripted chat,
     and can be a bit annoying due to their movement routes. The most exposed are
     the elite who moves to the railing by the nearest apartment building and the
     normal goon by the wall's rewire box. If it becomes too annoying to do with
     pure stealth, remember to take advantage of Stinging Bolts. Enemies will not
     just flee and forget what they were doing, but it doesn't tend to alert their
     compatriots either.
    
     As for other loot, there's a copper wire on the 2F scaffolding near the wall
     of light (the area above its rewire box). Those who have no powers should use
     the street-spanning pipes connecting to the 3F turbine terrace area. There's
     also 13 coins at the westernmost end of the street, not far from the docks.
     (In high chaos, there'll be corpses by the sidewalk, making it easy to find.)
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  20 |  813/3813 | GUARD: Overseer Outpost street, by map bulletin board |
     |_|  20 |  833/3813 | GUARD: Overseer Outpost street, by map bulletin board |
     |_|  13 |  846/4813 | Overseer Outpost street; coins at street's west end   |
     |_|  10 |  856/4813 | GUARD: patrolman (elite) by wall of light #1          |
     |_|  20 |  876/4813 | GUARD: patrolman (elite) by wall of light #1          |
     |_|  10 |  886/4813 | Wall of light #1 area; wire on 2F scaffolding         |
       |_____|___________|_______________________________________________________|
    
     On the wall of light street's west side, there's a 2F woman's apartment that
     can be looted. All items are in the bathroom opposite the hallway entrance:
     coins on the sink (7), bathing salts by the sink (15), and a pearl fan on a
     waist-high cabinet (40). There'll be a spare bathing salts to take in high
     chaos, though it requires smashing the tall cabinet first.
    
     Next stop is the alley behind this apartment building. The main entrance is
     right near the guard booth, but is always locked (key held by the booth guard
     from earlier). Players with powers can find just Blink/Far Reach over the
     obstacle at several points.
    
     In said alley, two witches are hiding at street level, aiming to waylay any
     sucker coming through. (Like all witches in this mission, they carry no loot
     and are often worth avoiding for the racket they create.) If their scripted
     ambush is broken -- like tossing a bottle and having them investigate the
     noise -- they may just leave of their own volition and not return. Players
     with powers can Blink/Far Reach up to the western 3F terrace for 165 coins
     worth of loot: a silver cigarette case and loose change.
    
     NOTE: In unpatched versions of the game, completing the upcoming conservatory
     section may cause these witches (and occasionally others) to die mysteriously,
     ruining no-kills runs. I've personally encountered this glitch myself. It's
     fixed in patched games, so make sure to update if the problem persists.
      
        _____ ___________ __________                        _____________________
       | AMT | TOTAL AMT | LOCATION \______________________/ ¹ - high chaos only |
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  40 |  926/3813 | Woman's apartment; pearl fan in bathroom              |
     |_|  15 |  941/3813 | Woman's apartment; salts under bathroom sink          |
    ¹|_|  15 |  956/3813 | Woman's apartment; salts in bathroom cabinet          |
     |_|   7 |  963/3813 | Woman's apartment; coins on bathroom sink counter     |
     |_| 165 | 1128/3813 | Witch ambush alley; coins+cigarette case @ 3F terrace |
       |_____|___________|_______________________________________________________|
    
     Past the witch alley is a cantina of sorts, a red three-story building with
     three guards: two in a low alley, one on the 3F roof. Both have scripted
     conversations, but generally stick around the same area. (The roof woman
     eventually moves to western 2F stoop, after her chaos-dependent scene with
     the thief.) All three guards have pouches.
    
     • Opposite the cantina to the west is a 3F balcony leading into an Outsider
       shrine area with two runes. The whole place is booby-trapped and requires
       Blink/Far Reach to get, but can be done now, too. I'm only mentioning it
       as an aside since there's no other loot of interest there. (Well, beside
       all the crossbow bolts from disarming traps.)
    
     As for the cantina itself, most items are in the 2F barroom -- a pleasant bar
     atmosphere with a living NPC in low chaos, a bloody massacre with everyone
     slain in high. The items won't change, though: coins are on the barroom's
     bonecharm table, in the cash register, and on the countertop beside it. Some
     bathing salts are in the serving area's shelf, too.
    
     Finally, from the cantina roof, players can look down at the street behind
     the mission's first wall of light. Notice that it has scaffolding on this
     side? One of the windows is open, letting one loot the loft for a ten-coin
     pouch and rotten fruit. The north-side windows can be opened from inside,
     making a nice shortcut if the wall below is still active.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  20 | 1148/3813 | GUARD: elite initially on cantina's 3F roof           |
     |_|  20 | 1168/3813 | GUARD: elite in alley beside cantina                  |
     |_|  10 | 1178/3813 | GUARD: elite in alley beside cantina                  |
     |_|  10 | 1188/3813 | Cantina, 2F; coins on barroom's bonecharm table       |
     |_|  15 | 1203/3813 | Cantina, 2F; bathing salts on barroom shelf           |
     |_|   4 | 1207/3813 | Cantina, 2F; coins in cash register                   |
     |_|   3 | 1210/3813 | Cantina, 2F; coins on countertop (by cash register)   |
     |_|  10 | 1220/3813 | Loft above Wall of Light #1; pouch on mattress        |
       |_____|___________|_______________________________________________________|
    
     From the cantina's roof, look south at the boarded-up balcony -- this is a
     bloodfly-infested apartment with loot by the tons. A nest keeper is sitting
     in the 3F den (be mindful if on no-kill run) but otherwise, it's business as
     usual mopping the place up.
    
     3F has the most loot. In the office portion, a painting ("Ashworth Within an
     Existential Graph"), a 405-coin safe, and a corrupt bonecharm near where the
     nest keeper spawns. The safe's combination is sold by the black marketeer,
     which is why I suggested noting it earlier. The blood amber from all the
     smashed 3F nests totals an extra 100.
    
     4F is accessible only with Blink/Far Reach, but gives an extra 75 coins: a
     lucky sphalerite in a display case, whale oil by a railing, and a Daiger-Dial
     East Leg chart on the desk.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_| 200 | 1420/3813 | Bloodfly Apt 3F (Ashworth Within an Existential Graph)|
     |_| 405 | 1825/3813 | Bloodfly Apt. 3F; ingots (5) and silver dust in safe  |
     |_| 100 | 1925/3813 | Bloodfly Apt. 3F; blood amber (4) in bloodfly nests   |
     |_|  24 | 1949/3813 | Bloodfly Apt. 3F; coins/pouch on desk by painting     |
     |_|  15 | 1964/3813 | Bloodfly Apt. 4F; sphalerite in display case          |
     |_|  50 | 2014/3813 | Bloodfly Apt. 4F; desk's Daiger-Dial East Leg chart   |
     |_|  10 | 2024/3813 | Bloodfly Apt. 4F; whale oil on floor by railing       |
       |_____|___________|_______________________________________________________|
    
     The bloodfly apartment's other balcony overlooks the conservatory's street,
     complete with a huge guard detail and a watchful turret tower. Those with
     powers can use said balcony to Blink/Far Reach to the tower for a swift
     deactivation. (Rewiring can kill some folk below, but the tower's ammo isn't
     infinite. It's usually not worth the hassle to alert everyone and maybe lose
     track of some pouches.)
    
     Seven guards in the area have pouches: (1) a guard at the street barricade
     in-between wall of light #1 and the conservatory's street (2) a guard usually
     in the covered luggage area near said barricade (3) a sidewalk guard near the
     northern stationary carriage (4) a guard standing in or by the guard booth at
     the conservatory's front stairway (5) the elite guard opposite #4, usually
     with a mirrored patrol route (6) a patrolman at the south end of the street,
     near the parked trailer (7) a guard who, after a scripted conversation, goes
     to the southern off-street fountain/pond area.
    
     That makes about 3-4 enemies in the north, 2-3 in the central portion, and
     four in the far south. Getting rid of those in the north is a bit harder as
     the foes at the barricade don't patrol much. Eliminate those who do (a parked
     carriage makes decent cover) and tranq the rest, hopefully after neutralizing
     the two always near the conservatory's guard booth. They have similar routes
     but don't watch each other's backs, making them extremely easy to remove (if
     done in one fell swoop, that is). Finally, the enemies in the south all split
     up, so individual takedowns are often a cinch.
    
     Once the street's watchmen are taken care of, it's time to get the remaining
     loot. Check the northern luggage area (covered building corner) near the
     street barricade to find a pouch and pearl fan, both on luggage containers.
     The only other item is a ivory scrimshaw in a 3F apartment on the south end
     (the one the black marketeer wanted Emily/Corvo to check on). It can be
     entered from the 1F booby-trapped stairwell or the 3F balcony. Be sure to get
     the Reverberation Tubing blueprints next to the bonecharm, too.
    
     • Those who want all coins in the level need to read the note next to the
       bonecharm, as it mentions the black marketeer's original intent to pay
       double for the Roseburrow Prototype (an artifact in the conservatory).
    
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  20 | 2044/3813 | GUARD: barricade guard (north end of street)          |
     |_|  20 | 2064/3813 | GUARD: immobile guard near carriage (north end)       |
     |_|  60 | 2124/3813 | Immobile guard's luggage area; pouch+fan on suitcases |
     |_|  20 | 2144/3813 | GUARD: street patrolman (north end of street)         |
     |_|  20 | 2164/3813 | GUARD: street patrolman (near wall of light #2 booth) |
     |_|  20 | 2184/3813 | GUARD: street patrolman (elite near wall of light #2) |
     |_|  10 | 2194/3813 | GUARD: street patrolman (south end of street)         |
     |_|  10 | 2204/3813 | GUARD: patrolman near conservatory's south. pond area |
     |_|  30 | 2234/3813 | Associate's office, 3F; ivory scrimshaw on desk       |
       |_____|___________|_______________________________________________________|
    
    [5.4] THE ROYAL CONSERVATORY - OVERVIEW
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Runes ----: 3 [3/6]
     Shrines --: 0 [1/1]
     Paintings : 2 [3/3]
     Bonecharms: 6 [9/9]
     Blueprints: 1 [2/3]
     Coins ----: 1484 [3718/3813]
    
     There are many ways to enter the conservatory grounds:
    
     • Use the front entrance to reach the courtyard. This requires shutting off
       the wall of light or bypassing that obstacle with another method. (The
       wall can be rewired in the sidewalk guard booth or unplugged underneath the
       stairwell it sits on.)
    
     • Go under the fencing. Each fountain in the sitting areas below the wall of
       light allow for this alternative method. One has a space big enough for
       crouching humans; the other allows is a small grate accessible by possessed
       fish, leading into the 1F courtyard.
    
     • The southern cliffs bypass the environs' defensive measures by allowing
       players to simply drop down over the pointy fences. The easiest way to do
       this is reaching the associate's apartment (south end of conservatory's
       street, as mentioned earlier) and using the balcony pipework to walk there.
       Players can then use the courtyard or B1 methods, plus infiltrate via any
       open 2F window (kitchen).
    
     Like Addermire Institute, proceeding from this point on is rather easy, as
     things can be taken floor by floor. Those that want to quickly eliminate all
     witches at once can read the next section. Otherwise, skip to [5.4.1] for a
     normal walkthrough.
    
    [5.4.0] QUICKEST WAY TO ELIMINATE ASHWORTH & HER COVEN
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Everyone likes a hassle-free loot run, yeah? Doing the nonlethal method as
     quickly as possible not only eliminates Ashworth, but knocks all her witchy
     subordinates unconscious. (This includes witches found earlier in the streets
     section, if they're still there.) Powers are required to do the shortcutting.
    
     • Enter the outdoor courtyard on 1F. This can be done via any method above,
       but is easiest from the cliffs, as players can use the outer sills to
       infiltrate the courtyard at a height.
    
     • Reach the 4F roofs. Once the 1F courtyard is entered, stand on the fountain
       fish statue and Blink/Far Reach up to the 2F sills. (Or, if players entered
       via the cliff method, they'll be able to start up there.) Enter the small
       western section above the courtyard -- it has a vine and a bunch of display
       cases inside, but nothing else of interest. Teleport up to its 3F interior
       balcony, then hop across the chandeliers. One of the skylight panels is
       already open, allowing roof access.
    
     • Enter the effigies room. At 4F, this is the southern room with a window
       already open. Obtain the "discarded lenses" from the lit-up table.
    
     • Sabotage the Oraculum. The 4F hallway outside the effigies room has an open
       window peering down at the 1F-3F floors. The goal is to reach the western
       2F area (where all the bright, blue runes are painted on the floor). There
       will be witches there, but most are paying attention to other things, so
       they don't necessarily need to be engaged. Teleport down the chandeliers,
       inspect the Oraculum machine (lenses exchanged automatically), and pull the
       lever beside it afterwards.
    
     Congratulations, all witches lose their power! Doing this doesn't cause any
     alerts either, though in unpatched versions of the game, some witches may be
     killed mysteriously. (The problem is fixed in up-to-date versions.) Also note
     that operating the Oraculum three times without changing the lenses triggers
     the "Oracular Echoes" trophy/achievement.
    
    [5.4.1] ROYAL CONSERVATORY - B1 AREA
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     As with Addermire Institute, starting at the lowest level and going upwards
     is a surefire way to collect all loot. The basement is accessible by these
     methods:
     
     • The outdoor fountain method (crouch-walk through open grate behind pond)
     • The main walkway outside the conservatory, but behind its wall of light
     • The outdoor 1F courtyard's open window
     • The interior 1F stairwells (obviously)
    
     First, locate the maintenance tunnel behind the outdoor fountain -- it has
     a copper wire in its grate, near the bloodfly-ridden corpse. The door nearby
     marked "restricted area" leads right into the basement level, though there's
     a gravehound immediately beyond that makes silent infiltration a pain. (For
     those who don't remember the enemy from Dishonored 1, the enemy will revive
     itself if its skull isn't smashed.) It's easily sniped from the courtyard's
     lower 1F window, though sneaking up on it, "killing" it with a stab, then
     killing it for real afterward is okay. They can smell Emily/Corvo by default,
     so don't dawdle.
    
     • TROPHY: CIRCLE OF LIFE
       This may be doable on several missions, but I'll list it here, since it's
       most frequently done in this mission. Using a single use of Possession (a
       Corvo-only power in normal playthroughs), chain between the following hosts
       in any order: human, hound, rat, fish, bloodfly. The area around the sewer
       and outer fountains is as tight a formation as circumstances can get.
    
     The exhibit maintenance block has little of interest itself, outside of three
     raw whalebone (on a lamplit table) and the black marketeer's slain comrade,
     propped up at the dining table.
    
     Nearby, the quartermaster's locked office provides a bonecharm in a smashable
     display case, plus the Archive Key and a conservatory map. (Players should
     already have that from the overseer outpost, but it's still useful.) That
     key unlocks another B1 area.
    
     Further east is a bloodfly-ridden hallway containing bloodflies (obviously)
     and two witches. It's safest to tranq the witches and smash the nests, though
     it's worth mentioning that players can still sneakily dispatch witches using
     normal methods (roused bloodflies don't automatically alert them). There are
     three blood ambers inside the nests.
    
     The final items are inside the Forbidden Archive. This is unlocked with the
     Archive Key (in quartermaster's office earlier), though players can go around
     to the south side and push through the small crawlspace-sized hole, avoiding
     that rigamarole. One of Delilah's paintings ("Her Heart, I Bathed in Poison")
     and a few avocet feathers are hidden between sliding bookcases. A rune's in
     the display next to the audiograph player, too.
        _____ ___________ _______________
       | AMT | TOTAL AMT | LOCATION (B1) \_______________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 | 2244/3813 | B1, outdoor maintenance tunnel; wire on grate         |
     |_|  75 | 2319/3813 | B1; blood amber (3) in the bloodfly nests             |
     |_| 200 | 2519/3813 | B1, Forbidden Archive (Her Heart, I Bathed in Poison) |
     |_|  20 | 2539/3813 | B1, Forbidden Archive; feathers (2) by painting       |
       |_____|___________|_______________________________________________________|
    
    [5.4.2] ROYAL CONSERVATORY - 1F
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     The first (ground) floor can be accessed by:
    
     • The main entrance (via 1F courtyard)
     • The B1-1F stairway
     • The elevator (it works, though it's not really worth using)
     • Any higher floor (obviously)
    
     Any way works, but since the B1-1F elevator stairway has 2 gravehounds beside
     it, and shooting their skulls alerts all witches in the area, entering via
     the main lobby is often wisest. Just use the stairway by the quartermaster's
     office, rather than using the outdoor courtyard. (The four witches there
     never need to be bothered with -- they have nothing and going there isn't
     necessary for any reason.)
    
     Luckily, there aren't many coins on the 1F floor. The lobby has no guards, so
     its ticket booth is easy to loot -- 14 coins spread out amongst the cash
     registers and each countertop. The main hall contains the majority of the
     witches, so stealth is helpful.
    
     The Membership Recruitment booth in the east has some coins near its macabre
     decoration (hanging corpse), while a display case near the west bathroom has
     whale oil inside. It needs to be smashed though, so have a hiding place in
     mind when witches are alerted. (In fact, it may be best to break the glass
     from afar, then snatch the loot when they give up the ghost.) Finally, the
     SW chamber with a wall of light prototype contains the Triggered Housing
     blueprint and a rewire tool.
        _____ ___________ _______________
       | AMT | TOTAL AMT | LOCATION (1F) \_______________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   7 | 2546/3813 | 1F, lobby; coins on ticket booth countertop           |
     |_|   3 | 2549/3813 | 1F, lobby; coins in 1st cash register                 |
     |_|   4 | 2553/3813 | 1F, lobby; coins in 2nd cash register                 |
     |_|  10 | 2563/3813 | 1F, Membership Recruitment; coins by hanging corpse   |
     |_|  10 | 2573/3813 | 1F, main hall; whale oil in display case by bathroom  |
       |_____|___________|_______________________________________________________|
    
    [5.4.3] ROYAL CONSERVATORY - 2F
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     The second floor can be accessed from any interior stairway or (as mentioned
     way earlier) the outdoor window sills, for those who infiltrate from the
     cliffs or just have upgraded Blink/Far Reach. The walkthrough will assume
     players are entering from the 1F lobby.
    
     The lobby balcony area has a few vines, but otherwise no loot. Accessing the
     main hall is a bit more interesting. The western side contains a gallery --
     a bloodfly husk and angelfish scales are pinned to some frames. On the other
     side is Ashworth's Oraculum, her spirtual hijacking device for the Oracular
     Order. There's a higher witch presence there, but no loot.
    
     • TROPHY: ORACULAR ECHOES
       Listen to the Sisters of the Oracular Order. This requires operating the
       Oraculum three times without tampering with its lenses. (If the mission's
       already been solved nonlethally, the window of opportunity has passed.)
       Hearing the Sisters' prophecies alerts nearby witches, so consider taking
       them out before continuing.
    
     The remaining items are in the western cubicles area, currently being used as
     sleeping quarters. Only two witches are here, chatting in the hallway and
     staying in that area afterwards. The kitchen area alongside it has a corpse
     with sleep darts sticking out, in case options were running low.
    
     Loot-wise, the kitchen has a bloodfly husk by some lettuce leaves, and the
     hallway display case bed (where a witch was sitting by default) has a pearl
     fan atop it. The other items are in the cubicles: a silver egg and bloodfly
     husk, 155 coins total. There's also a rune at the north end of the hallway,
     in the sitting area with the corpse used for target practice.
        _____ ___________ _______________
       | AMT | TOTAL AMT | LOCATION (2F) \_______________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 | 2583/3813 | 2F, west gallery; angelfish scales pinned to exhibit  |
     |_|   5 | 2588/3813 | 2F, west gallery; bloodfly husk pinned to an exhibit  |
     |_|   5 | 2593/3813 | 2F, kitchen; bloodfly husk atop some lettuce leaves   |
     |_|  40 | 2633/3813 | 2F, west hallway; pearl fan atop a display case "bed" |
     |_|   5 | 2638/3813 | 2F, west cubicles; bloodfly husk on desk by corpse    |
     |_| 150 | 2788/3813 | 2F, west cubicles; silver egg in makeshift quarters   |
       |_____|___________|_______________________________________________________|
    
     • Those who want the Roseburrow Prototype for the shopkeeper can get it now,
       too. Infiltrate the SW security room (use window above door for easy time)
       and locate the machine. Players can steal it immediately and raise a huge
       alarm, or rewire the security machine so nothing happens when stolen. This
       requires a rewire tool, naturally.
    
    [5.4.4] ROYAL CONSERVATORY - 3F
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     This area can be split into three areas.
    
     The first is the western offices, accessible from the 2F cubicles (sleeping
     quarters) hallway just covered above. It's completely bloodfly-infested, but
     no witches are here, so go wild with the smashing -- five blood ambers can
     be collected in this way. Each office also contains loot: a Magoli Forest
     Plateau map on one, three avocet feathers and a bonecharm in another.
    
     The second area is the main hall's balconies. Several generic witches inhabit
     the south, including two on a SE chandelier, though they don't stray from the
     area without due cause. Players should have little trouble looting both of
     the cartography desks' charts (Shirra Pirate Caves, Pindo's Passage).
    
     The north half is devoted to displays, including ones with lucky sphalerite,
     tyvian ore and a silver sextant. There should be no enemies up here besides
     Breanna Ashworth and two gravehounds in her office. (Occasionally, alerting
     witches below causes one to patrol the north balcony area.)
    
     • Smashing the sextant will break Breanna's scripted convo with Delilah in
       her office, causing her and her helpers (hounds and witches below) to start
       searching for Emily/Corvo on 3F. The chances of alerts are high, so players
       may wish to put the sextant off for later.
    
     If Breanna hasn't been spooked in some way, players can overhear her convo
     with Delilah, mentioning how the Oraculum was almost inadvertantly sabotaged
     by Jindosh when he used wrong lenses. Those same lenses are stored in a room
     above Breanna's office, and act as the nonlethal method of removing her. (For
     more info on that method, see the 5.4.5 section and put off attacking Breanna
     here.)
    
     Letting the conversation play out causes Breanna to hang around her office.
     She carries two bonecharms, including one (Bloodfly Alchemy) that changes
     the first projectile shot at her to instead spawn a bloodfly swarm, attacking
     Emily/Corvo if they're in range. Subsequent projectiles can kill her, though,
     just as normal swordsmanship can. (Additionally, she can teleport to avoid
     explosives. Her witchcraft also causes summoned helpers, like Doppelgangers
     and rat swarms, to attack their summoner instead of her.) To worsen things,
     gravehounds often cause framerate drops with their glowing effects.
    
     If slain, players can inform the Delilah statue in her office, leading to a
     fun chat where she threatens to break a certain petrified person back in
     Dunwall. The conversation plays out differently if the nonlethal method is
     carried out, or if Breanna is assassinated while communing with Delilah the
     first time. (Informing the empress of ongoing events counts as a special
     action.)
    
     In terms of loot, one of Delilah's paintings ("My Fires Burn within Breanna's
     Marrow") hangs in her stairwell. The office desk also has a key to the B1
     archive room, although it shouldn't be required anymore.
        _____ ___________ _______________
       | AMT | TOTAL AMT | LOCATION (3F) \_______________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  50 | 2838/3813 | Main hall; Shirra Pirate Caves map on a desk          |
     |_|  50 | 2888/3813 | Main hall; Pindo's Passage chart on a desk            |
     |_|  15 | 2903/3813 | Main hall; lucky sphalerite in a display case         |
     |_|  40 | 2943/3813 | Main hall; tyvian ore (2) attached to an exhibit      |
     |_| 150 | 3093/3813 | Main hall; silver sextant in case by Br.'s office     |
     |_| 125 | 3218/3813 | Western offices; blood amber (5) in the nests         |
     |_|  50 | 3268/3813 | Western offices; Magoli Forest Plateau map on a desk  |
     |_|  30 | 3298/3813 | Western offices; avocet feathers (3) in an office     |
     |_| 200 | 3498/3813 | Brea's office (My Fires Burn within Breanna's Marrow) |
       |_____|___________|_______________________________________________________|
    
    [5.4.5] ROYAL CONSERVATORY - 4F
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     The top floor contains an outdoor roof lounge and some of Breanna's rooms,
     plus a hideaway. The former contains a rune, but is otherwise unremarkable.
     Well, other than the fact half of Karnaca's grapes there. Even witches care
     about vitamins, apparently...
    
     • TROPHY: SOUVENIRS [5 of 10]
       In the 4F cabinet near the roof access door, there's a broken whalebone
       sword to take. Remember that these can be slid open; smashing is loud and
       alerts Breanna (etc.) if she's alive below.
    
     The hallway above the curator's office leads into two rooms. The first is a
     small bathroom, "remodelled" as a botanical area. There's two withered
     ryegrass stalks and a black bonecharm here, plus a note confirming that
     Breanna's bloodfly ability isn't an inborn skill.
    
     The other chamber is the "effigy room," and contains 135 coins worth of loot
     spread all around the area, on tables, countertops, cabinets, etc. (See the
     list below for full details. There's also five raw whalebone pieces to get
     on the tables.) The real prize: the desk with the Oraculum's faulty lenses.
    
     Finally, at the south end of 4F, is a small room in the ductwork above the
     elevator shaft containing a few items (angelfish scales, coin pouch, bathing
     salts). Players can simply use the interior 4F ledging to walk from Breanna's
     area over to the duct, or raise the elevator to 3F, hop through the roof and
     get there immediately. (There's a black bonecharm there as well.)
        _____ ___________ _______________
       | AMT | TOTAL AMT | LOCATION (4F) \_______________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  40 | 3538/3813 | Botany room; withered ryegrass (2) on countertop      |
     |_|  20 | 3558/3813 | Effigy room; tyvian ore atop a console                |
     |_|  10 | 3568/3813 | Effigy room; copper wire inside a console cabinet     |
     |_|  10 | 3578/3813 | Effigy room; copper wire on faulty lenses' table      |
     |_|  35 | 3613/3813 | Effigy room; oil/husk/ryegrass on audiograph's table  |
     |_|  10 | 3623/3813 | Effigy room; angelfish scale on microscope desk       |
     |_|  10 | 3633/3813 | Effigy room; avocet feathers on microscope desk       |
     |_|  10 | 3643/3813 | Effigy room; whale oil on microscope desk's shelf     |
     |_|  10 | 3653/3813 | Effigy room; copper wire on wood frame by counter     |
     |_|  20 | 3673/3813 | Effigy room; whale oil (2) on wooden shelf            |
     |_|  10 | 3683/3813 | Elevator ductwork; angelfish scales on food plate     |
     |_|  20 | 3703/3813 | Elevator ductwork; pouch on mattress                  |
     |_|  15 | 3718/3813 | Elevator ductwork; bathing salts by readable book     |
       |_____|___________|_______________________________________________________|
    
     Another thing of interest: Breanna can be lured upstairs by an alarm clock.
     The gravehounds won't follow, even though they hear it, so this is a good way
     to get her alone.
    
     Speaking of Breanna, those who want to eliminate her without killing her can
     do so now.
    
     • NONLETHAL METHOD ONLY: Once the faulty lenses are obtained, bring them to
       the Oraculum (2F, east balcony) and install them in the machine. This will
       be done automatically when inspected. Once they're in, pull the lever to
       strip Breanna and her coven of all powers. Ashworth will become nonviolent,
       all subordinates are knocked unconscious, and all gravehounds/blood briars
       despawn.
    
     Some things about the nonlethal method.
    
     • If Ashworth was unconscious when the Oraculum is operated, she won't
       teleport like she normally does, and nothing of use happens. Players must
       carry her limp body onto the rune-covered floor and try again. The game
       doesn't mention this anywhere, so it's good to know.
    
     • Although the Heart doesn't indicate it, Breanna carries 2 black bonecharms
       on her person. These can't be pickpocketed, but looting them from her body
       (unconscious or slain) works. Even without powers, her earlier immunity to
       sleeper holds is intact, so use nonlethal drop assassinations for best
       effect. If her body turns to ash via Shadow Kill, the trinkets are gone
       forever, so be mindful.
    
     • In unpatched versions of the game, operating the Oraculum may cause witches
       to mysteriously die. This can happen to most any of them, not just notable
       ones (the pair in the ambush alley earlier come to mind). It's recommended
       to patch the game ASAP to avoid this. Alternately, those who can't patch
       their game may be able to bypass the screw-up by doing the nonlethal path
       as soon as possible, and by engaging enemies as little as possible. (I can
       confirm this worked for me when I first played it. The 5.4.0 section lists
       the general shortcut route; players just have to breeze through the earlier
       stage.) Normal guardsmen aren't affected by the glitch.
    
     • Only in the nonlethal method do all the subordinates lose their abilities.
       If Breanna is just knocked out normally, or slain, everyone else persists.
    
    [5.4.6] LOOSE ENDS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Runes ----: 0 [6/6]
     Shrines --: 0 [1/1]
     Paintings : 0 [3/3]
     Bonecharms: 0 [9/9]
     Blueprints: 1 [3/3]
     Coins ----: 150 [3868/3813]
    
     With the Ashworth problem over, all that's left is returning to Meagan at the
     docks. The street outside the conservatory, as well as the street near Seta
     Canal, will all have new guards (assuming the old ones were eliminated). They
     carry nothing of importance and can generally be avoided.
    
     Don't forget to drop the Roseburrow Prototype off at at the shop either. The
     reward will be two silver ingots, the Configurable Grooving masterwork
     blueprint, and a shop discount. (The monetary reward is NOT obtained if the
     prototype is found without talking to the shopkeeper first, or finding the
     note about its worth in the associate's apartment. However, players can hold
     off on selling it in order to rectify the situation.)
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_| 150 | 3868/3813 | Black Market, Roseburrow Prototype reward             |
       |_____|___________|_______________________________________________________|
    
     That should be the last of the loot in this mission. Those who didn't rob
     the joint earlier should do so now. When ready, return to Meagan at the docks
     for a stylish exit.
    
    SPECIAL ACTIONS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     • BLACK MARKET HEIST
       Robbed the black market. The method for doing that is written in the [5.3]
       section.
    
     • PARLEY WITH DELILAH
       Inform Delilah of Breanna's fate. This can be done by talking with the
       statue in the curator's 3F office, but only after killing or stripping
       Breanna of her powers. (Just knocking her out doesn't count.) The convo
       changes slightly depending on the methods used.
    
     • SHREWD NEGOTIATIONS
       Did the black marketeer's sidequest and got the best Roseburrow Prototype's
       best price. This requires trading the prototype after learning the seller
       is willing to pay double the going rate for it. (The note in his associate's
       apartment tells this.)
    
     • SPYING OVERSEERS
       Locate the apartment Liam Byrne was using to spy on Ashworth. This is near
       the Seta Canal, easily accessible from a 3F skylight (near wall of light's
       turbine).
    
     • WITCH NO MORE
       Completely sever Ashworth's connection to Delilah and the Void. This can
       still be gotten if players kill Ashworth, provided her powers are stripped
       first.
    
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    06) DUST DISTRICT                                                        [WK06]
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Runes ----: 5
     Shrines --: 1
     Paintings : 3
     Bonecharms: 8
     Blueprints: 2 (may erroneously display 4)
     Coins ----: 3973
    
    [6.1] THE DREADFUL WALE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     This section is shorter since Meagan isn't here. Talk to Sokolov to learn
     about Aramis Stilton and how passing through the warring Dust District is
     the only way to reach his house. (In other words, like the second mission,
     this is just an aperitif to the job that comes after.)
    
     • TROPHY: ROYAL SPYMASTER [Part 4]
       Like usual, the ongoing trophy is finding Meagan- and Sokolov-specific
       documents and recordings for the journal.
    
       - Note from Meagan to Sokolov (on table beside toilet)
       - Note from Sokolov (on workbench outside Sokolov's quarters)
       - Anton Sokolov Diary - The Gears of Time (on Sokolov's bed)
       - Searching for Aramis Stilton (audiograph by Meagan's bed on the bridge)
    
     Access the skiff when ready to continue.
    
    [6.2] BATISTA OVERLOOK & VALIA STREET [NEUTRAL TERRITORY]
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Runes ----: 2 [2/5]
     Shrines --: 0 [0/1]
     Paintings : 0 [0/3]
     Bonecharms: 1 [1/8]
     Blueprints: 0 [0/2]                                     N    E
     Coins ----: 488 [488/3973]               ________        \  /
                                  ,-'¯¯¯¯¯|__| P  |   \        \/
                                ,'        )  |____| •O \       /\
                     ,'¯\     ,' ••R••   /  D _   '.    \     /  \
                  ,'¯    \   /\  ••••  ,'    / '._  '._,'    W    S
                 (    Q   \,'  \  •  ,'  __,'   / \    \      _________
                  \       /     \___/  ,'      /   \    \    |   | | M |
       _           \   ,'¯\          ,'\       \ N  \    \___|___| |___|
      \A\_______    \,'    \       ,'   \       \   /                  |
       \ \     /)    \  •I  \/   ,'\  H  )       \_/\    ______________|
        \ \   //      \     / D (   \___/\________   \  (              |
         \ \_/(________\__,'        E             |__ \_ \       •     |
          \   B |         _____ _____ _____          \__\ \     •L     |
           \__  |_      ,'     |     |     |______|_  |  \ \     •     )
              |   |    (__     |  F  |  G• |  | | J | |   \ \         /
              | •       __\____|_____|_____|__| |___|    ___/\_______/
              |   )    /   \         |________        ______|
              |__/____/  C  \                 '-.__,-'  | K |
                (/    \      )                          |___|
                       '.___/
    
               |¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
               | • | Rune/Charm/Painting | | J | Dentist's Office    |
               | A | Entrance Sewers     | | K | Santos' Apt.        |
               | B | Batista Overlook    | | L | Overseer Outpost    |
               | C | The Jindosh Lock    | | M | Corvo's Old Home    |
               | D | Shindaerey St.      | | N | Women's Apt.        |
               | E | Valia Street        | | O | Mindy's Ink         |
               | F | Safe Shop           | | P | Silvergraph Studio  |
               | G | Black Market        | | Q | Bloodfly Office     |
               | H | Abandoned Apt.      | | R | Crone's Hand Saloon |
               | I | Bloodfly Apt.       | |___|_____________________|
               |___|_____________________| 
    
     Emily/Corvo begins in the sewers. There's nothing of relevance down here
     other than raw whalebone (on a workbench), so follow the path up into fresh
     air. The Batista Overlook is the small Grand Guard checkpoint leading to the
     district's main portion -- four guards near the wall of light, two on the
     abandoned pawn shop roof.
    
     Two of the guards -- the elite and one nearest the wall of light -- have some
     pouches, but otherwise, nothing. On a no-powers run, players have to disable
     the turbine atop the pawn shop roof, but for everyone else, pickpocketing the
     guards and slipping through the wall of light is quickest. (Those who don't
     have a rewire tool can find one on the bench near the fusebox. Just remember
     to get all coin pouches first, as they'll disintegrate in the wall's grid.)
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  30 |   30/3973 | GUARD: Batista Overlook (elite by wall of light path) |
     |_|  20 |   50/3973 | GUARD: Batista Overlook (guard nearest wall of light) |
       |_____|___________|_______________________________________________________|
    
     Behind the wall of light is a ruined apartment building, empty of anything
     notable, other than bloodfly nests (many in high chaos). Blink/Far Reach up
     to 2F, or use the wooden frame for the same, where Meagan waits. She gives
     some salient points about this mission: the district is divided, with Howlers
     and Overseers each claiming a spot around their strongholds. In-between those
     areas is neutral territory, where anyone can freely come and go.
    
     Hop down into the statue plaza, then turn around -- underneath Meagan's area
     is a boarded-up 1F flat. Inside, the first rune sits within a cabinet.
    
     Nearby, players can find the doorway into Aramis Stilton's manor. It's been
     fitted with an infamous "Jindosh lock," preventing all access unless its
     riddle is solved. A small machine next to it reveals the riddle (determining
     which of the five women owned which bauble). For those who don't want to do
     the brain-buster, the answer can also be found by helping Paolo, Byrne or
     breaking into a certain office later.
    
     • TROPHY: EUREKA
       Solve the Jindosh Lock without learning the solution elsewhere. However,
       players can cheat this trophy by obtaining the solution from one of the
       above methods, writing it down, resetting to a time before the solution
       was obtained, then solving the riddle.
    
     Beyond the plaza is Avila Street, a main area that forms the neutral buffer
     zone between the two territories, demarcated with guarded cement barricades. 
    
     First, the street-level safe shop. There's 46 coins inside: 12 in the cash
     register, 34 on the back area's desk and bench. Note that the on-duty clerk
     will not appreciate going into latter employee-only area. Stay long enough
     and he'll call some Howlers outside for help. (He pays protection to 'em, if
     one listens long enough.)
    
     Next, go downstairs and locate the black market. While the Howlers inside are
     doing their conversation, look for a 50-coin chart (Shindaerey East Face) on
     a floor mat by some clocks. Right nearby is a shortcut into the Overseers'
     district -- just smash the boarded-up section in the wall.
     
     • Players doing no-alerts/no-kills runs should know the Howler district is
       one of the harder ones to do silently. The two thugs in the market will
       eventually leave back to that territory nearby, so eliminating them en
       route (preferably on the Valia Street stairway, out of sight from the NPCs
       at the soup kitchen) is rather helpful. Neither carries any loot.
    
     The next items are in the black market, but entering it is a little tricky.
     First, enter Overseer territory (via shortcut by 50-coin chart) and go around
     the corner to the first tripwire. The window there peers into an apartment
     with a boarded-up door -- shoot it off, preferably with crossbow bolts.
    
     With this, players can enter the 2F apartment alongside the black market.
     Don't worry about making noise, as the NPC here is unconscious. Loot the
     pouch on a cabinet near the entrance (30), then the main lounge's coins (16),
     on or by the desk, respectively.
    
     The 1F market entrance has a 3-digit lock. The solution to it is really the
     shopkeeper's anniversary. The wedding silvergraph note (main 2F lounge) hints
     at the month, and the circled dates on the hallway calendar provide the last
     digits. (For instance, if the silvergraph note says Month of Rain, that's
     the Dishonored world's fourth month.) Once inside the black market, players
     can get the ingot in a safe, plus the bonecharm in a cabinet near the old
     lady.
    
     Next, there's an easily missed batch of 35 coins. Approach Valia Street's
     end that leads to the Overseers' area. Right next to it is an old shopfront
     that's now a dust-ridden hellhole. Underneath its stairway is an overturned
     cabinet; inside is the loot. There may be a ravenous rat swarm here, so be
     alert.
    
     Now, return to street level and look for the tall, wedge-shaped windbreak
     near the Howler area's barricade. A lower part is missing, revealing a chain
     that can be climbed to a well-furnished 3F apartment. Items inside: bathing
     salts in the sink cabinet (15), coins on the coffee table (37), and a pearl
     fan and coins inside the cabinet by the beds (52).
    
     Finally, a bloodfly-ridden apartment exists right by the Howlers' barricade.
     Players can unblock the front entrance with a sword or hop onto the balcony.
     Items inside: coins in a cabinet near a corpse (7), angelfish scales by the
     rune's cabinet (10), bloodfly amber in a 3F nest (25), and a pearl fan on a
     shelf by the 3F dining room table.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  12 |   62/3973 | Valia Street, safe shop; coins on small desk          |
     |_|  23 |   85/3973 | Valia Street, safe shop; coins/wire on a countertop   |
     |_|  11 |   96/3973 | Valia Street, safe shop; coins in cash register       |
     |_|  50 |  146/3973 | Valia Street; Shindaerey East Face Map (by shortcut)  |
     |_|  30 |  176/3973 | Valia Street, Black Market 2F; pouch on cabinet       |
     |_|   9 |  185/3973 | Valia Street, Black Market 2F; coins by lounge desk   |
     |_|   7 |  192/3973 | Valia Street, Black Market 2F; coins on lounge desk   |
     |_|  75 |  267/3973 | Valia Street, Black Market 1F; s. ingot in cabinet    |
     |_|  35 |  302/3973 | Valia Street; pouch/coins on dust-ridden shop's shelf |
      _|-----+-----------+-------------------------------------------------------|
     |_|  15 |  317/3973 | Derelict 3F apartment; bathing salts in sink cabinet  |
     |_|  12 |  329/3973 | Derelict 3F apartment; cabinet coins behind dividers  |
     |_|  40 |  369/3973 | Derelict 3F apartment; pearl fan in cabinet           |
     |_|  37 |  406/3973 | Derelict 3F apartment; coins/pouch on coffee table    |
      _|-----+-----------+-------------------------------------------------------|
     |_|   7 |  413/3973 | Bloodfly apartment, 2F; coins in cabinet near corpse  |
     |_|  10 |  423/3973 | Bloodfly apartment, 2F; angelfish scales @ rune cbnt. |
     |_|  25 |  448/3973 | Bloodfly apartment, 3F; bloodfly amber in a nest      |
     |_|  40 |  488/3973 | Bloodfly apartment, 3F; pearl fan on cabinet by table |
       |_____|___________|_______________________________________________________|
    
     That's all for the first neutral territory. Players can tackle the hostile
     territories in any order, but I prefer to do the Overseer section first, as
     it's smaller. Those who want to do the parley strategy for the Jindosh lock
     (i.e. capturing/killing Byrne and giving him to Paolo) will find it's more
     helpful, as the Howler area has way more loot to get.
    
    [6.3] OVERSEERS' AREA [HOSTILE TERRITORY]
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Runes ----: 1 [3/5]
     Shrines --: 0 [0/1]
     Paintings : 1 [1/3]
     Bonecharms: 1 [2/8]
     Blueprints: 0 [0/2]
     Coins ----: 1080 [1568/3973]
    
     The easiest ways to get in here are via the Valia Street barricade or the
     boarded-up alley shortcut by the black market. The latter area has loot, so
     we'll start there.
    
     Right after ducking through the small opening, the mattress in the toppled
     dumpster has coins (40). Continue up the road, past the booby-trapped area
     and the window to the black marketeer's apartment, until two overseers are
     located. They're scripted to talk about trap disarmament for awhile, then
     split up. The guard who isn't fiddling with the device has a 30-coin pouch.
     (In fact, most overseers and Howlers met in this mission will.)
    
     The building right next to this area, before continuing upstreet, is an old
     dentist's office. There's no 1F entrance, so players'll have to make it onto
     the 2F balcony or tiled roof area. Those without powers can use the black
     pipes in the backyard area to reach the cement wall, then reach the balcony
     or roof from there.) Loot inside: bathing salts on a big shelf (15), coins on
     a desk (7), and a scrimshaw in the selfsame desk (30).
    
     Next to the dentist's office, right on the stairway leading to the upper
     street, is an execution site. Two overseers will be carrying out capital
     punishment on some thieves (the one listing crimes has a 30-coin pouch). It's
     a nice thought to save the civilians, but like in the second mission, there's
     no reward or special action for the trouble. In fact, causing any commotion
     spawns two overseer reinforcements on the nearby street.
    
     Speaking of which, there are two overseers who already spawn normally in the
     area, each with coin pouches: (1) around the dentist's office 1F walkway (2)
     the Valia Street gate guard down below. Both can be taken unawares as they
     move very, very infrequently. Their eliminations are doable before the
     dentist's office portion, if players wanted to save the civilians in a slick
     way.
    
     Finally, there's an abandoned apartment with some loot nearby. First, find
     the empty dog kennel by the execution site. See the red building across the
     street from it? Players can use the balcony series to get in (no-powers types
     need this) or hop onto the red awning a bit past the kennel for a similar
     entrance. There's raw whalebone and a single 5-coin on the desk; a 150-coin
     silver decor plate is in the trunk. (I named it Santos' apartment based off
     the desk note's author.)
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  40 |  528/3973 | Valia St. shortcut area; coins/pouch on mattress      |
     |_|  30 |  558/3973 | GUARD: overseer by SW road (not trap-disarming one)   |
     |_|  15 |  573/3973 | Dentist's office, 2F; bathing salts on big shelf      |
     |_|  30 |  603/3973 | Dentist's office, 2F; scrimshaw in desk cabinet       |
     |_|   7 |  610/3973 | Dentist's office, 2F; coins on a desk                 |
     |_|  10 |  620/3973 | GUARD: patroller near execution site                  |
     |_|  30 |  650/3973 | GUARD: overseer reading rites at execution site       |
     |_|  30 |  680/3973 | GUARD: watchman at Valia St. barricade                |
     |_| 150 |  830/3973 | Santos' apartment, 2F; silver decor plate in a trunk  |
     |_|   5 |  835/3973 | Santos' apartment, 2F; coin on the desk               |
       |_____|___________|_______________________________________________________|
    
     That's all for the lower street -- time to visit the Overseer Outpost itself
     now. The execution site stairway is the easiest route. Given this is the
     stronghold of an enemy faction, it's wise to hop onto the 2F scaffolding, as
     it gives a nice bird's-eye view of the street, plus offers an alternate way
     into the building itself. (Sadly, using the scaffolding to reach Byrne's 3F
     office window doesn't allow immediate entry -- it can't be that easy!)
    
     The outpost street is manned by several guards, watching the barricade, the
     front entrance, or patrolling in-between. There's also two wolfhounds here,
     though only one is sniffing about actively. (Those who got Ashworth's Fickle
     Beasts charm can make that white hound fight on their side, if the situation
     calls for lethality.) Only two guards will have coin pouches to take. Those
     who want to dismantle the street enemies should start at the barricade and
     work toward the Outpost, avoiding hounds until the last minute. (Well, the
     sleeping one near the barricade doesn't actively suss out Emily/Corvo, so
     it's an easy kill. Remember, their deaths don't ruin no-kill playthroughs.)
    
     There's a special action to do on this street: visiting Corvo's childhood
     home. It's located alongside the Outpost, past the empty dog kennels, and
     is marked with a bronze plaque (sidewalk level). To enter, hop onto the
     alley's low 2F roof, then onto the 3F pipes. Break into the boarded-up house
     and explore. There's little here, outside of Paloma Attano's diary and...
    
     • TROPHY: SOUVENIRS [Pt. 6]
       Corvo won the Blade Verbena tournament in his youth, and his mother kept
       the trophy, though it's not in plain sight anywhere. Look for a hidey-hole
       in a discolored brick wall in the bedroom nearest the entrance. There's a
       piece of raw whalebone inside, too.
    
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  30 |  865/3973 | GUARD: overseer guarding barricade on Outpost street  |
     |_|  30 |  895/3973 | GUARD: patroller on Outpost's street                  |
       |_____|___________|_______________________________________________________|
    
     Okay, time to investigate the Outpost itself. As mentioned, entry is via the
     front entrance or the 2F scaffolding window. The latter is easier for keeping
     a low profile, as there are two overseers on duty nearby who can often see
     Emily/Corvo creeping in. I'll just list info by floor, as it's easier.
    
     1F: Other than the overseer at the reception desk, there's no loot to find
         here. However, reading the note on the jail cell behind him reveals that
         Durante, one of Paolo's men, has the Jindosh Lock's combination and his
         confiscated possessions are in Byrne's office.
    
     2F: There are five guards here -- three awake (one on stairway, one in the
         sleeping quarters, one in the stairway-area cubicle) and two sleeping.
         Only two have pouches, though a snoozing one has the confiscation room's
         key.
    
         Loot in the area: coins in a sleeping quarters' locker (7), more on the
         cubicle desk next to the confiscation room (7), and two silver ingots in
         the confiscation room container (150). That last area also has some raw
         whalebone, a rewire tool and a rune.
    
     3F: There are seven enemies here. Two are in a side room; one performs a
         mercy killing on the other. (If it's interrupted somehow, that injured
         one dies. He also can't see in his state.) The central corridor has one
         watchman. Finally, four, including the vice-overseer, are inside Byrne's
         office. (One of the generic ones will leave to patrol soon after their
         conversation is finished.) If the execution site reinforcements didn't
         arrive earlier, those two extra foes may be on this floor. This can be
         annoying, as anyone who finds the mercy-killed corpse will alert those
         nearby.
    
         In terms of loot, four of the guards here, including Byrne, carry 30-coin
         pouches. The hallway near the mercy killer has a copper wire on its
         cabinet (10); across the hall is a workbench area with another (10). The
         makeshift armory next to it has a 30-coin pouch inside a blue container.
         Finally, Byrne's office contains Durante's belongings: a bonecharm and
         a key to his office at the Crone's Hand Saloon.
    
     4F: Upstairs are some old offices, half-reclaimed by dust. One office holds
         a Sokolov painting ("Indiscrete Time Finds Aramis Stilton") and a pouch
         near it; another on the opposite side of the floor has some coins on or
         below it. Total reward for the fourth floor: 249 coins.
    
     Byrne will be hostile on sight, unless the player has Paolo's body with --
     and even then, sometimes they're hostile anyway, due to previous actions
     taken against overseers. Those who haven't made up their mind on how to
     proceed should just knock Byrne out. That way, if they want to deliver him
     to Paolo later, or do the fun "eliminate both leaders nonlethally" method,
     that's on the table, too.
    
     In terms of hiding, Byrne's office has several high bookshelves, plus a
     chandelier in case one wanted to infiltrate from 4F. He's very easy to pick
     off at his desk or when reading the blackboard; if done silently, the other
     meditators don't even notice. (They can be taken out in similar fashion.)
     Those who want quick street access can unlock the 3F window onto the outdoor
     scaffolding series.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  30 |  925/3973 | GUARD: Outpost 1F, at reception desk                  |
     |_|  30 |  955/3973 | GUARD: Outpost 2F, stairway guard (may patrol a bit)  |
     |_|  30 |  985/3973 | GUARD: Outpost 2F, sleeping in cot room               |
     |_|   7 |  992/3973 | 2F, cot room; coins in a locker                       |
     |_|   7 |  999/3973 | 2F, cubicle by confiscation room; coins on a desk     |
     |_| 150 | 1149/3973 | 2F, confiscation room; silver ingot (2) in container  |
     |_|  10 | 1159/3973 | 3F, hallway; copper wire on big wooden shelf          |
     |_|  30 | 1189/3973 | 3F, desks area; pouch in blue container               |
     |_|  10 | 1199/3973 | 3F, desks area; copper wire near workbenches          |
     |_|  30 | 1229/3973 | GUARD: 3F medical room (mercy-killing his comrade)    |
     |_|  30 | 1259/3973 | GUARD: 3F hallway patroller (starts in Byrne's offc.) |
     |_|  30 | 1289/3973 | GUARD: 3F overseer meditating in Byrne's office       |
     |_|  30 | 1319/3973 | GUARD: Vice-Overseer Byrne himself, in his office     |
     |_| 200 | 1519/3973 | 4F, offices (Indiscrete Time Finds Aramis Stilton)    |
     |_|  30 | 1549/3973 | 4F, offices; pouch near Aramis Stilton painting       |
     |_|  19 | 1568/3973 | 4F, offices; coins in/by a desk                       |
       |_____|___________|_______________________________________________________|
    
    [6.4] SECOND NEUTRAL TERRITORY
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Runes ----: 0 [3/5]
     Shrines --: 0 [0/1]
     Paintings : 0 [1/3]
     Bonecharms: 1 [3/8]
     Blueprints: 0 [0/2]
     Coins ----: 460 [2028/3973]
    
     This is the buffer zone between Shindaerey Street (Howlers' main road) and
     the Outpost area.
    
     First up, an apartment occupied by two women, right next to the Overseers'
     barricade. There's no central stairway, so access via the 2F balcony or
     open window is necessary. (Those who have no powers can use the red awning
     right inside Overseer territory, then do a running jump to the window.) It's
     annoying to maneuver near the NPCs, but that's what sleep darts are for. The
     bedroom window can also be a quick shortcut to Valia Street.
    
     Loot in here: coins on a table near the balcony entrance (7), a pouch on the
     sofa (30), lucky sphalerite on a cabinet (15), a pouch in the cash register
     (20), a coin in an empty cabinet near the women's desks (5), a silver jewelry
     box in the bedroom vanity (150), coins on the bedroom nightstand (12), and
     bathing salts in the bathroom (15). Whew.
    
     Across the street is Mindy's Ink, a tattoo parlor/apartment owned by the
     Howlers' lieutenant. 1F access is initially barred, so unblock the 2F windows
     to break in. (No-powers players can reach it via the women's 2F balcony, then
     hopping across the street pillar.) All the goodies are upstairs: a silver
     deck prism in Mindy's studio (150), coins on a window shelf (12), angelfish
     scales by another window shelf (10), and a hallway table's scrimshaw (30).
     There's also two raw whalebone pieces, in the studio and on the stairwell
     shelf, respectively. Don't forget the bonecharm on 2F either.
    
     Finally, next-door to the parlor is Modetti Silvergraphs. It's locked right
     now, but one of the windows leads in. (If the nearby Howlers are alive, the
     noise attracts them. However, since it's neutral territory, they don't fight
     immediately, giving a good opportunity to eliminate 'em.) Inside, there's 4
     coins in the cash register.
    
     • TROPHY: SOUVENIRS [Pt. 7]
       In the silvergraph studio's lobby is a portrait of Meagan titled "Skiff
       Approaching Dockyard". This can be stolen for the trophy cabinet.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   7 | 1575/3973 | Women's apartment; coins on table by balcony entrance |
     |_|  20 | 1595/3973 | Women's apartment; pouch in cash register             |
     |_|  30 | 1625/3973 | Women's apartment; pouch on sofa                      |
     |_|  15 | 1640/3973 | Women's apartment; sphalerite on cabinet near sofa    |
     |_|   5 | 1645/3973 | Women's apartment; coin on empty cabinet by the women |
     |_| 150 | 1795/3973 | Women's apartment; jewelry box in bedroom vanity      |
     |_|  12 | 1807/1973 | Women's apartment; coins on bedroom nightstand        |
     |_|  15 | 1822/3973 | Women's apartment; bathing salts on bathroom sink     |
     |_| 150 | 1972/3973 | Mindy's Ink, 2F; silver deck prism in studio          |
     |_|  12 | 1984/3973 | Mindy's Ink, 2F; coins on shelf near window/bed       |
     |_|  10 | 1994/3973 | Mindy's Ink, 2F; angelfish scales on shelf by window  |
     |_|  30 | 2024/3973 | Mindy's Ink, 2F; scrimshaw on hallway table           |
     |_|   4 | 2028/3973 | Silvergraph Studio; coins in cash register            |
       |_____|___________|_______________________________________________________|
    
     The silvergraph studio's remaining items can't be obtained right now, but it
     does make a good body-stashing spot for later. (Leaving Byrne or Paolo on
     the street makes them targets for rats.) Anyway, onto the Howler district,
     the richest in terms of goodies.
    
    [6.5] SHINDAEREY STREET & CRONE'S HAND SALOON [HOSTILE TERRITORY]
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Runes ----: 2 [5/5]
     Shrines --: 1 [1/1]
     Paintings : 2 [3/3]
     Bonecharms: 5 [8/8]
     Blueprints: 2 [2/2]
     Coins ----: 1945 [3973/3973]
    
     Shindaerey Street can be accessed from either Valia Street's barricade or at
     the other end, where it meets the second neutral territory. The main goal of
     this area is to infiltrate Paolo's saloon, which can be done in several ways:
    
     • The main entrance (obviously)
     • The open 4F windows (use the 3F awnings to reach)
     • The B1 level, via an alley by the barricade (the one by silvergraph studio)
    
     I'll describe the stealthy way first. First, return to the bloodfly-infested
     apartment near the Valia Street barricade, and go to the top level. One of
     the windows opens into a small between-buildings alley. Powers or no, players
     can use the pipes to enter an upper, adjacent office -- another bloodfly den.
    
     There are numerous nests here and two nest keepers, but otherwise, looting's
     business as usual. Finds: three blood amber in the hives (75), coins on a
     shelf by the entrance window (12), a pouch on the crescent-shaped lobby desk
     (30), a scrimshaw in the room between the lobby and infirmary (30); coins on
     a blue drawer and table in the infirmary (16 total); and finally, a bloodfly
     husk in the examination area near the balconies (5).
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  12 | 2040/3973 | Bloodfly office; coins on shelf by entrance window    |
     |_|  75 | 2115/3973 | Bloodfly office; blood amber (3) in the nests         |
     |_|  30 | 2145/3973 | Bloodfly office; pouch on big crescent-shaped desk    |
     |_|  30 | 2175/3973 | Bloodfly office; scrimshaw on shelf (by infirmary rm) |
     |_|   7 | 2182/3973 | Bloodfly office; coins on blue drawer in infirmary    |
     |_|   9 | 2191/3973 | Bloodfly office; coins on cabinet in infirmary        |
     |_|   5 | 2196/3973 | Bloodfly office; husk on desk (area near balconies)   |
       |_____|___________|_______________________________________________________|
    
     However, to get all loot, players will have to eliminate most of the Howlers
     in the outer saloon area -- no easy task. Seven carry 30-coin pouches: two
     in front of the Crone's Hand, one in the entryway behind them, two on the
     Shindaerey Street sidewalk, and a final one in the back street barricade's
     area (near silvergraph studio). There are several more Howlers in the area
     who carry nothing, though.
    
     Luckily, eliminating groups of outdoor enemies is easier in this mission for
     one reason: dust storms. Every five minutes or so, a loud dulcet-toned siren
     heralds the coming weather, turning visibility to near zero for 15 seconds or
     so. In these events, Emily/Corvo can stealthily eliminate a few guards (more
     if Shadow Kill is learned) and go back into hiding before earning an alert.
     It's best to eliminate guards in this order: those who venture into Valia
     Street, those on the sidewalk, those on the saloon plaza's fringes, then the
     few nearest the entrance.
    
     Obviously, the two goons in the back street area can be eliminated easily
     without using dust storms. Don't forget to get the ivory scrimshaw in the
     shuttered shopfront near them, either. Shoot its display case to make it
     roll into arm's reach. Pretty damn tricky of the developers to do that.
    
     And for those wondering, yes, just running into the mob's view and destroying
     them in a huge fight can work. The enemies inside the Crone's Hand won't rush
     to join the fracas as long as Emily/Corvo don't try going inside. Explosive
     deaths can make pouch collecting a bit harder, though -- upgraded Dark Vision
     helps find stray bodies.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  30 | 2226/3973 | GUARD: Howler guarding Valia Street's front barricade |
     |_|  30 | 2256/3973 | GUARD: sidewalk Howler near Crone's Hand              |
     |_|  30 | 2286/3973 | GUARD: sidewalk Howler near Crone's Hand              |
     |_|  30 | 2316/3973 | GUARD: f. Howler near Crone's Hand 1F entrance        |
     |_|  30 | 2346/3973 | GUARD: m. Howler near Crone's Hand 1F entrance        |
     |_|  30 | 2376/3973 | GUARD: f. Howler standing in Crone's Hand entryway    |
     |_|  30 | 2406/3973 | GUARD: f. Howler guarding the back street barricade   |
     |_|  30 | 2436/3973 | Back street barricade area; scrimshaw in storefront   |
       |_____|___________|_______________________________________________________|
    
     Okay, into the Crone's Hand itself. I'll list the loot here, then tell about
     Paolo at the end. As mentioned, the saloon basement can be accessed from the
     street-end barricade near the silvergraph studio. Just look for a sheltered
     alley under the wooden windbreak. Get past the booby trap and then smash into
     the boarded-up portion.
    
     B1: There's no one here besides a rat swarm, a tied-up overseer (won't call
         for help or be alerted) and a Howler on guard duty. Besides the guard's
         pouch, the only other loot are the Secondary Coiling blueprints near the
         spotlight, raw whalebone by the bonecharm, and a pearl fan hidden in the
         1F area above the room (climb its stairway to find). Those who have no
         powers can access the lonely 1F area from the outdoor pipe.
    
     If the conversation Paolo has on 1F triggers, he'll come down to douse the
     overseer in extra hallucinogenic Howler juice. Killing the overseer screws up
     the scripted behavior, though eliminating the guard silently won't. While
     Paolo's here, it's an easy spot to kill him the first time, if players are
     interested in that.
    
     1F: This area is split between an indoor area with an unguarded main stair,
         and an outdoor area with several patrons. The former has an open safe
         holding tyvian ore (20), while the outdoor bar cash register has loose
         change (11) to snag. The dancing guard carrying the 30-coin pouch can't
         be pickpocketed in that state, so those going for no-alerts may want to
         put it off for later. In his normal loop, Paolo will alternate between
         his 1F seat and 2F balcony perch.
    
     • TROPHY: SONGS OF SERKONOS [Pt. 2]
       The second stage of this three-parter occurs in the bar's 1F lounge, where
       musicians will inherently be performing for Paolo and the dancing Howlers.
       Make sure to listen before doing anything that screws up their AI, as they
       may not pick up their instruments afterwards. (Naturally, missing the 1st
       musician event in "The Edge of the World" screws up this trophy. It's best
       to visit the bar when it's hostile territory to hear the musicians, as
       they may not appear when the area becomes neutral, i.e. delivering Byrne's
       body.)
    
     2F: There are two enemies here: one patrolling lightly, another sleeping
         inside. The napping Howler and the blue metal case beside her both have
         a pouch (60 coins total); Spiked Grenade Housing blueprints are inside
         as well. Next-door is Paolo's bedroom, containing a trunk with ingots and
         a silver pocket watch (375 total), plus a scrimshaw and angelfish scales
         in the bathroom (40 total). Breaking the scrimshaw cabinet may alert foes
         in the saloon's outdoor area, however.
    
         In the balcony area, two tables have coins on 'em (48 total). Those who
         have the key to Durante's office can go in immediately, stealing his cash
         register money (20), as well as a bonecharm and Jindosh Lock combination.
         Inspecting the door without the key map-marks its location.
    
     Durante's office also contains the silvergraph studio's key, plus a note on
     a deal: dropping two (live) bodies into the back room's cases for some forced
     mine work. This presents the fun nonlethal solution to this level: exile both
     Paolo and Byrne to a life of hard labor. Killing either one takes the offer
     off the table.
    
     3F: This is just an office and dining area. Two paintings ("Paolo and the
         Inaccessible Cardinal," "Vera Moray and the Affix of Her Skin") are in
         plain sight in the former, which leads to the level's only Outsider
         shrine. It has twin runes, as usual. Other loot: a 30-coin pouch by the
         shrine and the 50-coin Kivo Narrows map on the dining room table.
    
     Note that, if Paolo is "killed" the first time, he'll instantly reappear in
     his office. Whatever Howlers are left will be drawn to him.
    
     4F: This is a mostly deserted floor with one patroller (10-coin pouch). It's
         not especially notable, other than as a possible entrypoint from the
         next-door bloodfly office.
        _____ ___________ ________________________________
       | AMT | TOTAL AMT | LOCATION (Crone's Hand Saloon) \______________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  30 | 2466/3973 | GUARD: B1 Howler watching captured overseer           |
     |_|  40 | 2506/3973 | 1F; pearl fan above B1 basement (use ceiling hole)    |
     |_|  20 | 2526/3973 | 1F, interior; tyvian ore in open entryway safe        |
     |_|  11 | 2537/3973 | 1F, outdoors; coins in bar cash register              |
     |_|  30 | 2567/3973 | GUARD: 1F barroom dancer                              |
     |_|   7 | 2574/3973 | 2F, outdoors; coins on balcony table                  |
     |_|  39 | 2613/3973 | 2F, outdoors; pouch/coins on empty balcony table      |
     |_|  20 | 2633/3973 | 2F, interior; pouch in Durante's office cash register |
     |_|  30 | 2663/3973 | GUARD: sleeping on 2F interior couch                  |
     |_|  30 | 2693/3973 | 2F, interior; pouch on blue metal case "table"        |
     |_|  30 | 2723/3973 | 2F, interior; ivory scrimshaw in quarters' bathroom   |
     |_|  10 | 2733/3973 | 2F, interior; angelfish scales on bathroom counter    |
     |_| 225 | 2958/3973 | 2F, interior; gold/silver ingot in quarters chest     |
     |_| 150 | 3108/3973 | 2F, interior; silver pocket watch in quarters chest   |
     |_|  50 | 3158/3973 | 3F, interior; Kivo Narrows chart on dining table      |
     |_| 200 | 3358/3973 | 3F, interior (Paolo and the Inaccessible Cardinal)    |
     |_| 200 | 3558/3973 | 3F, interior (Vera Moray and the Affix of Her Skin)   |
     |_|  30 | 3588/3973 | 3F, interior; pouch on chair by Outsider shrine       |
     |_|  10 | 3598/3973 | GUARD: 4F patroller                                   |
       |_____|___________|_______________________________________________________|
    
     Eliminating Paolo is much simpler after his merry band of cutthroats are all
     removed, as he'll have no one to help him. Of course, the simplest method is
     never giving him a chance to. Place a stun mine (or springrazor, for those
     with killing intent) in his shrine room. When "killed" the first time, he'll
     teleport there instantly and fall victim -- voila! Inspecting his body earns
     three bonecharms (1 corrupt, 2 black).
    
     Once knocked out, Paolo can be brought to the silvergraph studio's back room
     (requires key found in Durante's office, remember) and tossed into one of
     the open crates. Even those who aren't doing this method will want to visit,
     as the final 375 coins are in this area (see below).
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_| 150 | 3748/3973 | Silvergraph studio; silver deck prism in a cabinet    |
     |_| 225 | 3973/3973 | Silvergraph studio; gold+silver ingot near the crates |
       |_____|___________|_______________________________________________________|
    
    [6.6] FINISHING UP
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     With the lock combination obtained, and Paolo/Byrne taken care of -- or
     ignored, if that was the decision -- it's time to put this level into the
     history books. Don't forget to find all souvenirs and rob the black market,
     if interested. The map of Aramis Stilton's house will be particularly useful
     as it's the next mission's location.
    
     Anyway, return to the lock site and input the correct solution. If the answer
     was found in Durante's office, it'll be displayed as a visual aid. Players
     can end the mission immediately after solving it.
    
    SPECIAL ACTIONS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     • ANOTHER SOLUTION
       Eliminate both Paolo and Vice-Overseer Byrne during the mission. This can
       be done lethally or by using the silvergraph studio's sneaky "recruitment"
       method.
    
     • BOOK OF THE FALLEN
       Kill Vice-Overseer Byrne, then add his name to the Book of the Fallen (it's
       in the same 3F room as the overseer performing a mercy killing on his
       wounded comrade). Activate the fountain pen kit next to the book to do this
       special action, provided Byrne's dead and not just unconscious somewhere.
    
     • BLACK MARKET HEIST
       Rob the black market. The correct solution is the shopkeeper's wedding
       date, available in her 2F apartment (right above the store).
    
     • CHILDHOOD HOME
       Visit Corvo's house. It's across the street from the Overseer Outpost and
       can only be accessed via a 3F boarded-up doorway.
    
     • POWER OF THE STREETS
       Side with Paolo and his Howlers in the mission. This requires delivering
       Vice-Overseer Byrne's body or corpse to him at the Crone's Hand Saloon,
       then completing the mission normally afterwards.
    
     • THEOCRATIC SUPPORT
       Side with Byrne in the Dust District's struggle. In other words, bring him
       Paolo's body or corpse, and complete the mission afterwards.
    
     • UNINVOLVED
       Complete the mission without eliminating Paolor or Vice-Overseer Byrne.
       The most common way to do this is solving the Jindosh Lock logically, and
       not bothering with the remaining parts of the level. (Alternately, steal
       the combination from Durante's office, then finish the level bloodlessly.)
    
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    07) A CRACK IN THE SLAB                                                  [WK07]
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Runes ----: 3
     Shrines --: 0
     Paintings : 2
     Bonecharms: 4
     Blueprints: 1
     Coins ----: 3334
    
    [7.0] STILTON MANOR MAP
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     The map for this area can already have been obtained in the previous mission
     by robbing (or purchasing it from) the black market. Another map of the area
     can be obtained in the Great Hall 2F area, west side.
    
                   TO BACKYARD                       TO BACKYARD
                  _ _| |_________              ____ _ ___| |_________
              TO-| |             |            |    | |  _____     _  |
              B1 |_      |       |            |  __|    _   _  | |_  |
                ___|         J   |            (  S   | |     | |_ R _|
              _| G |  H  |_______|      N      \_____| |  Q  | |_____|
             | |  _|             |      |            ( (     ) |
             |  _______   _    I |  W --+-- E         \ \___/  |
     1F-->   | |     | ) ( |_____|      |              \_   _/ |       <--2F
             |    F  | | | |   __|      S             ___| |  O(___
             |_______| | | |  B  |___               _|     |__    P|___
            ______|E |_| |_|_   _|_  |_    ________/    K   _ \_|__|   |
           |      ___|  A  |     |     |  |  _   _  _|___  | |_____  N |
           |  D   ___       _____   C  |  |_| |_|  M   |  L  |     |   |
           |_____|   |ENTER|     |_____|        |______|_____|     |___|
                      ¯¯¯¯¯
             |¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|     |¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
             | A | Main Lobby          |     | K | Lobby 2F            |
             | B | Kitchen             |     | L | Miner Museum        |
             | C | Piano Lounge        |     | M | Western Bedroom     |
             | D | Dining Hall         |     | N | Aramis' Bedroom     |
             | E | Vault               |     | O | SE Bedroom          |
             | F | Western Offices     |     | P | Silvergraph Studio  |
             | G | Incinerator Room    |     | Q | Great Hall 2F       |
             | H | Grand Hall          |     | R | Butterfly Room      |
             | I | Courtyard Lounge    |     | S | Séance Study        |
             | J | Pool Room           |     |___|_____________________|
             |___|_____________________|
    
     A major annoyance for players is that supernatural powers are disabled for
     this mission. No Dark Vision, No Blink or Far Reach, etc. Passive upgrades,
     like for Strength and Agility, are allowed, however. Also, there's no black
     market available for this mission (if one returns to the Dust District, the
     Valia St. entrance is boarded up), so try to conserve ammo like Sleep Darts,
     as there's not a ton to find here.
    
    [7.1] STILTON MANOR
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Before bothering with loot, it's best to meet Stilton first -- he's in the
     eastern piano lounge. The door is blocked, however, so visit Aramis' bedroom
     on 2F, then drop through decrepit floor. Attempt conversation to get a scene
     with the Outsider, resulting in a new tool: the Timepiece.
    
     This object lets players shift between the present day, where the mansion's
     rotting from disrepair, and the party three years prior, Aramis' last night
     sane. Timeshifting can only occur if the other time period's location is
     blocked somehow. The Square button allows the Timepiece to spy on the "other"
     time period, making it extremely useful for reconnaisance.
    
     NOTE: Players can find all coins in this mission or get all collectibles, but
     not both. This is because of how the time periods work (more on that later).
    
    [7.1.1] STILTON MANOR: PIANO LOUNGE & KITCHENS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Although I hate it, finding all coins is such a pain in this level, dividing
     up the walkthrough for room-by-room analysis is the easiest way to avoid
     skipping anything. When in doubt, check the Stats screen.
    
     We'll start in the piano lounge itself. In the past, the bench where Stilton
     sits has a blood amber cameo to take, and his staircase sleeping area has six
     more coins. In the glorious past, there's an amber jewelry box on the table
     near the locked door (requires Master Key).
    
     • TROPHY: A NIGHT IN 1849
       Timeshift to the past for the first time. This is mandatory.
    
     • TROPHY: SOUVENIRS [Pt. 8]
       An 1849 calendar marking the Duke's party sits next to the jewelry box. It
       can be easy to miss despite its size, so snatch it here.
    
     Timeshifting will get around the lounge exit issue. If timed right, players
     can eliminate Captain Windlebonne and the other guard before they return to
     scripted patrols (2F lobby and 1F lobby, respectively).
    
     This kitchen corridor has a few coins itself. Four are in the present, in a
     broken cabinet by the kitchen entrance. In the past, that same cabinet's in
     working order and contains a 10-coin pouch. Finally, a window table near the
     lounge entrance has some loose change.
    
     Entering the kitchen is easiest in the past. There'll be two cooks there, but
     they're generally preoccupied, making for easy takedowns. One tabletop has a
     note from Aramis -- there are coins beside it and in the cabinet directly
     below it. Finally, the storeroom in both time periods is locked. Either fetch
     the Kitchen Key (past; in kitchen cabinet where pouch was) for the past or
     use the present-day window above the door. The past storeroom has 7 coins to
     take.
        _____ ___________ ______ __________
       | AMT | TOTAL AMT | TIME | LOCATION \_____________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_| 100 |  100/3334 | Pres | Piano lounge; blood amber cameo on piano bench |
     |_|   6 |  106/3334 | Pres | Piano lounge; coins on staircase mattress      |
     |_| 100 |  206/3334 | Past | Piano lounge; amber jewelry box by the door    |
      _|-----+-----------+------+------------------------------------------------|
     |_|   4 |  210/3334 | Pres | Kitchen corridor; coins in broken cabinet      |
     |_|  10 |  220/3334 | Past | Kitchen corridor; pouch in cabinet             |
     |_|   3 |  223/3334 | Past | Kitchen corridor; coins on window table        |
     |_|   4 |  227/3334 | Past | Kitchen; coins on countertop by note           |
     |_|  20 |  247/3334 | Past | Kitchen; pouch under note's countertop         |
     |_|   7 |  254/3334 | Past | Kitchen, storeroom; coins on desk              |
       |_____|___________|______|________________________________________________|
    
    [7.1.2] STILTON MANOR: MAIN LOBBY & FRONT YARD
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     The 1F lobby has two guards in the past, or one, if he was removed after the
     Windlebonne conversation. Neither is super difficult to deal with, thanks to
     one's long "standing around" mode near the west dining hall.
    
     In the present, the lobby has very little of worth: a safe with 6 coins and
     raw whalebone inside, plus a bookstand near the central pillar with 8 coins
     in or on it. In the past, there's a little more: that same bookstand in the
     exact same spot (10), coins on a table near the sitting area alongside the
     staircase (3), and a nearby cabinet containing a similar amount (4).
        _____ ___________ ______ __________
       | AMT | TOTAL AMT | TIME | LOCATION \_____________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   6 |  260/3334 | Pres | 1F Lobby; coins in unlocked safe               |
     |_|   8 |  268/3334 | Pres | 1F Lobby; coins on stand by broken chandelier  |
     |_|  10 |  278/3334 | Past | 1F Lobby; pouch on stand by intact chandelier  |
     |_|   4 |  282/3334 | Past | 1F Lobby; coins in cabinet near staircase      |
     |_|   3 |  285/3334 | Past | 1F Lobby; coins on table by stair-side seating |
       |_____|___________|______|________________________________________________|
    
     The front yard has some loot, too. In the present, one of the empty kennels
     by the western stairs has coins. In the past, there's a coin sitting on the
     eastern bench and a fountain-area table. There's also a very well-hidden
     cache atop the Jindosh Lock tunnel leading into the estate, requiring some
     double-jumping (upgraded Agility) to reach. There's also raw whalebone on an
     exterior ledge, perhaps enticing players to look up there in the first place.
    
     Of course, finding the loot is harder without dealing with the guards. Three
     patrol the area, along with two ever-vigilant wolfhounds. There's also one
     civilian maid on cleanup duty. Naturally, it's the animals' keen sense of
     smell that's most threatening. Finding a good perch to eliminate 'em from
     afar is wise -- the huge western stump or the Jindosh Lock tunnel itself are
     both good spots. (Remember, dogs' deaths don't screw up no-kill attempts.)
        _____ ___________ ______ __________
       | AMT | TOTAL AMT | TIME | LOCATION \_____________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   4 |  289/3334 | Pres | Front yard; coins in an empty dog kennel       |
     |_|   2 |  291/3334 | Past | Front yard; coin on east bench, by a book      |
     |_|  33 |  324/3334 | Past | Front yard; pouch/coins on table by fountain   |
     |_|  30 |  354/3334 | Past | Front yard; pouch/coins above J. Lock tunnel   |
       |_____|___________|______|________________________________________________|
    
     If quiet elimination is proving difficult, just use the Timepiece to locate
     loot stealthily. Timeshift in to take it, timeshift out to hide. All items
     here can be obtained without tangling with the hired help. (A useful thing to
     know, as 99% of all NPCs in this mission, present or future, carry no coins
     whatsoever.)
    
    [7.1.3] STILTON MANOR: 1F DINING HALL & VAULT
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     The dining hall is accessible from both 1F and 2F. We'll ignore the latter
     route for the moment -- enter through the west lobby (past only). There'll be
     four guards here: one patroller, two sitting down, and an elite scripted to
     alternate.
    
     • TROPHY: UNDER THE TABLE
       Steal the Master Key while under the table, and with the guards conscious
       and unalerted. The trinket sits on a dining room bench, and can be taken
       quite easily by hiding under the table in the present, then timeshifting
       right into the thick of the guard detail. (Stealing the key in this way
       also counts as a special action.)
    
     Dealing with the guards is a bit harder, thanks to the non-patrollers, but
     timeshifting creates its own opportunities. Find a safe spot, bang a sword
     against the wall to alert everyone, then timeshift and find opportunities to
     pick off searching stragglers. It's easier if lethal (Shadow Kill!) but the
     no-kill types can find hiding spots, like under the table itself or in the
     alcove by the vault (shutters must be broken first).
    
     In terms of loot, the room has a bit. A northern cabinet has coins in both
     the past and present, though their locations differ slightly. All other coins
     are in the past: a dining room table pouch (20), on a table by the entrance
     to the lobby (4), and in the shuttered alcove mentioned above (3).
        _____ ___________ ______ __________
       | AMT | TOTAL AMT | TIME | LOCATION \_____________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   4 |  358/3334 | Pres | Dining Hall; coins in broken northern cabinet  |
     |_|   3 |  361/3334 | Past | Dining Hall; pouch in intact northern cabinet  |
     |_|   4 |  365/3334 | Past | Dining Hall; coins on table by lobby door      |
     |_|  30 |  395/3334 | Past | Dining Hall; pouch on bench by Master Key      |
     |_|  20 |  415/3334 | Past | Dining Hall; pouch on dining table itself      |
     |_|   3 |  418/3334 | Past | Dining Hall; coins in corridor nook by vault   |
       |_____|___________|______|________________________________________________|
    
     The vault can be entered in the present, but only the past has loot: a nice
     throwback painting ("The Commutative Rats and the Weeper"), safe loot (the
     Firing Chamber Pivot blueprint's inside), and a breakable display cabinet
     housing an urn. Interestingly enough, the urn's one of the few items in the
     entire level obtained through old-fashioned smashin'.
        _____ ___________ ______ __________
       | AMT | TOTAL AMT | TIME | LOCATION \_____________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_| 240 |  658/3334 | Past | Vault; ingots/coins in the unlocked safe       |
     |_| 100 |  758/3334 | Past | Vault; blood amber urn in breakable cabinet    |
     |_| 200 |  958/3334 | Past | Vault; (The Commutative Rats and the Weeper)   |
       |_____|___________|______|________________________________________________|
    
     Destroying the statue's pulley in the past opens a path into the north wall
     rupture, making the west office block accessible. For now, though, let's
     backtrack and clear out the 2F areas skipped earlier.
    
    [7.1.4] STILTON MANOR: 2F LOBBY & MINER MUSEUM
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Return to the lobby and use the stairway to reach 2F -- basically another
     lobby, connecting to various rooms and hallways in all cardinal directions.
     There are three souls here: two civilians chatting by the locked north door
     (requires Master Key) and Windlebonne, if she somehow made it up there. All
     can be eliminated silently on their rounds, though the civvies don't split
     up until their conversation plays out.
    
     The lobby balconies have mostly loose change to scare up. In the present: a
     coin in the north alcove (2) and in the table by the Grand Hall's door (4).
     Both those locations have loot in the past, too -- 6 coins and a 100-coin
     snuffbox, respectively. Round out the trip with the 4-coin stashes in/on the
     southern coffee table and 2F east corridor closet.
        _____ ___________ ______ __________
       | AMT | TOTAL AMT | TIME | LOCATION \_____________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   2 |  960/3334 | Pres | Lobby 2F; coin in northern alcove's drawer     |
     |_|   4 |  964/3334 | Pres | Lobby 2F; coins in cabinet by north door       |
     |_|   6 |  970/3334 | Past | Lobby 2F; coin in northern nook's drawer       |
     |_| 100 | 1070/3334 | Past | Lobby 2F; snuffbox on table by Great Hall ent. |
     |_|   4 | 1074/3334 | Past | Lobby 2F; coins on south walkway coffee table  |
     |_|   4 | 1078/3334 | Past | Lobby 2F, east hall; coin in closet nook cbnt. |
       |_____|___________|______|________________________________________________|
    
     Directly south of the lobby, and above part of the 1F entryway, is a mining
     museum, dedicated to Stilton's love of Karnaca's industry. All loot is found
     in the past, mostly on tables and desks. There's a hidden wall safe in the
     portrait opposite the lucky sphalerite desk. (A fact that would be obvious
     for those searching in the present -- it's hanging wide open, empty.)
        _____ ___________ ______ __________
       | AMT | TOTAL AMT | TIME | LOCATION \_____________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   4 | 1082/3334 | Past | Miner Museum; coins in a table by desk         |
     |_|  15 | 1097/3334 | Past | Miner Museum; lucky sphalerite on a desk       |
     |_|   3 | 1100/3334 | Past | Miner Museum; coins on sofa                    |
     |_|  50 | 1150/3334 | Past | Miner Museum; Tides of Cullero Gap map in safe |
     |_| 225 | 1375/3334 | Past | Miner Museum; gold/silver ingots in the safe   |
       |_____|___________|______|________________________________________________|
    
    [7.1.5] STILTON MANOR: ARAMIS' ROOM & 2F DINING HALL AREA
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Stilton's empty bedroom is down the lobby's east 2F corridor. All loot here
     is just small amounts of currency spread throughout the room. Those leaving
     a trail of corpses everywhere may want to break into the closet near the
     entrance -- its shutters hide several bits of pistol ammo. (There's also raw
     whalebone in the SE trunk.)
        _____ ___________ ______ __________
       | AMT | TOTAL AMT | TIME | LOCATION \_____________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   3 | 1378/3334 | Past | Aramis' room; coins in table by entrance door  |
     |_|   4 | 1382/3334 | Past | Aramis' room; coins on nightstand              |
     |_|   2 | 1384/3334 | Past | Aramis' room; coins on desk by diary           |
     |_|   2 | 1386/3334 | Past | Aramis' room; coins in bathroom sink cabinet   |
     |_|  10 | 1396/3334 | Past | Aramis' room; pouch by bathtub                 |
     |_|   6 | 1402/3334 | Past | Aramis' room; coins in cabinet by bathtub      |
       |_____|___________|______|________________________________________________|
    
     Going west from the 2F lobby area reaches the corridor to the dining hall's
     balconies and the spare bedroom. One guard patrols the outer area, while the
     bedroom has another guard and a civilian. (The latter pair splits up after
     their conversation ends.)
    
     The dining hall has a few coins on the western window's table, but there's a
     slyer 20-coin cache hidden in the present, within the ruptured ceiling. Raise
     the southernmost chandelier in the past (controls are on the balcony wall),
     and then timeshift upon reaching it. This allows one to snoop in the attic,
     which contains a bonecharm, 20 coins and -- in the past's intact area -- some
     various loot (raw whalebone, springrazor, etc.)
    
     As for the western bedroom, most of its items are easy to find, no matter the
     time period. If the tallies come up short, make sure to stoop down to inspect
     cabinets, as coins can occasionally be hard to see while standing. (The first
     time I played, I missed the trunk entirely, so that may be another culprit.)
        _____ ___________ ______ __________
       | AMT | TOTAL AMT | TIME | LOCATION \_____________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   5 | 1407/3334 | Past | Dining Hall 2F; coins on west window table     |
     |_|  20 | 1427/3334 | Pres | Dining Hall 3F; floor coins in ceiling rupture |
     |_|   4 | 1431/3334 | Pres | Western bedroom; coins in ruined bed cupboard  |
     |_|   4 | 1435/3334 | Pres | Western bedroom; coins on bathroom cabinet     |
     |_|   8 | 1443/3334 | Past | Western bedroom; coins in trunk by s. window   |
     |_|   6 | 1449/3334 | Past | Western bedroom; coins in cabinet by bed       |
     |_|  40 | 1489/3334 | Past | Western bedroom; pearl fan on bedside cabinet  |
     |_|  20 | 1509/3334 | Past | Western bedroom; pouch on chair by bathtub     | 
       |_____|___________|______|________________________________________________|
    
    [7.1.6] STILTON MANOR: 1F WESTERN OFFICES & INCINERATOR ROOM
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Return to the 1F Vault and pass north into the filthy western offices. It's
     mostly workbenches here; no foes are around in either time period. Loot-wise,
     most items are in the workbench area. The hallway's northernmost desk has a
     pouch as well.
        _____ ___________ ______ __________
       | AMT | TOTAL AMT | TIME | LOCATION \_____________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   2 | 1511/3334 | Pres | Western offices; coin near floor lantern       |
     |_|  10 | 1521/3334 | Past | Western offices; copper wire on a workbench    |
     |_|   3 | 1524/3334 | Past | Western offices; coins under a workbench       |
     |_|   2 | 1526/3334 | Past | Western offices; coin by workbench's letter    |
     |_|  10 | 1536/3334 | Past | Western offices; pouch under corridor desk     |
       |_____|___________|______|________________________________________________|
    
     The incinerator room is between the Great Hall and the western office hall.
     Though locked in all time periods (initially), players can sneak in thanks
     to the present-day wall breach. Basically, crouch under the desk in the past,
     then timeshift to get entry. There's always a bloodfly nest inside.
    
     To get the safe's contents (Konos Star Tables chart, black bonecharm, silver
     ingot and coins), one must first learn its combination. First, take the dead
     wolfhound in the past and burn it in the nearby boiler -- this eliminates all
     traces of present-day bloodflies. With no hive, just read the combination on
     the removed door, then timeshift and input the answer. Be sure to get the
     blood amber before writing the nest out of existence, however.
        _____ ___________ ______ __________
       | AMT | TOTAL AMT | TIME | LOCATION \_____________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   3 | 1539/3334 | Pres | Incinerator room; coins in the breached wall   |
     |_|  25 | 1564/3334 | Pres | Incinerator room; blood amber in the nest      |
     |_|   3 | 1567/3334 | Past | Incinerator room; coins under doorway counter  |
     |_| 135 | 1702/3334 | Past | Incinerator room; loot in the safe             |
       |_____|___________|______|________________________________________________|
    
    [7.1.7] STILTON MANOR: GREAT HALL
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     This is the biggest room in the house, so we'll cover each floor on its own.
    
     In current times, the main area is a dirt mound exhibit, with access to the
     1F backyard area (the current destination) blocked off permanently. There's
     also a few feral wolfhounds to deal with. In the past, the area plays host
     to a rather large contingent of guards -- they'll need to be lured and dealt
     with piecemeal for best effect. One will also have the Master Key if it was
     somehow missed earlier.
    
     Loot-wise, there's little in the past, but a lot in the present. The trickier
     items are actually underneath the main staircase, where the rewire fusebox
     is. (It can only be entered in the past.) Get the pouch in said area, then
     timeshift in the middle crawlspace area to uncover Jaime's resting place,
     complete with 21 coins worth of loot. Finally, timeshift in that macabre tomb
     to find the present-day version, empty but for a few coins.
        _____ ___________ ______ _______________________
       | AMT | TOTAL AMT | TIME | LOCATION (Great Hall) \________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   4 | 1706/3334 | Pres | 1F; coins in cabinet by incinerator room       |
     |_|   5 | 1711/3334 | Past | 1F; coins in nook cabinet by lobby entrance    |
     |_|   3 | 1714/3334 | Past | 1F; coins in nook register by lobby entrance   |
     |_|  30 | 1744/3334 | Past | 1F; pouch in rewire area underneath stairs     |
     |_|  10 | 1754/3334 | Pres | 1F; angelfish scale by mattress (under stairs) |
     |_|  11 | 1765/3334 | Pres | 1F; coins by mattress beneath stairs           |
     |_|   4 | 1769/3334 | Past | 1F; coins where mattress area would be         |
       |_____|___________|______|________________________________________________|
    
     The Great Hall's second floor is easy to clear out in the present day, as its
     only occupants are bloodflies and two nest keepers. (Remember, nest keepers
     DO count as kills for the overall tally, so be careful on no-kill runs.) The
     western wall by the elevator also contains a map of the building, if players
     didn't get one last mission.
    
     In the past, the 2F walkways have several guards. Most can be eliminated as
     they patrol by their lonesome, though the two nearest the study and the east
     butterfly room (locked for now) both have lengthy conversations to hear.
    
     Collectibles-wise, the goodies are in nooks, or on tables, around the area --
     no trickery this time. Just eliminate the foes, then do a full-circle sweep
     in both time periods to ensure nothing's missed.
        _____ ___________ ______ _______________________
       | AMT | TOTAL AMT | TIME | LOCATION (Great Hall) \________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_| 225 | 1994/3334 | Pres | 2F; blood amber (9) in the nests               |
     |_|   4 | 1998/3334 | Pres | 2F; coins in broken northern cabinet           |
     |_|   4 | 2002/3334 | Pres | 2F; coins in west nook by the elevator         |
     |_|   4 | 2006/3334 | Past | 2F; coins in NW table near study door          |
     |_|   3 | 2009/3334 | Past | 2F; coins on stand in nook by the elevator     |
     |_|   2 | 2011/3334 | Past | 2F; coins in table near 2F lobby entrance      |
     |_|   2 | 2013/3334 | Past | 2F; coin on eastern corridor table             |
       |_____|___________|______|________________________________________________|
    
    [7.1.8] STILTON MANOR: COURTYARD LOUNGE, POOL ROOM & BASEMENT
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     The 1F inner courtyard is east of the Great Hall, requiring the Master Key to
     access. There's only one guard here, scripted to chat with the balcony guard
     above. The only coins are in the past, in the eastern sitting area.
    
     • TROPHY: DILAPIDATION
       "Find the hidden balcony passageway" is the in-game description, but it's
       more like "destroy the balcony to make a passageway". In the past, destroy
       both of the balcony's red, taut connectors. This causes the structure to
       collapse by the present, creating a makeshift staircase to the 2F butterfly
       room. (This counts as a special action.)
    
     Ignore the butterfly room for now, though, and go north at 1F level to the
     pool area. There are three patrollers here in the past, but only bloodflies
     in the present. None are that difficult to deal with, though occasionally,
     guards from the 2F butterfly room may be alerted by noise.
    
     Other than the nests' valuables, most loot's just on tables by the pool, its
     walkways, or the changing room alcove.
        _____ ___________ ______ __________
       | AMT | TOTAL AMT | TIME | LOCATION \_____________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   5 | 2018/3334 | Past | Courtyard lounge; coins in cabinet             |
     |_|   3 | 2021/3334 | Past | Courtyard lounge; coins on lounge sofa         |
     |_| 175 | 2196/3334 | Pres | Pool room; blood amber (7) in the nests        |
     |_|   4 | 2200/3334 | Pres | Pool room; two coins in pool itself            |
     |_|   5 | 2205/3334 | Past | Pool room; coins on poolside walkway table     |
     |_|  15 | 2220/3334 | Past | Pool room; bathing salts by changing area sink |
     |_|   2 | 2222/3334 | Past | Pool room; coin in east walkway table          |
       |_____|___________|______|________________________________________________|
    
     Across the Great Hall, by the elevator shaft, is a stairway leading into the
     wine cellar. In the past, two guards will be hiding a silver ingot in the
     east wall breach. This causes one to appear in the exact same present-day
     location. Make sure to loot it then, in order to technically get it twice.
    
     Players can also get a present-day rune within the flooded section. However,
     it's impossible to claim while the water level is high. Fixing it requires
     locating a crankshaft (in the past) and tossing it into the wall breach. In
     the present, when the breach is larger, claim the crank and swim to a sunken
     attachment area on the east wall. Don't forget to claim the bloodfly amber
     and the silver ingot, too.
    
     • TROPHY: FLOODED BASEMENT
       Get the rune as described above.
        _____ ___________ ______ __________
       | AMT | TOTAL AMT | TIME | LOCATION \_____________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  75 | 2297/3334 | Pres | Cellar; silver ingot guards hid in wall breach |
     |_|   2 | 2299/3334 | Past | Cellar; coins in locker near wine cask storage |
     |_|  30 | 2329/3334 | Past | Cellar; pouch on dining table                  |
     |_|  75 | 2404/3334 | Past | Cellar; silver ingot guards hid in wall breach |
     |_|  25 | 2429/3334 | Past | Cellar; blood amber in nest (water leak area)  |
       |_____|___________|______|________________________________________________|
    
    [7.1.9] STILTON MANOR: 2F BUTTERFLY ROOM, SE BEDROOM & SILVERGRAPH STUDIO
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Directly above the 1F pool room is a lepitoptery (butterfly) collection. The
     hall is patrolled by three guards in the past, and is locked in both time
     periods. The simplest method of entry is from the present, after collapsing
     the balcony. See the [7.1.8] section for how to do that.
    
     Other than the Sokolov painting ("The Torturer's Quaternionic Groan"), most
     items are just in cabinets around the room, in both time periods. However,
     this area also has the trickiest loot item in the whole level: a 32-coin
     cache found on a sill above the pool room. The easiest way to get it is
     hopping onto a hanging planter via the present (one of the windows will be
     broken), then timeshifting to get access. Using the past and hopping through
     a ceiling-level window via the middle desk area works, too.
        _____ ___________ ______ __________
       | AMT | TOTAL AMT | TIME | LOCATION \_____________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   4 | 2433/3334 | Pres | Butterfly Room; coins in north hallway cabinet |
     |_|  36 | 2469/3334 | Pres | Butterfly Room; pouch in balcony closet nook   |
     |_|  30 | 2499/3334 | Past | Butterfly Room; pouch in balcony closet nook   |
     |_|   3 | 2502/3334 | Past | Butterfly Room; coins in corridor cabinet      |
     |_|   3 | 2505/3334 | Past | Butterfly Room; coins on desk by east window   |
     |_|   5 | 2510/3334 | Past | Butterfly Room; husk on central room's desk    |
     |_|   3 | 2513/3334 | Past | Butterfly Room; coins in central room's cabnt. |
     |_|   3 | 2516/3334 | Past | Butterfly Room; coins in central room's cabnt. |
     |_|  36 | 2552/3334 | Past | Butterfly Room; coins in central room's cabnt. |
     |_| 200 | 2752/3334 | Past | Butterfly Room (Torturer's Quaternionic Groan) |
     |_|  32 | 2784/3334 | Past | Coins/pouch on 2F ledge above pool room        |
       |_____|___________|______|________________________________________________|
    
     Next, visit the SE bedroom, accessible from the Great Hall's 2F walkway. The
     past version is undergoing renovations and plays host to three NPCs (1 guard,
     2 workers). The patrolman will eventually leave after the scripted convo. If
     the remaining civilians are knocked out or killed, the window repairs are
     never finished, giving a quick (present-only) shortcut into the adjacent
     silvergraph studio.
    
     Said studio is locked in both time periods and contains three guards in the
     past. Given the close confines, no-alert/no-kill types will want to lure the
     enemies out. Making noise in the SE bedroom works best, as they'll unlock
     the studio to come search, giving easier ambush opportunities.
    
     In terms of loot, both the bedroom and studio have theirs in mostly plain
     sight. The (past) chest that contains a rune will have some coins scattered
     near it in the present, but everything else is run-of-the-mill cabinets and
     tables.
        _____ ___________ ______ __________
       | AMT | TOTAL AMT | TIME | LOCATION \_____________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   4 | 2788/3334 | Pres | SE Bedroom; coins in/by lantern-lit trunk      |
     |_|   3 | 2791/3334 | Pres | SE Bedroom; cupboard coins under tipped cabnt. |
     |_|   4 | 2795/3334 | Pres | SE Bedroom; coins in bathroom sink cabinet     |
     |_|   4 | 2799/3334 | Past | SE Bedroom; coins in table by untipped cabint. |
     |_|   4 | 2803/3334 | Past | SE Bedroom; coins on table by typewriter       |
     |_|   4 | 2807/3334 | Past | SE Bedroom; coins on wooden bathroom table     |
     |_|   4 | 2811/3334 | Pres | Studio; floor coins by tipped chest            |
     |_|  20 | 2831/3334 | Past | Studio; pouch in countertop cabinet            |
       |_____|___________|______|________________________________________________|
    
     That does it for interior loot, other than the Great Hall's western study,
     which we'll be leaving for last. It'll be obvious why when the next section
     is read...
    
    [7.1.10] STILTON MANOR: BACKYARD
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     The backyard is accessible from the (past) 1F and 2F Great Hall doors, and
     consists of a central patio, a small yard, and a low, rocky area around the
     V-shaped windbreak. The area is completely isolated in the present; exiting
     requires a timeshift.
    
     There will be wild wolfhounds or 4 Grand Guardsmen here, depending on the
     time period. A few are immobile or often in another's sights, so use the
     foolproof "hit wall with sword, timeshift to escape, ambush when searching"
     plan to eliminate the pesky ones.
    
     In terms of loot, most is on the balcony. The lower gains are all near guards
     or Stilton, and may require a bit of finesse to get. 
        _____ ___________ ______ _____________________
       | AMT | TOTAL AMT | TIME | LOCATION (Backyard) \__________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  50 | 2881/3334 | Pres | 2F; blood amber (2) in balcony nests           |
     |_|   3 | 2884/3334 | Past | 2F; coins on balcony table                     |
     |_|  10 | 2894/3334 | Past | 2F; pouch on western sofa                      |
     |_|   7 | 2901/3334 | Past | 2F; table coins by western sofa                |
     |_|   6 | 2907/3334 | Past | 1F; coins on central sitting area's table      |
     |_|   3 | 2910/3334 | Past | 1F; coins on west table near dog kennel/guard  |
     |_|  10 | 2920/3334 | Past | 1F; pouch on sofa in Stilton's mini-pavilion   |
       |_____|___________|______|________________________________________________|
    
     As for Stilton, he resides in the northern gazebo. He has basic civilian AI
     and will flee (after a unique confrontation chat) to alert his helpers. He
     can be dealt with in three ways, each affecting, and possibly changing, his
     fate.
    
     1) Ignore Stilton entirely: If Stilton isn't bothered in any way, he'll go
        about his business on the default timeline -- namely, taking part in the
        séance later and going insane. Nothing changes in the present.
    
     2) Murder Stilton: If Aramis dies, the present changes immediately. The house
        won't be a complete hellhole, and will instead be abandoned entirely, due
        to the creepy rumor about its former occupant and the western study. There
        are no guards or civilians here, allowing players to get route-specific
        goodies easily.
    
     3) Knock Stilton unconscious: Good-hearted players who want to fix Stilton's
        terrible fate must prevent him from attending the Duke's séance without
        killing him. Any nonlethal method works here. The present will change to
        a happier fate, populated by some maid/attendant NPCs and route-specific
        loot. (Alerting Aramis in the past doesn't do anything by itself, note.)
    
     Players should know a few things before deciding:
    
     • Each route has its own specific items. Those who want the most coins should
       KO Stilton, get the alternate timeline's loot, then kill him, opening up
       the last timeline's stuff. Those who want the most non-currency loot should
       fix Stilton's madness. (Obviously, players can't kill Stilton, then KO him,
       so make sure to order progression correctly.)
    
     • Changing the present in any way removes all ability to get loot in the
       default present (mansion in disrepair). There's no way to go back other
       than reloading a save, so find the important stuff -- charms, paintings,
       etc. -- first.
    
     • Entering the Great Hall's 2F study "locks in" Aramis' fate, preventing any
       further changes. Players should note that NO CHANGE removes the "can't use
       powers" restriction. That's present in all time periods and always will be.
    
     If Stilton's dealt with instead of ignored, the changes are felt immediately,
     resulting in a new(ish) present-day mansion to explore.
    
    [7.2] STILTON MANOR - ALTERNATE PRESENT (STILTON SANE/DEAD)
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     This will be a brief overview, since it's really just backtracking through
     sections players should be familiar with. Entries marked with a superscript
     denote unique availability, based on whether Stilton's alive (¹) or dead (²).
     Unmarked entries are generic, accessible on either of the routes.
        _____ ___________ ______ __________
       | AMT | TOTAL AMT | TIME | LOCATION \_____________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   3 | 2923/3334 | Pres | Backyard 2F; coins on eastern sofa             |
     |_|   3 | 2926/3334 | Pres | Grand Hall 2F; coins on SW nook workbench      |
     |_|   3 | 2929/3334 | Pres | Grand Hall 1F; coins @ below-stairway bar area |
     |_|   4 | 2933/3334 | Pres | 1F western offices; coins under a workbench    |
     |_|   3 | 2936/3334 | Pres | 1F Pool Room; coins on table by lounge chairs  |
     |_|   3 | 2939/3334 | Pres | 1F Pool Room; coins on ledge of new hottub     |
     |_|   4 | 2943/3334 | Pres | B1 sitting area; coins on table                |
    ¹|_|  10 | 2953/3334 | Pres | New 2F Grand Hall office; feathers in a closet |
     |_|   3 | 2956/3334 | Pres | 2F Butterfly Room; coins in balcony alcove     |
     |_|  20 | 2976/3334 | Pres | 2F, SE Bedroom; tyvian ore on shelf by windows |
     |_|   4 | 2980/3334 | Pres | 2F, SE Bedroom; coins on table                 |
    ²|_|  30 | 3010/3334 | Pres | 2F, SE Bedroom; pouch on bedside table         |
      _|-----+-----------+------+------------------------------------------------|
     |_|   4 | 3014/3334 | Pres | Lobby 2F; coins in southern cabinet            |
     |_| 150 | 3164/3334 | Pres | 2F Miner Museum; ingot (2) in hidden wall safe |
     |_|   3 | 3167/3334 | Pres | 2F Miner Museum; coins in table below safe     |
     |_|   4 | 3171/3334 | Pres | 2F Dining Hall; coins in corridor cabinet      |
     |_|   3 | 3174/3334 | Pres | 2F Western Bedroom; coins on bedside cabinet   |
     |_|   4 | 3178/3334 | Pres | 2F Western Bedroom; coins on bathroom shelf    |
     |_|   7 | 3185/3334 | Pres | 2F Aramis' Bedroom; coins in cabinet near bed  |
     |_|  20 | 3205/3334 | Pres | 2F Aramis' Bedroom; ryegrass near SE seating   |
     |_|   3 | 3208/3334 | Pres | 2F Aramis' Bedroom; coins in table by NE wall  |
     |_|   2 | 3210/3334 | Pres | 2F Aramis' Bedroom; coin in bath. sink cabinet |
    ²|_|  22 | 3232/3334 | Pres | 2F Aramis' Bedroom; coins/pouch by entry sofa  |
    ¹|_|  10 | 3242/3334 | Pres | NPC: 1F Lobby worker (moves to kitchen later)  |
     |_|  14 | 3256/3334 | Pres | 1F Lobby; coins on/in stand by main entrance   |
     |_|   4 | 3260/3334 | Pres | 1F Dining Hall; coins in cabinet by lobby ent. |
     |_|  16 | 3276/3334 | Pres | 1F Vault; coins/whale oil in unlocked safe     |
    ¹|_|  10 | 3286/3334 | Pres | NPC: 1F kitchen worker repainting a wall       |
     |_|   4 | 3290/3334 | Pres | 1F Kitchen; coins on L-shaped countertop       |
     |_|   2 | 3292/3334 | Pres | 1F Kitchen, bathroom; coins on toilet seat     |
     |_|   5 | 3297/3334 | Pres | 1F piano room; coins in cabinet by room entrn. |
     |_|  30 | 3327/3334 | Pres | 1F piano room; scrimshaw on main desk          |
       |_____|___________|______|________________________________________________|
    
     Curing Stilton's madness causes several changes. First, an office is erected
     on the Great Hall's second floor, near the elevator. It contains a bonecharm
     among some minor loot. The mansion will also have many civilian NPCs; the
     workers who spawn in the lobby and newly renovated kitchen carry coin pouches
     (one of the few that do in the level). Two bonecharms and a rune can also be
     found in the Dust District now as well.
    
     If Stilton's dead, the place is empty and easy to sort through. New items'll
     spawn in the SE bedroom (near the silvergraph studio) and Aramis' room, but
     the Dust District has no extra goodies, since its conditions are largely the
     same.
    
     The study is accessible in all time periods except the default present. If
     one enters without using the door code found near Stilton -- such as by just
     breaking in during the "Aramis is dead" timeline -- it counts as a special
     action.
    
    [7.3] FINISHING UP
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     When ready to continue with the plot, visit the séance in the Great Hall's
     west (2F) study. The door combination can be found in the book by Stilton in
     the backyard, or by breaking in through in an alternate present. It doesn't
     really matter which in terms of loot, as the "tear in the Void" is melding
     the realities into one, keeping everything the same across timelines.
    
     In addition to the scenes with Abele and his guests, the final seven coins
     can be found here. Watching the summoning circle scene is mandatory. (These
     "memories" Emily/Corvo witness will change depending on Aramis' presence.)
        _____ ___________ ______ __________
       | AMT | TOTAL AMT | TIME | LOCATION \_____________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   3 | 3330/3334 | ???? | Séance study; coins in 2F cabinet              |
     |_|   4 | 3334/3334 | ???? | Séance study; coins in nook by summoner circle |
       |_____|___________|______|________________________________________________|
    
     Once info on Delilah is gathered, it's time to return to Sokolov in the
     present-day docks. (In some cases, players may have to exit the séance study
     using the red wall button by the door.) Remember that, if Aramis' madness was
     cured, i.e. he is currently alive, the Dust District will be in working order
     again, spawning two new bonecharms and a rune to take. Reuniting with Meagan
     gives an extra surprise, too.
    
     NOTE: There may be an additional 50 coins to take from Grand Guardsmen at the
     Batista Overlook if (1) they weren't killed/looted during the last mission,
     and (2) Stilton's madness wasn't cured, as the wall of light doesn't exist in
     that timeframe. These are surplus coins, though, so they don't really affect
     much regardless.
    
    SPECIAL ACTIONS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     • A BETTER TODAY
       Visit Aramis Stilton's office in the altered present. This requires KOing
       Stilton in the backyard, then visiting the new office accessible from the
       Grand Hall's west 2F balcony. (It doesn't exist in the original present or
       the "Stilton died" timeline.)
    
     • A MIND MADE WHOLE
       Change Aramis Stilton's future so that he doesn't go mad. Basically, just
       knock him out in the backyard, making him skip the séance. (Killing him
       doesn't earn the action.)
    
     • COLLAPSED BALCONY
       Manipulate time to collapse the balcony. This takes place in the courtyard
       east of the Grand Hall. In the past, break its two red-colored tethers,
       then timeshift back to the present. The balcony will have long collapsed,
       giving an easy path up to the butterfly room.
    
     • LEAKY BASEMENT
       Obtain the rune in the flooded basement level.
    
     • TEMPORAL INVESTIGATOR
       Enter the séance study without using the door code. Basically, knock Aramis
       out in the past, then head back inside. The study door, which needed a code
       three years ago, will instead just be boarded up. Break in and the scenes
       will start like normal.
    
     • UNDER THE TABLE
       Steal the Master Key from the 1F dining room while hiding below the table.
       Since it exists in all timelines, it's just a matter of timeshifting into
       the guard-filled room, then taking it from the bench.
    
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    08) THE GRAND PALACE                                                     [WK08]
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Runes ----: 5
     Shrines --: 1
     Paintings : 3
     Bonecharms: 7
     Blueprints: 4
     Coins ----: 4430
    
     Time for the penultimate mission!
    
    [8.1] THE DREADFUL WALE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Meagan and Sokolov will be up on the top deck for the meeting about attacking
     Duke Abele's abode. If Stilton's madness was cured in the previous mission,
     he'll be here as well, and can impart valuable information: there's a hidden
     pantry lever that opens into the vault. Regardless of Stilton's presence, a
     map of the Grand Palace will be received.
    
     There aren't any coins or loot here, so there's little stopping a quick exit,
     other than...
    
     • TROPHY: ROYAL SPYMASTER [Pt. 5]
       As usual, players can sift through scraps on the ship for journal entries.
       The character-specific ones likely don't count, but I'll list all new ones
       anyway.
    
       - Answer from Wyman (letter in player's quarters; Emily-only)
       - Answer from the Mayhew Family (letter in player's quarters; Corvo-only)
       - Decisions (audiograph in Sokolov's room)
       - Losing Deirdre... (audiograph in Meagan's room on the bridge)
    
    [8.2] THE PALACE DISTRICT
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Runes ----: 3 [3/5]
     Shrines --: 1 [1/1]
     Paintings : 1 [1/3]
     Bonecharms: 3 [3/7]
     Blueprints: 1 [1/3]
     Coins ----: 2121 [2121/4430]
    
     The main goal is to infiltrate Duke Abele's palace, but to do that, one'll
     have to proceed through the Palace District's main girth -- a residential
     district centered around Ravina Boulevard. Unlike some previous missions,
     there's no mandatory backtracking to this first area, so getting all useful
     items the first time through is wise.
    
            ##########                                 |¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
           #          #                                | • | Rune/Charm/Painting |
           #    ,'¯\   #                               | # | Water Boundary      |
           #   /    )   ##                             | A | Callas Cove         |
           #  /    /      #               N            | B | Smugglers' Boat     |
            #/\   /¯)      ##             |            | C | Ravina Boulevard    |
            /  \_/ / /\_/¯)  #            |            | D | Apt. Complex #1     |
           /    / / /A_  /    #     W ----+---- E      | E | Shopkeeper's Apt.   |
           \   ( (_/ / \ \     #          |            | F | Wall of Light       |
            \__/\___/  / / __   #         |            | G | Tree Plaza          |
              \    /  (  \/ B|   #        S            | H | Apt. Complex #2     |
               \__/    ¯\  /¯   #                      | I | Petronilla's Apt.   |
                         ) )####                       | J | Winslow Safe Co.    |
                         ) |                           | K | Black Market        |
                     ,-'¯  (  /¯'.__                   | L | Amparo Plaza        |
                    /       \/   /  '.________         | M | Sculptor's Apt.     |
                   / (¯¯¯\   '. /  D• |  E•   |#####   |___|_____________________|
           Beggar-/   )   ) \ C¯'.____|_____/¯'._   ##
                 / ___|__( _/¯'-.________  |     ¯'._ ##
                ( |_ M•  |__  G          | F         \____
              __|__ \____|_       _______| |         /¯¯¯¯TO
             |___   _____________   _______|_____,-'¯ ## GRAND
             |   | | J | I |   | | | |•H•|   |   )  ##   PALACE
             |___| |   |___|___|_| |_|___|___|__/###
                 | |___|_       _______  |
                 |   | K    L  |   |   |_|
                 |  _|___|_____|   |   |
                 |______  _____|___|___|
                      | ••|
                      |___|
    
     Meagan docks in Callas Cove, a fringe (unguarded) waterfront area. Loot here
     is mostly centered around the fish market nearby, though a few items are
     trickier to get. The canal tunnel the skiff passed through in the intro has
     a grounded boat with two tyvian ore inside, and there's a single 5-coin on
     the 2F balcony overlooking the skiff. No-powers players can still reach it
     using the crane below it.
    
     Further down the docks is a beach with a smugglers' boat. Eavesdropping on
     the workers reveals their captain went to the black market already. This is
     a useful fact, since the ship's cabin can't be raided without the captain's
     key.
    
     • 
    
     Loot-wise, most items are near the smugglers' boat, either in the blue crate
     or the civilian's pouches. The fish market cash register also has coins, and
     the alley with a boarded-up door next to it has 20 coins worth of goods, too.
     (To enter the alley, just smash the door's 2x4s with a sword, or teleport
     over the gate's top.)
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 |   10/4430 | Callas Cove; angelfish scales on fish market table    |
     |_|  30 |   40/4430 | Callas Cove; whale oil (3) on beach by Meagan's skiff |
     |_|  40 |   80/4430 | Callas Cove; ore (2) in sunken boat near canal tunnel |
     |_|   5 |   85/4430 | Callas Cove; coin on 2F balcony (east of the skiff)   |
     |_|  20 |  105/4430 | NPC: worker near the smugglers' boat                  |
     |_|  10 |  115/4430 | NPC: worker near the smugglers' boat                  |
     |_|  40 |  155/4430 | Callas Cove; ore (2) in blue chest by smugglers' boat |
     |_|  10 |  165/4430 | NPC: civilian at market stall by smugglers' boat      |
     |_|   8 |  173/4430 | Callas Cove; cash register coins at civilian's stall  |
     |_|  20 |  193/4430 | Callas Cove; husk (2) and pouch in locked alleyway    |
       |_____|___________|_______________________________________________________|
    
     Ravina Boulevard is next. This can be considered the district's main road, a
     U-shaped lane that starts by Callas Cove and extends to the wall of light,
     bends around the central park and extends toward the safe shop. Most of the
     guards in this area are centralized around this street, making it a good
     place to tackle first.
    
     Of course, before any of that, disabling the watchtower is paramount. It
     sits in the fenced park courtyard near the wall of light, and its beam gets
     vast range from that height and position. Players with upgraded Blink or Far
     Reach can hop onto it from the central park's 2F tree level, which provides a
     nice blind spot as well. Those without upgraded teleportation can use the
     lamppost and upper-story balconies on the wind turbine building to reach it
     instead. (Those with no powers have no choice but to leap onto the tower
     from the roof of Apartment #2, sadly.)
    
     To begin the guard hunt, start near Callas Cove and work upstreet. There's an
     elite woman and a patrolman near Apartment #1, i.e. where the civilian was
     being chewed out for ignoring the eviction notice. The patrolman tends to
     notice his comrade disappearing, so take that into account when eliminating
     them. (The furniture-cluttered walkways by there make okay stashing spots.)
    
     Approaching the wall of light, there'll be two more guards -- one immobile
     near the small booth, another walking a short distance before returning. It's
     not hard to take these clowns out, but due to the proximity of the carriage
     rails above, be careful when jumping around atop the booth. Those accidents
     can be fatal.
    
     Around the U-shaped bend is a small barricade in front of Apartment #2 (AKA
     the wall of light's turbine building). An infrequent patroller and two women
     NPCs hang around here. It's easiest to lure the guard away first, as the
     chicks don't become frightened on sight like some spooked civvies do.
    
     Further up the street, players will encounter a branch of the Winslow Safe
     Company (remember from "Edge of the World"?). There's a patroller along its
     street, another on the sidewalk, and a third inside the shop, extorting the
     kindly clerk. The latter guard will eventually come out to the sidewalk as
     well. Those on no-kill playthroughs may want to hide bodies well, such as on
     the cross-street stairway or atop the safe shop's display windows. The two
     gamblers in the next-door piano lot also carry pouches.
    
     Now, the miscellaneous items to get here: (1) by the gamblers, their poker
     table and the nearby dumpster have loot (2) across from the safe shop is a
     sidewalk table with whale oil on it (3) opposite the safe shop is a staircase
     that makes a shortcut to the Callas Cove turnoff. A beggar lives here in low
     chaos; his mattress has feathers on it (4) there's copper wire in a dumpster
     near the wall of light.
        _____ ___________ __________________________________
       | AMT | TOTAL AMT | LOCATION (Ravina Boulevard area) \____________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  30 |  223/4430 | GUARD: elite in front of apartment #1                 |
     |_|  20 |  243/4430 | GUARD: patrolman near apartment #1                    |
     |_|  30 |  273/4430 | GUARD: patrolman near wall of light                   |
     |_|  10 |  283/4430 | GUARD: patrolman near wall of light                   |
     |_|  30 |  313/4430 | GUARD: elite near the two civilians                   |
     |_|  10 |  323/4430 | NPC: wandering woman near watchtower barricade        |
     |_|  10 |  333/4430 | GUARD: patrolman near the safe shop                   |
     |_|  30 |  363/4430 | GUARD: elite on safe shop's sidewalk                  |
     |_|  20 |  383/4430 | GUARD: extorting guard inside safe shop (soon leaves) |
     |_|  10 |  393/4430 | NPC: gambler near safe shop's sidewalk                |
     |_|  20 |  413/4430 | NPC: gambler near safe shop's sidewalk                |
     |_|  10 |  423/4430 | Feathers in beggar's alley (area under sculptor apt.) |
     |_|  20 |  443/4430 | Wire (2) in dumpster near wall of light               |
     |_|  10 |  453/4430 | Whale oil on sidewalk table (opposite the safe shop)  |
     |_|  13 |  466/4430 | Coins on sidewalk gamblers' table                     |
     |_|  10 |  476/4430 | Copper wire in dumpster near sidewalk gamblers        |
       |_____|___________|_______________________________________________________|
    
     We'll go clockwise around Ravina to get the remaining loot. First, Apartment
     #1, the building with a lit-up 1F entrance near Callas Cove's turn-off. The
     second-floor apartment is being looted by two Grand Guardsman and watched by
     a normal civilian. They aren't scripted to leave the main room, so either
     lure 'em out or use powers to even the odds (Domino, Mesmerize, etc). The
     main hallway has an upper pipe that makes a good perch. Also note the NPC
     doesn't need to be dealt with, as long as he's not spooked, anyway.
    
     Upstairs is Lucia Pastor's old flat, complete with a few leftovers: a pearl
     fan on her vanity, bathing salts in the bathroom shelf, and coins in a desk.
     Don't forget the bonecharm in her bathroom sink cabinet either.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  20 |  496/4430 | GUARD: Apartment #1, in the looted 2F office          |
     |_|  30 |  526/4430 | GUARD: Apartment #1, in the looted 2F office          |
     |_|  15 |  541/4430 | Apartment #1, 2F; bathing salts under bathroom sink   |
     |_|  40 |  581/4430 | Apartment #1, 3F; pearl fan on vanity                 |
     |_|  23 |  604/4430 | Apartment #1, 3F; pouch/coins in the main desk        |
     |_|  15 |  619/4430 | Apartment #1, 3F; bathing salts on bathroom shelf     |
       |_____|___________|_______________________________________________________|
    
     Next-door to Apartment #1 is the apartment of Moretti, the safe shop clerk.
     It requires a key (or rat possession) for entry, so we'll skip that one for
     now. Instead, head to Apartment #2, the wall of light's turbine building --
     it's easily found thanks to the red power cables. I'll just list stuff by
     their floors.
    
     1F: Underneath the stairwell is a bunch of furniture and other junk. By the
         painting is a well-hidden loaf of bread hiding 5 coins beneath it.
    
     2F: Two guards inhabit the room here, conspiring to knock off the smugglers'
         boat in the Cove. If left to their own devices, they'll go there and kill
         the workers, then hang out on the ship. This is a huge nuisance for later,
         so it's best to eliminate 'em here. Use the 2F balconies for an easier
         time (stun mines, anyone?).
    
     3F: This is a bloodfly den accessible from the outer balcony or junk-stuffed
         stairwell hall entrance. In addition to the ravenous insects, there's a
         nest keeper in the bedroom, and hitting ceiling nests can be heard by
         the rooftop guardsmen. (They rarely come downstairs to look, though.) In
         terms of loot, the living room and bedroom all have some, including the
         area's only painting ("Daud and the Parabola of Lost Seasons"). A rune's
         hidden in the bathroom sink.
    
     4F: The roof area has two guards protecting the wall of light's turbine. The
         old "make noise, hide, eliminate guards while searching" strategy works
         fine here. Each has a pouch. Since the street guards are all eliminated
         by this point (hopefully), be sure to cut the wall of light's juice as
         well. This requires powers to do, though.
    
     Guards don't patrol between floors, so bodies usually don't have to be hidden
     outside their particular rooms. Well, obviously don't put 'em on 1F if any
     civilians are still around, I guess.
        _____ ___________ _________________________
       | AMT | TOTAL AMT | LOCATION (Apartment #2) \_____________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   5 |  624/4430 | 1F: coins by bread under stairwell                    |
     |_|  20 |  644/4430 | GUARD: 2F room (may move to Callas Cove later)        |
     |_|  30 |  674/4430 | GUARD: 2F room (may move to Callas Cove later)        |
     |_|  39 |  713/4430 | 3F: pouch/coins in sink cabinet                       |
     |_|  75 |  788/4430 | 3F: silver ingot in bedside cabinet                   |
     |_| 200 |  988/4430 | 3F: bedroom (Daud and the Parabola of Lost Seasons)   |
     |_|   2 |  990/4430 | 3F: coins on bedroom desk by the Daud painting        |
     |_|  10 | 1000/4430 | 4F: rooftop turbine guardsman                         |
     |_|  30 | 1030/4430 | 4F: rooftop turbine elite                             |
       |_____|___________|_______________________________________________________|
    
     Return to the safe shop. Assuming the extorting guard was removed earlier, a
     lone clerk (has a pouch) is the only person inside. The upper level has some
     coins on a table, while the cash register contains loose change and Moretti's
     apartment key.
    
     Across the street, at 2F, is an sculptor's apartment, empty but for bloodfly
     nests. (Players without powers can't get up here.) There are three scrimshaws
     spread out among the room, plus a black bonecharm in a workbench vice.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   4 | 1034/4430 | Winslow Safe Shop; coins in cash register             |
     |_|  23 | 1057/4430 | Winslow Safe Shop; coins on upper sitting area table  |
     |_|  20 | 1077/4430 | NPC: safe shop clerk                                  |
     |_|  60 | 1137/4430 | Sculptor's apartment; scrimshaw (2) on window table   |
     |_|  30 | 1167/4430 | Sculptor's apartment; scrimshaw on shelf by spotlight |
       |_____|___________|_______________________________________________________|
    
     With Moretti's key, return to the building alongside Apartment #1 and head
     into the 3F room. Other than the five bathing salts and bedroom bonecharm
     (under a pillow), there's a wooden cigar box and copper wire near the desk
     with the Small-scale Combustion Refinement blueprint. The safe combination
     is visible in the desk area's photograph.
    
     When the time comes, players can enter the carraige station through this
     apartment, if they don't bypass it another way.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  20 | 1187/4430 | Shopkeeper's Apt; wire (2) on desk area's shelving    |
     |_| 225 | 1412/4430 | Shopkeeper's Apt; ingots in locked safe               |
     |_|  50 | 1462/4430 | Shopkeeper's Apt; umberwood cigar box on a table      |
     |_|  45 | 1507/4430 | Shopkeeper's Apt; salts (3) under bathroom sink       |
     |_|  30 | 1537/4430 | Shopkeeper's Apt; salts (2) in a breakable cabinet    |
       |_____|___________|_______________________________________________________|
    
     Next, let's clear out the Callas Cove smuggling boat. To do this, players'll
     need to access the black market's backyard, the easiest way being the alley
     next to the safe shop's gamblers. The combination for the gate is noted in
     the safe shop itself, on a back counter.
    
     Take the nearby garage's ryegrass cluster, then pickpocket the ship captain
     while she's distracted. (If players entered the yard from the fencing area,
     she'll also have the alley's gate combination to exit.) Return to Callas Cove
     and open the smugglers' boat full of goodies: two scrimshaws and a Serkonos
     Canal chart.
    
     The audiograph gives the black market's password as well. Return there, dupe
     the marketeer through the door, then enter and take his goodies (see below).
     No-kill/no-alert players will want to do this part silently, as nonlethal
     ammunition is an infrequent find in the upcoming palace level. Be careful
     that the Howler in the shop isn't alerted through the transaction window! If
     it proves difficult, infiltrate the shop after clearing out Amparo Plaza.
    
     NOTE: Players have reported glitches where the shopkeep becomes unresponsive
           randomly, even before the back door code is given. Seeing the courier's
           body through the window (usually by carrying it) may be a temporary
           fix.
    
        _____ ___________ __________             ________________________________
       | AMT | TOTAL AMT | LOCATION \___________/ ¹ - requires Delivery Boat Key |
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  60 | 1597/4430 | Black Market, backyard; ryegrass (3) on garage table  |
    ¹|_|  60 | 1657/4430 | Callas Cove; scrimshaw (2) in smugglers' boat cabin   |
    ¹|_|  50 | 1707/4430 | Callas Cove; Serkonos Canal chart in boat cabin       |
     |_|  30 | 1737/4430 | NPC: Black Market shopkeep                            |
     |_|  20 | 1757/4430 | Black Market, interior; wire (2) in a desk cabinet    |
     |_|   4 | 1761/4430 | Black Market, interior; coins in a cash register      |
       |_____|___________|_______________________________________________________|
    
     Speaking of which, Amparo Plaza is the dead-end street in front of the black
     market's normal entrance. It can be accessed from the market's backyard (hop
     behind the fence) or Apartment #2's area. It's best to visit via the latter,
     though, as one can raid the boarded-up rune shrine cellar almost immediately.
    
     • TROPHY: SONGS OF SERKONOS
       If players haven't robbed more than one black market before starting this
       level, a musical duo will be playing in the plaza. Supposing the two other
       duos were heard (in missions two and six, respectively), the trophy pops
       here.
    
     Before getting other loot, eliminate the Howlers here. There are two on the
     balcony above the black market, one across the street at the same level, and
     a woman at 1F, near the plaza's spotlight. There's a fifth inside the black
     market itself. Though there are many orders to do this in, tackling the
     balcony ambushers first, and the black market interior Howler last, works
     best. (Those doing no-powers, no-alerts runs may want to use Stinging Bolts
     on the market interior guy, just to eliminate him easier. Be careful not to
     do overt violence inside as that makes the shopkeeper close permanently.)
    
     The Howlers opposite the black market both have pouches, and the one on 2F
     inhabits a room with a few extra items (silver dust, Rocklines map). Near
     the alley leading to Ravina Boulevard is a corpse-filled dumpster containing
     a few copper wire coils. Finally, the female Howler had a key to Petronilla's
     Apartment, the building next-door to the safe shop. Two hundred coins worth
     of loot are inside. (It can also be entered via the 3F balcony facing Ravina,
     if the key can't be found for some reason.)
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  20 | 1781/4430 | Amparo Plaza, rune shrine cave; pouch on table        |
     |_|  30 | 1811/4430 | NPC: 1F Amparo Plaza Howler in hiding                 |
     |_|  10 | 1821/4430 | NPC: 2F Amparo Plaza Howler in hiding                 |
     |_|  30 | 1851/4430 | Amparo Plaza, 2F Howler room; silver dust on shelf    |
     |_|  50 | 1901/4430 | Amparo Plaza, 2F Howler room; shelf's Rocklines chart |
     |_|  20 | 1921/4430 | Amparo Plaza, 1F; wire (2) in alley's corpse dumpster |
     |_|  10 | 1931/4430 | Petronilla's Apt; pied avocet feathers in bathroom    |
     |_|  40 | 1971/4430 | Petronilla's Apt; pearl fan on vanity                 |
     |_| 150 | 2121/4430 | Petronilla's Apt; snuff box on bedroom's nightstand   |
       |_____|___________|_______________________________________________________|
    
     That does it for the preliminary area, all 2121 coins of it. Players can get
     to the carriage station in three ways:
    
     • Deactivate wall of light and pass through door it protects
     • Bypass the wall of light using Moretti's apartment
     • Pay black marketeer 250 coins to disable carriage rails' electricity, then
       use Blink/Far Reach to hop over the wall of light. This method is pretty
       lame compared to the easier two options, though.
    
     The palace is pretty miserly in terms of crossbow bolt ammo, so those wanting
     some should stock up before going. Also, those who don't have the district's
     map (on wall where Callas Cove meets Ravina Boulevard), it's helpful to have
     that.
    
     NOTE: Those who want to 100% the level should make a separate save before
     leaving the boulevard area, as the palace has two guard spawns that may not
     occur, robbing players of 40 coins.
    
    [8.3.0] THE GRAND PALACE: OVERVIEW
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Runes ----: 2 [5/5]
     Shrines --: 0 [1/1]
     Paintings : 2 [3/3]
     Bonecharms: 4 [7/7]
     Blueprints: 2 [3/3]
     Coins ----: 2309 [4430/4430]
    
     The second half of the level takes place on Abele's home turf, a sprawling
     island mansion connected to the mainland by carriage rails. Players can pass
     freely between this area and Ravina Boulevard if they've forgotten something,
     but the level exit is on the island, not Callas Cove.
    
                         Throne Room                  |¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
          N                  \__       /¯¯\           | A | Carriage Station   |
          |                __/  \____,'    )____      | B | Front Courtyard    |
      W --+-- E       _,~-' /  _/ E /  F  /   _/\     | C | Grand Palace       |
          |      _,~-' ____/  |   _/    _/__     )    | D | Outer Maze         |
          S     |  D  /       |_____  _(     J ,' _   | E | A. Storage Terrace |
       _________|____/        |   G |  |     _/  /K)  | F | Dartboard Terrace  |
     _|   |        /           ¯\___|  |    |___/ /   | G | 2F Terrace (#1)    |
     _  A     B   /       C      \_           |  /    | H | 2F Terrace (#2)    |
      |___|______(_________    _,'H\   ,-'-.|___/     | I | Abele's Vault      |
                           `._|____/  (  I  )         | J | Private Garden     |
                                   `-._\___/          | K | Meagan (Exit)      |
                                                      |___|____________________|
    
     The goal here is to depose Luca Abele. This can be done by eliminating him
     lethally or colluding with his body double to take control. Either way, one
     must locate the Abeles -- they have a semi-randomized spawn around the inner
     palace. I'll make a separate section towards the end about dealing with 'em.
    
    [8.3.1] THE GRAND PALACE: CARRIAGE STATION & EXTERIOR GROUNDS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     This first section will be an exploratory trek through the exterior yards
     and walkways. The walkthrough is written for players of all types, so I'll
     put anything 3F or higher in the interior section (no-power players can't
     get 'em here.)
    
     First stop is the carriage station behind Ravina Boulevard. This consists of
     an upper boarding area and a lower waterside mooring, each patrolled by a
     pair of Grand Guardsmen. There's little else to say besides the usual "have
     scripted conversation, split up" routine most have. Those who didn't get a
     map of the district can find a duplicate near the parked carriage itself.
    
     All guards here have a pouch. There's also some whale oil on a cart, a bit
     north of the Boulevard's main entrance.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 | 2131/4430 | Station area; whale oil on cart left of Blvd. entry   |
     |_|  10 | 2141/4430 | GUARD: carriage station, upper patrolman              |
     |_|  20 | 2161/4430 | GUARD: carriage station, upper patrolman              |
     |_|  10 | 2171/4430 | GUARD: carriage station, elite on lower docks         |
     |_|  20 | 2191/4430 | GUARD: carriage station, elite on lower docks         |
       |_____|___________|_______________________________________________________|
    
     To reach the palace, players can take several routes:
    
     • Swim across the small inlet
     • Use the carriage in the boulevard station
     • Blink/Far Reach across the rail bridge's beams
     • Walk on the rails (if the black marketeer was paid to de-electrify 'em)
    
     Either way, players will arrive near the Grand Palace Station, the island's
     carriage stop. All loot in this front courtyard area is held by the guards,
     so getting a bird's-eye view is smart. (Use the carriage station's roof, the
     cool-looking courtyard lamps, or the courtyard's southern ledging to great
     effect.)
    
     First, locate the chatty couple near the station itself. In addition to their
     mission hint (that Abele keeps the vault key on his person), the guard has a
     pouch. Cold-cock the woman and hide her body (preferably over the station's
     railing, ensuring it'll never be found), then lure the guard up there for the
     same fate.
    
     The remaining guard detail looks like this: 2 guards in the courtyard, 1 near
     the courtyard (under palace's eaves), and 1 more at the front entrance with a
     wolfhound. Eliminating them all is tough on no-alert playthroughs, but a bit
     easier with powers. I usually hide by the courtyard's central fountain, make
     noise to lure the nearest 2-3 out, then Blink onto a higher spot. It's not a
     difficult feat to eliminate a couple when they quit searching. The key is to
     take them out away from the front entrance, away from the wolfhound. (In some
     cases, the elite doesn't go back on patrol and just stands around, making the
     ranks-thinning easier.)
    
     • In some cases, the lured elite doesn't go back on patrol -- thinning the
       ranks is much easier in those cases. Also, the elite/wolfhound combo may
       not spawn. Since they don't have any loot, that's for the better.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  20 | 2211/4430 | GUARD: station area                                   |
     |_|  10 | 2221/4430 | GUARD: station area, near palace entrance             |
     |_|  20 | 2241/4430 | GUARD: station area, near palace entrance             |
     |_|  30 | 2271/4430 | GUARD: station area, near palace entrance (elite)     |
       |_____|___________|_______________________________________________________|
    
     The next part of the outer scenic tour involves hopping the northern fountain
     fence to spy a lower courtyard. This area is connected to a terrace adjacent
     to the pool area and throne room. Two civilians are galivanting in the maze
     while a watchful guard stands by the stairs. It should be obvious which order
     to eliminate 'em in, I hope!
    
     The civilians are running a pretty tight script, so it may be wisest to just
     eliminate the guard, stealthfully pickpocket 'em, then run away before they
     get too spooked. (Not all guests will give that kind of leniency, however.)
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  20 | 2291/4430 | NPC: pool area's maze terrace (male)                  |
     |_|  10 | 2301/4430 | NPC: pool area's maze terrace (female)                |
     |_|  10 | 2311/4430 | GUARD: pool area's maze terrace stairway              |
       |_____|___________|_______________________________________________________|
    
     The pool area terrace usually has little presence. One of the chatting guys
     from the pool will eventually go recline on a lounger, but otherwise, there's
     no guards here. The exception is if Duke Abele or his body double spawns in
     the throne room -- he'll eventually send them out, and they'll take stations
     there. (Those who want to eliminate the pool lounger can do so while he's
     moving there. Just be careful not to spook the guy inside the doorless pool
     area. If he looks skittish from afar, that's a sign he's about to run for
     help. The walkthrough won't eliminate him preemptively, though readers can
     if they choose.)
    
     • Those without powers can't do the simple "hop over throne room's roof"
       strategy. The shortest way across is to cut through the interior. Opposite
       the pool room, past the throne room's vestibule, is the First Captain's
       Office. Hopping out the open window there works as a shortcut, though one
       must first deal with the captain. (Sleep darts are fine. Just be mindful
       to deal with the guards in the small barracks as well first.)
    
     Anyway, the goal of crossing the throne room is to eliminate the two guards
     who always spawn on its west side. Cutting through the throne room itself is
     NOT recommended as the arc pylon makes short work of most intruders. (Those
     on no-powers playthroughs can't go that way at all, too.) Wise players will
     eliminate the northernmost guard first, hopefully before his southern buddy
     notices. Tranqing in plain sight can work when one guard's done -- just make
     sure the throne room's guard/maid don't notice.
    
     Finally, the adjacent terrace is the "Abandoned Storage Terrace". It gets its
     name from the boarded-up shortcut to the Abandoned Storage area, connecting
     to the private garden and Abele's vault itself. For now, though, ignore it
     and just pickpocket the male civilian's pouch. (They don't spook on sight.)
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 | 2321/4430 | GUARD: outside throne room (opposite pool area)       |
     |_|  10 | 2331/4430 | GUARD: outside throne room (opposite pool area)       |
     |_|  10 | 2341/4430 | NPC: male on terrace with Abandoned Storage access    |
       |_____|___________|_______________________________________________________|
    
     The final three outdoor items are spread throughout the eastern locations.
     I'll make brief notes, although eliminating any people back here, even if
     they're sleeping, is wise (for no-alerters, anyway).
    
     1) East of the throne room area is the "dartboard terrace," where a thief and
        attendant are pinned to human-sized dartboards. Three guests are here (one
        has a pouch) drunkenly wondering what the hell happened. Eventually, they
        split up a bit and one goes to sleep. Those who don't have arcing stun
        mines may as well just pickpocket and leave -- this area doesn't have to
        be visited again. (Don't waste precious sleep darts on these idiots...)
    
     2) In the Private Garden area is a patrolman -- he walks a back-and-forth
        route near the clockwork soldier. The easiest way to eliminate him is
        to head south from the dartboard terrace, hop onto the fountain, then 
        hop again for a drop KO/assassination. (Note that there's also an elite
        guard around the corner; he has nothing, but eliminating him can still be
        beneficial. Just don't cause a ruckus to wake the two sleeping NPCs by
        the patio.)
    
     3) Finally, the Private Garden area's furthest (upper) point has a lucky
        sphalerite, near the maid sweeping up. However, the arc pylon makes any
        progression hair-pulling, so deactivate it first in the lower garden. (The
        Abandoned Storage area from earlier is a shortcut right to it, if those
        wanted to go that route.) This way, the additional guard can be nixed in
        the process.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 | 2351/4430 | NPC: human dartboard terrace (female)                 |
     |_|  10 | 2361/4430 | GUARD: patrolman near vault/clockwork soldier area    |
     |_|  15 | 2376/4430 | Private Garden, upper; sphalerite in spotlight's area |
       |_____|___________|_______________________________________________________|
    
     That about does it for outdoors. Feel free to eliminate the clockwork soldier
     as well, just for fun. (At the very least, if all guards are eliminated, blow
     its head off to make it semi-docile.)
    
    [8.4] THE GRAND PALACE: INTERIOR (1F)
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Okay, now for the indoors part. Keep in mind, my notation considers 1F the
     ground floor (dining hall, etc.) while the in-game Grand Palace map considers
     B1 the same. It's a bit confusing, but I think mine's more common sense, so
     we'll use that.
    
     We'll start at the main entrance, not far from the carriage station.
    
     • There may be an extra elite and wolfhound that spawn in the entry garden;
       the former has a 20-coin pouch. Sometimes they don't appear entirely and
       that coin gain is gone. Reloading a save from before entering the carriage
       station area can possibly make the guard appear. (If a reader knows where
       the phantom elite and her wolfhound goes, be sure to write me, 'cause I
       haven't found it yet.)
    
     If the guard/wolfhound combo does appear, it's best to lure 'em out into the
     front courtyard (which should be empty by now) for elimination. Try not to be
     too close when making noise, as two-thirds of the balcony guards nearby are
     asleep, and waking them serves no tactical purpose. In fact, those who have
     powers may want to go up there and eliminate 'em early for that very reason.
     (The same goes for the clockwork soldier. It can jump down to 1F if it hears
     noises, and no player wants that to happen.)
    
     The dining hall is the biggest room in 1F and has a host of faces. On the
     north side, the pool room, throne room, and first captain's chambers; on
     the south, a parlor, terrace, and main staircase. This is the biggest area
     in the whole building, so it requires the most finesse to complete.
    
     Three guards are inside: one near the throne room entrance (non-patroller),
     one near the piano (non-patroller), and a roving elite circuiting the room
     in the slowest manner possible. There's also a sleeping wolfhound in the
     SW corner. The usual method of luring guards out works wonders here: make a
     noise, hide on a ceiling lamp, then nix and dump the body somewhere where no
     one'll find it (the front courtyard, if cleared, works fine). The lazy guard
     near the piano can be lured too, only one'll have to go by the south parlor
     to do it. Take out the loot-less civilian sleeping there first.
    
     Two of those three guards have a pouch. The main room's harpist and the woman
     who eventually settles near the east exit (she begins sitting near a snooty
     noble in the south) have pouches, too. The drowsy woman in the throne room's
     vestibule has loot, too.
    
     Honestly, a slick player could get all the loot in this area without even
     taking anyone out. It'd generally go in this order: elite in front entryway,
     guard sitting by throne room vestibule, sleeping woman in vestibule, harpist,
     woman by east stairs. Without powers this would be more annoying, however.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  20 | 2396/4430 | GUARD: 1F carriage station entryway (near wolfhound)  |
     |_|  20 | 2416/4430 | GUARD: elite in 1F dining hall vestibule              |
     |_|  10 | 2426/4430 | GUARD: normal guard in 1F dining hall                 |
     |_|  20 | 2446/4430 | NPC: civilian woman in dining hall (by far side exit) |
     |_|  10 | 2456/4430 | NPC: civilian harpist                                 |
     |_|  20 | 2476/4430 | NPC: sleeping woman in throne room's vestibule        |
       |_____|___________|_______________________________________________________|
    
     Now for the three northern rooms.
    
     First is the pool room, which players should've already visited earlier. It's
     normally got two chatting NPCs; they eventually split up, one staying in the
     room, one going to lounge on the terrace. (The guard normally stationed out
     there should have been eliminated long ago.) There are coins on the indoor
     NPC, near the pool's drain, and in the hallway's storage room.
    
     Next is the throne room. Normally, there's one guard and a maid inside, with
     two others stationed outside, in front of the east doors. It'd generally be
     easy to eliminate those inside, were it not for the arc pylon -- its position
     will zap hapless players if they're not careful. However, sneaking along the
     western interior periphery is out of its range, giving access to its oil tank
     behind the throne. (Those with powers can get to it way easier from several
     directions.) The only loot here is coins by a corpse and a bonecharm on the
     duke's fancy seat.
    
     Finally, the throne room vestibule connects (east) to the First Captain's
     Office. There's one elite in the desk area and two drunken guardsmen in the
     barracks. Those without powers will want to eliminate the latter two first,
     then lure the elite from his post. Alternately, enter from the window and
     sneak around the desk while he's preoccupied.
    
     The only loot here are coins on the captain's desk and the barracks cabinet,
     plus a Cape of Saggunto chart. The 300-coin safe can't be accessed without
     the combination, found in Abele's upper office. A note here will also mention
     where the real Duke is located. Be sure to loot the ammo shelves, as it's one
     of the few places with crossbow ammo.
    
     Finally, make for the dining hall's south side. It shouldn't be radically
     difficult if the local guards were removed and the sleepy guests remained
     undisturbed. This side of the 1F has little of interest, other than the
     parlor. Take out the sleeping guest near the hallway piano, then creep into
     toward the chatting women's room. One has a pouch and there's a bonecharm
     next to the corpse. (Be careful of two things: the sudden scripted movement
     when Emily/Corvo nears them, and the 2F terrace guests who can spy into the
     room from the open window.)
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   6 | 2482/4430 | Pool Area, storage room; coins on floor by shelving   |
     |_|  10 | 2492/4430 | NPC: chatty man in pool area                          |
     |_|  10 | 2502/4430 | Pool Area, coins near the pool drain                  |
     |_|   5 | 2507/4430 | Throne Room; coins by man's corpse in front of throne |
     |_|  30 | 2537/4430 | GUARD: elite in 1st Captain's Office, near desk       |
     |_|   2 | 2539/4430 | 1st Captain's Office; coin by desk typewriter         |
     |_|  50 | 2589/4430 | 1st Captain's Office; Cape of Saggunto chart on table |
     |_|   4 | 2593/4430 | 1st Captain's Office, barracks; coins on metal cabnt. |
     |_|  10 | 2603/4430 | NPC: woman in dining room's southern parlor           |
       |_____|___________|_______________________________________________________|
    
     Players should have 2603 coins right now, or 2583 if the elite/wolfhound
     combo didn't spawn in the front entrance.
    
    [8.5] THE GRAND PALACE: INTERIOR (2F)
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     The rooms above 1F get smaller and smaller, making progression easier and
     easier...at least space-wise. Players with no powers will access the level
     using the dining room's (southern) stairwell, though those with Blink/Far
     Reach have myriad ways to do the same thing.
    
     First-timers to the floor will want to deal with the clockwork soldier -- its
     U-shaped patrol along the dining hall balconies makes it a constant nuisance.
     It's simplest to just leave a springrazor/stun mine in its path (or two, if
     those weapons aren't upgraded) as the clockwork doesn't deviate pointlessly,
     and its death is surprisingly silent. Feel free to eliminate the woman near
     the turtle statue as well.
    
     Next, move to the above-entryway balcony where most guards are. One will be
     awake, leaning against a railing in perpetual laziness; the others snooze on
     the floor. There's a single pouch between 'em, plus coins near the central
     sofas.
    
     All the way to the east is a billiards room where four gamblers and a drunken
     sleeper lie. Emily's powers work best here, as a fully upgraded Mezmerize or
     Domino can enthrall those awake, giving time to tranq, steal their coins and
     dash back to cover, etc. Corvo's best tactic is a fully upgraded Bend Time or
     Possession, though he'll be drinking Addermire Solution all day due to their
     taxing prices. When all else fails, well-placed (arcing) stun mines can do
     the trick.
    
     Anyway, the billiards room has various coins on the bar, floor, gambling
     table, and two guests' purses. That just leaves two select locations:
    
     1) The terrace south of the billiards room, where two civilians chat. One
        has a purse.
    
     2) The north terrace overlooking the throne room. There's a maid here and
        one of the guards will carry a pouch as well.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 | 2613/4430 | GUARD: terrace over entryway                          |
     |_|   7 | 2620/4430 | Terrace over entryway; coins by/on sofa               |
     |_|  10 | 2630/4430 | GUARD: gambler in billiards room                      |
     |_|  10 | 2640/4430 | NPC: gambler in billiards room                        |
     |_|  19 | 2659/4430 | Billiards room; coins on bar countertop               |
     |_|  21 | 2680/4430 | Billiards room; coins on gamblers' table              |
     |_|   6 | 2686/4430 | Billiards room; floor coins by gamblers' seating      |
     |_|  20 | 2706/4430 | GUARD: terrace by throne room                         |
     |_|  10 | 2716/4430 | NPC: woman on south terrace (overlooks Abele's vault) |
       |_____|___________|_______________________________________________________|
    
     For some reason, the 2F throne room terrace guard may not spawn either. Some
     players may be 20 or 40 coins short, depending on if the entryway wolfhound
     elite spawned.
    
    [8.6] THE GRAND PALACE: INTERIOR (3F)
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Next up is 3F, accessible by the same staircase as 2F. It consists of Duke
     Abele's office and Delilah's massive bedroom, plus an extra southern terrace.
    
     Start with the office, a bit north of the staircase. A guard, maid, and
     sleeping clockwork soldier will be here. It's best to eliminate the human
     foes first, then rewire the soldier, as it'll eventually destroy itself. This
     is helpful as there's an ivory scrimshaw in a library display, and the robo
     will wake up if it's shattered.
    
     As for other goods: the desk has coins, the cabinet beside it has oil and
     lucky sphalerite, and there's a husk and painting by the fireplace. A drawer
     between the library shelves contains the Blade Conversion blueprint, too. If
     one eliminated Jindosh nonlethally, there'll be a funny audiograph about it
     here on the main desk. (No audiograph spawns if he was killed.)
    
     A secondary desk has the combination to the First Captain's Office safe, so
     be sure to revisit 1F to claim its contents (includes a rune).
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  21 | 2737/4430 | Duke's office; coins on desk                          |
     |_|  25 | 2762/4430 | Duke's office; oil & sphalerite on clock's cabinet    |
     |_|  30 | 2792/4430 | Duke's office; scrimshaw in glass display cabinet     |
     |_|   5 | 2797/4430 | Duke's office; bloodfly husk on fireplace mantel      |
     |_| 200 | 2997/4430 | Duke's office; painting (My Name on Their Lips)       |
     |_| 300 | 3297/4430 | First Captain's Office; ingots in locked safe         |
       |_____|___________|_______________________________________________________|
    
     Somewhat opposite the office, past the elevator corridor, is Delilah's old
     quarters. This is a common location for an Abele to spawn; he'll have two
     loot-less elites with him in those cases. If Abele doesn't spawn here, a few
     maids may be frittering around instead.
    
     In terms of loot, most is in the bedroom area or its parlor: coins on a
     cabinet near the terrace entrance, sphalerite on a desk, and a corrupted
     bonecharm in the bathroom cabinet. The piano lounge has another Delilah
     painting, easily missed due to its positioning.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  25 | 3322/4430 | Delilah's room; whale oil & coins on a cabinet        |
     |_|  15 | 3337/4430 | Delilah's room; sphalerite on bedroom desk            |
     |_|  15 | 3352/4430 | Delilah's room; coins in bedroom cabinet              |
     |_| 200 | 3552/4430 | Delilah's room; piano lounge (Her Face is My Smile)   |
       |_____|___________|_______________________________________________________|
    
    [8.7] THE GRAND PALACE: INTERIOR (4F-5F)
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Abele's private chambers encompass all of the floors above the third. 4F has
     a hottub, the double's bedroom, a central sex pad (!?) of sorts, and a stair
     to the 5F study and extra bedroom. In all my times playing this level, Abele
     or his double will be here.
    
     Ignore them for now and get the loot. The hottub room has some salts and
     coins, while the double's bedroom has a bit more 110 coins worth of goods.
     Opposite the sex pad is a guarded terrace (10 coins), while the upstairs
     study has an egg statue and desk coins. The private 5F room has an audiograph
     of minor note, plus a horrible/hilarious self-portrait.
    
     NOTE: The chest in the double's bedroom requires his key to open.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 | 3562/4430 | GUARD: 4F terrace adjacent to Duke's chambers         |
     |_|  30 | 3592/4430 | 4F hottub room; bathing salts (2) nearby              |
     |_|  11 | 3603/4430 | 4F hottub room; coins on floor by benches             |
     |_|  85 | 3688/4430 | 4F bedroom; ingot + coins in metal chest              |
     |_|  10 | 3698/4430 | 4F bedroom; angelfish scales on cabinet near bed      |
     |_|  15 | 3713/4430 | 4F bedroom; bathing salts in sink cabinet             |
     |_|  17 | 3730/4430 | 5F study; coins on desk                               |
     |_|  50 | 3780/4430 | 5F study; umberwood egg statue on desk                |
       |_____|___________|_______________________________________________________|
    
     Remember the Duke's constant annoying speeches during the game? Corvo can
     address Karnaca as well, if he chooses -- use the microphone by the circular
     4F bed. The scene changes depending whether Abele has been eliminated or
     not. (Addressing like summons extant guards from 2F-4F to check, however, so
     it may be more brazen than smart. It counts as a special action regardless.)
    
    [8.8] DEALING WITH THE DUKE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     With the main brunt of the goods out of the way, it's time to remove Abele
     from power. This can be done in two ways.
    
     1) LETHALLY: Just kill the bastard whenever he's found. His true location's
        mentioned on the sheet of paper in the (1F) First Captain's Office. Abele
        carries a sword and pistol for fighting.
    
     2) NONLETHALLY: The truly fun method is to locate the body double and reach
        out for conversation. (It'll be obvious who the clone is, since the true
        Abele aggros on sight, mumbles grievances aloud, and has Heart-specific
        lines about it.) If approached, the double can be convinced to have Luca
        and himself switch roles permanently. The catch is, to have Luca sent to
        an asylum, the double must have proof of his legitimacy -- namely, the
        medallion Luca carries with him at all times. To get it, just knock Luca
        unconscious, then carry him to the 4F sex pad bed.
    
     On the nonlethal route, Luca and three guards will move into the double's 4F
     room, so make sure to get all pertinent items from there first. (The guards
     don't have anything besides normal weaponry. They also don't normally spawn
     in the level outside of this route, which counts as a special action, by the
     way.)
        _____ ___________ _______________________
       | AMT | TOTAL AMT | LOCATION (randomized) \_______________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  30 | 3810/4430 | TARGET: Duke Abele (real)                             |
     |_|  30 | 3840/4430 | TARGET: Duke Abele (fake)                             |
     |_|  30 | 3870/4430 | GUARD: double's bodyguard                             |
       |_____|___________|_______________________________________________________|
    
     • TROPHY: DOWN WITH THE DUKE
       Eliminate Abele, lethally or nonlethally.
    
    [8.9] THE GRAND PALACE: B1 VAULT
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Now that Abele's vault key is looted, the vault can be entered properly. A
     few ways to break in exist:
    
     • In the B1 pantry, one of the shelves has a button that opens a false shelf,
       revealing a passage into the western meeting room. This counts as a special
       action.
    
     • Players can enter the western meeting room through the Abandoned Storage
       area (between throne room terrace and private garden, remember) by swimming
       through the flooded section, then surfacing near a boarded-up crawlspace
       hole. This can be done vice versa as well, though the hole's hidden by the
       dividers in the black bonecharm's shrine area. (The Abandoned Storage cellar
       also has a rune to take, and counts as a special action, so it's definitely
       worth visiting.)
    
     • Those who want to enter the vault from its normal entrance can do so --
       it's in the eastern part of the palace grounds, near the only patrolling
       clockwork. The entrance has an arc pylon, but players can Blink/Far Reach
       to the oil tank and unplug it before any mishaps.
    
     The west meeting room has a little bit of loot on the table, including the
     final blueprint (Folded Galvani Resin). No matter which of the two entrances
     is used, inspect the keyhole to open the vault. The loot-filled interior is
     guarded by a single clockwork. Delilah's spirit is held in the ugly gargoyle
     effigy near the central tree.
    
     • TROPHY: SOUVENIRS [Pt. 9]
       On the vault's downstairs shrine, next to some raw whalebone, is a broken
       gazelle statue, a memento of Abele's brother and Meagan's friend. This can
       be stolen for the Dreadful Wale collection, and counts as a special act.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  50 | 3920/4430 | Abandoned Storage area; blood amber (2) in the nests  |
     |_|  10 | 3930/4430 | GUARD: elite in the B1 pantry                         |
     |_|  50 | 3980/4430 | Vault, meeting room; Bastilian Coast chart on table   |
     |_|  10 | 3990/4430 | Vault, meeting room; copper wire on ladder by archive |
     |_|  30 | 4020/4430 | Vault, lower; ivory scrimshaw on shelf                |
     |_| 225 | 4245/4430 | Vault, lower; gold & silver ingot on shelf            |
     |_|  50 | 4295/4430 | Vault, lower; umberwood deck prism on shelf           |
     |_|  30 | 4325/4430 | Vault, lower; ivory scrimshaw on shelf                |
     |_|  10 | 4335/4430 | Vault, lower; anglefish scales on under-stairs crate  |
     |_|   5 | 4340/4430 | Vault, lower; bloodfly husk by under-stairs crate     |
     |_|  20 | 4360/4430 | Vault, lower; withered ryegrass on a walkway crate    |
     |_|  70 | 4430/4430 | Vault, upper; scrimshaw & pearl fan on a wooden crate |
       |_____|___________|_______________________________________________________|
    
     All loot should be collected now. To leave, find the exit skiff near the east
     dock. If all major objectives are completed, its on-screen indicator will be
     visible.
    
     That about does it for the mission. Players should finish with 4430 coins or
     4390, depending on the two wonky guard spawns earlier. The mission-ending
     overview will usually tell which is the true maximum. (If anyone learns what
     factor causes it to be 4390 instead of 4430, write in!)
    
    SPECIAL ACTIONS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     • ADDRESSING KARNACA
       This is done by using the microphone in the palace's 4F chambers. Players
       can address Karnaca before Abele's dealt with, or after.
    
     • BLACK MARKET HEIST
       Like usual, just rob the black market. The passphrase to the back door is
       listed inside the Callas Cove smugglers' ship (via audiograph). To enter
       said ship, take the key from the deliverywoman who spawns in the market's
       backyard area.
    
     • FRIENDS IN HIGH PLACES
       Deal with the Duke in a nonlethal manner (letting the body double become
       the true ruler of Karnaca, while the real duke is admitted to an asylum for
       the remainder of his years).
    
     • HAUNTED BY THE PAST
       When raiding Abele's vault, make sure to steal the gazelle statue fragment
       on display. Given that it was used to kill his brother, the title makes a
       lot more sense.
    
     • THROUGH THE PANTRY
       Enter the vault area via the palace's downstairs pantry. One of the shelves
       has a button on it to retract the wall, leading into the meeting room.
    
     • SUNKEN STORAGE
       There's an area marked "Abandoned Storage" in-between the private garden
       and the terrace next to the throne room (boarded-up on both sides). Smash
       inside, then swim through the submerged portion. Players can surface at
       the end and enter the vault through a surreptitious hole, hidden by some
       dividers in the bonecharm area.
    
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    09) DEATH TO THE EMPRESS                                                 [WK09]
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Runes ----: 5
     Shrines --: 1
     Paintings : 1
     Bonecharms: 9
     Blueprints: 2
     Coins ----: 2562
    
    [9.1] THE DREADFUL WALE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Coins ----: 231 [231/2562]
     Blueprints: 1 [1/2]
     Bonecharms: 2 [2/9]
    
     This is the final time the ship will be visited, so make sure to get all the
     coins here. A masterwork blueprint (Dual-layered Galvani Weave) is in the
     meeting room workbench area, too.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   3 |    3/2562 | Player's quarters; coins on desk                      |
     |_|  10 |   13/2562 | Galley; angelfish scales on table by stepladder       |
     |_|  10 |   23/2562 | Meeting room; whale oil on console near workbench     |
     |_|  20 |   43/2562 | Meeting room; copper wire (2) on a workbench          |
     |_|  38 |   81/2562 | Meeting room; pouch/coins on table by workbench       |
     |_|  50 |  131/2562 | Meeting room; umberwood bloodfly statue on workbench  |
     |_|   4 |  135/2562 | Sokolov's room; coins on crate by mechanical horns    |
     |_|  13 |  148/2562 | Engine room; wire/coins atop a console                |
     |_|  40 |  188/2562 | Bridge; scrimshaw/coins in and around Meagan's bed    |
     |_|  43 |  231/2562 | Meagan's locked room; coins/pearl fan around desk     |
       |_____|___________|_______________________________________________________|
    
     Both Sokolov and Meagan have final conversations here. Meagan, in low chaos,
     will even spill some of her secrets. Players can react with forgiveness or
     hatred. (Players can kill Meagan in this mission without earning an instant
     game over. Doing this counts as a special action, though it's unnecessary in
     the long run.) The special key she carries unlocks the downstairs meeting
     room antechamber, containing the final coins and bonecharms.
    
     • TROPHY: YEARS AGO, ANOTHER TIME
       Read Meagan's notebook in the locked downstairs room.
    
     And at last, a pesky game-long trophy can be attained.
    
     • TROPHY: ROYAL SPYMASTER
       Locate the final documents pertaining to Meagan and Sokolov.
    
       - Life on Sea (audiograph in meeting room, by workbenches)
       - Note to Billie Lurk (on ship's bridge)
       - Daud on Delilah (audigraph in meeting room's locked chamber)
       - Meagan Foster's Notebook (book in meeting room's locked chamber)
    
     When ready, head for the skiff and make one last ride to...
    
    [9.2] DUNWALL STREETS                            |¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯                            | A | Starting Point   |
     Runes ----: 3 [3/5]                             | B | Dockyard         |
     Shrines --: 1 [1/1]                             | C | Grounded Ship    |
     Paintings : 0 [0/1]                             | D | Black Market     |
     Bonecharms: 1 [3/9]                             | E | Junkyard         |
     Blueprints: 1 [2/2]                             | F | Hatters' Apt.    |
     Coins ----: 1734 [1965/2562]                    | G | Fish Market      |
                                                     | H | Boyle Industries |
                                                     | I | Dunwall Courier  |
                               ########              | J | Crumbled Apt.    |
                            ###  ___   #             | K | Sailor's Apt.    |
                         ###    |   |   #            | L | Galvani's Apt.   |
                      ###       | R |    #           | M | Armory           |
                  ####          |_  |_    #          | N | Rooftops         |
                ##              )     \/\  #         | O | Coldridge Canal  |
            ####           ,'\_/    ___\/   #        | P | Watch Checkpoint |
            |     _______,'        | S  )    #       | Q | Greenhouse       |
            |    |                 |_   |_    #      | R | Water Lock Bldg. |
            |    |    ___             ____)   #      | S | Gazebo           |
            |    |   |   |  _________|    |   #      | T | Pump Station     |
            |    |   | Q | |         |  T |   #      | U | Dunwall Tower    |
            |    |   |___| |         |____|  #       |___|__________________|
            |    |   |_____|    U        |#### 
       _____)    |   |                   |    ################
      #       O  |   |__        _________|                    #
      #_____     |   | P|      |_______  | /\                  #
            )    |      |______|         |(C )        _     _   #
            |    |   (,-'           N    | \/   _   _| |   | |   #
            |    |    \    ____          |_    | |_|_  |   | |    #
            |   ,(     \_,'|   |         | |   | |   | |   | |     #
            | ,'  \     \  | L |_________| |___| |   | |   ) )     #
            (   M        \ |___|___  |   |       |   | |  / /       #           
             \___,'        |   |   | |   |_____  |   | |_/ /        #
              \            | K |   | | I |   |   (   |  B (___      #
               \           |___|___| |___| | | D |___|______  |     #
                \______  _               |_| |_ _|    ________( /\  #
                   |     |\                                   \/A/  #
                   |_____| \__   _    ___|__________________   \/   #
                      /            | |   |  | F |_______   /\   \   #
                     ( J /\____|___| | H |  |   |       ) /      )##
                      \_/          | |___|  |___|      /      \_/
                                   |_____ G |         (    E  /
                                         |  |          '.___,'
                                         |__|
    
     The lifeless district is a double-edged sword -- great for loot searches, but
     rather anticlimactic for the final level. Emily/Corvo will disembark near the
     dockyard, making it a good first area to search.
    
     Remember the pier in the first level where the two guards stood looking at
     the Dreaful Wale? Angelfish scales and a couple coins are there, all by or
     on crates. (One cache has a newspaper, making it easier to find.) The other
     pier has two copper wires -- one on a crate near the warehouses, the second
     around the corner, on the wooden walkway.
    
     That same area overlooks a grounded flatboat -- it contains a ton of goodies,
     including scrimshaws, sphalerite deposits and a cigarette case. There's two
     pieces of whalebone and angelfish scales here, too.
    
     Finally, move to the Black Pony Pub's dock lounge. There's copper wire and
     some coins here. The basement door requires a 'Common Key' to open -- this
     is the secret entrance into the pub, now a black market. We'll come back in
     a short while.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   2 |  233/2562 | Dockyard; two coins by pier crates (near a newspaper) |
     |_|  10 |  243/2562 | Dockyard; angelfish scales on pier's red trunk        |
     |_|  10 |  253/2562 | Dockyard; copper wire on crate near the warehouses    |
     |_|  10 |  263/2562 | Dockyard; copper wire on wooden walkway               |
     |_|  45 |  308/2562 | Boat run aground; sphalerite (3) in the cabin         |
     |_|  90 |  398/2562 | Boat run aground; scrimshaws (3) in the cabin         |
     |_|  10 |  408/2562 | Boat run aground; angelfish scales in the cabin       |
     |_|  50 |  458/2562 | Boat run aground; umberwood cigarette case in cabin   |
     |_|   3 |  461/2562 | Black Pony Pub, dock lounge; coins on a counter       |
     |_|  10 |  471/2562 | Black Pony Pub, dock lounge; copper wire on a counter |
       |_____|___________|_______________________________________________________|
    
     Feel free to sample the black market's wares here. Of particular interest is
     a rune (400 coins) and a key (250 coins) to the armory building next to the
     castle's street. Those on no-powers playthroughs have no choice but to get
     that key, so buy it now.
    
     The market's street may have 0-3 wolfhounds present -- it's random when the
     area is accessed. And, although the area's been picked clean by gangs and
     survivors, some items do exist. The 2F terrace next to the pub (accessed by
     unlocked sidewalk gate) has oil and wire, while a sidewalk table past the
     street's big guard booth has a single 2-coin. It's easy to spot as it has
     paint cans all over.
    
     Finally, loot the junkyard's remnants: oil and four copper wire coils, spread
     out on shelves and in the walkway underneath the derelict apartments' stairs.
     The trickiest one (in clock crate) is in roughly the same position it was in
     the first level.
    
     NOTE: The abandoned apartment that overlooks the black market street can be
     entered as well, although there's nothing in there but three Hatters. It's
     trickier to enter now that the balcony's barb-wired.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 |  481/2562 | 2F terrace next to the pub; whale oil on a table      |
     |_|  10 |  491/2562 | 2F terrace next to the pub; copper wire in locker     |
     |_|   2 |  493/2562 | Black market street; coin on sidewalk paint can table |
     |_|  10 |  503/2562 | Junkyard; wire in clock crate by workbench            |
     |_|  20 |  523/2562 | Junkyard; wire/oil on shelf by stairway sleeping area |
     |_|  10 |  533/2562 | Junkyard; wire on shelf by other stairway             |
     |_|  10 |  543/2562 | Walkway under apartment steps; wire on a console      |
       |_____|___________|_______________________________________________________|
    
     The street past the market is devoid of humans, but has wolfhounds. They can
     actually be avoided entirely with stealthy maneuvering, although killing 'em
     is fine on any playthrough (they don't count as true 'kills' for the stats,
     remember.) The broken carriage rails make good drop assassination spots. If
     most wolfhounds were found near the pub, only a few will be here.
    
     Next, go around Boyle Industries' building to the fish market. Two Hatters
     discuss divvying up the city, then split up -- an unwise decision. There's
     three whale oil canisters, one copper wire coil and loose change on a table.
     Those who want to eliminate more Hatters can climb up to the apartment using
     the exterior pipes.
     
     Boyle Industries' front door is locked, so use the fish market alley to get
     on 2F, where most of the goods are. Only one Hatter's here and he's scripted
     to be absorbed in his work (he has a PhD in looting). Three of the desks have
     coins and other goodies; there's also a fan by a floor mattress and oil near
     the interior staircase. Any Hatter lured upstairs with alarm clocks will be
     coming from that direction.
    
     Downstairs are three Hatters -- two in the lobby, one in the safe room. It's
     often simple to eliminate 'em while they're idling (two aren't paying much
     attention to anything). The only loot here is by the cash registers, the
     inner stair locker, and on the safe room's table.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  20 |  563/2562 | Fish Market; oil (2) in a crate                       |
     |_|  15 |  578/2562 | Fish Market; coins/oil on a table                     |
     |_|  10 |  588/2562 | Fish Market; copper wire on cabinet by spotlight      |
     |_|  40 |  628/2562 | Boyle Industries, 2F; pearl fan by floor mattress     |
     |_|  16 |  644/2562 | Boyle Industries, 2F; coins on a desk                 |
     |_|  50 |  694/2562 | Boyle Industries, 2F; umberwood jewelry box atop desk |
     |_| 168 |  862/2562 | Boyle Industries, 2F; coins/gold ingot on second desk |
     |_|  30 |  892/2562 | Boyle Industries, 2F; bathing salts on a third desk   |
     |_|  10 |  902/2562 | Boyle Industries, 2F; oil in cabinet near inner stair |
     |_|  10 |  912/2562 | Boyle Industries, 1F; oil in locker near inner stairs |
     |_|  25 |  937/2562 | Boyle Industries, 1F; pouch/coins near cash registers |
     |_|  94 | 1031/2562 | Boyle Industries, 1F; oil/ingot/coins in safe room    |
       |_____|___________|_______________________________________________________|
    
     Across the street, the Dunwall Courier building can be infiltrated again,
     though it's a little trickier this time as the main entrance is boarded up.
     Use the alley beside it (mostly stuffed up by kennels) or the 3F balcony. I
     suggest the former, as it contains loot by a friendly NPC's campsite. The
     Common Key to the black market is also hidden near the Courier's side door,
     behind some empty booze bottles.
    
     1F: other than coins on a crate by the alley door and a pearl fan in the
         office, there's nothing.
    
     3F: The journalist from the first mission will be here (if he survived) and
         has a unique conversation. Other than that, many desks and tables have
         loot. The best of the bunch is a metal cabinet with two gold ingots.
    
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 | 1041/2562 | Dunwall Courier, alley; wire near NPC's campsite      |
     |_|  20 | 1061/2562 | Dunwall Courier, alley; oil (2) at NPC's campsite     |
     |_|   2 | 1063/2562 | Dunwall Courier, 1F; coins on crate by alley entrance |
     |_|  40 | 1103/2562 | Dunwall Courier, 1F; pearl fan by office sofa         |
     |_| 300 | 1403/2562 | Dunwall Courier, 3F; gold ingot (2) in metal cabinet  |
     |_|   7 | 1410/2562 | Dunwall Courier, 3F; coins on table by metal cabinet  |
     |_|   1 | 1411/2562 | Dunwall Courier, 3F; coin on table by journalist rm.  |
     |_|  10 | 1421/2562 | Dunwall Courier, 3F; whale oil in records room        |
     |_|  10 | 1431/2562 | Dunwall Courier, 3F; whale oil on desk by stair door  |
       |_____|___________|_______________________________________________________|
    
     With the Common Key, players can rob the final black market. Return to the
     dock lounge behind the old pub, enter into the basement (30 coins worth of
     items on the tables), then hop through the new floor breach. A pearl fan is
     on a cabinet near the door; whale oil is hidden near a stove.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  20 | 1451/2562 | Black Market, basement; ryegrass on workbench         |
     |_|  10 | 1461/2562 | Black Market, basement; whale oil on a workbench      |
     |_|  40 | 1501/2562 | Black Market, interior; pearl fan by green bottles    |
     |_|  10 | 1511/2562 | Black Market, interior; whale oil on kitchen shelf    |
       |_____|___________|_______________________________________________________|
    
     An area that wasn't available in the first mission can be accessed in this
     mission: a 4F apartment next-door to the Dunwall Courier. There are two ways
     to get up there.
    
     • One of the apartments has partially collapsed near the broken carriage
       rails. It's possible to climb all the way up to the 3F (watch out for the
       sex-crazed witch above), then use a street-spanning beam to reach the
       white-colored balcony. Players on no-powers runs have to choose this way.
    
     • Those with upgraded Blink/Far Reach can quickly get to the balcony. Stand
       on the Courier's upper balcony, use the black exterior pipework to creep
       downstreet, then hop down. It's practically a cakewalk.
    
     Inside, deal with the two Hatters, then grab the loot. A statue and wire coil
     are on the main bookshelf; the secret room (accessed with wall barometer
     switch) contains two shrines and three silver ingots. Score!
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 | 1521/2562 | Sailor's apartment; copper wire on a bookshelf        |
     |_|  50 | 1571/2562 | Sailor's apartment; shelf's umberwood redshark statue |
     |_| 225 | 1796/2562 | Sailor's apartment; ingot (3) in shrine room          |
       |_____|___________|_______________________________________________________|
    
     Return to street level. The area in front of Dunwall Tower will be a massacre
     no matter the chaos, but that thankfully means there's little enemy presence
     here (usually just two wolfhounds).
    
     The two apartments here -- one belonging to Dr. Galvani -- can all be looted
     again, though the pickings are slim. If Galvani was robbed during the first
     mission, his front door is heavily booby-trapped. (In low chaos, the door is
     locked; a woman's corpse nearby has the key.) The good doctor's real loot is
     the Counter-blast Inversion masterwork on his table.
    
     • TROPHY: FAMILIARITY BREEDS CONTEMPT
       If Galvani was robbed during the first mission, taking his safe's pitiful
       contents again earns the trophy. The combination (written on painting frame
       above fireplace) remains the same.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 | 1806/2562 | Apt. below crumbling apt.; oil on dining room table   |
     |_|   5 | 1811/2562 | Galvani's apartment; coin on cabinet by fireplace     |
     |_|  10 | 1821/2562 | Galvani's apartment; oil in cabinet by fireplace      |
     |_|  10 | 1831/2562 | Galvani's apartment; copper wire in wooden cabinet    |
     |_|   3 | 1834/2562 | Galvani's apartment; coins (3) in safe                |
     |_|  20 | 1854/2562 | Galvani's apartment; ryegrass on table by safe        |
     |_|  15 | 1869/2562 | Galvani's apartment; bathing salts on sink            |
       |_____|___________|_______________________________________________________|
    
     The final step is to clear out loot near the armory and rooftops. The former,
     which now has a passage into Coldridge Canal, is always locked, so buy its
     key from the black market if exiting via that route. (No-powers players must
     go that way.)
    
     The rooftops Emily/Corvo fled down earlier can be revisited for loot, too. A
     single witch may be here, alive on a balcony or dead by a doorway. Using the
     outdoor microphone to address the district counts as a special action, and
     the speech changes depending on if Delilah is at large or not. (If she is, a
     pair of witches spawns in the area soon after the announcement.)
    
     In terms of loot, most is near or in the armory, including a well-hidden wire
     coil by a spotlight. Those who want to enter the armory but don't want to
     give the black marketeer a nickel are in luck: it's possible to enter via
     Coldridge Canal to get it. (However, the door doesn't unlock from the inside,
     so it's not a huge victory.) The items on the rooftops and safe room area,
     including the black bonecharm, all require powers to get. The old safe room
     exit is no longer working.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  20 | 1889/2562 | Armory area; oil/wire on shelf outdoor armory         |
     |_|  10 | 1899/2562 | Armory area; wire on spotlight base outside armory    |
     |_|  19 | 1918/2562 | Armory; coins/wire atop a console                     |
     |_|  12 | 1930/2562 | Armory; oil/coins on shelf by boarded-up window       |
     |_|  15 | 1945/2562 | Castle, rooftop courtyard; sphalerite on a table      |
     |_|  10 | 1955/2562 | Castle, rooftop courtyard; a. scales by fire barrel   |
     |_|  10 | 1965/2562 | Castle, storage balcony; copper wire on hallway shelf |
       |_____|___________|_______________________________________________________|
    
    [9.3] DUNWALL TOWER: OVERVIEW
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Runes ----: 2 [5/5]
     Shrines --: 0 [1/1]
     Paintings : 1 [1/1]
     Bonecharms: 6 [9/9]
     Blueprints: 0 [2/2]
     Coins ----: 597 [2562/2562]
    
     NOTE: As with the Royal Conservatory mission, dealing with the boss (Delilah)
     makes all subordinates lose their powers, as well as despawns any magical
     annoyances like gravehounds. Those who want to more easily find loot can do
     that.
    
     There are two ways to enter the castle:
    
     • By the armory is a door to the Overseers' security checkpoint, built along
       the carriage's main path to the castle. It's unlocked by default, but has
       a closed portcullis halfway through, preventing progression. Players can
       teleport over, go under (rat possession), or by powering up the portcullis
       using the gatehouse's controls (plug new whale oil tank in). The reward is
       travelling through a bloodbriar-filled tunnel.
    
     • Unlock the armory to enter Coldridge Canal, a dreary, hagfish-infested
       waterway that leads players near the prison from the first Dishonored.
       Halfway through, near the prison dam walkway, players can teleport up the
       ledges enough to clear the ramparts.
    
     Either way, players must tackle the outer courtyard before they get inside.
     Both the main entrance and the bloody moat tunnel serve as entrances, just as
     they did in the first game. (The third method, a vent on the exterior ledge,
     no longer exists.)
    
    9.3.1: DUNWALL TOWER: EXTERIOR
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     In terms of coins, the area is awfully bare. The painting area near the water
     lock building has the game's final painting ("Luca, His Eyes Upon Me"). It's
     near the gazebo and guarded by a huge amount of gravehounds. Those wondering
     why so many are there should listen to the witches' conversation atop the
     water lock's bridge. The only other currency here: a single 5-coin on the
     castle's outer ledge. Get on it at any level, then follow it to its end over
     the pump station.
    
     • TROPHY: ART COLLECTOR
       If all paintings were found in the game, the trophy's earned here.
    
     Non-currency loot requires a little more legwork. One bonecharm is within the
     greenhouse, in an interior corner's basket. Four witches staff the area, but
     quick players can snatch it before they're aware. Use the open rooftop window
     for planning.
    
     Another bonecharm is in the water lock building's seaside overlook. Players
     can hop onto the roof with powers or use the exterior pipework to visit the
     two witches there. (The interior from Dishonored 1 is completely shuttered.)
    
     • TROPHY: GAZEBO
       Inspect Jessamine's memorial plaque at her attack site in the courtyard.
       It's not far from the central bonfire.
    
     Finally, a rune is in the pump station next to the castle. Two witches will
     chat, then split up; like the greenhouse, the rooftop window provides a nice
     view of when to strike. To get the rune, hop under the walkway -- part of a
     wall is recessed enough to allow one to drop underneath.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_| 200 | 2165/2562 | Outdoors; near water lock (Luca, His Eyes Upon Me)    |
     |_|   5 | 2170/2562 | Outdoors; coin on castle outer ledge, by pump statn.  |
       |_____|___________|_______________________________________________________|
    
    [9.3.2] DUNWALL TOWER: INTERIOR
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     When ready to continue, enter the castle. The moat method is best (despite
     the gravehound near there) as it lets players enter into a locked room with
     15 coins, right by the elevator. The only other way to enter the room is to
     break the door. A map of Dunwall Tower's innards hangs on a wall by the main
     entrance.
    
     Speaking of elevators, Delilah powered it down so she could work undisturbed
     in the 4F throne room. (Nearby witches will reveal similar info.) Reading the
     note stapled to the lift map-marks the security room across the building. Any
     player who wants to reach Delilah in a different manner can do so, but said
     security room contains a rune, so it's worth visiting anyway.
        _____ ___________ __________
       | AMT | TOTAL AMT | LOCATION \____________________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  15 | 2185/2562 | 1F; coins in locked room by elevator                  |
       |_____|___________|_______________________________________________________|
    
     • Those who want to turn on the elevator for a quick ride to the roof can do
       that now, as it requires little exploration. Hop over the lobby's Delilah
       statue to reach the dining hall corridor. Ignore that witch-filled area
       by sneaking into a music room, empty besides a second statue. Proceed past
       the 1F stairwell lobby, careful to avoid the clockwork, then turn into the
       corner corridor nearest the map-marked security room. This is the final
       obstacle, guarded by a clockwork and two witches further on. However, they
       can often be avoided entirely. Once downstairs, fill a whale oil tank and
       plug it in. (Doing this will summon two inquisitive witches down here, so
       don't be taken unawares. Get the rune on the ceiling pipes before then. A
       no-powers player should distract them with a broken bottle or something to
       escape.)
    
     If the elevator's powered up, players can take it from 1F to 4F. In-between
     floors aren't available for boarding. However, this way is rather boring and
     ignores remaining loot, so let's continue normally.
    
     2F has little else of interest besides the Chapel, which players may already
     have map-marked due to overheard conversations. It's a corner room opposite
     the security room stairway, near the dining hall. Getting there should be a
     cinch as no one actively patrols nearby.)
    
     • NONLETHAL ROUTE ONLY: A note in the chapel mentions that Delilah's crafting
       requires a delicate rune balance. Players can craft a corrupt rune to screw
       up Delilah's masterplan! Take some algae, pigments and the human skull --
       all in that chamber -- and put them onto the altar. They'll automatically
       form a rune (key item) for later. Players who haven't decided how they'll
       take down Delilah should still make a rune -- it doesn't lock one into the
       nonlethal path.
    
     Next stop is 3F. There are several ways to get up there: (1) climbing the
     chandelier in the chapel (2) climbing the chandeliers in the building's main
     1F lobby, just like in the first game (3) using the central staircase guarded
     by the clockwork soldier. Players without powers must use the first or last
     method.
    
     The third floor is loosely patrolled. The periphery hall near the chapel has
     a clockwork and two witches, while the one farthest away has a witch and two
     gravehounds. A final witch stands immobile in front of the Lord Protector's
     chamber.
    
     Loot is a bit more scattered here. The simplest is in Corvo's chambers, just
     a map on his desk. Jessamine's secret room from the first Dishonored is also
     available and contains its own chart. (For the forgetful, it's behind the
     3F corner fireplace near the gravehound hallway. Use the wall lamp to open.
     It's best to clear out the nearby bonecharm room first, as that witch there
     immediately teleports to the map's display case breaking.)
    
     Finally, a bunch of items are in the stoppered bathroom between the stairwell
     and clockwork soldier hallway. A small upper window connects to the nearest
     room (houses Delilah statue) via a plank. Only players with powers have a
     shot at getting the civilian's commodities and bonecharm inside.
        _____ ___________ _______________
       | AMT | TOTAL AMT | LOCATION (3F) \_______________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  50 | 2235/2562 | Jessamine's fireplace rm. (Pandyssian Crosswinds map) |
     |_|  50 | 2285/2562 | Royal Protector's room (Pandyssian Crater Bay map)    |
     |_|  15 | 2300/2562 | Civilian's secret room; sphalerite on the sink        |
     |_|  22 | 2322/2562 | Civilian's secret room; oil/coins on the sink         |
     |_|  30 | 2352/2562 | Civilian's secret room; bathing salts (2) on vanity   |
     |_|  40 | 2392/2562 | Civilian's secret room; pearl fan on the vanity       |
       |_____|___________|_______________________________________________________|
    
     All that's left now is ascending to the final encounter.
    
    [9.3.3] DEALING WITH DELILAH
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Reaching Delilah means reaching the tower's 4F level. There's two good ways
     to do that:
    
     • Reactivate the elevator in the method described earlier.
     • Use Jessamine's secret room to enter the 4F safe room.
    
     The latter method is recommended, as it puts players near the final loot and
     another long-awaited trophy. Plus, on low chaos, there's a funny encounter
     with the traitorous Ramsey.
        _____ ___________ _______________
       | AMT | TOTAL AMT | LOCATION (3F) \_______________________________________
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_| 170 | 2562/2562 | 5F, Safe Room; coins/ingot on floor by opened safe    |
       |_____|___________|_______________________________________________________|
    
     • TROPHY: SOUVENIRS
       Mrs. Pilsen, one of Emily's childhood dolls, is sitting in the safe room's
       toilet. Finding it, as well as the campaign's other souvenirs, triggers the
       trophy immediately.
    
     For a stronghold, the upper floors are surprisingly devoid of enemies. The
     safe room route through the bedchambers has a few gravehounds, but they can
     be snuck by. (Yes, they follow normal hound AI when sleeping. Who knew the
     undead could sleep?) The elevator method leads to the 4F rooftops, where the
     only enemies are on the ramparts. They don't actively patrol, letting players
     enter the throne room in their preferred manner -- bashing through the front
     door or silently entering from the side window.
    
     Now it's time to remove the empress. No matter the method, it always begins
     the same: use the Heart on her (removing her immortality) and causing her to
     flee into the painting. Follow suit to find a creepy Void-like tableau with
     statues everywhere. Delilah actually has clones of herself hidden amongst
     the captive audience, which can be sought out and slain.
    
     The evil empress' real body is actually high up the cliffs, directly above
     the painting's entrance, actually. Players can get there immediately after
     coming in, by jumping down (to the right) and climbing the cliffs. She can
     be taken unawares this way, but it's only available via Blink, Far Reach,
     upgraded Agility, etc.
    
     So, the two methods for eliminating her.
    
     • NONLETHAL: As above, find Delilah's real body in the painting world. This
       time, just knock her out (sleeper holds surprisingly work) and ferry her
       out of the painting. Place her on the throne, then put in the corrupt rune
       next to the others, if not already done. After a few seconds, Delilah will
       get her wish of eternal adoration and love, just in a funnier way.
    
     • LETHAL: Simply find her real body and slay it. This means climbing the
       cliffs to get her or forcing her into a fight by slaying all the clones in
       the stony crowd. (The latter method works best, to avoid being ganged up on
       by all enemies at once.)
    
       In straight battle, Delilah relies on normal witch powers (magical plant
       bullets, the disorienting Howler Dust effect) and her unique instant kill
       petrification spell, which looks like the Void is being split in a straight
       line. It can be avoided easily enough but remains until it's next cast, so
       be careful not to stumble into it accidentally.
    
       The witch boasts plenty of immunities as well: stinging bolts, sleep darts,
       Devouring Swarm, and Bend Time (including stopped time). Possession will
       end immediately after attempted, but the disorienting effect still happens.
       Her teleportation means Windblast rarely finds its mark, damage-wise, but
       if timed right, can still kill her. Other normal methods -- springrazors,
       crossbow ammo, swords, assassinations, stun mines, sleeper holds, etc. --
       all still work.
    
     Other things about this fight:
    
     - Returning Delilah's spirit to her doesn't count as an alert, provided it's
       done with her back turned. She'll immediately go into the painting without
       looking around for how it happened.
    
     - Want to brazenly attack Delilah and her clones? Don't underestimate the
       powerful sliding assassination techniques, which can be OHKOs (they bypass
       a lot of the sword swinging and parries they're capable of).
    
     - Those without powers can still do no-kills and no-alerts, despite not being
       able to nab Delilah immediately. Just eliminate all the clones, then hide
       before Delilah's real body summons itself near the throne. She doesn't know
       where the player is immediately, and has some generic AI quirks (like going
       to inspect bodies) to take advantage of. Just watch out for her bloodbriars
       that exist while she's conscious.
    
     - If Delilah's disorienting scream knocks Emily/Corvo off the map, they may
       become glitched inside it instead of dying.
    
     After the battle is finally over, inspecting the loved one's statue in the
     (real) throne room will cure their petrification and end the game. It's also
     possible in high chaos to end the game without curing them -- just sit on the
     throne.
    
     Various trophies will pop around this time.
    
     • TROPHY: THE ROYAL PROTECTOR / THE EMPRESS
       Finish the game as Corvo or Emily, respectively.
    
     • TROPHY: IN GOOD CONSCIENCE / EMPIRE IN CHAOS
       Finish the game in low or high chaos, respectively.
    
     • TROPHY: SHADOW / FLESH AND STEEL / CLEAN HANDS
       Finish the game with no alerts, no powers, and no kills, respectively.
    
     The ending will play soon after. Its slideshow changes depending on who rules
     Dunwall, who's alive in Karnaca (Paolo/Byrne/Body Double) to assist with the
     aftermath, whether it was done in low/high chaos, whether the petrified Emily
     or Corvo was saved, and whether Meagan's alive.
    
    SPECIAL ACTIONS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     • AVENGING JESSAMINE
       Take revenge on Billie Lurk for her role in Jessamine's death.
    
     • BLACK MARKET HEIST
       Rob the final black market. The method for doing this is in the guide.
    
     • CAPTAIN'S QUARTERS
       Search Meagan Foster's cabin aboard the Dreadful Wale. This is the locked
       one by the meeting room (requires her key), not her bedroom on the bridge.
    
     • HEART OF THE TOWER
       Visit the Royal Protector's chambers inside the tower (2F). The game will
       give a notification of when it's reached. This was the spymaster's room in
       the first game.
    
     • IN THE COVEN'S WAKE
       Address Dunwall with a song during the streets portion. The mic is on the
       rooftop balcony where players first exited the safe room in the first
       level. (A witch will be there in low chaos.)
    
     • SAVING YOUR FATHER / SAVING YOUR DAUGHTER
       After defeating Delilah, Emily/Corvo's petrification was cured.
    
     • WORLD AS IT SHOULD BE
       Complete the level in the nonlethal method (painting trap).
    
     • YOUR FATHER IS SAFE / YOUR DAUGHTER IS SAFE
       In high chaos, instead of rescuing Emily/Corvo, the player took the throne
       for themself, leaving the petrified person forever stranded.
    
                                                          _______________________
    _____________________________________________________/ IV. APPENDICES [APND] |_
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    ACHIEVEMENTS/TROPHIES                                                    [ACHV]
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     *** SOME SPOILERS IN THIS SECTION ***
    
     Progressing through the campaign, as well as interesting feats of worth, will
     unlock Xbox achievements or Playstation trophies, respectively. Achievements
     have a numerical gamerscore while trophies have rankings (bronze, silver,
     gold; platinum, "Dunwall Days and Karnaca Nights," is obtained for finding
     all other trophies).
    
     Some trophies unlock normally in the campaign, are mission-specific, or
     require studious attention through the entire game (where even a single error
     can screw it all up). Trophies with weird or complex unlocks will have more
     info at the bottom of this section.
    
     Other than the platinum ("Dunwall Days and Karnaca Nights") that I left off
     the table -- it stretched the table -- the listing is how it appears on PS4.
      _____________________________ ______ ______________________________________
     | TROPHY                      | T/GS | UNLOCK METHOD                        |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Imperial Seal               | B/10 | Mission 1: recover the signet ring   |
     | Jewel of the South          | B/10 | Mission 2: step foot in Karnaca      |
     | The Beast Within            | B/10 | Mission 3: defeat the Crown Killer   |
     | Labyrinthine Mind           | B/10 | Mission 4: locate Sokolov            |
     | A Night in 1849             | B/10 | Mission 5: use the Timepiece         |
     | Spirit Thief                | B/10 | Mission 8: find the vault's spirit   |
     | Down with the Duke          | B/10 | Mission 8: defeat the main target    |
     | The Greatest Gift           | B/10 | Mission 9: de-petrify Emily/Corvo    |
     | Freedom of Speech           | B/15 | Mission 1: save the Courier NPC      |
     | Morbid Theft                | B/15 | Mission 2: steal a corpse for Mindy  |
     |-----------------------------+------+--------------------------------------|
     | Stay of Execution           | B/15 | Mission 2: prevent the civilian from |
     |                             |      | being thrown into the wall of light  |
     |-----------------------------+------+--------------------------------------|
     | Fearless Fall               | B/15 | Mission 3: jump from the Institute's |
     |                             |      | highest point and take down an enemy |
     |-----------------------------+------+--------------------------------------|
     | Counter-serum               | B/15 | Mission 4: chat with Hypatia on the  |
     |                             |      | Dreadful Wale                        |
     |-----------------------------+------+--------------------------------------|
     | Place of Three Deaths       | B/15 | Mission 4+6: kill Paolo three times  |
     |-----------------------------+------+--------------------------------------|
     | Silence                     | B/15 | Mission 4: eliminate the main target |
     |                             |      | without him ever knowing his mansion |
     |                             |      | had been infiltrated                 |
     |-----------------------------+------+--------------------------------------|
     | Oracular Echoes             | B/15 | Mission 5: listen to the Oraculum 3  |
     |                             |      | times (requires its default lenses)  |
     |-----------------------------+------+--------------------------------------|
     | Howlers 'til the End        | B/15 | Mission 6: side with the Howlers     |
     | Faithful to the Abbey       | B/15 | Mission 6: side with the Overseers   |
     |-----------------------------+------+--------------------------------------|
     | Eureka                      | B/15 | Mission 6: solve the Jindosh Lock's  |
     |                             |      | riddle without being told the answer |
     |                             |      | by another in-game source            |
     |-----------------------------+------+--------------------------------------|
     | Under the Table             | B/15 | Mission 7: Steal the Master Key from |
     |                             |      | the 1F dining room while literally   |
     |                             |      | under the table, and with all guards |
     |                             |      | conscious and unalerted              |
     |-----------------------------+------+--------------------------------------|
     | Flooded Basement            | B/15 | Mission 7: obtain the basement rune  |
     |-----------------------------+------+--------------------------------------|
     | Dilapidation                | B/15 | Mission 7: break the inner courtyard |
     |                             |      | balcony in the past, which creates a |
     |                             |      | makeshift walkway in the present     |
     |-----------------------------+------+--------------------------------------|
     | Years Ago, Another Time     | B/10 | Mission 9: read Meagan's journal in  |
     |                             |      | the Dreadful Wale's downstairs room  |
     |-----------------------------+------+--------------------------------------|
     | Gazebo                      | B/15 | Mission 9: read the memorial plaque  |
     |                             |      | in Dunwall Tower's outdoor gazebo    |
     |-----------------------------+------+--------------------------------------|
     | Familiarity Breeds Contempt | B/15 | Mission 1+9: rob Dr. Galvani's safe  |
     |                             |      | in both the first and last missions  |
     |-----------------------------+------+--------------------------------------|
     | Occult Carver               | B/10 | Craft 10 bonecharms                  |
     | Heartbeat Reaper            | B/30 | Eliminate 6 enemies in under 1.5s    |
     | Fatal Redirect              | B/10 | Kill an enemy with their own bullet  |
     |-----------------------------+------+--------------------------------------|
     | Circle of Life              | B/30 | With one use of Possession, chain    |
     |                             |      | between a human, hound, rat, fish,   |
     |                             |      | and bloodfly                         |
     |-----------------------------+------+--------------------------------------|
     | Ghostly                     | S/30 | Finish any mission with no alerts    |
     | Alternative Approach        | B/20 | Finish any mission with no kills     |
     | Black Market Burglar        | B/20 | Rob any black market                 |
     |-----------------------------+------+--------------------------------------|
     | Souvenirs                   | S/30 | Mission 1-9: find all collectible    |
     |                             |      | souvenirs for the Dreadful Wale      |
     |-----------------------------+------+--------------------------------------|
     | Well Funded                 | S/30 | Find 60% of all loot in the game     |
     |-----------------------------+------+--------------------------------------|
     | Heart Whispers              | B/10 | Using the Heart, listen to secrets   |
     |                             |      | from forty different people          |
     |-----------------------------+------+--------------------------------------|
     | Art Collector               | S/30 | Obtain all collectible paintings     |
     | Clockwork Collector         | S/30 | Obtain 3 clockwork soldier plaques   |
     | Rogue                       | B/10 | Eliminate 20 unaware enemies         |
     | Acrobat                     | B/10 | Perform 10 drop assassinations       |
     | Shadow                      | G/50 | Finish the game with no alerts       |
     | Flesh and Steel             | S/50 | Finish the game with no powers       |
     | The Royal Protector         | S/50 | Finish the game as Corvo             |
     | The Empress                 | S/50 | Finish the game as Emily             |
     | In Good Conscience          | S/50 | Finish the game in low chaos         |
     | Empire in Chaos             | S/30 | Finish the game in high chaos        |
     |-----------------------------+------+--------------------------------------|
     | The Lovers                  | B/10 | Link two targets with Domino, just   |
     |                             |      | before one kills the other           |
     |-----------------------------+------+--------------------------------------|
     | Songs of Serkonos           | B/10 | Mission 2+6+8: listen to all three   |
     |                             |      | songs from the musician duo          |
     |-----------------------------+------+--------------------------------------|
     | Sliding Marksman            | B/10 | Score a headshot while sliding       |
     |-----------------------------+------+--------------------------------------|
     | Royal Spymaster             | B/10 | Mission 2-9: peruse all audiographs  |
     |                             |      | and journals from Meagan Foster and  |
     |                             |      | Anton Sokolov aboard the ship        |
     |-----------------------------+------+--------------------------------------|
     | Clean Hands                 | G/50 | Finish the game with no kills        |
     |_____________________________|______|______________________________________|
    
    TROPHY UNLOCK NOTES
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     • CIRCLE OF LIFE: Despite the description listing big to small, the order's
       not important. Many players choose to do this in the fifth mission due to
       the presence of many bloodflies, hounds, fish and humans in a tight spot
       (near the conservatory and its sewers). It will, however, require a lot of
       runes invested, as possessing humans isn't available by default.
    
     • CLEAN HANDS: This is one of the harder trophies to get, just because any
       kill will screw one over. Remember to frequently check the Stats screen to
       see if any have showed up out of nowhere, such as by glitches and mishaps.
       (Remember, the Stats screen is part of a patch, so those playing the very
       basic version should update as soon as possible.)
    
     • EUREKA: The trophy only cares if the player's been given an in-game puzzle
       solution before the Lock is solved. This means it's possible to find the
       answer, note it, then reload and input it as if it was found legitimately.
       The solution doesn't keep randomizing or anything.
    
     • FATAL REDIRECT: This requires upgrading the Reflexes skill category to be
       able to deflect, then reflect, projectiles. Bullets are the most common
       type, though it may be possible to earn the trophy with others.
    
     • FEARLESS FALL: The tallest point is the very tiptop of the central tower,
       above Hamilton's quarters. (Reaching the roof requires Blink or Far Reach,
       however.) Once there, find a target far below -- such as the guards who
       naturally inhabit the dock terraces -- and perform an assassination on one.
       It may be possible to get the trophy with a nonlethal takedown.
    
     • FLESH & STEEL: This is obtainable in New Game Plus mode, even if the first
       playthrough used supernatural powers. (Thanks to klyrner for verifying
       this.)
    
     • HEARTBEAT REAPER: Similar to a Dishonored 1 trophy, those without the Bend
       Time ability (i.e. Emily players) can do the cheesy way: knock six targets
       unconscious, stack their bodies, then toss a grenade/springrazor nearby.
    
     • OCCULT CARVER: The minimum requirements to craft 10 bonecharms is 30 raw
       whalebone pieces, two bonecharm abilities (requires sacrificing two charms)
       and a one-rune investment to even learn the skill. Note that it's only 30
       pieces for those craft the charms to keep. Players can destroy customized
       bonecharms for 2 pieces minimum, allowing the trophy to be earned with a
       lot less work. (This is useful for those who don't have a ton of bonecharm
       skills in the first place.) The game seems to count the total number of
       charms crafted across all saves, so that's another small thing in players'
       favor.
    
     • PLACE OF THREE DEATHS: this requires players to eliminate Paolo once in the
       fourth mission, then do it twice more in the sixth. The trophy name's a bit
       of a misnomer, as nonlethal methods (sleep darts, sleeper hold, etc.) will
       also apply to the unlocking. The trophy won't pop if players forgot to nix
       Paolo in the initial meeting.
    
     • SOUVENIRS: Most missions after the first will have a collectible to take,
       with a total of ten obtained by the game's end. Items obtained will be put
       on display in Emily/Corvo's quarters aboard the Dreadful Wale, so it'll be
       obvious what items are and aren't found. For more info on what counts and
       how to get 'em, see the walkthrough.
    
     • THE LOVERS: Domino is a skill unique to Emily; Corvo players can't use it
       until New Game Plus mode. Also, despite the description suggesting the two
       NPCs are fighting amongst themselves somehow (scripted encounters), players
       can still trigger the trophy by linking the targets, then making one kill
       the other on accident, as by a stray bullet.
    
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    BLUEPRINTS                                                               [BLPR]
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Blueprints are special bundles in the missions that unlock upgrades for the
     character's gear. Each has a specific name of what it is; only after visiting
     a black market, where upgrades are purchased, does one know what they truly
     do.
    
     Special "masterwork" blueprints also exist. They have two unique abilities
     available, but only one may be upgraded (player's choice).
    
     This section is just for where to find the blueprints, however. For more info
     on what they do, see the upgrades overview.
    
    MISSION 1: A LONG DAY IN DUNWALL
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     No blueprints in this one.
    
    MISSION 2: THE EDGE OF THE WORLD
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     • Dispersed Incendiary Release (Incendiary Bolt)
       This is located in the dockyard area, in a 2F engineer's apartment near
       the sidewalk bar. Hop onto the awning to enter via the window. It's located
       in the unlocked safe.
    
     • Fire Hardening Treatment (Hardened Bolt)
       Located in the Karnaca Enclave's 3F office, on a desk. The overseer within
       doesn't patrol, so it's easiest to enter via the balcony.
    
    MISSION 3: THE GOOD DOCTOR
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     • Mercury Vapor Distillation (Stinging Bolt)
       Located in Joe Hamilton's quarters on Addermire's highest floor. His key
       must be recovered to enter, however.
    
     • Combat Sleep Dart Formula (Instant Sleep Dart)
       Located in the 2F Disease Treatment section's abandoned wing, within a
       locked safe. The combination for it is documented on a nearby table's note.
    
    MISSION 4: THE CLOCKWORK MANSION
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     • Pyro-sonic Casing (Howling Bolt)
       Located in Lower Aventa Station's locked ticket booth, on a counter. It's
       impossible to enter without getting its key from the black market.
    
     • Alloy Polarization (Magnetized Bullet)
       Located in Upper Aventa's Grand Guard Office, in the 3F meeting room.
    
     • Conductive Filaments (Chain Lightning)
       Located in the 1F Dining Hall area, in an office directly above the Waiting
       Room -- i.e. where the two chatting civilians are. Since the Waiting Room's
       an elevator itself, send it down a floor, then enter the office to find the
       'print on a desk.
    
     • Slug Splintering Wedges (Armored Bullet)
       Located in Jindosh's laboratory, on his desk near where he spawns himself.
    
    MISSION 5: THE ROYAL CONSERVATORY
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     • Reverberation Tubing (Ancient Howl Bolt -or- Deep Howl Bolt)
       Located in the associate's apartment near the Royal Conservatory, on a 3F
       desk. There's also a bonecharm in here, so identifying it with little info
       is a bit easier.
    
     • Triggered Housing (Impact Grenades)
       Located in the Royal Conservatory's 1F antechamber near the elevator, which
       has a smaller wall of light inside. The document's on a table here.
    
     • Configuration Grooving (Coffin Nails -or- The Dealer)
       This is the shopkeeper's reward for delivering the Roseburrow Prototype to
       him, and is always given, unlike the cash reward.
    
    MISSION 6: DUST DISTRICT
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     • Spiked Grenade Housing (Sticky Grenade)
       Located on 2F of the Crone's Hand Saloon, inside a blue metal case where a
       Howler is sleeping.
    
     • Secondary Coiling (Double Release)
       Located in the saloon's basement, on a crate near the captured overseer.
       The area can be entered by infiltrating the Crone's Hand from the front
       door or using the booby-trapped alley near a street barricade.
    
    MISSION 7: A CRACK IN THE SLAB
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     • Firing Chamber Pivot (Determined Traveler / Crimson Painter)
       Located in Stilton Manor's 1F Vault room, but only in the past. Enter it
       during the present, then timeshift to get access to the unlocked safe that
       contains it.
    
    MISSION 8: THE GRAND PALACE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     • Small-scale Combustion Refinement (Explosive Bullet)
       Located in the safe shop clerk's apartment on Ravina Boulevard. It can be
       entered from the front door (get key from safe shop's cash register), rat
       possession, or a terrace in the carriage station.
    
     • Blade Conversion (Monkey Wrench / Occult Kiss)
       This is within the Grand Palace's 3F office, where a clockwork soldier, a
       maid and a guard all reside. It's in a cabinet between the bookshelves.
    
     • Folded Galvani Resin (Silent Running)
       Located in the Grand Palace's meeting room just outside the vault, on a
       table. Players can get here through the secret pantry entrance, the secret
       Abandoned Storage entrance, or by going through the Vault in a different
       order.
    
    MISSION 9: DEATH TO THE EMPRESS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     • Dual-layered Galvani Weave (Collector's Carapace / Moth Dust Wrappings)
       Located in the Dreadful Wale's meeting room, on one of the workbenches.
    
     • Counter-blast Inversion (The Expansive Lady / Discreet Inquiry)
       Located in the Dunwall Streets section, in Galvani's abandoned apartment.
       This will appear regardless of whether it was robbed in the first mission.
    
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    BONECHARM INFO                                                           [BNC1]
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Bonecharms are equippable items that grant special abilities to their wearer.
     These can be anything from improving weapon damage, raising movement speed,
     or lengthening abilities' active durations. Corrupted bonecharms grant both
     positive and negative effects.
    
     Dishonored 2 also introduces bonecharm crafting, letting players make their
     own souped-up, economical versions. To do this, one must learn the related
     skill (available on both protagonists) and destroy normal bonecharms -- this
     permanently learns the skill. After, players can fashion their own charms
     using up to four 'normal' abilities and some raw whalebone. Since there are
     only 10 bonecharm slots maximum, being able to squeeze thirty extra abilities
     in can be quite helpful. (Investing enough runes even lets one craft runes
     themselves!)
    
     Bonecharm crafting carries a chance of corruption, i.e. conveying a negative
     ability along with the positives. The higher one's skill, the less likely it
     is to happen. (In some cases, it may not even be a negative. For instance,
     players doing no-kill runs likely wouldn't care about a "you get less pistol
     ammo from packs" effect.) Saving before crafting, and reloading if it goes
     south, is fine as well.
    
     Destroying bonecharms for their abilities categorizes them automatically, so
     that (and alphabetizing) will dictate the order. We'll start with ominous
     black bonecharms, which grant amazing abilities without any downside. Like
     corrupted bonecharms, these CANNOT be sacrificed for their abilities, as it
     could imbalance the game somewhat.
      ____________________ ______________________________________________________
     | BLACK BONECHARMS   | FUNCTION                                             |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Bloodfly Alchemy   | Enemies' 1st ranged attack turns into bloodfly swarm |
     | Cornered Animal    | When health is low, attack damage is raised          |
     | Dark Extraction    | Shadow Walk assassinations restore health            |
     | Expansive Spirit   | Maximum mana is increased                            |
     |--------------------+------------------------------------------------------|
     | Fading Light       | Blink and Far Reach consume no mana if used within a |
     |                    | second of an assassination                           |
     |--------------------+------------------------------------------------------|
     | Familiar Scent     | Wolfhounds can't detect player by scent              |
     | Fickle Beasts      | White wolfhounds fight on player's side in battle    |
     | Fleet Fighter      | Brandishing weapons doesn't slow movement speed      |
     | Hardiness          | Maximum health is increased                          |
     | Invisible Thread   | Player is invisible (undetectible) during Far Reach  |
     | Iron Roots         | Less likely to be knocked down in open combat        |
     | Leech Cuts         | Sword slashes/assassinations restore health          |
     | Leviathan's Breath | Underwater, the air gauge lowers mana before health  |
     | Life Bond          | When a player heals, their Doppelgängers heal, too   |
     | Lucky Jam          | Enemies' pistols may misfire                         |
     | Mind Runner        | Possessed humans can sprint                          |
     | Shadow Repose      | Health regenerates during Shadow Walk                |
     | Separation Trauma  | Un-possessing a host always knocks them unconscious  |
     | Solid Landing      | Landing from high falls creates large shockwaves     |
     | Twin Leech         | Health regenerates while Doppelgängers are active    |
     | Void Armor         | Taking damage reduces mana gauge before health gauge |
     |____________________|______________________________________________________|
    
     Combat abilities generally affect lethal, brazen abilities. Charms like Bird
     of Prey and Falling Star can be used for stealthy, no-kills types, however.
      _________________ _________________________________________________________
     | COMBAT CHARMS   | FUNCTION                                                |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Bird of Prey    | Successful drop assassinations restore health           |
     | Duelist's Skill | Bullet damage is slightly increased                     |
     | Exacting Aim    | Crossbow damage is slightly increased                   |
     | Falling Star    | Successful drop assassinations restore mana             |
     | Fencer          | More likely to win sword-clashing contests              |
     | Strong Arms     | Choking foes unconscious is slightly faster             |
     | Whirlwind       | Sword swings are slightly faster                        |
     |_________________|_________________________________________________________|
    
     Corrupted bonecharms are special in that they have a higher power level than
     normal ones, but also carry a downside. These can't be sacrificed for their
     abilities.
      ______________________ ____________________________________________________
     | CORRUPTED CHARM      | UPSIDES + DOWNSIDES                                |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Armored Bones        | Take less damage + Move slower                     |
     | Bright Moon          | Doppelgängers are stronger + expire twice as fast  |
     |----------------------+----------------------------------------------------|
     | Clumsy Assassin      | Stealth kills/KOs grant brief invisibility + noise |
     |                      | created is louder, more visible when leaning       |
     |----------------------+----------------------------------------------------|
     | High Pressure        | Explosions deal more damage + smaller blast radius |
     | Lightweight          | Fall damage reduced + health regens half as fast   |
     | Power Slash          | Sword damage increased + sword swings are slower   |
     | Risky Parry          | Parries knock foes down + parries damage oneself   |
     | Splintering Bolts    | Bolt damage upped + bolts always break on impact   |
     |----------------------+----------------------------------------------------|
     | Stolen Breath        | Far Reach's pull effect is stealthily quiet + Far  |
     |                      | Reach's mana consumption raised across the board   |
     |----------------------+----------------------------------------------------|
     | Shivering Silhouette | Foe projectiles miss more often + players are more |
     |                      | visible to enemies                                 |
     |----------------------+----------------------------------------------------|
     | Witch's Skin         | Mana gauge doubles as 2nd health bar; damage taken |
     |                      | from mana gauge before health gauge + mana doesn't |
     |                      | regenerate at all                                  |
     |----------------------+----------------------------------------------------|
     | Zephyr               | Walking/Running speed faster + take more damage    |
     |______________________|____________________________________________________|
    
     Defense charms reduce damage and inhibit enemies' battle abilities somewhat.
      ___________________________ _______________________________________________
     | DEFENSE CHARMS            | FUNCTION                                      |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Blast Resistant           | Less damage incurred from explosions          |
     | Tricky Timing             | Enemy grenades have slightly longer fuses     |
     | Unfortunate Craftsmanship | Enemy grenades have chance of malfunctioning  |
     | Unnerving Target          | Enemies sometimes drop thrown items/grenades  |
     | Unsteady Hand             | Enemy projectiles miss more often             |
     |___________________________|_______________________________________________|
    
     Enemy charms screw with the opposition's abilities.
      _____________________ _____________________________________________________
     | ENEMY CHARMS        | FUNCTION                                            |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Deep Grave          | Gravehounds have small chance of dying when spawned |
     | Relocation Sickness | Witches may be dazed/stumble after teleporting      |
     |_____________________|_____________________________________________________|
    
     Movement-type charms deal with improving speed of routine actions.
      ________________ __________________________________________________________
     | MOVEMENT CHARM | FUNCTION                                                 |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Acrobat        | Climbing speed is slightly faster                        |
     | Agile Recovery | Recovery from large falls is slightly faster             |
     | Ground Glider  | Sliding speed is slightly faster                         |
     | Swift Shadow   | Crouched movement is slightly faster                     |
     | Swift Stalker  | Movement with sheathed weapons is slightly faster        |
     | Undertaker     | Movement while carrying bodies is slightly faster        |
     |________________|__________________________________________________________|
    
     Power-type charms deal with augmenting abilities.
      _____________________ _____________________________________________________
     | POWER CHARMS        | FUNCTION                                            |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Accomodating Host   | Animal Possession lasts slightly longer             |
     | Agile Will          | Possession lasts slightly longer                    |
     | Enduring Allies     | Doppelgängers last slightly longer                  |
     | Resilient Allies    | Doppelgängers have slightly more health             |
     | Restorative Glimmer | Using Dark Vision regenerates health                |
     | Shadow Embrace      | Shadow Walk lasts slightly longer                   |
     | Void Rupture        | Mesmerize occasionally knocks enemies unconscious   |
     |_____________________|_____________________________________________________|
    
     Restoration charms augment and improve health/mana-related abilities.
      ___________________ _______________________________________________________
     | RESTORATION CHARM | FUNCTION                                              |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Healthy Appetite  | Gain more health from eating food                     |
     | Liquid Sustenance | Gain health when using drinking fountains             |
     | Robust            | Gain more health from S&J Elixirs                     |
     | Spirit Water      | Gain mana when using drinking fountains               |
     | Spirited          | Gain more mana from Addermire Solution vials          |
     | Spiritual Pool    | Mana regeneration is slightly faster                  |
     | Spiritual Fortune | Addermire Solution vials may replenish all mana       |
     | Void Favor        | Using supernatural powers may consume no mana         |
     |___________________|_______________________________________________________|
    
     Swarm charms deal with bloodflies and rats. A bit niche, but still useful if
     one can get some.
      _____________________ _____________________________________________________
     | SWARM CHARM         | FUNCTION                                            |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Albinos             | Rat swarms spawn more white rats                    |
     | Bitter Blood        | Bloodflies aggro at shorter distances (by nests)    |
     | Blood Sacrifice     | Killing bloodflies and/or rats restores health      |
     | Gutter Feast        | White rats can be consumed for mana                 |
     | Spiritual Sacrifice | Killing bloodflies and/or rats restores mana        |
     |_____________________|_____________________________________________________|
    
     Water-based bonecharms affect swimming. Due to relevance issues in some
     levels, this is a small category.
      __________________ ________________________________________________________
     | WATER CHARMS     | FUNCTION                                               |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Aquatic Nature   | Swimming speed is slightly faster                      |
     | Leviathan's Mind | Slowly regenerate mana while underwater                |
     | Strong Lungs     | Can hold breath for longer while underwater            |
     |__________________|________________________________________________________|
    
     Weapon charms improve Emily and Corvo's arsenal.
      ____________________ ______________________________________________________
     | WEAPON CHARMS      | FUNCTION                                             |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Assassin's Fortune | Packs of bolt ammo may contain an extra bolt         |
     | Blade Ballet       | Springrazors may make bodies disappear entirely      |
     | Combustion         | Grenades inflict slightly more damage                |
     | Duelist's Luck     | Packs of pistol ammo may contain an extra bullet     |
     | Firestarter        | Incendiary Bolts' radius is slightly larger          |
     | Electrical Burst   | Stun Mines' shock radius is slightly larger          |
     | Hot Cocktail       | Exploding Bolts' damage radius is slightly larger    |
     | Lucky Needle       | Sleep Darts have small chance of being recovered     |
     | Resounding Shriek  | Howling Bolts are louder and have improved radius    |
     |____________________|______________________________________________________|
    
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    BONECHARM LOCATIONS                                                      [BNC2]
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     This section just lists where to find the charms. For more info on what their
     effects -- which are mostly randomized, by the way -- do, see the section
     right above. Other than a couple charms carried by NPCs, all charms can be
     sniffed out using the Heart, provided one's in an appropriate section to do
     so. (For instance, in the first level, if there were a charm in the Tower's
     interior, it wouldn't be picked up by the Heart in the streets section.)
    
    MISSION 1: A LONG DAY IN DUNWALL
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     There aren't any bonecharms in this mission.
    
    MISSION 2: THE EDGE OF THE WORLD
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Six charms to find here (5 Normal, 1 Corrupted). The Void Favor and Duelist's
     Luck charms found in Corvo's cabin are given via the Assassin's Pack DLC, but
     don't affect the normally spawning ones later.
    
     • On the bloodfly-infested apartment's 2F, next to an active nest. The area's
       normally accessed via the 1F window behind the black market.
    
     • Next to the first wall of light is an apartment being searched by overseers
       for heretical artifacts. A bonecharm is in the living room, inside the
       torn-up floorboards.
    
     • In Canal Square's northern plaza, there's an overseer preaching to a crowd
       about the Outsider's heresy. The table next to him has a display of whale
       artifacts, including a bonecharm.
    
     • Opposite the Karnaca Enclave (Overseer Outpost) building is a pawn shop's
       alley, which is freely open or boarded-up, depending on one's chaos level.
       On the roof above it is a bloodfly-eaten corpse with the charm beside it.
    
     • [CORRUPTED] The interrogation room on the Karnaca Enclave's fifth floor has
       a charm by Amadeo's corpse. Players can unlock the front door, break the
       glass pane, or use the open window for quicker looting.
    
     • Near Addermire Station is the Winslow Safe Company. One of the safes used
       in the "try to unlock me!" contest contains various loot, including a charm.
       The device's combination is listed inside the front desk's cash register.
    
    MISSION 3: THE GOOD DOCTOR
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     There are five charms here (3 Normal, 1 Corrupted, 1 Black). The black charm
     can't be obtained on no-powers runs.
    
     • The first charm is available after landing on Addermire's island, as it's
       directly below the carriage platform. Look for part of the railing that's
       broken, hop onto the pipe below it, then use the rocky cliffs to get under
       the landing. The bonecharm is sitting in a derelict rowboat.
    
     • Right after entering the Institute's main (1F) lobby, the bonecharm is in
       a cabinet cubbyhole facing that same entrance.
    
     • [BLACK] This is atop Addermire's highest point and only accessible with
       supernatural powers. Reach the 4F private room area, climb onto the roof,
       then Blink/Far Reach to the highest roof. The charm and 2 coins are inside
       a bird's nest. This area is also the area players perform the death-defying
       assassination trophy "Fearless Fall".
    
     • In the 3F Recuperation wing (requires Dr. Hypatia's Key), the center room
       in the bloodfly-infested hellhole has a bonecharm on top of the bed. Enter
       by using the tanning booth "tunnel" or by destroying the barred door beams
       with an explosion.
    
     • [CORRUPTED] Located in the 2F Recuperation wing's laboratory office, the
       same place the "I Regard Her, Within and Without" painting's found. This 2F
       area -- where Hypatia herself is located -- can only be accessed through
       the bloodfly-infested 3F Recuperation area.
    
    MISSION 4: THE CLOCKWORK MANSION
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     • This is located in Major Bonville's office, accessed only from a 3F balcony
       in the Aventa Station area (opposite side of street from the very first
       bloodfly-infested apartment). The charm is hidden inside a display cabinet,
       behind some pictures.
    
     • [BLACK] This is located in the third-floor apartment building flat located
       alongside Aventa Station. The item itself is inside a glass display. Those
       who can't break down the front door can blink in through the 3F balcony;
       just use the smaller roof near the Howler ambush site.
    
     • Another is inside Aventa Station itself, sitting on a second-floor table.
       Due to the wall of light and locked back door, the easiest method of entry
       is breaking a roof window and hopping in. Just note that two guards arrive
       shortly after (or during) the roof arrival.
    
     • The Grand Guard Office in the Upper Aventa District contains a charm in its
       2F records room. It'll be sitting on table next to some currency, and can
       be taken without even bothering with the guards in the room.
    
     • [CORRUPT] Past the Upper Aventa District's wall of light is a condemned
       bloodfly-infested apartment. The bonecharm is right inside the small loft,
       sitting near an easel. This is the same room containing Jindosh's 200-coin
       portrait.
    
     • Once inside Jindosh's mansion, go to the 1F dining room. Adjacent to here
       is a waiting room containing two arguing civilians. Underneath the floor is
       a crawlspace of sorts containing the charm. (To get down there, look for
       the maintenance area between the waiting room and dining hall; it can be
       snuck into via the window. Part of the floor is open to give access.)
    
     • Near the B1 Assessment Chamber (where Sokolov is held captive) is a wall of
       light blocking a corridor to Jindosh's lab elevator. The bonecharm is in a
       cabinet near said wall of light (Chamber side).
    
     • [BLACK] Enter the 2F Private area and locate Jindosh's studio. It's the
       area with balcony access, his bedroom (initially) and a silvergraph studio
       (after flipping configuration). Enter the studio and hit the red button to
       make it descend; this gives access to a hidden shelf below containing the
       relic. To leave, just hit the button a second time.
    
    MISSION 5: THE ROYAL CONSERVATORY
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     • In the cantina's 2F interior -- where the actual bar is -- there's a charm
       sitting on a table.
    
     • [CORRUPT] Located in the bloodfly apartment by the cantina, accessible only
       via the 3F balconies. It's on the floor in the same room as the nest keeper
       and Ashworth painting.
    
     • At the south end of the conservatory's street is the black marketeer's
       associate's apartment (3F). A bonecharm is on a table next to blueprints.
    
     • A charm sits in the conservatory's basement, in the Archive's quartermaster
       office. Players can enter it through the courtyard window and smash the
       display case to claim.
    
     • Another is floating in the 3F western offices (i.e. bloodfly-ridden area)
       with some pied avocet feathers around it. Pretty easy to find.
    
     • [BLACK] This is in the 4F botanical chamber above Breanna's office. Like
       others, it's just sitting there and requires no special circumstances to
       find.
    
     • [BLACK] This is in the south 4F ductwork above the elevator shaft. Players
       can reach the 4F area -- Breanna's effigy rooms and botanical chamber --
       and use the main hall's ledges to move there freely.
    
     • [BLACK] Breanna Ashworth herself carries two black bonecharms, one of which
       is always Bloodfly Alchemy. These are gone forever if her body disappears
       somehow -- like turning to ash -- so knock her unconscious first.
    
    MISSION 6: DUST DISTRICT
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     • There's a bonecharm in the black marketeer's back area, in a desk beside
       her. It may be best to do this one before finishing the level, as that's
       when her usefulness is at its nadir.
    
     • In Byrne's 3F office at the Overseer Outpost, the desk that has Durante's
       note/key also contains a bonecharm inside.
    
     • There's another charm in Mindy's apartment's (2F) studio, hung on a wall.
       The 1F main entrance to the building is locked, so break through a barred
       2F window instead.
    
     • A bonecharm is within Durante's 2F office at the Crone's Hand Saloon, the
       seat of Paolo's power (hostile territory). The key to it is within Byrne's
       3F office at the Overseer Outpost (also hostile territory).
    
     • A bonecharm is in the Crone's Hand B1 area, on a table near the captured
       overseer. Players can enter from the saloon itself (stairs by musicians'
       performance area) or the back street's barricade area.
    
     • [CORRUPT/BLACK/BLACK] Like Breanna Ashworth, Paolo carries bonecharms (3)
       that can only be gotten from looting his body. After being killed once,
       he'll turn into a swarm of rats, then teleport to his upper office at the
       Crone's Hand Saloon. Getting rid of him there will earn the triple reward.
    
    MISSION 7: A CRACK IN THE SLAB
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     • In the present, the western dining hall (adjacent to main lobby) has a
       ceiling rupture that can be climbed to a bonecharm. However, with powers
       disabled, getting to it is trickier. To make up for discrepancies in the
       layout, move the southernmost chandelier upwards before timeshifting. The
       chandelier controls are on the 2F balcony overlooking the dining hall.
    
     • [BLACK] This is inside a safe located in the incinerator room, west of the
       1F Great Hall. In the past, put the dead wolfhound in the boiler and burn
       it; this eliminates all trace of present-day bloodflies, revealing the safe
       combination (read it from broken door) underneath their hive area. Just
       timeshift a final time and input the code.
    
     • In the present, there's a bonecharm in the Grand Hall's elevator. It's in a
       state of disrepair naturally, and stuck between 1F and B1. Get into the
       elevator during the past and then timeshift to fall down into the charm's
       area. (Moving the elevator in the past can work, but players can just hop
       onto the lift's roof and timeshift there as well.)
    
     • In the alternate present where Stilton is alive and sane, he'll complete
       a new SW office connecting to the 2F Grand Hall area. The charm will be on
       the office desk there.
    
     • If Aramis' madness is cured, the Dust District will transform into a better
       version, a far cry from the dust-choked hellhole it was earlier. The broken
       apartment where players met Meagan in the previous mission will be fully
       renovated by Lucia Pastor. A back room, near the Batista Overlook's street,
       has a crate with the charm inside.
    
     • In the alternate present where Stilton is KO'd or dead, there's a new charm
       that spawns in the Dust District, atop the old Batista Overlook pawn shop.
       It'll be completely shuttered, but players can still reach the roof, where
       the trinket sits under an awning. (Powers will be enabled again, unlike in
       the mansion.)
    
     • [BLACK] At the start of the level, a bonecharm is in the skiff's sewers,
       if the "Stilton survived and isn't mad" timeline is active.
    
    MISSION 8: THE GRAND PALACE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     • A bonecharm is within the first apartment complex on Ravina Boulevard, i.e.
       the one nearest Callas Cove. It's under the bathroom sink in the empty 3F
       apartment. The central staircase provides easy access.
    
     • Next-door to the first charm is the another building whose 3F flat belongs
       to the Winslow Safe Shop clerk. If his key is obtained (it's in the front
       till), players can infiltrate and find the charm in his bedroom, hidden
       beneath a pillow. It's possible to get into the apartment by possessing a
       hallway rat, too.
    
     • [BLACK] Within the sculptor's 2F apartment, across the street from Ravina
       Boulevard's safe shop. As far as I can tell, this area is inaccessible
       without powers.
    
     • Another charm is sitting on Luca Abele's throne in his palace. It's located
       at 1F level, accessible near the dining room and pool. There's an arc pylon
       active here, so be mindful about unplugging it first.
    
     • On the opposite side of 1F's dining hall is a sleeping parlor where two
       snooty women are discussing what they'd do if they were queen. The charm's
       on a bed next to the third (dead) woman. Note that the upper window is open
       and the NPCs on that terrace can peer in. Also, approaching the women will
       start their next scripted AI, so don't be taken aback by it.
    
     • [BLACK] There's a charm hidden in the Vault's meeting room. Players can get
       in through the pantry's secret entrance or the Abandoned Storage area (it's
       between throne room terrace and Private Garden area). The charm will be on
       a shrine to Delilah.
    
     • [CORRUPT] This is located in Delilah's room, in the bathroom sink cabinet.
       There may be maids in the area, Abele or his body double. In the latter two
       cases, the guards may be ordered out, making progression easier.
    
    MISSION 9: DEATH TO THE EMPRESS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     • Two are inside the meeting room antechamber that's been locked throughout
       the entire campaign. Pickpocket Meagan's key to open it.
    
     • [BLACK] This is located in the same storage room corridor that connects to
       the safe room, or did, before Delilah blocked it off. Now that players are
       likely to have powers, backtracking up the rooftops is simpler. (There'll
       be a live witch here in low chaos.) One of the rooms in that storage area
       is now accessible; the bonecharm is towards the ceiling, on a mattress.
    
     • In Dunwall Castle's outer grounds, near the water lock building, is a small
       terrace with a charm (in crate) and two witches. Players with powers can
       hop onto the roof and go that way; those without can use the building's
       exterior ductwork to get there.
    
     • The outer grounds also have a greenhouse where four chanting witches are
       busy preparing Delilah's pigments. A basket in the corner contains the
       charm.
    
     • [CORRUPT] Inside Dunwall Castle, on the foyer staircase, is the corpse of
       the High Overseer. Two charms, one corrupted, are stapled to his execution
       post. Watch out for the gravehound "deactivated" right beside him.
    
     • Inside Dunwall Castle is a 2F room containing mannequins for various armor
       pieces, right near a hallway with gravehounds guarding it. The bonecharm's
       in that room.
    
     • The civilian's secret room on 2F contains a bonecharm. The normal entrances
       are blocked off, but players can infiltrate from above -- a scaffolding in
       the hallway stretches from the civilian's area to the room next-door, empty
       except for a Delilah statue. (Players can enter from there or the hallway.)
    
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    COIN LISTING                                                             [CNLS]
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    MISSION 1: A LONG DAY IN DUNWALL |
    _________________________________|
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     The first part available is the tower's interior, composed of an upstairs
     area (bedrooms, bathrooms, etc.) and a downstairs lounge and throne room.
     To enter the safe room, one must reclaim the stolen signet ring from Ramsey,
     either by killing or KOing him.
      _____ ___________                                ________________________
     | AMT | TOTAL AMT |______________________________/ DUNWALL TOWER INTERIOR |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |  10 |   10/1490 | Bedroom, pouch in cabinet                               |
     |  10 |   20/1490 | Bedroom, pouch in cabinet (by safe room entrance)       |
     |  15 |   35/1490 | Closet by bathroom; bath salts on shelf                 |
     |   3 |   38/1490 | Bathroom, in cabinet                                    |
     |  15 |   53/1490 | Bathroom, bath salts in cabinet                         |
     |  15 |   68/1490 | Bathroom, bath salts in other cabinet                   |
     |   1 |   69/1490 | Library, on book stand near bathroom corridor entrance  |
     |   2 |   71/1490 | Library, cabinet by stairwell                           |
     |-----+-----------|---------------------------------------------------------|
     |  10 |   81/1490 | Library, downstairs cabinet (light pouch) by stairwell  |
     |   3 |   84/1490 | Library, downstairs table by slain maid                 |
     |  20 |  104/1490 | ENEMY: held by Mortimer Ramsey                          |
     |-----+-----------+---------------------------------------------------------|
     |   4 |  108/1490 | Safe room, cabinet by bedroom entrance                  |
     | 150 |  258/1490 | Safe room, gold ingot in safe                           |
     |_____|___________|_________________________________________________________|
    
     The streets area is the actual road leading from Dunwall Tower to the far
     east pub/pier area. Between those places are several derelict apartments and
     a few explorable establishments (Dunwall Courier, Boyle Industries).
      _____ ___________                                       _________________
     | AMT | TOTAL AMT |_____________________________________/ DUNWALL STREETS |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | 200 |  458/1490 | Tower hallway (Custis, Morgan and the Postulate Child)  |
     |   4 |  462/1490 | Tower hallway; coins on table near balcony door         |
     |  10 |  472/1490 | ENEMY: held by first outdoor guard encountered          |
     |-----+-----------|---------------------------------------------------------|
     |  10 |  482/1490 | ENEMY: street guard by castle entrance                  |
     |   2 |  484/1490 | Armory by castle entrance; coin on table                |
     |  10 |  494/1490 | Armory by castle entrance; copper wire on shelf         |
     |-----+-----------|---------------------------------------------------------|
     |   4 |  498/1490 | Galvani's apartment, coins on hallway cabinet           |
     |  10 |  508/1490 | Galvani's apartment, copper wire on fireplace cabinet   |
     | 200 |  708/1490 | Galvani's apt. (The Obtuse Arguments of Lady Boyle)     |
     | 150 |  858/1490 | Galvani's apartment, silver ingots in safe              |
     |  10 |  868/1490 | Robbed apartment, pouch in hallway cabinet              |
     |  50 |  918/1490 | Robbed apartment, umberwood fish statue on desk         |
     |   4 |  922/1490 | Robbed apartment, coins in cabinet near fireplace       |
     |  15 |  937/1490 | Robbed apartment, lucky sphalerite on table             |
     |-----+-----------|---------------------------------------------------------|
     |   3 |  940/1490 | Crumbling apartment, coins on overturned shelf          |
     |  10 |  950/1490 | ENEMY: street patroller near Boyle Industries           |
     |   4 |  954/1490 | Streets, booth coins before Boyle Industries approach   |
     |   7 |  961/1490 | Streets, booth coins in front of Boyle Industries       |
     |-----+-----------|---------------------------------------------------------|
     |  50 | 1011/1490 | Dunwall Courier, umberwood whale statue in 1F office    |
     |  10 | 1021/1490 | ENEMY: Guard on top floor of Dunwall Courier            |
     |  50 | 1071/1490 | Dunwall Courier, star chart in 3F records room          |
     |-----+-----------|---------------------------------------------------------|
     |  10 | 1081/1490 | ENEMY: Boyle Industries 1F guardsman                    |
     |  50 | 1131/1490 | Boyle Industries 1F; hound statue in display case       |
     |  27 | 1158/1490 | Boyle Industries 1F; bunch of coins in a display case   |
     |   4 | 1162/1490 | Boyle Industries 1F; coins on table in back room        |
     |   3 | 1165/1490 | Boyle Industries 1F; safe in back room                  |
     |  10 | 1175/1490 | Boyle Industries 1F; safe in back room                  |
     |  20 | 1195/1490 | Boyle Industries 1F; safe (tyvian ore) in back room     |
     |  10 | 1205/1490 | Boyle Industries 1F; safe (pouch) in back room          |
     |   2 | 1207/1490 | Boyle Industries 1F; on cashier-area scale              |
     |   4 | 1211/1490 | Boyle Industries 1F; in cashier-area register           |
     |   7 | 1218/1490 | Boyle Industries 1F; in cashier-area register           |
     |  15 | 1233/1490 | Boyle Industries 2F; lucky sphalerite in office display |
     |  10 | 1243/1490 | Boyle Industries 2F; pouch in cabinet by office desk    |
     |   5 | 1248/1490 | Boyle Industries 2F; coins on office desk               |
     |-----+-----------|---------------------------------------------------------|
     |  10 | 1258/1490 | Off-street fish market, whale oil by cash register      |
     |   4 | 1262/1490 | Off-street fish market, coins by wine market entrance   |
     |   5 | 1267/1490 | 3F apartment by fish market, coin on fireplace mattress |
     |   4 | 1271/1490 | 3F apartment by fish market, coins on bathroom sink     |
     |   5 | 1276/1490 | 3F apartment by fish market, coins in drawer (by exit)  |
     |-----+-----------|---------------------------------------------------------|
     |  10 | 1286/1490 | ENEMY: guard on pub's street                            |
     |  10 | 1296/1490 | ENEMY: guard on pub's street                            |
     |  10 | 1306/1490 | Pub's street, pouch in small booth near entrance gate   |
     |   3 | 1309/1490 | Pub's street, coins on fish market stall's counter      |
     |   5 | 1314/1490 | Pub's street, coins on metal crate by pier stairway     |
     |   4 | 1318/1490 | Pub's street, in manned guard booth                     |
     |   3 | 1321/1490 | Pub's street, coins on crate by manned guard booth      |
     |  10 | 1331/1490 | Small junkyard; whale oil on workbench                  |
     |   5 | 1336/1490 | Small junkyard; coins on crate opposite workbench       |
     |  20 | 1356/1490 | Small junkyard; copper wire (2) on shelf by civilian    |
     |-----+-----------|---------------------------------------------------------|
     |   4 | 1360/1490 | Black Pony Pub; coins on table                          |
     |  10 | 1370/1490 | Black Pony Pub; civilian woman's pouch                  |
     |  10 | 1380/1490 | Black Pony Pub; barkeep's pouch                         |
     |   9 | 1389/1490 | Black Pony Pub; cash register's coins                   |
     |  10 | 1399/1490 | ENEMY: Carried by Hatter in pier area behind the pub    |
     |   4 | 1403/1490 | Pub's Hatter area; coins on outdoor table               |
     |   3 | 1406/1490 | Pub's Hatter area; coins on outdoor table               |
     |  50 | 1456/1490 | Pub's Hatter area; star chart in pub storage room       |
     |   4 | 1460/1490 | Pub's Hatter area; coins next to star chart             |
     |  10 | 1470/1490 | Pub's Hatter area; copper wire on storage room table    |
     |-----+-----------|---------------------------------------------------------|
     |   5 | 1480/1490 | Warehouse pier; coin underneath building's oil silo     |
     |   5 | 1490/1490 | Warehouse pier; on rock by beach's sewer grate          |
     |  10 | 1490/1490 | Dreadful Wale ship; copper wire on upper deck           |
     |_____|___________|_________________________________________________________|
    
    _____________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
    MISSION 2: EDGE OF THE WORLD |=================================================
    _____________________________|
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     There are 3334 coins available by default, with an extra 2520 available via
     these circumstances:
    
     [+0500] player has Digital Imperial Assassin's Pack installed
     [+0020] player begins in high chaos
     [+2000] player refuses Outsider's powers (all runes count as 200 coins/per)
    
     The post-mission overview often has erroneous totals for available coins,
     showing 4234 or 5154. Ignore those tallies. (This may be fixed in upcoming
     patches, but as of 1/16/2017, it still exists.)
      _____ ___________                                     ___________________
     | AMT | TOTAL AMT |___________________________________/ THE DREADFUL WALE |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | 100 |  100/3334 | Corvo's quarters, automatically acquired with crossbow  |
     |  30 |  130/3334 | Belowdecks, copper wire (3) in locked storage room      |
     |   5 |  135/3334 | Belowdecks, bloodfly husk in Sokolov's bloodfly display |
     |_____|___________|_________________________________________________________|
      • The 500-coin DLC cache is obtained here.
    
      _____ ___________                  ______________________________________
     | AMT | TOTAL AMT |________________/ DOCKYARD QUARTER - NEUTRAL TERRITORY |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |  10 |  145/3334 | NPC: dock worker near sunken boat                       |
     |  30 |  175/3334 | Docks, ivory scrimshaw in sunken boat                   |
     |  10 |  185/3334 | Docks, coins in sunken boat (same one with scrimshaw)   |
     |  10 |  195/3334 | Docks, copper wire in rowboat sitting on center pier    |
     |  10 |  205/3334 | Docks, whale oil on table near 1st whale                |
     |  10 |  215/3334 | NPC: civilian wandering near 1st whale                  |
     |  10 |  225/3334 | NPC: civilian wandering near 1st whale                  |
     |  20 |  245/3334 | Docks, moored boat near 1st whale; pouch under bunk     |
     |  50 |  295/3334 | Docks, moored boat near 1st whale; map near audiograph  |
     |   2 |  297/3334 | Docks, coins on walkway table near 2nd whale            |
     |  10 |  307/3334 | Docks, copper wire in sunken rowboat by 2nd whale       |
     |  20 |  327/3334 | NPC: Male civilian wandering near bar                   |
     |   3 |  330/3334 | Docks, coins in flowerpot (on balcony overlooking bar)  |
     |   2 |  332/3334 | Docks, coins on crate by bar (under awning by ramp)     |
     |   3 |  335/3334 | Docks, Alistair's office; coins on desk                 |
     | 100 |  435/3334 | Docks, Alistair's office; blood amber statue in safe    |
     | 200 |  635/3334 | Docks, artist's apartment (Isometry of High Overseer)   |
     |  20 |  655/3334 | Docks, artist's apartment; pouch on mattress            |
     |  10 |  665/3334 | Docks, wire on crate in front of black market building  |
     |-----+-----------+---------------------------------------------------------|
     |  20 |  685/3334 | NPC: Black Market 1F (later relocates to bldg's street) |
     |  10 |  695/3334 | Black Market, 1F; copper wire on cargo by distillery    |
     |  20 |  715/3334 | Black Market, 2F; pouch on apartment's desk             |
     |  30 |  745/3334 | Black Market, 3F; scrimshaw on shelf by stairway        |
     |  20 |  765/3334 | Black Market, 3F; withered ryegrass in bedroom          |
     |  10 |  775/3334 | Black Market area, 3F; silver dust in apt. above Mindy  |
     |   2 |  777/3334 | Black Market area; coins on board above back entrance   |
     |-----+-----------+---------------------------------------------------------|
     |  10 |  787/3334 | NPC: on blue triangular bldg.'s roof by black market    |
     |  10 |  797/3334 | Streets; whale oil on workbench                         |
     |  10 |  807/3334 | Streets; copper wire in NPC's work area                 |
     |  10 |  817/3334 | Streets; whale oil in dumpster alley (on 2F plank)      |
     |  10 |  827/3334 | Streets; angelfish scales on below-balcony table        |
     |  40 |  867/3334 | Streets; pearl fan on balcony                           |
     |-----+-----------+---------------------------------------------------------|
     |   4 |  871/3334 | Bloodfly apartment, 1F; coins on table in bar area      |
     |  25 |  896/3334 | Bloodfly apartment, 1F; blood amber (bedroom-area nest) |
     |   3 |  899/3334 | Bloodfly apartment, 1F; coins on bedroom-area desk      |
     |  15 |  914/3334 | Bloodfly apartment, 1F; sphalerite on bedroom shelf     |
     |  30 |  944/3334 | Bloodfly apartment, 1F; coins on corpse in stairwell    |
     |  25 |  969/3334 | Bloodfly apartment, 2F; blood amber (stairwell nest)    |
     |  20 |  989/3334 | Bloodfly apartment, 2F; tyvian ore by bonecharm/nest    |
     |  10 |  999/3334 | Bloodfly apartment, 2F; whale oil by bonecharm/nest     |
     |  30 | 1029/3334 | Bloodfly apartment, 3F; floor pouch in 3-corpse room    |
     |  30 | 1059/3334 | Bloodfly apartment, 3F; floor scrimshaw @ 3-corpse room |
     |  25 | 1084/3334 | Bloodfly apartment, 2F; blood amber (piano room nest)   |
     |  10 | 1094/3334 | Bloodfly apartment, 2F; pied avocet feathers @ bedroom  |
     |   5 | 1099/3334 | Bloodfly apartment, 4F; husk in nest keeper's apartment |
     |-----+-----------+---------------------------------------------------------|
     |  20 | 1119/3334 | Black Market bldg, shop area; whale oil (2) on shelf    |
     |  40 | 1159/3334 | Black Market bldg, shop area; copper wire (4) on shelf  |
     |  11 | 1170/3334 | Black Market bldg, shop area; coins in cash register    |
     |  75 | 1245/3334 | Black Market bldg, shop area; silver ingot by register  |
     |_____|___________|_________________________________________________________|
    
      _____ ___________                  ______________________________________
     | AMT | TOTAL AMT |________________/ DOCKYARD QUARTER - HOSTILE TERRITORY |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |  10 | 1255/3334 | NPC: pouch carried by guard nearest windmill/turbine    |
     |  10 | 1265/3334 | NPC: pouch carried by guard harassing merchant          |
     |   6 | 1271/3334 | Wall of light area; coins on table in front of Wall     |
     | 100 | 1371/3334 | Wall of light area; redshark statue in booth by Wall    |
     |   2 | 1373/3334 | Wall of light area; two coins on street table's scales  |
     |   8 | 1381/3334 | Wall of light area; coins in market cash register       |
     |  10 | 1391/3334 | Wall of light area; pouch in room directly above Wall   |
     |  10 | 1401/3334 | Overseer apartment; pied avocet feathers on desk        |
     |  20 | 1421/3334 | Overseer apartment; withered ryegrass in flowerpot      |
     | 200 | 1621/3334 | Overseer apartment (The Outsider in Conditional Dreams) |
     |_____|___________|_________________________________________________________|
    
      _____ ___________                      __________________________________
     | AMT | TOTAL AMT |____________________/ CANAL SQUARE - HOSTILE TERRITORY |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |  10 | 1631/3334 | GUARD: sloping street parallel to canal (immobile)      |
     |  10 | 1641/3334 | GUARD: patrolman on sloping street parallel to canal    |
     |  20 | 1661/3334 | NPC: black-clothed woman standing on canal street       |
     |  10 | 1671/3334 | Street parallel to canal; wire in bloodfly dumpster     |
     |   5 | 1676/3334 | Canal doctor's office; bloodfly husk on countertop      |
     |  16 | 1692/3334 | Canal walkway; coins on table next to 3 whipping posts  |
     |   5 | 1697/3334 | Canal walkway; coin in front of whipping post victim    |
     |  10 | 1707/3334 | NPC: woman in black pants by Overseer Outpost crane     |
     |   8 | 1715/3334 | Barber shop by Overseer Outpost; coins in register      |
     |  15 | 1730/3334 | Barber shop by Overseer Outpost; salts in bathroom      |
     |  15 | 1745/3334 | Pawn shop alley; salts in pawn shop's window            |
     |  20 | 1765/3334 | Pawn shop alley; corpse pouch (HIGH CHAOS ONLY)         |
     |  60 | 1825/3334 | Pawn shop alley; heavy pouches (2) in crate by sofa     |
     |-----+-----------+---------------------------------------------------------|
     |  30 | 1855/3334 | Overseer Outpost, 1F; scrimshaw behind reception desk   |
     |  10 | 1865/3334 | GUARD: Overseer on 3F, usually standing by dining table |
     |  10 | 1875/3334 | Overseer Outpost, 3F; whale oil near dining area guard  |
     |   4 | 1879/3334 | Overseer Outpost, 3F; coins on prayer room book stand   |
     | 200 | 2079/3334 | Overseer Outpost, 3F (Vice Overseer's Predicate Logic)  |
     | 225 | 2304/3334 | Overseer Outpost, 3F; ingots (3) in office safe         |
     |  10 | 2314/3334 | GUARD: 4F guard talking about Byrne arriving            |
     |   5 | 2319/3334 | Overseer Outpost, 4F; coins on interrogation rm. table  |
     |-----+-----------+---------------------------------------------------------|
     |  20 | 2339/3334 | Dentist bldg., Silvio's apt.; feathers (2) in bedroom   |
     |  10 | 2349/3334 | Dentist bldg., Silvio's apt.; husks (2) in bedroom      |
     |  20 | 2369/3334 | Dentist bldg., Silvio's apt.; ryegrass in bedroom       |
     |  40 | 2409/3334 | Dentist bldg., Silvio's apt.; pearl fan in bedroom      |
     |_____|___________|_________________________________________________________|
    
      _____ ___________                                ________________________
     | AMT | TOTAL AMT |______________________________/ ADDERMIRE STATION AREA |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |   5 | 2414/3334 | Marketplace; coin on sofa at Mindy's burial spot        |
     |  10 | 2424/3334 | NPC: pouch carried by female cook in marketplace        |
     |  20 | 2444/3334 | Marketplace; wire (2) in shuttered shopfront area       |
     |  10 | 2454/3334 | Marketplace; whale oil in shuttered shopfront area      |
     | 100 | 2554/3334 | Marketplace; blood amber statue at open vendor's stall  |
     |   3 | 2557/3334 | Marketplace; cash register coins (amber statue stall)   |
     |   3 | 2560/3334 | Marketplace; coins at makeshift bed (station stairway)  |
     |-----+-----------+---------------------------------------------------------|
     |   4 | 2564/3334 | Safe shop, 1F; coins in cash register                   |
     | 300 | 2864/3334 | Safe shop, 1F; ingots (3) in safe                       |
     | 200 | 3064/3334 | Hypatia's apartment (Hypatia's Projective Gaze)         |
     |  15 | 3079/3334 | Hypatia's apartment; salts in bathroom cupboard         |
     |  15 | 3094/3334 | Hypatia's apartment; salts in bathroom's other cupboard |
     | 100 | 3194/3334 | Hypatia's apartment; bloodfly statue on a desk          |
     |  40 | 3234/3334 | Hypatia's apartment; pearl fan by sofa's table          |
     |-----+-----------+---------------------------------------------------------|
     |  10 | 3244/3334 | GUARD: Addermire Station, 1F lobby reception desk       |
     |  10 | 3254/3334 | GUARD: Addermire Station, locker room                   |
     |  20 | 3274/3334 | Addermire Station, 1F locker room; pouch in a locker    |
     |  50 | 3324/3334 | Addermire Station, 2F; chart in sleeping guard's room   |
     |  10 | 3334/3334 | Addermire Station, 2F; on an cot in sleeping area       |
     |  10 | 3344/3334 | GUARD: Addermire Station, 2F interior (at work desk)    |
     |  10 | 3354/3334 | GUARD: Addermire Station, by carriage one must board    |
     |_____|___________|_________________________________________________________|
    
    ___________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
    MISSION 3: THE GOOD DOCTOR |===================================================
    ___________________________|
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     ¹ - only obtainable after getting Dr. Hypatia's Key
     ² - only obtainable after getting Hamilton's Key
    
     Unlike the previous mission, which can be easily divided into segments of
     neutrality and hostility, Addermire is basically a huge multi-floor building.
     Some loot-filled areas require keys to enter, causing some backtracking. I'll
     denote which places require it.
      _____ ___________                ________________________________________
     | AMT | TOTAL AMT |______________/ ADDERMIRE INSTITUTE - EXTERIOR (FRONT) |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |   2 |    2/2206 | Carriage area; coin under left-side bench               |
     |   2 |    4/2206 | Carriage area; coin on suitcase by right-side ramp      |
     |   5 |    9/2206 | Carriage area; coin in open suitcase by mannequin       |
     |   1 |   10/2206 | Carriage area; cliff coin by pipe (near broken railing) |
     |  50 |   60/2206 | Ship below rails; Red Shoulder Route chart in cabin     |
     |  17 |   77/2206 | Ship below rails; pouch/coins by cabin chart            |
     |   2 |   79/2206 | Carriage area, fountain area; coins in fountain         |
     |   2 |   81/2206 | Carriage area, fountain area; coin by triangular duffel |
     |   4 |   85/2206 | Carriage area, fountain area; coins by fountain crank   |
     |  10 |   95/2206 | Front entrance area, guard booth; pouch on countertop   |
     |   2 |   97/2206 | Front entrance area, guard booth; floor coin by safes   |
     |   2 |   99/2206 | Front entrance area, right side; coin by suitcase stack |
     |   2 |  101/2206 | Front entrance area, right side; in a walkway suitcase  |
     |   1 |  102/2206 | Front entrance area, right side; coin by large roots    |
     |_____|___________|_________________________________________________________|
      • For the coin tangled in roots, see this pic: [i.imgur.com/fzyBNwM.jpg]
    
      _____ ___________                     ___________________________________
     | AMT | TOTAL AMT |___________________/ ADDERMIRE INSTITUTE - 1F INTERIOR |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |  10 |  112/2206 | GUARD: main lobby, usually leaning on rail              |
     |  20 |  132/2206 | GUARD: elite guard (red-shirted) by wall of light       |
     |  10 |  142/2206 | NPC: woman talking with elite guard by wall of light    |
     |   5 |  147/2206 | Main lobby, left side; in blue bowl on debris pile      |
     |   4 |  151/2206 | Main lobby, left side; coins in guard booth             |
     | 200 |  351/2206 | Main lobby, center (Duke Abele's Propositional State)   |
     |  15 |  366/2206 | Main lobby, right side; lucky sphalerite @ display case |
     |  20 |  386/2206 | Main lobby, right side; tyvian ore in display case      |
     |-----+-----------+---------------------------------------------------------|
     |   5 |  391/2206 | Abandoned wing; bloodfly husk in locker by window entry |
     |  10 |  401/2206 | Abandoned wing; whale oil in locker by window entry     |
     |  12 |  413/2206 | Abandoned wing; copper wire and coin in a locker        |
     |  50 |  463/2206 | Abandoned wing; archipelago map on a table              |
     |  10 |  473/2206 | Abandoned wing; light pouch on bench                    |
     |   2 |  475/2206 | Abandoned wing; coin in shut locker                     |
     |   2 |  477/2206 | Abandoned wing; two coins in locker                     |
     |-----+-----------+---------------------------------------------------------|
     |  10 |  487/2206 | NPC: waiter in dining area's kitchen                    |
     |  15 |  502/2206 | Dining area, kitchen; pouch/coin on tray near waiter    |
     |  20 |  522/2206 | Dining area, kitchen; w. ryegrass on weighting scale    |
     |  10 |  532/2206 | Dining area, kitchen storeroom; pouch on a desk         |
     |  10 |  542/2206 | Dining area, main hall; pouch on table by windows       |
     |  30 |  572/2206 | Dining area, bathroom; bathing salts (2) in/on a sink   |
     |-----+-----------+---------------------------------------------------------|
     |  10 |  582/2206 | Consultations wing, hallway; pouch on table w/ plantain |
     |   3 |  585/2206 | Consultations wing, hallway; coins in sitting area desk |
     |  10 |  595/2206 | Consultations wing, cage storage room; w. oil in desk   |
     |  10 |  605/2206 | Consultations wing, lounge; whale oil on booze shelf    |
     |  11 |  616/2206 | Consultations wing, lounge; coin & c. wire in locker    |
     |  13 |  629/2206 | Consultations wing, lounge; coins & c.wire in open safe |
     |  10 |  639/2206 | Consultations wing, barracks; pouch between the cots    |
     |   3 |  642/2206 | Consultations wing, barracks; coins in case atop cot    |
     |  10 |  652/2206 | Consultations wing, barracks; wire @ eye-washing device |
     |_____|___________|_________________________________________________________|
      • The female civilian arguing by the wall of light may be taken off to the
        Consultations Wing (low chaos) rather than being sucker-punched by the
        guard in blue (high chaos). In the latter case, she'll just be left where
        she falls, unconscious.
    
      _____ ___________                     ___________________________________
     | AMT | TOTAL AMT |___________________/ ADDERMIRE INSTITUTE - 2F INTERIOR |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |  18 |  670/2206 | Elevator hall; coin/pouch on guards' stairway dice mat  |
     |  20 |  690/2206 | Elevator hall; pouch on sitting area table              |
     |-----+-----------+---------------------------------------------------------|
     |   3 |  693/2206 | Main hall, 2F balcony; coins in bookstand/shelf         |
     |  16 |  709/2206 | Main hall, 2F balcony; salts+coin in open suitcase      |
     |  14 |  723/2206 | Disease Treatment, abandoned area; loot in safe #2      |
     |  10 |  733/2206 | Disease Treatment, abandoned area; feathers on a desk   |
     |  85 |  818/2206 | Disease Treatment, abandoned area; wire/ingot @ safe #2 |
     |-----+-----------+---------------------------------------------------------|
     |  10 |  828/2206 | Salon, main area; wire in cabinet by entrance           |
     |   4 |  832/2206 | Salon, main area; coins on sitting area booze table     |
     | 100 |  932/2206 | Salon, main area; amber cigar box by window desk        |
     |   2 |  934/2206 | Salon, boarded-up room in back; coin by playing cards   |
     |-----+-----------+---------------------------------------------------------|
    ¹|  10 |  944/2206 | Disease Treatment, Hamilton's cell; pouch near his key  |
    ¹|  10 |  954/2206 | Disease Treatment, Hamilton's cell; wire on a table     |
    ¹|   2 |  956/2206 | Disease Treatment, Vasco's office; coin on desk         |
    ¹|  30 |  986/2206 | Disease Treatment, Vasco's office; scrimshaw in display |
    ¹|  75 | 1061/2206 | Disease Treatment, Vasco's office; s. ingot in display  |
     |-----+-----------+---------------------------------------------------------|
    ¹| 200 | 1261/2206 | Hypatia's lab area (I Regard Her, Within and Without)   |
    ¹|   1 | 1262/2206 | Hypatia's lab, near Vasco's cot; coin in a locker box   |
     |_____|___________|_________________________________________________________|
    
      _____ ___________                     ___________________________________
     | AMT | TOTAL AMT |___________________/ ADDERMIRE INSTITUTE - 3F INTERIOR |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |   1 | 1263/2206 | Elevator hall, matron's office; coin on desk            |
     |  30 | 1293/2206 | Elevator hall, matron's office; salts (2) in sink area  |
     |   5 | 1298/2206 | West terrace; coins on card table behind crate stack    |
     |-----+-----------+---------------------------------------------------------|
    ¹|  25 | 1323/2206 | Recuperation wing; blood amber (nest near entrance)     |
    ¹|  21 | 1344/2206 | Recuperation wing; bathing salts + coins in showers     |
    ¹|   5 | 1349/2206 | Recuperation wing; husk on cabinet near 1st nest        |
    ¹|   5 | 1354/2206 | Recuperation wing; floor husk by other nearby cabinet   |
    ¹|  25 | 1379/2206 | Recuperation wing; blood amber (nest by tanning boxes)  |
    ¹|   5 | 1384/2206 | Recuperation wing; coin under bed in area's middle cell |
    ¹|  25 | 1409/2206 | Recuperation wing; blood amber (nest by far exit)       |
     |_____|___________|_________________________________________________________|
    
      _____ ___________         _______________________________________________
     | AMT | TOTAL AMT |_______/ ADDERMIRE INSTITUTE - 4F INTERIOR & ROOF AREA |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | 100 | 1509/2206 | Hypatia's office; amber deck prism on window cabinet    |
     | 150 | 1659/2206 | Hypatia's office; gold ingot hidden behind shelf books  |
     |  55 | 1714/2206 | Hypatia's office; salts + pearl fan in sink area        |
     |-----+-----------+---------------------------------------------------------|
     |  15 | 1729/2206 | Private room block, shrine area; whale oil in cabinet   |
     |  10 | 1739/2206 | Private room block, shrine area; feathers on a table    |
     |  10 | 1749/2206 | Private room block, shrine area; salts above a sink     |
     |  40 | 1789/2206 | Private room block; pearl fan (room next to the shrine) |
     |_____|___________|_________________________________________________________|
    
      _____ ___________         _______________________________________________
     | AMT | TOTAL AMT |_______/ ADDERMIRE INSTITUTE - 5F INTERIOR & ROOF AREA |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |  23 | 1812/2206 | Outdoor-accessed lift area; wire (2) + coins by rune    |
     |   2 | 1814/2206 | Roof; two coins in bird nest (Addermire's highest pt.)  |
    ²|  10 | 1824/2206 | Hamilton's quarters; copper wire on a shelf             |
    ²|  10 | 1834/2206 | Hamilton's quarters; copper wire on blueprint's table   |
    ²|  15 | 1849/2206 | Hamilton's quarters; bathing salts in sink cabinet      |
    ²|   7 | 1856/2206 | Hamilton's quarters; coins on desk (by typewriter)      |
     |_____|___________|_________________________________________________________|
    
      _____ ___________               _________________________________________
     | AMT | TOTAL AMT |_____________/ ADDERMIRE INSTITUTE - B1 LOST AND FOUND |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | 150 | 2006/2206 | Gold ingot in cabinet, by the rune                      |
     | 200 | 2206/2206 | By a console (Anton Sokolov in Subtractive Light)       |
     |_____|___________|_________________________________________________________|
      • To access the basement, climb onto the 4F private housing building, then
        enter the main tower (contains Hypatia's office and Hamilton's quarters)
        via the exterior shutter. In this elevator maintenance room, call the
        lift up, then shoot one of the red connectors anchoring its cables in
        place. Breaking one soon causes the lift to crash through 1F, revealing an
        otherwise inaccessible basement.
    
     There are no coins in the 1F exterior area containing the docks.
    
    _________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
    MISSION 4: THE CLOCKWORK MANSION |=============================================
    _________________________________|
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     The game may erroneously give a higher value for coins in this fight (4905,
     for instance).
    
      _____ ___________                                     ___________________
     | AMT | TOTAL AMT |___________________________________/ THE DREADFUL WALE |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | 100 |  100/4802 | Belowdecks, player's quarters; pouch on table           |
     |   3 |  103/4802 | Belowdecks, planning room; coins on table               |
     |_____|___________|_________________________________________________________|
      • The 100-coin pouch only appears if Hypatia survived "The Good Doctor," as
        Meagan got the funds from selling junk to make room. If Hypatia died, the
        cargo room remains full of crates and other crap (meaning no Addermire
        Solution crates and other stuff the doctor would've brought with).
    
      _____ ___________                                 _______________________
     | AMT | TOTAL AMT |_______________________________/ LOWER AVENTA DISTRICT |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |  10 |  113/4802 | Meagan's sewers; copper wire in corridor locker         |
     |  13 |  126/4802 | Meagan's sewers; whale oil + coins in corridor locker   |
     |  10 |  136/4802 | Meagan's sewers, outside; oil in locker by workbench    |
     |  20 |  156/4802 | Meagan's sewers, outside; tyvian ore in little garage   |
     |-----+-----------+---------------------------------------------------------|
     |  10 |  166/4802 | NPC: sweeping sidewalk in front of 1st bloodfly apt.    |
     |  25 |  191/4802 | 1st Bloodfly Apt, 2F; blood amber (stairwell nest)      |
     |  15 |  206/4802 | 1st Bloodfly Apt, 2F; sphalerite by desk/blackboard     |
     |  22 |  228/4802 | 1st Bloodfly Apt, 2F; pouch/coins in desk by windows    |
     |   5 |  233/4802 | 1st Bloodfly Apt, 2F; bloodfly husk near dead body      |
     |  15 |  248/4802 | 1st Bloodfly Apt, 3F; salts in sink cabinet             |
     |  15 |  263/4802 | 1st Bloodfly Apt, 3F; sphalerite in bedroom's display   |
     |-----+-----------+---------------------------------------------------------|
     |  25 |  288/4802 | Bonville's 3F office; coins/pouch on table near globe   |
     | 150 |  438/4802 | Bonville's 3F office; war medal on desk                 |
     | 200 |  638/4802 | Bonville's 3F office (Ramsey's Stochastic Eyes)         |
     |-----+-----------+---------------------------------------------------------|
     |  20 |  658/4802 | GUARD: elite (red-shirted) guy in street guard booth    |
     |  10 |  668/4802 | GUARD: patrolling sidewalk near Aventa Station          |
     |  10 |  678/4802 | Aventa Station alley; angelfish scales on outer counter |
     |  20 |  698/4802 | NPC: Howler waiting behind Aventa Station (plain sight) |
     |  10 |  708/4802 | NPC: Ambush Howler waiting behind Aventa Station        |
     |  10 |  718/4802 | NPC: Ambush Howler waiting behind Aventa Station        |
     |  20 |  738/4802 | Howler alley, coins in alley cabinet (by rune)          |
     |-----+-----------+---------------------------------------------------------|
     |  15 |  753/4802 | Alley apartment, 2F; bathing salts in sink              |
     |  11 |  764/4802 | Alley apartment, 2F; coins in cash register             |
     | 165 |  929/4802 | Alley apartment, 2F; ingot (2) + sphalerite in safe     |
     |  15 |  944/4802 | Alley apartment, 3F; bathing salts in sink              |
     |  50 |  994/4802 | Alley apartment, 3F; Bango Coastline chart on a desk    |
     | 200 | 1194/4802 | Alley apartment, 3F (The Spymaster's Axis of Asymmetry) |
     |-----+-----------+---------------------------------------------------------|
     |  20 | 1214/4802 | GUARD: Aventa Station's newly arrived elite guard       |
     |  10 | 1224/4802 | GUARD: Aventa Station's newly arrived normal guard      |
     | 171 | 1395/4802 | Aventa Station, ticket booth; 171 coins/ingots in safe  |
     |  11 | 1406/4802 | Aventa Station, ticket booth; coins in cash register #1 |
     |   4 | 1410/4802 | Aventa Station, ticket booth; coins in cash register #2 |
     |-----+-----------+---------------------------------------------------------|
     |  20 | 1430/4802 | Black market street; copper wire (2) in a dumpster      |
     |  14 | 1444/4802 | Black market street; coins/pouch on 2F terrace          |
     |  40 | 1484/4802 | Black market street; ryegrass (2) on sidewalk shelf     |
     |  20 | 1504/4802 | 2nd Bloodfly Apt, 4F; pouch by balcony-entrance nest    |
     |  40 | 1544/4802 | 2nd Bloodfly Apt, 4F; ryegrass (2) in small bedroom     |
     |  15 | 1559/4802 | 2nd Bloodfly Apt, 4F; bathing salts on bathroom shelf   |
     |   5 | 1564/4802 | 2nd Bloodfly Apt, 4F; bloodfly husk in bathroom         |
     |  40 | 1604/4802 | 2nd Bloodfly Apt, 1F shop; tyvian ore (2) in locker     |
     |  20 | 1624/4802 | NPC: Burglar in 2nd bloodfly apartment's basement       |
     |  10 | 1634/4802 | NPC: Burglar in 2nd bloodfly apartment's basement       |
     |  10 | 1644/4802 | 2nd Bloodfly Apt, B1; copper wire in locker             |
     |  10 | 1654/4802 | 2nd Bloodfly Apt, B1; copper wire on workbench shelf    |
     |  10 | 1664/4802 | NPC: Black market shopkeeper                            |
     |   8 | 1672/4802 | Black market, back room; coins in cash register         |
     | 161 | 1833/4802 | Black market, back room; ingots (2) and coins in safe   |
     |_____|___________|_________________________________________________________|
      • To get items in Aventa Station's ticket booth, acquire its key from the
        black market (legit purchase or rob it). It can't be accessed otherwise.
    
      _____ ___________                                 _______________________
     | AMT | TOTAL AMT |_______________________________/ UPPER AVENTA DISTRICT |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |  20 | 1853/4802 | GUARD: elite (red-shirted) guard in station area        |
     |  20 | 1873/4802 | GUARD: normal street guard in station area              |
     |  10 | 1883/4802 | GUARD: normal street patroller in station area          |
     |-----+-----------+---------------------------------------------------------|
     |  20 | 1903/4802 | GUARD: Grand Guard Office, 1F (sitting at front desk)   |
     |  10 | 1913/4802 | GUARD: Grand Guard Office, 1F (walking in desk area)    |
     |  16 | 1929/4802 | Grand Guard Office, 1F; pouch/coins on desk             |
     |  10 | 1939/4802 | GUARD: Grand Guard Office, 2F (walking around)          |
     |  20 | 1959/4802 | GUARD: Grand Guard Office, 2F (goes to sit at a desk)   |
     |  12 | 1971/4802 | Grand Guard Office, 2F; pouch/coins by bonecharm table  |
     |   5 | 1976/4802 | Grand Guard Office, 2F; coins on desk nearest a door    |
     |  50 | 2026/4802 | Grand Guard Office, 3F; Old Lamprow map on table        |
     |  30 | 2056/4802 | GUARD: Grand Guard Office, 3F (sleeping by meeting rm.) |
     |-----+-----------+---------------------------------------------------------|
     |  10 | 2066/4802 | GUARD: wall of light area (near side)                   |
     |  10 | 2076/4802 | GUARD: wall of light area (far side)                    |
     |  20 | 2096/4802 | GUARD: wall of light area (veteran on far side)         |
     |  10 | 2106/4802 | GUARD: wall of light area (far side)                    |
     |  17 | 2123/4802 | Apartment, 1F; pouch/coins in workbench room            |
     | 150 | 2273/4802 | Apartment, 2F; hound statue on dining-room shelf        |
     |  20 | 2293/4802 | NPC: male in 2F apartment                               |
     |  30 | 2323/4802 | NPC: female in 2F apartment                             |
     | 200 | 2523/4802 | Bloodfly apt. (Jindosh Considers an Odd Numerator)      |
     |  10 | 2533/4802 | Mansion approach; pouch under body at rail pylon's base |
     |  40 | 2573/4802 | Mansion approach; tyvian ore (2) in pipe @ pylon base   |
     |_____|___________|_________________________________________________________|
      • In high chaos, the 2F apartment flat containing a small family/maid will
        be a bloodfly den with the NPCs dead. In that case, any pouches are found
        on corpses.
    
     Technically the Atrium is on 2F, but I put it in this section anyway.
      _____ ___________                                  ______________________
     | AMT | TOTAL AMT |________________________________/ JINDOSH MANSION - 1F |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |  10 | 2583/4802 | Lobby 1F, lever room; angelfish scales in cabinet       |
     |  10 | 2593/4802 | Lobby 3F, above roof; whale oil on locker               |
     |   4 | 2597/4802 | Lobby 3F, above roof; coins in maintenance-area drawer  |
     |-----+-----------+---------------------------------------------------------|
     |  10 | 2607/4802 | Atrium, below floor; copper wire on crate               |
     |  13 | 2620/4802 | Atrium, below floor; wire+coins by southwest pipes      |
     |   5 | 2625/4802 | Atrium, in ceiling; bloodfly husk under corkscrew thing |
     |   5 | 2630/4802 | Atrium, in ceiling; bloodfly husk under corkscrew thing |
     |-----+-----------+---------------------------------------------------------|
     |  30 | 2660/4802 | GUARD: elite guard (female) in dining area hallway      |
     |  10 | 2670/4802 | GUARD: elite guard (male) in dining area hallway        |
     |  40 | 2710/4802 | Dining area hallway; pearl fan in cabinet               |
     |   4 | 2714/4802 | Dining area hallway, coins in drawer by Waiting Room    |
     |   9 | 2723/4802 | Dining area hallway, maintenance area; coins in drawer  |
     |  20 | 2743/4802 | GUARD: elite guard in dining room                       |
     | 150 | 2893/4802 | Dining area, lounge; umberwood snuff box on table       |
     |  10 | 2903/4802 | Dining area, mural room; pouch in cabinet               |
     |  10 | 2913/4802 | Dining area, below mural room; copper wire in box       |
     |  10 | 2923/4802 | Dining area, below mural room; whale oil by spare parts |
     |   2 | 2925/4802 | Dining area, maintenance area; coin on workbench        |
     |-----+-----------+---------------------------------------------------------|
     |  20 | 2945/4802 | NPC: woman in waiting room guest area                   |
     |  30 | 2975/4802 | NPC: man in waiting room guest area                     |
     |  10 | 2985/4802 | Waiting room, guest area; pouch on couch                |
     |  10 | 2995/4802 | Waiting room, guest area; avocet feathers in a cabinet  |
     |   6 | 3001/4802 | Waiting Room, coins in corner fountain                  |
     |  40 | 3041/4802 | Room above Waiting Room; pearl fan in display case      |
     |  10 | 3051/4802 | Room above Waiting Room; pouch in desk                  |
     |_____|___________|_________________________________________________________|
    
      _____ ___________                                  ______________________
     | AMT | TOTAL AMT |________________________________/ JINDOSH MANSION - B1 |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |  10 | 3061/4802 | GUARD: basement elevator lobby                          |
     |  20 | 3081/4802 | GUARD: basement elevator lobby                          |
     |  15 | 3096/4802 | Cistern; coins on cement pillar support                 |
     |  60 | 3156/4802 | Kitchen; withered ryegrass (3) on countertop            |
     |  10 | 3166/4802 | Whale oil directly below Waiting Area room (reconfigr.) |
     |  10 | 3176/4802 | Maintenance hallway; pouch in console cabinet           |
     |-----+-----------+---------------------------------------------------------|
     |  20 | 3196/4802 | Assessment Chamber, outer; pouch in walkway cabinet     |
     |   2 | 3198/4802 | Assessment Chamber, outer; coin in walkway cabinet      |
     |  15 | 3213/4802 | Assessment Chamber, outer; sphalerite by wall of light  |
     |  10 | 3223/4802 | Assessment Chamber, outer; wire by wall of light        |
     |  20 | 3243/4802 | Assessment Chamber, inner; pouch on NE cabinet          |
     | 200 | 3443/4802 | Assessment Chamber, inner (Blood Topology of Grim Alex) |
    *|   1 | 3444/4802 | Assessment Chamber, outer; coin by elevator access sink |
    *|  10 | 3454/4802 | Assessment Chamber, outer; whale oil by elevator access |
     |_____|___________|_________________________________________________________|
      * - requires going down Jindosh's lab elevator to get, due to the wall of
          light preventing normal access. The rat tunnel also bypasses it, if
          playing as Corvo.
    
      _____ ___________                                  ______________________
     | AMT | TOTAL AMT |________________________________/ JINDOSH MANSION - 2F |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |  10 | 3464/4802 | GUARD: elite guard near elevator                        |
     |  30 | 3494/4802 | GUARD: elite guard near elevator                        |
     |  10 | 3504/4802 | Lounge by elevator; pouch on table, near windows        |
     |   2 | 3506/4802 | Lounge by elevator; coins on cabinet near clockwork s.  |
     |   5 | 3511/4802 | Lounge by elevator; coin on high maintenance-area beam  |
     |   8 | 3519/4802 | Dining area, maintenance area (2F); coins by workbench  |
     |   3 | 3522/4802 | Dining area, maintenance area (2F); drawer above W. Rm. |
     |-----+-----------+---------------------------------------------------------|
     |  15 | 3537/4802 | Studio; sphalerite in box on top of a shelf             |
     | 150 | 3687/4802 | Studio; silver cameo in glass display on table          |
     |  10 | 3697/4802 | Studio, balcony; pouch on booze table                   |
    ¹|  10 | 3707/4802 | Studio; pouch on desk of silvergraph-development area   |
    ¹|   1 | 3708/4802 | Studio; coin on table near audiograph/portraits desk    |
    ¹|  20 | 3728/4802 | Studio; whale oil (2) in blue-green crate               |
    ¹|  40 | 3768/4802 | Balcony area; pearl fan overlooking 1F waiting room     |
     |  10 | 3778/4802 | Lab den area; pied avocet feathers in extended shelf    |
     |  15 | 3793/4802 | Lab den area; bathing salts in cabinet near door        |
     |  30 | 3823/4802 | Lab den area; ivory scrimshaw on window table           |
     |  50 | 3873/4802 | Lab den area; Daiger-Dial Lake camp chart in big shelf  |
    ¹| 200 | 4073/4802 | Lab den area (I Look Upon the Craftsman)                |
    ¹| 380 | 4453/4802 | Lab den area; ingots/pouches in hidden below-floor nook |
     |_____|___________|_________________________________________________________|
      ¹ - not available in listed room's default configuration
    
      _____ ___________                     ___________________________________
     | AMT | TOTAL AMT |___________________/ JINDOSH MANSION - LABORATORY AREA |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |   4 | 4457/4802 | Lab 1F, outdoor terrace; coins by whale oil tank        |
     |  20 | 4477/4802 | Lab 1F, interior; tyvian ore on shelf by elevator entry |
     |   2 | 4479/4802 | Lab 1F, interior; coin in desk near corpse cot          |
     |  10 | 4489/4802 | Lab 1F, interior; copper wire @ moving platform's shelf |
     |  10 | 4499/4802 | Lab 1F, interior; wire at foot of small stairway        |
     |   3 | 4502/4802 | Lab 1F, interior; coins by foot of small stairway       |
     |-----+-----------+---------------------------------------------------------|
     |  20 | 4522/4802 | Lab 2F; tyvian ore in cot (near retractable brdg. door) |
     |  10 | 4532/4802 | Lab 2F; whale oil on perimeter console                  |
     |-----+-----------+---------------------------------------------------------|
     |  15 | 4547/4802 | Lab 3F; tyvian ore in balcony walkway console cabinet   |
     |  10 | 4557/4802 | Lab 3F; copper wire in cabinet near cot/desk            |
     |  10 | 4567/4802 | Lab 3F; copper wire in cabinet (not far from lift rm.)  |
     |  10 | 4577/4802 | Lab 3F; copper ore on room's upper rim/walkway          |
     |   5 | 4582/4802 | Lab 3F; bloodfly husk in office cabinet                 |
     | 200 | 4782/4802 | Lab 3F; office portrait (Light Along the Inverse Curve) |
     |  20 | 4802/4802 | Lab 3F; silver dust by Sokolov painting                 |
     |_____|___________|_________________________________________________________|
    
    __________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
    MISSION 5: THE ROYAL CONSERVATORY |============================================
    __________________________________|
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     In high chaos, fifty-five extra coins are available.
    
      _____ ___________                                         _______________
     | AMT | TOTAL AMT |_______________________________________/ CYRIA GARDENS |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |  30 |   30/3813 | Seta Canal; copper wire (2) + whale oil in li'l garage  |
     |  10 |   40/3813 | Seta Canal, docked boat; angelfish scales in cabin      |
     |  10 |   50/3813 | Seta Canal, docked boat; copper wire in cabin           |
    ¹|  10 |   60/3813 | Seta Canal, docked boat; whale oil in cabin             |
     |  20 |   80/3813 | NPC: white-shirted importer by docked boat              |
    ¹|  10 |   90/3813 | Seta Canal, walkway by canal gate; copper wire on crate |
     |  20 |  110/3813 | GUARD: on Seta Canal's dock stairway                    |
     |  70 |  180/3813 | Canal walkway; pearl fan + scrimshaw in store display   |
     |  10 |  190/3813 | NPC: Howler (actress) at the alleyway ambush site       |
     |  10 |  200/3813 | NPC: Howler (male) at the alleyway ambush site          |
     |  30 |  230/3813 | Black Market, shop area; scrimshaw on shelf             |
     |  30 |  260/3813 | Black Market, shop area; avocet feathers (3) on counter |
     |  75 |  335/3813 | Black Market, shop area; bathing salts (5) in a crate   |
     | 190 |  525/3813 | Black Market, shop area; ingots/pearl fan in open safe  |
     |  11 |  536/3813 | Black Market, shop area; coins in cash register         |
     |   4 |  540/3813 | Empty Apartment #1, 3F; coins by alarm clock cabinet    |
     |  10 |  550/3813 | GUARD: watchman on wall of light's turbine terrace      |
     |  20 |  570/3813 | GUARD: elite on wall of light's turbine terrace         |
     |  20 |  590/3813 | 3F turbine terrace; copper wire (2) on countertop       |
    ¹|  20 |  610/3813 | 3F turbine terrace; copper wire (2) on countertop       |
     | 150 |  760/3813 | Overseer Outpost; urn by Seven Strictures display       |
     |  10 |  770/3813 | Overseer Outpost; copper wire by table near blackboard  |
     |   8 |  778/3813 | Overseer Outpost; coins on bedroom nightstand           |
     |  15 |  793/3813 | Overseer Outpost; bathing salts on bathroom shelf       |
     |  20 |  813/3813 | GUARD: Overseer Outpost street, by Gardens map          |
     |  20 |  833/3813 | GUARD: Overseer Outpost street, by Gardens map (elite)  |
     |  13 |  846/3813 | Overseer Outpost street; coins by 2 corpses at one end  |
     |  10 |  856/3813 | GUARD: patrolman (elite) by wall of light #1            |
     |  20 |  876/3813 | GUARD: patrolman (elite) by wall of light #1            |
     |  10 |  886/3813 | Wall of Light #1 area; wire on 2F scaffolding           |
     |  40 |  926/3813 | Woman's apartment; pearl fan in bathroom                |
     |  15 |  941/3813 | Woman's apartment; salts by bathroom sink               |
    ¹|  15 |  956/3813 | Woman's apartment; salts in bathroom cabinet            |
     |   7 |  963/3813 | Woman's apartment; coins on bathroom sink counter       |
     | 165 | 1128/3813 | Witch ambush alley; coins+cigarette case on 3F terrace  |
     |  20 | 1148/3813 | GUARD: elite on cantina's 3F roof area                  |
     |  20 | 1168/3813 | GUARD: elite in alley beside cantina                    |
     |  10 | 1178/3813 | GUARD: elite in alley beside cantina                    |
     |  10 | 1188/3813 | Cantina, 2F; coins on bonecharm table in barroom        |
     |  15 | 1203/3813 | Cantina, 2F; bathing salts on barroom shelf             |
     |   4 | 1207/3813 | Cantina, 2F; coins in cash register                     |
     |   3 | 1210/3813 | Cantina, 2F; coins on countertop (by cash register)     |
     |  10 | 1220/3813 | Wall of Light #1 area, other side; pouch in loft        |
     | 200 | 1420/3813 | Bloodfly Apt. 3F (Ashworth Within an Existential Graph) |
     | 405 | 1825/3813 | Bloodfly Apt. 3F; ingots (5) and silver dust in safe    |
     | 100 | 1925/3813 | Bloodfly Apt. 3F; blood amber (4) in the bloodfly nests |
     |  24 | 1949/3813 | Bloodfly Apt. 3F; coins/pouch on desk by painting       |
     |  15 | 1964/3813 | Bloodfly Apt. 4F; sphalerite in display case            |
     |  50 | 2014/3813 | Bloodfly Apt. 4F; desk's Daiger-Dial East Leg map       |
     |  10 | 2024/3813 | Bloodfly Apt. 4F; whale oil on floor by railing         |
     |  20 | 2044/3813 | GUARD: barricade guard (north end of street)            |
     |  20 | 2064/3813 | GUARD: immobile guard near carriage (north end of st.)  |
     |  60 | 2124/3813 | Immobile guard's luggage area; pouch+fan around table   |
     |  20 | 2144/3813 | GUARD: street patrolman (north end of street)           |
     |  20 | 2164/3813 | GUARD: street patrolman near wall of light #2's booth   |
     |  20 | 2184/3813 | GUARD: street patrolman (elite) near wall of light #2   |
     |  10 | 2194/3813 | GUARD: street patrolman near south end of street        |
     |  10 | 2204/3813 | GUARD: patrolman by conservatory's outer pond area      |
     |  30 | 2234/3813 | Associate's Office, 3F; scrimshaw on a desk             |
     |_____|___________|_________________________________________________________|
                                                     ¹ - found in high chaos only
    
     Remember to use the district's actual orientation for directions. When I say
     something like "western cubicles," I mean actual west (south on in-game map).
      _____ ___________                                    ____________________
     | AMT | TOTAL AMT |__________________________________/ ROYAL CONSERVATORY |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |  10 | 2244/3813 | B1, outdoor maintenance tunnel; wire on grate           |
     |  75 | 2319/3813 | B1; blood amber (3) in the nests                        |
     | 200 | 2519/3813 | B1, Forbidden Archive (Her Heart, I Bathed in Poison)   |
     |  20 | 2539/3813 | B1, Forbidden Archive; avocet feathers (2) by painting  |
     |-----+-----------+---------------------------------------------------------|
     |   7 | 2546/3813 | 1F, lobby; coins on ticket booth countertop             |
     |   3 | 2549/3813 | 1F, lobby; coins in 1st cash register                   |
     |   4 | 2553/3813 | 1F, lobby; coins in 2nd cash register                   |
     |  10 | 2563/3813 | 1F, Membership Recruitment area; coins by hanging body  |
     |  10 | 2573/3813 | 1F, main hall; whale oil in display case near bathroom  |
     |-----+-----------+---------------------------------------------------------|
     |  10 | 2583/3813 | 2F, western gallery; angelfish scales pinned to exhibit |
     |   5 | 2588/3813 | 2F, western gallery; bloodfly husk pinned to an exhibit |
     |   5 | 2593/3813 | 2F, kitchen; bloodfly husk atop some lettuce leaves     |
     |  40 | 2633/3813 | 2F, west hallway; pearl fan atop a bunk bed             |
     |   5 | 2638/3813 | 2F, western cubicles; bloodfly husk on desk by corpse   |
     | 150 | 2788/3813 | 2F, western cubicles; silver egg in makeshift quarters  |
     |-----+-----------+---------------------------------------------------------|
     |  50 | 2838/3813 | 3F, main hall; Shirra Pirate Caves map on a desk        |
     |  50 | 2888/3813 | 3F, main hall; Pindo's Passage chart on a desk          |
     |  15 | 2903/3813 | 3F, main hall; lucky sphalerite in a display case       |
     |  40 | 2943/3813 | 3F, main hall; tyvian ore (2) attached to an exhibit    |
     | 150 | 3093/3813 | 3F, main hall; silver sextant in case by Breanna's off. |
     | 125 | 3218/3813 | 3F, western offices; blood amber (5) in nests           |
     |  50 | 3268/3813 | 3F, western offices; Magoli Forest Plateau map on desk  |
     |  30 | 3298/3813 | 3F, western offices; avocet feathers (3) in an office   |
     | 200 | 3498/3813 | 3F, B's office (My Fires Burn within Breanna's Marrow)  |
     |-----+-----------+---------------------------------------------------------|
     |  40 | 3538/3813 | 4F, botany room; withered ryegrass (2) on countertop    |
     |  20 | 3558/3813 | 4F, effigy room; tyvian ore atop a console              |
     |  10 | 3568/3813 | 4F, effigy room; copper wire inside a console cabinet   |
     |  10 | 3578/3813 | 4F, effigy room; copper wire on table by faulty lenses  |
     |  35 | 3613/3813 | 4F, effigy room; oil/husk/ryegrass on audiograph table  |
     |  10 | 3623/3813 | 4F, effigy room; angelfish scales on microscope's desk  |
     |  10 | 3633/3813 | 4F, effigy room; avocet feathers on microscope's desk   |
     |  10 | 3643/3813 | 4F, effigy room; whale oil @ microscope desk's shelf    |
     |  10 | 3653/3813 | 4F, effigy room; copper wire on wood frame by counter   |
     |  20 | 3673/3813 | 4F, effigy room; whale oil (2) on a wooden shelf        |
     |  10 | 3683/3813 | 4F, south ductwork; angelfish scales on food plate      |
     |  20 | 3703/3813 | 4F, south ductwork; pouch on mattress                   |
     |  15 | 3718/3813 | 4F, south ductwork; bathing salts by Foreign Curse book |
     |_____|___________|_________________________________________________________|
    
      _____ ___________                                  ______________________
     | AMT | TOTAL AMT |________________________________/ CYRIA GARDENS, PT. 2 |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | 150 | 3868/3813 | Black Market, shopkeeper's reward for trading Prototype |
     |_____|___________|_________________________________________________________|
      • To get the full amount, remember to read the note in the associate's apt.
        off the conservatory's street. It mentions that the shopkeep pays double
        and can be used to force the same terms (it's brought up automatically).
    
    _________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
    MISSION 6: DUST DISTRICT |=====================================================
    _________________________|
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     There are always 3973 coins available, no matter the chaos levels.
      _____ ___________                       _________________________________
     | AMT | TOTAL AMT |_____________________/ BATISTA OVERLOOK & VALIA STREET |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |  30 |   30/3973 | GUARD: Batista Overlook elite (wall of light walkway)   |
     |  20 |   50/3973 | GUARD: Bastita Overlook guard (by wall of light entry)  |
     |-----+-----------+---------------------------------------------------------|
     |  12 |   62/3973 | Valia Street, safe shop; coins on smaller desk          |
     |  23 |   85/3973 | Valia Street, safe shop; coins/wire on a countertop     |
     |  11 |   96/3973 | Valia Street, safe shop; coins in cash register         |
     |  50 |  146/3973 | Valia Street; Shindaerey East Face map (by shortcut)    |
     |  30 |  176/3973 | Valia Street, Black Market 2F; pouch on cabinet         |
     |   9 |  185/3973 | Valia Street, Black Market 2F; coins by main room desk  |
     |   7 |  192/3973 | Valia Street, Black Market 2F; coins on main room desk  |
     |  75 |  267/3973 | Valia Street, Black Market 1F; silver ingot in cabinet  |
     |  35 |  302/3973 | Valia Street; pouch/coins on dust-ridden shop's shelf   |
     |-----+-----------+---------------------------------------------------------|
     |  15 |  317/3973 | Derelict 3F apartment; bathing salts in sink cabinet    |
     |  12 |  329/3973 | Derelict 3F apartment; coins in cabinet behind dividers |
     |  40 |  369/3973 | Derelict 3F apartment; pearl fan in cabinet             |
     |  37 |  406/3973 | Derelict 3F apartment; coins/pouch on coffee table      |
     |-----+-----------+---------------------------------------------------------|
     |   7 |  413/3973 | Bloodfly apartment, 2F; coins in cabinet near corpse    |
     |  10 |  423/3973 | Bloodfly apartment, 2F; angelfish scales @ rune cabinet |
     |  25 |  448/3973 | Bloodfly apartment, 3F; blood amber in nest             |
     |  40 |  488/3973 | Bloodfly apartment, 3F; pearl fan on cabinet by table   |
     |_____|___________|_________________________________________________________|
      • 
      _____ ___________              __________________________________________
     | AMT | TOTAL AMT |____________/ DUST DISTRICT - OVERSEER-CONTROLLED AREA |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |  30 |  518/3973 | GUARD: overseer guarding barricade on Outpost street    |
     |  30 |  548/3973 | GUARD: patroller on Outpost's street                    |
     |  30 |  578/3973 | GUARD: Outpost 1F, reception desk                       |
     |  30 |  608/3973 | GUARD: Outpost 2F, stairway guard (also patrols)        |
     |  30 |  638/3973 | GUARD: Outpost 2F, sleeping in cot room                 |
     |   7 |  645/3973 | 2F, cot room; coins in a locker                         |
     |   7 |  652/3973 | 2F, cubicle by confiscation room; coins on a desk       |
     | 150 |  802/3973 | 2F, Confiscation Room; silver ingot (2) in container    |
     |  10 |  812/3973 | 3F, hallway; copper wire on big wooden shelf            |
     |  30 |  842/3973 | 3F, desks area; pouch in blue container                 |
     |  10 |  852/3973 | 3F, desks area; copper wire near workbenches            |
     |  30 |  882/3973 | GUARD: 3F medical room, mercy-killing his friend        |
     |  30 |  912/3973 | GUARD: 3F patroller in hallway (or in Byrne's office    |
     |  30 |  942/3973 | GUARD: 3F overseer meditating in Byrne's office         |
     |  30 |  972/3973 | GUARD: Vice-Overseer Byrne himself, in his office       |
     | 200 | 1172/3973 | 4F, offices (Indiscrete Time Finds Aramis Stilton)      |
     |  30 | 1202/3973 | 4F, offices; pouch near the Aramis Stilton painting     |
     |  19 | 1221/3973 | 4F, offices; coins in/by a desk                         |
     |-----+-----------+---------------------------------------------------------|
     |   5 | 1226/3973 | Santos' apartment; coin on desk                         |
     | 150 | 1376/3973 | Santos' apartment; silver decor plate in open trunk     |
     |  30 | 1406/3973 | GUARD: watchman at Valia Street neutral territory gate  |
     |  30 | 1436/3973 | GUARD: overseer reading rites at execution site         |
     |  10 | 1446/3973 | GUARD: patroller near execution site                    |
     |   7 | 1453/3973 | Dentist's office, 2F; coins on a desk                   |
     |  30 | 1483/3973 | Dentist's office, 2F; scrimshaw in desk cabinet         |
     |  15 | 1498/3973 | Dentist's office, 2F; bathing salts on big shelf        |
     |  30 | 1528/3973 | GUARD: overseer by SW road (not the trap-disarmer)      |
     |  40 | 1568/3973 | Low street; coins/pouch by boarded-up Valia St. entry   |
     |_____|___________|_________________________________________________________|
    
      _____ ___________                                 _______________________
     | AMT | TOTAL AMT |_______________________________/ 2ND NEUTRAL TERRITORY |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |   7 | 1575/3973 | Women's apartment; coins on table near balcony entrance |
     |  20 | 1595/3973 | Women's apartment; pouch in cash register               |
     |  30 | 1625/3973 | Women's apartment; pouch on sofa                        |
     |  15 | 1640/3973 | Women's apartment; sphalerite on cabinet near sofa      |
     |   5 | 1645/3973 | Women's apartment; coin on empty cabinet near the women |
     | 150 | 1795/3973 | Women's apartment; silver jewelry box in bedroom vanity |
     |  12 | 1807/3973 | Women's apartment; coins on bedroom nightstand          |
     |  15 | 1822/3973 | Women's apartment; bathing salts on bathroom sink       |
     |-----+-----------+---------------------------------------------------------|
     | 150 | 1972/3973 | Mindy's Ink, 2F; silver deck prism in studio            |
     |  12 | 1984/3973 | Mindy's Ink, 2F; coins on shelf near window/bed         |
     |  10 | 1994/3973 | Mindy's Ink, 2F; a. scales on shelf by window/bed       |
     |  30 | 2024/3973 | Mindy's Ink, 2F; scrimshaw on table in hallway          |
     |-----+-----------+---------------------------------------------------------|
     |   4 | 2028/3973 | Silvergraph studio; coins in cash register              |
    ¹| 150 | 2178/3973 | Silvergraph Studio; silver deck prism in cabinet        |
    ¹| 225 | 2403/3973 | Silvergraph Studio; gold/silver ingot on back table     |
     |_____|___________|_________________________________________________________|
                        ¹ - requires Silvergraph Studio Key (in Durante's office)
    
      _____ ___________                ________________________________________
     | AMT | TOTAL AMT |______________/ DUST DISTRICT - HOWLER-CONTROLLED AREA |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |  12 | 2415/3973 | Bloodfly office; coins on shelf by entrance window      |
     |  75 | 2490/3973 | Bloodfly office; blood amber (3) in the nests           |
     |  30 | 2520/3973 | Bloodfly office; pouch on big crescent-shaped desk      |
     |  30 | 2550/3973 | Bloodfly office; scrimshaw in cabinet (rm by infirmary) |
     |   7 | 2557/3973 | Bloodfly office; coins on blue drawer in infirmary      |
     |   9 | 2566/3973 | Bloodfly office; coins on cabinet in infirmary          |
     |   5 | 2571/3973 | Bloodfly office; husk on desk (not far from balcony)    |
     |-----+-----------+---------------------------------------------------------|
     |  30 | 2601/3973 | GUARD: Howler guarding Valia Street's barricade         |
     |  30 | 2631/3973 | GUARD: sidewalk Howler near Crone's Hand area           |
     |  30 | 2661/3973 | GUARD: sidewalk Howler near Crone's Hand area           |
     |  30 | 2691/3973 | GUARD: f. Howler standing at Crone's Hand 1F entrance   |
     |  30 | 2721/3973 | GUARD: m. Howler standing at Crone's Hand 1F entrance   |
     |  30 | 2751/3973 | GUARD: f. Howler standing in Crone's Hand entryway      |
     |  30 | 2781/3973 | GUARD: fem. Howler guarding Outpost street's barricade  |
     |  30 | 2811/3973 | Barricade area; scrimshaw in shuttered shop display     |
     |-----+-----------+---------------------------------------------------------|
     |  30 | 2841/3973 | GUARD: Crone's Hand B1 guard watching captured overseer |
     |  40 | 2881/3973 | Crone's Hand, 1F; pearl fan above B1 area (atop stairs) |
     |  20 | 2901/3973 | Crone's Hand, 1F; tyvian ore in open entryway safe      |
     |  11 | 2912/3973 | Crone's Hand, 1F; outdoor bar's cash register           |
     |  30 | 2942/3973 | GUARD: Dancing in outdoor 1F musician area              |
     |   7 | 2949/3973 | GUARD: Crone's Hand 2F, sitting at balcony table        |
     |  39 | 2988/3973 | Crone's Hand, 2F; pouch/coins on empty balcony table    |
     |  20 | 3008/3973 | Crone's Hand, 2F; pouch in Durante's office's register  |
     |  30 | 3038/3973 | GUARD: lounging on 2F couch (sleeping if unalerted)     |
     |  30 | 3068/3973 | Crone's Hand, 2F; pouch on blue metal case "table"      |
     |  30 | 3098/3973 | Crone's Hand, 2F; scrimshaw in quarters' bathroom       |
     |  10 | 3108/3973 | Crone's Hand, 2F; angelfish scales on bathroom counter  |
     | 225 | 3333/3973 | Crone's Hand, 2F; gold/silver ingot in quarters chest   |
     | 150 | 3483/3973 | Crone's Hand, 2F; silver pocket watch in quarters chest |
     |  50 | 3533/3973 | Crone's Hand, 3F; Kivo Narrows chart on dining table    |
     | 200 | 3733/3973 | Crone's Hand, 3F (Paolo and the Inaccessible Cardinal)  |
     | 200 | 3933/3973 | Crone's Hand, 3F (Vera Moray and the Affix of Her Skin) |
     |  30 | 3963/3973 | Crone's Hand, 3F; pouch on chair by Outsider shrine     |
     |  10 | 3973/3973 | GUARD: Crone's Hand 4F patroller                        |
     |_____|___________|_________________________________________________________|
    
    _______________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
    MISSION 7: A CRACK IN THE SLAB |===============================================
    _______________________________|
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     This mission has a unique time-shifting mechanic, making loot gathering a bit
     more annoying. I added a new column to tell whether goods are found in the
     past or present. Those who want an alternate listing order of availability
     should consult the walkthrough.
      _____ ___________ ______                             ____________________
     | AMT | TOTAL AMT | TIME |___________________________/ STILTON MANOR - 1F |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |   4 |    4/3334 | Pres | Front yard; coins in an empty dog kennel         |
     |   2 |    6/3334 | Past | Front yard; coin on bench, next to a book        |
     |  33 |   39/3334 | Past | Front yard; pouch/coins on table near fountain   |
     |  30 |   69/3334 | Past | Front yard; pouch/coins above Jindosh Lock tnnl. |
     |-----+-----------+------+--------------------------------------------------|
     |   6 |   75/3334 | Pres | 1F, lobby; coins in unlocked safe                |
     |   8 |   83/3334 | Pres | 1F, lobby; coins on stand near broken chandelier |
     |  10 |   93/3334 | Past | 1F, lobby; pouch in stand near intact chandelier |
     |   4 |   97/3334 | Past | 1F, lobby; coins in cabinet near staircase       |
     |   3 |  100/3334 | Past | 1F, lobby; coins on table near staircase lounge  |
     |-----+-----------+------+--------------------------------------------------|
     |   4 |  104/3334 | Pres | 1F, kitchen corridor; coins in broken cabinet    |
     |  10 |  114/3334 | Past | 1F, kitchen corridor; pouch in cabinet           |
     |   3 |  117/3334 | Past | 1F, kitchen corridor; coins on window-side table |
     |   4 |  121/3334 | Past | 1F, kitchen; coins on countertop by note         |
     |  20 |  141/3334 | Past | 1F, kitchen; pouch under note countertop         |
     |   7 |  148/3334 | Past | 1F, kitchen storeroom; coins on desk             |
     |-----+-----------+------+--------------------------------------------------|
     | 100 |  248/3334 | Pres | 1F, piano lounge; blood amber cameo by Stilton   |
     |   6 |  254/3334 | Pres | 1F, piano lounge; coins on staircase's mattress  |
     | 100 |  354/3334 | Past | 1F, piano lounge; amber jewelry box by the door  |
     |-----+-----------+------+--------------------------------------------------|
     |   4 |  358/3334 | Pres | 1F, dining hall; coins in broken north cabinet   |
     |   3 |  361/3334 | Past | 1F, dining hall; pouch in intact north cabinet   |
     |   4 |  365/3334 | Past | 1F, dining hall; coins on table by lobby door    |
     |  30 |  395/3334 | Past | 1F, dining hall; pouch on bench by Master Key    |
     |  20 |  415/3334 | Past | 1F, dining hall; pouch on dining table           |
     |   3 |  418/3334 | Past | 1F, dining hall; coins in vault's shuttered nook |
     |-----+-----------+------+--------------------------------------------------|
     | 240 |  658/3334 | Past | 1F, vault; ingots/coins in unlocked safe         |
     | 100 |  758/3334 | Past | 1F, vault; blood amber urn in breakable cabinet  |
     | 200 |  958/3334 | Past | 1F, vault (The Commutative Rats and the Weeper)  |
     |-----+-----------+------+--------------------------------------------------|
     |   2 |  960/3334 | Pres | Western offices; coin near floor lantern         |
     |  10 |  970/3334 | Past | Western offices; copper wire on a workbench      |
     |   3 |  973/3334 | Past | Western offices; coins under a workbench         |
     |   2 |  975/3334 | Past | Western offices; coin by workbench Pastor letter |
     |  10 |  985/3334 | Past | Western offices; pouch under corridor desk       |
     |-----+-----------+------+--------------------------------------------------|
     |   3 |  988/3334 | Pres | Incinerator rm.; coins by wall breach wreckage   |
     |  25 | 1013/3334 | Pres | Incinerator rm.; blood amber in nest             |
     |   3 | 1016/3334 | Past | Incinerator rm.; coins under counter by doorway  |
     | 135 | 1151/3334 | Past | Incinerator rm.; Konos Star Table/ingots in safe |
     |-----+-----------+------+--------------------------------------------------|
     |   4 | 1155/3334 | Pres | Great Hall, coins in cabinet near incinerator rm |
     |   5 | 1160/3334 | Past | Great Hall; coins in nook cabinet by lobby door  |
     |   3 | 1163/3334 | Past | Great Hall; coins in nook register by lobby door |
     |  30 | 1193/3433 | Past | Great Hall; pouch in rewire area beneath stairs  |
     |  10 | 1203/3433 | Pres | Great Hall; a. scales by mattress beneath stairs |
     |  11 | 1214/3433 | Pres | Great Hall; coins by mattress beneath stairs     |
     |   4 | 1218/3433 | Past | Great Hall; coins where mattress area would be   |
     |-----+-----------+------+--------------------------------------------------|
     |   5 | 1223/3433 | Past | Courtyard lounge; coins in cabinet               |
     |   3 | 1226/3433 | Past | Courtyard lounge; coins on lounge sofa           |
     |-----+-----------+------+--------------------------------------------------|
     | 175 | 1401/3334 | Pres | Pool area; blood amber (7) in nests              |
     |   4 | 1405/3433 | Pres | Pool area; two coins in pool itself              |
     |   5 | 1410/3433 | Past | Pool area; coins on poolside walkway table       |
     |  15 | 1425/3334 | Past | Pool area; bathing salts by changing area sink   |
     |   2 | 1427/3334 | Past | Pool area; coin in walkway table                 |
     |-----+-----------+------+--------------------------------------------------|
     |  50 | 1477/3334 | Pres | Backyard 2F; blood amber (2) in balcony nests    |
     |   3 | 1480/3334 | Past | Backyard 2F; coins on balcony table              |
     |  10 | 1490/3334 | Past | Backyard 2F; pouch on western sofa               |
     |   7 | 1497/3334 | Past | Backyard 2F; table coins by western sofa         |
     |   6 | 1503/3334 | Past | Backyard 1F; coins on central sitting area table |
     |   3 | 1506/3334 | Past | Backyard 1F; coins on west table near dog kennel |
     |  10 | 1516/3334 | Past | Backyard 1F; pouch on sofa in Stilton's gazebo   |
     |_____|___________|______|__________________________________________________|
    
      _____ ___________ ______                             ____________________
     | AMT | TOTAL AMT | TIME |___________________________/ STILTON MANOR - B1 |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |  75 | 1591/3334 | Pres | Cellar; silver ingot the guards hid in nest area |
     |   2 | 1593/3334 | Past | Cellar; coins in locker near wine cask storage   |
     |  30 | 1623/3334 | Past | Cellar; pouch on table                           |
     |  75 | 1698/3334 | Past | Cellar; silver ingot the guards hit in nest area |
     |  25 | 1723/3334 | Past | Cellar; blood amber in nest (water leak area)    |
     |_____|___________|______|__________________________________________________|
    
      _____ ___________ ______                             ____________________
     | AMT | TOTAL AMT | TIME |___________________________/ STILTON MANOR - 2F |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |   2 | 1725/3334 | Pres | Lobby 2F; coin in northern nook's drawer         |
     |   4 | 1729/3334 | Pres | Lobby 2F; coins in cabinet by north door         |
     |   6 | 1735/3334 | Past | Lobby 2F; coin in northern nook's drawer         |
     | 100 | 1835/3334 | Past | Lobby 2F; snuffbox on table by Great Hall entr.  |
     |   4 | 1839/3334 | Past | Lobby 2F; coins on southern walkway table        |
     |   4 | 1843/3334 | Past | Lobby 2F, east hall; coin in closet nook cabinet |
     |-----+-----------+------+--------------------------------------------------|
     |   5 | 1848/3334 | Past | Dining Room 2F; coins on window table            |
     |  20 | 1868/3334 | Pres | Dining Hall; floor coins in 3F ceiling rupture   |
     |-----+-----------+------+--------------------------------------------------|
     |   4 | 1872/3334 | Pres | Western bedroom; coins in cupboard by ruined bed |
     |   4 | 1876/3334 | Pres | Western bedroom; coins on ruined bathroom cabnt. |
     |   8 | 1884/3334 | Past | Western bedroom; coins in metal trunk by windows |
     |   6 | 1890/3334 | Past | Western bedroom; coins in cabinet by bed         |
     |  40 | 1930/3334 | Past | Western bedroom; pearl fan on bedside cabinet    |
     |  20 | 1950/3334 | Past | Western bedroom; pouch on chair by bathtub       |
     |-----+-----------+------+--------------------------------------------------|
     |   4 | 1954/3334 | Past | Miner museum; coins in a table by desk           |
     |  15 | 1969/3334 | Past | Miner museum; lucky sphalerite on a desk         |
     |   3 | 1972/3334 | Past | Miner museum; coins on sofa                      |
     |  50 | 2022/3334 | Past | Miner museum; Tides of Cullero Gap chart in safe |
     | 225 | 2247/3334 | Past | Miner museum; gold/silver ingots in hidden safe  |
     |-----+-----------+------+--------------------------------------------------|
     |   3 | 2250/3334 | Past | Aramis' bedroom; coins in table near entry door  |
     |   4 | 2254/3334 | Past | Aramis' bedroom; coins on nightstand             |
     |   2 | 2256/3334 | Past | Aramis' bedroom; coins on desk by diary          |
     |   2 | 2258/3334 | Past | Aramis' bedroom; coins in bathroom sink cabinet  |
     |  10 | 2268/3334 | Past | Aramis' bedroom; pouch by bathtub                |
     |   6 | 2274/3334 | Past | Aramis' bedroom; coins in cabinet by bathtub     |
     |-----+-----------+------+--------------------------------------------------|
     | 225 | 2499/3334 | Pres | Great Hall 2F; blood amber (9) in the nests      |
     |   4 | 2503/3334 | Pres | Great Hall 2F; coins in broken northern cabinet  |
     |   4 | 2507/3334 | Pres | Great Hall 2F; coins in west nook by elevator    |
     |   4 | 2511/3334 | Past | Great Hall 2F; coins in NW table near study door |
     |   3 | 2514/3334 | Past | Great Hall 2F; coins on stand in nook by elevtr. |
     |   2 | 2516/3334 | Past | Great Hall 2F; coins in table near 2F lobby door |
     |   2 | 2518/3334 | Past | Great Hall 2F; coin on eastern corridor table    |
     |-----+-----------+------+--------------------------------------------------|
     |   4 | 2522/3334 | Pres | Butterfly room; coins in north corridor cabinet  |
     |  36 | 2558/3334 | Pres | Butterfly room; pouch in balcony closet nook     |
     |  30 | 2588/3334 | Past | Butterfly room; pouch in balcony closet nook     |
     |   3 | 2591/3334 | Past | Butterfly room; coins in corridor cabinet        |
     |   3 | 2594/3334 | Past | Butterfly room; coins on desk by eastern window  |
     |   5 | 2599/3334 | Past | Butterfly room; husk on central room desk cabnt. |
     |   3 | 2602/3334 | Past | Butterfly room; coins on central rm. desk shelf  |
     |   3 | 2605/3334 | Past | Butterfly room; coins in central room desk cbnt. |
     |  36 | 2641/3334 | Past | Butterfly room; coins in central room desk cbnt. |
     | 200 | 2841/3334 | Past | Butterfly rm (The Torturer's Quaternionic Groan) |
     |  32 | 2873/3334 | Past | Coins/pouch on 2F ledge above pool room          |
     |-----+-----------+------+--------------------------------------------------|
     |   4 | 2877/3334 | Pres | SE bedroom; coins in/by open trunk near lantern  |
     |   3 | 2880/3334 | Pres | SE bedroom; cupboard coins under tipped cabinet  |
     |   4 | 2884/3334 | Pres | SE bedroom; coins in bathroom sink cabinet       |
     |   4 | 2888/3334 | Past | SE bedroom; coins in table by untipped cabinet   |
     |   4 | 2892/3334 | Past | SE bedroom; coins on table by typewriter         |
     |   4 | 2896/3334 | Past | SE bedroom; coins on wooden bathroom table       |
     |-----+-----------+------+--------------------------------------------------|
     |   4 | 2900/3334 | Pres | Silvergraph studio; floor coins by tipped chest  |
     |  20 | 2920/3334 | Past | Silvergraph studio; pouch in countertop cabinet  |
     |-----+-----------+------+--------------------------------------------------|
     |   3 | 2923/3334 | Past | West séance study; coins in 2F cabinet           |
     |   4 | 2927/3334 | Past | West séance study; nook coins by summoner circle |
     |_____|___________|______|__________________________________________________|
    
     If one knocks out or kills Aramis in the backyard before seeing the séance,
     it changes the manor in the future, allowing more coins to be obtained. In
     the list below, assume the coins spawn for improving Aramis' life (just KO'd
     in backyard) unless otherwise noted.
      _____ ___________ ______            _____________________________________
     | AMT | TOTAL AMT | TIME |__________/ STILTON MANOR - ALTERNATE TIMELINES |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |   3 | 2930/3334 | Pres | Backyard 2F; coins on eastern sofa               |
     |-----+-----------+------+--------------------------------------------------|
     |   3 | 2933/3334 | Pres | Grand Hall 2F; coins on SW nook workbench        |
     |   3 | 2936/3334 | Pres | Grand Hall 1F; coins on below-stairway bar area  |
     |   4 | 2940/3334 | Pres | 1F western offices; coins under a workbench      |
     |   3 | 2943/3334 | Pres | 1F Pool Room; coins on table by 2 lounge chairs  |
     |   3 | 2946/3334 | Pres | 1F Pool Room; coins on ledge of new hottub       |
     |-----+-----------+------+--------------------------------------------------|
     |   4 | 2950/3334 | Pres | B1 sitting area; coins on table                  |
     |-----+-----------+------+--------------------------------------------------|
    ¹|  10 | 2960/3334 | Pres | New (2F) SW office; avocet feathers in closet    |
     |-----+-----------+------+--------------------------------------------------|
     |   3 | 2963/3334 | Pres | 2F Butterfly Room; coins in balcony storage nook |
     |-----+-----------+------+--------------------------------------------------|
     |  20 | 2983/3334 | Pres | 2F, SE Bedroom; tyvian ore on shelf by windows   |
     |   4 | 2987/3334 | Pres | 2F, SE Bedroom; coins on table                   |
    ²|  30 | 3017/3334 | Pres | 2F, SE Bedroom; pouch on bedside table           |
     |-----+-----------+------+--------------------------------------------------|
     |   4 | 3021/3334 | Pres | 2F Lobby; coins in southern cabinet              |
     | 150 | 3171/3334 | Pres | 2F miner museum; ingot (2) in hidden safe        |
     |   3 | 3174/3334 | Pres | 2F miner museum; coins in table below wall safe  |
     |   4 | 3178/3334 | Pres | 2F Dining Hall; coins in corridor cabinet        |
     |   3 | 3181/3334 | Pres | 2F western bedroom; coins on bedside cabinet     |
     |   4 | 3185/3334 | Pres | 2F western bedroom; coins on bathroom shelf      |
     |   7 | 3192/3334 | Pres | 2F Aramis' bedroom; coins in wall cabinet by bed |
     |  20 | 3212/3334 | Pres | 2F Aramis' bedroom; ryegrass in SE sitting area  |
     |   3 | 3215/3334 | Pres | 2F Aramis' bedroom; coins in table against wall  |
     |   2 | 3217/3334 | Pres | 2F Aramis' bedroom; coin @ bathroom sink cabinet |
    ²|  22 | 3239/3334 | Pres | 2F Aramis' bedroom; coins/pouch by doorway sofa  |
     |-----+-----------+------+--------------------------------------------------|
    ¹|  10 | 3249/3334 | Pres | NPC: 1F Lobby worker (moves to kitchen later on) |
     |  14 | 3263/3334 | Pres | 1F Lobby; coins on/in stand by the main entrance |
     |   4 | 3267/3334 | Pres | 1F Dining Hall; coins in cabinet by lobby entnc. |
     |  16 | 3283/3334 | Pres | 1F Vault; coins + whale oil in unlocked safe     |
    ¹|  10 | 3293/3334 | Pres | NPC: 1F kitchen worker repainting a wall         |
     |   4 | 3297/3334 | Pres | 1F Kitchen; coins on L-shaped countertop         |
     |   2 | 3299/3334 | Pres | 1F Kitchen, bathroom; coins on toilet seat       |
     |   5 | 3304/3334 | Pres | 1F piano room; coins in cabinet by room entrance |
     |  30 | 3334/3334 | Pres | 1F piano room; scrimshaw on main desk            |
     |_____|___________|______|__________________________________________________|
                         | ¹ - requires KO method | ² - requires Stilton's death |
                          ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
      _____ ___________ ______                                  _______________
     | AMT | TOTAL AMT | TIME |________________________________/ DUST DISTRICT |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |  30 | 3364/3334 | Pres | GUARD: Elite on Batista Overlook                 |
     |  20 | 3384/3334 | Pres | GUARD: Batista Overlook wall of light guard      |
     |_____|___________|______|__________________________________________________|
      • These guards will only have pouches if they weren't taken in the previous
        mission, and Stilton is dead or still insane. (If Stilton's madness was
        prevented, the wall of light and its guard detail no longer exist there.)
    
    ____________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
    MISSION 8: THE GRAND PALACE |==================================================
    ____________________________|
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     There's a maximum amount of 4430 coins available for this mission. Two of the
     palace guards (40 coins) may not spawn, bringing that down to 4390. Oddly,
     the game's final tally will say 4390 is the maximum. If anyone learns what
     factor causes them to spawn, I'd love to hear it.
      _____ ___________                                 _______________________
     | AMT | TOTAL AMT |_______________________________/ RAVINA BOULEVARD AREA |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |  10 |   10/4430 | Callas Cove; angelfish scales on fish market table      |
     |  30 |   40/4430 | Callas Cove; whale oil (3) on beach by Meagan's skiff   |
     |  40 |   80/4430 | Callas Cove; ore (2) in sunken boat on tunnel's n. side |
     |   5 |   85/4430 | Callas Cove; coin on 2F balcony (east of Meg's skiff)   |
    ¹|  60 |  145/4430 | Callas Cove; scrimshaw (2) in smugglers' boat's cabin   |
    ¹|  50 |  195/4430 | Callas Cove; Serkonos Canal chart in boat's cabin       |
     |  20 |  215/4430 | NPC: worker at smugglers' boat                          |
     |  10 |  225/4430 | NPC: worker at smugglers' boat                          |
     |  40 |  265/4430 | Callas Cove; tyvian ore (2) in blue chest by smugglers  |
     |  10 |  275/4430 | NPC: civilian at market stall by smugglers' boat        |
     |   8 |  283/4430 | Callas Cove; cash register coins at civilian's stall    |
     |  20 |  303/4430 | Callas Cove; husk (2) and pouch in the locked alleyway  |
     |-----+-----------+---------------------------------------------------------|
     |  30 |  333/4430 | GUARD: Ravina Boulevard, elite in front of apartment #1 |
     |  20 |  353/4430 | GUARD: Ravina Boulevard, patrolman near apartment #1    |
     |  30 |  383/4430 | GUARD: Ravina Boulevard, patrolman near wall of light   |
     |  10 |  393/4430 | GUARD: Ravina Boulevard, patrolman near wall of light   |
     |  30 |  423/4430 | GUARD: Ravina Boulevard, elite near the two civilians   |
     |  10 |  433/4430 | NPC: Ravina Boulevard, wandering woman near barricade   |
     |  10 |  443/4430 | GUARD: Ravina Boulevard, patrolman near the safe shop   |
     |  30 |  473/4430 | GUARD: Ravina Boulevard, elite on safe shop's sidewalk  |
     |  20 |  493/4430 | GUARD: Ravina Boulevard, safe shop's extorting guard    |
     |  10 |  503/4430 | NPC: Ravina Boulevard, gambler by safe shop's sidewalk  |
     |  20 |  523/4430 | NPC: Ravina Boulevard, gambler by safe shop's sidewalk  |
     |  10 |  533/4430 | Ravina Boulevard; feathers in beggar's well-lit alley   |
     |  20 |  553/4430 | Ravina Boulevard; wire (2) in dumpster by wall of light |
     |  10 |  563/4430 | Ravina Boulevard; whale oil on table opposite safe shp. |
     |  13 |  576/4430 | Ravina Boulevard; coins on sidewalk gamblers' table     |
     |  10 |  586/4430 | Ravina Boulevard; copper wire in dumpster near gamblers |
     |-----+-----------+---------------------------------------------------------|
     |  20 |  606/4430 | GUARD: Apartment #1, in the looted 2F office            |
     |  30 |  636/4430 | GUARD: Apartment #1, in the looted 2F office            |
     |  15 |  651/4430 | Apartment #1, 2F; bathing salts under bathroom sink     |
     |  40 |  691/4430 | Apartment #1, 3F; pearl fan on vanity                   |
     |  23 |  714/4430 | Apartment #1, 3F; pouch/coins in the main desk          |
     |  15 |  729/4430 | Apartment #1, 3F; bathing salts on bathroom shelf       |
     |-----+-----------+---------------------------------------------------------|
     |  20 |  749/4430 | Shopkeeper's Apartment; wire (2) on desk-area shelving  |
     | 225 |  974/4430 | Shopkeeper's Apartment; ingots in locked safe           |
     |  50 | 1024/4430 | Shopkeeper's Apartment; umberwood cigar box on a table  |
     |  45 | 1069/4430 | Shopkeeper's Apartment; salts (3) under bathroom sink   |
     |  30 | 1099/4430 | Shopkeeper's Apartment: salts (2) in a breakable cabnt. |
     |-----+-----------+---------------------------------------------------------|
     |   5 | 1104/4430 | Apartment #2, 1F; coins by bread (underneath stairway)  |
     |  20 | 1124/4430 | GUARD: Apartment #2, 2F guardsman (may move to C. Cove) |
     |  30 | 1154/4430 | GUARD: Apartment #2, 2F elite (may relocate to C. Cove) |
     |  39 | 1193/4430 | Apartment #2, 3F; pouch/coins in sink cabinet           |
     |  75 | 1268/4430 | Apartment #2, 3F; silver ingot in bedroom cabinet       |
     | 200 | 1468/4430 | Apartment #2, 3F (Daud & the Parabola of Lost Seasons)  |
     |   2 | 1470/4430 | Apartment #2, 3F; coins on desk next to Daud painting   |
     |  10 | 1480/4430 | GUARD: Apartment #2, 4F turbine area guardsman          |
     |  30 | 1510/4430 | GUARD: Apartment #2, 4F turbine area elite              |
     |-----+-----------+---------------------------------------------------------|
     |   4 | 1514/4430 | Winslow Safe Shop; coins in cash register               |
     |  23 | 1537/4430 | Winslow Safe Shop; coins on upper sitting area's table  |
     |  20 | 1557/4430 | NPC: safe shop clerk                                    |
     |-----+-----------+---------------------------------------------------------|
     |  60 | 1617/4430 | Sculptor's Apartment; scrimshaw (2) on window table     |
     |  30 | 1647/4430 | Sculptor's Apartment; scrimshaw on shelf near spotlight |
     |-----+-----------+---------------------------------------------------------|
     |  20 | 1667/4430 | Amparo Plaza, 1F; wire (2) in alley's corpse dumpster   |
     |  30 | 1697/4430 | NPC: Amparo Plaza, female 1F Howler in hiding           |
     |  10 | 1707/4430 | NPC: Amparo Plaza, Howler in 2F room (opposite b. mrk.) |
     |  30 | 1737/4430 | Amparo Plaza, 2F Howler room; silver dust on shelf      |
     |  50 | 1787/4430 | Amparo Plaza, 2F Howler room; Rocklines chart on shelf  |
     |  20 | 1807/4430 | Amparo Plaza, rune shrine cave; pouch on table          |
     |  60 | 1867/4430 | Black Market, backyard; ryegrass (3) on garage counter  |
     |  30 | 1897/4430 | NPC: Black Market shopkeep                              |
     |  20 | 1917/4430 | Black Market, interior; wire (2) in a desk cabinet      |
     |   4 | 1921/4430 | Black Market, interior; coins in back-area register     |
     |-----+-----------+---------------------------------------------------------|
     |  10 | 1931/4430 | Petronilla's Apartment; pied avocet feathers in bathrm. |
     |  40 | 1971/4430 | Petronilla's Apartment; pearl fan on vanity             |
     | 150 | 2121/4430 | Petronilla's Apartment; snuff box on bedroom nightstand |
     |_____|___________|_________________________________________________________|
                                                   ¹ - requires Delivery Boat Key
    
      _____ ___________                            ____________________________
     | AMT | TOTAL AMT |__________________________/ GRAND PALACE AREA/EXTERIOR |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |  10 | 2131/4430 | Carriage stop; whale oil on cart left of Blvd. entrance |
     |  10 | 2141/4430 | GUARD: carriage stop, upper patrolman                   |
     |  20 | 2161/4430 | GUARD: carriage stop, upper patrolman                   |
     |  10 | 2171/4430 | GUARD: carriage stop, elite on lower docks              |
     |  20 | 2191/4430 | GUARD: carriage stop, elite on lower docks              |
     |-----+-----------+---------------------------------------------------------|
     |  20 | 2211/4430 | GUARD: Grand Palace Station area                        |
     |  10 | 2221/4430 | GUARD: Grand Palace Station, guard by palace entrance   |
     |  20 | 2241/4430 | GUARD: Grand Palace Station, guard by palace entrance   |
     |  30 | 2271/4430 | GUARD: Grand Palace Station, elite by palace entrance   |
     |-----+-----------+---------------------------------------------------------|
     |  20 | 2291/4430 | NPC: pool area's maze terrace (male)                    |
     |  10 | 2301/4430 | NPC: pool area's maze terrace (female)                  |
     |  10 | 2311/4430 | GUARD: pool area's maze terrace stairway                |
     |-----+-----------+---------------------------------------------------------|
     |  10 | 2321/4430 | GUARD: outside throne room (opposite side of pool area) |
     |  10 | 2331/4430 | GUARD: outside throne room (opposite side of pool area) |
     |-----+-----------+---------------------------------------------------------|
     |  10 | 2341/4430 | NPC: male on terrace with Abandoned Storage access      |
     |-----+-----------+---------------------------------------------------------|
     |  10 | 2351/4430 | NPC: human dartboard terrace (female)                   |
     |-----+-----------+---------------------------------------------------------|
     |  10 | 2361/4430 | GUARD: patrolman near Vault/clockwork soldier area      |
     |-----+-----------+---------------------------------------------------------|
     |  15 | 2376/4430 | Private Garden, upper; floor sphalerite near spotlight  |
     |_____|___________|_________________________________________________________|
      _____ ___________                    ____________________________________
     | AMT | TOTAL AMT |__________________/ GRAND PALACE INTERIOR - RANDOMIZED |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |  30 | 2406/4430 | ENEMY: Duke Abele (real), wherever he spawns            |
     |  30 | 2436/4430 | ENEMY?: Duke Abele (fake), wherever he spawns           |
    ¹|  30 | 2466/4430 | GUARD: body double's bodyguard                          |
     |_____|___________|_________________________________________________________|
                                ¹ - may be found on 3F stairway area if sent away
      _____ ___________                            ____________________________
     | AMT | TOTAL AMT |__________________________/ GRAND PALACE INTERIOR - 1F |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |  20 | 2486/4430 | GUARD: 1F carriage station entryway (near a wolfhound)  |
     |  20 | 2506/4430 | GUARD: elite in 1F Dining Hall (patrols very slowly)    |
     |  10 | 2516/4430 | GUARD: normal guard in 1F Dining Hall                   |
     |  20 | 2536/4430 | NPC: civilian woman in dining hall (far side exit)      |
     |  10 | 2546/4430 | NPC: civilian harpist                                   |
     |  20 | 2566/4430 | NPC: Sleeping woman in parlor between dining/throne rm. |
     |-----+-----------+---------------------------------------------------------|
     |   6 | 2572/4430 | Pool Area, storage room; coins on floor by shelving     |
     |  10 | 2582/4430 | NPC: chatty man in 1F pool area                         |
     |  10 | 2592/4430 | Pool Area, coins near the pool drain                    |
     |-----+-----------+---------------------------------------------------------|
     |   5 | 2597/4430 | Throne Room; coins by man's corpse                      |
     |-----+-----------+---------------------------------------------------------|
     |  30 | 2627/4430 | GUARD: elite in 1st Captain's Office, near desk         |
     |   2 | 2629/4430 | 1st Captain's Office; coin by desk typewriter           |
     |  50 | 2679/4430 | 1st Captain's Office; Cape of Saggunto chart on counter |
     | 300 | 2979/4430 | 1st Captain's Office; ingots in locked safe             |
     |   4 | 2983/4430 | 1st Captain's Office, barracks; coins on metal cabinet  |
     |-----+-----------+---------------------------------------------------------|
     |  10 | 2993/4430 | NPC: Noblewoman in sleeping parlor                      |
     |_____|___________|_________________________________________________________|
    
      _____ ___________                            ____________________________
     | AMT | TOTAL AMT |__________________________/ GRAND PALACE INTERIOR - 2F |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |  10 | 3003/4430 | GUARD: Terrace over entryway                            |
     |   7 | 3010/4430 | Terrace over entryway; coins by/on sofa                 |
     |-----+-----------+---------------------------------------------------------|
     |  10 | 3020/4430 | GUARD: gambler in billiards room                        |
     |  10 | 3030/4430 | NPC: gambler in billiards room                          |
     |  19 | 3049/4430 | Billiards room; coins on bar countertop                 |
     |  21 | 3070/4430 | Billiards room; coins on gamblers' tabletop             |
     |   6 | 3076/4430 | Billiards room; floor coins by gamblers' chairs         |
     |-----+-----------+---------------------------------------------------------|
     |  20 | 3096/4430 | GUARD: terrace by throne room                           |
     |-----+-----------+---------------------------------------------------------|
     |  10 | 3106/4430 | NPC: woman on terrace overlooking vault building        |
     |_____|___________|_________________________________________________________|
    
      _____ ___________                            ____________________________
     | AMT | TOTAL AMT |__________________________/ GRAND PALACE INTERIOR - 3F |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |  21 | 3127/4430 | Duke's office; coins on office desk                     |
     |  25 | 3152/4430 | Duke's office; whale oil & sphalerite on clock cabinet  |
     |  30 | 3182/4430 | Duke's office; scrimshaw in glass display cabinet       |
     | 200 | 3382/4430 | Duke's office; painting (My Name on Their Lips)         |
     |   5 | 3387/4430 | Duke's office; bloodfly husk on fireplace mantel        |
     |-----+-----------+---------------------------------------------------------|
     |  25 | 3412/4430 | Delilah's room; whale oil & coins on cabinet by terrace |
     |  15 | 3427/4430 | Delilah's room; sphalerite on bedroom desk              |
     |  15 | 3442/4430 | Delilah's room; coins in bedroom cabinet                |
     | 200 | 3642/4430 | Delilah's room, piano lounge (Her Face is My Smile)     |
     |_____|___________|_________________________________________________________|
    
      _____ ___________                       _________________________________
     | AMT | TOTAL AMT |_____________________/ GRAND PALACE INTERIOR - 4F & 5F |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |  10 | 3652/4430 | GUARD: terrace adjacent to Duke's chambers              |
     |-----+-----------+---------------------------------------------------------|
     |  30 | 3682/4430 | Duke's chambers, hottub room; bathing salts (2) nearby  |
     |  11 | 3693/4430 | Duke's chambers, hottub room; coins on floor            |
     |  85 | 3778/4430 | Duke's chambers, bedroom; ingot + coins in metal chest  |
     |  10 | 3788/4430 | Duke's chambers, bedroom; angelfish scales near bed     |
     |  15 | 3803/4430 | Duke's chambers, bedroom; bathing salts in sink cabinet |
     |-----+-----------+---------------------------------------------------------|
     |  17 | 3820/4430 | Duke's chambers, 5F; coins on desk                      |
     |  50 | 3870/4430 | Duke's chambers, 5F; umberwood egg statue on desk       |
     |_____|___________|_________________________________________________________|
    
      _____ ___________                            ____________________________
     | AMT | TOTAL AMT |__________________________/ GRAND PALACE INTERIOR - B1 |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |  50 | 3920/4430 | Abandoned Storage area; blood amber (2) in the nests    |
     |-----+-----------+---------------------------------------------------------|
     |  10 | 3930/4430 | GUARD: elite in the pantry                              |
     |-----+-----------+---------------------------------------------------------|
     |  50 | 3980/4430 | Vault, meeting room; Bastilian Coast chart on table     |
     |  10 | 3990/4430 | Vault, meeting room; copper wire on ladder by archives  |
     |  30 | 4020/4430 | Vault, lower; scrimshaw on shelf                        |
     | 225 | 4245/4430 | Vault, lower; gold & silver ingot on shelf              |
     |  50 | 4295/4430 | Vault, lower; umberwood deck prism on shelf             |
     |  30 | 4325/4430 | Vault, lower; scrimshaw on shelf                        |
     |  10 | 4335/4430 | Vault, lower; angelfish scales on crate under stairway  |
     |   5 | 4340/4430 | Vault, lower; bloodfly husk in box under the stairway   |
     |  20 | 4360/4430 | Vault, lower; withered ryegrass on a walkway crate      |
     |  70 | 4430/4430 | Vault, upper; scrimshaw & pearl fan on wooden crate     |
     |_____|___________|_________________________________________________________|
    
    ________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
    MISSION 9: DEATH TO THE EMPRESS |==============================================
    ________________________________|
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     High/low chaos doesn't change the baseline coin amount for the final mission.
      _____ ___________                                     ___________________
     | AMT | TOTAL AMT |___________________________________/ THE DREADFUL WALE |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |   3 |    3/2562 | Emily/Corvo's room; coins on desk                       |
     |  10 |   13/2562 | Galley; angelfish scales near a stepladder              |
     |  10 |   23/2562 | Meeting room; whale oil on console near workbench       |
     |  20 |   43/2562 | Meeting room; wire (2) on workbench                     |
     |  38 |   81/2562 | Meeting room; pouch/coins on table by workbench         |
     |  50 |  131/2562 | Meeting room; umberwood bloodfly statue on workbench    |
     |   4 |  135/2562 | Sokolov's room; coins on a crate by mechanical horns    |
     |  13 |  148/2562 | Engine room; wire/coins atop a console                  |
     |  40 |  188/2562 | Bridge; scrimshaw/coins in and around Meagan's bed      |
     |  43 |  231/2562 | Meagan's locked room; coins/pearl fan around desk       |
     |_____|___________|_________________________________________________________|
    
      _____ ___________                                       _________________
     | AMT | TOTAL AMT |_____________________________________/ DUNWALL STREETS |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |   2 |  233/2562 | Dockyard; two coins on pier crates (by a newspaper)     |
     |  10 |  243/2562 | Dockyard; angelfish scales on pier's red trunk          |
     |  10 |  253/2562 | Dockyard; copper wire on crate near the warehouses      |
     |  10 |  263/2562 | Dockyard; copper wire on wooden walkway                 |
     |  45 |  308/2562 | Boat run aground; sphalerite (3) in the cabin           |
     |  90 |  398/2562 | Boat run aground; scrimshaws (3) in the cabin           |
     |  10 |  408/2562 | Boat run aground; angelfish scales in the cabin         |
     |  50 |  458/2562 | Boat run aground; umberwood cigarette case in the cabin |
     |   3 |  461/2562 | Black Pony Pub, dock lounge; coins on a counter         |
     |  10 |  471/2562 | Black Pony Pub, dock lounge; copper wire on a counter   |
     |-----+-----------+---------------------------------------------------------|
     |  10 |  481/2562 | 2F terrace next to pub; whale oil on a table            |
     |  10 |  491/2562 | 2F terrace next to pub; copper wire in locker           |
     |   2 |  493/2562 | Black Pony Pub street; coin on sidewalk paint can table |
     |  10 |  503/2562 | Street-end junkyard; wire in clock crate by workbench   |
     |  20 |  523/2562 | Street-end junkyard; wire/oil on a shelf by stairs      |
     |  10 |  533/2562 | Street-end junkyard; wire on a shelf by other stairway  |
     |  10 |  543/2562 | Walkway under apartment steps area; wire on a console   |
     |-----+-----------+---------------------------------------------------------|
     |  20 |  563/2562 | Fish Market; whale oil (2) in a crate                   |
     |  15 |  578/2562 | Fish Market; coins/oil on a table                       |
     |  10 |  588/2562 | Fish Market; copper wire on cabinet by spotlight        |
     |-----+-----------+---------------------------------------------------------|
     |  40 |  628/2562 | Boyle Industries, 2F; pearl fan by a floor mattress     |
     |  16 |  644/2562 | Boyle Industries, 2F; coins on a desk                   |
     |  50 |  694/2562 | Boyle Industries, 2F; umberwood jewelry box atop desk   |
     | 168 |  862/2562 | Boyle Industries, 2F; coins/gold ingot on another desk  |
     |  30 |  892/2562 | Boyle Industries, 2F; bathing salts (2) by a 3rd desk   |
     |  10 |  902/2562 | Boyle Industries, 2F; oil in cabinet near inner stairs  |
     |  10 |  912/2562 | Boyle Industries, 1F; oil in locker near inner stairs   |
     |  25 |  937/2562 | Boyle Industries, 1F; pouch/coins near cash registers   |
     |  94 | 1031/2562 | Boyle Industries, 1F; table oil/ingot/coins in safe rm. |
     |-----+-----------+---------------------------------------------------------|
     |  10 | 1041/2562 | Dunwall Courier, alley; copper wire near NPC's campsite |
     |  20 | 1061/2562 | Dunwall Courier, alley; oil (2) at NPC's campsite       |
     |   2 | 1063/2562 | Dunwall Courier, 1F; coins on crate by alley entrance   |
     |  40 | 1103/2562 | Dunwall Courier, 1F; pearl fan by office sofa           | 
     | 300 | 1403/2562 | Dunwall Courier, 3F; gold ingot (2) in metal cabinet    |
     |   7 | 1410/2562 | Dunwall Courier, 3F; coins on table by metal cabinet    |
     |   1 | 1411/2562 | Dunwall Courier, 3F; coin on table by journalist's rm.  |
     |  10 | 1421/2562 | Dunwall Courier, 3F; whale oil in records room          |
     |  10 | 1431/2562 | Dunwall Courier, 3F; whale oil on desk by stairway ent. |
     |-----+-----------+---------------------------------------------------------|
     |  20 | 1451/2562 | Black Market, basement; withered ryegrass on table      |
     |  10 | 1461/2562 | Black Market, basement; whale oil on a workbench        |
     |  40 | 1501/2562 | Black Market, interior; pearl fan by green bottles      |
     |  10 | 1511/2562 | Black Market, interior; whale oil on kitchen shelf      |
     |-----+-----------+---------------------------------------------------------|
     |  10 | 1521/2562 | Sailor's apartment; copper wire on a bookshelf          |
     |  50 | 1571/2562 | Sailor's apartment; umberwood redshark statue on shelf  |
     | 225 | 1796/2562 | Sailor's apartment; ingot (3) in shrine room            |
     |-----+-----------+---------------------------------------------------------|
     |  10 | 1806/2562 | Apt. by crumbling apt.; whale oil on dining room table  |
     |-----+-----------+---------------------------------------------------------|
     |   5 | 1811/2562 | Galvani's apartment; coin on metal cabinet by fireplace |
     |  10 | 1821/2562 | Galvani's apartment; whale oil in cabinet by fireplace  |
     |  10 | 1831/2562 | Galvani's apartment; copper wire in wooden cabinet      |
     |   3 | 1834/2562 | Galvani's apartment; coins (3) in safe                  |
     |  20 | 1854/2562 | Galvani's apartment; withered ryegrass on table by safe |
     |  15 | 1869/2562 | Galvani's apartment; bathing salts on sink              |
     |-----+-----------+---------------------------------------------------------|
     |  20 | 1889/2562 | Armory area; oil/wire on shelf outside armory           |
     |  10 | 1899/2562 | Armory area; wire on spotlight base outside the armory  |
     |  19 | 1918/2562 | Armory, inside; coins/wire on top of a console          |
     |  12 | 1930/2562 | Armory, inside; oil/coins on shelf by boarded-up window |
     |  15 | 1945/2562 | Castle, rooftop courtyard; sphalerite on lit-up table   |
     |  10 | 1955/2562 | Castle, rooftop courtyard; a. scales by burning barrel  |
     |  10 | 1965/2562 | Castle, storage balcony; copper wire on corridor shelf  |
     |_____|___________|_________________________________________________________|
    
      _____ ___________                                        ________________
     | AMT | TOTAL AMT |______________________________________/ DUNWALL CASTLE |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | 200 | 2165/2562 | Outdoors, near water lock; (Luca, His Eyes Upon Me)     |
     |   5 | 2170/2562 | Outdoors; coin on castle outer ledge, near pump room    |
     |-----+-----------+---------------------------------------------------------|
     |  15 | 2185/2562 | 1F; coins in locked room by elevator                    |
     |  50 | 2235/2562 | 3F; Pandyssian Crosswinds map (Jessamine's secret room) |
     |  50 | 2285/2562 | 3F, Royal Protector's room; Pandyssian Crater Bay chart |
     |  15 | 2300/2562 | 3F, Civilian's secret area; sphalerite on the sink      |
     |  22 | 2322/2562 | 3F, Civilian's secret area; oil/coins on the sink       |
     |  30 | 2352/2562 | 3F, Civilian's secret room; bathing salts (2) on vanity |
     |  40 | 2392/2562 | 3F, Civilian's secret room; pearl fan on the vanity     |
     | 170 | 2562/2562 | 5F, safe room; coins/ingot on floor by opened safe      |
     |_____|___________|_________________________________________________________|
    
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    PAINTING GUIDE                                                           [PNTN]
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     Dishonored 2 has twenty special portraits to find, worth 200 coins apiece.
     Finding them all earns the "Art Collector" trophy. In addition to the new
     paintings, ones from the previous Dishonored game appear as well.
    
    MISSION 1: A LONG DAY IN DUNWALL
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     • Custis, Morgan and the Postulate Child
    
       Located in the storage area past the Dunwall Tower safe room, but before
       exiting onto the rooftops.
    
     • The Obtuse Arguments of Lady Boyle
    
       This is in Dr. Galvani's house above the mantelpiece. His house is accessed
       via the 1F entrance, past the manned Dunwall Tower checkpoint and off to
       one side.
    
    MISSION 2: THE EDGE OF THE WORLD
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     • The Isometry of High Overseer Thaddeus Campbell
    
       This item is located in the docks' neutral territory, in a 3F apartment
       accessible only by a balcony. [Reference: http://i.imgur.com/9brsDac.jpg]
    
     • The Outsider in Conditional Dreams
    
       Near the first wall of light is a 2F apartment being searched by overseers.
       The painting is sitting in the bathroom, next to the rune-laden shrine.
    
     • The Vice Overseer's Predicate Logic
    
       Unsurprisingly, Liam Byrne's painting is hanging in his office within the
       Karnaca Enclave, a six-story building alongside the canal. The painting is
       hanging in the 3F office.
    
     • Hypatia's Projective Gaze
    
       Alexandria Hypatia's portrait hangs inside her apartment near Addermire
       Station. The easiest way to reach it is going to the safe shop, stealing
       the apartment key (on top of note in 1F back room), then visiting 3F to
       waltz in. The painting is in the main hallway.
    
    MISSION 3: THE GOOD DOCTOR
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     • Duke Abele's Propositional State
    
       This is right inside the Institute's 1F lobby, next to the wall of light.
       It can be hard to claim without eliminating some of the guards nearby,
       however.
    
     • Anton Sokolov in Subtractive Light
    
       This is located in the B1 "Lost and Found" area. The only way to reach it
       is visiting the 4F private room block, hopping onto its roof, then entering
       the main tower's (5F) elevator maintenance room through an exterior window.
       Call the elevator up, then shoot one of its red cable connectors. This'll
       cause the lift to plummet through the 1F floor, giving access. (It's easier
       to shoot the connector and ride down with the elevator, rather than letting
       it drop and going down with a leap + Blink/Far Reach.)
    
     • I Regard Her, Within and Without
    
       This odd painting is found in the 2F Recuperation lab office, not far from
       where Hypatia herself resides.
    
    MISSION 4: THE CLOCKWORK MANSION
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     • Ramsey's Stochastic Eyes
    
       This is located in the office/tomb of Major Bonville, hanging on the wall
       near the 3F balcony entrance -- the only way in. The flat's on the opposite
       side of the street from the first bloodfly-infested apartment (where the
       twin rune shrine is).
    
     • The Spymaster's Axis of Asymmetry
    
       Hiram Burrows' portrait hangs in the third-floor apartment accessible near
       Aventa Station's alley (the one that leads into a Howler ambush). It hangs
       right near the balcony, making that route the easiest to use -- the front
       door is locked. Those having trouble finding the area should use the Heart
       as a guide, since a black bonecharm's in the exact same room.
    
     • Jindosh Considers An Odd Numerator
    
       In the Upper Aventa district, past the wall of light, is a bloodfly-ridden
       apartment (2F) containing the painting. It should be easy to locate with
       the heart, as a bonecharm's located within, too.
    
     • The Blood Topology of Grim Alex
    
       This is inside Sokolov's cell in the mansion's B1 Assessment Chamber. Since
       rescuing the old-timer is mandatory, missing this is nigh impossible.
    
     • I Look Upon the Craftsman
    
       In the 2F Private area -- accessed via the Atrium (disable wall of light)
       or the dining area elevator -- is a clockwork room separated into thirds:
       bedroom, bathroom, desks. Locate the bathroom section and change the
       configuration so that third is spun to be closest to Jindosh's 2F lab. The
       creepy Delilah painting will be hanging nearby. (It's normally hidden in
       the ceiling during other configurations.)
    
     • Light Along the Inverse Curve
    
       This is hanging above a desk in the 3F laboratory office, where Jindosh
       himself resides.
    
    MISSION 5: THE ROYAL CONSERVATORY
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     • Ashworth Within an Existential Graph
    
       This is located in the 3F bloodfly apartment near the road outside the
       conservatory, accessible from either of its balconies. (The cantina roof is
       right by the other.) The painting hangs in the den where the bonecharm and
       locked safe are. 
    
     • Her Heart, I Bathed in Poison
    
       Located in the B1 Forbidden Archive room, bookended (pun!) by two shelves
       on both sides. Players'll need to hop over one to get in. The archive room
       itself is locked, but the key can be taken from the B1 quartermaster's
       office. (Alternately, one side is blocked by a mobile bookshelf; pushing
       against it forces an entrance open.)
    
     • My Fires Burn Within Breanna's Marrow
    
       This hangs in the stairwell connected to Breanna's 3F office. Because of
       her presence, the Delilah statue, and two gravehounds, it's often easiest
       to infiltrate from 4F and descend, rather than the other way around.
    
    MISSION 6: DUST DISTRICT
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     • Indiscrete Time Finds Aramis Stilton
    
       This is located in the Overseer Outpost, in a 4F office partially claimed
       by the district's dust. The main stairway in the back gives access to it,
       and it has a free balcony, giving plenty of other access points from 3F.
    
     • Paolo and the Inaccessible Cardinal
    
       This hangs in Paolo's 3F office at the Crone's Hand Saloon. This is hostile
       territory (like the Overseer Outpost), so players must sneak around unless
       they're actively carrying Byrne's body.
    
     • Vera Moray and the Affix of Her Skin
    
       This is also in Paolo's office, near his Outsider shrine. Given Paolo's
       connection to Vera, it's almost adorable how her painting appears here.
    
    MISSION 7: A CRACK IN THE SLAB
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     • The Commutative Rats and the Weeper
    
       Located in the past's 1F vault, accessible from the dining room. The only
       way in is to visit the present, where the vault is open and empty, then
       timeshift inside.
    
     • The Torturer's Quaternionic Groan
    
       This is located in the 2F lepidoptery room, accessible from the Grand Hall.
       The picture is leaning against a bookcase (past only).
    
    MISSION 8: THE GRAND PALACE
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     • Daud and the Parabola of Lost Seasons
    
       This is located in the 3F flat of a self-proclaimed Daud admirer, currently
       a bloodfly den. It's the same building whose rooftop turbine powers Ravina
       Boulevard's wall of light, making it pretty easy to find -- just follow the
       red power cables. (It's possible to enter from the boarded-up 3F stairway
       entrance, though hopping off the roof onto the 3F balcony works as well.)
    
     • My Name on Their Lips
    
       This hangs over the mantel in Duke Abele's 3F palace office. A guard and a
       maid spawn in this area, and the clockwork soldier nearby springs to life
       if they're alerted.
    
     • Her Face is My Smile
    
       This is also on the palace's 3F floor, in Delilah's chambers. It hangs by
       the piano, and is easily missable compared to other loot.
    
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    POWERS                                                                   [PWRS]
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     Powers are supernatural abilities bestowed by the Outsider, a mystical guide
     through the Void. After the first mission, players have the option of taking
     the Outsider's mark or refusing it -- basically, agreeing to play the game
     with some or no powers, respectively.
    
     Each character has abilities unique to them, plus some that overlap. Runes
     are the currency for upgrading -- these can be found throughout levels (the
     Heart identifies them from afar) and even crafted later on.
    
     NOTE: New Game Plus mode was added via a patch, and lets players have access
     to all abilities the second time around.
    
    AGILITY (2 runes)
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     Used By : Corvo, Emily
     Upgrades: 3
      ___ ______________ ________________________________________________________
     | R | UPGRADE      | FUNCTION                                               |
     |¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | 2 | Agility      | Increase jump height & distance (allows double jumps)  |
     | 2 | Rapid Sprint | Sprint faster                                          |
     | 1 | Cat Fall     | Falling damage is reduced                              |
     |___|______________|________________________________________________________|
    
     Agility increases mobility on its user, though only the very first upgrade
     is truly worth it. Being able to double jump cuts into the territory occupied
     by Blink and Far Reach, helping with mana conservation and just being quicker
     than having to aim anything. In some cases, a combination of double jumping
     and teleportation can lead to interesting shortcuts, like avoiding barb-wired
     ledges or pointy fencing.
    
    BEND TIME (4 runes)
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     Used By : Corvo
     Upgrades: 4
      ___ ___________________ ___________________________________________________
     | R | UPGRADE           | FUNCTION                                          |
     |¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | 4 | Bend Time         | Slow time for a short duration                    |
     | 6 | Stop Time         | Completely stop time for a short duration         |
     | 1 | Relativity        | Move faster in bent time relative to the world    |
     | 2 | Lasting Bend Time | Bend Time duration increased                      |
     |___|___________________|___________________________________________________|
    
     Bend Time is one of the most "I feel overpowered" skills. Time is completely
     warped for everyone but its user, letting them sneak around, assassinate or
     KO targets, steal, and escape. Anything or anyone the player physically comes
     in contact with is "pulled into their time," meaning it moves at the speed
     of its user. This is important when choking people out or carrying bodies,
     especially since (by default) Corvo moves slightly slower in bent time.
    
     To offset the godliness of the technique, it's the most expensive, consuming
     over half the user's mana gauge. Those interested in upgrading the skill tree
     should invest in all abilities, as they'll all come in handy.
    
    BLINK (0 runes)
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     Used By : Corvo
     Upgrades: 4
      ___ ___________________ ___________________________________________________
     | R | UPGRADE           | FUNCTION                                          |
     |¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | - | Blink             | Move forward rapidly                              |
     | 4 | Greater Blink     | Blink has increased range                         |
     | 3 | Redirective Blink | Time stops while aiming blink (only if immobile)  |
     | 1 | Blink Assault     | Throw foes by attacking just as Blink ends        |
     |___|___________________|___________________________________________________|
    
     Blink is a multi-purpose teleporting skill from Dishonored 1, and the only
     default ability in both games. Some would say it's Corvo's signature ability.
     Holding L2 will display a destination cursor for the teleport. If aimed at an
     upper ledge, the cursor changes to an arrow, indicating Corvo will climb up
     after the teleport. (It's easier to travel laterally than vertically.)
    
     Greater Blink is the most useful upgrade, as it just increases mobility right
     across the board. Redirective Blink can be used for interesting mid-fall
     maneuvers, all but eliminating most fall damage accidents. Blink Assault's
     okay on lethal playthroughs, as it allows for quick assassinations, but it's
     rare that a normal throat-slitting doesn't pass muster.
    
     Blink consumes very little mana, making it one of the only fundamental skills
     in the game. That said, it's worth upgrading Agility to have double jumping,
     as it can take the place of shorter Blinks in many cases.
    
    BLOOD THIRST (2 runes)
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     Used By : Corvo, Emily
     Upgrades: 3
      ___ ______________________ ________________________________________________
     | R | UPGRADE              | FUNCTION                                       |
     |¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | 2 | Blood Thirst         | Use pent-up adrenaline to deal one-hit kills   |
     | 1 | Adrenaline Burst     | Build up adrenaline faster                     |
     | 3 | Greater Blood Thirst | Kill multiple enemies within range             |
     |___|______________________|________________________________________________|
    
     Blood Thirst is a fun brawling skill, giving access to adrenaline-fueled
     instant kills whenever enough certain actions (drop assassinations, sword
     swings, parrying) are taken in battle. The upgrades all help hone the skill's
     deadly edge. Players aiming for low chaos have no need for this technique,
     though.
    
    BONECHARM CRAFTING (1 rune)
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     Used By : Corvo, Emily
     Upgrades: 5
      ___ ____________________ __________________________________________________
     | R | UPGRADE            | FUNCTION                                         |
     |¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | 2 | Bonecharm Crafting | Can craft charms with some chance of corruption  |
     | 2 | Witch Crafting     | Charms w/ 3-4 traits have lower corruption chnc. |
     | 3 | Trait Synergy      | Use same trait up to 4 times when crafting       |
     | 2 | Master Crafting    | No corruption occurs in 3-trait bonecharms       |
     | 4 | Craft Runes        | Can use whalebone to make runes, or vice versa   |
     |___|____________________|__________________________________________________|
    
     This skill tree allows players to make personalized bonecharms. To do that,
     sacrifice bonecharms to earn their skills permanently, then create charms
     containing up to 4 of those skills. Chances of corruption (charm gains an
     unwanted extra 'bad' ability) exist, though they can be mitigated as prowess
     increases.
    
     One of the more interesting techniques is Trait Synergy, allowing charms to
     have the same ability multiple times. This is of particular interest when a
     charm relates to ammo recovery (Lucky Needle), movement speed (Swift Shadow),
     skill utility (Agile Will), and others.
    
     For more info on bonecharm abilities, see that specific section.
    
    DARK VISION (2 runes)
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     Used By : Corvo, Emily
     Upgrades: 3
      ___ _____________________ _________________________________________________
     | R | UPGRADE             | FUNCTION                                        |
     |¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | 2 | Dark Vision         | See living beings through walls                 |
     | 3 | Greater Dark Vision | See living beings/security/objects thru walls   |
     | 2 | Premonition         | Visualize enemy routes and their destinations   |
     |___|_____________________|_________________________________________________|
    
     Dark Vision has been toned down a bit since the first game, but it's still
     very useful. While active, intermittent pulses highlight living beings, even
     through walls. Its 'greater' upgrade accentuates many more things as well:
     corpses, books, any loot object, security devices, hidden switches, and so
     on. Even when nothing's around, the skill's dimming effect acts as a pseudo
     night vision.
    
     The skill is great for stealth-oriented players. The downside is it's a lot
     less helpful in bright areas, as its highlighting doesn't show up well near
     spotlights, some sunlit scenes (especially mission #3), etc. For the other
     98% of the time, it'll be just fine, so invest in its 'greater' upgrade as
     soon as possible. Premonition isn't that useful.
    
    DEVOURING SWARM (4 runes)
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     Used By : Corvo
     Upgrades: 4
      ___ _________________ _____________________________________________________
     | R | UPGRADE         | FUNCTION                                            |
     |¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | 4 | Devouring Swarm | Summons a ravenous rat swarm that attacks foes      |
     | 2 | Greater Swarm   | Swarms contain more rats                            |
     | 2 | Rat Piper       | Swarms follow one's path, as long as foes are gone  |
     | 3 | Twin Swarms     | Can summon two smaller, independent swarms          |
     |___|_________________|_____________________________________________________|
    
     Another returning power from the first game, this allows Corvo to summon a
     vicious swarm of rats that attack nearby living creatures and (assuming they
     aren't interrupted) completely devour corpses. The upgrades are pretty fun,
     especially the last two. Rat Piper makes a rat swarm follow one's path when
     it has no foes, essentially letting them clean up any wave of mutilation.
     Twin Swarms allows two swarms to exist, which can create extra chaos, though
     it requires an extra casting.
    
     Although the obvious upside is having no corpses to clean up, Devouring Swarm
     has other synergies. Summoned rats can be immediately possessed for using
     pint-sized shortcut tunnels, while certain bonecharms turn rat killing into
     free health and mana. Some magic-using opponents may be able to turn swarms
     against the user, however, so don't bother siccing 'em on those types.
    
     That said, since most of the ability's usage is killing-oriented, and the rat
     swarms may attack indiscriminately, those on Clean Hands playthroughs may not
     need an extra headache to deal with. It's certainly in the running for most
     fun power, though!
    
    DOMINO (4 runes)
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     Used By : Emily
     Upgrades: 3
      ___ ____________ __________________________________________________________
     | R | UPGRADE    | FUNCTION                                                 |
     |¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | 4 | Domino     | Link human targets' fates together                       |
     | 2 | Link Three | Link up to three human targets' fates together           |
     | 4 | Link Four  | Link up to four human targets' fates together            |
     |___|____________|__________________________________________________________|
    
     Domino is one of Emily's abilities, shown off in the Dishonored 2 trailer.
     It's best summarized as "joining targets' fates together". For instance, if
     two guards are joined by the skill, affecting one (killing, knocking out,
     getting thrown, etc.) affects the other. As upgrades are spent, more targets
     can be joined, giving an upper hand when outnumbered or just making it past
     trickier stealth situations (since Emily doesn't get Bend Time).
    
     Players can find creative ways to use the skills. Common ones are linking the
     fates of enemies to a summoned Doppelgänger, Mesmerizing large groups, or
     just flinging people around with Far Reach. 
    
     Note that Domino does have a range, so characters on walkabouts may leave
     the area of effect. It'll always be obvious who's being affected as they'll
     have white orbs of light over their heads, plus a line between targets.
    
    DOPPELGÄNGER (4 runes)
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     Used By : Emily
     Upgrades: 5
      ___ ________________ ______________________________________________________
     | R | UPGRADE        | FUNCTION                                             |
     |¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | 4 | Doppelgänger   | Summon a shade that can distract enemies             |
     | 1 | Baffling Shade | When slain, the doppelgänger confuses foes (temp.)   |
     | 3 | Deadly Shade   | Summoned shades can fight and assassinate enemies    |
     | 2 | Transposition  | Use Square button to switch places with doppelgänger |
     | 3 | Twin Shades    | Can summon two shades that act independently         |
     |___|________________|______________________________________________________|
    
     Doppelgänger is one of Emily's stealth-oriented powers, letting her summon a
     shade to mislead and distract foes while she goes about her business. Shades
     can be upgraded to confuse foes on death (temporary incapacitation) or have
     more battle prowess (able to assassinate unaware foes). Enemies who kill the
     doppelgänger will resume a less alert state, thinking they've eliminated all
     hostiles in the area.
    
     Summoned shades will be treated just like Emily is, in terms of attracting
     foes/animals and triggering security systems (arc pylons, etc). This can be
     used to one's advantage with the Domino ability, as whichever foe slays the
     linked Doppelgänger will instantly perish as well.
    
    FAR REACH (0 runes)
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     Used By : Emily
     Upgrades: 4
      ___ ______________ ________________________________________________________
     | R | UPGRADE      | FUNCTION                                               |
     |¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | - | Far Reach    | Pulls the user across a distance                       |
     | 2 | Pull Objects | Pulls objects to user (throwables can be thrown)       |
     | 2 | Decelerate   | While falling, aiming Far Reach slows down time        |
     | 4 | Pull Enemies | Pulls foes to user (they can then be eliminated)       |
     |___|______________|________________________________________________________|
    
     A counterpart to Corvo's Blink, Far Reach is the basic skill Emily gets if
     she accepts the Outsider's powers. It's primarily used to move around levels'
     cityscapes, and moves farther laterally than it does vertically. Upgrades let
     it steal items from afar or yank foes into range, where they can be nixed in
     the preferred fashion. (The latter usage is noisy/non-stealthy, however, so
     it won't be everyone's cup of tea. It's funny when used in combination with
     Domino, though.)
    
     One thing that sets this apart from Blink is conservation of momentum. As
     Far Reach is like a grappling hook, using it while running will send Emily
     flying further than normal. When used in stealth, it'll work exactly like
     Blink, arriving at the noted destination.
    
    MESMERIZE (6 runes)
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Used By : Emily
     Upgrades: 4
      ___ ___________________ ___________________________________________________
     | R | UPGRADE           | FUNCTION                                          |
     |¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | 6 | Mesmerize         | Summon Void spirit to enthrall humans and hounds  |
     | 3 | Mesmerize Three   | Can enthrall up to three humans/hounds at once    |
     | 2 | Lasting Mesmerize | Extends skill's duration                          |
     | 3 | Mesmerize Four    | Can enthrall up to four humans/hounds at once     |
     |___|___________________|___________________________________________________|
    
     Mesmerize is one of Emily's most expensive skills, but the benefit is great.
     The skill "enthralls" targets with a Void spirit only they can see. Think of
     it as temporary brainwashing for humans and hounds, where they can't fight
     back during its duration (about 20 sec.) and forget about it afterwards. Of
     course, that time can be spent murdering the target, just as much as it can
     be spent moseying past.
    
     The spirit will enthrall those nearest to it, so it's important to position
     it correctly. This is less important in open battle, as it'll just take the
     fighters right out of the fray. (The spirit remains for the whole summoning
     duration; eliminating those it's enthralling doesn't despawn it.) In stealth
     playthroughs, upgrading the technique can be just as useful as Domino.
    
    POSSESSION (4 runes)
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Used By : Corvo
     Upgrades: 5
      ___ ____________________ __________________________________________________
     | R | UPGRADE            | FUNCTION                                         |
     |¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | 4 | Possession         | Can possess conscious animals                    |
     | 3 | Chain Hosts        | Can switch between hosts using R2 button         |
     | 1 | Corpse Possession  | Can possess corpses and the recently unconscious |
     | 1 | Lasting Possession | All possessions last longer                      |
     | 4 | Human Possession   | Can possess conscious humans                     |
     |___|____________________|__________________________________________________|
                                    • Human Possession requires Corpse Possession
    
     Possession is self-explanitory -- it allows its users to inhabit the body of
     its targets, completely disappearing for a duration. At its default rank,
     only small animals can be possessed: rats, fish, hounds. Its final upgrade
     allows possession of humans, allowing Corvo to lead them into isolated areas
     for elimination.
    
     Inhabiting "hosts" gives various perks. It allows silent infiltration for
     the skill's duration, letting Corvo pass through security checkpoints and
     bypass devices attuned to the host (arc pylon, wall of light). Small animals
     like rats and fish also have small tunnels only they can enter, giving extra
     ways to sneak into areas. Possessed hounds can move at faster rates than
     other creatures.
    
     When possessions end, Corvo will be ejected from the host, landing behind
     them. There'll be a short period after where the target is dazed, causing
     them to stumble, vomit, etc. The hosts aren't aware of what just happened
     and, left to their own devices, go about their business without raising
     alerts.
    
     However, possessions do have a fatal flaw: if the host dies, Corvo dies as
     well. Be careful when possessing rodents that can be stomped to death, going
     into walls of light (etc.), or just dying in general. Note that, if falling
     off from a height, possession can avoid a deadly leg-breaking accident.
    
    REFLEXES (1 rune)
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Used By : Corvo, Emily
     Upgrades: 5
      ___ _____________________ _________________________________________________
     | R | UPGRADE             | FUNCTION                                        |
     |¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | 1 | Reflexes            | Deflect oncoming projectiles with R1 button     |
     | 2 | Focused Slide       | Time slows while sliding (aids in aiming)       |
     | 2 | Superior Deflection | Projectiles are deflected at the nearest foe    |
     | 1 | Adept Parry         | Parrying's easier (window of opportunity upped) |
     | 3 | Snap Reaction       | Time slows when an enemy notices Emily/Corvo    |
     |___|_____________________|_________________________________________________|
    
     Reflexes is a fun set of abilities aimed at those actively engaging enemies
     in combat. The default skill lets one deflect projectiles of any kind, and
     can later be used to redirect those at foes. (There's a trophy for doing
     this.) Adept Parry makes parrying easier by lengthening the time window for
     doing so. Focused Slide and Snap Reaction are less interesting, but can be
     fun for those who go all in on the skill tree.
    
    SHADOW KILL (2 runes)
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Used By : Corvo, Emily
     Upgrades: 3
      ___ _____________________ _________________________________________________
     | R | UPGRADE             | FUNCTION                                        |
     |¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | 2 | Shadow Kill         | Slaying unaware foes turns their bodies to ash  |
     | 2 | Greater Shadow Kill | All slain targets turn to ash upon death        |
     | 3 | Bloodfly Swarm      | Foes slain in combat transform into bloodflies  |
     |___|_____________________|_________________________________________________|
    
     Shadow Kill is a stealth-oriented ability for murderous players, turning the
     corpses into ash (i.e. nothingness) and thus preventing need to hide bodies.
     The final upgrade turns foes into friendly bloodfly swarms that attack other
     targets nearby.
    
     The bloodfly ability is a distraction at best in small doses, but as bodies
     pile up, huge swarms form, able to kill multiple targets. Outside of combat,
     the friendly swarms will disperse or nest in nearby corpses. (Flies spawned
     from the latter are NOT friendly, however.)
    
     The skill has synergy with bloodfly-related bonecharms, as the swarms can be
     killed to restore health. Additionally, there may be niche usefulness in the
     "Circle of Life" trophy, as it can spawn bloodflies even when in places they
     don't normally appear (including the last level).
    
    SHADOW WALK (4 runes)
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Used By : Emily
     Upgrades: 5
      ___ ________________________ ______________________________________________
     | R | UPGRADE                | FUNCTION                                     |
     |¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | 4 | Shadow Walk            | Turn into a shadow (stealthier state)        |
     | 1 | Rat Shadows            | Can use rat tunnels in shadow state          |
     | 2 | Improved Shadow Attack | Can incapacitate 2 foes during shadow state  |
     | 2 | Shadow Run             | Move faster in shadow state                  |
     | 2 | Greater Shadow Attack  | Can incapacitate 3 foes during shadow state  |
     |___|________________________|______________________________________________|
    
     Another of Emily's abilities highlighted in the clockwork mansion trailer,
     Shadow Walk lets the empress turn into living shadow. In this form, she's
     harder to see (not completely invisible, however) and can stealthfully nix
     foes, lethally or otherwise. Upgrades improve how many foes can be taken out
     in one use and access to rat tunnels, which would normally require Corvo's
     Possession ability.
    
     One major thing to note is that being a shadow is not invincibility -- Emily
     can still take damage from sources like normal. This makes little sense in
     practice (how does a bullet hurt shadow?) but for gameplay reasons, it's best
     as a stealth tool, not a brazen murder machine.
    
    STRENGTH (3 runes)
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Used By : Corvo, Emily
     Upgrades: 2
      ___ __________________ ____________________________________________________
     | R | UPGRADE          | FUNCTION                                           |
     |¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | 3 | Strength         | Throw objects farther                              |
     | 2 | Greater Strength | Can smash breakable doors rather than find the key |
     |___|__________________|____________________________________________________|
    
     Strength is a pretty basic upgrade. Its default rank increases throwing
     distance, making it easier to lure enemies away or deal damage, depending
     on the tossed item. (Hitting unaware foes in the head with objects can lead
     to KOs, even in combat.) The upgrade allows sword swings to smash certain
     breakable doors, sidestepping the need to find keys. Not all doors can be
     hulk-smashed in this way, but it's sure fun to do it anyway.
    
     The downside to Strength is that...it's just not necessary. New players may
     want it as a time-saver, but beyond that, runes can be better spent.
    
    VITALITY (2 runes)
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Used By : Corvo, Emily
     Upgrades: 2
      ___ __________________ ____________________________________________________
     | R | UPGRADE          | FUNCTION                                           |
     |¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | 2 | Vitality         | Health is increased                                |
     | 2 | Greater Vitality | Health regeneration is improved                    |
     |___|__________________|____________________________________________________|
    
     Vitality gives some simple, health-sustaining effects for a low cost. That
     may be appealing on a high chaos playthrough, as most stealth-oriented types
     will likely reload the save in combat situations. (And given how commonplace
     health potions are, this isn't a crucial ability pair to have.)
    
    WINDBLAST (4 runes)
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Used By : Corvo
     Upgrades: 3
      ___ ___________________ ___________________________________________________
     | R | UPGRADE           | FUNCTION                                          |
     |¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | 4 | Windblast         | Gust of wind that breaks doors, reflects prjctls. |
     | 3 | Greater Windblast | Wind kills enemies it throws into walls           |
     | 3 | Shockwave         | Secondary shockwave around caster during use      |
     |___|___________________|___________________________________________________|
    
     Windblast is a fun, albeit less useful, skill to invest in. Its name says it
     all: the user blows a gust of wind forward, shattering objects, knocking NPCs
     and animals off balance, and reflecting projectiles (pistol ammo, grenades,
     etc.) back at their original source.
    
     Although Windblast can be used to mess with people, knocking them over ledges
     and (if upgraded) into walls with killing force, its best use may actually be
     destroying doors. For newbies, destroying breakable doors is more expedient
     than actually uncovering keys, of which many are hard to find.
    
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    RUNE GUIDE                                                               [RNGD]
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Runes are whalebone trinkets that act as currency for upgrading supernatural
     powers. They can be found throughout each campaign level, plus created with
     the "Craft Runes" skill (in "Bonecharm Crafting" tree). On no-powers runs
     where the power menu is disabled, collected runes count as 200 coins instead.
    
     Like bonecharms, runes can be detected by the Heart -- their locations and
     distance will be superimposed on the normal screen while active. (Missions
     that have specific indoor/outdoor segments will only show local objects of
     interest. For instance, if Dunwall Tower's interior had a rune inside, using
     the Heart in the streets section wouldn't display it. Players would need to
     go inside to learn its whereabouts.)
    
    MISSION 1: A LONG DAY IN DUNWALL -- n/a
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Runes don't appear in this mission.
    
    MISSION 2: THE EDGE OF THE WORLD -- 9 runes
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     • Two are in the Void event where the Outsider can bestow powers on Emily or
       Corvo. They'll spawn there even if powers are refused.
    
     • One is in a small shipwreck a short distance from the Dreadful Wale. There
       are hagfish in these waters, so be quick about salvaging it.
    
     • After landing in Karnaca proper, locate the nearest whale carcass at the
       docks. There's a rune in its mouth.
    
     • Also in the docks' neutral zone, the black market sells a rune (400 coins).
       Players can get around this by robbing the store, using the key found in
       the bloodfly-infested apartment's upper floor. However, doing this alerts
       the shopkeep and prevents further sales during the mission.
    
     • Near the first wall of light is an apartment being searched by overseers.
       The shrine in the 2F bathroom contains two runes.
    
     • At one end of Canal Square's titular waterway, a rune is inside a blocked
       drain. Break the wooden beam with any projectile to make it slide into
       arm's reach.
    
     • In the Canal Square, next to the Karnaca Enclave building, an overseer is
       giving a sermon to a throng. There's a rune on the table next to him, as
       part of his heretical artifact display.
    
     • Inside the Karnaca Enclave (Overseer Outpost) building, on 3F, is a locked
       safe containing the rune. See the walkthrough on how to figure out its
       combination.
    
    MISSION 3: THE GOOD DOCTOR -- 6 runes
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     • Located in Addermire Institute's 1F dining room, affixed to an above-table
       plaque. This is right in an area with three guards who don't patrol, so
       getting it is trickier on nonlethal runs.
    
     • Two runes are in the 4F private rooms block, on an Outsider's shrine. They
       require no special circumstances to obtain, unlike other items in this
       mission.
    
     • After reaching the 4F area containing the outdoor private housing, hop onto
       that structure's roof. Next, look at the tower containing Hypatia's office;
       there should be an open shutter visible. (It's accessible via teleportation
       or a running jump onto the exterior pipework.) The rune is in this small
       elevator maintenance room, by some coins on a table.
    
     • In the aforementioned elevator maintenance room, players can call the lift
       upwards. This gives access to its red connector cables. Shoot one, hop in,
       and let the box plummet through 1F into the basement "Lost and Found" area.
       The rune is next to a gold ingot and Sokolov painting.
    
     • Upon entering the 3F Recuperation wing (requires Dr. Hypatia's Key), there
       will be a bloodfly nest right in front of the entrance. The rune's right
       underneath.
    
    MISSION 4: THE CLOCKWORK MANSION -- 6 runes
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     • Two runes are inside the first bloodfly apartment (near sewers where Meagan
       docks), on a third-floor Outsider shrine. The door to the shrine's flat is
       locked, but players can hop through a hole in the wall right beside it; or,
       Blink/Far Reach up through the street-facing window.
    
     • Behind Aventa Station is the Howlers' ambushing alley, where they'll fight
       anyone who draws too close. A rune is in a cabinet by the initial woman's
       spot (the others are in hiding).
    
     • Another rune is sold at the black market. As before, players can fork over
       400 coins for it, or rob the shop. (To do the latter, traverse the bloodfly
       apartment above it, then find the robbers in the adjacent building's B1
       area. They'll be trying to blow a hole in the wall with whale oil tanks.
       Eliminate them, get a third tank from Aventa Station, then detonate 'em to
       free entry.)
    
     • Past the upper district's wall of light, there's an apartment building (not
       the one with Jindosh's painting) whose 2F back bedroom contains a rune. In
       low chaos, a husband, wife and maid inhabit the area; on high chaos, all
       are dead and bloodflies rule the roost.
    
     • The last rune is sitting in Jindosh's 1F laboratory, near a surgery table.
       Those who screw with the moving platforms may relocate it to 2F instead.
    
    MISSION 5: THE ROYAL CONSERVATORY -- 6 runes
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     • The first rune is sold at the black market, right near Seta Canal's ambush
       alley. Like usual, players can purchase it legitimately or rob the place,
       obtaining it at expense of the store shutting down. Note that robbing it
       early PREVENTS obtaining the maximum amount of loot, as the shopkeep pays
       a tidy sum for the Roseburrow Prototype in the conservatory. (To get the
       most from that quest, find the associate's note in the booby-trapped flat
       near the conservatory. It mentions being paid double the going rate, which
       Emily/Corvo can then use when the shopkeep tries to pay the normal fare.)
    
     • Near the cantina past the witch ambush alley, a 3F balcony leads into a
       booby-trapped apartment. The shrine with two runes is in the 4F level of
       that building.
    
     • Inside the conservatory's B1 Forbidden Archive section, a rune sits in a
       display case. The key to said section is sitting in the B1 quartermaster's
       office (locked, but accessible via courtyard window). Players can also get
       inside by pushing the sliding bookcase away from the crawlspace-sized hole
       on the south side.
    
     • Another rune is easily found in the 2F lounge area, where various corpses
       have been hit with crossbow bolts. It's sitting on a pillow in a verdant
       corner.
    
     • The last rune is on the 4F rooftops, in the sitting area with grapes strewn
       all over. If Breanna hasn't been eliminated, there'll be gravehounds ready
       to spawn, so be careful.
    
    MISSION 6: DUST DISTRICT -- 5 runes
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     • After speaking to Meagan in the ruined house, drop down to street level,
       then turn around. A doorway has been boarded-up; smash through and locate
       the rune inside an old cabinet.
    
     • The bloodfly-ridden apartment bordering Valia Street contains a rune in a
       2F cabinet, right near a nest.
    
     • In the Overseer Outpost's 2F confiscation room, within a blue container.
       The door is locked, but can be smashed (with upgraded Strength) or opened
       normally with the key. The overseer carrying it is initially sleeping in
       the cot room down the hall.
    
     • There's an Outsider shrine in Paolo's 3F office at the Crone's Hand Saloon,
       naturally containing two runes. Players will have to infiltrate the office
       via the inner stairway as the nearest windows are locked from the inside.
       It's better to do this before "killing" Paolo once, as he'll marshal his
       forces nearby to prevent a second death.
    
    MISSION 7: A CRACK IN THE SLAB -- 3 runes
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     • A rune is hidden in the basement's flooded portion. It exists by default,
       but the crate it's on is buoyant, forcing it out of reach. Players must
       drain the water through timeshifting first. (In past, find crankvalve by
       the scheming soldiers and toss it into the wall breach. In the future,
       when the breach is larger, hop through and drain the water.)
    
     • The silvergraph studio (2F, connects to SE bedroom via the Great Hall) has
       a rune in the past version. The room is normally locked and has a trio of
       guards inside, though they can be lured into the SE bedroom if a noise is
       made, avoiding the need to use other entry methods. (Those who still want
       to can knock out the past-only workers in the SE bedroom; this prevents
       their window repairs from going through, opening a path in the present that
       goes right into the studio.)
    
     • If Aramis' madness was cured, a rune spawns at the Dust District's Batista
       Overlook. Hop into the 2F walkway inside the windbreak above the central
       landing (where the Grand Guard elites were initially). Those without powers
       should still be able to reach the area.
    
    MISSION 8: THE GRAND PALACE -- x runes
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     • Ravina Boulevard's wall of light is powered by a rooftop wind turbine on
       a nearby apartment building. The bloodfly den on 3F of that same building
       contains a rune in the bathroom cabinet.
    
     • The double-rune shrine is near the black market shop, in a boarded-up cave
       within Amparo Plaza's foliage.
    
     • The locked safe in the palace's 1F "First Captain's Office" (connects to
       throne room's antechamber) has a rune inside. The combination is listed in
       Abele's 3F office.
    
     • A rune is hidden in the palace's Abandoned Storage, a boarded-up area that
       sits between the throne room and the private garden, and also connects to
       the vault. The rune is about halfway through the submerged section.
    
    MISSION 9: DEATH TO THE EMPRESS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     • The first rune is purchased from the final black market, at the site of the
       old Black Pony Pub. (400 coins)
    
     • Two are in a shrine inside a sailor's apartment, several stories above (and
       adjacent) to Dr. Galvani's apartment. To enter, climb through the wreckage
       of the collapsing building (a single witch is there), then use the fallen
       street-spanning beams to enter the balcony -- two Hatters are inside. The
       shrine room can be accessed using a wall barometer/switch.
    
     • Dunwall Tower's exterior grounds have a pump room near the castle. Once the
       witch duo is eliminated, hop on the walkway and look for a small recessed
       part of the wall with no pipes -- it lets players get underneath and
       crouch-walk to the rune.
    
     • The B1 security room -- where the torturer in the first game was located
       -- contains a rune atop some pipes. A normal jump is enough to reach it.
    
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    UPGRADE OVERVIEW                                                         [UPGR]
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Upgrades take place at black markets, letting Emily and Corvo trade coin for
     equipment tweaks. The categories each have specific upgrade trees to follow,
     unlocking additional abilities as they go along. Some upgrades, especially
     masterworks (yellow-colored), only appear if their blueprints are found. The
     upgrade will be grayed-out if unavailable, usually due to coin problems or
     purchasing out of order.
    
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| CROSSBOW UPGRADES
     | [A] [B] [C] [D] [E] [F] [G] [H]   | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     |  '---+---'   |   |   |       |    | The tree is very wide, but also very
     |    [I/J]    [K] [L] [M]     [N/O] | shallow. Normal bolts and sleep darts
     |___________________________________| are available by default.
       ___ _____________________ _____ __________________________________________
      | ? | UPGRADE             | $$$ | FUNCTION                                 |
      |¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
      | A | Crossbow Accuracy   | 300 | Aim and stability are improved           |
      | B | Extended Bolt Range | 450 | Bolts travel faster, further             |
      | C | Reload Speed        | 600 | Reload speed improved                    |
      | D | Crossbow Bolt       | --- | Lethal bolt (deals damage)               |
      | E | Sleep Dart          | --- | Nonlethal bolt (target goes unconscious) |
      | F | Incendiary Bolt     | 400 | Lethal bolt (foe is immolated)           |
      | G | Stinging Bolt       | 250 | Nonlethal bolt (foe flees, then forgets) |
      | H | Howling Bolt        | 250 | Nonlethal bolt (foe is stunned, blinded) |
      | I | Coffin Nails        | 700 | Bolts fire faster; semi-automatic firing |
      | J | The Dealer          | 700 | Aim-lock up to 3 targets w/ normal bolts |
      | K | Hardened Bolt       | 300 | Normal bolts inflict more damage         |
      | L | Instant Sleep Dart  | 400 | Sleep darts instantly KO targets         |
      | M | Combustion Bolt     | 450 | Fire radius up; can ignite nearby foes   |
      | N | Ancient Howl Bolt   | 600 | Blinds foes + causes witches to flee     |
      | O | Deep Howl Bolt      | 600 | Blinds foes + causes wolfhounds to flee  |
      |___|_____________________|_____|__________________________________________|
    
    
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| PISTOL UPGRADES
     |   |¯¯¯¯¯¯|                  | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     |   |  .---+---.              | Pistols are noisy firearms used by both the
     |   | [A] [B] [C] [D] [E]     | friendly and enemy ranks, and, unlike the bow,
     |   |  |   |   |   |   |---.  | have no nonlethal capabilities. Normal ammo
     |   | [F] [G] [H] [I] [J] [K] | is available by default.
     |   |          |              | 
     | [L/M]       [N]             | The only masterwork requires all purchases
     |_____________________________| from the A, B, and C columns (7 total).
      ___ __________________________ _____ ______________________________________
     | ? | UPGRADE                  | $$$ | FUNCTION                             |
     |¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | A | Pistol Reload Speed 1    | 200 | Reload speed improved                |
     | B | Pistol Accuracy 1        | 300 | Tightens dispersion, stabilizes aim  |
     | C | Magazine +1              | 200 | Magazines hold one extra bullet      |
     | D | Explosive Bullet         | 450 | Bullet that explodes on impact       |
     | E | Pistol Bullet            | --- | Standard ammunition                  |
     | F | Pistol Reload Speed 2    | 400 | Reload speed improved further        |
     | G | Pistol Accuracy 2        | 600 | Tightens dispersion, stabilizes aim  |
     | H | Magazine +2              | 200 | Magazines hold two extra bullets     |
     | I | Explosive Cluster Bullet | 450 | E. bullets now fragment on impact    |
     | J | Magnetized Bullet        | 350 | Bullets now disrupt clockwork sldrs. |
     | K | Armored Bullet           | 350 | Bullets ricochet off surfaces/armor  |
     |---+--------------------------+-----+--------------------------------------|
     | L | The Determined Traveler  | 700 | Perfect aim while scoped, but area   |
     |   |                          |     | of effect spread damage is reduced   |
     |---+--------------------------+-----+--------------------------------------|
     | M | The Crimson Painter      | 700 | All bullets fragment, damage up, and |
     |   |                          |     | area of effect spread damage up, but |
     |   |                          |     | reduced effective gun range          |
     |---+--------------------------+-----+--------------------------------------|
     | N | Magazine +3              | 200 | Magazines hold three extra bullets   |
     |___|__________________________|_____|______________________________________|
    
    
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| GEAR AND OUTFIT
     |  [A] [B] [C} [D] [E] [F] | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     |       |       |   |   |  | This category mostly deals with ammunition and
     |      [G]     [H] [I] [J] | gear upgrades. The only masterwork can be used
     | [K/L]                    | without any prerequisites. (Ammo ugprades are
     |__________________________| cumulative.)
      ___ ________________________ _____ ________________________________________
     | ? | UPGRADE                | $$$ | FUNCTION                               |
     |¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | A | Refined Lens Optics    | 200 | Zoom magnification increased           |
     | B | Bonecharm Slots +2     | 300 | Unlocks two more bonecharm slots       |
     | C | Springrazor Storage +2 | 450 | Can hold two more springrazors         |
     | D | Bolt Capacity +5       | 300 | Can hold five more crossbow bolts      |
     | E | Bullet Storage +5      | 350 | Can hold five more pistol bullets      |
     | F | Silent Running         | 400 | Noise from running is reduced          |
     | G | Bonecharm Slots +3     | 450 | Unlocks three more bonecharm slots     |
     | H | Bolt Capacity +5       | 450 | Can hold five more crossbow bolts      |
     | I | Bullet Storage +5      | 450 | Can hold five more pistol bullets      |
     | J | Silent Sprint          | 500 | Noise from running is reduced further  |
     | K | Collector's Carapace   | 700 | Damage taken is reduced                |
     | L | Moth Dust Wrappings    | 700 | Less visible in well-lit areas         |
     |___|________________________|_____|________________________________________|
    
     FOLDING BLADE
     ¯¯¯¯¯¯¯¯¯¯¯¯¯
      This category has no tree: it's just a normal upgrade and the masterwork.
      The latter has no prerequisite.
    
     |¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | A | Sword Crossing | 450 | Win locked-sword contests easier               |
     | B | Monkey Wrench  | 450 | Deal sword damage to clockwork soldiers        |
     | C | Occult Kiss    | 450 | Deal more sword damage to magic-using enemies  |
     |___|________________|_____|________________________________________________|
    
    
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| GRENADE
     |       [A] [B] | ¯¯¯¯¯¯¯
     |        |      | This category has the smallest tree next to swords. Its
     | [C/D] [E]     | masterwork, like the two before it, has no prerequisites.
     |_______________| Normal grenades are available by default.
      ___ ____________________ _____ ____________________________________________
     | ? | UPGRADE            | $$$ | FUNCTION                                   |
     |¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | A | Grenade            | --- | Standard ammo (lethal explosion)           |
     | B | Sticky Grenade     | 450 | Lethal ammo (grenades stick to targets)    |
     | C | The Expansive Lady | 700 | All grenades have increased blast radii    |
     | D | Discreet Inquiry   | 700 | All grenades produce less noise            |
     | E | Impact Grenades    | 400 | Instant detonation on hitting living trgt. |
     |___|____________________|_____|____________________________________________|
    
    
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| MINES
     |     [A] [B]     | ¯¯¯¯¯
     |  .---+   +---.  | This category affects functionality for stun mines and
     | [C] [D] [E] [F] | springrazors (nonlethal and lethal, respectively). It's
     |      |          | a fairly simple tree and the only one that contains no
     |     [G]         | masterworks. All basic forms are available by default.
     |_________________|
      ___ _____________________ _____ ___________________________________________
     | ? | UPGRADE             | $$$ | FUNCTION                                  |
     |¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | A | Stun Mine           | --- | Nonlethal ammo (KOs target)               |
     | B | Springrazor         | --- | Lethal ammo (kills targets within range)  |
     | C | Chain Lightning     | 450 | Stun mines' jolts arc to nearby targets   |
     | D | Stun Mine Charge +1 | 300 | Stun mines can be used twice              |
     | E | Double Release      | 450 | Springrazors can be used twice            |
     | F | Springrazor Reach   | 300 | Springrazors have increased damage radii  |
     | G | Stun Mine Charge +2 | 300 | Stun mines can be used three times        |
     |___|_____________________|_____|___________________________________________|
    
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    V. FREQUENTLY ASKED QUESTIONS                                            [FAQZ]
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     [Q] - Is it normal not to be able to pick up whalebone in no-powers mode?
     [A] - Yes, that's normal. They're only meant for crafting runes, which can't
           be done without powers, so it's no big loss.
    
     [Q] - Can I get Duelist's Luck and Void Favor randomly?
     [A] - Those bonecharms are only available by redeeming the Limited Edition's
           code. Players hoping to find them randomly in-game are out of luck.
    
     [Q] - Why is my 'mission select' option disabled?
     [A] - Saves made prior to patch 1.03 won't be applicable, although the option
           still appears (grayed-out) to tempt players.
    
     [Q] - If I kill someone, do I get high chaos?
     [A] - No, high chaos is reserved for high body counts. I believe it's nearly
           the same as the first game, where eliminating half the population or
           higher (lethally) is an automatic high chaos.
    
     [Q] - Who should I play as?
     [A] - Corvo's powers are slightly more lethal and combat-oriented in nature,
           while Emily's are slightly more nonlethal and stealth-oriented. However,
           there's enough overlap between them that each character can do either
           combat/stealth well enough.
    
     [Q] - Why is my post-mission summary telling me there's X items instead of Y?
     [A] - It's just wrong in some cases, most noticeably Mission #2. The guide's
           correct, so just go with that.
    
     [Q] - Why was Jindosh expelled from the Academy of Natural Philosophy?
     [A] - It's never been fully explained. Perhaps some future DLC will shed some
           light on his background?
    
     [Q] - Why are there so many alarm clocks in this game?
     [A] - Perhaps because clockwork technology is "new" in the game, setting off
           alarm clocks will lure guards by their sudden chiming. I doubt it's a
           coincidence they're often in a guard's earshot.
    
     [Q] - Does the game have any multiplayer?
     [A] - Nope. This is a single-player game, just like its predecessor.
    
     [Q] - Is there going to be any DLC?
     [A] - As of 2-21-2017, there's been no news. Given that its sales apparently
           underperformed, chances of DLC are slimmer.
    
     [Q] - Why are the whale oil tank machines only giving empty canisters?
     [A] - That's normal. The device next to it is used for manual refills.
    
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    VI. UPDATES & CONTRIBUTORS                                               [UPDT]
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     11-12-16 ---------------------------+ Started walkthrough
     02-23-17 ---------------------------+ Finished walkthrough
    
    THANKS TO...
    ¯¯¯¯¯¯¯¯¯¯¯¯
     • Sailor/Ceej, for hostin' my stuff
     • Lucky Needle, the game's true MVP
     • Klyrner, for mentioning Flesh & Steel is obtainable on NG+
     • NekoFun, for Mission 8 unresponsive black marketeer fix
     • Bob Jackson, for ingot clerical error in Mission 8
    
    NOTES TO SELF
    ¯¯¯¯¯¯¯¯¯¯¯¯¯
     • Can the "Clockwork Collector" trophy be obtained by collecting plaques in
       other levels with 3+ clockworks, like Mission 8?
    
     • [Mission 8] What makes the two guards toward the end potentially not spawn,
       depriving players of 40 coins? Is it just random or actually based on
       something?
    
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    VII. LEGALITY                                                            [LGLT]
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    This document is intended for private home use ONLY, and may not be reproduced
    through electronic or commercial means without the expressed consent of the
    author (P. Summers). It cannot be hosted, edited, or distributed for profit,
    and may not be given away as an add-in/gift to bought items. All rights are
    reserved to respective parties, even those not explicitly stated herein. Those
    who find this document on sites not listed below should e-mail the author (me).
    Thanks for reading this, and thanks for respectin' FAQ authors.
    
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      • Chaptercheats.com                           E-mail me for permissions ~
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    _______________________________________________________________________________
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