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    FAQ/Walkthrough by Shotgunnova

    Updated: 10/02/17 | Search Guide | Bookmark Guide

                                        D E A T H   T O   T H E   O U T S I D E R
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      |____/  (/ /___/  ) |   | (  '-.-'  |_|  \__|  '-.-'  |_|  )_)|_____||____/
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        FAQ & WALKTHROUGH -by- Shotgunnova/P. Summers (shotgunnova a+ gmail.c0m)
    
        I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR
       II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS
    
           Story ............................................................ STRY
           Original Game Plus ............................................... NGPL
           Tips N' Tricks ................................................... TPST
    
      III. WALKTHROUGH  . . . . . . . . . . . . . . . . . . . . . . . . . . . WLKT
    
           01) One Last Fight ............................................... WK01
           02) Follow the Ink ............................................... WK02
           03) The Bank Job ................................................. WK03
           04) The Stolen Archive ........................................... WK04
           05) A Hole in the World .......................................... WK05
    
       IV. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN
    
           Achievements ..................................................... ACHV
           Bonecharm Info ................................................... BNC1
           Bonecharm Locations .............................................. BNC2
           Coin Listing ..................................................... CNLS
           Contracts ........................................................ CNTR
           Painting Locations ............................................... PNTN
           Powers ........................................................... PWRS
           Upgrades ......................................................... 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. Fittingly, the controls are mostly
     identical to Dishonored 2.
      ___________ _______________________________________________________________
     | BUTTON    | FUNCTION                                                      |
     |¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | 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 Billie'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. Players
       may then immediately carry the corpse, for quick relocation or just to
       avoid it falling and creating noise.
    
     • 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.
    
     • Grenades/Sticky Grenades: as in a million games, grenades are projectiles
       thrown in an arc and deal damage in a certain radius. Normal grenades can
       be upgraded to explode on impact with living targets; Sticky grenades, as
       their name suggests, stick to surfaces.
    
     • Displace: one of Billie's unique powers, players can use this lethally by
       way of "interpenetration" -- that is, teleporting into the exact space a
       NPC occupies. The target will explode, damaging Billie in the process.
    
    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.
    
     • Hook Mines: Throw one of these gadgets at the wall and it will attract,
       and neutralize, the first target that wanders into range. The enemy will
       hang suspended -- hopefully out of visual range -- harmlessly. (Note that
       these mines can be tweaked for lethality, too, in which case victims are
       dismembered.)
    
     • Hagpearls: These small pearls can normally be thrown as distractions, but
       when paired with the voltaic gun's 700-coin upgrade, they can be charged
       to knock enemies unconscious (on headshot only). The most useful thing
       about hagpearls is they can always be recovered -- the main reason Billie
       can only carry one at a time.
    
     • Electric Burst: this type of voltaic gun ammo electrifies its target at
       range, knocking them unconscious. In other words, it's a good substitute
       for Dishonored 2's stun mines, which don't appear in this game. (Note that
       EBs can be charged with the voltaic gun upgrade to kill targets, utterly
       disintegrating them. This isn't a "silent" action, though.)
    
     • Hyperbaric Grenade: these grenades deal concussive damage, knocking their
       affected targets unconscious. Note that enemies still fly in the air, and
       the weak blast can still trigger other explosions (like other grenades or
       oil tanks sitting nearby). Handling grenades is no excuse to avoid safety!
    
     • Semblance: one of Billie's unique powers, Semblance is literal identity
       theft -- it steals the target's face, allowing her to masquerade as that
       person for all that it entails. Semblance can only be used on living
       targets; if a target is conscious, stealing their face KOs them.
    
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    II. TH' BASICS                                                           [THBS]
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    STORY                           [STRY]
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     From game case:
    
     "Take on the role of Billie Lurk, once one of Dunwall's most notorious
     killers-for-hire. Reunited with your old mentor, the legendary assassin Daud,
     you undertake the greatest assassination every conceived: killing the
     Outsider, a god-like figure. As you venture deep into the grimiest corners of
     Karnaca to uncover the mystery of the Outsider and his origins, you will face
     deadly opposition, ancient powers, and difficult decisions that forever change
     the world around you."
    
    ORIGINAL GAME PLUS          [NGPL]
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     OGP (or OG+) is the special mode unlocked after beating the game once. It
     lets Billie begin the game with previous Dishonored powers: Blink, Domino,
     and Dark Vision. Like in normal play, these start at maximum efficiency and
     can't be upgraded further.
    
     A word of warning: some trophies are tied to Billie's normal powers and thus
     can't be obtained on OG+.
    
    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.
    
     • Dishonored games often have some type of glitch that screws up trophies or
       something, so always have up-to-date patches. They prevent a lot of feelbad
       moments.
    
     • Players unfamiliar with the Dishonored series should take advantage of the
       tutorials that show up when new powers/weapons are obtained.
    
     • Those doing no-kill playthroughs should know some targets (like rats and
       wolfhounds) don't count as true kills. Clockwork soldiers do by default,
       though those with up-to-date patching have this remedied. Additionally,
       sometimes moving through the plot seems to cause "phantom" kills, so always
       be checking the Stats tab tallies.
    
     • Black markets are sources of ammo, upgrades and mission-specific goodies.
       Billie can rob them to avoid paying for most of those, but it doesn't work
       like that for upgrades! Always make sure to invest that coin beforehand to
       avoid feeling short-changed later.
    
     • Death to the Outsider's enemy AI is similar to its predecessor's, mostly in
       that opposition can be rather perceptive. Players will notice that even if
       Billie's up high, suspicious foes can start noticing at a distance, while
       certain guards may notice their missing buddies. Those who find this a bit
       much should change their difficulty or reevaluate their strategies. (Buying
       the Concealment Finish upgrade helps.)
                                                        _________________________
    ___________________________________________________/ III. WALKTHROUGH [WLKT] |_
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    1) ONE LAST FIGHT                                                        [WK01]
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     This walkthrough is written for medium difficulty, though that shouldn't
     matter much in terms of loot distribution/location.
    
    __________________
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    1.1: DREADFUL WALE
    __________________
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     Coins ---: n/a
     Bonecharm: n/a
     Paintings: n/a
    
     DOTO puts players in the shoes of Billie Lurk, Daud's right-hand assassin in
     the olden days. The game begins as she prepares to set out and track down her
     mentor. Unlike Dishonored 2, there aren't any coins aboard the Dreadful Wale,
     just various documents. (There's no trophy for reading all documents aboard
     the vessel this time, so they're purely for flavor.)
    
     The game introduces a new feature: contracts. These side missions provide
     extra coin in exchange for special actions. They appear on Billie's desk in
     her quarters, though later levels have them on black market bulletin boards.
     Undertaking contracts is optional -- and missable, as rewards are only gotten
     if Billie learns of them in-game -- but there are certain things to know:
    
     • Contract rewards count toward the mission's overall coin total
     • Rewards are always after the mission, never during
     • Doing a contract's goal before learning of it officially is a time-saver
     • The trophy for completing all contracts requires killing
    
     When ready to leave for the Albarca Baths, read the mission board and exit at
     the rail station nearby.
    
     Along the way, the game reminds newbies about one of Billie's special powers,
     and the only one she begins with: Rat Whispers. Her murine mates occasionally
     give helpful info on shortcuts, bonecharm locations, and other things. Their
     aid is optional, of course. Speaking to them five times earns a trophy.
    
    _________________________________
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    1.2: NORTHERN CAMPO SETO DISTRICT
    _________________________________
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     Coins ---: 522 [522/2050]
     Bonecharm: 1 [1/6]
     Paintings: 0 [0/1]
    
     The carriage spits Billie out a good distance from the Baths, inside an old
     tunnel. Break through the boarded-up wall to reach the derelict rail station
     proper. Loot-wise, there's just two copper wires to find, one of which is in
     the small garage outside (duck through its half-opened doors).
    
     Besides the first guard, two more are down the nearest stair, and eventually
     split up for easy pickings. Players can continue onward at ground level,
     through the unguarded sewer tunnel, or climb (using black drainage pipes) to
     the balcony above it, which has an open window.
    
     The latter method is best, since it puts players right in the Albarca Baths'
     bookmaker apartment. Almost one-fifth of the game's loot is found here, in
     no small part thanks to the safe's contents. Players can get a hint to its
     combination later (steal note from bookmaker himself), learning the shelf's
     books are organized to reveal the code: 451. Don't forget the first bonecharm
     on the desk, either!
        _____ ___________                        ______________________________
       | AMT | TOTAL AMT |______________________/ NORTHERN CAMPO SETO DISTRICT |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 |   10/2050 | Rail station area; copper wire in off-street shack    |
     |_|  10 |   20/2050 | Rail station area; copper wire in sawmill's garage    |
     |_|  10 |   30/2050 | Bookmaker's apartment; avocet feathers on desk        |
     |_|  15 |   45/2050 | Bookmaker's apartment; bath salts in shower           |
     |_| 395 |  440/2050 | Bookmaker's apartment; safe contents                  |
     |_|  35 |  475/2050 | Bookmaker's apartment; coins on kitchen-area table    |
       |_____|___________|_______________________________________________________|
    
     Players can exit the apartment through the front door -- the key is hanging
     on a hook right by it. (Similarly, those trying to break in from the entryway
     can find a duplicate key in a shelf basket, low to the ground.)
    
     The remaining coins are held by NPCs on the Baths' outer street, on a balcony
     by the pawnshop (use awnings to get up there), or back in the train tunnel.
     Avoiding the latter's locked door is as simple as entering the tunnel from
     the opposite direction. Just note that there are wolfhounds down there. (Like
     in Dishonored 2, killing them doesn't count as a true 'kill' the game keeps
     track of.)
    
     Other than that, there's little out here, save for a springrazor hidden in a
     broken shop window and raw whalebone stolen from unusually friendly Eyeless
     thugs. (Note: creating custom bonecharms with raw whalebone is unavailable
     until sometime in mission three. Still no reason to ignore 'em now, though!)
        _____ ___________                        ______________________________
       | AMT | TOTAL AMT |______________________/ NORTHERN CAMPO SETO DISTRICT |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   2 |  477/2050 | Train tunnel coins on mattress near wolfhounds        |
     |_|   5 |  482/2050 | Bath-area street; coin of balcony by pawn shop        |
     |_|  10 |  492/2050 | NPC: male civilian on Baths' street                   |
     |_|  30 |  522/2050 | NPC: female Eyeless on Baths' street                  |
       |_____|___________|_______________________________________________________|
    
     All remaining items are in the Baths themselves...
    
    ___________________
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    [1.3] ALBARCA BATHS
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     Coins ---: 628 [1150/2050]
     Bonecharm: 5 [6/6]
     Paintings: 1 [1/1]
    
     Probably a nice spa location in its prime, this two-story building is now an
     underground fight club run by Eyeless. The B1 area -- housing the arena and
     most of its cultists -- is neutral ground, but any 1F area (besides entryway)
     is off-limits. Luckily, as long as one is truly sneaky, players can switch
     between the two areas without arousing suspicion.
    
     The entryway contains scarce loot, but the Eyeless here has an opportunity,
     if Billie inspects the locked door: 100 coins for immediate entry to that
     private lounge. (Players can comply once she relocates to the door; the fee
     can be pickpocketed back, too.) Since the lounge is hostile territory, the
     walkthrough will focus on the B1 area first.
    
     Downstairs, in the arena, Daud is immediately spotted, though out of reach
     for now. Freeing him requires obtaining Jeanette Lee's special key from her
     2F office, carried on her person. Shortcutters may consider doing that right
     away, as releasing Daud has him slay all remaining Eyeless in the Baths, and
     it makes loot collection a cinch. (Those deaths don't count against Billie's
     mission tallies, either.)
    
     So, more on the arena. It encompasses the "Black Magic Brute" ring where Daud
     is held, plus a boxing ring, betting area, bar and showers. Entering the
     betting area near the bookmaker is hostile territory, and the Eyeless here
     can grow hostile for other reasons, too (sneaking behind bar counter, being
     caught pickpocketing too many times).
    
     Loot-wise, most items are easy to obtain. The loot behind the betting cage
     and bar, and those in the locked shower room stairway, are harder to nab in
     plain sight. As mentioned above, Daud's release levels the entire playing
     field in the arena, so feel free to leave some of these for later.
    
     • Those who want instant satisfaction should start luring enemies into the
       showers for disposal. This is the idea location as it's neutral territory
       and has a safe body-stashing space in the ceiling hole (leads to the 1F
       maintenance area). However, it's hard to lure EVERYONE into the showers,
       so this is more of a way to thin the ranks. Tossing chloroform bottles or
       hook mines to get the stragglers works later, supposing Daud doesn't reach
       'em first.
        _____ ___________                                ______________________
       | AMT | TOTAL AMT |______________________________/ ALBARCA BATHS, PT. 1 |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 |  532/2050 | 1F entryway; copper wire on podium                    |
     |_|  10 |  542/2050 | NPC: Eyeless in 1F entryway                           |
     |_|  50 |  592/2050 | B1 arena; Konos Star Tables map on...well, a table    |
     |_|  30 |  622/2050 | B1 arena; heavy pouch on bench outside showers        |
     |_|  10 |  632/2050 | B1 arena; copper wire on workbench near bartender     |
     |_|  11 |  643/2050 | B1 arena; coins behind bartender's counter            |
     |_|  20 |  663/2050 | B1 arena; silver dust on bench near punching bag      |
     |_|  30 |  693/2050 | NPC: bookmaker walking near bar                       |
     |_|   6 |  699/2050 | B1 arena; coins inside betting cage (door guard area) |
     |_|  11 |  710/2050 | B1 arena; coins inside betting cage's cash register   |
     |_|  15 |  725/2050 | B1 arena showers; bathing salts in shower area        |
     |_|  15 |  740/2050 | B1 arena showers; bathing salts in locker             |
     |_|  20 |  760/2050 | B1 arena showers; pouch in a locker                   |
     |_|  11 |  771/2050 | B1 arena showers area; stairway to Jennette's office  |
       |_____|___________|_______________________________________________________|
    
     The next stop is the 1F hostile territory. There are several ways to reach
     it, though only the first two listed are really feasible:
    
     • Pay the entryway Eyeless 100 coins
     • Sneak into the 1F maintenance room through the showers' ceiling
     • Use the showers' stairway (locked)
     • Use the betting cage's stairway (always guarded)
    
     1F contains the "Plagued Spirits" lounge, a few maintenance rooms, a small
     workshop containing hook mines, and Jeanette Lee's office (two enemies there,
     including herself). Since the lounge is the easiest to access, let's start
     there.
    
     Only one mook inhabits the lounge; he carries a workshop key to a nearby
     cabinet drawer. Coins are scattered around the countertops, tabletops and
     cash register. There's a black bonecharm near the recipe. Also of use is the
     chloroform bottles, which can be rained down on B1 nuisances, often without
     causing an alert. (Well, if one's careful...)
      _
     |_| CONTRACT: INDUSTRIAL ESPIONAGE [450 coins]
         Steal the Plagued Spirits recipe from the cabinet the key unlocks, then
         destroy the entire supply of the rodent brew. This stuff doesn't grow on
         trees, though, so consider getting the Side Effects trophy (make three
         people puke with one bottle of Plagued Spirits) before trashing the whole
         batch. The trophy can be done later, but the drink's most abundant here.
    
     In the 1F hall above the arena, players have access to several rooms. The
     one nearest the lounge contains the "prize bonecharm" meant for whoever nixes
     Daud in the arena. (This reward is always the Agility black bonecharm, which
     conveys double-jump ability to Billie.)
    
     Across from that mini workshop is the maintenance room above the showers. It
     has some additional loot, including a bonecharm, but must first be accessed
     from the showers' ceiling, thanks to the loose steam.
    
     Finally, Dishonored vets will recognize "The Outsider in Conditional Dreams,"
     a Sokolov painting hanging at 1F level by the scoreboard. Since lowering it
     is out of the question, walk onto its crossbeam, lean out (hold Triangle) and
     snatch it.
        _____ ___________                                ______________________
       | AMT | TOTAL AMT |______________________________/ ALBARCA BATHS, PT. 2 |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 |  781/2050 | 1F maintenance area above showers; wire on workbench  |
     |_| 200 |  981/2050 | 1F scoreboard (The Outsider in Conditional Dreams)    |
     |_|  10 |  991/2050 | 1F lounge; coins on gambling table                    |
     |_|  14 | 1005/2050 | 1F lounge; coins in bonecharm drawer                  |
     |_|   7 | 1012/2050 | 1F lounge; coins on serving counter                   |
     |_|  11 | 1023/2050 | 1F lounge; coins in cash register                     |
     |_|  10 | 1033/2050 | 1F prize bonecharm room; whale oil near doorway       |
       |_____|___________|_______________________________________________________|
    
     Few areas on 1F should be unexplored at this point.
    
     Enter the maintenance hallway -- the largest room on 1F, and which descends
     to the B1 betting cage -- and eliminate the Eyeless woman. She should be the
     only one here, though rarely, the betting cage door guard comes upstairs to
     look around. A real "two birds, one stone" situation. No-alert seekers should
     be sure to have the Agility bonecharm, as the upper pipework makes excellent
     hiding places.
    
     The maintenance corridor also has several pieces of electrical burst ammo, a
     nonlethal, instant-knockout charge shot like normal projectiles. Later, this
     can be supercharged with a weapon upgrade, killing targets and eliminating
     their corpse, a la previous games' Shadow Kill abilities.
    
     • Note that loud noises in the 1F balcony area draws enemies upstairs, often
       through said maintenance corridor. With enough repetition, Billie can get
       rid of everyone downstairs, lethally or otherwise. Just be careful facing
       ascending enemies, as they'll be looking upwards -- not great for hiding on
       the pipes.
    
     At the end of the maintenance corridor, players find the "hook mine" room, a
     testing ground for another new weapon. Hook mines are throwable weapons that
     attach to surfaces, pulling a single target in range to it. This knocks them
     out or kills 'em in a spectacular gib, depending on the chosen lethality. The
     main perk is that the bodies, at least for nonlethal pulls, can be hidden
     automatically, such as by hanging above high ceilings.
    
     • Hook mines can also attach to people, acting as a double elimination for
       the pulled and pullee. The problem is this usually kills the person it's
       attached to, so no-kill players usually won't bother.
    
     Jeanette's next-door office is one of the last locations visited. The woman
     herself walks around near the dog cage or the side stairwell, giving time to
     eliminate the table-sitting thug. Make sure to snipe the dogs as well, or
     they'll raise holy hell and maybe draw enemies upstairs.
    
     The office also contains the game's first hagpearl, a nonlethal projectile
     players can throw to distract enemies, then retrieve afterwards. (The main
     reason why players can only have a single one.) Later, if Billie's weapon is
     upgraded, hagpearls can be supercharged to KO targets hit in the head.
      _
     |_| CONTRACT: BURN THE WHITE HOUND [450 coins]
         The white hound is in Jeanette's cage. Burning it is easiest done via
         flammable liquor bottles (one's on the room divider near the table), but
         the maintenance corridor's incinerator works as well.
        _____ ___________                                ______________________
       | AMT | TOTAL AMT |______________________________/ ALBARCA BATHS, PT. 3 |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  30 | 1063/2050 | NPC: female Eyeless in maintenance hallway            |
     |_|  10 | 1073/2050 | 1F maintenance hallway; copper wire on workbench      |
     |_|  12 | 1085/2050 | 1F Jeanette's office; coins on table                  |
     |_|  30 | 1115/2050 | 1F Jeanette's office; ivory scrimshaw on room divider |
     |_|  20 | 1135/2050 | 1F Jeanette's office; silver dust on sink-area bench  |
     |_|  15 | 1150/2050 | 1F Jeanette's office; bathing salts near sink         |
       |_____|___________|_______________________________________________________|
    
     Once Jeanette's key is obtained, release Daud downstairs and let him remove
     all remaining nuisances. Now's a good time to find all remaining loot, plus
     any missed bonecharms:
    
     • B1: corrupt bonecharm in betting cage
     • 1F: in maintenance room above showers
     • 1F: black bonecharm in Plagued Spirits lounge cabinet
     • 1F: in maintenance room past lounge (always Agility black bonecharm)
     • 1F: carried by Jeanette Lee (automatically obtained with key)
    
     On the way out, the Grand Guard will break in. Several will start descending
     to B1 level; if the 1F lounge is open, they may come in there, too. On the
     way back to the carriage station, more will spawn near the train tunnel and
     the final street. However, they don't carry any coins, just voltaic ammo, so
     ignoring them's fine.
    
     Exit at the carriage station to finish. As in other Dishonored games, players
     get a mission recap, plus learn what special actions (feats of excellence,
     basically) they earned.
    
    SPECIAL ACTIONS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     • BURNED MILKY
       Cremate the white wolfhound in Jeanette Lee's office
    
     • BUSINESS RIVALS
       Sabotage the Albarca Baths' workshop and steal their spirits recipe
    
     • HIT THE JACKPOT
       Rob the bookmaker's safe
    
     • TORMENTOR OF THE RINGLEADER
       Kill Jeanette Lee instead of KOing her.
    
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    2) FOLLOW THE INK                                                        [WK02]
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    [2.1] DREADFUL WALE
    ___________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     After a fateful encounter with the Outsider, Billie will earn supernatural
     abilities, just like Dishonored protags before her. A quick rundown:
      ___________ _______________________________________________________________
     | POWER     | EFFECT                                                        |
     |¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Displace  | Create a marker, then teleport to that marker. This is doable |
     |           | only in a certain range, but doesn't rely on line of sight to |
     |           | work. Displacing into enemies instantly kills them and deals  |
     |           | damage to Billie.                                             |
     |-----------+---------------------------------------------------------------|
     | Foresight | Scout the area in spectral form, seeing enemies, loot, etc.   |
     |           | and having the ability to mark their positions (they'll glow  |
     |           | through walls). Displace markers can be set in this mode,     |
     |           | allowing for some puzzle-solving later on.                    |
     |-----------+---------------------------------------------------------------|
     | Semblance | "Steal the face" of a human target to masquerade as them, and |
     |           | pass through heavily guarded areas without being seen. This   |
     |           | effect has a timer, wolfhounds can still sniff Billie out (if |
     |           | the "Familiar Scent" bonecharm isn't equipped), and stealing  |
     |           | faces can only be done once per target.                       |
     |___________|_______________________________________________________________|
    
     Speak with Daud to learn the significance of the twin-bladed knife, and how
     it relates to the Upper Cyria District.
    
    __________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    [2.2] UPPER CYRIA DISTRICT
    __________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     MAP: https://i.imgur.com/toXSk1i.jpg
    
     The Upper Cyria District is where the bulk of the game takes place, and it's
     a fairly sizable area. I've marked the points of interest on the above map,
     but for the hell of it, I'll give more info in case the image breaks, etc.:
      _________________________ _________________________________________________
     | LOCATION                | INFO                                            |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Malveros Victory Plaza  | The plaza on Duchess Lisandra Avenue, right by  |
     |                         | the carriage station. Notably contains the Red  |
     |                         | Camellia beauty parlor, a dentist's office, and |
     |                         | the parlor owner's (Eolina Rey) house.          |
     |-------------------------+-------------------------------------------------|
     | Duchess Lisandra Avenue | Street running from carriage station down to a  |
     |                         | massive windbreak. Notably contains turnoffs to |
     |                         | Raqueza Avenue and Canal Passage, plus Brozenar |
     |                         | Taxidermy and a sidewalk mime.                  |
     |-------------------------+-------------------------------------------------|
     | Raqueza Avenue          | The street running from Shan Yun's house to the |
     |                         | Ferella Way staircase. Notably contains Spector |
     |                         | Club, Cienfuegos Pharmacy and stops near Cadmus |
     |                         | Abele Plaza.                                    |
     |-------------------------+-------------------------------------------------|
     | Canal Passage           | The descending sidewalk route between Duchess   |
     |                         | Lisandra Avenue and Ferella Way. Notably houses |
     |                         | the canal itself and little else.               |
     |-------------------------+-------------------------------------------------|
     | Ferella Way             | The street between Raqueza Avenue and the Canal |
     |                         | Passage. Notably contains Ivan Jacobi's office, |
     |                         | the Black Market and passage to Colibron Plaza. |
     |-------------------------+-------------------------------------------------|
     | Cadmus Abele Plaza      | The small bank plaza abutting Raqueza Way. It   |
     |                         | notably contains access to Cristofer Jeorge's   |
     |                         | office and the bank sewers.                     |
     |_________________________|_________________________________________________|
    
     The walkthrough goes in this order: MV Plaza, Duchess Avenue, Canal Passage,
     Ferella Way, CA Plaza, Raqueza Avenue. Players can diverge, but in general,
     the guide's order provides a clean loop around the map without tons of
     backtracking.
    
     NOTE: As in Dishonored 2, I've noticed this mission may erroneously give
     weird tallies (1625, 1650, 1680, etc.) for maximum coins. Players should aim
     for 4730 instead.
    
    _________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    [2.3] MALVEROS VICTORY PLAZA AREA
    _________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Coins ---: 451 [451/4730]
     Bonecharm: 4 [4/18]
     Paintings: 0 [0/3]
    
     MV Plaza is right outside the carriage station starting point, a friendly,
     neutral area with no guard presence. Just remember that civilians will run
     and fetch guards if overtly evil acts are witnessed, so be mindful.
    
     The game directs players to the Red Camellia beauty parlor first off. Its
     front door is locked, but players can infiltrate via the back door (beware
     the hounds). Other than a janitor civilian, there's no bodies inside, giving
     easy access to the back office. Eolina Rey's appointment book reveals two
     locals of note: Shan Yun and Ivan Jacobi.
    
     Loot-wise, only a few items of note are easily overlooked. These include the
     front window displays (pearl fan, bathing salts), the Red Camellia's side
     hallway (coin by flowerpot), and the backyard's 2F balcony overlooking the
     canal (table coin). Foresight should easily reveal all the interior goodies.
    
     • In the tattoo parlor, Billie can give herself an Eyeless tattoo. This can
       be used to gain access to the Spector Club on Raqueza Avenue, although it's
       not the only point of ingress.
        _____ ___________                                    __________________
       | AMT | TOTAL AMT |__________________________________/ THE RED CAMELLIA |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  30 |   30/4730 | 1F window display; salts (2) on rack                  |
     |_|  40 |   70/4730 | 1F window display; pearl fan by chair                 |
     |_|  20 |   90/4730 | 1F side entrance hallway; ryegrass in wall box        |
     |_|   2 |   92/4730 | 1F side entrance hallway; floor coin near a flowerpot |
     |_|   1 |   93/4730 | 2F backyard, exterior balcony; coin on table          |
     |_|  10 |  103/4730 | 1F interior; copper wire on shelf by back door        |
     |_|  10 |  113/4730 | 1F interior; whale oil in corridor crate              |
     |_|  15 |  128/4730 | 1F interior; bathing salts on a sink                  |
     |_|  15 |  143/4730 | 1F interior; bathing salts in a sink cupboard         |
     |_|  40 |  183/4730 | 1F interior; pearl fan on a vanity                    |
     |_|  20 |  203/4730 | 1F interior; feathers (2) in back office cabinet      |
     |_|   5 |  208/4730 | 1F interior; coin on Eolina Rey's desk                |
       |_____|___________|_______________________________________________________|
    
     Next to the Red Camellia, using the interior stairs, is a dentist's office.
     Notable loot includes a Rocklines map and bonecharm in a shuttered cabinet;
     the rest is practically loose change. Also of interest: the balcony's blue
     crate, which plays into one of the level's contracts. Remember it for later.
    
     Finally, hit up Eolina Rey's house, right to the left after exiting the
     carriage station. The woman herself is on 2F and can be safely KOed (or even
     slain) without affecting much. Her notable loot includes a coffee table cameo
     and a note from Shan Yun on her desk, required to enter his house through the
     front door.
        _____ ___________               _______________________________________
       | AMT | TOTAL AMT |_____________/ DENTIST'S OFFICE / EOLINA REY'S BLDG. |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  50 |  258/4730 | Dentist's Office; Rocklines map on shelf              |
     |_|   3 |  261/4730 | Dentist's Office; desk's coins by Rocklines map       |
     |_|  10 |  271/4730 | Dentist's Office; angelfish coins in a cabinet        |
     |_|   3 |  274/4730 | Dentist's Office; desk coins in dentist chair room    |
     |_|  15 |  289/4730 | Dentist's Office; bath salts in dentist chair room    |
     |_|  10 |  299/4730 | Dentist's Office; workbench's copper wire on balcony  |
      _|-----+-----------+-------------------------------------------------------|
     |_|  10 |  309/4730 | Eolina Rey's Building, 1F; copper wire in cubby-hole  |
     |_|  10 |  319/4730 | Eolina Rey's Building, 2F; whale oil in kitchen crate |
     |_|  10 |  329/4730 | Eolina Rey's Building, 2F; angelfish scales by couch  |
     |_| 100 |  429/4730 | Eolina Rey's Building, 2F; amber cameo on coffee tbl. |
     |_|  12 |  441/4730 | Eolina Rey's Building, 2F; coins on desk              |
     |_|  10 |  451/4730 | Eolina Rey's Building, 2F; avocet feathers on desk    |
       |_____|___________|_______________________________________________________|
    
     Finally, there's a black bonecharm hidden on the nondescript building between
     the Red Camellia and Eolina Rey's house. To reach it, hop onto the lampposts
     and Displace up to the roof.
    
    _____________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    [2.4] DUCHESS LISANDRA AVENUE
    _____________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Coins ---: 378 [829/4730]
     Bonecharm: 0 [4/18]
     Paintings: 0 [0/3]
    
     This street starts at the carriage station, goes past Malveros Victory Plaza
     and Eolina Rey's building, then curves down toward Brozenar Taxidermy, before
     a huge-ass windbreak (street blockage) prematurely stops it from reaching
     Raqueza Avenue. Luckily, with the Plaza done, there's only a few places of
     interest here.
    
     First, a Grand Guard checkpoint that starts where the street curves -- there
     are a couple guards here, plus a sleepyhead wolfhound. The Plaza civilians're
     far enough away that eliminating them and carrying bodies usually won't be
     seen. Those who want a good stashing spot can toss corpses alongside the li'l
     booth or Displace to the 2F balcony above the checkpoint.
    
     Speaking of which, most of the loot at the checkpoint is above it in said
     balcony area. The remaining items are at street level or, further down the
     street, in the mime's collection plate.
      _
     |_| CONTRACT: DEATH TO THE MIME [300 coins]
         Players won't have knowledge of this without visiting the black market on
         Ferella Way, but they can still get a head start. Knock him out and toss
         his body off any cliff. The death must look like a suicide, so he can't
         die in any other fashion.
    
     Brazenly stealing from the mime causes him and his onlookers to scatter. For
     those going for a no-alerts playthrough, use electric bursts (or Domino, if
     on Original Game Plus mode) and KO "assassinations" to quickly neutralize the
     runners. Balconies nearby double as good sniping vantages and body-stashing
     locations.
        _____ ___________              ________________________________________
       | AMT | TOTAL AMT |____________/ DUCHESS LISANDRA AVENUE - STREET AREAS |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 |  461/4730 | NPC: elite guard at checkpoint to Raqueza Avenue      |
     |_|  12 |  473/4730 | Checkpoint to Raqueza Avenue; wire/coins on a shelf   |
     |_|  10 |  483/4730 | 2F area above checkpoint; copper wire in balcony box  |
     |_|  10 |  493/4730 | 2F hall above checkpoint; whale oil on floor          |
     |_|  15 |  508/4730 | 2F hall above checkpoint; sphalerite in display       |
     |_|  10 |  518/4730 | 2F hall above checkpoint; angelfish scales on table   |
     |_|   8 |  526/4730 | Street by taxidermist; coins in mime collection plate |
       |_____|___________|_______________________________________________________|
    
     The remaining area to check is Brozenar Taxidermy, the business in-between
     the avenue and Raqueza. Before visiting, make sure to Displace to the 3F
     apartment directly above its shaded sidewalk, using the exterior pipes (or,
     if nearer to Raqueza Avenue, the smaller roofs.)
    
     Anyway, the taxidermy is a two-story business. The shopowner carries the key
     to the basement where kidnapped people have been subjected to cruel bloodfly
     experiments. (Seriously, is there any good portrayals of taxidermists in the
     video game universe?) The stairway is booby-trapped with an incendiary bolt.
    
     Those who save the victim (i.e. free him instead of siccing bloodflies onto
     him) learn the taxidermist's key location: on a hook alongside the nearest
     workbench. The remaining loot can be obtained from the storeroom or through
     burning corpses in the incinerator. Oddly, ignoring the bloodfly cage itself
     won't affect anything, now or in the next mission.
        _____ ___________                                  ____________________
       | AMT | TOTAL AMT |________________________________/ BROZENAR TAXIDERMY |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 |  536/4730 | Apt. above Brozenar Taxidermy; pouch on desk          |
     |_|  10 |  546/4730 | Apt. above Brozenar Taxidermy; feathers on floor      |
     |_|   8 |  554/4730 | 1F; cash register loot                                |
     |_|  10 |  564/4730 | 1F; copper wire in long cabinet                       |
     |_|  15 |  579/4730 | 1F; sphalerite in long cabinet                        |
     |_|  10 |  589/4730 | 1F; copper wire on back workbench                     |
     |_|   5 |  594/4730 | 1F; husk on back workbench                            |
     |_|   5 |  599/4730 | 1F; coin in stuffed bird's mouth                      |
     |_|  25 |  624/4730 | B1; blood amber in workbench crate                    |
     |_|  10 |  634/4730 | B1; copper wire on workbench                          |
     |_|  25 |  659/4730 | B1; amber in corpse (incinerate it in boiler first)   |
     |_|  25 |  684/4730 | B1; amber in corpse (incinerate it in boiler first)   |
     |_| 125 |  809/4730 | B1; blood amber (5) in storage room by holding cell   |
     |_|  20 |  829/4730 | B1; copper wire (2) in storage room by holding cell   |
       |_____|___________|_______________________________________________________|
    
    ___________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    [2.5] CANAL PASSAGE
    ___________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Coins ---: 146 [975/4730]
     Bonecharm: 0 [4/18]
     Paintings: 0 [0/3]
    
     As mentioned earlier, Canal Passage is little more than a jumped-up sidewalk,
     running from Duchess Lisandra Avenue (where the mime is) to Ferella Way's
     darker corner. Only a couple NPCs inhabit the area; if the Brozenar Taxidermy
     kidnappee was freed, he's here, too.
    
     Loot-wise, most is concentrated in a submerged chamber in the canal. Players
     must dive deep, open the crankwheel for access, then collect everything 'fore
     Billie draws her last breath. It'll take a few trips. The other Canal goodies
     are in a shack and from the woman who occasionally wanders into the area from
     Ferella Way. (She goes up to the Duchess Lisandra Ave. checkpoint, then down
     Raqueza to Ferella Way again in a circuit.)
    
        _____ ___________                                       _______________
       | AMT | TOTAL AMT |_____________________________________/ CANAL PASSAGE |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   1 |  830/4730 | Lower canal area; coin in one-room shack              |
     |_|  30 |  860/4730 | NPC: itinerant woman in lower canal area              |
     |_|  30 |  890/4730 | Secret canal room; corpse pouch (at top of chamber)   |
     |_|  50 |  940/4730 | Secret canal room; Pandyssian Crosswinds map in chest |
     |_|  20 |  960/4730 | Secret canal room; tyvian ore in chest                |
     |_|  15 |  975/4730 | Secret canal room; scales/coin in chest               |
       |_____|___________|_______________________________________________________|
    
     Other info about the Passage:
    
     • The stairway near the cliffs/pipe overhang leads to the roof of a building
       on Ferella Way. Players can easily reach the Cienfuegos Apartment from
       there, by Displacing onto one of the balconies (there's one facing Ferella
       Way, another facing the canal).
    
     • In the lower canal, players can find Billie's skiff from Dishonored 2. This
       can act as an alternate exit point for this mission and the next, supposing
       it's harnessed.
    
    _________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    [2.6] FERELLA WAY
    _________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Coins ---: 321 [1296/4730]
     Bonecharm: 7 [11/18]
     Paintings: 0 [0/3]
    
     Ferella Way is a low street between Raqueza Avenue and Canal Passage. The
     guard presence is minimal, to say the least. The best course of action is
     nabbing the patrolman near Colibron Plaza, hiding his body (the 2F balcony
     works), then hopping over to the guard booth. Remember, these structures have
     roof hatches for in-and-out bodysnatching. The third guard, who continuously
     inspects the wrecked carriage, can often be ignored, though he does have a
     coin pouch.
    
     Sometimes it's better to lure guards away with loud noises. Remember that
     Foresight can create Displace markers, so sometimes it's easy to just sneak
     around the corner, make a noise, then immediately Displace back to plan the
     follow-up strategy. (Any tactic that gets the guards out of the civilians'
     sights, like luring them towards Ivan Jacobi's office by the guard booth, is
     welcome.)
    
     Other points of note:
    
     • The long stairway to Raqueza Avenue has two notable areas: a fenced-in
       balcony with a bit of loot (41 coins worth + bonecharm) and the upper hall
       above the stairway, accessible from a balcony (60 coins worth).
    
     • Teresia Cienfuegos' 3F apartment is opposite the wrecked carriage, and
       can be accessed via the main stairwell. There are two top-floor rooms to
       loot, and the Ferella Way-facing balcony gives roof access to a bit more,
       including a corrupt bonecharm. (This is the same roof accessible from the
       Canal Passage cliff stairway area.)
    
     • The black market is beneath the stairs to the Cienfuegos building. Players
       can officially obtain contracts here, plus upgrade their equipment and buy
       bonecharms/ammo. Of course, as with Dishonored 2, robbing the place (which
       permanently closes the store) is doable, too. The normal way is breaking
       the signboard to reveal a rat tunnel, then using Foresight to travel into
       the cashier room. This lets players make a Displace copy for teleportation
       purposes, or just reveals the door code (398) for that method. Obtaining
       four bonecharms -- two black, two corrupt -- without paying? Yes, please!
    
     As far as upgrades go, the extra bonecharm capacity is a must-have, while
     nonlethal players will want to expand markets' inventories to sell electric
     bursts and hyperbaric grenades, as they won't be sold otherwise. (Hook mines
     are available by default, though they're not great in crowded areas without
     the silence-in-midair mod.)
        _____ ___________                          ____________________________
       | AMT | TOTAL AMT |________________________/ FERELLA WAY - STREET AREAS |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 |  985/4730 | NPC: guard by wrecked carriage                        |
     |_|   2 |  987/4730 | Street; coin in wrecked carriage                      |
     |_|  15 | 1002/4730 | Cienfuegos' Apartment; bath salts above sink          |
     |_|   7 | 1009/4730 | Cienfuegos' Apartment; coins on small desk            |
     |_|  10 | 1019/4730 | Cienfuegos' Apartment; copper wire above countertop   |
     |_|  17 | 1036/4730 | Cienfuegos' Apartment; salts/coin in counter luggage  |
     |_|  10 | 1046/4730 | Roof by Cienfuegos apt. balcony; copper wire by crate |
     |_|  10 | 1056/4730 | Black Market, exterior stairs; wire on workbench      |
     |_|  10 | 1066/4730 | Black Market; wire in crate opposite locked door      |
     |_|  10 | 1076/4730 | Black Market, cashier room; whale oil by empty tanks  |
     |_|  10 | 1086/4730 | Black Market, cashier room; copper wire on shelf      |
     |_|  10 | 1096/4730 | Black Market, cashier room; whale oil on shelf        |
     |_|  10 | 1106/4730 | Black Market, cashier room; avocet feathers on shelf  |
     |_|   3 | 1109/4730 | Black Market, cashier room; coins on shelf            |
     |_|  40 | 1149/4730 | Street, stairway area; pearl fan in fenced-in balcony |
     |_|   1 | 1150/4730 | Street, stairway area; table coin in fenced-in blcny. |
     |_|  10 | 1160/4730 | Hall above staircase; whale oil in cabinet            |
     |_|  50 | 1210/4730 | Hall above staircase; Pandyssian Crater Bay map       |
       |_____|___________|_______________________________________________________|
    
     The next step is dealing with Jacobi in Colibron Plaza, a secluded two-story
     square at the darker end of Ferella Way. Displace gets a fun workout here, as
     the many balconies allow players to zip around the heavy guard presence near
     Jacobi. Those who want to infiltrate from below can use the square's side
     staircase or infiltrate the apartment building, whose 1F pantry hole leads
     into the square's basement.
    
     The goal is to get Jacobi's office key, which he carries on him at all times.
     This leads to a few ways of proceeding:
    
     1) Run in and kill the entire contingent
     2) Operate the basement trapdoor, causing Jacobi to fall through and die
     3) Steal Jacobi's key by masquerading as a guard (via Semblance)
     4) Steal Jacobi's key in backstage room (when his back is to hole in wall)
    
     There's one basement guard, the only complication in the second route. The
     apartment building allows for easy fleeing, too. Those who want to get in and
     out nonlethally should consider the 3rd/4th route. The female guard in a
     corner by the stage can be Displaced behind, KOed, then brought atop the
     backstage room safely. From there, simply masquerade as her, steal Jacobi's
     goods, and skidaddle. (Remember: only living targets are Semblance-usable.)
    
     Thankfully, fleeing doesn't matter a whole lot in terms of coin, as there's
     little to be gained. There are a few bonecharms, though: a black one in the
     backstage room behind Jacobi, a corrupt in the apartment's pantry. These glow
     in Foresight, so use it if they're proving tricky.
        _____ ___________                                      ________________
       | AMT | TOTAL AMT |____________________________________/ COLIBRON PLAZA |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  12 | 1222/4730 | Room behind Jacobi's stage; oil & coins on the desk   |
     |_|  10 | 1232/4730 | Plaza basement; copper wire on wooden crate           |
       |_____|___________|_______________________________________________________|
    
     Finally, visit Jacobi's office building, opposite Cienfuegos' apartment. Both
     floors are deserted, so loot collection is a cinch. Of particular interest is
     the blood sample hidden behind the 2F desk-area owl painting -- evidence of
     his involvement in Eleuterio Cienfuegos' murder. Those that want to destroy
     the administrator's political career should snag it here, as well as the
     desk's bank vault key (mandatory to end this mission).
        _____ ___________                  ____________________________________
       | AMT | TOTAL AMT |________________/ FERELLA WAY - IVAN JACOBI'S OFFICE |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 | 1242/4730 | 1F; feathers on crate under stairway                  |
     |_|  10 | 1252/4730 | 1F; whale oil atop a locker                           |
     |_|   4 | 1256/4730 | 2F; coins on desk                                     |
     |_|  10 | 1266/4730 | 2F; feathers on desk                                  |
     |_|  30 | 1296/4730 | 2F; ivory scrimshaw on desk                           |
       |_____|___________|_______________________________________________________|
    
    ________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    [2.7] CADMUS ABELE PLAZA
    ________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Coins ---: 125 [1419/4730]
     Bonecharm: 0 [11/18]
     Paintings: 0 [0/3]
    
     Leaving Ferella Way via the long staircase near the carriage wreck leads to
     Raqueza Avenue's tail end, which itself borders the plaza. This guarded area
     leads toward Dolores Michaels Bank.
    
     The easiest way to infiltrate the plaza is via Cienfuegos Pharmacy's awning,
     then its green sign. From there, hop onto the massive tree trunk near the
     guard booth. From here, players can drop down into the booth for coins/kills
     or use the balconies to reach the bank sidewalk, ignoring the guards' main
     force.
    
     Players also have access to journalist Cristofer Jeorge's offices can enter
     through the 2F balcony or street-level entrance. (The latter may be a little
     more preferable, as two Eyeless thugs are scripted to walk downstairs right
     after entering. If the door's closed, they can both be eliminated before
     they loiter in the outdoor area, complicating things further.)
    
     Jeorge gives the randomized safe combination to Billie if she hands over the
     blood vial from Jacobi's office. Most other loot can be obtained with smart
     Semblance usage and systematic guard removal. The best place to start for the
     latter is near the bank, as the ones near the railing can see balcony-hoppers
     a mile away.
    
     And speaking of banks, enter inside to overhear an Eyeless thug threatening
     a teller. This is part of the "Workplace Harassment" contract and needs to be
     witnessed to finish it on Raqueza Avenue. Coincidentally, that's the very
     next stop...
        _____ ___________                                  ____________________
       | AMT | TOTAL AMT |________________________________/ CADMUS ABELE PLAZA |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   2 | 1298/4730 | Outdoor area; coins in guard booth                    |
     |_|  13 | 1311/4730 | Outdoor area; coins in central fountain               |
     |_|  10 | 1321/4730 | Cristofer Jeorge's office, 2F; wire on back counter   |
     |_|  88 | 1409/4730 | Cristofer Jeorge's office, 2F; safe contents          |
     |_|  10 | 1419/4730 | NPC: gambling guard on bank's cliff terrace           |
       |_____|___________|_______________________________________________________|
    
     All that's left now is Raqueza Avenue. For such a small road, most of the
     important things happen here, so I'll split it into thirds.
    
    ______________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    [2.8.1] RAQUEZA AVENUE - OUTDOOR AREAS
    ______________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Coins ---: 282 [1699/4730]
     Bonecharm: 1 [12/18]
     Paintings: 1 [1/3]
    
     Raqueza Avenue is the street stretching from Shan Yun's house (near Duchess
     Lisandra Avenue checkpoint), past the Spector Club, down to the Cienfuegos
     Pharmacy and its checkpoint, then ending near the Farella Way staircase. For
     those following the guide, these areas are visited in reverse order.
    
     The pharmacy is right near the steps leading into Cadmus Abele Plaza, though
     it's only accessible from a 2F window (It contains the level's first painting
     and a black bonecharm inside the breakable cabinet.) Windows also give access
     to the hall above the pharmacy checkpoint. As for the coins near the guards,
     they can be claimed through old-fashioned stealth with no extra maneuvers
     necessary. Use Semblance if that proves difficult (there are several workers
     in the area for a reason).
    
     The Raqueza Avenue checkpoint itself has three guards, none looking directly
     at the pharmacy area, making for easy removal. Note that NPCs from Duchess
     Lisandra Avenue may stroll by the taxidermy shop and raise an alarm, so hide
     bodies above street level for best effect.
    
     Finally, the last thirty coins are found on a bench outside the Spector Club,
     but only if players saw the Eyeless' bank scene, then followed her all the
     way to the rendezvous spot. Stealing the coins when it spawns is fine.
      _
     |_| CONTRACT: WORKPLACE HARASSMENT [400 coins]
         Kill the Eyeless from the bank and her contact, the old man sitting on a
         bench outside the Spector Club. They can be done in any order, though if
         she's slain prematurely, her 30-coin pouch won't spawn. Oops!
    
        _____ ___________                                      ________________
       | AMT | TOTAL AMT |____________________________________/ RAQUEZA AVENUE |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   7 | 1426/4730 | Coins on tall cabinet near stairs to Farella Way      |
     |_|  10 | 1436/4730 | NPC: gambling guard in front of Cadmus Abele Plaza    |
     |_|   3 | 1439/4730 | Cienfuegos Pharmacy 2F; coins on coffee table         |
     |_|  10 | 1449/4730 | Cienfuegos Pharmacy 2F; whale oil in breakable case   |
     |_| 200 | 1649/4730 | Cienfuegos Pharmacy 2F; (The Summit Illuminated)      |
     |_|  10 | 1659/4730 | Hall above pharmacy checkpoint; whale oil on table    |
     |_|  10 | 1669/4730 | NPC: street guard at pharmacy checkpoint              |
     |_|  30 | 1699/4730 | Spector Club, exterior; bench by lamppost             |
       |_____|___________|_______________________________________________________|
    
    _________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    [2.8.2] RAQUEZA AVENUE - THE SPECTOR CLUB
    _________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Coins ---: 420 [2119/4730]
     Bonecharm: 2 [14/18]
     Paintings: 0 [1/3]
    
     NOTE: Killing anyone in the Spector Club negatively impacts the following
     mission, causing any loot within the joint to be scattered in other nearby
     areas. Those who want an easier time should proceed with a lighter touch,
     especially since at least two coins vanish (glitch out?) and prevent finding
     all 6666 coins in that mission.
    
     The Spector Club can be entered in two ways: from the normal front entrance,
     if Billie got a tattoo at the Red Camellia, or through the 3F skybridge that
     connects from Shan Yun's house. The former is the most common method, though
     either's fine, depending on the order of progression.
    
     1F is neutral territory of minor interest, though there are many Eyeless to
     turn aggro for repeated stealing. On that note, those who want to break into
     the locked safe room near the entrance can Foresight/Displace through the
     bars or, laughably, stand on the counter and lift the latch (The Outsider
     obviously granted Inspector Gadget extendo-arms at some point.) The safe has
     a key for an upstairs cabinet and a black bonecharm nearby.
      _
     |_| CONTRACT: KIDNAP THE BARTENDER [550 coins]
         To do this, players must knock the barkeep unconscious, take his body to
         the Malveros Victory Plaza dentist's office, then dump it in the blue
         crate atop the terrace. Naturally, a ton of barflies and civilians don't
         make this a cinch. The easiest way to eliminate the 1F Eyeless is with
         stealth electrical shots and chloroform bottles. (Semblance can be used
         for some of the stragglers; Domino works even better.)
    
         Once the body's taken, players need a slick route to the roof. A simple
         way is going toward Brozenar Taxidermy, then to the sidewalk where the
         mime was. One of the less-used balconies that faces the mime's area can
         be a stepping stone right up to the top, provided Billie can double jump.
    
     It's also worth mentioning that the "Kidnap the Bartender" contract doesn't
     kill the target, so it's fine to do on nonlethal playthroughs. (There's also
     a hidden cache of weapons in the bar counter's central rack. Look for a red
     button hidden beneath one end of the countertop to trigger the switch.)
    
     Outside of the contract, the bonecharm beneath the bar counter and a hidden
     cache of weapons (look for bar counter's red button), there's little else of
     interest. Use the staircase to reach the Eyeless' 3F lounge.
    
     There are four patrons in the main lounge, two in a side gambling area, and
     one in the back "exsanguination" room. (The latter has a blood pump switch
     that, when reversed, knocks the three patrons in the lounge unconscious. It
     provides the perfect opportunity to nab the door guard.
    
     None of the coins in the area are too hard to get, other than the gambling
     room's locked cabinet. Players should already have the 1F safe key for that
     purpose, though. (The gamblers also don't care if Billie robs the area in
     front of them, even their own betting coins. Amazing.)
      _
     |_| CONTRACT: THE MISSING BROTHER [550 coins]
         The victim being exsanguinated on the 3F lounge's mattress is the titular
         brother. To save him, he must be brought out of the club, then deposited
         unharmed in Canal Passage's one-room shack. If the 1F bar is cleared out,
         players can take much of the same route as in the "Kidnap the Bartender"
         contract, only going right to the canal, obviously. (Mind the pedestrian
         traffic!)
        _____ ___________                                    __________________
       | AMT | TOTAL AMT |__________________________________/ THE SPECTOR CLUB |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_| 150 | 1849/4730 | 3F; snuffbox on chair in main lounge                  |
     |_|  13 | 1862/4730 | 3F; coins on tables in locked cabinet room            |
     |_| 150 | 2012/4730 | 3F; war medal in locked cabinet                       |
     |_|  50 | 2062/4730 | 3F; umberwood deck prism in locked cabinet            |
     |_|  12 | 2074/4730 | 3F; feathers and coins on hallway desk                |
     |_|  10 | 2084/4730 | 3F, transfusion room; wire by counter                 |
     |_|  10 | 2094/4730 | 3F, transfusion room; oil on upper shelf              |
     |_|  10 | 2104/4730 | 3F, transfusion room; wire on upper shelf             |
     |_|  15 | 2119/4730 | 3F, transfusion room; bath salts by sink              |
       |_____|___________|_______________________________________________________|
    
     Players may infiltrate Shan Yun's house through the 3F lounge's skybridge,
     though for simplicity's sake, the walkthrough will start at 1F.
    
    _________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    [2.8.3] RAQUEZA AVENUE - SHAN YUN'S HOUSE
    _________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Coins ---: 813 [2930/4730]
     Bonecharm: 4 [18/18]
     Paintings: 2 [3/3]
    
     Shan Yun's mansion stands right next to the Spector Club and always has some
     type of throng hanging around. The front door is always locked, though by
     reading its notice, players get a tip to search Eolina Rey's house for info
     on the secret knock. (It's a letter in her 2F apartment near the carriage
     station, and may already have been picked up.) Learning the knock lets one
     slip inside, supposing they can eliminate a feeble maid.
    
     1F has three guards and several civilians near the kitchen. The latter can
     be coldcocked easily (one butler has the dumbwaiter key) while the others
     are best eliminated as they patrol (only one does, making it easier). Use
     the hanging planters as perches and hiding spots, just like in Dishonored 2.
     Just be mindful of small breakables, as they're everywhere and alert guards
     on multiple floors.
    
     Speaking of which, the only bonecharm on 1F is in the entryway, housed in a
     breakable display atop a second display. It'll alert other 1F guards, but
     usually not those above, thankfully.
    
        _____ ___________                                ______________________
       | AMT | TOTAL AMT |______________________________/ SHAN YUN'S HOUSE, 1F |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   2 | 2121/4730 | Entryway; coin on table near chairs                   |
     |_|   2 | 2123/4730 | Lounge; coin on coffee table                          |
     |_|  10 | 2133/4730 | Lounge; copper wire behind bar counter                |
     |_|   7 | 2140/4730 | Lounge; coins on small desk (next to a tall cabinet)  |
     |_|   3 | 2143/4730 | Kitchen; coins on small cabinet near boiler           |
     |_|   4 | 2147/4730 | Kitchen; coins on countertop                          |
     |_|   4 | 2151/4730 | Dining hall corridor by kitchen; coins on desk        |
     |_|   3 | 2154/4730 | Dining hall; coins on cabinet                         |
     |_|  10 | 2164/4730 | Dining hall; pouch on long table                      |
     |_|   4 | 2168/4730 | Staircase lobby; coins on desk below the staircase    |
       |_____|___________|_______________________________________________________|
    
     To reach 2F, use the main lobby's staircase or ride the kitchen dumbwaiter
     to the next-highest floor. It's also possible to reach the 2F dumbwaiter slot
     using Blink/Displace, though the 'ding' SFX that plays when the dumbwaiter's
     relocated shouldn't alert guards, so it's mostly for show.
    
     2F consists of a balcony lobby (3 guards), bathrooms, a side staircase to the
     Spector Club skybridge, a small lounge (1 servant), a music room (2 servants),
     and a display room with an electrified floor. The guards are often spread out
     and the servants stay in their own, spread-out areas, making eliminations a
     fated conclusion. (Eliminating the non-patroller near the staircase makes
     the other two easier to nix.)
    
     It's mandatory to nick the "Release Thy Golden Locks, Gloriana" punchcard in
     the electrified room's center display case. This is easily done by powering
     the grid down in the 2F dumbwaiter room. Those who want the trophy for taking
     the prize the hard way (i.e. without the powered-down field) should Displace
     onto the display case, open its door by leaning out, return to the entrance,
     and lastly, displace INTO the display case. It's also possible to run in and
     take it quickly, though it just leads to a Kentucky-fried death.
    
     Bonecharm-wise, there's a normal one in the dumbwaiter room.
        _____ ___________                                ______________________
       | AMT | TOTAL AMT |______________________________/ SHAN YUN'S HOUSE, 2F |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   4 | 2172/4730 | Lobby; coins on desk by staircases                    |
     |_|   3 | 2175/4730 | Lobby; coins on desk (close to bathroom's entrance)   |
     |_|  15 | 2190/4730 | Bathrooms; bathing salts in sink cabinet              |
     |_|   2 | 2192/4730 | Bathrooms; coin in sink cabinet                       |
     |_|  10 | 2202/4730 | Wire below side staircase (to Spector Club on 3F)     |
     |_|   3 | 2205/4730 | Dumbwaiter room; coins by bonecharm                   |
     |_|   4 | 2209/4730 | Piano room; coins in a cabinet                        |
     |_|   3 | 2212/4730 | Piano room; coins on small table near an exit         |
     |_|  10 | 2222/4730 | Piano room; pouch on one of the chairs                |
       |_____|___________|_______________________________________________________|
    
     Finally, we reach 3F. It contains a storage room, guard quarters, a safe room
     with an actual safe inside (2 guards), a private bathroom, and the master
     bedroom (Shan Yun himself resides here). To take the guards unawares, hop to
     the opening above the safe room door, and when they start patrolling, remove
     the non-patroller first.
    
     Shan Yun's safe can only be opened by playing the "Release Thy Golden Locks,
     Gloriana" punchcard in the audiograph beside it. Note that there's a trophy
     for stealing Shan Yun's face (via Semblance) and trying to mime his words,
     so new players may want to do that first. The songbird is preoccupied and
     rarely pays attention in his bedroom. He carries a black bonecharm which, in
     my repeated playthroughs, is always "Hardiness".
        _____ ___________                                ______________________
       | AMT | TOTAL AMT |______________________________/ SHAN YUN'S HOUSE, 3F |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  14 | 2236/4730 | Guard quarters; coins and wire near bunk beds         |
     |_|   2 | 2238/4730 | Guard quarters; coin in a locker                      |
     |_|  20 | 2258/4730 | Lobby hallway; pouch by dumbwaiter counter            |
     |_|   3 | 2261/4730 | Storage room; coins on table near gun                 |
     |_| 200 | 2461/4730 | Storage room; (Impression of the Void n°3)            |
     |_|  21 | 2482/4730 | Guarded safe room; coins on desk                      |
     |_|  10 | 2492/4730 | Guarded safe room; pouch by coins' desk               |
     |_|   3 | 2495/4730 | Guarded safe room; coins inside audiograph desk       |
     |_| 150 | 2645/4730 | Guarded safe room; gold ingot in safe                 |
     |_|  15 | 2660/4730 | Private bathroom; bathing salts by sink               |
     |_|   2 | 2662/4730 | Private bathroom; coin in sink cabinet                |
     |_|   3 | 2665/4730 | Master bedroom; table coins by bedroom entrance       |
     |_| 200 | 2865/4730 | Master bedroom; (Impression of the Void n°2)          |
     |_|   7 | 2872/4730 | Master bedroom; coins on desk                         |
     |_|  20 | 2892/4730 | Master bedroom; tyvian ore on desk                    |
     |_|  10 | 2902/4730 | Master bedroom; pouch in sink cabinet                 |
     |_|  15 | 2917/4730 | Master bedroom; bathing salts above jacuzzi           |
     |_|  10 | 2927/4730 | Master bedroom; whale oil on jacuzzi room cabinet     |
     |_|   3 | 2930/4730 | Master bedroom; coins inside jacuzzi room cabinet     |
       |_____|___________|_______________________________________________________|
    
     The safe holds the last bonecharm (normal) and the key to a safety deposit
     box at Dolores Michaels Bank. If players obtained Ivan Jacobi's key (at his
     Ferella Way office) as well, it's time to finish the level. Use the carriage
     station or, for fun, the Canal Passage skiff.
        _____ ___________                                           ___________
       | AMT | TOTAL AMT |_________________________________________/ CONTRACTS |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_| 300 | 3230/4730 | "Death to the Mime" contract                          |
     |_| 400 | 3630/4730 | "Workplace Harassment" contract                       |
     |_| 550 | 4180/4730 | "Kidnap the Bartender" contract                       |
     |_| 550 | 4730/4730 | "The Missing Brother" contract                        |
       |_____|___________|_______________________________________________________|
    
    SPECIAL ACTIONS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     • BLOODY POLITICS
       Slander Ivan Jacobi. This requires finding Cienfuegos' blood in his office,
       then delivering it to Cristofer Jeorge at Cadmus Abele Plaza.
    
     • BURIED ALIVE
       Complete the "Kidnap the Bartender" contract.
    
     • DENTAL CARE
       Complete "The Missing Brother" contract.
    
     • FOREVER IN YOUR DEBT
       Finish the "Workplace Harassment" contract.
    
     • GIRL WITH THE EYELESS TATTOO
       Obtain a tattoo at the Red Camellia beauty parlor.
    
     • ONCE A SAILOR
       Find Billie's old skiff in Canal Passage -- this is done merely by reading
       the attached note. Players don't need to ride it out of Upper Cyria to earn
       the feat.
    
     • POLITICAL ASSASSINATION
       Kill Ivan Jacobi instead of merely knocking him out or slandering him.
    
     • ROGUE TAXIDERMY
       Save the would-be bloodfly victim from the basement of Brozenar Taxidermy.
    
     • STOP THE MUSIC
       Kill Shan Yun instead of merely knocking him out.
    
     • SWEET DEAL
       Rob the black market on Ferella Way.
    
     • THE SAD CLOWN CLICHÉ
       Complete the "Death to the Mime" contract.
    
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    3) THE BANK JOB                                                          [WK03]
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    [3.1] THE DREADFUL WALE
    _______________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Have a powwow with Daud on the ship's upper deck to go over the target: the
     Dolores Michaels Bank. There are three ways in -- more on that to come. Ride
     back into the Upper Cyria District, by carriage or skiff. (The latter leads
     to the Canal Passage moor, as before.)
    
    __________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    [3.2] UPPER CYRIA DISTRICT
    __________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     MAP: https://i.imgur.com/toXSk1i.jpg
    
     The map is roughly the same as before, only Shan Yun's House is permanently
     inaccessible, and if anyone died there during mission two, the Spector Club
     follows suit. The hall above the Duchess Lisandra Avenue checkpoint (leading
     into Raqueza Avenue) may also be closed, though there's nothing of interest
     in there besides old fruit.
    
     New areas include the Cadmus Abele Plaza sewer system and Dolores Michaels
     Bank. Yes, a sliver of the bank could be explored previously, but now the
     entire building is open for business, and there's tons of loot to find. The
     majority of time will likely be spent tiptoeing through.
    
     Moving on, the guide works on the same basis as last mission. Players don't
     technically have to put Raqueza Avenue to last this time, but since it ends
     right at the bank, the old order works best for the walkthrough.
    
     One final reminder: if the Spector Club is closed, its 165 coins worth of
     loot are obtained elsewhere. The exception is a 2-coin stuck inside the 1F
     lounge. This is NOT found elsewhere, so those players will always come up
     short in the very end. (Proof: https://i.imgur.com/rfLGJRx.jpg)
    
     Since players should already be knowledgeable about this district, I'll just
     list 'em right off:
        _____ ___________                       _______________________________
       | AMT | TOTAL AMT |_____________________/ SPECTOR CLUB'S SCATTERED LOOT |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   5 |    5/6666 | Carriage station; coins on luggage by entrance gate   |
     |_|   6 |   11/6666 | Malveros Victory Plaza; coins on bench by fountain    |
     |_|  10 |   21/6666 | Checkpoint on Duchess L' Avenue; pouch on a railing   |
     |_|   4 |   25/6666 | Duchess Lisandra Avenue; coins in newsboy's tray      |
     |_|   2 |   27/6666 | Brozenar Taxidermy 1F; coins on front counter         |
     |_|  10 |   37/6666 | Canal Passage; copper wire by skiff's mooring         |
     |_|  15 |   52/6666 | Canal Passage; salts in dumpster by Ferella Way gate  |
     |_|  10 |   62/6666 | Raqueza Avenue pharmacy checkpoint; pouch in g. booth |
     |_|   3 |   65/6666 | Raqueza Avenue pharmacy checkpoint; coins in 3F hall  |
     |_|  10 |   75/6666 | Raqueza Avenue, pharmacy area; copper wire on bench   |
     |_|  13 |   88/6666 | Spector Club, 1F exterior; coins by sidewalk planter  |
     |_|  75 |  163/6666 | Spector Club, 1F exterior; silver ingot on barrel     |
       |_____|___________|_______________________________________________________|
    
     If the Spector Club's still up and running, all 6666 coins are obtainable. To
     avoid throwing off the tallies, I'll still point out the aberrant "Spector
     Club closed" finds, but they don't count toward anything.
    
    ____________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    [3.3] MALVEROS VICTORY PLAZA
    ____________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Coins ---: 328 [328/6666]
     Bonecharm: 2 [2/11]
     Paintings: 0 [0/4]
    
     The area is the same as before, with minor differences. Accessing the Red
     Camellia requires the back-door entrance; a sleepy Eyeless watchman nearby
     has its key. Eolina Rey's building can be accessed as usual, and her front
     door's unlocked. The state of her room doesn't change, even if Billie killed
     her last mission.
    
     The dentist's office, with security comparable to Rey's building, is of minor
     interest, except for the bonecharm on the outer terrace. Finally, the generic
     building between the Red Camellia and Eolina's place has a treasure trove of
     goodies, including a corrupt bonecharm. The lampposts provide ascension like
     last time.
    
     • For no-alerts players, beware exploring the ingot-laden roof! The game,
       either as a jump scare or a mere glitch, can spawn an Eyeless thug out of
       thing air. He naturally goes hostile at once, so plan ahead (springrazors
       and hook mines may snare him before he goes aggro) and check the Stats tab
       to make sure no harm's done.
        _____ ___________                              ________________________
       | AMT | TOTAL AMT |____________________________/ MALVEROS VICTORY PLAZA |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   3 |    3/6666 | Carriage station; coins underneath electrified rails  |
    ¹|_|   5 | ----/6666 | Carriage station; coins on luggage by station's gate  |
     |_| 225 |  228/6666 | Bldg. roof by carriage station; gold & silver ingots  |
    ¹|_|   6 | ----/6666 | Plaza fountain area; coins on bench                   |
     |_|   4 |  232/6666 | Eolina Rey's building, 1F; coins in stair cubby-hole  |
     |_|   2 |  234/6666 | Eolina Rey's building, 2F; coin in stairwell cabinet  |
     |_|   6 |  240/6666 | Eolina Rey's building, 2F; coffee table coins         |
     |_|  20 |  260/6666 | Eolina Rey's building, 2F; pouch on desk              |
     |_|   2 |  262/6666 | Eolina Rey's building, 2F; coin in desk nook          |
     |_|   4 |  266/6666 | Plaza terrace near Red Camellia; coins on table       |
     |_|   4 |  270/6666 | Red Camellia, 2F exterior balcony; coins on table     |
     |_|   6 |  276/6666 | Red Camellia, 1F; coins in lobby podium               |
     |_|  10 |  286/6666 | Red Camellia, 1F; silver dust on salon chair          |
     |_|  10 |  296/6666 | Red Camellia, 1F; copper wire in tattoo parlor        |
     |_|   3 |  299/6666 | Red Camellia, 1F; coins on Eolina's office desk       |
     |_|   2 |  301/6666 | Dentist Office bldg, 1F; coin in desk cabinet         |
     |_|   4 |  305/6666 | Dentist Office bldg, 1F; coins on bench by that desk  |
     |_|   3 |  308/6666 | Dentist Office Bldg, 3F; coins on desk                |
     |_|   4 |  312/6666 | Dentist Office Bldg, 3F; coins on hallway clock table |
     |_|  10 |  322/6666 | Dentist Office Bldg, 3F; copper wire by dentist chair |
     |_|   3 |  325/6666 | Dentist Office Bldg, 3F; table coins by dentist chair |
     |_|   3 |  328/6666 | Dentist Office Bldg, 3F; coins on balcony workbench   |
       |_____|___________|_______________________________________________________|
                                       ¹ - only appears if Spector Club is closed
    
     For those playing this area in "Spector Club closed" mode, they'll finish
     this area with 339 coins instead of 328.
    
    _____________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    [3.4] DUCHESS LISANDRA AVENUE
    _____________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Coins ---: 132 [460/6666]
     Bonecharm: 0 [2/11]
     Paintings: 0 [0/4]
    
     The avenue's guard presence is slightly beefed up, though being nighttime, it
     still is somewhat less (overall) than before. Most coins are centralized in
     Brozenar Taxidermy, now overrun by bloodflies in several places. (The holding
     cell nest by the window is best broken from the outer street, in my mind.) No
     action in mission two prevents the new nesting ground from occuring.
    
     Also of relevance: the apartment above Brozenar Taxidermy. Before there was a
     little loot, but now, just a useful tip about a watch near Dead Man's Bluff.
     This is actually the cliff terrace area near the bank, not somewhere nearby.
     For now, stow the tidbit away for later...
        _____ ___________                             _________________________
       | AMT | TOTAL AMT |___________________________/ DUCHESS LISANDRA AVENUE |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  30 |  358/6666 | NPC: elite guard at checkpoint to Raqueza Avenue      |
     |_|   3 |  361/6666 | Checkpoint to Raqueza Avenue; coin in tiny booth      |
     |_|   6 |  367/6666 | Checkpoint to Raqueza Avenue; coins by area map table |
    ¹|_|  10 | ----/6666 | Checkpoint to Raqueza Avenue; pouch on railing        |
     |_|  10 |  377/6666 | Canal Passage turnoff; coins in newsie's tray         |
    ¹|_|   4 | ----/6666 | Canal Passage turnoff; coins in newsie's tray         |
     |_|   4 |  381/6666 | Brozenar Taxidermy 1F; coins on front counter         |
     |_|   4 |  385/6666 | Brozenar Taxidermy 1F; coins under front counter      |
    ¹|_|   2 | ----/6666 | Brozenar Taxidermy 1F; coins in or under counter      |
     |_|   1 |  386/6666 | Brozenar Taxidermy 1F; coin in long cabinet           |
     |_|   5 |  391/6666 | Brozenar Taxidermy 1F; bloodfly husk on workbench     |
     |_|   6 |  397/6666 | Brozenar Taxidermy 1F; coins on back area table       |
     |_|  10 |  407/6666 | Brozenar Taxidermy B1; pouch on holding cell's bed    |
     |_|   3 |  410/6666 | Brozenar Taxidermy B1; coins in workbench crate       |
     |_|  50 |  460/6666 | Brozenar Taxidermy B1; amber (2) in bloodflies' pen   |
       |_____|___________|_______________________________________________________|
                                       ¹ - only appears if Spector Club is closed
    
     For those playing this area in "Spector Club closed" mode, they'll finish
     this area 487 coins instead of 460.
    
    ___________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    [3.5] CANAL PASSAGE
    ___________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Coins ---: 369 [829/6666]
     Bonecharm: 2 [4/11]
     Paintings: 1 [1/4]
    
     The main point of interest in the canal is the boat of contraband that's
     snuck up the water lock. There are three new NPCs in the area, and though
     they're not hostile, they'll certain lose their top if Billie's spotted doing
     something nefarious. Eliminate them quietly.
      _
     |_| CONTRACT: THE ART CONNOISSEUR [150 coins]
         This hasn't been learned yet, but gets fulfilled by obtaining the fugly
         Duke Abele portrait from Dishonored 2. The only way to break into the
         boat's cabin is a using a special key -- a canal corpse holds it, though
         occasionally it spawns right under the boat. Use Foresight to spot it.
    
     Other than that, there's a regular bonecharm hidden in the one-room shack,
     behind a sheet of tin siding, plus a black one inside the contraband boat.
        _____ ___________                                       _______________
       | AMT | TOTAL AMT |_____________________________________/ CANAL PASSAGE |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   3 |  463/6666 | Coins on crate in one-room shack                      |
    ¹|_|  10 | ----/6666 | Copper wire by where the skiff is/used to be parked   |
    ¹|_|  15 | ----/6666 | Bathing salts in dumpster by Ferella Way turnoff      |
     |_|  20 |  483/6666 | NPC: dockworker in storeroom near contraband boat     |
     |_|   6 |  489/6666 | Storeroom by contraband boat; coins in crate          |
     |_|   3 |  492/6666 | Storeroom by contraband boat; coins in locker         |
     |_|  75 |  567/6666 | Contraband boat; silver ingot in cabin crate          |
     |_|  12 |  579/6666 | Contraband boat; coins with silver ingot in crate     |
     |_|  50 |  629/6666 | Contraband boat; Serkonos Canal map in cabin          |
     |_| 200 |  829/6666 | Contraband boat; (Luca Abele, Self-Portrait)          |
       |_____|___________|_______________________________________________________|
                                       ¹ - only appears if Spector Club is closed
    
     For those playing this area in "Spector Club closed" mode, they'll finish
     this area with a 881-coin tally instead of 829 (+52 extra total).
    
    _________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    [3.6] FERELLA WAY
    _________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Coins ---: 553 [1382/6666]
     Bonecharm: 3 [7/11]
     Paintings: 1 [2/4]
    
     This area's one of the more peaceful visited so far -- only one guard has a
     presence here normally. Occasionally, a guard and wolfhound pair stroll down
     from Raqueza Avenue, though, so keep an eye out. (They should be eliminated
     whenever possible to make the bank area easier.)
    
     Ivan Jacobi's Office no longer requires a key to get in, as two Eyeless have
     done some lockpicking already. They'll be hostile when approached. There'll
     also be an interesting fan ornament above the billiard table if players chose
     to slander the administrator previously.
    
     Teresia Cienfuegos will appear in her third-floor apartment this time, and
     after a short conversation, reveals the laudanum Billie seeks is being sold,
     along with her father's other possessions, at the Colibron Plaza auction. The
     area opens only after learning this fact. (As far as loot goes here, the same
     rooms, and the nearby rooftop in Displace distance from the balcony, are all
     available.)
    
     Next, the black market. It will be operated regardless of whether it was
     robbed last mission, with the rat tunnel and door code removed or impeded.
     The woman also sells three bonecharms (one black, two corrupted) and an extra
     poppy tincture, i.e. the laudanam Billie seeks, for an outrageous 800-coin
     price tag.
    
     • Robbing the black market is harder this time, but still doable. It requires
       visiting Cadmus Abele Plaza's sewers (i.e. descending stairway on left-hand
       side of fountain plaza) and taking the access wrench near the worker. Bring
       the tool back to Ferella Way and open the maintenance tunnel door, right
       under the route's long stairway. A grate allows for peeping inside. One of
       the features the woman didn't remove? The door button. Hit it with an
       projectile to open the door, causing the woman to flee. (There's no way to
       avoid alerting her.)
    
     Players can put off the robbery until later, but for those who can't wait, be
     sure to keep the "Pickpocket's Delight" contract in mind (alerting the guard
     there fails it).
        _____ ___________                                         _____________
       | AMT | TOTAL AMT |_______________________________________/ FERELLA WAY |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 |  839/6666 | Street; pouch in guard booth by Jacobi's office       |
     |_|  34 |  873/6666 | Maintenance tunnel; coins on console                  |
     |_|  10 |  883/6666 | Maintenance tunnel; wire near console                 |
     |_|   4 |  887/6666 | Black market; coins on shelf opposite locked door     |
     |_|  18 |  905/6666 | Black market; copper wire & coins on interior shelf   |
     |_|   4 |  909/6666 | Cienfuegos Apartment, 1F; coins on bench under stairs |
     |_|   3 |  912/6666 | Cienfuegos Apartment, 3F; coins under tall shelf      |
     |_|  10 |  922/6666 | Cienfuegos Apartment, 3F; whale oil on petition desk  |
     |_|  10 |  932/6666 | Cienfuegos Apartment, 3F; copper wire under a counter |
     |_|  14 |  946/6666 | Cienfuegos Apartment, 3F; coins on suitcase near bed  |
     |_|  15 |  961/6666 | Cienfuegos Apartment, 3F; bathing salts in closet     |
     |_|   5 |  966/6666 | Roof by Cienfuegos Apartment; coins on metal crate    |
     |_|  10 |  976/6666 | Roof by Cienfuegos Apartment; copper wire in crate    |
     |_|   2 |  978/6666 | Ivan Jacobi's Office, 1F; coin on newspaper bench     |
     |_|  20 |  998/6666 | Ivan Jacobi's Office, 2F; pouch on billiards table    |
     |_|   3 | 1001/6666 | Ivan Jacobi's Office, 2F; coins in open clock cabinet |
     |_|   4 | 1005/6666 | Ivan Jacobi's Office, 2F; coins on desk               |
       |_____|___________|_______________________________________________________|
    
     As said, Colibron Plaza's auction is available after Teresia's tip-off. Some
     elite guards exist there, so using Semblance is wise. (There's a trophy for
     attending, and winning, the poppy tincture while disguised. This can't be
     done without Semblance, even if the guards are stealthfully removed. Winning
     usually requires a 350- to 450-coin bid or thereabouts. Be careful not to
     remove the disguise in front of the spectators!)
    
     Those who want to eliminate the guards the old-fashioned way can lure them
     into the apartment building -- after cleansing it of civilians, of course --
     and conquer when their searches divide. The guard nearest the stage can be
     lured into a dark corner in similar fashion, though it may take a few stray
     voltaic shots to truly make it work.
    
     However, the auction is just a formality, as players can freely (once prying
     eyes are gone) take all items on the block, including the poppy tincture and
     the Cienfuegos painting. Don't forget the other items in the basement and
     apartment 1F areas.
        _____ ___________                                      ________________
       | AMT | TOTAL AMT |____________________________________/ COLIBRON PLAZA |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 | 1015/6666 | Apartment, 1F; copper wire in pantry storage          |
     |_|   2 | 1017/6666 | Apartment, 1F; coin on counter by newspaper           |
     |_|   4 | 1021/6666 | Apartment, 1F; coins on bench in pantry               |
     |_|   4 | 1025/6666 | Apartment, 1F; coins on counter by spotlight          |
     |_|   3 | 1028/6666 | Apartment, 3F; coins by apartment couch               |
     |_|  12 | 1040/6666 | Plaza, B1; wire and coin in half-shuttered alcove     |
     |_|  25 | 1065/6666 | Plaza, 1F; blood amber by auctioneer stage            |
     |_| 100 | 1165/6666 | Plaza, 1F; precious urn near auctioneer stage         |
     |_| 200 | 1365/6666 | Plaza, 1F; (The Lonely Rat Boy)                       |
     |_|  10 | 1375/6666 | Plaza, 1F; copper wire near auctioneer stage          |
     |_|   7 | 1382/6666 | Plaza, 1F; coins in auctioneer's podium               |
       |_____|___________|_______________________________________________________|
    
     Ferella Way has no coins dependent on the Spector Club's open-close status,
     so those on "Spector closed" playthroughs should still be 52 above the FAQ's
     limit (1434 instead of 1382).
    
    ____________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    [3.6] RAQUEZA AVENUE
    ____________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Coins ---: 195 [1577/6666]
     Bonecharm: 0 [7/11]
     Paintings: 0 [2/4]
    
     The plaza side of the street has a fairly decent guard presence, though some
     (or all) foes may have been eliminated by wandering into Ferella Way. That
     just leaves the 1-2 guards left at the pharmacy checkpoint, plus another by
     the Spector Club, if it's closed.
    
     Shan Yun's house is always closed here and can't be entered from the street
     or Spector Club skybridge. If the Spector Club is open -- i.e. no patrons got
     killed in mission two -- players can enter as before and strip it bare. Gotta
     get that tattoo for entry first, though.
        _____ ___________                                      ________________
       | AMT | TOTAL AMT |____________________________________/ RAQUEZA AVENUE |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   4 | 1386/6666 | Coins on balcony above dumpster (by Shan Yun's house) |
    ¹|_|  13 | ----/6666 | Spector Club, 1F exterior; coins by sidewalk planter  |
    ¹|_|  75 | ----/6666 | Spector Club, 1F exterior; silver ingot on barrel     |
     |_|   3 | 1389/6666 | Pharmacy checkpoint; coins in tall cabinet            |
    ¹|_|  10 | ----/6666 | Pharmacy checkpoint; pouch in g. booth                |
     |_|   3 | 1392/6666 | Hall above pharmacy checkpoint; coins in locker       |
     |_|   2 | 1394/6666 | Hall above pharmacy checkpoint; coins on table        |
    ¹|_|   3 | ----/6666 | Hall above pharmacy checkpoint; coins on table (?)    |
     |_|  18 | 1412/6666 | Cienfuegos Pharmacy, 2F; salts/coins on coffee table  |
    ¹|_|  10 | ----/6666 | Raqueza Avenue, pharmacy area; copper wire on bench   |
      _|-----+-----------+-------------------------------------------------------|
     |_|   5 | 1417/6666 | Spector Club 1F; coins on safe room's small table     |
     |_|  86 | 1503/6666 | Spector Club 1F; safe contents                        |
     |_|  10 | 1513/6666 | Spector Club 1F; pouch underneath bar counter         |
     |_|  10 | 1523/6666 | Spector Club 1F; copper wire underneath bar counter   |
     |_|   4 | 1527/6666 | Spector Club 1F; coins on bar countertop              |
     |_|   2 | 1529/6666 | Spector Club 1F; table coin in sitting area           |
     |_|  10 | 1539/6666 | Spector Club 1F; pouch on one of the lounge chairs    |
     |_|   4 | 1543/6666 | Spector Club 3F; coins on booze table                 |
     |_|   3 | 1546/6666 | Spector Club 3F; coins on table in gambling room      |
     |_|  13 | 1559/6666 | Spector Club 3F; coins & wire at hall typewriter desk |
     |_|   3 | 1562/6666 | Spector Club 3F; coins by audiograph player & corpses |
     |_|  15 | 1577/6666 | Spector Club 3F; salts in exsanguination room cupbrd. |
       |_____|___________|_______________________________________________________|
                                       ¹ - only appears if Spector Club is closed
    
     At this point, there aren't any other "Spector Club closed" reallocated coins
     to find. Players will have 1577 or be two coins short.
    
    ________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    [3.7] CADMUS ABELE PLAZA
    ________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Coins ---: 183 [1760/6666]
     Bonecharm: 1 [8/11]
     Paintings: 0 [2/4]
    
     With all outdoor areas considered, the fountain plaza in front of the bank
     has the highest concentration of forces: guards, elites, wolfhounds. Getting
     in is always simplest using the pharmacy sign, then blinking up to the tree
     stump abutting the guard booth.
      _
     |_| CONTRACT: PICKPOCKET'S DELIGHT [250 coins]
         Pickpocket the elite guard in the plaza's guard booth -- in the corner
         near Jeorge's office -- without him ever being alerted. This is easiest
         done by dropping through the roof hatch while he's unaware, robbing him
         blind, then hopping back up 'fore he whirls around. The problem usually
         isn't the guard, but the area: any alert whatsoever fails the job.
    
     Those looking to systematically eliminate the guards here, for the contract
     above or just general enjoyment, can do as before: using the balconies near
     Jeorge's building to reach the bank sidewalk, then eliminate the hound and
     its partner when they split up. There aren't any foes by the cliff terrace,
     thankfully.
    
     There are three ways to infiltrate the bank:
    
     • ROOFTOPS: There's a newly installed painter's lift near the bank's cliff
       terrace, providing easy access to the roof...supposing its whale oil tank
       is refilled. There's a refueling station on the sidewalk's opposite end,
       at the sanitation entrance. (For those who forgot how to refuel, put a tank
       into the holder beside the machine that holds empties, then pull the side
       lever. This can be done any number of times.)
    
     • SANITATION: Speaking of the sanitation entrance, that's another point of
       entry for enterprising thieves. The door is locked, but its keyholder can
       be found dead on the cliffs near the painter's lift. (Technically, finding
       the key is optional as players can Displace over the concertina wire fence,
       but the body's near a 150-coin pocketwatch, so don't skip it.) Infiltrate
       the sanitation area by entering the dumpster, firing a projectile through
       the control room bars at the red button, then ducking as the dumpster's
       pulled inside.
    
     • SEWERS: This requires obtaining the access wrench from a maintenance tunnel
       below the plaza -- the stairway is on the left-hand side of the area. (Be
       watchful for the guard who spawns there!) Steal the wrench, then unscrew
       two grates on either side of the plaza's main steps to the bank. When both
       are open, return to the maintenance tunnel and crawl through the small gap.
    
     So which method to use?
    
     The rooftops is the best mission-wise, despite the presence of three more
     guards. It's the only place players can dump their poppy extract into the
     ductwork, putting 99% of all employees and guards inside to sleep. There's a
     bonecharm up here, too, on a table near the Dark Souls-esque bonfire.
    
     The sanitation department method is the easiest, as it only requires reaching
     the bank sidewalk, hopping the fence, then sneaking in at the control room.
     Infiltrating this way places Billie on 1F.
    
     Using the sewers route is probably the hardest, as it requires unscrewing two
     grates right in plain sight by the guards. Those who aren't daredevils should
     eliminate a few more guards/wolfhounds before attempting. Those who enter
     via the sewers wind up in the bank's basement.
        _____ ___________                                  ____________________
       | AMT | TOTAL AMT |________________________________/ CADMUS ABELE PLAZA |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   5 | 1582/6666 | Coins on balcony opposite Cristopher Jeorge's bldg.   |
     |_|   2 | 1584/6666 | Sewers maintenance tunnel; coin in locker by worker   |
     |_|  20 | 1604/6666 | Whale oil refueling station; pouch on table nearby    |
     |_|   3 | 1607/6666 | Terrace by painter's lift; coins on table             |
     |_| 150 | 1757/6666 | Terrace by painter's lift; pocketwatch on lower cliff |
     |_|   3 | 1760/6666 | Rooftops; coins on table near bonfire                 |
       |_____|___________|_______________________________________________________|
    
     The walkthrough will continue as if players entered through the roof and
     conked the personnel out. However, there's no problem if people want to visit
     the roof, conk people out, and use another route.
    
    _________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    [3.8] DOLORES MICHAELS BANK - LOBBY AREAS
    _________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Coins ---: 702 [2462/6666]
     Bonecharm: 0 [8/11]
     Paintings: 1 [3/4]
    
     For those who knocked the employees out with a poppy tincture, a contract is
     now doable.
      _
     |_| CONTRACT: QUIET AS A MOUSE [900 coins]
         Complete all bank events without waking any employees or tampering with
         any security systems. Tampering means rewiring anything, taking whale oil
         tanks out of their holders, disabling any type of security, etc.
    
     It's important to know that sleeping isn't the same as unconscious -- loud
     noises (walking normally, stepping on broken glass or the NPCs themselves)
     rouse the snoozers. In some cases, opening cash registers qualifies, too, so
     players may elect to skip that loot. There's apparently one exception to the
     "can't wake anyone up for contract" rule, and I'll mention it later.
    
     Alright, onto 3F. Most of the loot here is minor, excepting the Cienfuegos
     painting in the circular lobby hallway. Two of the rooms also have tips to
     later puzzles: (1) a crumpled note in Campos' office tells the combination to
     Cristofer Jeorge's lockbox (2) a storage area next to the staircase gives a
     hint about opening the vault lockboxes.
        _____ ___________                           ___________________________
       | AMT | TOTAL AMT |_________________________/ DOLORES MICHAELS BANK, 3F |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 | 1770/6666 | NPC: elite guard by staircase                         |
     |_|  15 | 1785/6666 | Campos' office; lucky sphalerite on desk              |
     |_|  20 | 1805/6666 | Campos' office; silver dust in a cabinet              |
     |_|  40 | 1845/6666 | Conference room; pearl fan on cabinet opposite door   |
     |_|  10 | 1855/6666 | NPC: elite guard near conference room hallway         |
     |_|  10 | 1865/6666 | Roof access area; whale oil on low drawer             |
     |_| 200 | 2065/6666 | 3F lobby walkway; (Impression of the Void n°4)        |
       |_____|___________|_______________________________________________________|
    
     2F is just two offices connected by a hallway, with two NPCs (1 guard, 1
     employee) to deal with. The woman here can be awoken by cash registers near
     her. Of particular interest is the back office, whose balcony peers over the
     1F teller counter. It's a good way to get up and down.
        _____ ___________                           ___________________________
       | AMT | TOTAL AMT |_________________________/ DOLORES MICHAELS BANK, 2F |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   1 | 2066/6666 | Mortgage & Loan Office; coin on wall's bulletin board |
     |_|  15 | 2081/6666 | Mortgage & Loan Office; sphalerite on Atwater's desk  |
     |_|  13 | 2094/6666 | Mortgage & Loan Office; cash register coins           |
     |_|  50 | 2144/6666 | Mortgage & Loan Office; Daiger-Dial East Leg map      |
     |_|  10 | 2154/6666 | NPC: guard in hallway outside Mortgage & Loan office  |
     |_|  10 | 2164/6666 | NPC: employee in Mortgate & Loan back office          |
     |_|   8 | 2172/6666 | Mortgage & Loan, back office; 1st cash register       |
     |_|   4 | 2176/6666 | Mortgage & Loan, back office; 2nd cash register       |
     |_|   5 | 2181/6666 | Mortgage & Loan, back office; coin on cubicle desk    |
     |_|   7 | 2188/6666 | Mortgage & Loan, back office; 3rd cash register       |
       |_____|___________|_______________________________________________________|
    
     1F is composed of the main lobby, a bathroom, a teller booth and the office
     behind it, and a locker room with B1 access. Several employees sleep in the
     aforementioned office, but won't be woken up except by Billie's blundering.
    
     Note that many of the doors (front door, service door, teller office, passage
     to atrium) are closed by default. The only way to get past is by operating a
     button in the 1F teller booth or using the sanitation entrance, which winds
     up past the inoperative doors.
        _____ ___________                      ________________________________
       | AMT | TOTAL AMT |____________________/ DOLORES MICHAELS BANK, 1F & B1 |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   5 | 2193/6666 | Bathroom; bloodfly husk in sink cabinet               |
     |_|   4 | 2197/6666 | Bathroom; coins in bathroom desk ashtray              |
     |_|  15 | 2212/6666 | Teller booth; lucky sphalerite on desk                |
     |_|  10 | 2222/6666 | Teller booth; first cash register                     |
     |_|  30 | 2252/6666 | Teller booth; second cash register                    |
     |_|  10 | 2262/6666 | NPC: man in teller office                             |
     |_|  10 | 2272/6666 | NPC: woman in teller office                           |
     |_|  10 | 2282/6666 | NPC: guard in teller office                           |
     |_|  20 | 2302/6666 | Teller office; copper wire (2) by movable dolly       |
     |_|  40 | 2342/6666 | Teller office; scales & scrimshaw in a tall shelf     |
     |_|  30 | 2372/6666 | Locker room; locker pouch hidden behind booze bottle  |
     |_|  10 | 2382/6666 | Locker room; pouch in locker                          |
     |_|  10 | 2392/6666 | Locker room; pouch in locker                          |
     |_|  20 | 2412/6666 | Locker room; pouch in locker (hanging on the door)    |
     |_|  20 | 2432/6666 | Locker room; pouch in locker                          |
     |_|  20 | 2452/6666 | B1 boiler room; tyvian ore in coal box                |
     |_|  10 | 2462/6666 | B1 boiler room; copper wire in console cabinet        |
       |_____|___________|_______________________________________________________|
    
    __________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    [3.8] DOLORES MICHAELS BANK - ATRIUM & VAULT AREAS
    __________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Area Map : https://i.imgur.com/NaMA5Iu.jpg
     Coins ---: 2404 [4866/6666]
     Bonecharm: 3 [11/11]
     Paintings: 1 [4/4]
    
     With the teller booth button opening doors left and right, the passage to the
     inner atrium is available. Security gets more heavy-duty from here on out --
     two arc pylons block the main corridor. (These devices fatally electrocute
     any unauthorized person in range after a second's warmup.) There are also two
     guards here, though they'll be harmlessly napping if the poppy was deployed.
    
     Remember, tampering with security screws up the "Quiet as a Mouse" contract.
     Those who want to reach the vault atrium should Displace onto lights above
     the arc pylons, then continue from there.
        _____ ___________                           ___________________________
       | AMT | TOTAL AMT |_________________________/ LOBBY SECURITY CHECKPOINT |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 | 2472/6666 | NPC: 1F security checkpoint elite guard               |
     |_|  10 | 2482/6666 | NPC: 1F security checkpoint guard                     |
     |_|  10 | 2492/6666 | Security checkpoint; coins near desk newspaper        |
     |_|  30 | 2522/6666 | Security checkpoint; cubby-hole scrimshaw by desks    |
     |_|   3 | 2525/6666 | Security checkpoint; shelf coins (near 1F-2F stairs)  |
     |_|  15 | 2540/6666 | Security checkpoint; sphalerite on desk               |
     |_|  10 | 2550/6666 | Security checkpoint; oil in arc pylon's holding cell  |
     |_|  30 | 2580/6666 | Security checkpoint; wire (3) in other pylon cell     |
       |_____|___________|_______________________________________________________|
    
     Past the hallway is the expansive atrium, a two-story area with a lobby in
     front and a bunch of cubicles and offices in back. If the employees were
     put to sleep, there'll still be one patroller here: a clockwork soldier.
    
     Like in Dishonored 2, these automatons mindlessly patrol a given pattern and
     will viciously attack any perceived threat. They can be destroyed with sheer
     damage or rendered harmless (to Billie, anyway) by shooting their heads off.
     Players can also change their IFF by sticking a rewire tool on their right
     leg's panel. On the bright side, these clockworks are single-headed, and can
     only "see" in a frontal cone pattern.
    
     Attacking the clockwork soldier causes so much noise, any sleeping guards
     wake up nearby. Additional problems include rewiring the thing (it eventually
     dies silently, but only after slaying sleeping corpses nearby) and flat-out
     destroying it, which counts as a kill, unlike in the previous game. Players
     may also lure it into a rewired wall of light near the stairway, but rewiring
     anything screws up the "Quiet as a Mouse" contract.
    
     =============================================================================
     NOTE: The "clockwork soldiers count as kills" thing is a bug that's patched
     out in v1.02 (November 2017). Players should be sure to have the patches
     up-to-date to avoid pointless headaches, plus double-check Stat tab entries.
     =============================================================================
    
     Ignoring the clockwork soldier may be in players' best interests, at least
     if they care about contracts, kills and alerts. Interestingly, hook mines can
     strip soldiers' arms and heads off, though it doesn't necessarily stop their
     scheduled patrols, just perception levels. (At least it causes no alerts or
     noise!)
    
     As for loot, most is in the surrounding cubicle areas. There are two items
     of interest as they create guard-waking noise: a cash register near one of
     the sleeping guards in the cubicle area, plus a whale oil canister hidden in
     a breakable lobby shutter (left side of lobby after entering). That one wakes
     the guard on the 2F balcony.
    
     Those seeking to leave the lobby without screwing up contracts or causing a
     stir should hop onto the lobby's 2F balcony. From there, use Foresight to zoom
     past the wall of light, up the 2F stairway, and create a Displace marker in
     the 2F window. Voila! Avoid further annoyances like this by unlocking the 2F
     doorway nearby for a security workaround that troubles no one.
        _____ ___________                                    __________________
       | AMT | TOTAL AMT |__________________________________/ VAULT ATRIUM, 1F |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 | 2590/6666 | NPC: elite guard in 1F atrium lobby                   |
     |_|  10 | 2600/6666 | NPC: guard in cubicle area                            |
     |_|  20 | 2620/6666 | NPC: female employee in cubicle area                  |
     |_|  10 | 2630/6666 | NPC: elite guard in cubicle area                      |
     |_|  20 | 2650/6666 | NPC: male employee in cubicle area                    |
     |_|  10 | 2660/6666 | Lobby; copper wire on crate stack by entrance         |
     |_|  40 | 2700/6666 | Lobby; pearl fan on front desk                        |
     |_|  10 | 2710/6666 | Lobby; whale oil behind breakable shutter under balc. |
     |_|  11 | 2721/6666 | Cubicle area; cash register on a desk                 |
     |_|  20 | 2741/6666 | Cubicle area; pouch in cash register                  |
     |_|  30 | 2771/6666 | Cubicle area; silver dust in dead-end records room    |
     |_|  40 | 2811/6666 | Cubicle area; pearl fan at employee's desk            |
     |_|  30 | 2841/6666 | Cubicle area; scrimshaw in Avelanas' office           |
     |_|  20 | 2861/6666 | Cubicle area; pouch on perimeter shelf                |
       |_____|___________|_______________________________________________________|
    
     Next, skip 2F for now and descend to B1 level. On rare occasions, there may
     be a clockwork soldier in the stairwell, but usually it's completely clear.
    
     As in Shan Yun's house, there's an electrified floor that can be avoided by
     leapfrogging on crates and boxes. Inside the archives themselves, there's two
     NPCs and a clockwork. The latter doesn't have a huge search area, and doesn't
     encounter any of the other bodies here, so it's usually a nonissue.
    
     Of interest here is the three safety deposit boxes. Cristofer Jeorge's combo
     is 379, as mentioned in the "In the Event of My Death" letter in the bank's
     3F office earlier in the walkthrough. There isn't anything of real interest
     here, but open it anyway.
    
     Meanwhile, Galvani's code (287) is the same one used in Dishonored 2 to rob
     him multiple times. Players can deduce the code by reading a passage from his
     memoirs -- there's one in the bunk bed area nearby -- that mentions the most
     important day of his life is "the 28th day in the Month of High Cold". As the
     nearby calendar shows, that's the seventh month.
      _
     |_| CONTRACT: RAGS TO RICHES TO RAGS [500 coins]
         Rob Morgan Yu's safety deposit box of its gemstone. The combination is
         315, the same number mentioned off-handedly in the contract description.
    
     Other things of interest:
    
     • Taking the final Cienfuegos portrait earns the "Art Aficionado" trophy, if
       players were diligent previously.
    
     • Pena, the guard captain sleeping in the lockbox area, has door codes for
       various security signs, including the 2F inoperative door.
    
     • There's a bonecharm in the bunk bed area's cabinet drawer.
        _____ ___________                                         _____________
       | AMT | TOTAL AMT |_______________________________________/ B1 ARCHIVES |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  30 | 2891/6666 | Archives; heavy pouch in #21 cubby-hole               |
     |_|  10 | 2901/6666 | Archives; avocet feathers in #31 cubby-hole           |
     |_|  30 | 2931/6666 | Archives; heavy pouch by #62 cubby-hole               |
     |_|  50 | 2981/6666 | Archives; Daiger-Dial Lake Camp map opposite #62 C.H. |
     |_| 200 | 3181/6666 | Archives; (Impression of the Void n°1)                |
     |_| 450 | 3631/6666 | Archives; gold ingot (3) in Galvani's lockbox         |
     |_|  10 | 3641/6666 | Archives; copper wire in crawlspace above lockboxes   |
       |_____|___________|_______________________________________________________|
    
     2F is accessible in part from the 1F main lobby, simply by jumping onto the
     balcony. However, the main breadth of the floor is behind locked doors. This
     makes sense as the vault control room is at the very end of the area. Along
     the way are several loot areas, all bordering an electrified floor.
    
     There is only one way into the forbidden 2F area: waking the sleeping guard
     on the other side via the elevator lobby mic. Tell him the door code (learned
     from Pena in B1) and he'll let Billie through as many times as needed without
     suspecting a thing. The exception is if she doesn't have the door codes --
     trying to enter a second time tips him off.
    
     • Those who care less about loot and more about stealth can avoid the 2F
       rooms entirely with a sly trick. Go onto the 2F balcony and approach the
       locked control room door. Notice how its window has openings in it? Shoot a
       hagpearl through, hit one of the console buttons (raising or lowering the
       vault to 3F or B1, respectively) and work from there. Note any projectile
       can work, but only hagpearls are silent enough, and even then, sometimes
       they can wake up the sleeping employee.
    
     Those who need a hagpearl can find one in the 4F maintenance area coming up.
     Just note that, while there's loot on 2F, raising the vault is entirely
     optional. (If the front guard is awake, moving the vault causes him to radio
     in for answers. Use the microphone quickly to allay his fears, lest he raise
     an alarm to wake the dead.)
    
     NOTE: For those trying to avoid waking anyone up, or tampering with security
     systems, apparently Bethesda has said that the 2F door guard is an exception.
     I'd recommend creating an extra save before talking to him, just in case.
    
     For those who want loot tips for the closed-off section of 2F, here's two:
    
     • The gate guard carries a pouch himself. He can be lured out of the office
       with a sudden noise, or players can set a Displace marker in his office
       (using elevator-area rat tunnel) to warp in for an ambush.
    
     • The electrified grid can be a real annoyance. Most players can avoid its
       prickly ire by using Displace/Foresight combos, but those on Original Game
       Plus mode can't. Instead, try blinking atop doors that open into the hall,
       then work from there. The whole grid can be deactivated in Pena's office.
        _____ ___________                                     _________________
       | AMT | TOTAL AMT |___________________________________/ VAULT ATRIUM 2F |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 | 3651/6666 | NPC: elite guard (male) on 2F Atrium balcony          |
     |_|  10 | 3661/6666 | NPC: 2F hallway elite guard near elevator/staircase   |
     |_|  10 | 3671/6666 | NPC: elite guard (guy who requires door password)     |
     |_|  30 | 3701/6666 | NPC: employee in vault control center                 |
     |_|  10 | 3711/6666 | Clockwork soldier room; whale oil on dolly            |
     |_|  15 | 3726/6666 | Locker room; sphalerite in stubby gray locker         |
     |_|  30 | 3756/6666 | Locker room; pouch in locker                          |
     |_|  10 | 3766/6666 | Locker room; whale oil in locker                      |
     |_|  10 | 3776/6666 | Locker room; angelfish scales in locker               |
     |_|  10 | 3786/6666 | Locker room; coins in locker                          |
     |_|  40 | 3826/6666 | Locker room; pearl fan in locker                      |
     |_|  30 | 3856/6666 | Pena's office; heavy pouch near desk                  |
     |_|  10 | 3866/6666 | Pena's office; whale oil in a locker                  |
       |_____|___________|_______________________________________________________|
    
     Dolores' Michaels office can be reached via the main stairwell or elevator.
     Compared to other areas, it's pretty simple, as the only two occupants should
     be sleeping and no guards are present. (Well, there's a clockwork, though it
     won't come to without a ruckus.) Dolores' vault key is hidden with other
     goodies, including a black bonecharm, behind the massive wall portrait. Use
     the desk's red button to open 'er.
      _
     |_| CONTRACT: QUIET AS A MOUSE [900 coins]
         In Dolores' office, copy down Mrs. Jennett's address book files. This is
         really only relevant if the contract's main difficulty -- staying quiet
         the whole time since entering -- has been followed.
    
     If the vault's been raised to 3F, players can try opening it now. However,
     for the walkthrough's sake, consider putting it off a second.
        _____ ___________                                     _________________
       | AMT | TOTAL AMT |___________________________________/ VAULT ATRIUM 3F |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  20 | 3886/6666 | NPC: civilian in Dolores' office                      |
     |_|  30 | 3916/6666 | NPC: Dolores Michaels                                 |
     |_|  10 | 3926/6666 | Side office; pied avocet feathers by microphone desk  |
     |_|  15 | 3941/6666 | Bathroom; bathing salts on shelf                      |
     |_| 300 | 4241/6666 | Dolores' office; gold ingot (2) by civilian's desk    |
     |_| 100 | 4341/6666 | Dolores' office; amber jewelry box by the ingots      |
     |_|  15 | 4356/6666 | Dolores' office; sphalerite on shelf                  |
     |_|  30 | 4386/6666 | Dolores' office; scrimshaw on shelf                   |
     |_|  40 | 4426/6666 | Dolores' office; pearl fan on desk                    |
       |_____|___________|_______________________________________________________|
    
     The way to 4F is locked, though players can bypass the annoyance using the
     elevator. Call it to 3F, then hop onto its roof, which gives access through
     a floor grate. There's an arc pylon attached to the ceiling, so make use of
     the vents and tactical Displace/Foresight markers to avoid it.
    
     In one of the desk drawers, there's a vault release lever. Players can take
     this, use the maintenance hatch to descend on top of the vault, then release
     the vault's four supports. This causes the vault to crash down into the B1
     sewers, earning a "Party Crasher" trophy in the meantime.
    
     Dropping the vault into the sewers is fun, and surprisingly (rarely) impacts
     the stealth mode players love. However, I've noticed that occasionall doing
     this creates an alert, so always check the Stats tab to see what damage has
     been done.
    
     For those who didn't drop the vault, it can be raised/lowered to B1 or 3F,
     whichever works best. Use Dolores' key to open it, then enter inside and take
     the twin-bladed knife from the fourth box (it's the one that requires Jacobi
     and Shan Yun's keys). Obtaining the knife replaces Billie's normal sword and
     grants her the Void Strike ability -- that is, shooting a weak projectile by
     holding the melee button down. Bonecharm crafting is also unlocked.
    
     As for the vault's other contents, players must input the correct sequence
     into ALL boxes for total access. Earlier, players got a hint about vault
     boxes in one of the bank's 3F lobby storage rooms. Players may recognize the
     code immediately: it's Fibonnaci's sequence. Each new number is the sum of
     the two before it: 0, 1, 1, 2, 3, 5, 8, 13, and so on.
    
     From left to right, input these numbers to earn the "Obsessive Safe-cracker"
     trophy and get the remaining loot: 011, 235, 813, 455, 891. (The fourth entry
     is skipped because that vault has no code tumblers.) A satisfying 'click' SFX
     plays when the correct code is added. Other than the black bonecharm, most of
     the loot is just coinage.
    
     • Note that Jindosh's safe also has an override command for clockworks. They
       don't appear in any future levels, so this is the only time ever put it
       into practice. Go up to a clockwork (there's one in Dolores' office, two
       in 2F storage, etc.) and have a friendly buddy who'll cause havoc and kill
       enemies while on patrol. And, unlike rewiring, it doesn't die halfway into
       its rampage.
    
     Of course, no-alerts, no-kill types will probably want to reload a save after
     testing those waters.
        _____ ___________                      ________________________________
       | AMT | TOTAL AMT |____________________/ VAULT ATRIUM 4F + VAULT ITSELF |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  15 | 4441/6666 | 4F Maintenance; husk and wire in floor-level vent     |
     |_|  10 | 4451/6666 | 4F Maintenance; whale oil near release lever's drawer |
     |_|  10 | 4461/6666 | Vault; pouch in Jindosh's safe                        |
     |_|  30 | 4491/6666 | Vault; scrimshaw in second box                        |
     |_| 225 | 4716/6666 | Vault; silver sextant & ingot in Emily's safe         |
     |_|  90 | 4806/6666 | Vault; jewelry box, pouch and feathers in fifth safe  |
     |_|  60 | 4866/6666 | Vault; pouch and two tyvian ore in sixth safe         |
       |_____|___________|_______________________________________________________|
        _____ ___________                                           ___________
       | AMT | TOTAL AMT |_________________________________________/ CONTRACTS |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_| 150 | 5016/6666 | "The Art Connoisseur" contract                        |
     |_| 250 | 5266/6666 | "Pickpocket's Delight" contract                       |
     |_| 500 | 5766/6666 | "Rags to Riches to Rags" contract                     |
     |_| 900 | 6666/6666 | "Quiet as a Mouse" contract                           |
       |_____|___________|_______________________________________________________|
    
     With the break-in over, it's time for the break-out. Those who dropped the
     vault into the sewers can find an exit drain, shooting them down to familiar
     B1 sewers past the basement boiler room. Those who robbed the vault from the
     archives or Dolores' office can simply slink out as before.
    
     To exit the level, return to the carriage station or skiff. If Billie caused
     a commotion -- including dropping the vault -- the former has 4-5 guards
     hanging about. Those who can't hop into the driver's seat silently may let a
     hyperbaric grenade do the heavy lifting.
    
     One more thing: the carriage station guards are an excellent place to trigger
     the "Final Nudge" trophy, as it's right on the precipice. Just remember that
     Void Strike must get the enemy airborne (attack with it while moving slightly
     upwards) and clear the rail at the same time. If a body hits an obstacle en
     route, it doesn't trigger.
    
    SPECIAL ACTIONS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     There doesn't seem to be a special action for killing Dolores.
    
     • A PLEASANT SLUMBER
       Sedated the bank's personnel with poppy tincture.
    
     • AN EYE FOR ART
       Complete "The Art Connoisseur" contract.
    
     • BRAGGING RIGHTS
       Complete the "Rags to Riches to Rags" contract.
    
     • IT'S A STEAL!
       Rob the black market for the first time.
    
     • PICKPOCKET'S DELIGHT
       Complete the "Pickpocket's Delight" contract.
    
     • REPEAT OFFENDER
       Rob the black market for a second time. If this is earned, "It's a Steal!"
       won't be.
    
     • STOLEN INFORMATION
       Complete the "Quiet as a Mouse" contract.
    
     • UNLUCKY TARGET
       Robbed Galvani's safe in the bank's B1 archives.
    
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    4) THE STOLEN ARCHIVE                                                    [WK04]
    _______________________________________________________________________________
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     This level's a walk down memory lane for Dishonored 2 players, though the
     Abbey of the Everyman's changed it a bit. For one, half of Cyria Gardens is
     inaccessible, leaving only the conservatory's street and a few surrounding
     buildings. The black market's also been relocated, now in the apartment down
     the street from Billie's hideout.
    
     There aren't any paintings in this level.
    
    ___________________
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    [4.1] CYRIA GARDENS
    ___________________
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     Area Map : https://i.imgur.com/Mu6rNUl.jpg
     Coins ---: 1025 [1025/3297]
     Bonecharm: 5 [5/12]
    
     If there's any good news, it's that the Overseers' presence outside is far
     smaller than guards in Dishonored 2: just a few near the bonfire, a few in
     the fountain area, and a few near the conservatory steps. None are paying
     much attention to each other and don't wander far off, so whenever they split
     up, it sounds their death knell. (Or the equivalent for non-lethal players.)
    
     Most loot is in plain sight, though a few pieces near the bonfire can be a
     bit tricky to find. Don't forget to search atop the old watchtower...uhhh,
     tower for a few copper wires.
    
     Plot-wise, reading the ledger near the conservatory steps reveals Rosewyn's
     keeping documents in the curator's office. Previous Dishonored players will
     remember that's an inner 3F room. More on that later...
        _____ ___________                                       _______________
       | AMT | TOTAL AMT |_____________________________________/ CYRIA GARDENS |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  20 |   20/3297 | NPC: Overseer near street bonfire                     |
     |_|  10 |   30/3297 | NPC: Overseer on conservatory steps                   |
     |_| 100 |  130/3297 | NPC: Cortney (woman underneath Billie's hideout)      |
     |_|  10 |  140/3297 | NPC: Overseer patrolling fountain area                |
     |_|  20 |  160/3297 | Street; wire (2) atop watchtower platform             |
     |_|  20 |  180/3297 | Street; pouch on table by Rosewyn's ledger            |
     |_|  50 |  230/3297 | Street; Pindo's Passage map on red crate by stairway  |
     |_|  15 |  245/3297 | Street; sphalerite in crate by bonfire                |
     |_|  25 |  270/3297 | Street; blood amber next to bonfire cinders           |
     |_|  10 |  280/3297 | Street; scales on cabinet near Cortney's hiding place |
     |_|  15 |  295/3297 | Street; sphalerite in alley beside booby-trapped bldg |
     |_|  15 |  310/3297 | Street; husk+wire on balcony near sphalerite's alley  |
     |_|  20 |  330/3297 | Street; wire (2) on crate at street's end, by railcar |
     |_| 225 |  555/3297 | Street; silver ingot (3) on railcar at street's end   |
       |_____|___________|_______________________________________________________|
    
     There are some miscellaneous things to do outside as well.
    
     • The black market, as said, is at street's end in the opposite direction of
       Billie's hideout, on 3F. This is the LAST one available in the game, so
       get all needed upgrades here. Those who don't want to shell out for the
       bonecharms (2 black, 1 corrupted) can, of course, rob it. 
    
       A break-in requires usage of the market's cliff route. From street level,
       look up and spot the wooden planks. See how they extend to the conservatory?
       If Billie can get onto the conservatory's 2F ledges, she can walk all the
       way to the black market's back entrance. Use the rat tunnel to place a
       Displace marker inside the market, then go all the way around again to
       teleport through. In addition to extra loot, there's several extra hook
       mines and hyperbaric grenades -- score!
    
     • The cantina from Dishonored 2 is still around. Cortney, a friendly NPC
       in the area right below Billie's hideout, asks for help in locating her
       husband who went in there. Defeat the three Overseers inside (a well-placed
       grenade in the hallway does the trick, or hopping in through the balcony to
       put a double-action springrazor by the door) and take the loot. The only
       item of interest that's sort of hidden is a cigar box, teetering high above
       the kitchen stove. Don't forget the bonecharm near the fireplace.
    
     Cortney gives a 100-coin reward for finding Lonnie's letter, though players
     can just pickpocket her right off and ignore follow-up visits.
      _
     |_| CONTRACT: A RISKY WAGER [reward: black bonecharm]
         This requires players to enter the booby-trapped room alongside the
         cantina, either by double-jumping off the street guard booth and doing a
         midair Displace or climbing onto the exterior fan by the cantina's 2F
         balcony and working from there. A ton of grenade traps exist here, but
         they glow in Foresight/Dark Vision, so careful consideration prevails.
         The trinket the contract wants is in the inner balcony's safe, along
         with ingots and a corrupt bonecharm.
        _____ ___________                                ______________________
       | AMT | TOTAL AMT |______________________________/ CYRIA GARDENS, PT II |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|   5 |  560/3297 | Bar, 2F; bloodfly husk in cabinet                     |
     |_|  20 |  580/3297 | Bar, 2F; coins on floor platter                       |
     |_|  30 |  610/3297 | Bar, 2F; on Lonnie's corpse in the kitchen            |
     |_| 100 |  710/3297 | Bar, 2F; cigar box hidden high above kitchen stove    |
     |_|  15 |  725/3297 | Black Market, interior; bathing salts under sink      |
     |_|  45 |  770/3297 | Black Market, interior; coin stack on desk scales     |
     |_|  30 |  800/3297 | Fountain area; whale oil (3) under stairway           |
     |_|  15 |  815/3297 | Fountain area; coins in leftmost fountain             |
     |_|  30 |  845/3297 | Boobytrap apartment; pouch on floor                   |
     |_|  30 |  875/3297 | Boobytrap apartment; bloodfly husks (6) on the floor  |
     |_| 150 | 1025/3297 | Boobytrap apartment; silver ingot (2) in upper safe   |
       |_____|___________|_______________________________________________________|
    
    __________________________________
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    [4.2] ROYAL CONSERVATORY, OUTDOORS
    __________________________________
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     Coins ---: 169 [1194/3297]
     Bonecharm: 0 [5/12]
    
     The outdoor area consists of the sidewalk past the conservatory steps and the
     two interior courtyards, each with their own statue (fish, turtle). There are
     two pairs of Overseers here on split-up, nonintersecting patrols, making for
     simple eliminations. Loot-wise, most of the easy-to-miss stuff is on the
     outer sidewalk, which runs toward two stone stairwells.
    
     For Dishonored 2 players who remember taking a shortcut to the rooftops here,
     it won't work -- those 2F windows are locked. The only open window is right
     above the main lobby entrance (by turtle statue).
        _____ ___________                        ______________________________
       | AMT | TOTAL AMT |______________________/ ROYAL CONSERVATORY, OUTDOORS |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  10 | 1035/3297 | Outdoor walkways; angelfish scales on table           |
     |_|   9 | 1044/3297 | Outdoor walkways; coins atop luggage by sewer stairs  |
     |_|  30 | 1074/3297 | Outdoor walkways; wire (3) on stairway sink           |
     |_|  25 | 1099/3297 | Outdoor walkways; blood amber in flowerpot by stairs  |
     |_|  60 | 1159/3297 | Turtle statue courtyard; scrimshaw (2) on crate       |
     |_|  15 | 1174/3297 | Turtle statue courtyard; husk (3) near lobby stairway |
     |_|  20 | 1194/3297 | NPC: guard in turtle statue courtyard                 |
       |_____|___________|_______________________________________________________|
    
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    [4.3] ROYAL CONSERVATORY, B1
    ____________________________
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     Coins ---: 335 [1529/3297]
     Bonecharm: 0 [5/12]
    
     Before heading to 1F, tackle the smaller B1 area. There are two ways to enter
     while outdoors:
    
     • In the fish statue courtyard, one ankle-high window is open
     • On the conservatory's outer walkway, one stairway leads to a basement door
       that's sadly locked. Continue into the maintenance/sewers area beside it.
       Under the "condemned due to infestation" sign, break the wooden barrier
       and climb to a loot-filled corridor below an operable hatch. (This is the
       "smuggler's route" the black market's info packet mentions.)
    
     The window method enters the old quartermaster room, now a "censer room" with
     various loot. It's an alright staging area for eliminating the four next-door
     Overseers, all of whom have diverging walking patterns. The main problem is
     the nonpatroller near the locked door -- eliminate him first.
    
     Beyond is the old workshop, now a renovated into a musical torture chamber
     for captured witches. There are three Overseers here, plus a captive in the
     former "forbidden archive" area. Note that, while the witch here is friendly,
     she still has some civilian AI, so she'll count as an alert while carrying
     corpses, etc.
    
     Letting the witch loose -- which requires an interrogation room key, held by
     a guard or in a nearby desk cabinet -- earns a cryptic clue about a key hidden
     on a "painting to the left". This will be relevant a little later on.
    
        _____ ___________                              ________________________
       | AMT | TOTAL AMT |____________________________/ ROYAL CONSERVATORY, B1 |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  30 | 1224/3297 | Censer room; copper wire (3) on desk                  |
     |_|  15 | 1239/3297 | Censer room; lucky sphalerite on shelf                |
     |_|  10 | 1249/3297 | NPC: Overseer in B1 storage                           |
     |_|  30 | 1279/3297 | NPC: Overseer in B1 storage                           |
     |_|  38 | 1317/3297 | Storage area; loot beneath floor hatch by censer room |
     |_|   5 | 1322/3297 | Storage area; husk on crate by door to outer walkways |
     |_|  10 | 1332/3297 | Storage area; wire on chair by large white screen     |
     |_|  20 | 1352/3297 | Storage area; pouch on large table                    |
     |_|  10 | 1362/3297 | Storage area; whale oil on dark-colored cabinet       |
     |_|  10 | 1372/3297 | Storage area; whale oil on crate                      |
     |_|  30 | 1402/3297 | NPC: Overseer in musical torture area                 |
     |_|   5 | 1407/3297 | Torture area; bloodfly husk outside witch's cell      |
     |_|  10 | 1417/3297 | Torture area; desk wire outside witch's cell          |
     |_|  12 | 1429/3297 | Torture area; coins on interrogation key's desk       |
     |_|  30 | 1459/3297 | Torture area; pouch in drawer by torture chair        |
     |_|  25 | 1484/3297 | Torture area; blood amber in boiler room              |
     |_|  35 | 1519/3297 | Torture area; blood amber + husks inside a boiler     |
     |_|  10 | 1529/3297 | Torture area; whale oil on boiler room shelf          |
       |_____|___________|_______________________________________________________|
    
    ____________________________
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    [4.4] ROYAL CONSERVATORY, 1F
    ____________________________
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     Coins ---: 490 [2019/3297]
     Bonecharm: 0 [5/12]
    
     1F is accessible via the front entrance in the turtle courtyard, or either
     stairway connected to B1. It consists of a front lobby, a massive main hall,
     and a few side rooms (bathroom, barracks, projection room).
    
     First, the lobby, which only has two guards. They're easiest dispatched by
     taking the teller out first (the storeroom behind him has an open window that
     faces the turtle courtyard) and then any stragglers. Note that loud noises
     may alert the Overseers above and in the main hall. (The stairway to B1 here
     goes by a janitor closet.) The teller office also has the 2F morgue key.
    
     Next, the main hall. Its massive ceiling has been plastered over, leaving a
     single corner as a quick route to 2F. Out of the five enemies here, three are
     in the main hall, one in the projection room, and one sleeping in a barracks.
     A couple are near breakable glass objects and letting their bodies free-fall
     may alert others, so be sure to quickly carry 'em to better locations.
    
     For optional fun, Billie can use the microphone in the main hall reception
     booth. Oddly, choosing the "provoke the Abbey" option doesn't seem to alert
     all enemies in the conservatory...
        _____ ___________                              ________________________
       | AMT | TOTAL AMT |____________________________/ ROYAL CONSERVATORY, 1F |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  20 | 1549/3297 | NPC: Overseer in 1F lobby                             |
     |_|  15 | 1564/3297 | Lobby; sphalerite on crate stack                      |
     |_|  25 | 1589/3297 | Lobby; blood amber in red crate by main hall entrance |
     |_|  90 | 1679/3297 | Lobby; pouch (3) in teller office                     |
     |_|  30 | 1709/3297 | Lobby; scrimshaw in teller office storeroom           |
     |_|  25 | 1534/3297 | Lobby, custodian closet; blood amber in display case  |
     |_|  45 | 1779/3297 | Lobby, custodian closet; bath salts (3) on shelf      |
     |_|  30 | 1809/3297 | Lobby, custodian closet; copper wire (3) on shelf     |
     |_|  10 | 1819/3297 | NPC: Overseer in 1F main hall                         |
     |_|  15 | 1834/3297 | Main Hall, bathroom; bath salts on sink               |
     |_|  50 | 1884/3297 | Main Hall; Cape of Saggunto map by library shelves    |
     |_|  30 | 1914/3297 | Main Hall; scrimshaw on crate near the spotlight      |
     |_|  15 | 1929/3297 | Main Hall; bath salts in opened perimeter cupboard    |
     |_|  20 | 1949/3297 | Main Hall; wire (2) on crate by perimeter window      |
     |_|  45 | 1994/3297 | Main Hall, barracks; stack of coins in a locker       |
     |_|  25 | 2019/3297 | Main Hall, barracks; coin pile atop a locker          |
       |_____|___________|_______________________________________________________|
    
    ____________________________
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    [4.5] ROYAL CONSERVATORY, 2F
    ____________________________
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     Coins ---: 296 [2315/3297]
     Bonecharm: 3 [8/12]
    
     2F is changed from Dishonored 2, at least in purpose.
    
     The Oraculum area is now an effigy room where two Oracular Sisters patrol.
     They don't technically hit harder than Overseers, but have excellent eyesight,
     blindfolds be damned. (There's a mission-specific trophy to earn by whacking
     four of the censers in the effigy room, letting the creepy faux-prophesies
     stream in.)
    
     Opposite the effigy room is a massive display case. Meant to house the famous
     Rosebarrow Protogype, it's now just a loot room connected to the makeshift
     morgue. Players can infiltrate by destroying its main door, using the balcony
     rat tunnel to set a Displace marker, or finding the key in the 1F teller
     office. (There's a black bonecharm mixed in with the coins.)
    
     Moving on, head for the workshop and laboratory areas, past the morgue hall.
     There'll be one guard on the way there, plus two more spread out at the
     destination. Excess noise often attracts the gaggle of Overseers on 3F, so
     be careful. The main prize here is the workshop's bonecharm.
    
     Finally, visit the balconies above the 1F lobby. Other than the Overseer here,
     players may be intrigued by the locked door with seemingly no entrance. This
     is where the B1 witch's clue comes into play -- a key is hidden on a portrait
     immediately to the left. The loot inside consists of a bonecharm and a cigar
     box, high on a balcony. (Also of relevance: the upper skylight being open,
     which acts as a shortcut to the 4F terrace, just like in Dishonored 2.)
        _____ ___________                              ________________________
       | AMT | TOTAL AMT |____________________________/ ROYAL CONSERVATORY, 2F |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  20 | 2039/3297 | NPC: Overseer in 2F Main Hall                         |
     |_|  30 | 2069/3297 | Lobby area; wire (3) on a crate                       |
     |_|  20 | 2089/3297 | Lobby area; pouch on bench in front of locked room    |
     |_|   5 | 2094/3297 | Lobby area; husk by stairway-side exhibit pedestal    |
     |_|  10 | 2104/3297 | Lobby area; angelfish scales on "crime scene" shelf   |
     |_|  50 | 2154/3297 | Lobby area, locked witch room; cigar box on balcony   |
     |_|   5 | 2159/3297 | Main Hall; husk on covered crate stack by effigy room |
     |_|  10 | 2169/3297 | Main Hall, effigy room; wire on workbench             |
     |_|  10 | 2179/3297 | Main Hall, effigy room; whale oil on floor            |
     |_|  10 | 2189/3297 | Main Hall, effigy room; wire on frame near room entry |
     |_|  40 | 2229/3297 | Morgue; pearl fan on loot pile                        |
     |_|  21 | 2250/3297 | Morgue; coin pile near pearl fan                      |
     |_|  10 | 2260/3297 | Workshop; whale oil near desk bonecharm               |
     |_|  10 | 2270/3297 | Workshop; copper wire on large desk                   |
     |_|   5 | 2275/3297 | Workshop; bloodfly husk atop wooden apparatus         |
     |_|  10 | 2285/3297 | NPC: praying Overseer in hallway near workshop        |
     |_|  10 | 2295/3297 | Workshop hallway; feathers atop podium                |
     |_|  15 | 2310/3297 | Workshop hallway; sphalerite on floor near podium     |
     |_|   5 | 2315/3297 | Workshop hallway; bloodfly husk under tall cabinet    |
       |_____|___________|_______________________________________________________|
    
    ____________________________
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    [4.6] ROYAL CONSERVATORY, 3F
    ____________________________
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     Coins ---: 663 [2978/3297]
     Bonecharm: 0 [8/12]
    
     3F is a bit smaller and easier to navigate.
    
     First off, the main hall's balconies. They've since been walled up, preventing
     access by jumping over the side. The cartographer chamber and harp room still
     exist, though, each with a bit of loot there. (There's also a tricky bloodfly
     husk hidden near the curator's room. Players must hop onto the 3F balcony
     that's been walled off, from 4F or 2F, to reach it.)
      _
     |_| CONTRACT: PILFER THE PROPHECIES [reward: black bonecharm]
         Right after coming up the main hall's stairs, enter the elevator shaft
         and hop down into the lift, now stuck between floors. Hop into the lift
         itself and take Rosewyn's stolen notes.
    
     Next, check the offices past the harp room. There are four Overseers here,
     though three are within range of a single hyperbaric/normal grenade, so it's
     fairly easy to dispose of them. (In fact, two hyperbaric grenades spawn in
     the typewriter room, on one of the crates.) Another tricky piece of loot is
     nearby, too -- a bloodfly husk, on a balcony beam directly over the 2F chapel
     hallway.
    
     Finally, head for the curator's office. There are two Sisters inside and one
     patrolling the hall. Billie should overhear a conversation about Rosewyn
     calling all Sisters to the 4F terrace. Of interest here is the gold ingots
     near the bookcase plus the microphone for taunting Rosewyn. (Unlike the 1F
     mic, this one's close enough that it spooks all Sisters on 4F, and they'll
     begin their search at once.)
        _____ ___________                              ________________________
       | AMT | TOTAL AMT |____________________________/ ROYAL CONSERVATORY, 3F |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_|  30 | 2345/3297 | NPC: Overseer in 3F offices                           |
     |_|  20 | 2365/3297 | NPC: Overseer in 3F offices                           |
     |_|  30 | 2395/3297 | Offices hallway; husk & amber in old b'fly nest crate |
     |_|  16 | 2411/3297 | Offices hallway; coins on crate by old bloodfly nest  |
     |_|   5 | 2416/3297 | Offices hallway; husk on overhang (above 2F chapel)   |
     |_|  10 | 2426/3297 | Offices; avocet feathers on projector screen's rim    |
     |_|   5 | 2431/3297 | Offices hallway; husk in wall's empty display case    |
     |_|   5 | 2436/3297 | Offices hallway; husk on floor by empty display case  |
     |_|  50 | 2486/3297 | Main Hall, mapping room; egg statuette on desk        |
     |_|  45 | 2531/3297 | Main Hall, harp room; coin stack in luggage           |
     |_|   7 | 2538/3297 | Curator Office hall; coins on desk (fenced-off area)  |
     |_|  15 | 2553/3297 | Curator Office hall; sphalerite on broken display     |
     |_|  50 | 2603/3297 | Curator Office hall; Bastilian Coast map by window    |
     |_|   5 | 2608/3297 | Curator Office hall; husk on walled-off balcony       |
     |_| 300 | 2908/3297 | Curator Office; gold ingot (2) by bookshelf spotlight |
     |_|  50 | 2958/3297 | Curator Office; feathers & pearl fan on desk          |
     |_|  20 | 2978/3297 | Curator Office; scales (2) in stairway cabinet        |
       |_____|___________|_______________________________________________________|
    
    ______________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    [4.6] ROYAL CONSERVATORY, 4-5F
    ______________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Coins ---: 319 [3297/3297]
     Bonecharm: 1 [9/12]
    
     To reach 4F, use the curator's office staircase or the skylight available
     from the 2F locked witch room. Badasses can also use the owl exhibits hanging
     in the main hall to reach the interior 4F rim, then infiltrate through the
     open window.
    
     Either way, players should stop off at Brother Cardoza's laboratory. If the
     Sisters are operating normally, one will mention Rosewyn's summoned him to
     take hold of the heretical silvergraph. His office contains a corrupt charm
     and some other goodies.
      _
     |_| CONTRACT: ALVARO AND THE ABBEY [reward: bonecharm]
         This contract requires knocking Cardoza out and fixing him to a musical
         torture chair in the basement, as well as killing all other Overseers and
         Oracular Sisters in the level. Make sure to NOT murder Cardoza. (A trophy
         for completing all contracts pops when this is done, provided all others
         were done, too. It won't wait until the post-mission screen.)
    
     Note that there's a mission-specific achievement to do: use Semblance to
     impersonate Cardoza, then attend Rosewyn's meeting nearby, having her offer
     the archive like a complete idiot. (If Cardoza obtains the silvergraph, he'll
     head for the 1F projector room to view it, giving plenty of time to swipe it
     or deliver him to B1.)
    
     As for Rosewyn and her Oracular lackeys, all but a few will meditate, letting
     sneaky players pick 'em off one by one. Interestingly, players should avoid
     assassinating Rosewyn from behind as it starts a mandatory chat before they
     all turn aggro. (Sometimes she doesn't even meditate, though, making all of
     this setup pointless.)
    
     At any rate, Rosewyn and her Sisters must all die for the "Alvaro and the
     Abbey" contract. Those who don't want to be ganked by 7-8 people at once
     should plan accordingly with hook mines, springrazors, etc.
        _____ ___________                            __________________________
       | AMT | TOTAL AMT |__________________________/ ROYAL CONSERVATORY, 4-5F |_
      _|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |_| 240 | 3218/3297 | Cardoza's lab; gold/silver ingot + salts in a crate   |
     |_|  10 | 3228/3297 | Cardoza's lab; copper wire on a console               |
     |_|  40 | 3268/3297 | Rosewyn's terrace; pearl fan on chair by skylights    |
     |_|  14 | 3282/3297 | Rosewyn's terrace; coins on cabinet by couch stack    |
     |_|  10 | 3292/3297 | 5F Main Hall; wire on scaffold boards above the owls  |
     |_|   5 | 3297/3297 | 5F Main Hall; coins on scaffold boards above the owls |
       |_____|___________|_______________________________________________________|
    
     To end the level, view the stolen silvergraph in any projector (the nearest
     is at the 3F offices) to learn the last mission's location. All that remains
     is returning to Billie's hideout for egress. The final three bonecharms are
     awarded via contracts.
    
    SPECIAL ACTIONS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     • FREEDOM OF INFORMATION
       Complete "Pilfered the Prophecies" contract.
    
     • MUSIC THERAPIST
       Complete "Alvaro and the Abbey" contract. Note that all Overseers must be
       slain, including Rosewyn, the Sisters, and any enemies on the conservatory
       street. Genocide or bust!
    
     • NO TIME TO HAGGLE
       Rob the black market near the Royal Conservatory. I got this after robbing
       all the game's markets, but from the description, it sounds like it doesn't
       take prior B&Es into account.
    
     • RISK-SEEKER
       Complete "A Risky Wager" contract.
    
     • SORORICIDE
       Kill Lena Rosewyn instead of KOing/ignoring her.
    
     • WILD AND FREE
       Release the witch being held in the conservatory's basement. This requires
       finding an interrogation room key.
    
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    5) A HOLE IN THE WORLD                                                   [WK05]
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     The final mission has no black market, contracts or loot, other than a
     whopping 27 bonecharms. However, there's only a finite amount of charms in
     the game, so players may get raw whalebone instead.
    
     To begin, exit the old carriage station and make for the "main street," a
     dusty hound-ridden route between old warehouses. Some surrounding buildings
     have charms in 'em. (And for those wondering: that weird glow that constantly
     appears in Foresight/Dark Vision? It's further up the mountain, not a charm
     just out of reach, etc.)
      ____ ______________________________________________________________________
     | ## | BONECHARM LOCATION                                                   |
     |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | 01 | In the doorless 1F building right as the street starts, left side    |
     |----+----------------------------------------------------------------------|
     | 02 | In the 3F quarters above the main street tunnel                      |
     |----+----------------------------------------------------------------------|
     | 03 | In the 2F armory on the street's right-hand side, past a crankvalve  |
     |    | door. The only way in requires operating the valve, using Foresight  |
     |    | immediately, placing a marker in the room, then Displacing through   |
     |    | the bars afterward. (The armory has extra grenades in it as well.)   |
     |____|______________________________________________________________________|
    
     Further down the road, Billie can find a cultist being bullied by two of his
     friends. His death can't be avoided. Next to him is a coded gate and an
     explorable warehouse.
    
     To find the gate's code, enter the warehouse and use the stairway to reach
     3F. In the locker room, there's a ceiling duct traveling to an isolated 3F
     office (look for a red rag hanging at its entrance). The code is randomized.
      ____ ______________________________________________________________________
     | ## | BONECHARM LOCATION                                                   |
     |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | 04 | Carried by one of the cultist-bullying cultists                      |
     |----+----------------------------------------------------------------------|
     | 05 | Enter the warehouse 1F and look for a boarded-up 2F door. The charm  |
     |    | is inside there, once it's broken into (Void Strike works)           |
     |____|______________________________________________________________________|
    
     Past the gate is a large courtyard with four enemies, their vision initially
     separated by an old freight car. Eliminating them is easier if the sitting
     man and the roof-walker woman are prioritized (usually in that order). Since
     the destination's up the mountain cliffs, players can do this one of three
     ways:
    
     • The simplest way is using the mine elevator in the courtyard. However, it
       only works (as the placard suggests) if the weight limit is reached. Carry
       three bodies onto it to make it operable.
    
     • The long way is using the courtyard's skybridge. To reach it, enter the
       garage with the crankvalve opener (Displace inside before it closes, or
       use Foresight first to ensure a marker's placed) and ascend to a conveyor
       room -- it connects to the skybridge. Of course, there's several additional
       foes to face.
    
     • This is the same as the skybridge route, only instead of ascending through
       the garage, players use an alternate route. In the lower courtyard, look
       for a freight car in a half-shuttered garage entrance. This route also goes
       to the 3F conveyor room, only Billie emerges through a 2x4-locked hatch. It
       offers a few extra whalebone pieces along the way.
    
     Those who need help doing no-alerts runs in the conveyor room should lure a
     few out to the stairwell. There's not a lot of hiding places, other than the
     wall-mounted tanks in the shaded area, but a good charged hagpearl shot (one
     can be found in the crankvalve garage) or chokeout does the trick.
    
     Note that the goons in this level have improved body detection AI and can
     seemingly be "tipped off" to their comrades' corpses, even if they've been
     well hidden up to that point. Hide them above eyeshot or dispose of them in
     a better way, like a toss down the stairwell shaft.
      ____ ______________________________________________________________________
     | ## | BONECHARM LOCATION                                                   |
     |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | 06 | Cultist-held (male Eyeless on 1F courtyard steps near elevator bldg) |
     | 07 | Cultist-held (female Eyeless on the garage roof)                     |
     | 08 | Cultist-held (male Eyeless in 3F conveyor room)                      |
     | 09 | Cultist-held (female Eyeless in 3F conveyor room)                    |
     |____|______________________________________________________________________|
    
     The skybridge and elevator end at the same place: an empty, rusting building
     bordering the upper mines. Crawl through the tipped red hopper for the first
     encounter with Envisioned, a powerful Void-dwelling creatures. One of the
     nearby spectators will disappear with it, hinting at their weird powers.
      ____ ______________________________________________________________________
     | ## | BONECHARM LOCATION                                                   |
     |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | 10 | First Envisioned sighting area; male Eyeless                         |
     |____|______________________________________________________________________|
    
     Regardless of which path the player takes from here, they'll end up in one of
     two places:
    
     • A lower area following a mine track. Three Eyeless hang out here, but are
       avoidable using upper pipework.
    
     • An upper mine building we'll call the "Malchiodi Building," since players
       first learn of the titular executed cultist there, plus his locked chambers
       are nearby. In terms of opposition, three Eyeless are inside, while three or
       four are in the eating area outside. (If players are quick, they can steal
       the outdoor bonecharm without firing a shot.) Those who need to stash some
       stiffs, though, should use the interior balcony as it connects to nowhere
       the enemies normally go.
      ____ ______________________________________________________________________
     | ## | BONECHARM LOCATION                                                   |
     |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | 11 | Cultist-held (mine building leading to Malchiodi's locked room)      |
     | 12 | Cultist-held (mine building leading to Malchiodi's locked room)      |
     | 13 | [CORRUPT] Mine chamber near Malchiodi's room; atop a bunk bed        |
     | 14 | Cultist-held (mine area's outdoor eatery, near Malchiodi's bldg.)    |
     | 15 | Cultist-held (lower area by barracks mine track)                     |
     | 16 | Cultist-held (lower area by barracks mine track)                     |
     |____|______________________________________________________________________|
    
     The forward path leads into the "library area," a large series of cliff rooms
     all filled with tomes and Eyeless. These can be roughly divided into three
     areas: a lower library, a middle-tier projection theater, and an upper bridge
     entryway. They have roughly 4, 4 and 5 enemies there, respectively.
    
     Tackling the bridge area first is smart, as the eating area from before has a
     direct route (underneath the tiny stairway) there, rather than players making
     an awkward entrance through the crowded projection area. The goal is to get
     rid of key annoyances -- like the nonpatroller and the woman on the stairs
     -- and ditch their bodies somewhere. Good places include the highest bridge
     chandelier or the eatery pipe tunnel.
    
     The next-easiest area is the projection area, since there's only a few NPCs
     wandering around. Ideally, players would just use one good Semblance copy to
     pickpocket all the charms, but those without Semblance have to neutralize
     Eyeless one by one. This usually means those nearer the desk-filled tunnel,
     then dumping their bodies near the barracks or eatery pipe tunnel. Luckily,
     two of the foes here are interested only in the projection, so that leaves
     only 2-3 to deal with.
    
     Lastly, the lower library area. There are three Eyeless in a reading room,
     one leaning against a rail in sight of the projection room, and (maybe) a
     fifth by a nearby bookshelf. The best way to do this is KOing the rail-leaner
     and hiding his body, perhaps on a chandelier. Then, use Semblance and steal
     any remaining bonecharms. Those who can't use Semblance should just cause a
     minor commotion and pick off stragglers (the aforementioned chandelier's not
     a bad spot).
      ____ ______________________________________________________________________
     | ## | BONECHARM LOCATION                                                   |
     |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | 17 | Cultist-held (library area, near upper bridge)                       |
     | 18 | Cultist-held (library projection screen area)                        |
     | 19 | Cultist-held (library projection screen area)                        |
     | 20 | Cultist-held (library projection screen area)                        |
     | 21 | Cultist-held (library projection screen area)                        |
     | 22 | Cultist-held (library area, lower reading halls)                     |
     | 23 | Cultist-held (library area, lower reading halls)                     |
     |____|______________________________________________________________________|
    
     When ready to continue, progress past the bridge -- this requires Displacing
     onto an unconnected cliff. Eliminate the final two Eyeless flunkies, one of
     which carries a bonecharm, and climb into the lit-up aperture. Touch the odd
     eye when given the chance...
      ____ ______________________________________________________________________
     | ## | BONECHARM LOCATION                                                   |
     |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | 24 | Cultist-held (past library area, cliffs along main path)             |
     |____|______________________________________________________________________|
    
     ...and gain the vision to see reality and Void overlapping. While severely
     awesome, this does bring new dangers: the Envisioned, massive skulking foes
     that can teleport around and deal severe (often OHKO) damage if Billie runs
     afoul.
    
     The job now is to simply return all the way back to the elevator courtyard.
     This is done using the exact same route as before, only the Envisioned appear
     with any remaining Eyeless. I personally suggest just avoiding enemies when
     possible, although heavy damage (and a melee assassination follow-up) can
     permanently destroy Envisioned. This earns its own trophy. I suggest using
     a few grenades, personally.
    
     • For those who want a nonlethal solution to the game, that's doable after
       obtaining the Eye's sight. Remember Malchiodi, the "traitor" who got thrown
       in and has a locked room back at the mine eatery building? His corpse can
       be found immediately after gaining the new powers -- look for his impaled
       corpse near the cliffs. Take his key, open his room, and then open his
       trunk for a corrupt bonecharm and helpful diary. (The code to his 962, the
       numerical representation of the Outsider's Mark according to the bulletin
       board.)
    
     Reaching the elevator courtyard is mostly the same as before, although there
     are two additional bonecharms on a new cliff expanse. (It's right near where
     players crawl through the tipped hopper into the elevator building.) There's
     an additional Envisioned there, but on the bright side, players can descend
     by walking atop the skybridge, which may even things out.
      ____ ______________________________________________________________________
     | ## | BONECHARM LOCATION                                                   |
     |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | 25 | [CORRUPT] In Malchiodi's room, inside the code-locked chest          |
     | 26 | Cultist-held (Void cliffs above mine elevator building)              |
     | 27 | Cultist-held (Void cliffs above mine elevator building)              |
     |____|______________________________________________________________________|
    
     The final step is entering the Ritual Hold itself, the swirling vortex of
     debris that's impossible to miss. There aren't any enemies here, so head to
     the very final area to find an interesting surprise. Players have a binary
     choice of ending the game:
    
     • LETHAL: Stab the target. Yup, that's all. No recourse.
     • NONLETHAL: This can only be done if players opened Malchiodi's room and
       read his locked-up diary. Speak to the "old friend" nearby and convince him
       to help through overtures of compassion. Don't waver and it'll eventually
       go off without a hitch.
    
     Both endings have their own trophy, so save beforehand. The end!
    
     As of October 1, 2017, completing the game unlocks only Original Game Plus
     mode, which lets Billie play through with previous Dishonored powers (Blink,
     Dark Vision, Domino). These begin at maximum proficiency. While there's a new
     trophy for going through in this mode, some trophies require Semblance and
     Foresight/Displace, so some players'll have feelbad moments.
    
     One more thing: completing the game does NOT carry over any learned bonecharm
     abilities. Yes, it's disappointing. When doing an Original Game Plus, it's a
     clean slate.
    
    SPECIAL ACTIONS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     • BASIC ENGINEERING
       Operate the Shindaerey Mines elevator.
    
     • GHOST IN THE VOID
       Reach the Ritual Hold without being noticed.
                                                          _______________________
    _____________________________________________________/ IV. APPENDICES [APND] |_
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    ACHIEVEMENTS/TROPHIES                                                    [ACHV]
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     *** SPOILERS IN THIS SECTION ***
    
     There are 30-31 trophies available for Dishonored DOTO, depending on whether
     players are on PS4 or XB1 (the former has an extra platinum trophy). To help
     things along, I'll include both the trophy quality (Platinum, Gold, Silver,
     Bronze) and XB1 gamerscore values.
    
     First, the mandatory trophies. One of the last two trophies depends on the
     final decision, so those who want both should reload for it. (All others are
     truly mandatory.)
      ___________________ ______ ________________________________________________
     | TROPHY            | T/GS | OBTAINMENT METHOD                              |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Uncaged           | S/25 | Mission 1: rescue Daud                         |
     | Two Turns         | S/25 | Mission 2: obtain Shan Yun and Jacobi's keys   |
     | Twin-bladed Knife | S/25 | Mission 3: obtain the twin-bladed knife        |
     | Gnosis            | S/25 | Mission 4: steal the heretical silvergraph     |
     | Dead Eye          | S/25 | Mission 5: touch the eye of the dead god       |
     | Final Release     | G/50 | Mission 5: kill the Outsider                   |
     | Deicide           | G/50 | Mission 5: spare the Outsider                  |
     |___________________|______|________________________________________________|
    
     Next, the remaining trophies. These all have windows of opportunity that can
     pass, either because the mission's over or players can't attempt it (due to
     Original Game Plus switching abilities around).
      _________________________ ______ __________________________________________
     | NONMANDATORY TROPHIES   | T/GS | OBTAINMENT METHOD                        |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Truest Self             | P/-- | Attain all other trophies                |
     |-------------------------+------+------------------------------------------|
     | Golden Locks            | B/30 | Mission 2: steal Shan Yun's audiograph   |
     |                         |      | without disabling the electric grid      |
     |-------------------------+------+------------------------------------------|
     | Nightingale             | B/30 | Mission 2: try opening Shan Yun's safe   |
     |                         |      | by singing into the microphone while     |
     |                         |      | disguised as him (via Semblance)         |
     |-------------------------+------+------------------------------------------|
     | Public Shaming          | B/30 | Mission 2: drop Jacobi to his death via  |
     |                         |      | the Colibron Plaza stage trapdoor        |
     |-------------------------+------+------------------------------------------|
     | Big-time Player         | B/30 | Mission 3: win Colibron Plaza's auction  |
     |-------------------------+------+------------------------------------------|
     | Obsessive Safe-cracker  | B/30 | Mission 3: open all the bank vault safes |
     |-------------------------+------+------------------------------------------|
     | The Perfect Crime       | B/30 | Mission 3: empty the bank vault without  |
     |                         |      | tampering/disabling security and without |
     |                         |      | harming or waking up the bank personnel  |
     |-------------------------+------+------------------------------------------|
     | Party Crasher           | B/30 | Mission 3: drop the vault into the sewer |
     |-------------------------+------+------------------------------------------|
     | The Face of the Abbey   | B/30 | Mission 4: use Semblance to disguise as  |
     |                         |      | Cardoza, then attend Rosewyn's meeting   |
     |-------------------------+------+------------------------------------------|
     | Voices                  | B/30 | Mission 4: in the conservatory's effigy  |
     |                         |      | room, smash four censers                 |
     |-------------------------+------+------------------------------------------|
     | Harder than Stone       | B/30 | Mission 5: destroy an Envisioned cultist |
     |-------------------------+------+------------------------------------------|
     | Final Nudge             | B/20 | Mission 3+: push an enemy to his death   |
     |                         |      | using Void Strike                        |
     |-------------------------+------+------------------------------------------|
     | Hooked                  | B/40 | Send someone flying 40m+ with hook mines |
     | Mightier than the Sword | B/20 | Shoot guard in the head w/ fountain pen  |
     |-------------------------+------+------------------------------------------|
     | Clever Planning         | B/20 | Place a marker during Foresight, then    |
     |                         |      | eliminate a target with it               |
     |-------------------------+------+------------------------------------------|
     | Salute!                 | B/20 | Have a guard salute Billie               |
     |-------------------------+------+------------------------------------------|
     | Rat Whisperer           | B/20 | Talk to rats five times                  |
     | Shadow                  | G/100| Finish the game with zero alerts         |
     | Agent of Mercy          | B/20 | Finish a mission with no kills           |
     | Good Old Times          | G/50 | Finish the game on Original Game Plus    |
     |-------------------------+------+------------------------------------------|
     | Side Effects            | B/20 | Make 3+ people vomit with one bottle of  |
     |                         |      | Plagued Spirit                           |
     |-------------------------+------+------------------------------------------|
     | Occupational Hazard     | B/20 | Displace into a foe, killing him/her     |
     | Mercenary Work          | G/75 | Complete all contracts                   |
     | Art Aficionado          | G/50 | Collect all Cienfuegos paintings         |
     |_________________________|______|__________________________________________|
    
     Very few of the achievements are hard to figure out, but a few need tips.
    
     "Art Aficionado" requires collecting all Cienfuegos paintings during missions
     two and three. Those who haven't played previous Dishonored games may not
     recognize returning pictures, so I'll list the right ones here: "The Lonely
     Rat Boy," "The Summit Illuminated" and any of the four "Impression of the
     Void" variants.
    
     "Big-time Player" requires winning the auction, but this is only doable with
     Semblance. Billie can't participate without a disguise, so those on Original
     Game Plus are out of luck (at least, at the time I write this tip).
    
     "Final Nudge" is doable toward the end of the third mission. Simply charge a
     Void Strike and aim it slightly upwards at an enemy near a precipice. The FAQ
     suggests doing it at the mission three carriage station, where many targets
     gather (if Billie made a racket in the bank, that is). The Void Strike'd foe
     must clear all obstacles and fall to his death. If they hit a railing, etc.,
     it may not work.
    
     "Golden Locks" requires stealing the audiograph from Shan Yun's electrified
     gallery. The safest way to do this is with Displace/Blink: hop onto the case,
     lean out and open its door, return to the entryway, then teleport inside the
     case. Players can also stop short and pluck it while in the grid, though it
     leads to immediate death.
    
     "Hooked" may have several ways to do it, but I did it in the same fashion as
     "Final Nudge" -- making the mine throw someone off a cliff, then racking up a
     40-meter clearance as they plummet. Note that some enemies, like clockwork
     soldiers, can't be easily hooked, so only go after human enemies.
    
     "Mightier than the Sword" requires killing a guard with a headshot from a
     fountain pen. This is doable any time after the first mission, since Billie
     needs the voltaic ammo upgrade at the black market. Next, locate a fountain
     pen and refill ammo with it. (It's technically easier to waste all ammo, then
     take the pen.) Finally, shoot any non-helmeted guard in the head, preferably
     at close range to hedge one's bets.
    
     "Salute!" requires using Semblance on an elite guard, then walking around
     until another guard salutes her in passing. This is a randomized action, so
     it may take awhile to have it work. (Guards salute when approached, not when
     spoken to.)
    
     "The Perfect Crime" requires robbing the third mission's vault without waking
     anyone up, killing anyone or tampering with security systems. A method for
     doing this is already in the walkthrough, so check there. Reminder: tampering
     with security includes deactivating/rewiring/destroying arc pylons, clockwork
     soldiers, walls of light, and electrical floor grids.
    
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    BONECHARM INFO                                                           [BNC1]
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Bonecharms are whalebone trinkets that bestow special powers to their users.
     They've been in all Dishonored games so far, and DOTO's no different. In
     fact, because there's so few powers available, some of the powers now show
     up (in some capacity) as charms.
    
     Black bonecharms are those that give extremely useful abilities, no questions
     asked. They can't be broken down to learn abilities, though they give extra
     raw whalebone (compared to normal bonecharms).
      ____________________ ______________________________________________________
     | BLACK BONECHARM    | EFFECT                                               |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Agility            | Allows double jumping                                |
     | Blink Eye          | Targets marked in Foresight haved lowered perception |
     | Bloodthirsty       | Build Adrenaline in combat to do melee fatalities    |
     | Cornered Animal    | When health is low, attack damage ups significantly  |
     | Distracting Visit  | Displace leaves behind an enemy-confusing afterimage |
     | Familiar Scent     | Wolfhounds can't detect Billie purely through smell  |
     | Fleet Fighter      | Unsheathed weapons don't slow overall movement       |
     | Forceful Throw     | Throw objects (items, bodies, etc.) farther          |
     | Greater Foresight  | Can select and mark extra targets during Foresight   |
     | Hardiness          | Increases maximum health                             |
     | Iron Roots         | Knockdowns less likely to affect Billie              |
     | Lasting Strike     | Void Strike now KOs vulnerable and low-health foes   |
     | Leech Cuts         | Gain health when assassinating or doing melee damage |
     | Lucky Jam          | Enemy pistols misfire more often                     |
     | Mobile Mimicry     | Semblance drains Void Energy more slowly             |
     | Quiet Hook         | Hook Mines silence enemies in midair                 |
     | Perfect Balance    | Displacing into an enemy only causes half the damage |
     | Rapid Displacement | Can use Displace without first setting markers       |
     | Reflexes           | Sword can now block some nonexplosive projectiles    |
     | Snap Reaction      | Time slows briefly when enemy spots Billie           |
     | Solid Landing      | Falling from great height makes a damaging shockwave |
     | Strike Dilation    | Using Void Strike against foes briefly slows time    |
     | Tactical Mimicry   | Semblance can be used during combat to blind foes    |
     | Third Eye          | Can set an extra marker in Displace and Foresight    |
     | Void Conduit       | Increases maximum Void Energy reserves               |
     | Whirlwind          | Sword attack speed is slightly faster                |
     |____________________|______________________________________________________|
    
     Corrupted bonecharms are ones that offer significant gameplay advantages, as
     long as players are alright with the (often commensurate) downsides. Like
     black bonecharms, their effects can't be learned for crafting purposes, but
     they give slightly more raw whalebone when disassembled.
      ______________________ ____________________________________________________
     | CORRUPTED            | EFFECT                                             |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Armored Bones        | Take less overall damage, but move slower          |
     |----------------------+----------------------------------------------------|
     | Clumsy Assassin      | Choking/assassinating enemies gives invisibility   |
     |                      | briefly, but Billie is more visible when leaning   |
     |                      | out of cover and louder when making noise          |
     |----------------------+----------------------------------------------------|
     | Cursed Gaze          | Targets marked in Foresight have reduced health,   |
     |                      | but only one can be marked at a time now           |
     |----------------------+----------------------------------------------------|
     | Dark Power           | At full Void Energy, Billie moves faster, is more  |
     |                      | silent, and deals more damage; at less than full   |
     |                      | Void Energy, she moves slower, deals less damage,  |
     |                      | and makes more noise                               |
     |----------------------+----------------------------------------------------|
     | Discreet Swap        | Brief invisibility after using Displace, but that  |
     |                      | power's range is reduced                           |
     |----------------------+----------------------------------------------------|
     | High Pressure        | Explosions from grenades, oil tanks and bottles do |
     |                      | more damage, but have smaller blast radii          |
     |----------------------+----------------------------------------------------|
     | Leap Frog            | Displace costs no Void Energy if used close to an  |
     |                      | unaware target, but Displacing into an enemy now   |
     |                      | causes instant death (instead of just high damage) |
     |----------------------+----------------------------------------------------|
     | Lightweight          | Take less fall damage, but halves health regenrtn. |
     |----------------------+----------------------------------------------------|
     | Power Slash          | Melee damage is increased, but swings are slower   |
     |----------------------+----------------------------------------------------|
     | Risky Parry          | Sword parries always knock foes down, but parrying |
     |                      | damages Billie in the process                      |
     |----------------------+----------------------------------------------------|
     | Shivering Silhouette | Foes' ranged attacks miss more frequently; overall |
     |                      | visibility to enemies is increased                 |
     |----------------------+----------------------------------------------------|
     | Splintering Bolts    | Voltaic shots do more damage, but always break     |
     |----------------------+----------------------------------------------------|
     | Undeniable           | Billie's sword attacks can't be blocked, but all   |
     |                      | damage taken is increased                          |
     |----------------------+----------------------------------------------------|
     | Void Discharge       | Enemies killed with Void Strike explode, but Void  |
     |                      | Strike now consumes all available Void Energy      |
     |----------------------+----------------------------------------------------|
     | Void Gambler         | When using Powers, there's a high chance no Void   |
     |                      | Energy is consumed, but also a medium chance extra |
     |                      | Void Energy is consumed instead                    |
     |----------------------+----------------------------------------------------|
     | Void Leech           | Killing unaware targets during Semblance increases |
     |                      | Void Energy, but movement speed is always reduced  |
     |                      | while disguised                                    |
     |----------------------+----------------------------------------------------|
     | Zephyr               | Overall speed, and damage taken, are increased     |
     |______________________|____________________________________________________|
    
     Combat-related bonecharms give perks relating to attacking enemies, silently
     or otherwise.
      ______________ ____________________________________________________________
     | COMBAT       | EFFECT                                                     |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Bird of Prey | Drop assassinations restore some health                    |
     | Exacting Aim | Voltaic shots deal slightly more damage                    |
     | Fencer       | Win locked-sword contests with enemies more easily         |
     | Strong Arms  | Decreases time it takes to choke enemies unconscious       |
     |______________|____________________________________________________________|
    
     Defense bonecharms tend to reduce damage or screw with enemies' prowess.
      __________________ ________________________________________________________
     | DEFENSE          | EFFECT                                                 |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Blast Resistant  | Reduces damage from explosions                         |
     | Tricky Timing    | Enemy grenades take slightly longer to detonate        |
     |------------------+--------------------------------------------------------|
     | Unfortunate      | Enemy grenades occasionally misfire, killing their     |
     |    Craftsmanship | owners                                                 |
     |------------------+--------------------------------------------------------|
     | Unnerving Target | Enemies sometimes drop grenades/debris at their feet   |
     | Unsteady Hand    | Enemies' fired projectiles miss more often             |
     |__________________|________________________________________________________|
    
     Movement is self-explanitory -- it affects Billie's speediness.
      _____________________ _____________________________________________________
     | MOVEMENT            | EFFECT                                              |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Acrobat             | Move slightly faster when climbing                  |
     | Ground Glider       | Sliding speed is slightly improved                  |
     | Restorative Glimmer | Health regenerates while using Dark Vision          |
     | Swift Stalker       | Move slightly faster with weapons sheathed          |
     | Undertaker          | Move slightly faster while carrying bodies          |
     |_____________________|_____________________________________________________|
    
     Power charms related to Displace, Foresight and Semblance, or Original Game
     Plus abilities (Dark Vision, Blink, Domino). However, since many related
     charms of this type are black-quality, regular ones tend to be rarer.
      _____________________ _____________________________________________________
     | POWERS              | EFFECT                                              |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Restorative Glimmer | Health regenerates while using Dark Vision          |
     |_____________________|_____________________________________________________|
    
      __________________ ________________________________________________________
     | RESTORATION      | EFFECT                                                 |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Healthy Appetite | Food consumption refills extra health                  |
     | Robust           | Elixirs restore slightly more health                   |
     |__________________|________________________________________________________|
    
      ______________ ____________________________________________________________
     | WEAPONS      | EFFECT                                                     |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Blade Ballet | Springrazors have a chance of eliminating their victims    |
     | Combustion   | Grenades inflict slightly more damage                      |
     | Firestarter  | Incendiary Bolt flame radius is slightly improved          |
     | Hot Cocktail | Exploding bottles' damage radius is wider                  |
     |______________|____________________________________________________________|
    
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    BONECHARM LOCATIONS                                                      [BNC2]
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     This is just a simple list of bonecharms as they appear in levels themselves.
     For info on what bonecharms do, see the above section.
    
    1) ONE LAST FIGHT [6]
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     • Inside the bookmaker's apartment, on a desk. Players can get it easily by
       using the exterior balcony (overlooks track area where two guards are) or
       open it the normal way, from the interior hallway. Its key is in a basket
       below the stairs.
    
     • Albarca Baths 1F, in the maintenance room above the arena showers. Use the
       ceiling hole in the showers to climb up and take it from the workbench,
       then disable the steam to make a quick route across the arena's upper area.
    
     • [BLACK] Albarca Baths 1F, Plagued Spirits lounge. Steal the key from the
       brewmaster and take the charm from a locked cabinet drawer.
    
     • [BLACK] Albarca Baths 1F, small maintenance room past lounge. The charm's
       in a vice and always the Agility power.
    
     • [CORRUPTED] Albara Baths 1F, carried by Jeanette Lee in her office. This
       may always be a Power Slash version, not a randomized.
    
     • [CORRUPTED] Albara Baths B1, inside the betting cage where the door guard
       is. This area is almost always in someone's sights, so it should be entered
       after they're mostly eliminated.
    
    2) FOLLOW THE INK [18]
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     • [BLACK] Atop the Malveros Victory Plaza's fountain-area building, the one
       between the Red Camellia and the carriage station. To reach the roof, use
       the high lampposts near Eolina Rey's building.
    
     • [CORRUPTED] Red Camellia 1F, on the salon podium.
     • Dentist's Building, 3F; behind a cabinet's screen (opened with a button)
    
     • [CORRUPTED] Unmarked roof area near Cienfuegos' apartment balcony. This can
       be accessed more easily from the Canal Passage stairs -- just hop onto the
       pipe overhang and climb up. The charm is underneath the rusty, cylindrical
       tank.
    
     • [2 BLACK, 2 CORRUPTED] These are all sold by the Black Market for lots of
       coin. Alternately, players can break in -- the door code is 398 -- and hold
       the place up. Note that opening the shutter immediately closes the store
       permanently, for the mission's remainder, anyway. Buy all required upgrades
       beforehand!
    
     • [BLACK] Colibron Plaza, room behind Ivan Jacobi's stage; on a desk
     • [CORRUPTED] Colibron Plaza, 1F side room that leads into plaza's basement.
       Charm is on a low shelf.
    
     • Ferella Way, by the long stairs leading from the crash site toward the bank
       plaza. Towards the top, turn to the right and Blink/Displace over the sharp
       fence, landing in an enclosed balcony. The charm's here, along with extra
       loot.
    
     • Raqueza Avenue, Cienfuegos Pharmacy 2F. The bonecharm's inside a breakable
       display case near the Shindaerey Peak portrait. Entrance to the building is
       only available through the 2F windows.
    
     • The Spector Club, inside the locked 1F safe room. Unlike the safe contents,
       players can simply hop onto the counter and barely reach through to steal
       it.
    
     • [CORRUPTED] Inside the Spector Club, behind the 1F bar counter. Taking it
       doesn't raise the ire of the Eyeless patrons...usually.
    
     • Shan Yun's House, in the 1F entrance lobby. It's in a display case off to
       the right, just after entering. Breaking it alerts nearby guards, though.
    
     • Shan Yun's House, inside the 2F dumbwaiter room (where the electric floor
       trap's power source is). The room's initially locked, so steal the key from
       a downstairs kitchen servant for quick access. Alternately, enter that
       dumbwaiter, double-jump up, and use Blink/Displace to barely make it.
    
     • Shan Yun's House, inside the 3F safe. It only opens by playing the "Release
       Your Golden Locks, Gloriana" punchcard (in the 2F electrified display room)
       in the safe room's audiograph.
    
     • Shan Yun's House, carried by the Boreal Songbird himself on 3F.
    
    3) THE BANK JOB [11]
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     • [CORRUPT] Malveros Victory Square, on top of an otherwise generic building
       between the Red Camellia and the carriage station. To get onto the roof,
       use the lampposts in the area.
    
     • Malveros Victory Square, on the 3F balcony connected to the dentist office.
       It's sitting near the old windmill turbine.
    
     • Canal Passage, in the one-room shack last used for "The Missing Brother"
       contract. The charm is behind the tin siding that leans against the wall,
       right by the sleeping dude's mattress.
    
     • [BLACK] Inside the Canal Passage contraband boat, right in a crate. The
       vessel is only accessible after its key is found -- not too hard a task,
       as the submerged corpse directly below has it.
    
     • [2 CORRUPT, 1 BLACK] Sold at the black market on Ferella Way. This time,
       the door code is removed entirely, giving no obvious way in. Players who
       want to rob it need to fetch an acces wrench -- from the sewers in Cadmus
       Abele Plaza -- and pry open the street-level door near the area's stairway.
       Inside, a grate gives a clear view of the market's interior...of particular
       interest is the door button projectiles can trigger. Note that opening the
       market this way automatically causes the shopkeep to flee, so do upgrades
       and such before that.
    
     • On the roof of the Dolores Michaels bank, accessible via the outdoor lift
       or the indoor stairway. The charm's on a far table near the weird bonfire
       with a sword in it (Dark Souls reference?).
    
     • [CORRUPT] Inside the bank's B1 Archives area, in a drawer near the bunk
       beds. There's a sleeping guy nearby, so be quiet!
    
     • [BLACK] Inside Dolores Michaels' office (Vault Atrium 3F). It's inside the
       creepy picture of her and her cohorts; use the desk button to open the
       secret compartment.
    
     • [BLACK] This is inside the bank's vault itself -- the second box, to be
       exact. Players can only open it by opening all boxes with the Fibonacci
       sequence. From left to right, insert these codes: 011, 235, 813, skip the
       fourth box (it's the one with the twin-bladed knife), 455, 891.
    
    4) THE STOLEN ARCHIVE [12]
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     • Located at the derelict bar, not far from Billie's initial hideout. (This
       is also the same building Cortney asks one to investigate.) The bar from
       Dishonored 2 is mostly the same, and the bonecharm is sitting on a table
       near the bar counter.
    
     • [CORRUPT] Next to said derelict bar is the old bloodfly apartment from
       Dishonored 2, now a booby-trapped hellhole (as part of the "A Risky Wager"
       contract). A very common method to enter is standing on the bar's balcony,
       blinking onto a nearby vent fan, then making it to the next balcony. The
       charm is in the upper interior balcony's safe, past a ton of tripwires. Be
       sure to ascend carefully (the wires glow in Dark Vision/Foresight).
    
     • [2 BLACK, 1 CORRUPT] Sold at the black market. Players can shell out cash
       normally or use the cliff route -- which connects to the conservatory's 2F
       exterior ledges -- to infiltrate somewhat. However, players must Foresight
       a clone inside via the rat tunnels, then go all the way around to teleport
       inside for a true loot-thieving run. Those without Foresight (those on
       Original Game Plus mode) can't break in.
    
     • Inside the Royal Conservatory's 2F locked "witch room". This is the room
       with taxidermy exhibits accessible from the 2F lobby balconies...or it
       would be, if it weren't locked. The key to the area is hidden on a painting
       to the left of the door (this is the basement witch's hint, if she's freed
       in the torture room). The charm's laying on a floor. Note that players can
       also enter through the skylight, though that would be more toward the
       level's end...
    
     • Inside the Royal Conservatory's 2F morgue, the former security room for the
       Rosebarrow Prototype in Dishonored 2. The door can be unlocked using its
       specific key or destroyed with explosions, charged voltaic shots, etc. The
       charm's on a pile of loot inside.
    
     • Inside the Royal Conservatory's 2F workshop area, which was the witches'
       sleeping quarters in Dishonored 2. Other than the one Overseer there, it
       won't be hard to take the charm from near the balancing scales.
    
     • [CORRUPT] Inside the Royal Conservatory, in Brother Cardoza's 4F laboratory
       workshop. Check inside a small blue drawer near a couch.
    
     • [BLACK] Complete the "Alvaro and the Abbey" contract
     • [BLACK] Complete the "Pilfer the Prophecies" contract
     • [BLACK] Complete the "A Risky Wager" contract
    
    5) THE STOLEN ARCHIVE [27]
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     There's so many to find here, I'll tabulate a list. Note that finding all the
     charms is ultimately useless since (as of the September 26, 2017) there's no
     New Game Plus mode to take advantage of the finds and learned abilities. Also
     note that the game only has a set number of charms available for each type,
     and cultists may instead give 1-4 raw whalebone after awhile. (This still
     counts toward mission total.)
      ____ ______________________________________________________________________
     | ## | LOCATION                                                             |
     |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | 01 | In doorless building near starting point (i.e. hound area)           |
     |----+----------------------------------------------------------------------|
     | 02 | In another hound-area 2F building, within an armory only accessible  |
     |    | by a crankvalve...that shuts the door immediately when let go. To    |
     |    | enter, turn the crank, use Foresight to put a marker inside the      |
     |    | armory, then teleport inside afterwards.                             |
     |----+----------------------------------------------------------------------|
     | 03 | In ruined 3F living quarters above hound-area tunnel                 |
     | 04 | Held by cultist (with a partner harassing 3rd cultist on main route) |
     |----+----------------------------------------------------------------------|
     | 05 | In the building near the harasser cultists -- the same one that has  |
     |    | the outdoor gate password -- there's a boarded-up 2F chamber housing |
     |    | a charm. Standing at 1F level and looking up from the room's center  |
     |    | should spy the entrance. Break in with Void Strike and hop up! It's  |
     |    | possible to enter through the broken courtyard-facing window, too.   |
     |----+----------------------------------------------------------------------|
     | 06 | Cultist-held (courtyard after locked 3-digit gate)                   |
     | 07 | Cultist-held (courtyard after locked 3-digit gate; on a roof)        |
     | 08 | Cultist-held (mine conveyor building along main path)                |
     | 09 | Cultist-held (mine conveyor building along main path)                |
     | 10 | Cultist-held (spectator at 1st Envisioned sighting in upper mines)   |
     | 11 | Cultist-held (in mine chamber leading to Malchiodi's locked room)    |
     | 12 | Cultist-held (in mine chamber leading to Malchiodi's locked room)    |
     | 13 | [CORRUPT] Mine chamber near Malchiodi's room; atop a bunk bed        |
     | 14 | Cultist-held (mine area's outdoor eatery, near Malchiodi's bldg.)    |
     | 15 | Cultist-held (mine area, tunnel passage near outdoor eatery)         |
     | 16 | Cultist-held (mine area, tunnel passage near outdoor eatery)         |
     | 17 | Cultist-held (library area, near upper bridge)                       |
     | 18 | Cultist-held (library projection screen area)                        |
     | 19 | Cultist-held (library projection screen area)                        |
     | 20 | Cultist-held (library projection screen area)                        |
     | 21 | Cultist-held (library projection screen area)                        |
     | 22 | Cultist-held (library area, lower reading halls)                     |
     | 23 | Cultist-held (library area, lower reading halls)                     |
     | 24 | Cultist-held (past library area, stairway to the Eye)                |
     | 25 | [CORRUPT] In Malchiodi's room, inside the code-locked chest          |
     | 26 | Cultist-held (Void cliffs above mine elevator building)              |
     | 27 | Cultist-held (Void cliffs above mine elevator building)              |
     |____|______________________________________________________________________|
    
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    COIN LISTING                                                             [CNLS]
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    MISSION 1: ONE LAST FIGHT
    _________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
      _____ ___________                          ______________________________
     | AMT | TOTAL AMT |________________________/ NORTHERN CAMPO SETO DISTRICT |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |  10 |   10/2050 | Rail station area; copper wire in off-street shack      |
     |  10 |   20/2050 | Rail station area; copper wire in sawmill building      |
     |  10 |   30/2050 | Bookmaker's apartment; avocet feathers on desk          |
     |  15 |   45/2050 | Bookmaker's apartment; bath salts in shower             |
     | 395 |  440/2050 | Bookmaker's apartment; safe loot                        |
     |  35 |  475/2050 | Bookmaker's apartment; coins on kitchen-area table      |
     |   2 |  477/2050 | Train tunnel; coins on mattress near wolfhounds         |
     |   5 |  482/2050 | Bath-area street; coin on balcony by pawn shop          |
     |  10 |  492/2050 | NPC: male civilian on Baths' outer street               |
     |  30 |  522/2050 | NPC: female Eyeless on Baths' outer sidewalk            |
     |_____|___________|_________________________________________________________|
      _____ ___________                                 _______________________
     | AMT | TOTAL AMT |_______________________________/ THE ALBARCA BATHS, 1F |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |  10 |  532/2050 | Entry hall; copper wire in podium                       |
     |  10 |  542/2050 | NPC: entry hall Eyeless                                 |
     |  10 |  552/2050 | Maintenance area above showers; copper wire on bench    |
     | 200 |  752/2050 | Arena scoreboard (The Outsider in Conditional Dreams)   |
     |  10 |  762/2050 | Plagued Spirits lounge; coins on gambling table         |
     |  14 |  776/2050 | Plagued Spirits lounge; coins in bonecharm drawer       |
     |   7 |  783/2050 | Plagued Spirits lounge; coins on serving counter        |
     |  11 |  794/2050 | Plagued Spirits lounge; cash register coins             |
     |  10 |  804/2050 | Prize bonecharm room; whale oil near doorway            | 
     |  30 |  834/2050 | NPC: female Eyeless in maintenance hallway              |
     |  10 |  844/2050 | Maintenance hallway; copper wire on workbench           |
     |  12 |  856/2050 | Jeanette's office; coins on table                       |
     |  30 |  886/2050 | Jeanette's office; ivory scrimshaw on room divider      |
     |  20 |  906/2050 | Jeanette's office; silver dust on sink-area bench       |
     |  15 |  921/2050 | Jeanette's office; bathing salts near sink              |
     |_____|___________|_________________________________________________________|
    
      _____ ___________                                 _______________________
     | AMT | TOTAL AMT |_______________________________/ THE ALBARCA BATHS, B1 |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |  50 |  971/2050 | Arena; Konos Star Tables map on...well, a table         |
     |  30 | 1001/2050 | Arena; heavy pouch on bench outside showers             |
     |  10 | 1011/2050 | Arena; copper wire on workbench near bartender          |
     |  11 | 1022/2050 | Arena; coins behind bartender's counter                 |
     |  20 | 1042/2050 | Arena; silver dust on bench near punching bag           |
     |  30 | 1072/2050 | NPC: bookmaker walking near bar                         |
     |   6 | 1078/2050 | Arena; coins inside betting cage (where door guard is)  |
     |  11 | 1089/2050 | Arena; betting cage cash register loot                  |
     |  15 | 1104/2050 | Arena showers; bathing salts in shower area             |
     |  15 | 1119/2050 | Arena showers; bathing salts in a locker                |
     |  20 | 1139/2050 | Arena showers; pouch in locker                          |
     |  11 | 1150/2050 | Arena showers area; coins by stairs to Jeanette's offc. |
     |_____|___________|_________________________________________________________|
    
      _____ ___________                                             ___________
     | AMT | TOTAL AMT |___________________________________________/ CONTRACTS |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | 450 | 1600/2050 | "Burn the White Hound" contract                         |
     | 450 | 2050/2050 | "Industrial Espionage" contract                         |
     |_____|___________|_________________________________________________________|
    
    _________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    MISSION 2: FOLLOW THE INK
    _________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Visual aid: https://i.imgur.com/toXSk1i.jpg
      _____ ___________                           _____________________________
     | AMT | TOTAL AMT |_________________________/ MALVEROS VICTORY PLAZA AREA |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |  10 |   10/4730 | Eolina Rey's Bldg, 1F; copper wire in cubby-hole        |
     |  10 |   20/4730 | Eolina Rey's Bldg, 2F; whale oil in kitchen crate       |
     |  10 |   30/4730 | Eolina Rey's Bldg, 2F; angelfish scales by the couch    |
     | 100 |  130/4730 | Eolina Rey's Bldg, 2F; amber cameo on coffee table      |
     |  12 |  142/4730 | Eolina Rey's Bldg, 2F; coins on desk                    |
     |  10 |  152/4730 | Eolina Rey's Bldg, 2F; avocet feathers on desk          |
     |-----+-----------+---------------------------------------------------------|
     |  20 |  172/4730 | Red Camellia, 1F entrance hallway; ryegrass in wall box |
     |   2 |  174/4730 | Red Camellia, 1F entrance hallway; coin by flowerpot    |
     |  30 |  204/4730 | Red Camellia, 1F window display; salts (2) on rack      |
     |  40 |  244/4730 | Red Camellia, 1F window display; pearl fan by chair     |
     |  10 |  254/4730 | Red Camellia, 1F; copper wire on shelf by back door     |
     |  10 |  264/4730 | Red Camellia, 1F; whale oil in corridor crate           |
     |  15 |  279/4730 | Red Camellia, 1F; bathing salts on a sink               |
     |  15 |  294/4730 | Red Camellia, 1F; bathing salts in a sink cupboard      |
     |  40 |  334/4730 | Red Camellia, 1F; pearl fan on a vanity                 |
     |  20 |  354/4730 | Red Camellia, 1F; feathers (2) in back office cabinet   |
     |   5 |  359/4730 | Red Camellia, 1F; coin on back office desk              |
     |   1 |  360/4730 | Red Camellia, 2F exterior; coin on balcony table        |
     |-----+-----------+---------------------------------------------------------|
     |  50 |  410/4730 | Dentist's office, 3F; Rocklines map on shelf            |
     |   3 |  413/4730 | Dentist's office, 3F; coins on small desk               |
     |  10 |  423/4730 | Dentist's office, 3F; angelfish scales in cabinet       |
     |   3 |  426/4730 | Dentist's office, 3F; desk coins near dentist chair     |
     |  15 |  441/4730 | Dentist's office, 3F; bath salts near dentist chair     |
     |  10 |  451/4730 | Dentist's office, 3F balcony; copper wire on workbench  |
     |_____|___________|_________________________________________________________|
    
      _____ ___________                          ______________________________
     | AMT | TOTAL AMT |________________________/ DUCHESS LISANDRA AVENUE AREA |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |  10 |  461/4730 | NPC: elite guard at checkpoint by Shan Yun's house      |
     |  12 |  473/4730 | Checkpoint by Shan Yun's house; wire/coins on shelf     |
     |  10 |  483/4730 | 2F balcony above checkpoint; copper wire in balcony box |
     |  10 |  493/4730 | 2F hall above checkpoint; whale oil on floor            |
     |  15 |  508/4730 | 2F hall above checkpoint; lucky sphalerite in display   |
     |  10 |  518/4730 | 2F hall above checkpoint; angelfish scales on table     |
     |   8 |  526/4730 | Street by taxidermist; coins in mime's collection plate |
     |-----+-----------+---------------------------------------------------------|
     |  10 |  536/4730 | Apt. above Brozenar Taxidermy; pouch on desk            |
     |  10 |  546/4730 | Apt. above Brozenar Taxidermy; avocet feathers on floor |
     |   8 |  554/4730 | Brozenar Taxidermy 1F; cash register loot               |
     |  10 |  564/4730 | Brozenar Taxidermy 1F; copper wire in long cabinet      |
     |  15 |  579/4730 | Brozenar Taxidermy 1F; lucky sphalerite in long cabinet |
     |  10 |  589/4730 | Brozenar Taxidermy 1F; copper wire on back workbench    |
     |   5 |  594/4730 | Brozenar Taxidermy 1F; bloodfly husk on back workbench  |
     |   5 |  599/4730 | Brozenar Taxidermy 1F; coin in stuffed bird's mouth     |
     |  25 |  624/4730 | Brozenar Taxidermy B1; blood amber in workbench crate   |
     |  10 |  634/4730 | Brozenar Taxidermy B1; copper wire on workbench         |
     |  25 |  659/4730 | Brozenar Taxidermy B1; amber in corpse (incinerate it)  |
     |  25 |  684/4730 | Brozenar Taxidermy B1; amber in other corpse            |
     | 125 |  809/4730 | Brozenar Taxidermy B1; blood amber (5) in storage room  |
     |  20 |  829/4730 | Brozenar Taxidermy B1; copper wire (2) in storage room  |
     |_____|___________|_________________________________________________________|
      _____ ___________                                         _______________
     | AMT | TOTAL AMT |_______________________________________/ CANAL PASSAGE |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |   1 |  830/4730 | Lower canal area; coin in one-room shack                |
     |  30 |  860/4730 | NPC: itinerant woman in lower canal area                |
     |  30 |  890/4730 | Secret canal chamber; corpse pouch (floats above chest) |
     |  50 |  940/4730 | Secret canal chamber; chest's Pandyssian Crosswinds map |
     |  20 |  960/4730 | Secret canal chamber; tyvian ore in chest               |
     |  15 |  975/4730 | Secret canal chamber; scales+coin in chest              |
     |_____|___________|_________________________________________________________|
      _____ ___________                                      __________________
     | AMT | TOTAL AMT |____________________________________/ FERELLA WAY AREA |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |  12 |  987/4730 | Colibron Plaza, room behind stage; oil/coins on desk    |
     |  10 |  997/4730 | Colibron Plaza, basement; copper wire on wooden crate   |
     |  10 | 1007/4730 | NPC: guard by wrecked carriage                          |
     |   2 | 1009/4730 | Street; coin in wrecked carriage                        |
     |  15 | 1024/4730 | Cienfuegos' apartment; bath salts above sink            |
     |   7 | 1031/4730 | Cienfuegos' apartment; coins on small desk              |
     |  10 | 1041/4730 | Cienfuegos' apartment; copper wire above countertop     |
     |  17 | 1058/4730 | Cienfuegos' apartment; salts/coin in counter luggage    |
     |  10 | 1068/4730 | Roof by Cienfuegos' apt. balcony; copper wire by crate  |
     |  10 | 1078/4730 | Black Market, exterior stairs; copper wire on workbench |
     |  10 | 1088/4730 | Black Market; wire in crate opposite locked door        |
     |  10 | 1098/4730 | Black Market, back room; whale oil by empty tanks       |
     |  10 | 1108/4730 | Black Market, back room; copper wire on shelf           |
     |  10 | 1118/4730 | Black Market, back room; whale oil on shelf             |
     |  10 | 1128/4730 | Black Market, back room; pied avocet feathers in shelf  |
     |   3 | 1131/4730 | Black Market, back room; coins on shelf                 |
     |  10 | 1141/4730 | Ivan Jacobi's office, 1F; feathers on crate under stair |
     |  10 | 1151/4730 | Ivan Jacobi's office, 1F; whale oil atop a locker       |
     |   4 | 1155/4730 | Ivan Jacobi's office, 2F; coins on desk                 |
     |  10 | 1165/4730 | Ivan Jacobi's office, 2F; feathers on desk              |
     |  30 | 1195/4730 | Ivan Jacobi's office, 2F; scrimshaw on desk             |
     |  40 | 1235/4730 | Stairway to bank area; pearl fan over fenced-in balcony |
     |   1 | 1236/4730 | Stairway to bank area; table coin over fenced-in blcny. |
     |  10 | 1246/4730 | 2F hall above plaza checkpt.; whale oil in cabinet      |
     |  50 | 1296/4730 | 2F hall above plaza checkpt.; Pandyssian Crater Bay map |
     |_____|___________|_________________________________________________________|
                                                   • Black Market door key is 398
      _____ ___________                                    ____________________
     | AMT | TOTAL AMT |__________________________________/ CADMUS ABELE PLAZA |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |   2 | 1298/4730 | Outdoor area; coins in guard booth                      |
     |  13 | 1311/4730 | Outdoor area; coins in central fountain                 |
     |  10 | 1321/4730 | Cristofer Jeorge's office, 2F; wire on back counter     |
     |  88 | 1409/4730 | Cristofer Jeorge's office, 2F; safe loot                |
     |  10 | 1419/4730 | NPC: gambling guard on bank's cliff terrace area        |
     |_____|___________|_________________________________________________________|
      _____ ___________                                        ________________
     | AMT | TOTAL AMT |______________________________________/ RAQUEZA AVENUE |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |   7 | 1426/4730 | Coins on tall cabinet near stairway to Farella Way      |
     |  10 | 1436/4730 | NPC: gambling guard in front of Cadmus Abele Plaza      |
     |   3 | 1439/4730 | Cienfuegos Pharmacy, 2F; coins on coffee table          |
     |  10 | 1449/4730 | Cienfuegos Pharmacy, 2F; whale oil in breakable display |
     | 200 | 1649/4730 | Cienfuegos Pharmacy, 2F; (The Summit Illuminated)       |
     |  10 | 1659/4730 | 2F hall above pharmacy checkpoint; whale oil on table   |
     |  10 | 1669/4730 | NPC: street guard near pharmacy checkpoint              |
     |  30 | 1699/4730 | Spector Club, exterior; bench by lamppost (see notes)   |
     |-----+-----------+---------------------------------------------------------|
     | 150 | 1849/4730 | Spector Club 3F; snuffbox on chair in main lounge       |
     |  13 | 1862/4730 | Spector Club 3F; coins on tables in locked cabinet rm.  |
     | 150 | 2012/4730 | Spector Club 3F; war medal in locked cabinet            |
     |  50 | 2062/4730 | Spector Club 3F; umberwood deck prism in locked cabinet |
     |  12 | 2074/4730 | Spector Club 3F; feathers+coins on hallway desk         |
     |  10 | 2084/4730 | Spector Club 3F, transfusion room; wire by counter      |
     |  10 | 2094/4730 | Spector Club 3F, transfusion room; oil on upper shelf   |
     |  10 | 2104/4730 | Spector Club 3F, transfusion room; wire on upper shelf  |
     |  15 | 2119/4730 | Spector Club 3F, transfusion room; bath salts by sink   |
     |_____|___________|_________________________________________________________|
      • The bench pouch spawns as part of the "Workplace Harassment" contract, by
        following the inner bank thug back to the contact on Raqueza Avenue. She
        eventually spawns it on the bench, so don't kill her en route!
      _____ ___________                                      __________________
     | AMT | TOTAL AMT |____________________________________/ SHAN YUN'S HOUSE |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |   2 | 2121/4730 | 1F entryway area; coin on table near chairs             |
     |   2 | 2123/4730 | 1F lounge; coin on coffee table                         |
     |  10 | 2133/4730 | 1F bar; copper wire behind counter                      |
     |   7 | 2140/4730 | 1F bar area; coins on small desk (next to tall cabinet) |
     |   3 | 2143/4730 | 1F kitchen; coins on small cabinet near boiler          |
     |   4 | 2147/4730 | 1F kitchen; coins on countertop                         |
     |   4 | 2151/4730 | 1F dining hall corridor by kitchen; coins on desk       |
     |   3 | 2154/4730 | 1F dining hall; coins on cabinet                        |
     |  10 | 2164/4730 | 1F dining hall; pouch on long table                     |
     |   4 | 2168/4730 | 1F lobby; coins on desk below staircase                 |
     |-----+-----------+---------------------------------------------------------|
     |   4 | 2172/4730 | 2F lobby; coins on desk by staircases                   |
     |   3 | 2175/4730 | 2F lobby; coins on desk (close to bathroom entrance)    |
     |  15 | 2190/4730 | 2F bathrooms; bathing salts in sink cabinet             |
     |   2 | 2192/4730 | 2F bathrooms; coin in sink cabinet                      |
     |  10 | 2202/4730 | 2F; wire below side staircase to 3F                     |
     |   3 | 2205/4730 | 2F dumbwaiter room; coins by bonecharm                  |
     |   4 | 2209/4730 | 2F piano room; coins in a cabinet                       |
     |   3 | 2212/4730 | 2F piano room; coins on small table near a door         |
     |  10 | 2222/4730 | 2F piano room; pouch on one of the chairs               |
     |-----+-----------+---------------------------------------------------------|
     |  14 | 2236/4730 | 3F guard quarters; coins+wire near bunk beds            |
     |   2 | 2238/4730 | 3F guard quarters; coin in a locker                     |
     |  20 | 2258/4730 | 3F lobby; pouch by dumbwaiter counter                   |
     |   3 | 2261/4730 | 3F storage room; coins on table near gun                |
     | 200 | 2461/4730 | 3F storage room; (Impression of the Void n°3)           |
     |  21 | 2482/4730 | 3F room with a safe; coins on desk                      |
     |  10 | 2492/4730 | 3F room with a safe; pouch by coins' desk               |
     |   3 | 2495/4730 | 3F room with a safe; coins inside audiograph desk       |
     | 150 | 2645/4730 | 3F room with a safe; gold ingot inside safe             |
     |  15 | 2660/4730 | 3F private bathroom; bathing salts by sink              |
     |   2 | 2662/4730 | 3F private bathroom; coin in sink cabinet               |
     |   3 | 2665/4730 | 3F Shan Yun's bedroom; table coins by bedroom entrance  |
     | 200 | 2865/4730 | 3F Shan Yun's bedroom; (Impression of the Void n°2)     |
     |   7 | 2872/4730 | 3F Shan Yun's bedroom; coins on desk                    |
     |  20 | 2892/4730 | 3F Shan Yun's bedroom; tyvian ore on desk               |
     |  10 | 2902/4730 | 3F Shan Yun's bedroom; pouch in sink cabinet            |
     |  15 | 2917/4730 | 3F Shan Yun's bedroom; bathing salts above jacuzzi      |
     |  10 | 2927/4730 | 3F Shan Yun's bedroom; whale oil on jacuzzi rm. cabinet |
     |   3 | 2930/4730 | 3F Shan Yun's bedroom; coins inside jacuzzi rm. cabinet |
     |_____|___________|_________________________________________________________|
      _____ ___________                                             ___________
     | AMT | TOTAL AMT |___________________________________________/ CONTRACTS |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | 300 | 3230/4730 | "Death to the Mime" contract                            |
     | 400 | 3630/4730 | "Workplace Harassment" contract                         |
     | 550 | 4180/4730 | "Kidnap the Bartender" contract                         |
     | 550 | 4730/4730 | "The Missing Brother" contract                          |
     |_____|___________|_________________________________________________________|
    
    _______________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    MISSION 3: THE BANK JOB
    _______________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
      _____ ___________                           _____________________________
     | AMT | TOTAL AMT |_________________________/ MALVEROS VICTORY PLAZA AREA |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |   3 |    3/6666 | Carriage station; coins underneath electrified rails    |
     | 225 |  228/6666 | Bldg. roof by carriage station; gold & silver ingots    |
     |   4 |  232/6666 | Eolina Rey's building, 1F; coins in stairway cubby-hole |
     |   2 |  234/6666 | Eolina Rey's building, 2F; coin in hallway cabinet      |
     |   6 |  240/6666 | Eolina Rey's building, 2F apartment; coffee table coins |
     |  20 |  260/6666 | Eolina Rey's building, 2F apartment; pouch on desk      |
     |   2 |  262/6666 | Eolina Rey's building, 2F apartment; coin in desk nook  |
     |   4 |  266/6666 | Plaza terrace; coins on table                           |
     |   6 |  272/6666 | Red Camellia, 1F; coins in podium                       |
     |  10 |  282/6666 | Red Camellia, 1F; silver dust on salon chair            |
     |  10 |  292/6666 | Red Camellia, 1F; copper wire in tattooing area         |
     |   3 |  295/6666 | Red Camellia, 1F; coins on back office desk             |
     |   4 |  299/6666 | Red Camellia, 2F exterior balcony; coins on table       |
     |   2 |  301/6666 | Dentist Office Bldg, 1F; coin in desk cabinet           |
     |   4 |  305/6666 | Dentist Office Bldg, 1F; coins on bench by desk         |
     |   3 |  308/6666 | Dentist Office Bldg, 3F; coins on desk                  |
     |   4 |  312/6666 | Dentist Office Bldg, 3F; coins on hallway clock table   |
     |  10 |  322/6666 | Dentist Office Bldg, 3F; copper wire near dentist chair |
     |   3 |  325/6666 | Dentist Office Bldg, 3F; table coins near dentist chair |
     |   3 |  328/6666 | Dentist Office Bldg, 3F; coins on balcony workbench     |
     |_____|___________|_________________________________________________________|
      _____ ___________                          ______________________________
     | AMT | TOTAL AMT |________________________/ DUCHESS LISANDRA AVENUE AREA |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |  30 |  358/6666 | NPC: elite guard stationed at Raqueza Avenue checkpoint |
     |   3 |  361/6666 | Checkpoint by Raqueza Avenue; coin in tiny booth        |
     |   6 |  367/6666 | Checkpoint by Raqueza Avenue; coins by area map table   |
     |  10 |  377/6666 | Hedge area by canal turnoff; coins in newspaper area    |
     |   4 |  381/6666 | Brozenar Taxidermy 1F; coins on front counter           |
     |   4 |  385/6666 | Brozenar Taxidermy 1F; coins under front counter        |
     |   1 |  386/6666 | Brozenar Taxidermy 1F; coin in long cabinet             |
     |   5 |  391/6666 | Brozenar Taxidermy 1F; bloodfly husk in back work area  |
     |   6 |  397/6666 | Brozenar Taxidermy 1F; coins on back work area table    |
     |  10 |  407/6666 | Brozenar Taxidermy B1; pouch on bed in holding cell     |
     |   3 |  410/6666 | Brozenar Taxidermy B1; coins in crate by workbench      |
     |  50 |  460/6666 | Brozenar Taxidermy B1; amber (2) in lit-up cage's nests |
     |_____|___________|_________________________________________________________|
      _____ ___________                                         _______________
     | AMT | TOTAL AMT |_______________________________________/ CANAL PASSAGE |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |   3 |  463/6666 | Coins on crate in one-room shack                        |
     |  20 |  483/6666 | NPC: dock worker in storeroom near smugglers' ship      |
     |   6 |  489/6666 | Storeroom near smugglers' ship; coins in crate          |
     |   3 |  492/6666 | Storeroom near smugglers' ship; coins in locker         |
     |  75 |  567/6666 | Contraband boat; silver ingot in cabin                  |
     |  12 |  579/6666 | Contraband boat; coins in silver ingot's crate          |
     |  50 |  629/6666 | Contraband boat; Serkonos Canal map in cabin            |
     | 200 |  829/6666 | Contraband boat; (Luca Abele, Self-Portrait)            |
     |_____|___________|_________________________________________________________|
      _____ ___________                                      __________________
     | AMT | TOTAL AMT |____________________________________/ FERELLA WAY AREA |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |  10 |  839/6666 | Street; pouch in guard booth by Ivan Jacobi's office    |
     |  34 |  873/6666 | Maintenance tunnel by black market; coins on console    |
     |  10 |  883/6666 | Maintenance tunnel by black market; wire near console   |
     |   4 |  887/6666 | Black Market; coins on shelf opposite locked door       |
     |  18 |  905/6666 | Black Market; copper wire and coins on interior shelf   |
     |   4 |  909/6666 | Cienfuegos' Apt. Bldg. 1F; coins on bench under stairs  |
     |   3 |  912/6666 | Cienfuegos' Apt. Bldg. 3F; coins under tall shelf       |
     |  10 |  922/6666 | Cienfuegos' Apt. Bldg. 3F; whale oil on petition desk   |
     |  10 |  932/6666 | Cienfuegos' Apt. Bldg. 3F; copper wire under a counter  |
     |  14 |  946/6666 | Cienfuegos' Apt. Bldg. 3F; coins on suitcase near bed   |
     |  15 |  961/6666 | Cienfuegos' Apt. Bldg. 3F; bathing salts in closet      |
     |   5 |  966/6666 | Roof by Cienfuegos' apt. balcony; coins on metal crate  |
     |  10 |  976/6666 | Roof by Cienfuegos' apt. balcony; copper wire in crate  |
     |   2 |  978/6666 | Ivan Jacobi's Office, 1F; coin on bench by newspaper    |
     |  20 |  998/6666 | Ivan Jacobi's Office, 2F; pouch on billiards table      |
     |   3 | 1001/6666 | Ivan Jacobi's Office, 2F; coins in opened clock cabinet |
     |   4 | 1005/6666 | Ivan Jacobi's Office, 2F; coins on desk                 |
     |  10 | 1015/6666 | Colibron Plaza Bldg, 1F; copper wire in pantry/storage  |
     |   2 | 1017/6666 | Colibron Plaza Bldg, 1F; coin on counter by newspaper   |
     |   4 | 1021/6666 | Colibron Plaza Bldg, 1F; coins on bench in pantry       |
     |   4 | 1025/6666 | Colibron Plaza Bldg, 1F; coins on counter by spotlight  |
     |   3 | 1028/6666 | Colibron Plaza Bldg, 3F; coins by apartment couch       |
     |  12 | 1040/6666 | Colibron Plaza, B1; wire+coin in half-shuttered room    |
     |  25 | 1065/6666 | Colibron Plaza, 1F; blood amber by auctioneer stage     |
     | 100 | 1165/6666 | Colibron Plaza, 1F; precious urn near auctioneer stage  |
     | 200 | 1365/6666 | Colibron Plaza, 1F; (The Lonely Rat Boy)                |
     |  10 | 1375/6666 | Colibron Plaza, 1F; copper wire near auctioneer stage   |
     |   7 | 1382/6666 | Colibron Plaza, 1F; coins in auctioneer podium          |
     |_____|___________|_________________________________________________________|
      • To rob the black market, get the access wrench from the Cadmus Abele Plaza
        sewers, then use it to open the street-level maintenance door on Ferella
        Way. This leads to a small tunnel with a grate overlooking the market. Hit
        the door button to open it (the access code tumbler isn't there anymore).
    
      _____ ___________                                        ________________
     | AMT | TOTAL AMT |______________________________________/ RAQUEZA AVENUE |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |   4 | 1386/6666 | Coins on balcony above dumpster (near Shan Yun's house) |
     |   3 | 1389/6666 | Pharmacy checkpoint; coins in tall cabinet              |
     |   3 | 1392/6666 | Hall above pharmacy checkpoint; coins in locker         |
     |   2 | 1394/6666 | Hall above pharmacy checkpoint; coins on table          |
     |  18 | 1412/6666 | Cienfuegos Pharmacy, 2F; salts/coins on coffee table    |
     |_____|___________|_________________________________________________________|
      _____ ___________                     ___________________________________
     | AMT | TOTAL AMT |___________________/ RAQUEZA AVENUE - THE SPECTOR CLUB |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |   5 | 1417/6666 | 1F, safe room; coins on small table                     |
     |  86 | 1503/6666 | 1F, safe room; safe contents (ingot + coins)            |
     |  10 | 1513/6666 | 1F, lounge; pouch underneath bar counter                |
     |  10 | 1523/6666 | 1F, lounge; copper wire underneath bar counter          |
     |   4 | 1527/6666 | 1F, lounge; coins on bar countertop                     |
     |   2 | 1529/6666 | 1F, lounge; table coin in sitting area                  |
     |  10 | 1539/6666 | 1F, lounge; pouch on one of the chairs                  |
     |   4 | 1543/6666 | 3F, lounge; coins on booze table                        |
     |   3 | 1546/6666 | 3F, poker room; coins on table                          |
     |  13 | 1559/6666 | 3F, hallway; coins+wire at typewriter desk              |
     |   3 | 1562/6666 | 3F, corpse room; coins by audiograph player             |
     |  15 | 1577/6666 | 3F, exsanguination room; bathing salts in cupboard      |
     |_____|___________|_________________________________________________________|
      • The Spector club is only open if players refrained from killing barflies
        there previously (even one is too much).
    
      _____ ___________                           _____________________________
     | AMT | TOTAL AMT |_________________________/ SCATTERED SPECTOR CLUB LOOT |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |   5 |    5/6666 | Carriage station; coins on luggage near entrance gate   |
     |   6 |   11/6666 | Malveros Victory Plaza; coins on bench by fountain      |
     |  10 |   21/6666 | Checkpoint by Raqueza Avenue; pouch sitting on railing  |
     |   4 |   25/6666 | Duchess Lisandra Avenue; coins in newspaper hawker tray |
     |   2 |   27/6666 | Brozenar Taxidermy 1F; coins on front counter           |
     |  10 |   37/6666 | Canal Passage; Copper wire by canal skiff's dock        |
     |  15 |   52/6666 | Canal Passage; salts in dumpster by Ferella Way turnoff |
     |  10 |   62/6666 | Pharmacy checkpoint; pouch in tiny guard booth          |
     |   3 |   65/6666 | Hall above pharmacy checkpoint; coins on table          |
     |  10 |   75/6666 | Raqueza Avenue, pharmacy area; copper wire on bench     |
     |  13 |   88/6666 | Spector Club, 1F exterior; coins by planter table       |
     |  75 |  163/6666 | Spector Club, 1F exterior; silver ingot on barrel       |
     |_____|___________|_________________________________________________________|
      • If the Spector Club is closed, only 163 coins worth of loot are available,
        rather than the normal 165. This means players can't get all coins in the
        level. The glitchy missing coins are inside the locked Spector Club, in
        the 1F lounge (proof: https://i.imgur.com/rfLGJRx.jpg).
    
      _____ ___________                                    ____________________
     | AMT | TOTAL AMT |__________________________________/ CADMUS ABELE PLAZA |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |   5 | 1582/6666 | Coins on balcony opposite Cristopher Jeorge's building  |
     |   2 | 1584/6666 | Sewers maintenance tunnel; coin in locker by worker     |
     |  20 | 1604/6666 | Whale oil refueling station; pouch on table nearby      |
     |   3 | 1607/6666 | Terrace by painter's lift; coins on table               |
     | 150 | 1757/6666 | Terrace by painter's lift; pocketwatch on lower cliffs  |
     |   3 | 1760/6666 | Rooftops; coins on table near bonfire                   |
     |_____|___________|_________________________________________________________|
      _____ ___________                   _____________________________________
     | AMT | TOTAL AMT |_________________/ DOLORES MICHAELS BANK - LOBBY AREAS |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |  10 | 1770/6666 | NPC: elite guard (female) around stairway               |
     |  15 | 1785/6666 | Campos' office; lucky sphalerite on desk                |
     |  20 | 1805/6666 | Campos' office; silver dust in a cabinet                |
     |  40 | 1845/6666 | Conference room; pearl fan on cabinet opposite doorway  |
     |  10 | 1855/6666 | NPC: elite guard (male) near roof access/conference rm. |
     |  10 | 1865/6666 | Roof access area; whale oil on low drawer               |
     | 200 | 2065/6666 | 3F lobby walkway; (Impression of the Void n°4)          |
     |-----+-----------+---------------------------------------------------------|
     |   1 | 2066/6666 | Mortgage & Loan Office; coin by wall's bulletin board   |
     |  15 | 2081/6666 | Mortgage & Loan Office; sphalerite on Atwater's desk    |
     |  13 | 2094/6666 | Mortgage & Loan Office; cash register coins             |
     |  50 | 2144/6666 | Mortgage & Loan Office; Daiger-Dial East Leg map        |
     |  10 | 2154/6666 | NPC: guard in hallway outside Mortgage & Loan Office    |
     |  10 | 2164/6666 | NPC: female employee in Mortgage & Loan back office     |
     |   8 | 2172/6666 | Mortgage & Loan, back office; first cash register       |
     |   4 | 2176/6666 | Mortgage & Loan, back office; second cash register      |
     |   5 | 2181/6666 | Mortgage & Loan, back office; coin atop cubicle desk    |
     |   7 | 2188/6666 | Mortgage & Loan, back office; third cash register       |
     |-----+-----------+---------------------------------------------------------|
     |   5 | 2193/6666 | 1F bathroom; bloodfly husk in sink cabinet              |
     |   4 | 2197/6666 | 1F bathroom; coins in bathroom desk (!?) ashtray        |
     |  15 | 2212/6666 | 1F teller booth; lucky sphalerite on desk               |
     |  10 | 2222/6666 | 1F teller booth; first cash register                    |
     |  30 | 2252/6666 | 1F teller booth; second cash register                   |
     |  10 | 2262/6666 | NPC: man in 1F teller office                            |
     |  10 | 2272/6666 | NPC: woman in 1F teller office                          |
     |  10 | 2282/6666 | NPC: guard in 1F teller office                          |
     |  20 | 2302/6666 | 1F teller office; wire (2) by movable dolly             |
     |  40 | 2342/6666 | 1F teller office; scales+scrimshaw in a tall shelf      |
     |  30 | 2372/6666 | 1F locker room; locker pouch hidden behind booze bottle |
     |  10 | 2382/6666 | 1F locker room; pouch in locker                         |
     |  10 | 2392/6666 | 1F locker room; pouch in locker                         |
     |  20 | 2412/6666 | 1F locker room; pouch in locker (hanging on the door)   |
     |  20 | 2432/6666 | 1F locker room; pouch in locker                         |
     |-----+-----------+---------------------------------------------------------|
     |  20 | 2452/6666 | B1 boiler room; tyvian ore in coal box                  |
     |  10 | 2462/6666 | B1 boiler room; copper wire in console cabinet          |
     |_____|___________|_________________________________________________________|
    
      _____ ___________                   _____________________________________
     | AMT | TOTAL AMT |_________________/ DOLORES MICHAELS BANK - VAULT AREAS |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |  10 | 2472/6666 | NPC: 1F security checkpoint elite guard                 |
     |  10 | 2482/6666 | NPC: 1F security checkpoint guard                       |
     |  10 | 2492/6666 | Security checkpoint; coins near desk newspaper          |
     |  30 | 2522/6666 | Security checkpoint; cubby-hole scrimshaw by desks      |
     |   3 | 2525/6666 | Security checkpoint; shelf coins (near 1F-2F stairway)  |
     |  15 | 2540/6666 | Security checkpoint; sphalerite on desk                 |
     |  10 | 2550/6666 | Security checkpoint; oil in arc pylon's holding cell    |
     |  30 | 2580/6666 | Security checkpoint; wire (3) in other arc pylon cell   |
     |-----+-----------+---------------------------------------------------------|
     |  10 | 2590/6666 | NPC: elite guard in 1F atrium lobby                     |
     |  10 | 2600/6666 | NPC: guard in cubicle area                              |
     |  20 | 2620/6666 | NPC: female employee in cubicle area                    |
     |  10 | 2630/6666 | NPC: elite guard in cubicle area                        |
     |  20 | 2650/6666 | NPC: male employee in cubicle area                      |
     |  10 | 2660/6666 | 1F Atrium lobby; copper wire on crate stack by entrance |
     |  40 | 2700/6666 | 1F Atrium lobby; pearl fan on front desk                |
     |  10 | 2710/6666 | 1F Atrium lobby; whale oil behind breakable shutter     |
     |  11 | 2721/6666 | 1F Atrium, cubicles; cash register on desk              |
     |  20 | 2741/6666 | 1F Atrium, cubicles; pouch in cash register             |
     |  30 | 2771/6666 | 1F Atrium, cubicles; s. dust in dead-end records room   |
     |  40 | 2811/6666 | 1F Atrium, cubicles; pearl fan at employee's desk       |
     |  30 | 2841/6666 | 1F Atrium, cubicles; scrimshaw in Avelanas' office      |
     |  20 | 2861/6666 | 1F Atrium, cubicles; pouch on perimeter shelf           |
     |-----+-----------+---------------------------------------------------------|
     |  30 | 2891/6666 | B1 Archives; heavy pouch in #21 cubby-hole              |
     |  10 | 2901/6666 | B1 Archives; avocet feathers in #31 cubby-hole          |
     |  30 | 2931/6666 | B1 Archives; heavy pouch by #62 cubby-hole              |
     |  50 | 2981/6666 | B1 Archives; Daiger-Dial Lake Camp map opposite #62 CH  |
     | 200 | 3181/6666 | B1 Archives; (Impression of the Void n°1)               |
     | 450 | 3631/6666 | B1 Archives; gold ingot (3) in Galvani's lockbox        |
     |  10 | 3641/6666 | B1 Archives; copper wire in crawlspace above lockboxes  |
     |-----+-----------+---------------------------------------------------------|
     |  10 | 3651/6666 | NPC: elite guard (male) on 2F Atrium balcony            |
     |  10 | 3661/6666 | NPC: 2F hallway's elite guard near elevator/staircase   |
     |  10 | 3671/6666 | NPC: elite guard (guy who requires door password)       |
     |  30 | 3701/6666 | NPC: employee in vault control center                   |
     |  10 | 3711/6666 | 2F Clockwork soldier room; whale oil on dolly           |
     |  15 | 3726/6666 | 2F Locker room; sphalerite in stubby gray locker        |
     |  30 | 3756/6666 | 2F Locker room; pouch in locker                         |
     |  10 | 3766/6666 | 2F Locker room; whale oil in locker                     |
     |  10 | 3776/6666 | 2F Locker room; anglefish scales in locker              |
     |  10 | 3786/6666 | 2F Locker room; coins in locker                         |
     |  40 | 3826/6666 | 2F Locker room; pearl fan in locker                     |
     |  30 | 3856/6666 | 2F Pena's office; heavy pouch near desk                 |
     |  10 | 3866/6666 | 2F Pena's office; whale oil in a locker                 |
     |-----+-----------+---------------------------------------------------------|
     |  20 | 3886/6666 | NPC: civilian in Dolores' office                        |
     |  30 | 3916/6666 | NPC: Dolores Michaels                                   |
     |  10 | 3926/6666 | 3F side office; pied avocet feathers by microphone desk |
     |  15 | 3941/6666 | 3F bathroom; bathing salts on shelf                     |
     | 300 | 4241/6666 | 3F Dolores' office; gold ingot (2) by civilian's desk   |
     | 100 | 4341/6666 | 3F Dolores' office; amber jewelry box by the ingots     |
     |  15 | 4356/6666 | 3F Dolores' office; sphalerite on shelf                 |
     |  30 | 4386/6666 | 3F Dolores' office; scrimshaw on shelf                  |
     |  40 | 4426/6666 | 3F Dolores' office; pearl fan on desk                   |
     |-----+-----------+---------------------------------------------------------|
     |  15 | 4441/6666 | 4F Maintenance; bloodfly husk + wire in floor-high vent |
     |  10 | 4451/6666 | 4F Maintenance; whale oil near release lever's drawer   |
     |-----+-----------+---------------------------------------------------------|
     |  10 | 4461/6666 | Vault; pouch in Jindosh's safe                          |
     |  30 | 4491/6666 | Vault; scrimshaw in second box                          |
     | 225 | 4716/6666 | Vault; silver sextant/ingot in Emily's safe             |
     |  90 | 4806/6666 | Vault; jewelry box, pouch & feathers in fifth safe      |
     |  60 | 4866/6666 | Vault; pouch and two tyvian ore in sixth safe           |
     |_____|___________|_________________________________________________________|
      • The combination to Galvani's lockbox is 287, referenced in his memoirs (a
        book found in the game). Jeorge's combination, 379, is mentioned earlier
        on a crumpled 3F note in Campos' office. Morgan Yu's combination, 315, is
        a reference to the Ides of March (Morgan Yu is a character in Prey).
      _____ ___________                                             ___________
     | AMT | TOTAL AMT |___________________________________________/ CONTRACTS |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | 150 | 5016/6666 | "The Art Connoisseur" contract                          |
     | 250 | 5266/6666 | "Pickpocket's Delight" contract                         |
     | 500 | 5766/6666 | "Rags to Riches to Rags" contract                       |
     | 900 | 6666/6666 | "Quiet as a Mouse" contract                             |
     |_____|___________|_________________________________________________________|
    
    _____________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    MISSION 4: THE STOLEN ARCHIVE
    _____________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     The black market's coins (60 total) can't be obtained on Original Game Plus,
     since Foresight/Displace are required to sneak through the bars.
      _____ ___________                           _____________________________
     | AMT | TOTAL AMT |_________________________/ CONSERVATORY - STREET AREAS |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |  20 |   20/3297 | NPC: Overseer near street bonfire                       |
     |  10 |   30/3297 | NPC: Overseer on steps to conservatory                  |
     | 100 |  130/3297 | NPC: Cortney (woman underneath Billie's hideout)        |
     |  10 |  140/3297 | NPC: Overseer patrolling fountain area                  |
     |  20 |  160/3297 | Street; wire (2) atop watchtower platform               |
     |  20 |  180/3297 | Street; pouch on Rosewyn's ledger table                 |
     |  50 |  230/3297 | Street; Pindo's Passage map on red crate by stairway    |
     |  15 |  245/3297 | Street; sphalerite in crate near the bonfire            |
     |  25 |  270/3297 | Street; blood amber next to bonfire cinders             |
     |  10 |  280/3297 | Street; scales on cabinet near Cortney's hiding place   |
     |  15 |  295/3297 | Street; sphalerite in alley beside booby-trapped bldg.  |
     |  15 |  310/3297 | Street; husk+wire on balcony near sphalerite's alley    |
     |  20 |  330/3297 | Street; wire (2) on crate at street's end, by railcar   |
     | 225 |  555/3297 | Street; silver ingot (3) on railcar at street's end     |
     |   5 |  560/3297 | Bar, 2F; bloodfly husk in cabinet                       |
     |  20 |  580/3297 | Bar, 2F; coins on floor platter                         |
     |  30 |  610/3297 | Bar, 2F; on Lonnie's corpse in the kitchen              |
     | 100 |  710/3297 | Bar, 2F; cigar box hidden high above kitchen stovetop   |
     |  15 |  725/3297 | Black Market, interior; bathing salts under sink        |
     |  45 |  770/3297 | Black Market, interior; coin stack on the scales        |
     |  30 |  800/3297 | Fountain area; whale oil (3) underneath stairway        |
     |  15 |  815/3297 | Fountain area; coins in leftmost fountain               |
     |  30 |  845/3297 | Boobytrap Apartment; pouch on floor                     |
     |  30 |  875/3297 | Boobytrap Apartment; bloodfly husks (6) on the floor    |
     | 150 | 1025/3297 | Boobytrap Apartment; silver ingot (2) in upper safe     |
     |_____|___________|_________________________________________________________|
    
      _____ ___________                            ____________________________
     | AMT | TOTAL AMT |__________________________/ ROYAL CONSERVATORY GROUNDS |_
     |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |  10 | 1035/3297 | Outdoor walkways; angelfish scales on table             |
     |   9 | 1044/3297 | Outdoor walkways; coins atop luggage by sewer stairway  |
     |  30 | 1074/3297 | Outdoor walkways; wire (3) by stairway sink             |
     |  25 | 1099/3297 | Outdoor walkways; blood amber in flowerpot by stairway  |
     |  60 | 1159/3297 | Turtle statue courtyard; scrimshaw (2) on a crate       |
     |  15 | 1174/3297 | Turtle statue courtyard; husk (3) near stairs to lobby  |
     |  20 | 1194/3297 | NPC: Guard in turtle statue courtyard                   |
     |-----+-----------+---------------------------------------------------------|
     |  30 | 1224/3297 | B1 censer room; copper wire (3) on desk                 |
     |  15 | 1239/3297 | B1 censer room; lucky sphalerite on shelf               |
     |  10 | 1249/3297 | NPC: Overseer in B1 Storage                             |
     |  30 | 1279/3297 | NPC: Overseer in B1 Storage                             |
     |  38 | 1317/3297 | B1 Storage; loot beneath floor hatch (by censer room)   |
     |   5 | 1322/3297 | B1 Storage; husk on crate near door to outer walkways   |
     |  10 | 1332/3297 | B1 Storage; wire on chair near large white screen       |
     |  20 | 1352/3297 | B1 Storage; pouch on large table                        |
     |  10 | 1362/3297 | B1 Storage; whale oil on dark-colored cabinet           |
     |  10 | 1372/3297 | B1 Storage; whale oil on crate                          |
     |  30 | 1402/3297 | NPC: Overseer in musical torture area                   |
     |   5 | 1407/3297 | B1 Torture Area: bloodfly husk outside witch's cell     |
     |  10 | 1417/3297 | B1 Torture Area; desk wire outside witch's cell         |
     |  12 | 1429/3297 | B1 Torture Area; coins on interrogation key's desk      |
     |  30 | 1459/3297 | B1 Torture Area; pouch in drawer by torture chair       |
     |  25 | 1484/3297 | B1 Torture Area; blood amber in boiler room             |
     |  35 | 1519/3297 | B1 Torture Area; blood amber + husks inside a boiler    |
     |  10 | 1529/3297 | B1 Torture Area; whale oil on boiler room shelf         |
     |-----+-----------+---------------------------------------------------------|
     |  20 | 1549/3297 | NPC: Overseer in 1F lobby                               |
     |  15 | 1564/3297 | 1F Lobby; sphalerite on crate stack                     |
     |  25 | 1589/3297 | 1F Lobby; blood amber in red crate by main hall entrnc. |
     |  90 | 1679/3297 | 1F Lobby; pouch (3) in teller office                    |
     |  30 | 1709/3297 | 1F Lobby; scrimshaw in teller office storeroom          |
     |  25 | 1734/3297 | 1F Lobby, custodian closet; blood amber in display case |
     |  45 | 1779/3297 | 1F Lobby, custodian closet; bath salts (3) on shelf     |
     |  30 | 1809/3297 | 1F Lobby, custodian closet; copper wire (3) on shelf    |
     |  10 | 1819/3297 | NPC: Overseer in 1F main hall                           |
     |  15 | 1834/3297 | 1F Main Hall, bathroom; bath salts on sink              |
     |  50 | 1884/3297 | 1F Main Hall; Cape of Saggunto map by library shelves   |
     |  30 | 1914/3297 | 1F Main Hall; scrimshaw on crate near the spotlight     |
     |  15 | 1929/3297 | 1F Main Hall; bath salts in opened perimeter cupboard   |
     |  20 | 1949/3297 | 1F Main Hall; wire (2) on crate by perimeter window     |
     |  45 | 1994/3297 | 1F Main Hall, barracks; stack of coins in a locker      |
     |  25 | 2019/3297 | 1F Main Hall, barracks; coin pile atop a locker         |
     |-----+-----------+---------------------------------------------------------|
     |  20 | 2039/3297 | NPC: Overseer in 2F Main Hall                           |
     |  30 | 2069/3297 | 2F Main Lobby; wire (3) on a crate                      |
     |  20 | 2089/3297 | 2F Main Lobby; pouch on bench in front of locked rm.    |
     |   5 | 2094/3297 | 2F Main Lobby; husk by stairway-side exhibit pedestal   |
     |  10 | 2104/3297 | 2F Main Lobby; angelfish scales on "crime scene" shelf  |
     |  50 | 2154/3297 | 2F Main Lobby, locked witch room; cigar box on balcony  |
     |   5 | 2159/3297 | 2F Main Hall; husk on covered crate stack by effigy rm. |
     |  10 | 2169/3297 | 2F Main Hall, effigy room; wire on workbench            |
     |  10 | 2179/3297 | 2F Main Hall, effigy room; whale oil on floor           |
     |  10 | 2189/3297 | 2F Main Hall, effigy room; wire on frame near rm. entry |
     |  40 | 2229/3297 | 2F Morgue; pearl fan on loot pile                       |
     |  21 | 2250/3297 | 2F Morgue; coin pile near pearl fan                     |
     |  10 | 2260/3297 | 2F Workshop; whale oil near desk bonecharm              |
     |  10 | 2270/3297 | 2F Workshop; copper wire on large desk                  |
     |   5 | 2275/3297 | 2F Workshop; bloodfly husk atop wooden apparatus        |
     |  10 | 2285/3297 | NPC: praying Overseer in hallway near workshop          |
     |  10 | 2295/3297 | 2F Workshop hallway; feathers atop podium               |
     |  15 | 2310/3297 | 2F Workshop hallway; sphalerite on floor near podium    |
     |   5 | 2315/3297 | 2F Workshop hallway; bloodfly husk under tall cabinet   |
     |-----+-----------+---------------------------------------------------------|
     |  30 | 2345/3297 | NPC: Overseer in 3F Offices                             |
     |  20 | 2365/3297 | NPC: Overseer in 3F Offices                             |
     |  30 | 2395/3297 | 3F Offices hallway; husk+amber in old nest's crate      |
     |  16 | 2411/3297 | 3F Offices hallway; coins on crate by old bloodfly nest |
     |   5 | 2416/3297 | 3F Offices hallway; husk on overhang (above 2F chapel)  |
     |  10 | 2426/3297 | 3F Offices; avocet feathers on projector screen rim     |
     |   5 | 2431/3297 | 3F Offices hallway; husk in wall's empty display case   |
     |   5 | 2436/3297 | 3F Offices hallway; husk on floor by said empty display |
     |  50 | 2486/3297 | 3F Main Hall, mapping room; egg statuette on desk       |
     |  45 | 2531/3297 | 3F Main Hall, harp room; coin stack in luggage          |
     |   7 | 2538/3297 | 3F Curator Office hall; coins on desk (fenced-off area) |
     |  15 | 2553/3297 | 3F Curator Office hall; sphalerite on broken display    |
     |  50 | 2603/3297 | 3F Curator Office hall; Bastilian Coast map by window   |
     |   5 | 2608/3297 | 3F Curator Office hall; husk on walled-off balcony      |
     | 300 | 2908/3297 | 3F Curator Office; gold ingot (2) by bookshelf          |
     |  50 | 2958/3297 | 3F Curator Office; feathers + pearl fan on a desk       |
     |  20 | 2978/3297 | 3F Curator Office; scales (2) in stairway cabinet       |
     |-----+-----------+---------------------------------------------------------|
     | 240 | 3218/3297 | 4F Cardoza's lab; gold/silver ingot + salts in a crate  |
     |  10 | 3228/3297 | 4F Cardoza's lab; copper wire on a console              |
     |  40 | 3268/3297 | 4F Rosewyn's terrace; pearl fan on chair by skylights   |
     |  14 | 3282/3297 | 4F Rosewyn's terrace; coins on cabinet near couch stack |
     |-----+-----------+---------------------------------------------------------|
     |  10 | 3292/3297 | 5F Main Hall; wire on scaffold boards above the owls    |
     |   5 | 3297/3297 | 5F Main Hall; coins on scaffold boards above the owls   |
     |_____|___________|_________________________________________________________|
    
    ______________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    MISSION 5: A HOLE IN THE WORLD
    ______________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     There aren't any coins to find in this level.
    
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    PAINTING GUIDE                                                           [PNTN]
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     As in previous Dishonored games, paintings are rare, high-value pieces of 
     loot, each worth 200 coins per. Finding all of the Eleuterio Cienfuegos
     paintings (i.e. all "Impression of the Void" ones, The Summit Illuminated and
     Lonely Rat Boy) unlocks the Art Aficionado trophy.
    
    MISSION 1: ONE LAST FIGHT
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     • The Outsider in Conditional Dreams
    
       This is hanging above the Albarca Baths' B1 boxing ring. The easiest way to
       get it is visiting 1F (there are multiple ways), hopping onto the betting
       board's rig, the leaning out and grabbing it.
    
    MISSION 2: FOLLOW THE INK
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     • The Summit Illuminated
    
       Located at Cienfuegos' Pharmacy on Raqueza Street, right near the stairs
       leading to Cadmus Adele Plaza (i.e. bank fountain area). The pharmacy's
       locked up tight, but the 2F windows are available. Taking the Shindaerey
       Peak portrait is a cinch by that point.
    
     • Impression of the Void n°3
    
       Located at Shan Yun's House, inside the third-floor storage room (near the
       dumbwaiter). There aren't any guards in the lobby, so taking it shouldn't
       be too difficult.
    
     • Impression of the Void n°2
    
       Located in Shan Yun's House, inside his third-floor bedroom. It hangs above
       a small table, just to the left after entering.
    
    MISSION 3: THE BANK JOB
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     • Luca Abele, Self-Portrait
    
       This garbage-quality painting that got laughs in Dishonored 2 is now being
       held in Canal Passage's contraband boat. To enter, dive below the boat and
       fish the key from the soggy corpse, directly below the vessel.
    
     • The Lonely Rat Boy
    
       This is being sold at the Colibron Plaza auction, which is only available
       after talking to Teresia Cienfuegos (apartment by black market). Players
       can simply walk up to the stage and steal it without rousing the civilians,
       though the guard detail may pose a problem. Players can use Semblance for
       a temporary solution, or lure guards away -- like into the apartment that
       overlooks the plaza -- for an easier time.
    
     • Impression of the Void n°4
    
       Inside Dolores Michaels' Bank, hanging in the 3F lobby (the one accessible
       from the roof, not the vault area). If players drugged the personnel with
       poppy tincture, it's fairly easy to just walk up and take it.
    
     • Impression of the Void n°1
    
       Inside Dolores Michaels' Bank, down in the B1 Archives, i.e. the lockbox
       area where the floor is electrified (like as Shan Yun's house). The picture
       is on the right after going through the cubby-hole area's main entrance.
    
    MISSION 4: THE STOLEN ARCHIVE // MISSION 5: A HOLE IN THE WORLD
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     There aren't any paintings in these levels.
    
    _______________________________________________________________________________
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    POWERS                                                                   [PWRS]
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     Powers in DOTO are slightly dumbed down compared to Dishonored 2 -- three are
     available, they can't be upgraded with runes (since runes don't exist here),
     and the mana to use them regenerates over time. This leads to robust, though
     slightly disappointing, gameplay.
    
    DISPLACE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Available: default
    
     Displace is the short-ranged teleportation move all Dishonoreds have had, but
     with a twist: it creates a "marker" first, then lets Billie teleport to that
     marker as long as it's within a given range. This allows for puzzle-solving
     elements, or just normal teleportation (quickly tap L2 after placing marker).
    
     Another thing about Displace is its offensive capabilities. By displacing to
     a spot occupied by an enemy/NPC, Billie causes "interpenetration," exploding
     the enemy into chunks. This naturally counts as a kill, plus damages Billie,
     but can also be tweaked with certain bonecharms.
    
    FORESIGHT
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Available: default
    
     Foresight is like Dark Vision on steroids, letting Billie assume a spectral
     body and float around the area, denoting enemies, loot, and items of interest.
     She can also "mark" those objects/people, highlighting them through solid
     objects when Foresight ends. Additionally, Billie can create Displace markers
     while floating. Since Foresight stops time temporarily, this can be useful
     for getaways, getting right behind an enemy, and so on.
    
     One thing the game doesn't say is that Foresight can travel through certain
     small openings, like teller windows (some, anyway) and rat tunnels. This
     factors into some of the puzzle-solving aspects in later missions.
    
    SEMBLANCE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Available: default
    
     Semblance is a power that leans towards nonlethality. Billie can go up to an
     unaware (or unconscious) human target, then disguise as them. While in this
     form, players can slip through hostile areas unnoticed and maneuver to take
     foes, safely pickpocket people, etc.
    
     Unlike other Void-based powers, Semblance's "clock" only decreases while
     moving. With the Mobile Mimicry and Void Leech bonecharms, that rate slows
     considerably, and even refills while stealing new faces.
    
     There are a few downsides, though: (1) each NPC's face can only be stolen
     once (2) using Semblance on awake targets knocks them out, so bodies may need
     to be hidden (3) Semblance abruptly ends if guards are alerted (4) wolfhounds
     can still smell Billie and raise an alarm if the "Familiar Scent" bonecharm
     isn't equipped.
    
    DARK VISION
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Available: Original Game Plus
    
     DV has appeared in all main Dishonored games in some form, and this version's
     from Dishonored 2. It's similar to Foresight, except the people and objects
     that get highlighted do so in a sonar pulse fashion, and they can't be marked
     outside of the power. Additionally, and perhaps most regrettably, the screen
     doesn't darken as much as Foresight, making it nigh useless in some well-lit
     areas.
    
    BLINK
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Available: Original Game Plus
    
     Blink is a basic teleportation power that's appeared in all main Dishonoreds
     so far. Think of it as Displace, without being able to place markers or use
     delay teleporting, but with the added function of stopping time while using
     it (even in midair).
    
    DOMINO
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Available: Original Game Plus
    
     Domino was one of Emily's amazing powers in Dishonored 2, and it reappears
     here in suitably overpowered form. The power allows players to "link" NPCs
     together, then make all suffer the fate of one. For instance, linking several
     guards and blowing one up kills all the others; knocking one unconscious does
     the same to the entire lot. The only downside to Domino is its range, both in
     placing markers and having those targets be affected. (In other words, it's
     best used in areas where targets don't go on long-ass patrols.)
    
    _______________________________________________________________________________
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    UPGRADE OVERVIEW                                                         [UPGR]
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     As in Dishonored 2, all upgrades occur at black markets -- there are three in
     total, available in every mission but the first and last. They come in four
     categories, the first of which relates to ammo storage and defensive gear
     capabilities.
      ______________________________ _____ ______________________________________
     | GEAR AND OUTFIT              | $$$ | FUNCTION                             |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Bonecharm Slots +2           | 300 | Can equip +2 bonecharms (7 max)      |
    ¹| Bonecharm Slots +3           | 450 | Can equip +3 bonecharms (10 max)     |
     | Mine Storage +2              | 500 | Can store +2 mines of all types      |
     | Grenade Storage +2           | 300 | Can store +2 grenades of all types   |
    ¹| Grenade Storage +2           | 300 | Can store +2 grenades of all types   |
     | Voltaic Gun Ammo Capacity +5 | 300 | Stores +5 voltaic ammo (+3 special)  |
    ¹| Voltaic Gun Ammo Capacity +5 | 500 | Stores +5 voltaic ammo (+3 special)  |
     | Silent Running               | 500 | Make less noise while running        |
    ¹| Silent Sprint                | 900 | Make less noise while sprinting      |
     | Refined Lens Optics          | 200 | Increases zoom-in's magnification    |
     | Boiled Leather Armor         | 500 | Reduces damage taken                 |
     | Concealment Finish           | 500 | Less visible in poorly lit areas     |
     |______________________________|_____|______________________________________|
         ¹ - available to buy if upgrade listing immediately above is also bought
    
     The second category is all about the gunslingin'. Most of these upgrades are
     just enabling ammo in the black market or increasing lethal effectiveness.
     Note the charged shot upgrade (hold weapons fire button to supercharge ammo)
     applies to nonlethal ammo and hagpearls, too. However, nonlethal ammo turns
     lethal when charged, while hagpearls deal instant KOs if they're headshots.
      __________________________ _____ __________________________________________
     | VOLTAIC GUN              | $$$ | FUNCTION                                 |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Voltaic Gun Reload Speed | 300 | Increases gun's reload speed             |
     | Electrical Burst         | 450 | Black Market now sells E. Burst ammo     |
     | Voltaic Shot             | --- | Default ammo (muffled, but not silent)   |
     | Makeshift Bolt           | 500 | Can use scalpels/pens/nails as ammo now  |
     | Incendiary Bolt          | 400 | Black Market now sells I. Bolt ammo      |
     | Charged Shot             | 700 | Charge shots for extra damage/functions  |
     |__________________________|_____|__________________________________________|
    
     The third category deals with grenades. Only the hyperbaric grenades are for
     nonlethal usage.
      _________________________ _____ ___________________________________________
     | GRENADE                 | $$$ | FUNCTION                                  |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Sticky Grenade          | 450 | Black market now sells sticky grenades    |
     | Sticky Grenade Extender | 400 | S. Grenade blast radius increased         |
     | Hyperbaric Grenade      | 400 | Black market now sells h. grenades        |
     | Hyperbaric Muffler      | 400 | H. grenade explosions are quieter         |
     | Grenade                 | --- | Standard lethal grenade                   |
     | Impact Grenades         | 400 | Grenades explode on contact w/ the living |
     |_________________________|_____|___________________________________________|
    
     Mines are objects that stick to surfaces and trigger by proximity movement,
     either eviscerating targets (springrazor) or possibly doing nonlethal capture
     (hook mines). One of the upgrades allows players to collect "salvaged mines"
     from spent cartridges and automatically create a new mine when the third's
     obtained.
      ___________________ _____ _________________________________________________
     | MINE              | $$$ | FUNCTION                                        |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Springrazor       | --- | Standard lethal mine (mostly silent)            |
     | Springrazor Reach | 300 | Increases damage radius for springrazors        |
     | Double Release    | 450 | Springrazors fire twice                         |
     | Hook Mine         | --- | Standard nonlethal (or lethal) sticky mine      |
     | Hook Mine Reach   | 300 | Increaes hook mine pull radius                  |
     | Salvage Mines     | 500 | Can create new mine from three used mine husks  |
     |___________________|_____|_________________________________________________|
    
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    V. FREQUENTLY ASKED QUESTIONS                                            [FAQZ]
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     [Q] - I completed a contract but didn't get the stipend?
     [A] - If a contract is successfully completed, the reward is obtained at the
           mission's end -- there's no way to get it earlier.
    
     [Q] - If I leave a corpse by rats, will they eat it like in Dishonored 1?
     [A] - No, rats in this game aren't ravenous body-consuming scourges. It's OK
           to leave unconscious bodies near 'em, though since they're always at
           ground level -- the same height enemies are at -- it's usually best to
           conceal them out of eyeshot.
    
     [Q] - Why do all these pens and other objects glow but I can't pick 'em up?
     [A] - If you purchase the makeshift ammunition upgrade at a black market, the
           random pens, nails and scalpels found act as (unsurprising) more voltaic
           shot ammo. The upgrade is also needed for a shoot-guard-in-head-with-pen
           trophy, "The Pen is Mightier".
    
     [Q] - What's up with the rat tunnels? I can't possess rats in this game!
     [A] - These tunnels can still be used during Foresight, allowing players to
           (for instance) learn the black market door code in mission two.
    
     [Q] - When do I unlock bonecharm crafting?
     [A] - In the tail end of Mission #3.
    
     [Q] - In mission three, I can't get into Colibron Plaza...?
     [A] - The auction there doesn't open until Teresia is visited. She lives in
           the apartment building right near the black market, on the third floor.
    
     [Q] - What are those floating purple rocks in a contraption (Mission 3)?
     [A] - I believe they're just some type of Void artifact with no additional
           significance. These are NOT the objects for the "Voices" trophy, just
           in case someone was thinking that.
    
     [Q] - Is there a New Game Plus like Dishonored 2?
     [A] - Nope. Maybe this'll change in the future.
    
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    VI. UPDATES & CONTRIBUTORS                                               [UPDT]
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
     9-19-17 ------------------------------------+ Started walkthrough
     10-1-17 ------------------------------------+ Finished walkthrough
    
    THANKS TO...
    ¯¯¯¯¯¯¯¯¯¯¯¯
     • Sailor/Ceej, for hostin' my stuff
     • Krystal109, for mentioning mission two's correct coin total
    
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    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.
    
     Allowed Sites:                       Disallowed Sites:
    
      • Gametalk.com                       • cheatcc.com
      • GameFAQs.com                       • gamershell.com
      • MyCheats.com
      • Neoseeker.com
      • Gamesradar.com
      • Supercheats.com
      • Cheathappens.com
      • Honestgamers.com
      • Chaptercheats.com                           E-mail me for permissions ~
      • Cavesofnarshe.com                        shotgunnova (a+) gmail (d0t) com.
    _______________________________________________________________________________
    GETTING OUT OF                Document © Shotgunnova, 1997-2017 (and countin'!)
    BED JUST RUINS                          Dishonored namesake © respective owners
    MY WHOLE DAY                                      E N D   O F   D O C U M E N T

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