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  1. Nov 25, 2016 · Destroy the window on the ceiling and use Blink to get to the upper floor. Note! There are two methods that can be used to take out Jindosh. The first one is to flip the lever in the main hall, having a conversation with the man and then going through subsequent rooms filled with mechanical soldiers. This option is reserved for players focusing ...

    • Overview
    • Dreadful Wale
    • Aventa District
    • Find the Black Market
    • Enter the Carriage Station
    • Upper Aventa District
    • Unlock the Carriage Gate
    • The Clockwork Mansion
    • Find Kirin Jindosh
    • Non Lethal Elimination: Electroshock Kirin Jindosh

    By Brendan Graeber, Jakejames Lugo, Hector Madrigal, +3.6k more

    Welcome to IGN’s guide for Dishonored 2. This Walkthrough will seek to guide you through the dangerous land of Karnaca - with an emphasis on non lethal and stealth gameplay - for those who wish to earn achievements like Ghostly, Alternative Approach, Shadow, Clean Hands, and In Good Conscience. This guide will also point you towards any available collectibles that include Runes, Bonecharms, Blueprints, and Paintings.

    Back on the ship, you’ll have a new opportunity to write in your travel log. In addition, if you managed to cure the Crown Killer, Meagan will have a note for you, and a pouch of coin for your trouble (100g).

    Outside, talk to Meagan before she walks off - and again, if you rescued Hypatia, you’ll be able to go talk to her. Also check out the new maintenance list on the table next to Captain Foster - it seems the boiler room could use some help.

    Be sure to talk to the good doctor in what used to be the storage room if you can - she’ll be very grateful and give you a little insight into your next mission. You can also grab as much mana potions as you can carry while you’re here.

    Before going above deck, head into Captain Foster’s private quarters, and go past your list of targets into the workshop where you can find a crank wheel. Take the wheel and look for stairs down into the boiler room to the right of the workshop. Down here, look for a leak in the pipes on the left, and put the crank wheel in place near it, and turn off the water. Good job!

    Meagan Foster will drop you off in an underground canal, and mention that a black market shop may be able to help you rewire the Wall of Light that blocks passage to the Station leading to Jindosh’s mansion.

    As you exit the skiff, make sure to hop across the water to a small camp that holds a Raw Whalebone. Just above the skiff is a workshop platform, and some lockers that hold processed whale oil, copper wire, and coins. Heading outside, you’ll be in a storage area, with more processed whale oil on the left, and tyvian ore in an open locker on the left. Leave this area and head up the steps to an iron gate - but be wary: The duke knows you’re here, and guards will be looking for you among the civilians.

    From the balcony you’ll have a good vantage point over the station: three guards are moving around in front of the Wall of Light, while a fourth stands in a guard post across the street. Many civilians are nearby - but good luck blending in with them. There’s also a map of the area to the left of the Wall of Light, just check it out carefully.

    Start by going left and checking out the quarantined apartment by the wine shop. As you might expect, the condemned building is a breeding ground for Bloodflies (and the chances of you running into Nest Keepers are likely higher in high chaos environment). Flammable bottles aren’t found here, so move slowly and carefully up the stairs and bypass the corridor by going through the apartment, and up and over the desks on the left to move around the nests in the room until you can get out the other side and up the stairs.

    If you head down the alley next to the map of Aventa District, you’ll find a group of civilians next to stairs leading into another building. Up one floor is a nice looking apartment with bathing salts in the bathroom, and a lot of alcohol in the rest of the place.

    On the wall is he combination to the safe, with one of the numbers smudged out. Knowing that, return to the safe and enter the two known numbers, and keep spinning the remaining number until you get the right one to open it. Inside is a book, two silver ingots, and a lucky salpherite.

    If you’d rather not tangle with the other Howlers you can leave the back alley alone, otherwise be careful as past the duo are two tripwires rigged with explosive bolts that leads down a grassy path around Aventa Station to the other side of the street. It’s this side that houses the Black Market, so look for an alley and hang left to find a basement to the market.

    When speaking to the merchant, she’ll tell you to lay low while a very important customer comes a knocking. It’s too late to run, so do as the merchant says and find a place to hide and do not move until they leave. You can hide under the table, which is to your right if your back is to the merchant.

    After Paolo is gone or dead, speak with the Merchant, and buy the Rewire tool if you plan on going in the front. If that is your method, it's also worth getting the Ticket Booth Key for 250 if you want in on more loot, as well as the Rune # 4 (unless you’d rather steal it later).

    Leaving the Black Market, a beggar nearby might inform you he saw people coming and going with explosives - but the gate nearby is locked. Instead, Warp up onto the balconies above the Black Market, and then to the red building where an opening leads to a Bloodfly Nest. There’s more down the hall so either attack quick and decisive - or do it carefully from afar. At the end of the hall, the bathroom has more Bloodflies guarding some items, otherwise head into the next hall, and down to the bottom. The store off to the side has two (2) tyvian ore in the back room and one (1) raw whalebone further back.

    You have a few ways of getting into the Aventa Station, some of which may be easier than others. A frontal assault is difficult to pull off silently if you’re looking to rewire the Wall of Light - due to the frequency of the patrols outside of the Wall. It’s still possible, but you’ll need some distractions to pull if off.

    There is a quicker sneakier way - the rooftops. Head up the alley past the map, and warp up to the low roof, then to the apartment balcony and finally onto the higher roof. There’s an open window up here with no guards and sight, and it drops you straight into the carriage - while the two guards here should have their backs to you long enough to make your move.

    As you take the carriage ride up, you’ll be suddenly stopped by a blocked gate - because nothing is ever that easy. The gate controls to your right work just like safe combinations - and you don't have the code yet. Crouch down as you exit the carriage as three guards are up ahead. One covers the left gap by the guardhouse, another by the map, and ...

    To the right is the Grand Guard Office, and although there is a front entrance, the second floor windows are open. Sneak in and don’t go through the door on the left, instead check out the interrogation room for various bolts. Out in the hall, be careful, as two guards are wandering about the Records room before one of them will sit down in the far corner.

    In the records room you can also rewire or simply disable the Wall of Light outside - but expect people to notice that. Downstairs, there’s a guard at the front desk while another paces the room he’s in - take them out when the second goes to inspect a back room, before heading up to the third floor.

    With the gate code gained, you can now open the way to Jindosh’s mansion. If you’d like to explore one last place, either fight through the Wall of Light, or check the side alley and unlock the gate with the key you found in the barracks.

    There’s four guards up here behind the Wall of Light, including an Elite guard and two that will patrol the markets. On the left side is an unlocked door leading into some apartments - there’s a rewire tool and some coins on the first floor, with springrazors in the back.

    The entrance to the mansion is eerily quiet, and you can inspect the room for a welcoming audiograph and mana potion.

    The next room is a seemingly dead end, aside from a few display cases and angelfish scales in a cabinet - and a configuration lever. Pulling it will commence the true nature of the Clockwork Mansion as the place springs to life and Jindosh himself is alerted to your presence, taunting you to reveal your identity.

    As the room configures into its new layout, there’s a few things to note. One is that the entrance to the waitings rooms - and the Assessment Chamber where Anton is being held - will appear before you on the first floor, while stairs appear leading up to Jindosh’s laboratory. Another things to note is the Clockwork Soldier that appears before you. It’s not set to attack - not yet anyway - but will shortly move to guard the door in front of you, and will attack if you get too close.

    At this point you can choose to confront Jindosh, or find Sokolov. You’ll need to do both, but the order is up to you. The route can also change depending where you go first, but this guide will aim to steer you towards all the collectibles as well. Since Jindosh is now expecting you to show himself, let’s indulge him.

    Note: If you saved Sokolv first, be sure to check down the hall from the Assessment Chamber. A Wall of Light blocks access to Jindosh’s lab, but if you possess a rat or shadow walk through an open grate - you can bypass it!

    As you ascend the staircase, be sure to check the display cases lying on the sides to find a few useful items like potions, as well as a stun mine and rewire tool - both useful against the Clockwork Soldiers.

    Jindosh will ask that you approach the glass door at the end so he can see you up close, and will taunt you before leaving you to find your way to him. As he leaves, he’ll reconfigure the room for you, bringing up two Clockwork Soldiers that will shortly enter hostile mode - as will the one in the lobby.

    These things are imposing, tough, and can see in front and back. However, they aren’t great at seeing their flanks - or above, though it will take two drop attack to finish them off. Remember to use Blink or Far Reach to ambush them, then quickly warp back to the safety of the hanging lights before striking again - or use Stun Mines and Explosive Bolts - or even a Rewire Tool if you are quick.

    Note: Killing robots won't count against the game's chaos rating, or non lethal rating - but you can still get marked for being detected.

    Don’t miss that one of the displays in the center of the room holds a map of the mansion - which can be useful given how confusing the place is when it shifts around. Speaking of shifting around, note that when the configurations take place, there’s plenty of gaps to move into “the space between the walls”. Try this out by configuring the room, and ducking into the floor below where you can spot the whale oil powering the Wall of Light that blocks access to Jindosh’s bedroom. A space under the lobby downstairs has some more items and two inactive Clockwork Soldiers.

    You’ll now be in the basement of Jindosh’s lab. Grab the sticky grenades and tyvian ore before unlocking the door. Jindosh and his two Clockwork Soldiers are up on the highest rotunda, leaving you to pilfer this lower level.

    Be sure to look around for a supply of weapons like grenades, bolts, and stun mines, before returning to the elevator. While it’s true you need to confront Jindosh on the top floor, know that the elevator is pretty loud - especially when opening the doors, and may cause the patrolling Clockworks to take note. To get around this, you can always stop one floor below, and look for a hatch above the door to warp to and open silently. In fact, letting the elevator stop on a lower level may sometimes goad the Clockworks into jumping down, leaving Jindosh vulnerable.

    Heading out onto the rotunda, the path to the left offers cover and vantage over the Clockworks - though Jindosh can still look up from certain distances. He doesn’t patrol too far from his office, as his Clockworks take either side. You can extend this with a distraction or well placed crossbow bolt to get the soldiers moving farther, letting you grab Jindosh when he moves back to his desk.

    Note: If you were able to get here by taking the spaces between the walls to avoid Jindosh being alerted to your presence, he'll only have one Clockwork Soldier active!

  2. Nov 25, 2016 · Enter the Clockwork Mansion | Mission 4. Attack the guard when his companion is heading towards the gate. After reaching the upper Aventa you have to find a way to get through to Jindosh's residence. You can do that by starting the carriage with a special code that is hidden inside of the office, or simply make your way there on foot.

  3. Dec 2, 2016 · Kirin Jindosh . Use the same path once again to make your way to the elevator. If you get in the elevator in the basement, you circumvent the dining room and the guards there. Take the elevator to ...

    • Jeffrey Parkin
  4. Jan 28, 2017 · #dishonored2 #tutorial #walkthrough #guide This tutorial quickly details how to find Jindosh and neutralize him without killing anyone or being seen.

    • 7 min
    • 41.3K
    • Longardia
  5. The Clockwork Mansion is the fourth mission in Dishonored 2, in which either Corvo Attano or Emily Kaldwin must enter the mechanical house of the Duke's Grand Inventor, Kirin Jindosh, eliminate him and rescue Anton Sokolov. Talk to Meagan Foster about the best way to reach the home of Kirin Jindosh, Grand Inventor to the Duke of Serkonos. Anton Sokolov is being held at the mansion of Kirin Jindosh, Grand Inventor to the Duke and creator of the Clockwork Soldier. Get inside, rescue Sokolov and el

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  7. Nov 10, 2016 · Dishonored 2 - Silence Trophy / Achievement Guide - Eliminate Jindosh without him ever knowing you were there [Bronze / 15G]Mission 4 - The Clockwork Mansion...

    • 4 min
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