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Dishonored 2 (EN)

Dishonored 2

Dishonored 2 is set 15 years after the Lord Regent has been vanquished and the dreaded Rat Plague has passed into history. An otherworldly usurper has seized Empress Emily Kaldwin’s throne, leaving the fate of the Isles hanging in the balance. As Emily or Corvo, travel beyond the legendary streets of Dunwall to Karnaca, the once-dazzling coastal city that holds the keys to restoring Emily to power. Armed with the Mark of the Outsider and powerful new abilities, track down your enemies and take back what’s rightfully yours.

Reprise your role as a supernatural assassin in Dishonored 2.
Praised by PC Gamer as “brilliant”, IGN as “amazing” and “a super sequel, IGN as “amazing” and “a superb sequel”, declared a “masterpiece” by Eurogamer, and hailed “a must-play revenge tale among the best in its class” by Game Informer, Dishonored 2 is the follow up to Arkane Studio’s first-person action blockbuster and winner of more than 100 ‘Game of the Year’ awards, Dishonored.

Play your way in a world where mysticism and industry collide. Will you choose to play as Empress Emily Kaldwin or the royal protector, Corvo Attano? Will you make your way through the game unseen, make full use of its brutal combat system, or use a blend of both? How will you combine your character’s unique set of powers, weapons and gadgets to eliminate your enemies? The story responds to your choices, leading to intriguing outcomes, as you play through each of the game’s hand-crafted missions.

Safe Combinations -Dishonored Combinations

  1. Mission– Dishonored
    Location– The safe in the sewers past the spot where Corvo Attano gets his gear. A note written for a man named Jelly can be found nearby. The combination is found by looking past the empty bottles on the shelf behind the safe.
    Code– 4 5 1
  2. Mission– High Overseer Campbell
    Location– The safe in the Offices of Dr. Galvani. The clue is in Doctor Galvani’s building; reading his journal hints that his favorite numbers are the combination. The code is also written on the corner of one of his chalkboards displaying a drawing of a whale.
    Code– 2 8 7
  3. Mission– High Overseer Campbell
    Location– The locked kennel door in the kennel below the Office of the High Overseer. The clue is in the kennel cell with the two prisoner corpses.
    Code– 2 1 7
  4. Mission– High Overseer Campbell
    Location– The barracks safe in the Overseer’s Back Yard. The combination can be found in three different locations: in the alley past Holger Square; in a note in the mess hall; and under the bed to the left of the safe. It can also be recovered from an Overseer named Overseer Berthold, if Corvo chooses to save him and his sister, Elsa, from his fellow Overseers.
    Code– 2 0 3
  5. Mission– House of Pleasure
    Location– The safe in the Art Dealer’s Apartment. The combination is given by Bunting when interrogating him at the Golden Cat, provided that Corvo has first either visited the safe or Slackjaw has given Corvo a second mission.
    Code– 1 3 8 / 6 9 6 / 8 7 9
  6. Mission– The Royal Physician
    Location– Pratchett’s safe in his house near Kaldwin’s Bridge. The clue is given in a note reminding Pratchett to find the number in each of the paintings in his house: the „crowded place”, the shipping yard, and the whaling ship.
    Code– 4 7 3
  7. Mission– The Royal Physician
    Location– The safe behind the painting in the wrecked building where the prisoner pen is outside the Sokolov estate. The combination is given to Corvo if he disables the Wall of Light for the prisoners.
    Code– 2 9 4
  8. Mission– Return to the Tower
    Location– Lord Regent Hiram Burrows’ safe in his private quarters in Dunwall Tower. The combination is given to Corvo by the Propaganda Officer so he can fulfill the non-lethal objective. The Propaganda Officer is found in the broadcast station.
    Code– 9 3 5
  9. Mission– The Flooded District
    Location– The underwater safe at the start of Central Rudshore in the Flooded District. The combination can be learned from a note found in an abandoned building, past the bridge leading to Daud’s base, near the River Krust cluster.
    Code– 4 2 8
  10. Mission– The Flooded District
    Location– Jelly’s safe in the Old Port District sewers. The clue is next to the safe, along with The Thirteen Months, the book required to solve it.
    Code– 5 2 8

Dunwall City Trials Combinations

  1. Mission– Burglar – Expert
    Location– The safe in the room facing the stairs, on the second floor. The combination is generated randomly between each playthrough but a clue can be found on the second floor. The code is written on the third floor, all around the broken window. The first digit is at the base of the left one, the second on the brick wall behind and the third in the middle of top frame.
    Code– Random

The Knife of Dunwall Combinations

  1. Mission– A Captain of Industry
    Location– The safe in the guardhouse, near the wall of light. If Daud purchased the favor at the start of the mission, a marker is added, and the combination can be found on the slaughterhouse’s wall across the yard, behind breakable wood. The combination will be completely random and can only be deduced by checking the wall.
    If the favor was not purchased, the combination can be found in a note located underwater, below the cargo boat to the right of the slaughterhouse yard. It will be one of the four combinations listed to the left.
    Code– Random or 3 8 5 / 5 2 9, 7 2 8 / 9 2 8
  2. Mission– A Captain of Industry
    Location– The safe in Rothwild’s office. The clue is in the Injury Report Code note, which states the number of injuries and fatalities over the past week.
    Code– 5 1 2

The Brigmore Witches Combinations

  1. Mission– The Dead Eels
    Location– The locked doors to the engine room below the Textile Mill, accessed through either the mill’s basement or the Sewer System. The code can be acquired by making a deal with either Nurse Trimble or the Geezer (in this case the last digit will have to be guessed), or by finding the note in the Hatter mechanic’s apartment. The key to the locked cabinet containing the note can be found on the corpse of the mechanic in the sewers.
    Code– 1 6 5 / 2 3 8, 3 8 7 / 4 0 8, 5 7 2 / 6 6 9, 7 7 4 / 8 3 7, 8 7 3 / 9 8 4

Dishonored 2 Combinations

  1. Mission– A Long Day in Dunwall
    Location– Doctor Galvani’s safe in the laboratory room of his new apartment near Dunwall Tower. The code can be found by collecting the Sokolov painting from the wall.
    Code– 4 5 1
  2. Mission– Edge of the World
    Location– The safe can be found in the third floor of the Overseer Outpost in the Campo Seta Dockyards. Next to the safe is a book, The Seven Strictures, which is used to help solve the clue provided in a note in an adjacent room.
    Code– Random (does not use digits 0, 8 or 9, does not repeat digits)
  3. Mission– Edge of the World
    Location– The Winslow Safe Store competition safe. The combination is found in a note in the store’s cash register.
    Code– Random
  4. Mission– The Good Doctor
    Location– A safe on a dilapidated floor overlooking the Addermire main lobby. The combination can be found in a note nearby.
    Code– Random
  5. Mission– The Good Doctor
    Location– A safe near Vasco’s office. The combination can be given by Vasco himself or in a note on his corpse.
    Code– Random
  6. Mission– The Clockwork Mansion
    Location– A safe in Correy Brockburn’s apartment in Lower Aventa. The combination is written behind a bottle on a nearby blackboard. Only two of the numbers are legible; the third must be guessed.
    Code– Random
  7. Mission– The Clockwork Mansion
    Location– The gate across the rail line to the Clockwork Mansion. The code is in a note found on the top floor of the guard office at Upper Aventa.
    Code– Random
  8. Mission– The Royal Conservatory
    Location– A safe in the bloodfly-infested lecture hall in Cyria Gardens. The combination is sold by the black market shop.
    Code– Random
  9. Mission– Dust District
    Location– The door to the black market shop on Valia Street. The first digit is hinted at in a note and the last two can be found on the date circled on the nearby calendar.
    Code– Random (first digit is 4)
  10. Mission– A Crack in the Slab
    Location– The safe in the bloodfly-infested storage room with a furnace. Burn the wolfhound’s corpse in the past to remove the bloodfly hive in the primary present time. An opened safe with the code will appear in its place. Alternatively, access the room during the alternate present time to find the code.
    Code– 2 3 8
  11. Mission– A Crack in the Slab
    Location– The combination to the study door in Stilton Manor. It can be found in the past version of the note Study Door Combination.
    Code– Random (second digit is 7)
  12. Mission- The Grand Palace
    Location– The safe in Carlos Marletto’s apartment. The code can be found on the safe in the silvergraph of Marletto just opposite the safe.
    Code– 1 2 3
  13. Mission– The Grand Palace
    Location– The First Captain’s Safe. The code can be found in a note found in the Duke’s office.
    Code– Random
  14. Mission– Death to the Empress
    Location– Galvani’s safe again. The code can be found in the same place as before, though there is no painting in the way this time.
    Code– 4 5 1

Death of the Outsider Combinations

  1. Mission- One Last Fight
    Location- Safe in Robbie’s apartment near the beginning of the mission. The combination is given by the number of books in each section above the scoreboard, with a clue to this effect being given in the note Dropped Off Bets at Your Place.
    Code- 4 5 1
  2. Mission- Follow the Ink
    Location- The door to the black market shop in Upper Cyria. By moving through the nearby ventilation shaft with Foresight, the combination can be read on the blackboard the other side of the door.
    Code- 3 9 8
  3. Mission- Follow the Ink
    Location- The safe in Cristofer Jeorge’s office. Jeorge will give Billie the combination if she gives him evidence linking Ivan Jacobi to the murder of Eleuterio Cienfuegos.
    Code- Random
  4. Mission- The Bank Job
    Location- Safe titled „Morgan Yu” in the Dolores Michaels Deposit & Loan Bank. The combination is the amount of coins Yu had when he first arrived in Karnaca, which is revealed in the contract Rags to Riches to Rags, available in the black market shop.
    Code- 3 1 5
  5. Mission- The Bank Job
    Location- Jeorge’s safe in the Dolores Michaels Deposit & Loan Bank.
    Code- 3 7 9
  6. Mission- The Bank Job
    Location- Dr. Galvani’s safe in the Dolores Michaels Deposit & Loan Bank.
    Code- 2 8 7
  7. Mission- The Bank Job
    Location- Jindosh’s safe, left-most safe in the main vault in Dolores Michaels Deposit & Loan Bank.
    Code- 0 1 1 *
  8. Mission- The Bank Job
    Location- Second from the left safe in the main vault in Dolores Michaels Deposit & Loan Bank.
    Code- 2 3 5 *
  9. Mission- The Bank Job
    Location- Third from the left safe in the main vault in Dolores Michaels Deposit & Loan Bank.
    Code- 8 1 3 *
  10. Mission- The Bank Job
    Location- Safe right of Jacobi’s and Shan Yun’s in the main vault in Dolores Michaels Deposit & Loan Bank.
    Code- 4 5 5 *
  11. Mission- The Bank Job
    Location- Right-most safe in the main vault in Dolores Michaels Deposit & Loan Bank.
    Code- 8 9 1 *
  12. Mission- A Hole in the World
    Location- Gate inside the main entrance to Shindaerey North Quarry. The code is revealed in Supervisor’s Note.
    Code- Random
  13. Mission- A Hole in the World
    Location- Safe in Malchiodi’s room. The code is revealed via the markings in his room.
    Code- 9 6 2

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