At the end of the corridor is an inactive Clockwork Soldier that will awaken during a disturbance, and another regular guard will patrol around it.
Attack the guard when his companion is heading towards the gate. If so, you have a couple ways to find the Assessment Chamber. When speaking to the merchant, she’ll tell you to lay low while a very important customer comes a knocking. Cheminement complet de la mission, localisation de tous les Collectibles disponibles et informations détaillées sur les actions spéciales et les objectifs secondaires. Soluce Dishonored 2 - Le Manoir Mécanique - Quartiers Aventa.
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. However, they aren’t great at seeing their flanks - or above, though it will take two drop attack to finish them off. 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. A nearby chalkboard holds the key with a note that each wing that can be raised or lowered from below outputs different Did you take care of Jindosh first?
Be warned, as there’s both an inactive Clockwork Soldier in here, plus another one on patrol that will burst through the door on the left - a path leading back to the waiting rooms and the elevator to the Assessment Chamber where Sokolov is.
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.
Venez découvrir tout ce qu'il faut savoir sur la partie : "Mission 04 : Le manoir mécanique" du jeu Dishonored 2 dans son wiki. Be wary, as an Elite Guard will patrol this hall both on this side and through the other door and down the corridor. You can also return to his private quarters and leave through the main doors - but beware of two guards patrolling the hall and elevator. As the room configures into its new layout, there’s a few things to note. At the corner of the alley above the civilians, warp to the apartment balcony, and then to the high roof of the Aventa Station, making your way to the corner of the main street.
The gate controls to your right work just like To the right is the Grand Guard Office, and although there is a front entrance, the second floor windows are open. These enemies move like Daud’s assassins - teleporting at will, and will also fire dark projectiles from afar if they spot you. Remember - do not write them down or forget to destroy the notes. 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. The valve wheel can be found in the main room. 0. Location.
This will in turn open up the way out, but you’ll need to move around a wall first - so be careful.
Be sure to grab the notes and rewire tool in the side room before you head back to the balcony. Sneak in and don’t go through the door on the left, instead check out the interrogation room for various bolts. If you are looking for loot, configure the study to revolve into this room, and upon pulling the lever again, stand in the back corner to descend into a secret stash holding several silver ingots, pouches and other loot. The door to the Waiting Room is locked, but luckily there’s an open grate above that you can use to bypass. Many civilians are nearby - but good luck blending in with them.
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.
Depending on what else you’ve done in the mansion, this may be easy or hard. Welcome to IGN’s guide for Dishonored 2. 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.
In the records room you can also rewire or simply disable the Wall of Light outside - but expect people to notice that. When you are ready, descend down into the Assessment Chamber’s entrance, and prepare to play a game of cat and mouse with a Clockwork Soldier. The new code for the gates is [three digit number]. Otherwise, going through the Atrium entrance past the Clockwork Soldier leads to a corridor and a map if you haven’t already seen it. He doesn’t patrol too far from his office, as his Clockworks take either side. From here, drop back below and you will see a sealed off dorr with two windows that have rotten fish behind them. 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. 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). 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. Leave the Mansion behind with Sokolov in tow, and you’ll automatically be back in the carriage ready to head back to Lower Aventa.
Another things to note is the Clockwork Soldier that appears before you. Instead, Warp up onto the balconies above the Black Market, and then to the red building where an opening leads to a Bloodfly Nest. Before moving onto the balcony, find the isolated bathroom / study by slipping into the closed off room during the configuration.
Make your way back to the lobby - and beware if you didn’t deal with the Clockwork Soldier in the lobby. If you follow the civilians out to look at the Assessment Chamber, you should be able to quietly take them out without much fuss - just watch for the Grand Guard father down near a Wall of Light, overlooking the chamber.