Scoop up some loose change from the sideboard, then crouch under the table and zip back to the past. When the guard is looking away, slip into the past, though the dining room doors, and back to the present. Walk back to the main hall, using the fanblades on the Timepiece to keep track of the guard patrols in the past. Note the dead guy with the pistol in the present, and the window behind him- we're not going through now, but we'll be back. Use the key to unlock the small room at the back of the kitchen, and loot whatever you deem appropriate. In fact, it's been replaced by the kitchen key. Don't worry about looting it now- it's gone in the present either way. There are a few coins on the counter, and a pouch in a cabinet under the counter. You can't carry bodies into the future, so hide them behind a counter. Turn around to snag a note from the door, then glance down the corridor and flip back to the present.Ĭreep forward and make for the the doors on your right, which lead into the kitchen.Ĭhoke out the kitchen staff immediately- it's just good tradecraft. Take the calendar by the door as a souvenir, then flip to the present to step past the ruined door, and flip again to reach the hallway. Grab the jewelry box by the door, and listen to the guard's conversation for some handy tips about who has which codes around here. Your first jaunt into the past leaves you still locked up in the piano room, albeit much better furnished. Even better, you can use its bladelike lenses to peer into your destination time for threats before making the actual leap. To make up for his earlier, less helpful visitations, this time he gives you a device that allows timetravel. Listen to his raving until the Outsider makes an appearance. When you're done exploring, make your way to the master bedroom on the second floor, and drop through the gaping hole in the floorboards to pay a visit on Master Stilton. An even better practice is to keep reading this guide. A good practice is to switch frequently between times to get a sense of both when and where everything is. However, since some items are in the same place at both times, it's easy to lose track of exactly what's what.
Note: The Heart can only detect runes and charms in whatever timeframe it occupies- if you're in the past, it won't tell you that the safe you just opened holds a Rune in the present. Not that runes are a lot of help right now. Let her guide you upstairs to the nearest rune, and your first of the level ( Rune 1/4).
The Heart still works here, though she has little to say about the place. There are no enemies on the grounds, so explore at your own pace (though there is a nest keeper behind a grate on the second floor- he can't attack but he can detect you, so ghosters should step lightly).
The first such spot is just inside the main door, where one of those popular non-locking safes holds some coin and whalebone. In any case, you're without so much as Dark Vision to mark your path, so you'll have spot your own lootables for a while. Corvo says he can feel the Void leaking in. Funny business, as it turns out- the Mansion seems to sap you of your power. No waking up aboard the Wale this time, it's straight to business. How can I get the most from New Game + ?.Clockwork Mansion: Assessment Chamber Map.Part II - Coldridge Canal and Dunwall Tower.Part II- The Jindosh Lock, the Howlers, and the Abbey.Part I- The Dreadful Wale and Finding Meagan.Part III - Robbing the Market and Other Loose Ends.Part I - The Dreadful Wale and Cyria Gardens.Part I - The Dreadful Wale & Lower Aventa.Part IV - Loose Ends and Hypatia's Apartment.Part III - The Wall of Light and the Overseer's Outpost.Part II -The Dockside, The Black Market & The Condemned House.Part I - A Strange Visit & The Dreadful Wale.