A strange ritual was performed three years ago in Aramis Stilton’s Manor, involving Delilah Copperspoon and her followers. Once inside, find out what you can about Delilah’s secrets.
Collectibles
| Runes | 3 |
| Shrines | N/A |
| Bonecharms | 3 |
| Coins | 3334 |
| Blueprints | 1 |
| Paintings | 2 |
Special Actions
| Under the Table | Steal the Master Key while hiding under the dining room table |
| Temporal Investigator | Reach the study without using the door code |
| A Mind Made Whole | Save Aramis Stilton from going insane |
| Leaky Basement | Fine the Rune in the basement |
| Collapsed Balcony | Manipulate time to collapse the balcony |
| A Better Today | Visit Aramis Stilton’s office in the altered present |
Aramis Stilton’s Mansion
Discover Delilah’s Secrets
Stilton’s mansion isn’t really guarded at the moment, so you’re free to explore the place. Only a few items show up as collectible when you equip your Heart, but this level has a few tricks up its sleeve, so there are more items than you expect.
Walk upstairs and turn toward the right. A Rune is on the floor, not far from the top of the stairs. Grab it, then approach the noble’s private quarters, and drop down through the floor into his music room. Talk to Stilton and the Outsider. You receive a new tool: the Timepiece.
When the cutscene ends, you’re left in the music room. Try out the Timepiece, and switch back and forth between time periods. Raising and lowering a lens on the device lets you catch a glimpse of the other timeline without switching, but it obstructs your vision of the current area and should be kept down most of the time.
Exploring and Collecting
Venture to the past and listen to a conversation between two Guards. They’re on the other side of the door. When they leave, return to the present and approach the barricade just outside the main door. Switch timelines again to find yourself in the corridor outside the music room. Now you can move freely again.
Walk quietly down the hall and examine the Guards in the distance. The doors to the right lead into the kitchen, where two civilians are working. You can’t get through the door at the back without the Kitchen Key. Return to the present and look in a cabinet (almost across from the door you entered) to find the Kitchen Key. Retrieve it and switch to the past timeline.
Unlock the kitchen door, head through, and switch to the present. Hop through a damaged window to enter an open yard. Go through the doors on the left and get out your Crossbow. Two Wolfhounds are resting in the adjoining area. Shoot them at long range.
Another door takes you back to the right side of the mansion. A few Bloodfly nests are in there. Destroy those as you explore. With that room clear, go back to the Wolfhounds’ area and climb up the debris to reach the higher tier. Jump over the railing and continue clearing nests. Have your Sleep Darts out, because a Nestkeeper patrols this part of the level. Dart him the second you see him.
Go back downstairs. Another set of steps close by leads into the basement. Watch out for Rat swarms, and look for a submerged room. There is a Rune inside, but it takes some work to acquire: Go into the past and ambush two Elites working nearby. When they’re down, get a wheel off the shelves in the corner. Throw it into the room that becomes submerged in the present. Jump forward in time, attach the wheel to a pipe in the watery area, and then jump up to obtain the Rune.
Don’t leave the basement yet. Go to the other end and look for an elevator. Jump to the top lip of it and open a hatch. Climb inside and maneuver around until you find a place to go into the past.
A Bonecharm is on top of the elevator ceiling. Most spots to transition there are blocked, but shift and reposition until you find enough room. Get it and leave the elevator.
Return to the ground floor. An iron gate held with a wooden board offers another exit from this major set of rooms. Destroy the board and open the gate. Go around the new bend on the right, and examine a collapsed pile of debris.
Switch to the past timeline and loot a desk in the same spot. Crawl underneath the desk afterward and find a place to transition. By doing this, you avoid the barricade and can enter the locked boiler room ahead. In the past, there is a Black Bonecharm in there, inside a safe. You also get 135 items’ worth of money. To obtain the loot, take the body of a dead Wolfhound in the past and put it into the furnace. Press a button to turn on the furnace and wait for it to finish cremating the body. When you return to the present, the safe has the correct combination on its door. Record it, and go back to the past to open the safe.
In the past, there is another collectible on the left side of the mansion. Above the dining room are three chandeliers. Hop onto the farthest one while in the past, transition, and then leap up to a broken set of joists in the present. The Bonecharm is in an attic area above the dining room.
Down below, one of the Veterans is carrying the Master Key. Hide under the dining room table while in the present, and shift to the past. Pickpocket the Master Key without being seen (this counts as a special action).
Find the Combination to the Study
That’s enough gathering. Return to the kitchen, pass through into the large hallway beyond, and walk by the area where you defeated the two Wolfhounds. Climb to the upper tier of the room again and get right next to the waypoint (it says “Combination”).
Switch to the past there. You end up right behind a Veteran, but he doesn’t know you’re near him. Use the marked door to exit the mansion and enter the backyard.
Stilton’s Backyard
The backyard isn’t too large an area. Go to the edge of the railing ahead and use your Spyglass to look out over the yard below.
Creep down the unguarded right hallway. Climb onto some wooden supports at the end of the hall, and crouch while you advance. You can get close to your waypoint by doing this. Eavesdrop on Stilton for a while.
Get out your Crossbow and transition to the present. There are a few Wolfhounds in the yard, but they can be killed without costing you your Merciful rating. Hit them with Bolts, and then head to the gazebo where Stilton was pacing around.
Climb onto the railing of the gazebo, at the back, and transition. Immediately grab the combination and transition back without being spotted. If you just read the codes in the present, you don’t get the full amount of info.
Get into the Study
Return through the yard and follow the waypoint to the doors. Transition to the past to go through them.
Two Elites are near this entrance into the mansion. Lure the first over when the other patrols away. Knock him out, hide him behind the screen where you began, and then do the same for the other. If you get nervous using yourself as bait, Sleep Darts work well too, but you might be getting low on them by now even if you use Bonecharms to help salvage them after use.
The study is your marked waypoint now. Approach with care, and transition to keep yourself from being seen when you cross the big room and head upstairs. You need to be in the past to get the door open, because the lock is broken in modern times. Switch back once you’re hugging the door, and input the code to unlock it.
Go through the study and the séance room below. You witness a couple of events, and everything you see is important. When it’s finished, retreat from the mansion and try to return to the Dust District.
Visit a Very Old Place
When you walk out the mansion’s door, you’re transported somewhere else. The Outsider explains what you’ve seen, and he walks you through several places in the Void. There aren’t any challenges or tricks here, so just watch and learn.
When he’s done, you return to the world.
Return to Your Allies
Run back through the Dust District. Your waypoints are marked, and there are few Guards. It only takes a minute or two to find Sokolov and Captain Foster back by the skiff.
Preparing Aboard the Dreadful Wale
You get some rest back on the ship, and then wake up a few hours later. Meet Captain Foster on deck and talk to her. She and Sokolov are figuring out what needs to be done during the assault on the Duke’s Palace.
There’s a new Audiograph down in the briefing room as well, if you’re interested.
After you finish with everyone, head to the skiff and tell Foster you’re ready to go!