Assist the shopkeeper (optional) | Mission 5 Dishonored 2 Guide
Last update: 09 December 2016
The task is about getting to a flat on the North, before the entrance to Breanna's office. You should arrive at the area, where the first mission ended, i.e. the Overseers' building. First, get rid of the guard that's looking into the board near the railway in the center of the location, and take the map of Cyria Gardens, and then get to a small nook under the arcades and wait there for the right moment to strike and get rid of the guards on the street (you can hide the bodies in a nearby building. One of the guards will have a key required to open the gate in a back alley. It's strongly advisable, however, to get there via rooftops. This will allow you to avoid a trap set by a witch.
Jump onto the balcony, on the right side, lean out, and use the blink or far reach to get onto the roof. On the left, behind the basket there's the first witch; the other one is on the right, behind a pillar. Jump of the roof and get to the right flank, under the arcades - you'll have no problems eliminating them from there.
Attention! The game had a rather serious glitch, which rendered it impossible to get the "Clean hands" achievement. If you knock down these witches and then choose a "bloodless" way of getting rid of Breanna, both witches will die, and the game will count that as two kills (PC version 1.0 & 1.1). The solution is to either ignore and bypass the witches altogether, or to use sleep darts on them.
After dealing with the witches, get on the roof on the left. Wait until the guards finish talking, and deal with the two women. Nearby, there's an entrance to a building where you can find a small bar. On a table there, you'll find a bone charm. After pillaging the home, exit through the back door - there will be two guards patrolling the alley.
Get back on the roof where you've met the two women and jump into the flat shown above. On the first floor, there's an Outsider's Shrine with some runes. Be on the lookout for traps set in the entire flat.
Go back on the roof once again - now enter the flat full of bloodflies. After reaching the balcony, prepare some sleep darts and look left - you will see, next to a desk, a Nestkeeper. There are a lot of valuables in the flat, including a painting - Ashworth Within an Existential Graph and a bone charm. You'll also find a locked safe, the code to which is hidden in the black market store (you will rob it at the end of this quest - look "Black market heist" for details). While exploring the house, don't forget to get to the hidden first floor (main hall). There will be some more valuables.
Once you finish looting the flat, go to the main balcony, and you will find you're in the place showed above. From here, you can jump on the lamp on the left and then onto the alarm system. Turn it off before planning the next step.
The task is to get to the right-hand section of the mansion (looking from the balcony) and reaching the abandoned flat. After dealing with the guards on the ground floor, go one floor up and jump over the obstacle in the stairway. Mind the traps set on the other side of it (you can use Dark Vision to see where they are exactly). In the room on the floor above, you'll find a map of the conservatory (if you haven't collected it yet, you can do it now), a bone charm as well as a very useful note - Opportunity. If you read it, you will learn that the shopkeeper is looking for a valuable item that was sealed in the conservatory. This note will also entitle you to double the wage for this item, as well as to a master blueprint, should you bring the item to a shopkeeper. Next to the note, you will also find a master blueprint - Reverberating Tubing.
The quest will end when you bring Roseburrow's prototype to the shopkeeper. Read the chapter "Eliminate Breanna Ashworth", to learn more.
The prototype is in a room with a trap, in the library opposite to the Oraculum. In order to take the item, you have to enter the room at the back (the entrance is above the door) and use the electric key to reprogram the alarm. Hence, you'll be able to collect Roseburrow's prototype without unnecessarily raising the alarm.