Hey everyone, my name’s tomatoanus, also
known as Richard Tiny, and this is a segmented Any% speedrun of Dishonored 2 as Emily. We here at tomatoanus covered the speedrun
of the first Dishonored about two years ago now, and since then, we’ve gotten one or
two requests to cover Dishonored 2. This run is performed by the world record
holder, Cearadeth, who also helped me write the script to make sure it’s all as accurate
as possible, and that I don’t say anything stupid. If you’d prefer to watch either this run
without commentary, or Cearadeth’s current world record, they’re both linked in the description. Also, this is Any%, meaning glitches are allowed. Dishonored 2 doesn’t really have much of
a glitchless speedrunning scene, but Cearadeth has done some glitchless attempts and holds
the record in that, so if you’d prefer to watch that, there’s a link in the description
for that as well. So if you’re not familiar with Dishonored
2 or have never played it, it’s a first-person action-adventure game with stealth elements. Dishonored 2 takes place 15 years after the
first game, and in it you can play as either Corvo, the protagonist of the first game,
or Emily, the little girl in the first game. Yeah, this is her now, feel old yet? You decide at the start of the game which
you want to play as, and the run in this video is specifically covering the Emily playthrough,
because she’s faster to play as than Corvo due to the unique abilities she has. Dishonored 2 consists of a tutorial, nine
story missions and six interludes, all of which we have to complete to finish the game. The story missions themselves typically outline
goals that we have to accomplish to complete the mission, and we’re set free in the levels, being allowed
to complete those goals in whatever way we deem fit. That about covers what you need to know going
in, so let’s get into the run. Yo, what’s good, it’s ya boy, Pastony
“Tony” Marinara, just taking a break from making my famous, handmade “butter-rolled butter” dish. Because of my buttery hands, I can’t stop dropping- Oh fasul. Because of my buttery hands, I can’t stop
dropping my phone! That's why I’m here to tell you that this
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to buy another iPhone 13. Go to case- Oh fasul! Go to casetify.com/tomato to get 15% off your order. So when Cearadeth creates a new file from
the main menu, he says no to starting the tutorial, which throws us straight into the
first proper mission, “A Long Day in Dunwall.” Now this mission starts with about five minutes
of cutscenes, but don’t worry, we’re not going to be sitting through them for five
minutes in this video. Normally runners will load a pre-made save
of right when they gain control of their character and start their runs there, but I decided
to keep at least a little bit of the cutscene in here just to go over a couple things. As I said in the intro, you get to choose
to play as either Emily or Corvo, and that decision is made during this cutscene. Once you make your decision, there’s an
additional 40 seconds of cutscene after that before you finally gain control and both the
game and speedrun begin. So the setup for the story of the game, as
established in this cutscene, is that Emily has been ruling Dunwall ever since the events
of the first game. Not gonna lie, Dunwall’s doing pretty good under her reign. There is a serial killer going around though
called “the Crown Killer” that’s been killing Emily’s enemies, and there’s some
rumors going around that Emily and Corvo are responsible. In this cutscene, we’re attending a ceremony
in remembrance of Emily’s mother, who was assassinated in the intro of the first game. This ceremony is interrupted though by none
other than Kingpin from the Daredevil show on Netflix, who comes in from the top rope
to reveal that our mother’s half-sister, Delilah Copperspoon, is alive and the true
heir to the throne. Kingpin’s men then kill our men, and after
choosing to play as Emily, Corvo is magically turned to stone by Delilah. We’re then knocked out and brought to our
chambers for holding, with the plan being for us to be transferred to Coldridge Prison
and held there until our trial. It’s in our chamber’s though where we’ll
finally gain control and begin the run. Oh and you may have noticed already that Cearadeth
is playing the game with Japanese audio, there’s no reason for that, it’s actually not faster or anything. It’s just to spice up playing the game over and over again. To start the run, Cearadeth will open the
window behind him and back up so he can build up speed going into the window, that way he
has enough speed to get a fast vault when going out of the window, as well as going
into the second window to re-enter the building. After triggering and skipping a quick cutscene
with Captain Alexi Mayhew, who gives us back our sword, Cearadeth grabs a bottle in preparation
for an upcoming “animation cancel.” Cearadeth throws the bottle at a guard standing
next to Sam fucking Rockwell so that when Cearadeth kills Sam fucking Rockwell and loots
our Signet Ring off his body, the guard attacks us, which cancels the animation of looting
the ring, skipping the seven to eight second animation. Cearadeth now climbs up on a door to reach
the second floor where he’s going to be performing another animation cancel in a moment. After opening the door to the safe room with
our Signet Ring, Cearadeth quickly grabs a health elixir, but then grabs a glass bottle
and leans to the side and throws it at our feet while interacting with the gun case. The combo of leaning and throwing it at our
feet counts as the bottle hitting us, cancelling the animation of opening the gun case. To finish the mission, we have to reach Rosario
Dawson, who’s waiting for us on the boat that she captains called the Dreadful Wale. The fastest way to get to her when we exit
this building is by performing a glitch called a “leap glitch.” So the first step in performing a leap glitch
is actually performing a type of animation cancel. When you’re climbing something in this game,
and pull out a weapon or ability, the climbing animation just ends. Like you’ll be in the act of climbing, and
pulling out either of those things just makes you appear on top of whatever you’re climbing. Pretty simple. To perform a leap glitch, you have to perform
one of these animation cancels, and then while performing it, input a ton of jump inputs with your scroll wheel. I guess I should have mentioned earlier that
runners bind “Jump” to “Scroll Wheel Down.” Anyways, yeah, climb up something, pull out
a weapon to cancel the animation, and while doing that, spam jump with your scroll wheel. This is the leap glitch, it gives you a ton
of speed, making for a fun time. Let’s see two of them in rapid succession
here to reach the boat. Oh, and something to note is that when Cearadeth
performs a third one to board the boat, he takes a wide path around Rosario to avoid
approaching her from the right side. This is because approaching her from that
side puts you in a sort of trigger-area that gives you a chance of an additional dialogue
occurring between you and her, losing time. Ok, now let’s see two leap glitches in rapid
succession to reach the boat. This finishes up the first mission, and leads
us into our first interlude, “A Strange Visit.” Right away when the interlude starts, Cearadeth
is gonna run to the left to interact with a door, which opens up the path to the right
for us to enter the Void. There Cearadeth will haul ass up a large slope
with Emily stabbing the air with her hands, and at the top of the slope, Cearadeth will
meet the Penguin from Gotham, who bestows us with his Mark, granting us supernatural abilities. This, by default, gives us Emily’s Far Reach
ability, which is kinda like a hentai grappling hook. Cearadeth then will perform one of the more
difficult tricks in the run. So in Dishonored 2, you can’t use abilities
like Far Reach twice in a row without landing like how you can Blink multiple times in a
row in the first game. In order to use Far Reach a second time, you
have to land, even if only for a split-second. This complicates things a bit. After this little spot with the back-alley
operating table, we’re supposed to grab the Heart, which is an item that helps you
locate Bonecharms and Runes in the game. Going near the Heart starts a short cutscene. Cearadeth is going to skip this by performing
a combination of a leap glitch and some precise Far Reaches. This structure on screen isn’t very solid,
but there’s an invisible wall along the right side that serves as a corner of sorts. So, to skip the Heart cutscene, Cearadeth
is first going to perform a leap glitch off the operating table and a bunnyhop. Cearadeth will then perform a really precise
Far Reach to grab onto that invisible wall-corner, which he’ll then land on for a split-second. He’ll then jump from that corner and grab
another precise spot on the structure that we can land on for a split-second. From there, Cearadeth will then Far Reach
to grab onto the walking path and complete the Heart cutscene skip. This all saves one and a half seconds. From here, Cearadeth does another couple quick
Far Reaches and grabs some Runes to exit the area. Runes are used to both acquire and upgrade
abilities, which we’re only going to be doing twice in the run, with the first time
being after this loading screen when Cearadeth unlocks Agility to unlock double jumping. We then have to grab our equipment off the
wall and then stab the air with our hands some more to quickly reach Rosario. After talking to Rosario, we’ll then head
to the skiff to leave for the next mission, which wraps up this interlude. We’ll be coming back to the Dreadful Wale
later for some more interludes, and for the most part the interludes are just talking
to NPCs before we can head to the next mission, as this one is after leaving the Void. In this mission we’re going to see our first
use of a glitch called an “F-cancel.” If you press “F'' while you’re jumping
and casting a Far Reach, then it cancels the cast and you just fall straight down, but
if you instead pay respects just after casting Far Reach, then you get a big speed boost,
catapulting Emily forward. Cearadeth uses two in this mission, one right
at the start, and a second one shortly after to build up enough speed to get up on a rock,
from which he can jump straight up and Far Reach to the end of the level where he interacts
with the PRNDL in the vehicle to head straight to the next mission. The existence of F-cancels is one of the main
reasons why it’s faster to play as Emily instead of Corvo, because Emily has Far Reach
and can do them while Corvo doesn’t have Far Reach so he can’t. When we load into the third mission, right
away Cearadeth is going to do an F-cancel after the first Far Reach, followed by grabbing
a potion for some mana. This will be followed by then climbing onto
an awning and pulling out our weapon while doing so to cancel the animation of climbing up. This mission has several actions we have to
complete in order to get the mission to finish, with one of them being opening a door, which Cearadeth
grabs the key to right here, along with some more mana. Cearadeth is then going to perform the first clip of the run. Now there’s several different ways to clip
in this run, but the first clip we do here is one of the easier ones to do and is pretty
straightforward in concept and execution, and is a type of clip called a “vertical clip.” When you aim Far Reach out into the distance,
its trajectory has an arc to it. By aiming it out like this, then swinging
our camera down the moment we release our Far Reach, then we Far Reach into the ground,
clipping through the floor into the area below us. There are some limitations as to where we
can perform clips like this. The main limitation on doing this is that
we need to be in an open enough area that we can get our Far Reach trajectory to have
considerable length to it. In order to get considerable length to its trajectory,
we need to aim our Far Reach up a bit since it arcs. This means that the area we perform these
clips in, we have to have a lot of space because otherwise our Far Reach trajectory gets cut off. So yeah, we can’t have much of a ceiling above us
to perform a clip like this, that’s what I’m trying to say. Performing the clip puts us right in front
of the door we have to open with the key we just grabbed as a mission objective, and here
Cearadeth also grabs the last rune we need in the run and then upgrades Agility again
to get Rapid Sprint for more movement speed. This is the last upgrade we take in the rest of the run. The main story reason why we’re here is
to both investigate where our homie, Sokolov, from the first Dishonored, is located, and
also investigate the Crown Killer because Sokolov was seen being kidnapped by them. All that snooping is done in one dialogue
with Alexandria Hypatia, where Sokolov’s location is revealed, and also that Hypatia is the Crown Killer. This dialogue is super long though, so Cearadeth
will throw a bottle of chloroform down from the rafters, then use Far Reach to initiate
the long dialogue with Hypatia. As soon as we start the dialogue, then the
chloroform will connect with us in the head, interrupting and skipping the long dialogue, letting us
take her out immediately with a bullet and incendiary dart. Alright, time to see this all play out. On his way out, Cearadeth grabs some sleep
darts for later, then shoots out a light, which is the last requirement to finish the mission,
since that allows Rosario to sneak in with the skiff. As Rosario sputters on over, Cearadeth performs
a leap to make it to a buoy where he waits for Rosario to pass an invisible wall, and
Far Reaches to the boat as it does so, bumping into the invisible wall in the process, and
activating the cutscene to finish the mission. There’s a brief interlude before the fourth
mission where we talk to Rosario and that’s about it. Once we get to the fourth mission proper,
Cearadeth is going to Far Reach across the map to hit an invisible trigger on top of a building
that causes one of those car-on-rails to spawn. After hitting the trigger, we have some time
to kill before the car-on-rails arrives and we can interact with it, so Cearadeth will
take that time to run around and grab some things around the map like incendiary bolts and a potion. While we wait to even get to the waiting and
gathering section, I’d like to just remind you real quick, as always, that no feeling is final. How you feel now does not define you, nor
does it define the rest of your existence. There is a tomorrow, you will be here for
it, and we’ll all be happy that you’re here with us. If things are tough, don’t be afraid to
reach out and talk to those close to you. Despite the feeling of being alone, I can
assure you that you are not. So back to the run, something I failed to
mention earlier is that if you’re blocking, then you don’t perform any animations tied to damage. This means that while in the first Dishonored,
the movement was routed to avoid large falls due to the hard-landing animation, in Dishonored
2, we can just block when we land and while we still take the damage, we don’t perform
the landing animation. Similarly, the rails for the car-on-rails
typically damage you and cause an animation, but by blocking while moving along them as
Cearadeth does here, he doesn’t get any of those animations, so he’s able to keep
up his high speeds from a leap. Cearadeth then hops up a bluff and leaps to catapult
himself to the entrance to the mansion we need to enter. So this is where things get a bit more complicated. After breaking through some glass and pulling
a lever to cause this house to start moving, Cearadeth will blast through a window above
us before Far Reaching up another story and into a corner. So earlier we covered clipping, and when we
clipped then we did a vertical clip where we went straight down through the ground beneath us. Well now it’s time for something a little different… A horizontal clip. *Inception horn blare* So Emily has been dieting a lot in preparation
for this run, because you see that little nook to our left in the corner between the wall and the cubby? Well we’re going to squeeze her into there. And that’s actually the easy part of the clip to explain. To get Emily between the shelving and the
wall, all Cearadeth needs to do is crouch and lean to the left. Once Cearadeth gets Emily between the cubby
and the wall, then he’s going to perform a Far Reach, and the game really doesn’t like when you do this. Doing this while jammed between the two objects
causes Emily to sort of bounce back and forth super rapidly between the wall and the cubbies. What Cearadeth does then is pull up the weapon wheel, which
slows the game down, and in turn, slows down the bouncing. The slowing down of the bouncing though causes
for each bounce to be more exaggerated in the distance covered, and since behind us
is a really thick cubby that we can’t go all the way through with a bounce, then the
elongated bounce has us end up on the other side of the wall, since it’s a much thinner object. This puts us out-of-bounds. Now OB, Cearadeth does an F-cancel to cover ground quickly,
and then clips back in-bounds with a Far Reach. In-bounds, we’ll shoot a dart to take out
Jindosh, the dude imprisoning Sokolov, then grab a health elixir and mana pot from upstairs
before doing a vertical clip again real quick to go downstairs again. Cearadeth blocks while falling down this shaft
to avoid the hard-landing animation and begins the process of actually rescuing Sokolov. Normally you have to navigate a maze Jindosh
made, but that sounds slow, so instead Cearadeth will perform another vertical clip. The ceiling above the labyrinth is pretty
low, so we can’t aim our Far Reach super high up like the previous vertical clips we’ve done. Instead, Cearadeth will aim the Far Reach
out super far away from us just above the ground, and then when he actually flicks the
camera down, he’ll also turn 180 degrees. The 180 degree turn isn’t required to perform
this clip, but it does make it more consistent. It’s the same concept as the previous vertical
clips, it’s just a bit different in timing, and slightly less forgiving than the previousones due
to how shallow the Far Reach arc is compared to before. After the clip, Cearadeth grabs some potions
and a rewire tool, then reconfigures the Assessment Chamber and Far Reaches to Sokolov. Rather than wake Sokolov up and talk to him,
Cearadeth instead shoots our homie in the rump with a sleep dart, skipping the cutscene where we
talk to him, and letting us carry him to the mission-end. Carrying Sokolov makes us a bit slow, so we
want to be using our abilities as much as possible here. After climbing up the elevator shaft, Cearadeth
will perform an F-cancel while carrying Sokolov to get down a hallway really quickly. This F-cancel was actually pretty risky because
“F” is also the button you press to drop Sokolov, and if your timing is off by even
a few frames, then you’ll drop Sokolov and kill him instead of getting the speed boost. When we load in outside, we’ll be in the
car that the game thinks we arrived in, with Sokolov looking like he just spent all night out with the
boys and just smashed a Denny’s Grand Slam at 4 am. After our brief ride, we need to take Sokolov
back to Rosario at where the mission started. There Cearadeth will demonstrate his yo-yo
skills, where he’ll yeet Sokolov into the water, only to then interact with the boat
and have Sokolov zip back onto his shoulder. Rosario honestly couldn’t give less of a shit about our sick skills. This finishes up the fourth mission and brings
us into another interlude where we’re going to be running through the Void. This section has three cutscenes back-to-back-to-back
and Cearadeth is going to be performing a little skip to more optimally get the second one to begin playing. So the way this area works is it’s a straightforward
path that we have to follow with there being three platforms that have cutscene triggers on them. The triggers are always there, but the platforms
and pathways between the platforms only spawn once the previous cutscene finishes. At each of the three locations, when we hit
the cutscene trigger, we’re thrown into one of the standard cutscenes that we’ve
been getting a lot throughout the run where we can just hold “F” to skip the scene,
but after each of those skippable cutscenes, there’s another cutscene at each platform
that plays that’s unskippable, and more akin to watching a professor give a lecture with a projector. It’s after these projector cutscenes end that the path to the
next cutscene and platform under said cutscene spawn. What Cearadeth is going to do to optimize
this section a bit is run through the Void to trigger the first cutscene normally, and
then while waiting on the projector cutscene, he’s going to hop onto Jack’s beanstalk. There he’ll climb up the long shaft by performing
a series of swivelling his camera, double jumping, then turning the camera, which lets
him steadily climb up the beanstalk by repeatedly landing on tiny platforms. Once Cearadeth gets high enough, he’ll then
just do a few climb-ups to get to the required vantage point, from which he’ll then leap
into the void of the Void, and hit the trigger for the second cutscene in air, all while
the first projector show cutscene is still going on. This begins the second skippable cutscene,
and then the second unskippable projector cutscene. Because the first projector cutscene is still
playing though, the platform beneath us won’t have spawned by the time we initiated the
second cutscene, so we’ll spend a bit of time just falling over and over until the first cutscene
ends and the platform beneath us spawns. After the second cutscene ends and the path
to the third cutscene spawns, then Cearadeth will trigger the final cutscene as Arkane
intended, with there not being a fancy way to trigger the third projector show as there is for the second one. This in all saves about 14 seconds. While everything that was just explained plays
out, we need to start talking about the next bit of info, which is the sequel to Ari Storage
Skip from the first Dishonored, which people typically refer to as A.S.S. for short. The skip in this game is called “Black Screen Skip,” or “B.S.S.”
for short, which B.S.S., according to me, is short for bussy. So when we leave the Void, we’ll wake up
back in the Dreadful Wale, and be greeted by one of my sleep paralysis demons in the process. After skipping the demon cutscene, then our
goal will be to initiate a cutscene with Rosario and a now-sober Sokolov, then head to the skiff. Doing this normally also causes us to encounter
a four-second black screen when we arrive at the skiff and talk to Rosario. What Cearadeth will do instead is grab a bottle
on his way to the cutscene, and the moment he’s about to trigger the cutscene, throw
the bottle to where we get teleported to the instant the cutscene starts. This causes the bottle to dome us, skipping
the cutscene, and also causing Sokolov to slam into the bench behind him. Cearadeth will then run towards the stairs
to exit, and that’s where some very, very careful movement comes into play to avoid
the trigger that causes the black screen when we arrive at the skiff. The trigger for the black screen is about
eight steps up, which really isn’t a lot, so Cearadeth will look up and to the right
as soon as he gets on the lowest steps, and jump straight to the top of the stairs, skipping
the black screen trigger, making it so that when we arrive at the skiff, there’s only
a super brief black screen instead of a long one, saving about four seconds. Don’t be fooled though by the simplicity of this skip,
because bussy is way harder than it looks. This wraps up this interlude, bringing us
to the fifth mission, “The Royal Conservatory.” To start this mission, Cearadeth is going
to perform a couple Far Reaches with the second one being followed by an F-cancel. We need to get past a wall of light, so this
is where Cearadeth will quickly use that rewire tool he grabbed when rescuing Sokolov to make
the wall of light friendly so we can pass through. So the reason we’re here is to take out a character
named Breanna Ashworth because Sokolov told us to. Breanna is the witch who brought Delilah Copperspoon
back from the Void, and she has a bonecharm that renders any initial attack useless, so
we can’t just shoot her from the vantage point we’re going to perch up at. Instead, Cearadeth uses an incendiary dart
on the ground next to her, causing the fire to spread on her and take her out. Cearadeth then drops down to the main floor
and performs a vertical clip to enter the basement in front of an audiograph, which
interacting with just so happens to be the other objective for this mission, so now uh, we can just dip. To leave the mission, Cearadeth performs an
absolutely massive F-cancel when he gets out to the streets, which transitions into a bunnyhop
chain, utilizing different jump heights which are manipulated by holding down “Jump”
for different amounts of time. Due to how the ground, our speed, and everything
interacts we have to take sections like this at face value and just react to things as they happen,
this F-cancel will never be exactly the same twice. In this attempt though, Cearadeth had one
of his best F-cancels ever. This brings us to the most simple interlude
so far, where we just have to speak with Sokolov, then head to the skiff. While Cearadeth does that, let's start talking
about the next mission, “Dust District.” So Dust District is the riddle mission. If you haven’t played this game before and
don’t know what that means, pretty much we’re given a logic riddle similar to the
famous Einstein’s Riddle where there are five houses, with an Englishman living in
the red house, the green house being to the right of the ivory house, all the owners drink
different drinks, smoke certain cigar brands, have different pets, you know the type of riddle I’m talking about. We’re given a riddle like this one, albeit
slightly less complicated, and we have to input the answers of who owns which heirloom
into a door next to the riddle prompt. We have to get to the riddle door first though
in order to solve it, so when Cearadeth loads into the mission, he jumps up onto a pipe
and sticks himself between the pipe and wall, then will perform another horizontal clip to get out-of-bounds. From there, Cearadeth performs a nasty F-cancel,
followed by a few more Far Reaches to climb up, and then vertical clip into the riddle room. Because of how we enter the riddle room, some
NPCs who are supposed to spawn there that we’re intended to interact with don’t
spawn, which is a nice little bonus. When Cearadeth approached the door, he spun
the fourth name three times to get it to the correct person since the order of the people
is always the same, and then read the riddle and looked to see the pairings of the names with objects listed. Cearadeth then spun the spinny spinner spin-thingies
to pair up the correct heirlooms with the correct people to open the door, which after
two years, finally opens and brings us to the next mission, “A Crack in the Slab.” Gotta be honest though, the short length of
the riddle mission in the speedrun upsets me because that means we don’t get to talk to Pedro Pascal,
who actually has a small role in this game. Cearadeth performs a leap glitch off a barrel
to our right to start this mission because we don’t have our powers so we can’t F-cancel with Far Reach. Inside the manor, Cearadeth does a couple
more quick leap glitches before dropping through a hole in the floor and being the John Wilkes
Booth to this dude’s Abraham Lincoln. Killing this dude initiates a nearly 90 second
long cutscene where the Outsider rambles at us, and we want to get through it as quickly
as possible which is why we made a beeline to take the guy out immediately, so that we can get through it ASAP. Time is kinda wonky during this cutscene, and I guess for the
rest of the mission, because you know what mission this is? That’s right, it’s the time travel mission from Titanfall 2! In this mission we’re going to get a device
that allows us to jump to and from the past as we navigate the level, which is honestly
astounding that both Titanfall 2 and Dishonored 2 came out exactly two weeks apart from one
another, and had independently created such insane missions around the same concept. While this cutscene plays out, let’s do
a quick catch-up on the plot real quick. So we killed that one chick with fire, Breanna Ashworth,
because she was the one who brought Delilah back from the Void. Delilah is too powerful to defeat conventionally,
so Sokolov suggested we investigate the home of mining magnate Abraham Lincoln, and upon
entering his manor in this mission we discover he’s gone insane after witnessing Delilah’s resurrection. The rest of the mission after this cutscene
is us then travelling back and forth in time and observing the Crown Killer, Breanna Ashworth,
the guy who made the riddle door, and Kingpin pull Delilah from the Void, as well as Delilah siphoning
some of her soul into a statue to make herself immortal. So like I said earlier, we don’t have powers
during this mission, so once the cutscene ends and we have the Outsider’s Timepiece,
we’re going to be just running around normally with the occasional leap glitch thrown in. So while the mission “Cause and Effect”
in Titanfall 2 conserves momentum with each time switch, the time switching in this game
is a bit clunkier, however there is a bit of play in this game with player choice contributing to the level layout. We’re able to interact with Abe Lincoln
in the past, and by hitting him with a sleep dart like Cearadeth will do in this run, then
Abe won’t participate in the ritual to bring back Delilah, which keeps Abe honest and causes
him to never lose his sanity. Also, to access the séance room, we have
to interact with Abe in some way like by either sleep darting him or killing him, so that’s
why we couldn’t just go straight to the séance. Now that we’ve made Abe go to sleep twice
in the span of two minutes, Cearadeth now makes his way to the séance room where Delilah
is being brought back. Cearadeth is going to run to a spot next to
a bannister overlooking the séance to begin the animation of Delilah’s return, and then bugger off. The animation is on a timer and we have to
return to the séance by the end of the timer, so in the meantime Cearadeth is gonna open
a door that we’re going to be going through in a moment, and also just fucking eviscerate a servant. This seemingly random killing is actually
because we’re going to be doing a huge leap through the door we just opened, and we’ll
have to block while we’re in the air so we don’t splat when we hit the ground, and
the block button is the same as the button to execute someone below you, and the servant
is directly beneath us when we leap so we take him out now so he doesn’t interrupt our movement later. Cearadeth now runs into a closet and switches
to the present to show that there was an oversight in development where this closet is out-of-bounds
in the present, and that we can easily see the template textures floating around. After coming out of the closet, Cearadeth
is now running back to the séance to hit the trigger as the animation ends to update our objective. Cearadeth then makes his way to line himself
up for the leap that we killed the servant in preparation for, then leaps and chains together
several bunnyhops to beautifully make it to the exit. This isn’t the end of the mission though. I know that this run has been going on for a bit, so let’s
take a second to stretch our limbs with a dance break. Just follow the moves on screen that the Outsider
does when Cearadeth horizontal clips out-of-bounds here and shoots the ground with an incendiary bolt. This actually removes the Death of the Outsider expansion from canon. Cearadeth now drops an enormous distance to
a platform and Far Reaches before landing to reset his fall height and avoid damage, and then drops
down again to an overhang where he performs a vertical clip. This puts us into the trigger for completing
this area, which skips a cutscene with the Outsider where he chats with us, and then
another cutscene where the Outsider explains Delilah’s séance and the siphoning of her
soul into a statue, overall saving about 90 seconds. Now that we’re back outside, we gotta get back to the skiff. To do this, Cearadeth vertical clips through
the ground to fall out-of-bounds, Far Reaches again to avoid falling into a death zone,
then does another vertical clip to appear right at Sokolov in the skiff and leave the mission. Before we can enter the penultimate mission,
we have to go through the penultimate interlude. This interlude consists of a cutscene on the
deck of the Dreadful Wale, but we can skip the cutscene by lobbing a bottle straight
up in the air so that it bonks us in the head after we start the cutscene, which skips the
cutscene, letting us leave the interlude right away. Gotta be careful with where we throw the bottle
though, ‘cause if it bonk Rosario, she dead. So our goal now is to take out Kingpin and
extract Delilah’s soul from the statue. Unfortunately, taking out Kingpin isn’t as straightforward
as it sounds, because there’s a bit of randomness to it. When we enter the door to Kingpin’s Grand
Palace, both Kingpin and his body double are placed in two random spots out of five possible spots where they can spawn. One of the two locations that’s chosen is
actually always the same, but it’s random whether Kingpin or the body double spawn there,
so it’s a 50/50 gamble for the first location we head to. If the double spawns there, then we have just
under a minute to finish the area because Rosario has to physically make it to a certain
point before we can exit the level, so even if we get shafted by the RNG a bit, the fact
we’re on a timer before we can exit cuts any possible timeloss down a bit. After an insane leap and bunnyhop chain here,
including a jump off of a statue’s head (like come on), Cearadeth will drop down in
front of a self-portrait that Kingpin painted. Looks a bit like the monkey-Jesus painting to me... Cearadeth then takes out Kingpin, who turns
out did spawn in this first location, as confirmed by us getting his vault room key after killing him. Cearadeth then does a vertical clip to enter
a rotunda where he interacts with the door we’re going to be leaving through so that
the animation of it opening plays out while he interacts with the statue to extract Delilah’s soul. On his way out, Cearadeth will bring a whale oil tank along
for a swim, but not as a goof, it’s an actual strat. When Cearadeth hops onto the skiff, Rosario
has about a 15 second dialogue, but by placing the whale oil tank in a precise spot so that
the contours of the boat will block any potential explosion from hitting Rosario, then shooting
the whale oil tank with an incendiary dart, we have enough time to turn to Rosario and
initiate the dialogue with her as the tank explodes, cancelling the dialogue since we
get hit, but also the contours of the boat block the explosion from hitting Rosario so she doesn’t die. We’re now entering the final interlude and mission. This interlude doesn’t require any talking
to anyone, but Cearadeth decided he would show off a bit by killing our boat driver. Why do I have such intense déjà vu right now... Being the psychopath he is, Cearadeth then
vertical clipped just to show Rosario’s body to Sokolov, who understandably breaks down crying. Cearedeth then sleep darts Sokolov and throws
the grown man like 60 feet into the water. Like what the fuck man. Cearadeth then does a damage cancel with a glass
to quickly board the skiff and trudge off to the final mission. To start the final mission, Cearadeth right
away is going to climb up a wall with a Far Reach, then do an impressive looking F-cancel
to zip down the Dunwall streets, followed by another one to access the Dunwall Tower entrance. We have to go back to the room where we got
the Signet Ring from Sam fucking Rockwell, which requires us to climb this tower with
a Far Reach to land on a super tiny ledge on the side of the building, then just barely
having our next Far Reach reach the top of the building. Cearadeth does a double jump from the bannister
to land on the roof, which gives us enough height above the roof to take a tiny amount
of fall damage, which buffers into and cancels a cutscene. We then burst through the door to the throne room where
we say “hello there,” and reunite Delilah with her soul. To finish out the run, Cearadeth then Far
Reaches onto a perch, where he does a super precise snipe through some branches to hit
Delilah with an incendiary dart to kill her. After then returning to the throne room, we
interact with Corvo to free him, officially ending the run. If you’ve made it to the end of this run, thank you so
much on behalf of both myself and Cearadeth. I hope this video was worth the wait. Cearadeth was such an incredible collaborator
on this video and went above and beyond what was necessary to help make this video possible,
and it truly would not have been possible without him. He streams daily on his Twitch, and I used
to actually throw his stream up in the background while doing work all the time. Seriously, he’s an amazing entertainer and
has super comfy streams, check it out sometime, link is in the description. Additionally, as always, thank you so much to everyone
who supports the tomatoanus channel on Patreon. It’s entirely unnecessary, but you choose to do it anyways. If you’d like early access to videos and
access to versions without sponsor reads, you get both of those by contributing literally
$1 a month to the Patreon. Additionally, you get to participate in future
suggestion threads and polls to decide what speedruns are covered on this channel. Any support is greatly appreciated, but again, it’s entirely unnecessary. And lastly, as always, check out the tomatoanus Discord server. It’s pretty barebones in terms of channels,
like we don’t have a million channels for every different possible topic, but there’s
like a solid three channels there with different topics that people chat in all the time. Stop on by to be welcomed by what’s got to be one of the more
wholesome groups I’ve ever experienced on the internet. That’s all for this video though. This was an Any% speedrun to beat Dishonored 2 as Emily,
I’ve been tomatoanus, and I hope you have an above average day.