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Part 66
Dishonored 2

Part 66

Find all the loot in Dishonored 2's Part 66. This guide details coin, wire, oil, and other valuable items in the dockyard, Black Pony Pub, junkyard, and Boyle Industries.

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Find all the loot in Dishonored 2's Part 66. This guide details coin, wire, oil, and other valuable items in the dockyard, Black Pony Pub, junkyard, and Boyle Industries.

The lifeless district is a double-edged sword -- great for loot searches, but rather anticlimactic for the final level. Emily/Corvo will disembark near the dockyard, making it a good first area to search.

Remember the pier in the first level where the two guards stood looking at the Dreaful Wale? Angelfish scales and a couple coins are there, all by or on crates. (One cache has a newspaper, making it easier to find.) The other pier has two copper wires -- one on a crate near the warehouses, the second around the corner, on the wooden walkway.

That same area overlooks a grounded flatboat -- it contains a ton of goodies, including scrimshaws, sphalerite deposits and a cigarette case. There's two pieces of whalebone and angelfish scales here, too.

Finally, move to the Black Pony Pub's dock lounge. There's copper wire and some coins here. The basement door requires a 'Common Key' to open -- this is the secret entrance into the pub, now a black market. We'll come back in a short while.

AMTTOTAL AMTLOCATION
2233/2562Dockyard; two coins by pier crates (near a newspaper)
10243/2562Dockyard; angelfish scales on pier's red trunk
10253/2562Dockyard; copper wire on crate near the warehouses
10263/2562Dockyard; copper wire on wooden walkway
45308/2562Boat run aground; sphalerite (3) in the cabin
90398/2562Boat run aground; scrimshaws (3) in the cabin
10408/2562Boat run aground; angelfish scales in the cabin
50458/2562Boat run aground; umberwood cigarette case in cabin
3461/2562Black Pony Pub, dock lounge; coins on a counter
10471/2562Black Pony Pub, dock lounge; copper wire on a counter

Feel free to sample the black market's wares here. Of particular interest is a rune (400 coins) and a key (250 coins) to the armory building next to the castle's street. Those on no-powers playthroughs have no choice but to get that key, so buy it now.

The market's street may have 0-3 wolfhounds present -- it's random when the area is accessed. And, although the area's been picked clean by gangs and survivors, some items do exist. The 2F terrace next to the pub (accessed by unlocked sidewalk gate) has oil and wire, while a sidewalk table past the street's big guard booth has a single 2-coin. It's easy to spot as it has paint cans all over.

Finally, loot the junkyard's remnants: oil and four copper wire coils, spread out on shelves and in the walkway underneath the derelict apartments' stairs. The trickiest one (in clock crate) is in roughly the same position it was in the first level.

NOTE: The abandoned apartment that overlooks the black market street can be entered as well, although there's nothing in there but three Hatters. It's trickier to enter now that the balcony's barb-wired.

AMTTOTAL AMTLOCATION
10481/25622F terrace next to the pub; whale oil on a table
10491/25622F terrace next to the pub; copper wire in locker
2493/2562Black market street; coin on sidewalk paint can table
10503/2562Junkyard; wire in clock crate by workbench
20523/2562Junkyard; wire/oil on shelf by stairway sleeping area
10533/2562Junkyard; wire on shelf by other stairway
10543/2562Walkway under apartment steps; wire on a console

The street past the market is devoid of humans, but has wolfhounds. They can actually be avoided entirely with stealthy maneuvering, although killing 'em is fine on any playthrough (they don't count as true 'kills' for the stats, remember.) The broken carriage rails make good drop assassination spots. If most wolfhounds were found near the pub, only a few will be here.

Next, go around Boyle Industries' building to the fish market. Two Hatters discuss divvying up the city, then split up -- an unwise decision. There's three whale oil canisters, one copper wire coil and loose change on a table. Those who want to eliminate more Hatters can climb up to the apartment using the exterior pipes.

Boyle Industries' front door is locked, so use the fish market alley to get on 2F, where most of the goods are. Only one Hatter's here and he's scripted to be absorbed in his work (he has a PhD in looting). Three of the desks have coins and other goodies; there's also a fan by a floor mattress and oil near the interior staircase. Any Hatter lured upstairs with alarm clocks will be coming from that direction.

Downstairs are three Hatters -- two in the lobby, one in the safe room. It's often simple to eliminate 'em while they're idling (two aren't paying much attention to anything). The only loot here is by the cash registers, the inner stair locker, and on the safe room's table.

AMTTOTAL AMTLOCATION
20563/2562

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