Dishonored 2 chaos: points per kill and when a mission turns High

Dishonored 2 counts chaos in points. Every kill adds points, and each mission compares the total with two thresholds: past the first the mission ends in High Chaos, past the second in Very High. The chaos rules list both for every mission.
Who costs the most chaos?
The game weighs a kill by two facts about the person: their morality and whether they were armed. Killing an unarmed Sympathetic person adds 10 points; an armed Guilty guard adds 4; an armed Murderous one adds only 2.
- Sympathetic, unarmed
- 10 points
- Sympathetic, armed
- 6 points
- Guilty, unarmed
- 8 points
- Guilty, armed
- 4 points
- Murderous, unarmed
- 6 points
- Murderous, armed
- 2 points
The Heart tells you who someone is before
you decide; its lines differ for people the game counts guilty or innocent.
How many kills turn a mission High?
The thresholds grow through the campaign. In Edge of the World a mission turns High at 55 points: 14 armed Guilty guards reach it, or 6 unarmed Sympathetic people. By Death to the Empress the High threshold is 460.
- A Long Day in Dunwall
- High from 28, Very High from 65
- Memories of Training
- High from 28, Very High from 65
- Edge of the World
- High from 55, Very High from 128
- The Good Doctor
- High from 99, Very High from 231
- The Clockwork Mansion
- High from 153, Very High from 357
- The Royal Conservatory
- High from 216, Very High from 504
- Dust District
- High from 264, Very High from 617
- A Crack in the Slab
- High from 300, Very High from 700
- The Grand Palace
- High from 381, Very High from 890
- Death to the Empress
- High from 460, Very High from 1,073
Death of the Outsider sets the thresholds of four of its five missions out of reach (a million points), so no number of kills turns them High.