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

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.