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This video showcases how I implemented a Black Market encounter in my Dishonored 2-inspired level design project. Like in the original game, the player can discover the Black Market relatively early on. In Dishonored 2, Black Markets can be robbed by uncovering hidden routes or solving environmental puzzles – and I wanted to recreate that sense of discovery and agency. In my level, robbing the Black Market is tied to a short environmental quest. The player can find a note from the merchant complaining to her upstairs neighbor about a rot stench and pipes leaking to her apartment. The neighbor’s front door is locked, prompting the player to search for an alternate route inside. Access is eventually gained through a balcony. Inside, the player discovers that the neighbor had been gravely ill and attempted to treat himself with cheap booze. The attempt failed, leading to his death – explaining the rot stench and the neglected plumbing mentioned in the note. From the bathroom, the player can spot a section of the floor covered with loose planks. Breaking them reveals a hole leading directly into the Black Market apartment below, creating a vertical infiltration path and allowing the player to rob the merchant. This setup reinforces environmental storytelling, layered exploration, and player-driven problem solving.