Sawerin
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Dishonored: Stealth Guide
One of the best things about Dishonored is that it can be played in any possible way meaning that you can either complete it playing like a boss and killing all the possible and impossible enemies facing them in cruel battles or you can turn into a sneaky fellow walking out from around the corners, stabbing enemies in their backs and hiding back in the shadow again. Or, you can finish the game without killing a single person and without alarming a single guardian. On the top of that, you can finish the game without spending a coin on improving your powers and abilities. Yes, it won’t be easy but as long as you press the buttons quick and have some control and patience to figure out a perfect timing – you shouldn’t have any problems passing the game calmly and peacefully. Of course, there is a different reason for becoming a stealth-ninja-pro assassin and it hides in a few achievements that can be unlocked only if you pass the game the way mentioned.
- Ghost (30): requires you to complete all missions after the prologue, alerting or killing no one but key targets.
- Shadow (30): requires you to complete all missions after the prologue without alerting anyone.
- Mostly Flesh and Steel (50): requires you to finish the game without purchasing any supernatural powers or enhancements, besides Blink.
- Clean Hands (100): requires you to complete the game without killing anyone.
For more information on the achievements mentioned and not only you should check the Dishonored Achievement Guide post.
As you can see yourself – completing the game in Stealth Mode won’t be an easy task, especially considering some of the achievements. However, you are not supposed to complete the game playing on the hardest difficulty meaning that you can make things a lot easier if you choose to play on Normal or Easy difficulty levels.
Mission 1: Dishonored.
The very first mission of Dishonored can also be referred to as a tutorial. Here you will be taught all the basic moves: jumping, character moving, camera setting, fighting, killing in stealth and else. Simply complete the mission by following the guide and make your way across the bridge when done. Really – there is nothing else to cover here (at least – for this part of the story) because writing a tutorial for tutorial already sounds funny.
But, the story goes on and in the next cut scene you are going to be greeted by the Empress’s daughter, Emily. She will definitely ask you to play a hide and seek game. I would recommend you to agree because in this game she will teach you a few things about Stealth. Of course, this is not obligatory and you can figure all the rest by yourself but with the opportunity like this I would recommend to spend some time with Emily, enjoy the game and dive deep into its atmosphere.
After that you will have an option to talk with Anton Sokolov and Overseer Campbell. And again – this is not obligatory but if you really want to – you can do that. After your conversation (or not conversation) talk to the Empress and deliver her the letter. This will lead you to the next tutorial that will give you a general guide on the most common and popular fighting strategies. You can practice your fighting skills on the targets given as long as you want because they are immortal and will take whatever you have prepared for them. Also, this won’t influence on your non-kill achievements in any possible way, so make sure you spend enough time torturing the targets.
After you complete your last fighting tutorial, the real Stuff is about to begin. Your next task is to escape the Coldridge Prison (and don’t even start on getting out the info about how and why you are in the prison and not somewhere else sipping coffee). There are two ways to complete this mission and complete them quietly. The first one is based on your sprinting skills and just running forward to the exit. However, this doesn’t sound like fun, does it? So, we are going to concentrate on the next one a bit harder, and yet – a lot more interesting to play.
Your first actions will be pretty much predictable and all you have to do is to look around and collect all the items lying on the floor. One of those items will be a key to your freedom. No, seriously: there will be a key that will open the cage and will let you out. Now, go out and quickly go into the Stealth Mode. Get closer to the next room and you will see three guardians patrolling a small room. Just wait for the other two to mind their own business and easily disable the first one. DO NOT FORGET TO DRAG AND HIDE HIS BODY! This is a key rule for every kill (and by saying kill I mean choke or any other possible non-violent method). Leaving a dead body exposed will likely draw attention of the other guardians and rather sooner than later they will set the alarm and make things a lot harder. Also, with this outcome you won’t be able to complete all kinds of Stealth related Achievements. The second guardian can be taken down near the prison cell when the third one leaves him alone. Hide his body and wait for the last guardian to return. Take him down and move to the next room. Though, killing the third guardian is not a necessity and you can simply slip past him but only after hiding both bodies.
Progress through the corridor and it will lead you to the guard. This guy is important because there is a key in his pocket. You can get it by either pickpocketing him or by chocking and taking it without any problems. Both ways will work great but if you decide to disable him – make sure you hide the body. As for the key – it will open the interrogation Room Door and will help you to continue your escape. In the Interrogation room you are going to find the explosives placed in a safe. By all means make sure that it appears in your inventory because this piece of Boom power will help you in the future, pretty close future. Now, it is highly recommended to take down two guards patrolling the maintenance yard. There is a possibility that you will come back to this area again and it is recommended to keep it safe and clear.
Going through the Prison gate won’t be an easy task, mostly because you will have to deal with 5 guards. Though, killing all of them is not a necessity. Technically, they can be divided into two groups: 3 + 2. The first three can be seen in the first section of the gates: 1 outside and the other 2 in the booths. As for the second section – it is secured by the other group of two: the first one is guarding the top of the stairs and the second one is in the front of the security doorway. In order to pass the first group of guards and leave the heavy security door behind, use the ventilation pipes. As for the rest – do not hesitate and choke both guards. This is important because if you leave them breathing, rather sooner than later they will spot you. Well, now is the highest time to get serious and escape the prison. For that matter set up the explosives into the metal container not far from the door, find a proper place to hide (make sure that you are protected from the explosion and that no one can detect you) and wait for the Boom.
After everyone settles from the explosion and guards return to their posts, get out from your hide and dive into the water. Look for the sewer entrance and, of course, use it for further escape. It is dirty but pretty safe in the sewer. The only foes that you are going to meet here are rats. They are not dangerous and killing them won’t affect any of the non-violent achievements. However, do not let them gather into a group or you can get yourself killed and we do not want that, do we? Make you way up to a valve wheel. It is going to be blocked with a dead body. Move it away and turn the wheel.
When done – get to the next one. In order to turn the second wheel, you will be forced to distract the rats surrounding it with something. Well, you are not likely to have some cheese in your pockets – that’s for sure. So, what about a dead body? Ye, gross, I know but if you wanna live – you need to fight for it. Take one of the corpses and use it as a lure for rats. They will definitely get interested in the fresh meat (well, not that fresh, but still – meat) and leave the second valve alone. Turn it in the right direction and get through the exit. You will appear in a chamber with the chain. Use it to climb up to the top and jump to safety. You next mission is to get back all the great equipment. But before you rush to grab it, do not forget about the hidden crossbow traps. All in all there are only two of those:
- the 1st one is right near the stairfoot;
- the 2nd one is right next to the valuable items you are about to steal… sorry, borrow.
Don’t worry – they can be easily disarmed and after that tip the trap wire as many times as you want – nothing bad is going to happen. As for the equipment (Armor, Crossbow and Incendiary Bolts) – you will find all the goodies in a traveling trunk.
Completing the next passage will depend on your previous activity. If, by any chance, some of the guards have been alerted beforehand, at the final section you can expect to see lots of soldiers waiting securing the area. If don’t – only four will be waiting for you. Strangle the first one and pass by the other 3 (or strangle all of them, if you want to). Your last escape move can be different but still effective: either travel upon the pipes to avoid detection or dive underwater and swim to the exit. End the mission by interaction with Sam.
Mission 2: High Overseer Campbell
High Overseer Campbell will be your first assassination mission in the game that will start right after you get out of the boat. In the Hound Pits bar (that happens to be Loyalist Secret base), you are going to meet two loyalist leaders: Lord Trevor Pendleton and Admiral Havelock. They will share some important information about your further actions and will instruct you on where to find Piero the master Smith. If you haven’t guessed already, he can be found just outside the pub. Come closer and talk to Piero. He is likely to ask you to bring him the whale oil and instead you are going to receive the “Assassin’s Mask.” You can also bring him different items from the list and get some great stuff instead. When done, have some rest and continue your journey into a strange but different and supernatural place.
Here you are going to start you Assassin journey and believe me – it won’t be easy. Guide your character to the rooftop and meet the “Outsider.” He will be the one to share with you some sacred assassin tricks and will teach you your first ability – “Blink.” You should use it to discover the “Void” (the place you are in) and get some practical usage. Now, at the end of your practice you are going to meet the “Outsider” again and he will give another interesting and useful element known as “The Heart.” “The Heart” has a very specific purpose and helps in finding runes in a real world. Runes can be used to add a lot better magical abilities to your character. Of course, you will be asked to show your understanding of the item given, so go ahead and find another rune. It won’t be hard: all you have to do is to follow the white marker on your screen. You can also use the freshly obtained Blink ability to cover the distance faster. After you pick up the rune, you won’t be able to leave it for yourself because it has a bit different purpose. Take the rune and exchange it for a new ability called “Dark Vision.” Well, it’s been great here but now it’s time to go back home. Talk to the Outsider and return to the real world.
When back, wake up, pull yourself together and meet Admiral Havelock in the pub (downstairs). He is going to give you your first real and super serious assignments. First of all – you will have to kill Overseer Campbell, secondly – steal his journal and as for dessert – rescue Overseer Martin. On your way to Sam’s boat you are going to meet Calista Curnow. Talk to her and try to keep the promise on keeping her uncle Geoff Curnow away from any kind of danger. Now finish all the business with Piero and only after that go visit Sam and ask him to get you to the Distillery District. After you appear on the shore, follow the white marker and it will lead you to the guard. Obviously, take him down quietly and hide the body or drop him onto the water. It won’t count as a kill. As for the rest – you can either take them down but the best way is to avoid getting into their visual field in order to avoid starting the alarm. Progress through the level until you reach the Wall of Light. Remove one whale oil tank to shut down the wall (the one to the right of the wall should be a perfect choice) and move further. These manipulations will help you to avoid being seen by the guard. Hide behind the generator and wait for him to pass by. After that – slip through the door. Or, if no one’s watching – choke the poor thing and hide the body.
After you pass the first Wall of Light – do not rush into things because almost immediately you are going to see the next Wall of Light protected by far more than just one guard. That is why, after you cross it, rush down the stairs and make sure they don’t see you. Use you newly obtained Blink ability to cover some obstacles. Progress to the very end of the pipe and if you did everything right – guards won’t be able to see you. As for the second door itself – it will be guarded by two soldiers. There is no need to choke them, plus you won’t have much time to do that. Though, this is not a fatal situation. Just wait for a proper moment for them to leave the generator and quickly hide behind it. With their backs looking at you, take out the whale tank oil and slip into the door. At this situation it might be a good idea to combine using Blink and Night Vision. The first one, as you already know, gives you an ability to travel fast and the second one not only allows you to see perfectly well in the dark but also gives you an amazing ability to see through the walls. Use it to your advantage and wait for perfect timing. After you cross the second Wall of Light, run straight ahead. If you keep your character closer to the left side, you are going to spot a little blue “room.” Get inside, take out the guard and collect the next rune. Get out and make your way to the next objective which is Holger Square.
In the next area (a bit closer to the middle) you are going to find Martin. He is a part of your mission but Martin will be guarded by another “Overseer.” Well, nothing to worry about! Use your Blink ability to get closer unseen and take him down stealthily and by saying “take him down” I do mean choking and not blood killing. In order to free Martin, just come closer and he will ask you to save him. Pull the lever and let the guy go. While your mission is over here, you still have some things to do next. Move further on but when you see a massive gate – do not try to go through it. Just on the contrary – use your creative vision (and abilities) and do the next: jump on the crate > jump on the top of the booth to your right > use Blink to get on the platform > use Blink one more time to reach the other platform (the one on the other side of the gate) > turn left and reach the second pillar with the help of Blink (use it twice). If you did everything right, there should be a soldier right behind you guarding the door. Wait for him to leave his post and Blink to the open window right above the door. Though, before doing that, make sure you know where the guard inside the room is. If you want things to flow the way they should, make sure he’s not looking your way and you have enough time to get inside the room without being spotted. Blink > Approach from Behind > Choke > Hide the Body. After that, use the door in the back of the room to get into Holger Square. Go downstairs, enter the opening to the water pipes and follow them (pipes), deal with all the obstacles until you come across a hanging chain. Here you will find another door. Open it and welcome yourself in the Overseer Campbell’s office.
When inside, here’s what you are going to see: a giant meeting chamber with the High Overseer inside. Your task is to cross it without being spotted. The best way to do that is to come down the stairs and move across the hall to your extreme right. If you did it well, you can’t but notice a small opening right inside the wall. If you enter it, an amazing stealth opportunity to pass the room without being detected should appear at your disposal. Use it and in a couple of moment your character should appear up in the top-right corner of the hall (and outside a pair of big gates). Now, your next step is to peep through the keyhole to figure out the situation. What you are going to see is a Senior Overseer preaching to the younger initiates. At this point you shouldn’t do anything and simply leave them alone. Instead, make your way to the right and squeeze through a little window in the wall. On the other side of the wall you are going to find two crates; use one of those in order to Blink further on the something that looks a lot like air conditioner. Another Blink will get you to the ledge.
At a certain point you are supposed to appear in High Overseer’s meeting room. For some reason, the most obvious and simplest place to hide under the table is the best solution for your further plans. Do that and wait for a few moments for the other party members to appear. Your main task here is to switch wine cups at a certain moment. You need to keep Curnow safe and make sure that Campbell is the one who drinks the poison. Also, before you do that – do not forget to pickpocket the black book of the Campbell during his conversation with Curnow. Wait for the coast to clear and escape the building. Technically, all you have to do is to follow the white marker. From this point nothing extraordinary is expected, so simply leave the room, go down the stairs, and find the door that leads to the backyard. Here you will be forced to kill 1 guard only (the one standing on the stairs). All the rest can be fooled and avoided. Use Blink to travel from rooftop to rooftop and meet with Sam.
Mission 3: House of Pleasure
At the very beginning of the mission you should spend some of the freshly earned money to improve your character and make him better. The way you spend your coins is all up to you and will depend on your playing strategy. When you are done “shopping,” head to the Bitterleaf’s Almshouse and talk to Slackjaw. But before you make it any further, make sure that the guardian in the Watchtower is not looking your way. Otherwise, you can spoil everything you came here for. Now, as for Slackjaw – he is the one to give you 2 tasks:
- find a missing gangster by the name of Crowley;
- raid the contents of a safe owned by a certain artist.
Finish the inspiring conversation and head to Dr. Galvani’s office. But, as always, things won’t flow as you want them to and three Daud assassins will be waiting for your personality to make it disappear. Well, this is the highest time to use your amazing skills, including Night Vision and spot the killers. If nothing changes, two of them will be hiding in opposite rooms to each other and the 3rd one will be securing the area from the rooftop. Revealing their location will help to think about some strategic moves in order to take them down quietly and the non-violent way. If you happen to have sleeping darts – this might help to clear the way and send the bad guys to sleep, at the same time, reducing the chance to be spotted. The best strategy is to take the one standing on the rooftop and the other one hiding in a room to your left. Technically, you do not have to take care about the third and last one Assassin as long as you keep your character out of his sight. Now, find a pipe beside the Assassin on the rooftop and hop on it. You will need to go around the Art Dealers building in order to enter Doctor’s office in the front door.
At this moment you should realize that entering that door won’t be an easy task as far as city guards consider Doctor’s office to be a very important location and won’t just let you in even if you ask them gently. But, here’s what you can do to get in: Blink from your location to stairs to the left of the front door. Do not forget to use covers to remain undetected. Keep your head down and go under the staircase. It will lead you to the front door. You should see two lonely crates nearby. Climb on one of those and wait for the guard to look in a different direction. When it’s safe – Blink to the front door and get inside. Here you should find a body lying on the 3rd floor. If you haven’t guessed already – this is Crowley’s body. Get closer to him and search the body for his last message. This is important, so – do not miss it. As for the guards – there will be a few on the building but you are not obliged to disable them as far as there is an opportunity to leave those fellows alone and let them come back home to their families and, at the same time, stay unnoticed.
Now, when you have the audio graph in your inventory, come back to Slackjaw and exchange it for key to Captain’s Chair Hotel. This key gains access to the Golden Cat brothel. With the key Slackjaw is also willing to offer you a bit different way of dealing with the twins but as far as this guide’s main goal is to teach you how to become a good assassin, we assume that you are not going to take his offer. So, with the key in your hand and strong spirit in your heart, make your way to the Captain’s Chair Hotel. If you choose to go via Clavering Boulevard, at a certain point you are going to be blocked with another Wall of Light guarded by two soldiers. Dealing with both fellows won’t be different: wait for the first one to leave his post and choke the second. Obviously, do not forget to hide his body. As for the Wall of Light, do what you always do with them and take out the oil tank from the generator. But be careful: there is a Light Post to the left from the generator, so make sure you do not get into the search spotlight. You can do that by using your Blink ability (Blink to the brown crates > take cover behind them > Blink again to take cover behind the little booth). When you reach the city watch’s blue little booth, you are supposed to see the door to Captain’s Chair right across from the booth.
Get inside the Captain’s chair and get ready for a fight. No, this time you won’t be dealing with the guards. This time you will be forced to face a lot more unpredicted danger known as Rats. Ye, I know – it doesn’t sound like a real threat but trust me – you might even need one health serum in order to survive this short passage. Rats will attack you without any particular reason and when they approach in hordes – you better find a place to hide. Your task is to get upstairs and enter the door to the Golden Cat. Well, this particular door won’t lead you to the Golden Cat itself but will open you an opportunity to Blink there from the rooftop. Do what you have to do, open the shutter and slip inside the window. Now – first things first: to become a master of all rooms you will need to get the keys. You will find a person holding the keys in the office. By some obvious reasons – this person is also known as Madam. If you are not sure where to go – follow your marker and do not forget to check with the journal. By the way, one of the tasks you are supposed to complete is to find Emily. She will be in one of the small bedrooms on the 3rd floor. Get there and set Emily free. After a little chat, she will lead the way to the secret passage out of the brothel. Obviously, it will be locked but, thanks to the key in your hand, everything will work fine for you two.
Now it’s the highest time to take care of the twins known under the names Pendletons. Luckily, both targets will be in different rooms meaning that you will get an opportunity to calm them down a lot easier.
1. The First Evil Twin is hiding in the Ivory Room. Make sure you choke the peeping Tom to make the way clear. After that look for the balcony and use it to get into the already mentioned Ivory room. There will be no one except the target, so killing it won’t be a problem at all.
2. The Second Evil Twin is hiding inside the Smoke Room. Taking him down won’t be as easy as with the first twin but still possible. You can use pretty much the same strategy and access the Smoke Room from the balcony or you can act like a maniac and rush into the room using the front door. But, as far as we want to keep things quiet – balcony is the right way to go.
After killing Pendletons, head to the VIP entrance (the one showed to you by Emily) and return to Samuel. He will be at the very same place you’ve left him.
Mission 4: The Royal Physician
The Royal Physician mission comes right after you finish the House of Pleasures and you won’t have much time to take care of your character. So, visit Piero, if you need, make a few upgrades and find Lord Pendleton. After that, head to the Hounds Pit tavern to meet the other conspirators. After you finish cheat-chatting, your next two tasks for this mission will be to:
- Kidnap Anton Sokolov;
- Learn the identity of the Lord Regent’s mistress.
You will start playing not far from the Kaldwin Bridge which is kind of a dangerous place crowded with the guardians. But, you can easily pass by them by going above the ground and using your Blink ability. Do that until you reach the door. Get inside and study the surrounding. On the first floor you are going to find a non-working mining cart. In order to activate it you will need a fuel tank and a Warehouse Key.
- Warehouse Key can be found on the table lying by the cart;
- As for the Fuel Tank, you will have to cover some obstacles in order to get one. Move upstairs and search for a wheel. You can spin it to turn the hanging chain to the right position. When everything is set properly – Blink to grab it and climb the chain a bit to look around. Eventually, you are going to see some Fuel Tanks required for your cart. Get there and grab one of the tanks. However, it is important to keep it in mind that you can’t just drop the tank on the ground because it will cause it to explode and explosions of any kind draw guard’s attention. So, just search for the alternative route which is going through the planks (literary), jump over the crates and go downstairs. Get back to the cart and place your carriage in the pod. This should activate the already mentioned mining cart. Get inside the cart after you pull the lever and it will drive you across the closed bridge.
When you appear in a different location, make sure you travel fast to the Drawbridge Way. Use Blink to cover the distance fast and pass by the guards standing in front of the door. Also, do not forget for at least one of them to leave the door or start looking in different direction to let you do all the dirty stuff and by dirty stuff I mean getting inside, spy on Pratchett and a City Watchman and listen to their conversation, wait for them to finish talking, choke both fellows and loot Pratchett for his house key. Afterwards you can either go to his house on foot or ride his horse and get there a lot faster. Side route is the righteous route to take. On your way to the Pratchett’s house you are going to meet two thugs and an Arc Pylon. Blink past them and use the pipes to avoid getting into trouble with the Arc Pylon. By the way – moving from the first Arc Pylon to the bridges’ under truss will help you to stay away from endangering your stealth game style and from killing anyone. Progress through the mission and do not forget to use your Dark Vision ability to spot hostile personalities and avoid being spotted by them.
At a certain point you will be forced to raise a bridge. This can be done from the bridge’s drawbridge control booth. The best way to get there is by using chains. In this case you won’t be spotted by anyone. As a bit more risky alternative you can climb the stairs but don’t blame us if you get spotted. Raising the bridge will help you to reach the searchlight’s power cells and take them out. At this point your first part of the mission will be over.
Your next goal is to visit Sokolov’s House, so, after you’ve done playing here, get down from the bridgehead by jumping down and landing on the structure used to operate the drawbridge. You can also use the stairs but you are likely to meet the guards there, so – do it the easier way. While you progress through the level and get to the base of the North Bridgehead, you should notice a cell with a man inside. This is Alec and he will ask you to free him. You can either help the fellow or leave him alone – it’s up to you. But as far as we are concentrating on getting things done quietly – I would recommend leaving the guy alone. Otherwise, you can get into trouble and things might turn out to be messy. By the way – if you do help him, you need to know that Alec will lead you to an ambush. Any questions?
After you figure out what to do next with Alec, make sure you make you way to the Midrow Substatio safely. It doesn’t matter if you are going to deal with the guards or simply pass by them – whatever you do will be a good choice. When at the Midrow Substation footsteps, study the situation and watch for the several guards patrolling nearby the Wall of Light. To get in you can either disable the Wall of Light (in order to do that, get inside the control booth and stop the spinning wheel) or you can use Possession at Level 2 and end up on the other side of the Wall in a blink of an eye. After that – take the next door to the North End. If you did everything right and your assassin’s sense hasn’t misguided you, from that point you are supposed to see Sokolov’s Manor. Entering it is pretty simple but if, for any reason, you happen to have troubles doing that, here’s what you are supposed to do: go upstairs > blink to the pipe ahead at the end of stairs > proceed until you get to the abandoned apartment blocked by planks > destroy the planks > enter the flat > go upstairs. At this point you are supposed to see two pipes that, of course, are standing here for a particular reason. Well, the only thing you can do is to jump on those pipes and take a look around. Rather sooner than later they will lead you to the dead body. Check the corpse and you will find an important note. Save it and move further on. Now, get as close to the roof end as possible and look down. There should be a ventilation pipe. Use it to get closer to Sokolov. At a certain point you are going to see two guards arguing about Sokolov’s work and the living genius. It is advised to take them down to secure your further escape and the crossbow you happen to have in your inventory is the best weapon of choice. Though, remember to use slipping darts.
As for the great artist himself, he will be in his lab on the roof, probably, painting. On your way there make sure you keep you Night Vision on all the time in order to see where the enemies are and what way they are looking. This will keep you safe from getting into trouble. You can either choke those or keep them alive – it’s all up to you but I would recommend leaving them alone and to get to Mr. Sokolov as soon as possible. When you get to the artist, send him to sleep and then take his sleeping art body with you. The only trick here is that with his body on your shoulder you lose a lot in speed and maneuvering. Also, you won’t be able to jump from the big height. So, at this point finding a safe route is vitally important. With Mr. Sokolov riding on you head to the bridge and get under it – Sam will be waiting there for you. Keep it in mind that dropping Sokolov or your character into the water is not a good idea, so make sure you both stay dry. After leaving Sokolov in Sam’s boat, get back to base and finish the mission.
Mission 5: Lady Boyle’s Last Party
By all means, all that mass with Mr. Sokolov was organized for a reason and now it is the highest time to ask him a couple of questions in very calm and serious manner. Na, whom am I kidding? You’re an assassin and you do not know how to interrogate people calmly. Besides, when interrogation is calm – it is not an interrogation at all. The best way to make him talk is by using rats. Trust me – you won’t even have to hit the fellow once – the little fellows will do the dirty job. After just a little rat therapy Mr. Sokolov will tell you a lot, including the information you’ve desperately tried to figure out. Your goal was to identify a lady at the ball but you literary knew nothing about her at all. Well, now thanks to the “willingly shared” information you know that she will appear at the ball under her surname “Boyle.” Unfortunately, that is pretty much everything Sokolov will share with you because he was supposed to be introduced to her at the ball and he knows no other details to reveal her identity. So, your task is to:
- Get to the Ball, find out who Lady Boyle is and eliminate her;
- Hand a note to Lord Shaw given to you by Lord Pendleton.
After you receive the letter, make your way to Sam and ask him to ride you to the ball. When you arrive to the place, make your way to the locked gate in the other side of the canal by crossing the bridge. Pay attention to the guard securing the area. Take a look around and underneath the locked gate you should spot a small opening to the other side blocked by some wooden planks. Luckily, you have enough power to break it, so do that ASAP and enter the next location. This is called “Neutral Zone,” where you can walk around without being disturbed by the guards. Though, try not to draw a lot of attention cause things can still get weird. Not far from you there will be some people having conversation. Pay as many attention to them as possible because one of those personalities is going to lose his invitation that with the help of quick maneuver is going to become yours. Show it to the guard and in just a short moment you are going to turn from a regular assassin into a respected and socially accepted grandee.
First of all, I would recommend you to find Lord Shaw. He will be chilling out in the Boyle Gardens. The trick is that Lord Shaw is not what you expect him to be. In the very same letter that you are supposed to hand to the Lord your name is mentioned. While it is kind of pleasant to realize that you are a very good shooter, Pendleton mentions that you can be used as Shaw’s stand-in for a cowboy duel. To avoid being involved in another business that is not closely yours, you should choke Shaw and hide his body. Well, now it’s the highest time to get back to the party. Oh, and do not forget to loot the selfish trader – he deserved it!
When back at the ball, talk to the NPCs with unique names. These will be Miss White and Ramsey. If you act like a real gentleman and bring Miss White a drink, she will reveal you a little secret about the ladies in dresses. All Lady Boyles are wearing the same mask and the same dress. The only thing that will help you to identify the right one is the color of the dress mentioned. And, according to Miss White, Waverly Boyle is wearing a black dress and Lydia Boyle has a white one. You can and even should come close to every Boyle Lady and talk to them. Though, this won’t help you to identify the one you need. But, don’t get too depressed because the help is on its way embodied in Lord Brisby. Do whatever this man asks – he can be trusted. But if you need to know in short – Lord Brisby will ask you to bring him the exact same Boyle you are looking for. Also, he knows the color of the dress she’s wearing and this will be Black. However, sometimes it might be a different color but no worries – Lord Brisby will still name the righteous one. So, don’t be shy and feel free to agree. Now, find the woman in Black and tell her everything you know, that Lord Brisby is waiting for her in the basement and stuff like that. Do not forget to mention that her life is in danger. She will be pretty naïve, so a few minutes after Lady Boyle will be following your steps. When she will be expecting the least, choke her and deliver to Lord Brisby.
You know what – your mission is over here. Now, simply follow the white marker and get outside. Keep in mind that guards will still act alerted and every wrong move can make things worth, so – keep that in mind. Also, do not expect to see Sam on the very same place you left him. The guy was forced to move his boat a bit further but you will locate him and the transport. Go along the canal until you reach the gate > cross the bridge > ignore a Tall Boy by Blinking from him and jump into the canal. Practice in swimming a bit and get to Sam’s boat to finish the mission.
Mission 6: Return to the Tower
You did really well with the previous mission with this guide and I think it’s about time to start doing something serious, something a bit more important than chasing ladies and kidnapping famous artists with Russian background. To progress further on, find Admiral Havelock and Overseer Martin and talk to them. After some chatting they will tell you that you are reliable enough to take down one of the most dangerous personalities in this town known as Lord Regent. If you are missing something – do not forget to visit Pierro. After that – find Samuel on his regular place and head to Dunwall Tower.
Maybe it’s because of the location or maybe Sam is mad at you for something but he won’t drop you at the extraction point meaning that you will have to swim a bit to get to the place. This is not vital but getting wet at the very beginning of the mission is not exactly the most exciting thing ever. Swim to the gate and pass through it. There will be a platform right in front of you and it might be a good idea to Blink on it to get higher. Blinking one more time will get you even higher opening a window for other actions. If you are attentive enough, you should see a height marks. Your task is to get to the mark indicating 60. In this case you will find yourself in an alcove. Move forward and enter a small tunnel. Rather sooner than later you are going to find two rotating wheels as well as a passage. Though, the last one will be blocked by iron bars.
A bit to the sides there will be two platforms. Use your Blink ability to get there. Now, move across the gap and get to the door that will be on the other side to your current location. Though, don’t rush into things and do not open the door right away. You see – there’s an Arc Pylon behind it and you do not want to face it unprepared. So, when you open the door – quickly Blink behind a pillar and get to the lower levels of the room, pick up the whale oil and do what you always do to disable the Arc Pylon. When you’re done playing with it, use stairs and get yourself to the second floor. There will be a door leading outside. By all means – use the door to get outside. There should be a guard walking around and this soldier is very likely to have a “Dunwall Side Door Key.” You can either take him down or pickpocket – your choice, but still – do whatever it takes to get the key.
And now – get yourself prepared for one of the hardest parts of the game because the little passage from here and up to the Dunwall Tower is literary filled with guards patrolling the area, guarding buildings and being on a watch. Of course, the best way to locate them is to use your Dark Vision. It will help you to set up a certain strategy and disable/choke/sleep your enemies with style. By the way: do not forget to get rid of the bodies. Believe it or not but even when not moving they can turn into a real trouble. While progressing though the game and dealing with the guards (and following the white marker), you should come to the building with the room that happens to have the very same large wheels. The only difference is that in this room the floor will be just above you. You do not have to do anything in this room so far and simply move to the other side of it but be careful – it is also blocked by a Wall of Light. Come as close as possible and look to your left: you are supposed to see a door. The good news is that the key you are holding in your inventory will work just great with this door. Use the key to unlock the door mentioned and now, before going through the door, get prepared to face an area patrolled by Tallboys and searchlights. Carefully go down the stairs and then turn right. Pass by the three arches and reach the stairway. They should lead you to the other side of the already mentioned Wall of Light.
The next part of your route is rather simple: with the help of Dark Vision make your way to the next Wall of Light avoiding any possible danger that includes Tallboys, guards and searchlights. The place you’re heading at is not far from the spot the Empress was killed. When you are close enough, there will be a courtyard and a guardhouse to your right. Leave the first one alone and Blink to the top of the guardhouse. Start moving forward but make sure that the already mentioned courtyard filled with Tallboys, guards and searchlights is to your left. If you start seeing a doorway with the lights above it means that you’ve came to the right place. A good series of Blinks will help you to get there quickly and safely. When near – enter the door and (SURPRISE) you will see another door here. The door you are looking at leads outside, right to the courtyard but the biggest plus of this one is that it leaves all the trouble behind and by saying trouble I mean Tallboys, guards and searchlights.
When you get outside, look to your right and jump atop of the lonely crate. Now – look to your left. If you did it well, there will be a guardhouse right behind the previously mentioned Wall of Light and the good news is that you can use it to bypass the Wall. So, obviously, Blink onto it but be ready to take care of the lonely guard securing the territory. After that – enter the tower. At this point you should find yourself in a large hall with the Wall of Light blocking your way and suspiciously useful ladder which goes around the entire perimeter of the hall. If you need a reminder, your task is to make your way to the Lord Regent’s bedchambers. In order to get there use the “suspicious” ladder (Blink to get on it) and head to the left side of the hall. Enter the room with two rats and some statues. Don’t kill the rats and instead use your Possession skills to take one of those animals under control. The little creature will help you to bypass the already troubled Wall of Light through the rat tunnel which is nice. And why people hate rats after all?
Once you appear on the other end of the rat tunnel, you should find yourself in a dining room with the door right on the opposite side to you. Go through it and progress a little more to enter the room to your right. After that it is recommended to get on a large pipe above your head to move freely and avoid any possible detection. You can go up to the very end of the pipe without any complications but your next stop should be near a door that leads to the torturers chambers. At this point pay maximum attention to the torturer and his dog as far as they can become pretty dangerous to your character. After you deal with the duet, pick up a Purple Rune and enjoy a cut scene with the Outsider. When it’s over, return to the hallway you came from and make your way to the end of the pipe which will greet you with another door. Behind that door you are going to find a room opposite to the dining room. It will be filled with a few guards but it won’t be hard to take them down easily, so do that (or simply bypass them) and make your way to the stairs that will lead to another Wall of Light. Luckily, leaving it behind won’t be hard. All you have to do is to use the hallway to your right and then turn left. This corridor will lead you to the Lord Regent’s bedroom but on your way to his burial you will meet some guards. Again – take them down quietly, hide the bodies and move.
Lord Regent is a highly respected personality, meaning that you will see another guard standing right in front of his door. However, there is no need to bother this fellow. Just get as close to him as required to level with the door to his right. From here take care of another guard (darn, there are so many of them) and invite yourself in a room with a big piano in it. This room is vitally important for your further actions because of the following reasons:
- First of all – it is a neighboring room to the bedchambers of the Lord Regent;
- Secondly – both rooms share the very same fireplace, meaning you can use it to get inside Lord Regent’s bedroom and pretend to be Santa Claus. Use your Blink ability to get inside the bedchambers and make sure that Lord Regent never wakes up again. But before you leave, do not forget to check out the safe and loot it for the goodies. Safe combination is 9-3-5. As for the “goodies,” from the most important and useful things you are going to find:
- an audio recording of Lord Regent’s confession (if you are looking forward to unlock “Political Suicide” achievement, you should use this recording and broadcast it to let everyone know about a few things that Lord has done badly);
- a letter from the assassin demanding more money.
If you are going to broadcast the tape after all – visit the Broadcasting Station Samuel mentioned in his conversation. Get back to the very same hallway you came from (the one outside the piano room) and make your way to the other side of the Lord Regent’s bedchamber door. If you haven’t touched the guards, they will still be a threat to you. If you’ve had – then there is nothing to worry about. Pretty soon you should see another door that leads to a room with (guess what) – another Arc Pylon. No worries – it can be easily bypassed with the help of your favorite Blink. If you do that – you should fall automatically on the stairs and find yourself next to the Whale Oil and we all know what Whale Oil does with Arc Pylons. Take it out and get upstairs to locate both the broadcasting station and broadcasting officer. No, this time you won’t have to do anything bad with the broadcasting officer because he is a friendly guy. Though, you will have to act rude and ignore whatever he says. Just put the recording in the Broadcasting machine and enjoy the truth spreading all over the city. Get back to the extraction point and talk to Samuel to complete the mission.
Mission 7: Flooded District
This is a cruel world and I am pretty sure you are already aware of that fact. In the ocean of betrayal and unexpected turnarounds you haven’t noticed a betrayal waiting for yourself. After you return from the last mission, Loyalist will betray you by poisoning your trusted personality and if it wasn’t for Samuel – you would have been in a totally different place right now. Sam can’t do much for you because it will endanger the guy himself, so he leaves you adrift in the Flooded District. You are helpless but you are alive and this is what actually matters. Sometime after your supposedly dead body will be found by a group of assassins. They will catch you out and take you to their leader Daud. He will talk with you for a few brief minutes and from his words you are going to find out that he was the one to assassinate the Queen and he knows more than just enough about the “Outsider.” But you are not going to enjoy him talking a lot because the good gentlemen will knock you out.
After pretty long journey of non-controlling your character, you will be able to make him move after waking up in the void. Make a few steps forward and another cut scene will start. I know, I know – you’ve had too much of those recently but this one won’t last long plus you will be greeted by the famous and so talked about Outsider. When you finish talking, you will wake up in a cell, obviously, with no weapons on you but still – with some great powers in your hands. Using Possession, take under control one or two rats and use them to get out from the prison. After you’re out from the tunnel, look to your right. There will be stairs. Well – go up! No – wait! Right before you go up – make sure to pick up the Assassin’s Blade from the table. I think you will find the use for it. Well – now go upstairs. Right on the top of it you are going to find two guards securing the area but they can be taken down easily with the help of Dark Vision and Blink abilities. As you’ve probably guessed – if stairs are going up it means that rather sooner than later you are going to find yourself on a rooftop. From this point get closer to the edge and jump down right into the water.
Your next stop is to get back your gear that should be kept in Greave’s Refinery. While being in the water it is recommended to use Blink to get from plank to plank and stay on the top of the water. On the top of all you will have to be careful as far as these waters are filled with the killer fish and if you don’t mind them, there is a great possibility that you won’t have a slightest chance to make it to the next plank. As you make your way to the Refinery, use Dark Vision ability and it will help you to locate three weepers. Take them down one by one and in the alley to your left has to be the forth weeper. Do the very same with this one. Now, go through the door and keep getting closer to your gear. By the way – here you will find a lot more weepers but, luckily, you can exclude any contact with those if you choose to stay on the roofs and Blink here and there. As for the gear itself, you won’t have any troubles finding it. All you have to do is to follow the marker that even says “Your Gear.” The best thing about this marker is that it will show you the route that no one else can see. This is your sixth sense, so use it to your advantage. From here and further on you will have to jump, climb and blink from place to place leading yourself closer to your gear. After all, at a certain point you are going to appear inside the Refinery. When you get closer to the exit – do not rush into things and wait a bit for the guards to finish their conversation. From this conversation you are going to find out a few details about Daud’s base and how to get there through the rail station. Correct me if I’m wrong but an alternative route for an assassin like you is a lot better than a Christmas gift.
Your next goal is to lower the Drawbridge but for that matter you will have to do lots of things. In order to activate a Drawbridge you need a fuel cell. To your right there is a machine that does exactly what you need but in order to use it you will need an empty fuel cell. Those do not lie on the ground in this room but as it appears – those do lie on the ground in other rooms. One empty fuel cell is already waiting for you in a small room straight ahead from the machine but the only problem is that it is blocked by the planks. Though, we do know an amazing recipe to go through the plates and it is called “Blinking” (not with your eyes, of course). So, get yourself an empty fuel cell, take it to the filling machine, pour whale oil into it and carefully carry it to the Drawbridge. If you drop the cell filled with the whale oil – it is going to explode. But, if by any chance you drop an empty one – there is nothing to worry about. Now, finally, put the fuel cell in the pod near the drawbridge and lower it down to move forward. Check for the chain hanging right next to the drawbridge and use it to get down and gather your gear. Do not forget to use your Dark Vision in order to avoid Weepers cause they can turn into a real trouble. When you come to the very end of the first chain – blink to another one and use it to go down even further. Taking down some weepers will help you to avoid being spotted.
Finally you are at the lowest level! Your gear is now closer than ever but there are still 3 reasons to wait and do not rush into the middle of the room. Those 3 reasons are 3 weepers securing your gear. Well, taking them down won’t be challenging as far as one of those moves around the room constantly and the other two seem to be pretty upset minded and won’t notice you taking down one of them even despite of the fact that they are standing close to each other. So, take the walking one first and then the other two – one by one. Collect your gear and get prepared for escape. Going upstairs will lead you to the wheel that, of course, you need to rotate. This should open another door. Well, from now on your official goal is to find a door that leads to the Waterfront Upper level. This won’t be hard and will rather turn into routine blinking, jumping and moving from pillar to pillar keeping your assassin body from the envy and angry hunting eyes of weepers. But your routine won’t last longer than expected because very soon you are going to move a lot further and instead of weepers you will have to deal with assassins, a lot like you. Of course, they are not going to be that skillful but at the same time will be using Blink for changing their position and other great abilities that beforehand used to be only your priority. Now, when you know it, just go upstairs and turn one more wheel to open one more door.
Right behind the door you are going to see an assassin standing on the roof. Being your first assassin target, you are not likely to have any problems taking him down from behind unless you make some serious noise. When you’re done sending the competitor to sleep, go downstairs, find a rat, take it under control with the Possession ability and find a good place to hide. Use your Dark Vision to check for any hostile objects and if none – make your way to the door. Well, it will be locked but this action of yours will add a clue to the journal saying that one of the guards should be carrying the Key in the nearby building. A White marker will appear above your head showing you the way to the required key. So – what are you waiting for? Just follow it and you’ll be happy! Eventually.
In order to move forward you will actually have to move back and get to the wheel you rotated earlier. Now, grab the chain > climb upwards > reach the top > use your Blink ability to move to the next area > jump on two outdoor AC > start looking down. You should be seeing a pipe. Don’t worry – it’s OK to jump on it. Afterwards, follow the pipe to a balcony. Jump into it and enter the room it leads to. Somewhere on the wall there should be a key. Now, find a locked door (in a room like this it won’t be a problem) and unlock it with the recently obtained key. You will gain access to the Central Rudshore which is kind of awesome, mostly because of the challenge you are going to face. You see, after you find yourself in the Central Rudshore and move forward a bit you will spot a group of assassins scattered all over the place. Taking them down quietly and non-violently won’t be easy because they all act differently and unpredictably than all the other enemies do. But, impossible is nothing and with some strategy on your mind and combining it with the skills, you will be able to make it right and make it safe. Blink where you can, hide, use your Dark vision and take those assassin’s one by one. This is vitally important if you plan to get closer to Daud’s base undetected. So, here’s what you can do to make things right:
- progress through the level until your reach the spot with a few lamps put together;
- stop and look to your left: there should be an alley;
- go that way but be attentive and search for a window with a pipe above it;
- as always – use Blink in order to get on a pipe;
- hop on the roof from the pipe mentioned;
- turn around to spot a balcony;
- either blink or use pipes to get there.
When on the balcony, enter the room, cross it to the other side and Blink into the room in the other building. Yep – sounds tricky but looks awesome! Now, as you find yourself in the other room, you need to realize that the door straight ahead you leads to Daud’s base. At this point make sure you have everything under control and activate Dark Vision in order to spot the location of other assassins and, trust, they will be around and there will be a lot of them. Make sure to take down those causing you the highest danger and slowly but confidently make your way to the open window in order to get inside Daud’s base. Though, things won’t flow as easy as you expected. First of all – the path will be blocked by the guards, secondly - Daud always keeps the key with himself and without it entering the base is rather impossible. But, your attentiveness can really help you out here. The trick is that the already mentioned guards will be talking about a tunnel under the base. The tunnel is a secret passage that leads to Rudshore Gate area. From this point it will be more than just easy to get to Daud’s Lair as far as following a white marker has always been a great entertainment. On your way there you are likely to come across just a few guards but they can be easily taken down or bypassed.
In Daud’s Lair you should be as careful as possible because he will be guarded by the assassin. He (the assassin) is standing in the other side of the room – right next to the exit. As for Daud – he usually stands to the left of the assassin but can move from time to time. So, for your next move you have two options to choose from:
- Either take down Daud;
- Or pickpocket him and steal his pouch. This will give him a valuable lesson saying that he is not the most dangerous and cleverest person in this town.
Though, no matter what you choose, you will still have to get Daud’s key and use it later to enter the tunnel. But, if I were you, I would prefer to leave him alive but with the disturbed conscious that will always be bothered with a thought about the mysterious and tricky thief, who managed to get more than just close, take what he came for and disappear unnoticed. The stealing process itself is not complicated and what actually matters is a Perfect Timing. If you do it right – you won’t have any troubles completing the task unnoticed and without a blood spill. Here’s what you should do:
- On the right side of the room you will find stairs: Blink onto them;
- By the stairs there is a bookcase: Blink on the top of it as well;
A perfect Timing here matters a lot and due to the fact that your Blinking is silent, you can use the ability behind Daud’s back. As always, NPCs like Daud have a certain number of actions that they tend to repeat in a certain sequence. So, when Daud will be facing his table reading an interesting book, Blink the way I mentioned above and get behind him. From this point crawl to his personality, check his pockets for the loot and do not forget to take the key hanging from the table. When you’re done having fun – get back slowly, Blink behind the assassin standing at the exit and leave the room. As a matter of act – the sequence of the actions described above should be completed in no more than 2 seconds.
After you appear in the next area, there will be 3 guards patrolling and securing the place. Well, take down at least one of them. Otherwise, you won’t be able to progress further on undetected. Also, do not forget about the assassin on the shade watching over the area. The best way to take him down is to send a sleeping dart into his direction. It is not the most stylish way of disabling characters but definitely one of the most effective non-violent once. Now just follow the white marker and rather sooner than later it will lead you to the entrance of the tunnel (this will be the very same room you used to get inside the base).
As far as you are required to get through the quarantine wall and out of the flood district, here’s a good way to do that:
- stick to the left side of the building (use them as a cover: this will help to move unseen);
- Blink to get to the gate lever fast and, again – unnoticed;
- Pull the lever and leave the area through the open gate;
- Climb back on the chain;
- Blink two times to reach the fuel cell;
- Now you have to deactivate/disable the Wall of Light. This can be easily done by popping the fuel cell out;
- Use the service center and leave the quarantine zone;
- Find yourself in the Old District;
- Follow the white marker;
- When it leads you to the sewer entry – well, enter the sewer (if you do it really quickly – there is a chance that you will avoid getting into trouble with the creepy weepers);
- Rotate the crank wheel to get into the sewers;
- Again – use your marker to move forward. However, this is the place where you need to be careful because you might get killed by stink bomb throwing pods.
Passing this area is not possible (or almost impossible) if you plan to cover it on foot and on the ground level. In this case it is recommended to use the pipes above your head. Hop on them with the help of Blink and they will take you to the exit. Reaching sewer’s exit will automatically end the mission.
Mission 8: Loyalist
You next mission that goes under the name “Loyalist” will start right after you finish the previous one. Now, your main goal is to get back to the House Pit bar and get inside your room (which is on the 3rd floor). But before you do that, find Cecelia in her apartment and talk to her. She will tell about things that had happened after your poisoning and during the time you’ve been gone. When you finish your conversation with the girl, get down to the 1st floor and enter the room to your left. There you will find two keys hanging on the wall. Take both keys and open the door to your right. They will lead you out of the apartment on the street. Right across the street there will be the Hound Pit bar. Though, you can’t just cross the street freely because 3 guards and 1 Tall Boy are patrolling it. But hey – after all you’re a professional assassin and you can do crazy things. For instance – your Blink ability. But, it is recommended to upgrade it to the Level 2, at least. Otherwise, you might not get as lucky as you’d like to. So, assuming that your Blink ability is in a good shape, wait for the Tall Boy to go to the far end of the area and when he’s not looking in your direction – Blink to the Hounds Pit bar (to its canopy, to be exact) and move along the canopy to the left side. Pretty soon you are going to see an open window and, of course, you should welcome yourself inside. When in the bar, search for the door in the upper-right corner of the room and enter it. You should appear in a corridor. Just keep moving forward and soon it will lead you to the 3rd floor and Emily.
Now, your next step is to neutralize 4 persons in the room. The best way to do that is to use your Dark Vision and follow the tactical “One by One rule.” By the way – one of the guards has a very useful habit to leave his post and patrol the area. This will make things even easier for you. When you see him approaching – shoot a sleeping dart > Blink to his body and hide it. As for the rest 3 guards, you can take down them whatever method you prefer. I, personally, shot two more sleeping darts in two guards and then Blinked to choke the last one. Well – it looked really great! Unfortunately, you are not going to find Emily in her room but there will be a letter waiting for you. From this letter you are going to find out that for your further progress it is vitally important to find Callista. In the second part of the letter you will be told about the Admiral and that he, together with the lackeys, has left for the Kingsparrow Island (for a lighthouse on Kingsparrow Island, to be exact). After you’re done reading, leave the room you are in and get back to the one you took down your first guard. Look for an open window > get through it > follow the White Marker and find Callista. This part of the travel is rather simple and you are not supposed to have any troubles here (even if you really want to). When you reach THE door – interact with it and tell Callista that it’s you.
Of course, she will let you in and for another few minutes will share all the important information about the latest events. After you are done talking – pick up a few important things. Without them your further progress is not possible. They are not hard to find, so just explore the room (for example, Emily’s key and a letter by Sam will be both lying on the bed). When you collect them all, get closer to the window and use your flare launcher to signal Samuel. Leave the room by taking the door on the other side of the room and find Samuel. He will dock the boat on the shore. Interacting with him will finish the mission.
Mission 9: The Light at the End
Your next and last mission in Dishonored will start pretty prosaically: on your way to the Kingsparrow Island you will have a little talk with Samuel. That won’t take much and pretty soon you will be dropped off by him on the Island mentioned and after wishing you all the best Samuel will ride off. If I am not mistaken, this will be your last connection with the guy who saved your life. After you appear alone on the bank, there will be two choices on where to go next:
- “Beachside Entrance;”
- “Harbor-side Entrance”;
Of course, the one you choose totally depends on you but we assume that you are going to take the Harbor-side Entrance. Well, this was the one I took and things went pretty much the way they were supposed to go. You are not likely to do anything in particular: just go up the stairs until you see a large spotlight (it will be keeping sight on the area below). If you want to avoid any kind of detection, it might be a good idea to Blink on to the base of it (spotlight). Wait for the spotlight to turn its face to the right and at this very moment jump into the water > quickly Blink onto the platform > turn right > jump down > hide under the steel structure of platforms and stairs. Take a deep breath and keep moving to the top left of the place you are in. The nearby rocks will allow you to take back onto the top of the platform. Keep moving forward until you reach the railing directly in front of you. Take a look around and you will see a rat tunnel. Use your Possession ability to take a rat under control and get thought the tunnel to the other end. Congratulations and welcome to the Kingsparrow Fort.
At this point you should see a giant sealed gate right in front of you. Simply Blink over it and make a few steps forward. Look to your left and there should be an open door with a sign over it saying “Life Boat Access.” Well, this is exactly THE door you need to enter. There will be two guards having inspired conversation inside but you don’t have to bother yourself with their presence. Just Blink to the left side of the hall and from here keep moving across the hall. When you reach the other end of the hall – find a steel platform and use your Blink ability to get there. From here it is important to be quick and make your way to the courtyard again. After you do that – hide and wait until guard appears in your site coming down from the stairs from the “Walkaway Access.” Eventually, he will reach the end of stairs, turn around and go back. Follow him on his way back and choke from behind. There is another guard nearby and it is advised to hide the body of the one you’ve killed. The other guard is securing the “Gatehouse Control Room” and can be easily taken down with a sleeping dart. After you send him to have some rest, get inside the “Gatehouse Control Room” and find a rat tunnel. Possess a rat with your ability and run through the tunnel. It will lead you inside the Gatehouse. To make things a bit easier, you should not rush into things and transform back to a human look. Instead, get behind the guard in the room and take him down the very same moment your transform. It won’t be a problem at all.
In the room you are right now there is the Elevator key hanging on the wall. Grab it and make your way up the stairs but don’t rush into things as far as you are going to meet two guards. Well, they will be minding their own business but it doesn’t mean that they won’t be dangerous. One of them is likely to be reading a book while the other one will be looking over the railing. As for me – not the best activity ever but what do I know about guards and their habits? Anyway, those should be two great and easy chokes. When you’re done “hugging” – continue moving forward. Of course, things are not going to flow easily because pretty soon you are going to face both an Arc Polygon and Overseers blocking your way. Don’t worry – look to your left and search for the blue structures. You should see the whole circuit of pipes emerging from the structure and going straight to the “Elevator Door.” Well – this is exactly what you need! Get on the pipes, travel to the very end and blink on the top of the elevator. With the help of your tool (open hatch) get inside the elevator.
Pretty soon you are going to face 4 guards securing the entrance into the light house. While it looks like a challenge, don’t get judgmental beforehand! The first guard won’t be a problem and you are not even obliged to touch him. There are two reasons for that: first of all he is no danger because his eyes will be looking in a totally different direction. Secondly – it is kind of gross to choke a person who is busy taking a leak, don’t you find? So, just leave him doing his business and keep moving taking covers one after the other. The other two guards are securing the second floor. Wait for one of those to leave his post > Blink to the guard left > choke him from behind > hide the body and find a place to hide your character. Keep moving forward and be ready to face two more guards. The first one will be standing right in front of you (luckily – with his back turned towards your eyes) and the second one will be standing further beyond causing no danger so far. When the “further” guard stops looking in your direction and turns his eyes away – Blink to the one standing right in front of you and choke him. Do not forget to get his body down in order to remain undetected! Get back to the last action point and make sure that the last guard is not looking in your direction > Blink to him and choke from behind. After you’re done having fun – enter the Lighthouse.
When inside, just keep moving up using the only stairs. Rather sooner than later you are going to locate Havelock but it will look like he’s out of his mind. The “poor” bastard will be rambling angrily with dead bodies scattered around him. Taking him down won’t be a problem: just wait for a perfect timing and choke him from behind or send a sleeping dark into his body. As for the Key to Emily’s cell you are supposed to recover, it will be lying by the fireside. You need to grab it as fast as possible and while the Admiral is on the other corner of the room. Grab the key and open her cell that is located just beyond the hall to the left. After you set her free – the mission will end and so will the game.
My congratulations – you’ve finished Dishonored with no blood on your hands. At this point you are supposed to get a bunch of achievements “Ghost”, “Shadow”, “Clean Hands" and “Mostly Flesh and Steel”.
One of the best things about Dishonored is that it can be played in any possible way meaning that you can either complete it playing like a boss and killing all the possible and impossible enemies facing them in cruel battles or you can turn into a sneaky fellow walking out from around the corners, stabbing enemies in their backs and hiding back in the shadow again. Or, you can finish the game without killing a single person and without alarming a single guardian. On the top of that, you can finish the game without spending a coin on improving your powers and abilities. Yes, it won’t be easy but as long as you press the buttons quick and have some control and patience to figure out a perfect timing – you shouldn’t have any problems passing the game calmly and peacefully. Of course, there is a different reason for becoming a stealth-ninja-pro assassin and it hides in a few achievements that can be unlocked only if you pass the game the way mentioned.
- Ghost (30): requires you to complete all missions after the prologue, alerting or killing no one but key targets.
- Shadow (30): requires you to complete all missions after the prologue without alerting anyone.
- Mostly Flesh and Steel (50): requires you to finish the game without purchasing any supernatural powers or enhancements, besides Blink.
- Clean Hands (100): requires you to complete the game without killing anyone.
For more information on the achievements mentioned and not only you should check the Dishonored Achievement Guide post.
As you can see yourself – completing the game in Stealth Mode won’t be an easy task, especially considering some of the achievements. However, you are not supposed to complete the game playing on the hardest difficulty meaning that you can make things a lot easier if you choose to play on Normal or Easy difficulty levels.
Mission 1: Dishonored.
The very first mission of Dishonored can also be referred to as a tutorial. Here you will be taught all the basic moves: jumping, character moving, camera setting, fighting, killing in stealth and else. Simply complete the mission by following the guide and make your way across the bridge when done. Really – there is nothing else to cover here (at least – for this part of the story) because writing a tutorial for tutorial already sounds funny.
But, the story goes on and in the next cut scene you are going to be greeted by the Empress’s daughter, Emily. She will definitely ask you to play a hide and seek game. I would recommend you to agree because in this game she will teach you a few things about Stealth. Of course, this is not obligatory and you can figure all the rest by yourself but with the opportunity like this I would recommend to spend some time with Emily, enjoy the game and dive deep into its atmosphere.
After that you will have an option to talk with Anton Sokolov and Overseer Campbell. And again – this is not obligatory but if you really want to – you can do that. After your conversation (or not conversation) talk to the Empress and deliver her the letter. This will lead you to the next tutorial that will give you a general guide on the most common and popular fighting strategies. You can practice your fighting skills on the targets given as long as you want because they are immortal and will take whatever you have prepared for them. Also, this won’t influence on your non-kill achievements in any possible way, so make sure you spend enough time torturing the targets.
After you complete your last fighting tutorial, the real Stuff is about to begin. Your next task is to escape the Coldridge Prison (and don’t even start on getting out the info about how and why you are in the prison and not somewhere else sipping coffee). There are two ways to complete this mission and complete them quietly. The first one is based on your sprinting skills and just running forward to the exit. However, this doesn’t sound like fun, does it? So, we are going to concentrate on the next one a bit harder, and yet – a lot more interesting to play.
Your first actions will be pretty much predictable and all you have to do is to look around and collect all the items lying on the floor. One of those items will be a key to your freedom. No, seriously: there will be a key that will open the cage and will let you out. Now, go out and quickly go into the Stealth Mode. Get closer to the next room and you will see three guardians patrolling a small room. Just wait for the other two to mind their own business and easily disable the first one. DO NOT FORGET TO DRAG AND HIDE HIS BODY! This is a key rule for every kill (and by saying kill I mean choke or any other possible non-violent method). Leaving a dead body exposed will likely draw attention of the other guardians and rather sooner than later they will set the alarm and make things a lot harder. Also, with this outcome you won’t be able to complete all kinds of Stealth related Achievements. The second guardian can be taken down near the prison cell when the third one leaves him alone. Hide his body and wait for the last guardian to return. Take him down and move to the next room. Though, killing the third guardian is not a necessity and you can simply slip past him but only after hiding both bodies.
Progress through the corridor and it will lead you to the guard. This guy is important because there is a key in his pocket. You can get it by either pickpocketing him or by chocking and taking it without any problems. Both ways will work great but if you decide to disable him – make sure you hide the body. As for the key – it will open the interrogation Room Door and will help you to continue your escape. In the Interrogation room you are going to find the explosives placed in a safe. By all means make sure that it appears in your inventory because this piece of Boom power will help you in the future, pretty close future. Now, it is highly recommended to take down two guards patrolling the maintenance yard. There is a possibility that you will come back to this area again and it is recommended to keep it safe and clear.
Going through the Prison gate won’t be an easy task, mostly because you will have to deal with 5 guards. Though, killing all of them is not a necessity. Technically, they can be divided into two groups: 3 + 2. The first three can be seen in the first section of the gates: 1 outside and the other 2 in the booths. As for the second section – it is secured by the other group of two: the first one is guarding the top of the stairs and the second one is in the front of the security doorway. In order to pass the first group of guards and leave the heavy security door behind, use the ventilation pipes. As for the rest – do not hesitate and choke both guards. This is important because if you leave them breathing, rather sooner than later they will spot you. Well, now is the highest time to get serious and escape the prison. For that matter set up the explosives into the metal container not far from the door, find a proper place to hide (make sure that you are protected from the explosion and that no one can detect you) and wait for the Boom.
After everyone settles from the explosion and guards return to their posts, get out from your hide and dive into the water. Look for the sewer entrance and, of course, use it for further escape. It is dirty but pretty safe in the sewer. The only foes that you are going to meet here are rats. They are not dangerous and killing them won’t affect any of the non-violent achievements. However, do not let them gather into a group or you can get yourself killed and we do not want that, do we? Make you way up to a valve wheel. It is going to be blocked with a dead body. Move it away and turn the wheel.
When done – get to the next one. In order to turn the second wheel, you will be forced to distract the rats surrounding it with something. Well, you are not likely to have some cheese in your pockets – that’s for sure. So, what about a dead body? Ye, gross, I know but if you wanna live – you need to fight for it. Take one of the corpses and use it as a lure for rats. They will definitely get interested in the fresh meat (well, not that fresh, but still – meat) and leave the second valve alone. Turn it in the right direction and get through the exit. You will appear in a chamber with the chain. Use it to climb up to the top and jump to safety. You next mission is to get back all the great equipment. But before you rush to grab it, do not forget about the hidden crossbow traps. All in all there are only two of those:
- the 1st one is right near the stairfoot;
- the 2nd one is right next to the valuable items you are about to steal… sorry, borrow.
Don’t worry – they can be easily disarmed and after that tip the trap wire as many times as you want – nothing bad is going to happen. As for the equipment (Armor, Crossbow and Incendiary Bolts) – you will find all the goodies in a traveling trunk.
Completing the next passage will depend on your previous activity. If, by any chance, some of the guards have been alerted beforehand, at the final section you can expect to see lots of soldiers waiting securing the area. If don’t – only four will be waiting for you. Strangle the first one and pass by the other 3 (or strangle all of them, if you want to). Your last escape move can be different but still effective: either travel upon the pipes to avoid detection or dive underwater and swim to the exit. End the mission by interaction with Sam.
Mission 2: High Overseer Campbell
High Overseer Campbell will be your first assassination mission in the game that will start right after you get out of the boat. In the Hound Pits bar (that happens to be Loyalist Secret base), you are going to meet two loyalist leaders: Lord Trevor Pendleton and Admiral Havelock. They will share some important information about your further actions and will instruct you on where to find Piero the master Smith. If you haven’t guessed already, he can be found just outside the pub. Come closer and talk to Piero. He is likely to ask you to bring him the whale oil and instead you are going to receive the “Assassin’s Mask.” You can also bring him different items from the list and get some great stuff instead. When done, have some rest and continue your journey into a strange but different and supernatural place.
Here you are going to start you Assassin journey and believe me – it won’t be easy. Guide your character to the rooftop and meet the “Outsider.” He will be the one to share with you some sacred assassin tricks and will teach you your first ability – “Blink.” You should use it to discover the “Void” (the place you are in) and get some practical usage. Now, at the end of your practice you are going to meet the “Outsider” again and he will give another interesting and useful element known as “The Heart.” “The Heart” has a very specific purpose and helps in finding runes in a real world. Runes can be used to add a lot better magical abilities to your character. Of course, you will be asked to show your understanding of the item given, so go ahead and find another rune. It won’t be hard: all you have to do is to follow the white marker on your screen. You can also use the freshly obtained Blink ability to cover the distance faster. After you pick up the rune, you won’t be able to leave it for yourself because it has a bit different purpose. Take the rune and exchange it for a new ability called “Dark Vision.” Well, it’s been great here but now it’s time to go back home. Talk to the Outsider and return to the real world.
When back, wake up, pull yourself together and meet Admiral Havelock in the pub (downstairs). He is going to give you your first real and super serious assignments. First of all – you will have to kill Overseer Campbell, secondly – steal his journal and as for dessert – rescue Overseer Martin. On your way to Sam’s boat you are going to meet Calista Curnow. Talk to her and try to keep the promise on keeping her uncle Geoff Curnow away from any kind of danger. Now finish all the business with Piero and only after that go visit Sam and ask him to get you to the Distillery District. After you appear on the shore, follow the white marker and it will lead you to the guard. Obviously, take him down quietly and hide the body or drop him onto the water. It won’t count as a kill. As for the rest – you can either take them down but the best way is to avoid getting into their visual field in order to avoid starting the alarm. Progress through the level until you reach the Wall of Light. Remove one whale oil tank to shut down the wall (the one to the right of the wall should be a perfect choice) and move further. These manipulations will help you to avoid being seen by the guard. Hide behind the generator and wait for him to pass by. After that – slip through the door. Or, if no one’s watching – choke the poor thing and hide the body.
After you pass the first Wall of Light – do not rush into things because almost immediately you are going to see the next Wall of Light protected by far more than just one guard. That is why, after you cross it, rush down the stairs and make sure they don’t see you. Use you newly obtained Blink ability to cover some obstacles. Progress to the very end of the pipe and if you did everything right – guards won’t be able to see you. As for the second door itself – it will be guarded by two soldiers. There is no need to choke them, plus you won’t have much time to do that. Though, this is not a fatal situation. Just wait for a proper moment for them to leave the generator and quickly hide behind it. With their backs looking at you, take out the whale tank oil and slip into the door. At this situation it might be a good idea to combine using Blink and Night Vision. The first one, as you already know, gives you an ability to travel fast and the second one not only allows you to see perfectly well in the dark but also gives you an amazing ability to see through the walls. Use it to your advantage and wait for perfect timing. After you cross the second Wall of Light, run straight ahead. If you keep your character closer to the left side, you are going to spot a little blue “room.” Get inside, take out the guard and collect the next rune. Get out and make your way to the next objective which is Holger Square.
In the next area (a bit closer to the middle) you are going to find Martin. He is a part of your mission but Martin will be guarded by another “Overseer.” Well, nothing to worry about! Use your Blink ability to get closer unseen and take him down stealthily and by saying “take him down” I do mean choking and not blood killing. In order to free Martin, just come closer and he will ask you to save him. Pull the lever and let the guy go. While your mission is over here, you still have some things to do next. Move further on but when you see a massive gate – do not try to go through it. Just on the contrary – use your creative vision (and abilities) and do the next: jump on the crate > jump on the top of the booth to your right > use Blink to get on the platform > use Blink one more time to reach the other platform (the one on the other side of the gate) > turn left and reach the second pillar with the help of Blink (use it twice). If you did everything right, there should be a soldier right behind you guarding the door. Wait for him to leave his post and Blink to the open window right above the door. Though, before doing that, make sure you know where the guard inside the room is. If you want things to flow the way they should, make sure he’s not looking your way and you have enough time to get inside the room without being spotted. Blink > Approach from Behind > Choke > Hide the Body. After that, use the door in the back of the room to get into Holger Square. Go downstairs, enter the opening to the water pipes and follow them (pipes), deal with all the obstacles until you come across a hanging chain. Here you will find another door. Open it and welcome yourself in the Overseer Campbell’s office.
When inside, here’s what you are going to see: a giant meeting chamber with the High Overseer inside. Your task is to cross it without being spotted. The best way to do that is to come down the stairs and move across the hall to your extreme right. If you did it well, you can’t but notice a small opening right inside the wall. If you enter it, an amazing stealth opportunity to pass the room without being detected should appear at your disposal. Use it and in a couple of moment your character should appear up in the top-right corner of the hall (and outside a pair of big gates). Now, your next step is to peep through the keyhole to figure out the situation. What you are going to see is a Senior Overseer preaching to the younger initiates. At this point you shouldn’t do anything and simply leave them alone. Instead, make your way to the right and squeeze through a little window in the wall. On the other side of the wall you are going to find two crates; use one of those in order to Blink further on the something that looks a lot like air conditioner. Another Blink will get you to the ledge.
At a certain point you are supposed to appear in High Overseer’s meeting room. For some reason, the most obvious and simplest place to hide under the table is the best solution for your further plans. Do that and wait for a few moments for the other party members to appear. Your main task here is to switch wine cups at a certain moment. You need to keep Curnow safe and make sure that Campbell is the one who drinks the poison. Also, before you do that – do not forget to pickpocket the black book of the Campbell during his conversation with Curnow. Wait for the coast to clear and escape the building. Technically, all you have to do is to follow the white marker. From this point nothing extraordinary is expected, so simply leave the room, go down the stairs, and find the door that leads to the backyard. Here you will be forced to kill 1 guard only (the one standing on the stairs). All the rest can be fooled and avoided. Use Blink to travel from rooftop to rooftop and meet with Sam.
Mission 3: House of Pleasure
At the very beginning of the mission you should spend some of the freshly earned money to improve your character and make him better. The way you spend your coins is all up to you and will depend on your playing strategy. When you are done “shopping,” head to the Bitterleaf’s Almshouse and talk to Slackjaw. But before you make it any further, make sure that the guardian in the Watchtower is not looking your way. Otherwise, you can spoil everything you came here for. Now, as for Slackjaw – he is the one to give you 2 tasks:
- find a missing gangster by the name of Crowley;
- raid the contents of a safe owned by a certain artist.
Finish the inspiring conversation and head to Dr. Galvani’s office. But, as always, things won’t flow as you want them to and three Daud assassins will be waiting for your personality to make it disappear. Well, this is the highest time to use your amazing skills, including Night Vision and spot the killers. If nothing changes, two of them will be hiding in opposite rooms to each other and the 3rd one will be securing the area from the rooftop. Revealing their location will help to think about some strategic moves in order to take them down quietly and the non-violent way. If you happen to have sleeping darts – this might help to clear the way and send the bad guys to sleep, at the same time, reducing the chance to be spotted. The best strategy is to take the one standing on the rooftop and the other one hiding in a room to your left. Technically, you do not have to take care about the third and last one Assassin as long as you keep your character out of his sight. Now, find a pipe beside the Assassin on the rooftop and hop on it. You will need to go around the Art Dealers building in order to enter Doctor’s office in the front door.
At this moment you should realize that entering that door won’t be an easy task as far as city guards consider Doctor’s office to be a very important location and won’t just let you in even if you ask them gently. But, here’s what you can do to get in: Blink from your location to stairs to the left of the front door. Do not forget to use covers to remain undetected. Keep your head down and go under the staircase. It will lead you to the front door. You should see two lonely crates nearby. Climb on one of those and wait for the guard to look in a different direction. When it’s safe – Blink to the front door and get inside. Here you should find a body lying on the 3rd floor. If you haven’t guessed already – this is Crowley’s body. Get closer to him and search the body for his last message. This is important, so – do not miss it. As for the guards – there will be a few on the building but you are not obliged to disable them as far as there is an opportunity to leave those fellows alone and let them come back home to their families and, at the same time, stay unnoticed.
Now, when you have the audio graph in your inventory, come back to Slackjaw and exchange it for key to Captain’s Chair Hotel. This key gains access to the Golden Cat brothel. With the key Slackjaw is also willing to offer you a bit different way of dealing with the twins but as far as this guide’s main goal is to teach you how to become a good assassin, we assume that you are not going to take his offer. So, with the key in your hand and strong spirit in your heart, make your way to the Captain’s Chair Hotel. If you choose to go via Clavering Boulevard, at a certain point you are going to be blocked with another Wall of Light guarded by two soldiers. Dealing with both fellows won’t be different: wait for the first one to leave his post and choke the second. Obviously, do not forget to hide his body. As for the Wall of Light, do what you always do with them and take out the oil tank from the generator. But be careful: there is a Light Post to the left from the generator, so make sure you do not get into the search spotlight. You can do that by using your Blink ability (Blink to the brown crates > take cover behind them > Blink again to take cover behind the little booth). When you reach the city watch’s blue little booth, you are supposed to see the door to Captain’s Chair right across from the booth.
Get inside the Captain’s chair and get ready for a fight. No, this time you won’t be dealing with the guards. This time you will be forced to face a lot more unpredicted danger known as Rats. Ye, I know – it doesn’t sound like a real threat but trust me – you might even need one health serum in order to survive this short passage. Rats will attack you without any particular reason and when they approach in hordes – you better find a place to hide. Your task is to get upstairs and enter the door to the Golden Cat. Well, this particular door won’t lead you to the Golden Cat itself but will open you an opportunity to Blink there from the rooftop. Do what you have to do, open the shutter and slip inside the window. Now – first things first: to become a master of all rooms you will need to get the keys. You will find a person holding the keys in the office. By some obvious reasons – this person is also known as Madam. If you are not sure where to go – follow your marker and do not forget to check with the journal. By the way, one of the tasks you are supposed to complete is to find Emily. She will be in one of the small bedrooms on the 3rd floor. Get there and set Emily free. After a little chat, she will lead the way to the secret passage out of the brothel. Obviously, it will be locked but, thanks to the key in your hand, everything will work fine for you two.
Now it’s the highest time to take care of the twins known under the names Pendletons. Luckily, both targets will be in different rooms meaning that you will get an opportunity to calm them down a lot easier.
1. The First Evil Twin is hiding in the Ivory Room. Make sure you choke the peeping Tom to make the way clear. After that look for the balcony and use it to get into the already mentioned Ivory room. There will be no one except the target, so killing it won’t be a problem at all.
2. The Second Evil Twin is hiding inside the Smoke Room. Taking him down won’t be as easy as with the first twin but still possible. You can use pretty much the same strategy and access the Smoke Room from the balcony or you can act like a maniac and rush into the room using the front door. But, as far as we want to keep things quiet – balcony is the right way to go.
After killing Pendletons, head to the VIP entrance (the one showed to you by Emily) and return to Samuel. He will be at the very same place you’ve left him.
Mission 4: The Royal Physician
The Royal Physician mission comes right after you finish the House of Pleasures and you won’t have much time to take care of your character. So, visit Piero, if you need, make a few upgrades and find Lord Pendleton. After that, head to the Hounds Pit tavern to meet the other conspirators. After you finish cheat-chatting, your next two tasks for this mission will be to:
- Kidnap Anton Sokolov;
- Learn the identity of the Lord Regent’s mistress.
You will start playing not far from the Kaldwin Bridge which is kind of a dangerous place crowded with the guardians. But, you can easily pass by them by going above the ground and using your Blink ability. Do that until you reach the door. Get inside and study the surrounding. On the first floor you are going to find a non-working mining cart. In order to activate it you will need a fuel tank and a Warehouse Key.
- Warehouse Key can be found on the table lying by the cart;
- As for the Fuel Tank, you will have to cover some obstacles in order to get one. Move upstairs and search for a wheel. You can spin it to turn the hanging chain to the right position. When everything is set properly – Blink to grab it and climb the chain a bit to look around. Eventually, you are going to see some Fuel Tanks required for your cart. Get there and grab one of the tanks. However, it is important to keep it in mind that you can’t just drop the tank on the ground because it will cause it to explode and explosions of any kind draw guard’s attention. So, just search for the alternative route which is going through the planks (literary), jump over the crates and go downstairs. Get back to the cart and place your carriage in the pod. This should activate the already mentioned mining cart. Get inside the cart after you pull the lever and it will drive you across the closed bridge.
When you appear in a different location, make sure you travel fast to the Drawbridge Way. Use Blink to cover the distance fast and pass by the guards standing in front of the door. Also, do not forget for at least one of them to leave the door or start looking in different direction to let you do all the dirty stuff and by dirty stuff I mean getting inside, spy on Pratchett and a City Watchman and listen to their conversation, wait for them to finish talking, choke both fellows and loot Pratchett for his house key. Afterwards you can either go to his house on foot or ride his horse and get there a lot faster. Side route is the righteous route to take. On your way to the Pratchett’s house you are going to meet two thugs and an Arc Pylon. Blink past them and use the pipes to avoid getting into trouble with the Arc Pylon. By the way – moving from the first Arc Pylon to the bridges’ under truss will help you to stay away from endangering your stealth game style and from killing anyone. Progress through the mission and do not forget to use your Dark Vision ability to spot hostile personalities and avoid being spotted by them.
At a certain point you will be forced to raise a bridge. This can be done from the bridge’s drawbridge control booth. The best way to get there is by using chains. In this case you won’t be spotted by anyone. As a bit more risky alternative you can climb the stairs but don’t blame us if you get spotted. Raising the bridge will help you to reach the searchlight’s power cells and take them out. At this point your first part of the mission will be over.
Your next goal is to visit Sokolov’s House, so, after you’ve done playing here, get down from the bridgehead by jumping down and landing on the structure used to operate the drawbridge. You can also use the stairs but you are likely to meet the guards there, so – do it the easier way. While you progress through the level and get to the base of the North Bridgehead, you should notice a cell with a man inside. This is Alec and he will ask you to free him. You can either help the fellow or leave him alone – it’s up to you. But as far as we are concentrating on getting things done quietly – I would recommend leaving the guy alone. Otherwise, you can get into trouble and things might turn out to be messy. By the way – if you do help him, you need to know that Alec will lead you to an ambush. Any questions?
After you figure out what to do next with Alec, make sure you make you way to the Midrow Substatio safely. It doesn’t matter if you are going to deal with the guards or simply pass by them – whatever you do will be a good choice. When at the Midrow Substation footsteps, study the situation and watch for the several guards patrolling nearby the Wall of Light. To get in you can either disable the Wall of Light (in order to do that, get inside the control booth and stop the spinning wheel) or you can use Possession at Level 2 and end up on the other side of the Wall in a blink of an eye. After that – take the next door to the North End. If you did everything right and your assassin’s sense hasn’t misguided you, from that point you are supposed to see Sokolov’s Manor. Entering it is pretty simple but if, for any reason, you happen to have troubles doing that, here’s what you are supposed to do: go upstairs > blink to the pipe ahead at the end of stairs > proceed until you get to the abandoned apartment blocked by planks > destroy the planks > enter the flat > go upstairs. At this point you are supposed to see two pipes that, of course, are standing here for a particular reason. Well, the only thing you can do is to jump on those pipes and take a look around. Rather sooner than later they will lead you to the dead body. Check the corpse and you will find an important note. Save it and move further on. Now, get as close to the roof end as possible and look down. There should be a ventilation pipe. Use it to get closer to Sokolov. At a certain point you are going to see two guards arguing about Sokolov’s work and the living genius. It is advised to take them down to secure your further escape and the crossbow you happen to have in your inventory is the best weapon of choice. Though, remember to use slipping darts.
As for the great artist himself, he will be in his lab on the roof, probably, painting. On your way there make sure you keep you Night Vision on all the time in order to see where the enemies are and what way they are looking. This will keep you safe from getting into trouble. You can either choke those or keep them alive – it’s all up to you but I would recommend leaving them alone and to get to Mr. Sokolov as soon as possible. When you get to the artist, send him to sleep and then take his sleeping art body with you. The only trick here is that with his body on your shoulder you lose a lot in speed and maneuvering. Also, you won’t be able to jump from the big height. So, at this point finding a safe route is vitally important. With Mr. Sokolov riding on you head to the bridge and get under it – Sam will be waiting there for you. Keep it in mind that dropping Sokolov or your character into the water is not a good idea, so make sure you both stay dry. After leaving Sokolov in Sam’s boat, get back to base and finish the mission.
Mission 5: Lady Boyle’s Last Party
By all means, all that mass with Mr. Sokolov was organized for a reason and now it is the highest time to ask him a couple of questions in very calm and serious manner. Na, whom am I kidding? You’re an assassin and you do not know how to interrogate people calmly. Besides, when interrogation is calm – it is not an interrogation at all. The best way to make him talk is by using rats. Trust me – you won’t even have to hit the fellow once – the little fellows will do the dirty job. After just a little rat therapy Mr. Sokolov will tell you a lot, including the information you’ve desperately tried to figure out. Your goal was to identify a lady at the ball but you literary knew nothing about her at all. Well, now thanks to the “willingly shared” information you know that she will appear at the ball under her surname “Boyle.” Unfortunately, that is pretty much everything Sokolov will share with you because he was supposed to be introduced to her at the ball and he knows no other details to reveal her identity. So, your task is to:
- Get to the Ball, find out who Lady Boyle is and eliminate her;
- Hand a note to Lord Shaw given to you by Lord Pendleton.
After you receive the letter, make your way to Sam and ask him to ride you to the ball. When you arrive to the place, make your way to the locked gate in the other side of the canal by crossing the bridge. Pay attention to the guard securing the area. Take a look around and underneath the locked gate you should spot a small opening to the other side blocked by some wooden planks. Luckily, you have enough power to break it, so do that ASAP and enter the next location. This is called “Neutral Zone,” where you can walk around without being disturbed by the guards. Though, try not to draw a lot of attention cause things can still get weird. Not far from you there will be some people having conversation. Pay as many attention to them as possible because one of those personalities is going to lose his invitation that with the help of quick maneuver is going to become yours. Show it to the guard and in just a short moment you are going to turn from a regular assassin into a respected and socially accepted grandee.
First of all, I would recommend you to find Lord Shaw. He will be chilling out in the Boyle Gardens. The trick is that Lord Shaw is not what you expect him to be. In the very same letter that you are supposed to hand to the Lord your name is mentioned. While it is kind of pleasant to realize that you are a very good shooter, Pendleton mentions that you can be used as Shaw’s stand-in for a cowboy duel. To avoid being involved in another business that is not closely yours, you should choke Shaw and hide his body. Well, now it’s the highest time to get back to the party. Oh, and do not forget to loot the selfish trader – he deserved it!
When back at the ball, talk to the NPCs with unique names. These will be Miss White and Ramsey. If you act like a real gentleman and bring Miss White a drink, she will reveal you a little secret about the ladies in dresses. All Lady Boyles are wearing the same mask and the same dress. The only thing that will help you to identify the right one is the color of the dress mentioned. And, according to Miss White, Waverly Boyle is wearing a black dress and Lydia Boyle has a white one. You can and even should come close to every Boyle Lady and talk to them. Though, this won’t help you to identify the one you need. But, don’t get too depressed because the help is on its way embodied in Lord Brisby. Do whatever this man asks – he can be trusted. But if you need to know in short – Lord Brisby will ask you to bring him the exact same Boyle you are looking for. Also, he knows the color of the dress she’s wearing and this will be Black. However, sometimes it might be a different color but no worries – Lord Brisby will still name the righteous one. So, don’t be shy and feel free to agree. Now, find the woman in Black and tell her everything you know, that Lord Brisby is waiting for her in the basement and stuff like that. Do not forget to mention that her life is in danger. She will be pretty naïve, so a few minutes after Lady Boyle will be following your steps. When she will be expecting the least, choke her and deliver to Lord Brisby.
You know what – your mission is over here. Now, simply follow the white marker and get outside. Keep in mind that guards will still act alerted and every wrong move can make things worth, so – keep that in mind. Also, do not expect to see Sam on the very same place you left him. The guy was forced to move his boat a bit further but you will locate him and the transport. Go along the canal until you reach the gate > cross the bridge > ignore a Tall Boy by Blinking from him and jump into the canal. Practice in swimming a bit and get to Sam’s boat to finish the mission.
Mission 6: Return to the Tower
You did really well with the previous mission with this guide and I think it’s about time to start doing something serious, something a bit more important than chasing ladies and kidnapping famous artists with Russian background. To progress further on, find Admiral Havelock and Overseer Martin and talk to them. After some chatting they will tell you that you are reliable enough to take down one of the most dangerous personalities in this town known as Lord Regent. If you are missing something – do not forget to visit Pierro. After that – find Samuel on his regular place and head to Dunwall Tower.
Maybe it’s because of the location or maybe Sam is mad at you for something but he won’t drop you at the extraction point meaning that you will have to swim a bit to get to the place. This is not vital but getting wet at the very beginning of the mission is not exactly the most exciting thing ever. Swim to the gate and pass through it. There will be a platform right in front of you and it might be a good idea to Blink on it to get higher. Blinking one more time will get you even higher opening a window for other actions. If you are attentive enough, you should see a height marks. Your task is to get to the mark indicating 60. In this case you will find yourself in an alcove. Move forward and enter a small tunnel. Rather sooner than later you are going to find two rotating wheels as well as a passage. Though, the last one will be blocked by iron bars.
A bit to the sides there will be two platforms. Use your Blink ability to get there. Now, move across the gap and get to the door that will be on the other side to your current location. Though, don’t rush into things and do not open the door right away. You see – there’s an Arc Pylon behind it and you do not want to face it unprepared. So, when you open the door – quickly Blink behind a pillar and get to the lower levels of the room, pick up the whale oil and do what you always do to disable the Arc Pylon. When you’re done playing with it, use stairs and get yourself to the second floor. There will be a door leading outside. By all means – use the door to get outside. There should be a guard walking around and this soldier is very likely to have a “Dunwall Side Door Key.” You can either take him down or pickpocket – your choice, but still – do whatever it takes to get the key.
And now – get yourself prepared for one of the hardest parts of the game because the little passage from here and up to the Dunwall Tower is literary filled with guards patrolling the area, guarding buildings and being on a watch. Of course, the best way to locate them is to use your Dark Vision. It will help you to set up a certain strategy and disable/choke/sleep your enemies with style. By the way: do not forget to get rid of the bodies. Believe it or not but even when not moving they can turn into a real trouble. While progressing though the game and dealing with the guards (and following the white marker), you should come to the building with the room that happens to have the very same large wheels. The only difference is that in this room the floor will be just above you. You do not have to do anything in this room so far and simply move to the other side of it but be careful – it is also blocked by a Wall of Light. Come as close as possible and look to your left: you are supposed to see a door. The good news is that the key you are holding in your inventory will work just great with this door. Use the key to unlock the door mentioned and now, before going through the door, get prepared to face an area patrolled by Tallboys and searchlights. Carefully go down the stairs and then turn right. Pass by the three arches and reach the stairway. They should lead you to the other side of the already mentioned Wall of Light.
The next part of your route is rather simple: with the help of Dark Vision make your way to the next Wall of Light avoiding any possible danger that includes Tallboys, guards and searchlights. The place you’re heading at is not far from the spot the Empress was killed. When you are close enough, there will be a courtyard and a guardhouse to your right. Leave the first one alone and Blink to the top of the guardhouse. Start moving forward but make sure that the already mentioned courtyard filled with Tallboys, guards and searchlights is to your left. If you start seeing a doorway with the lights above it means that you’ve came to the right place. A good series of Blinks will help you to get there quickly and safely. When near – enter the door and (SURPRISE) you will see another door here. The door you are looking at leads outside, right to the courtyard but the biggest plus of this one is that it leaves all the trouble behind and by saying trouble I mean Tallboys, guards and searchlights.
When you get outside, look to your right and jump atop of the lonely crate. Now – look to your left. If you did it well, there will be a guardhouse right behind the previously mentioned Wall of Light and the good news is that you can use it to bypass the Wall. So, obviously, Blink onto it but be ready to take care of the lonely guard securing the territory. After that – enter the tower. At this point you should find yourself in a large hall with the Wall of Light blocking your way and suspiciously useful ladder which goes around the entire perimeter of the hall. If you need a reminder, your task is to make your way to the Lord Regent’s bedchambers. In order to get there use the “suspicious” ladder (Blink to get on it) and head to the left side of the hall. Enter the room with two rats and some statues. Don’t kill the rats and instead use your Possession skills to take one of those animals under control. The little creature will help you to bypass the already troubled Wall of Light through the rat tunnel which is nice. And why people hate rats after all?
Once you appear on the other end of the rat tunnel, you should find yourself in a dining room with the door right on the opposite side to you. Go through it and progress a little more to enter the room to your right. After that it is recommended to get on a large pipe above your head to move freely and avoid any possible detection. You can go up to the very end of the pipe without any complications but your next stop should be near a door that leads to the torturers chambers. At this point pay maximum attention to the torturer and his dog as far as they can become pretty dangerous to your character. After you deal with the duet, pick up a Purple Rune and enjoy a cut scene with the Outsider. When it’s over, return to the hallway you came from and make your way to the end of the pipe which will greet you with another door. Behind that door you are going to find a room opposite to the dining room. It will be filled with a few guards but it won’t be hard to take them down easily, so do that (or simply bypass them) and make your way to the stairs that will lead to another Wall of Light. Luckily, leaving it behind won’t be hard. All you have to do is to use the hallway to your right and then turn left. This corridor will lead you to the Lord Regent’s bedroom but on your way to his burial you will meet some guards. Again – take them down quietly, hide the bodies and move.
Lord Regent is a highly respected personality, meaning that you will see another guard standing right in front of his door. However, there is no need to bother this fellow. Just get as close to him as required to level with the door to his right. From here take care of another guard (darn, there are so many of them) and invite yourself in a room with a big piano in it. This room is vitally important for your further actions because of the following reasons:
- First of all – it is a neighboring room to the bedchambers of the Lord Regent;
- Secondly – both rooms share the very same fireplace, meaning you can use it to get inside Lord Regent’s bedroom and pretend to be Santa Claus. Use your Blink ability to get inside the bedchambers and make sure that Lord Regent never wakes up again. But before you leave, do not forget to check out the safe and loot it for the goodies. Safe combination is 9-3-5. As for the “goodies,” from the most important and useful things you are going to find:
- an audio recording of Lord Regent’s confession (if you are looking forward to unlock “Political Suicide” achievement, you should use this recording and broadcast it to let everyone know about a few things that Lord has done badly);
- a letter from the assassin demanding more money.
If you are going to broadcast the tape after all – visit the Broadcasting Station Samuel mentioned in his conversation. Get back to the very same hallway you came from (the one outside the piano room) and make your way to the other side of the Lord Regent’s bedchamber door. If you haven’t touched the guards, they will still be a threat to you. If you’ve had – then there is nothing to worry about. Pretty soon you should see another door that leads to a room with (guess what) – another Arc Pylon. No worries – it can be easily bypassed with the help of your favorite Blink. If you do that – you should fall automatically on the stairs and find yourself next to the Whale Oil and we all know what Whale Oil does with Arc Pylons. Take it out and get upstairs to locate both the broadcasting station and broadcasting officer. No, this time you won’t have to do anything bad with the broadcasting officer because he is a friendly guy. Though, you will have to act rude and ignore whatever he says. Just put the recording in the Broadcasting machine and enjoy the truth spreading all over the city. Get back to the extraction point and talk to Samuel to complete the mission.
Mission 7: Flooded District
This is a cruel world and I am pretty sure you are already aware of that fact. In the ocean of betrayal and unexpected turnarounds you haven’t noticed a betrayal waiting for yourself. After you return from the last mission, Loyalist will betray you by poisoning your trusted personality and if it wasn’t for Samuel – you would have been in a totally different place right now. Sam can’t do much for you because it will endanger the guy himself, so he leaves you adrift in the Flooded District. You are helpless but you are alive and this is what actually matters. Sometime after your supposedly dead body will be found by a group of assassins. They will catch you out and take you to their leader Daud. He will talk with you for a few brief minutes and from his words you are going to find out that he was the one to assassinate the Queen and he knows more than just enough about the “Outsider.” But you are not going to enjoy him talking a lot because the good gentlemen will knock you out.
After pretty long journey of non-controlling your character, you will be able to make him move after waking up in the void. Make a few steps forward and another cut scene will start. I know, I know – you’ve had too much of those recently but this one won’t last long plus you will be greeted by the famous and so talked about Outsider. When you finish talking, you will wake up in a cell, obviously, with no weapons on you but still – with some great powers in your hands. Using Possession, take under control one or two rats and use them to get out from the prison. After you’re out from the tunnel, look to your right. There will be stairs. Well – go up! No – wait! Right before you go up – make sure to pick up the Assassin’s Blade from the table. I think you will find the use for it. Well – now go upstairs. Right on the top of it you are going to find two guards securing the area but they can be taken down easily with the help of Dark Vision and Blink abilities. As you’ve probably guessed – if stairs are going up it means that rather sooner than later you are going to find yourself on a rooftop. From this point get closer to the edge and jump down right into the water.
Your next stop is to get back your gear that should be kept in Greave’s Refinery. While being in the water it is recommended to use Blink to get from plank to plank and stay on the top of the water. On the top of all you will have to be careful as far as these waters are filled with the killer fish and if you don’t mind them, there is a great possibility that you won’t have a slightest chance to make it to the next plank. As you make your way to the Refinery, use Dark Vision ability and it will help you to locate three weepers. Take them down one by one and in the alley to your left has to be the forth weeper. Do the very same with this one. Now, go through the door and keep getting closer to your gear. By the way – here you will find a lot more weepers but, luckily, you can exclude any contact with those if you choose to stay on the roofs and Blink here and there. As for the gear itself, you won’t have any troubles finding it. All you have to do is to follow the marker that even says “Your Gear.” The best thing about this marker is that it will show you the route that no one else can see. This is your sixth sense, so use it to your advantage. From here and further on you will have to jump, climb and blink from place to place leading yourself closer to your gear. After all, at a certain point you are going to appear inside the Refinery. When you get closer to the exit – do not rush into things and wait a bit for the guards to finish their conversation. From this conversation you are going to find out a few details about Daud’s base and how to get there through the rail station. Correct me if I’m wrong but an alternative route for an assassin like you is a lot better than a Christmas gift.
Your next goal is to lower the Drawbridge but for that matter you will have to do lots of things. In order to activate a Drawbridge you need a fuel cell. To your right there is a machine that does exactly what you need but in order to use it you will need an empty fuel cell. Those do not lie on the ground in this room but as it appears – those do lie on the ground in other rooms. One empty fuel cell is already waiting for you in a small room straight ahead from the machine but the only problem is that it is blocked by the planks. Though, we do know an amazing recipe to go through the plates and it is called “Blinking” (not with your eyes, of course). So, get yourself an empty fuel cell, take it to the filling machine, pour whale oil into it and carefully carry it to the Drawbridge. If you drop the cell filled with the whale oil – it is going to explode. But, if by any chance you drop an empty one – there is nothing to worry about. Now, finally, put the fuel cell in the pod near the drawbridge and lower it down to move forward. Check for the chain hanging right next to the drawbridge and use it to get down and gather your gear. Do not forget to use your Dark Vision in order to avoid Weepers cause they can turn into a real trouble. When you come to the very end of the first chain – blink to another one and use it to go down even further. Taking down some weepers will help you to avoid being spotted.
Finally you are at the lowest level! Your gear is now closer than ever but there are still 3 reasons to wait and do not rush into the middle of the room. Those 3 reasons are 3 weepers securing your gear. Well, taking them down won’t be challenging as far as one of those moves around the room constantly and the other two seem to be pretty upset minded and won’t notice you taking down one of them even despite of the fact that they are standing close to each other. So, take the walking one first and then the other two – one by one. Collect your gear and get prepared for escape. Going upstairs will lead you to the wheel that, of course, you need to rotate. This should open another door. Well, from now on your official goal is to find a door that leads to the Waterfront Upper level. This won’t be hard and will rather turn into routine blinking, jumping and moving from pillar to pillar keeping your assassin body from the envy and angry hunting eyes of weepers. But your routine won’t last longer than expected because very soon you are going to move a lot further and instead of weepers you will have to deal with assassins, a lot like you. Of course, they are not going to be that skillful but at the same time will be using Blink for changing their position and other great abilities that beforehand used to be only your priority. Now, when you know it, just go upstairs and turn one more wheel to open one more door.
Right behind the door you are going to see an assassin standing on the roof. Being your first assassin target, you are not likely to have any problems taking him down from behind unless you make some serious noise. When you’re done sending the competitor to sleep, go downstairs, find a rat, take it under control with the Possession ability and find a good place to hide. Use your Dark Vision to check for any hostile objects and if none – make your way to the door. Well, it will be locked but this action of yours will add a clue to the journal saying that one of the guards should be carrying the Key in the nearby building. A White marker will appear above your head showing you the way to the required key. So – what are you waiting for? Just follow it and you’ll be happy! Eventually.
In order to move forward you will actually have to move back and get to the wheel you rotated earlier. Now, grab the chain > climb upwards > reach the top > use your Blink ability to move to the next area > jump on two outdoor AC > start looking down. You should be seeing a pipe. Don’t worry – it’s OK to jump on it. Afterwards, follow the pipe to a balcony. Jump into it and enter the room it leads to. Somewhere on the wall there should be a key. Now, find a locked door (in a room like this it won’t be a problem) and unlock it with the recently obtained key. You will gain access to the Central Rudshore which is kind of awesome, mostly because of the challenge you are going to face. You see, after you find yourself in the Central Rudshore and move forward a bit you will spot a group of assassins scattered all over the place. Taking them down quietly and non-violently won’t be easy because they all act differently and unpredictably than all the other enemies do. But, impossible is nothing and with some strategy on your mind and combining it with the skills, you will be able to make it right and make it safe. Blink where you can, hide, use your Dark vision and take those assassin’s one by one. This is vitally important if you plan to get closer to Daud’s base undetected. So, here’s what you can do to make things right:
- progress through the level until your reach the spot with a few lamps put together;
- stop and look to your left: there should be an alley;
- go that way but be attentive and search for a window with a pipe above it;
- as always – use Blink in order to get on a pipe;
- hop on the roof from the pipe mentioned;
- turn around to spot a balcony;
- either blink or use pipes to get there.
When on the balcony, enter the room, cross it to the other side and Blink into the room in the other building. Yep – sounds tricky but looks awesome! Now, as you find yourself in the other room, you need to realize that the door straight ahead you leads to Daud’s base. At this point make sure you have everything under control and activate Dark Vision in order to spot the location of other assassins and, trust, they will be around and there will be a lot of them. Make sure to take down those causing you the highest danger and slowly but confidently make your way to the open window in order to get inside Daud’s base. Though, things won’t flow as easy as you expected. First of all – the path will be blocked by the guards, secondly - Daud always keeps the key with himself and without it entering the base is rather impossible. But, your attentiveness can really help you out here. The trick is that the already mentioned guards will be talking about a tunnel under the base. The tunnel is a secret passage that leads to Rudshore Gate area. From this point it will be more than just easy to get to Daud’s Lair as far as following a white marker has always been a great entertainment. On your way there you are likely to come across just a few guards but they can be easily taken down or bypassed.
In Daud’s Lair you should be as careful as possible because he will be guarded by the assassin. He (the assassin) is standing in the other side of the room – right next to the exit. As for Daud – he usually stands to the left of the assassin but can move from time to time. So, for your next move you have two options to choose from:
- Either take down Daud;
- Or pickpocket him and steal his pouch. This will give him a valuable lesson saying that he is not the most dangerous and cleverest person in this town.
Though, no matter what you choose, you will still have to get Daud’s key and use it later to enter the tunnel. But, if I were you, I would prefer to leave him alive but with the disturbed conscious that will always be bothered with a thought about the mysterious and tricky thief, who managed to get more than just close, take what he came for and disappear unnoticed. The stealing process itself is not complicated and what actually matters is a Perfect Timing. If you do it right – you won’t have any troubles completing the task unnoticed and without a blood spill. Here’s what you should do:
- On the right side of the room you will find stairs: Blink onto them;
- By the stairs there is a bookcase: Blink on the top of it as well;
A perfect Timing here matters a lot and due to the fact that your Blinking is silent, you can use the ability behind Daud’s back. As always, NPCs like Daud have a certain number of actions that they tend to repeat in a certain sequence. So, when Daud will be facing his table reading an interesting book, Blink the way I mentioned above and get behind him. From this point crawl to his personality, check his pockets for the loot and do not forget to take the key hanging from the table. When you’re done having fun – get back slowly, Blink behind the assassin standing at the exit and leave the room. As a matter of act – the sequence of the actions described above should be completed in no more than 2 seconds.
After you appear in the next area, there will be 3 guards patrolling and securing the place. Well, take down at least one of them. Otherwise, you won’t be able to progress further on undetected. Also, do not forget about the assassin on the shade watching over the area. The best way to take him down is to send a sleeping dart into his direction. It is not the most stylish way of disabling characters but definitely one of the most effective non-violent once. Now just follow the white marker and rather sooner than later it will lead you to the entrance of the tunnel (this will be the very same room you used to get inside the base).
As far as you are required to get through the quarantine wall and out of the flood district, here’s a good way to do that:
- stick to the left side of the building (use them as a cover: this will help to move unseen);
- Blink to get to the gate lever fast and, again – unnoticed;
- Pull the lever and leave the area through the open gate;
- Climb back on the chain;
- Blink two times to reach the fuel cell;
- Now you have to deactivate/disable the Wall of Light. This can be easily done by popping the fuel cell out;
- Use the service center and leave the quarantine zone;
- Find yourself in the Old District;
- Follow the white marker;
- When it leads you to the sewer entry – well, enter the sewer (if you do it really quickly – there is a chance that you will avoid getting into trouble with the creepy weepers);
- Rotate the crank wheel to get into the sewers;
- Again – use your marker to move forward. However, this is the place where you need to be careful because you might get killed by stink bomb throwing pods.
Passing this area is not possible (or almost impossible) if you plan to cover it on foot and on the ground level. In this case it is recommended to use the pipes above your head. Hop on them with the help of Blink and they will take you to the exit. Reaching sewer’s exit will automatically end the mission.
Mission 8: Loyalist
You next mission that goes under the name “Loyalist” will start right after you finish the previous one. Now, your main goal is to get back to the House Pit bar and get inside your room (which is on the 3rd floor). But before you do that, find Cecelia in her apartment and talk to her. She will tell about things that had happened after your poisoning and during the time you’ve been gone. When you finish your conversation with the girl, get down to the 1st floor and enter the room to your left. There you will find two keys hanging on the wall. Take both keys and open the door to your right. They will lead you out of the apartment on the street. Right across the street there will be the Hound Pit bar. Though, you can’t just cross the street freely because 3 guards and 1 Tall Boy are patrolling it. But hey – after all you’re a professional assassin and you can do crazy things. For instance – your Blink ability. But, it is recommended to upgrade it to the Level 2, at least. Otherwise, you might not get as lucky as you’d like to. So, assuming that your Blink ability is in a good shape, wait for the Tall Boy to go to the far end of the area and when he’s not looking in your direction – Blink to the Hounds Pit bar (to its canopy, to be exact) and move along the canopy to the left side. Pretty soon you are going to see an open window and, of course, you should welcome yourself inside. When in the bar, search for the door in the upper-right corner of the room and enter it. You should appear in a corridor. Just keep moving forward and soon it will lead you to the 3rd floor and Emily.
Now, your next step is to neutralize 4 persons in the room. The best way to do that is to use your Dark Vision and follow the tactical “One by One rule.” By the way – one of the guards has a very useful habit to leave his post and patrol the area. This will make things even easier for you. When you see him approaching – shoot a sleeping dart > Blink to his body and hide it. As for the rest 3 guards, you can take down them whatever method you prefer. I, personally, shot two more sleeping darts in two guards and then Blinked to choke the last one. Well – it looked really great! Unfortunately, you are not going to find Emily in her room but there will be a letter waiting for you. From this letter you are going to find out that for your further progress it is vitally important to find Callista. In the second part of the letter you will be told about the Admiral and that he, together with the lackeys, has left for the Kingsparrow Island (for a lighthouse on Kingsparrow Island, to be exact). After you’re done reading, leave the room you are in and get back to the one you took down your first guard. Look for an open window > get through it > follow the White Marker and find Callista. This part of the travel is rather simple and you are not supposed to have any troubles here (even if you really want to). When you reach THE door – interact with it and tell Callista that it’s you.
Of course, she will let you in and for another few minutes will share all the important information about the latest events. After you are done talking – pick up a few important things. Without them your further progress is not possible. They are not hard to find, so just explore the room (for example, Emily’s key and a letter by Sam will be both lying on the bed). When you collect them all, get closer to the window and use your flare launcher to signal Samuel. Leave the room by taking the door on the other side of the room and find Samuel. He will dock the boat on the shore. Interacting with him will finish the mission.
Mission 9: The Light at the End
Your next and last mission in Dishonored will start pretty prosaically: on your way to the Kingsparrow Island you will have a little talk with Samuel. That won’t take much and pretty soon you will be dropped off by him on the Island mentioned and after wishing you all the best Samuel will ride off. If I am not mistaken, this will be your last connection with the guy who saved your life. After you appear alone on the bank, there will be two choices on where to go next:
- “Beachside Entrance;”
- “Harbor-side Entrance”;
Of course, the one you choose totally depends on you but we assume that you are going to take the Harbor-side Entrance. Well, this was the one I took and things went pretty much the way they were supposed to go. You are not likely to do anything in particular: just go up the stairs until you see a large spotlight (it will be keeping sight on the area below). If you want to avoid any kind of detection, it might be a good idea to Blink on to the base of it (spotlight). Wait for the spotlight to turn its face to the right and at this very moment jump into the water > quickly Blink onto the platform > turn right > jump down > hide under the steel structure of platforms and stairs. Take a deep breath and keep moving to the top left of the place you are in. The nearby rocks will allow you to take back onto the top of the platform. Keep moving forward until you reach the railing directly in front of you. Take a look around and you will see a rat tunnel. Use your Possession ability to take a rat under control and get thought the tunnel to the other end. Congratulations and welcome to the Kingsparrow Fort.
At this point you should see a giant sealed gate right in front of you. Simply Blink over it and make a few steps forward. Look to your left and there should be an open door with a sign over it saying “Life Boat Access.” Well, this is exactly THE door you need to enter. There will be two guards having inspired conversation inside but you don’t have to bother yourself with their presence. Just Blink to the left side of the hall and from here keep moving across the hall. When you reach the other end of the hall – find a steel platform and use your Blink ability to get there. From here it is important to be quick and make your way to the courtyard again. After you do that – hide and wait until guard appears in your site coming down from the stairs from the “Walkaway Access.” Eventually, he will reach the end of stairs, turn around and go back. Follow him on his way back and choke from behind. There is another guard nearby and it is advised to hide the body of the one you’ve killed. The other guard is securing the “Gatehouse Control Room” and can be easily taken down with a sleeping dart. After you send him to have some rest, get inside the “Gatehouse Control Room” and find a rat tunnel. Possess a rat with your ability and run through the tunnel. It will lead you inside the Gatehouse. To make things a bit easier, you should not rush into things and transform back to a human look. Instead, get behind the guard in the room and take him down the very same moment your transform. It won’t be a problem at all.
In the room you are right now there is the Elevator key hanging on the wall. Grab it and make your way up the stairs but don’t rush into things as far as you are going to meet two guards. Well, they will be minding their own business but it doesn’t mean that they won’t be dangerous. One of them is likely to be reading a book while the other one will be looking over the railing. As for me – not the best activity ever but what do I know about guards and their habits? Anyway, those should be two great and easy chokes. When you’re done “hugging” – continue moving forward. Of course, things are not going to flow easily because pretty soon you are going to face both an Arc Polygon and Overseers blocking your way. Don’t worry – look to your left and search for the blue structures. You should see the whole circuit of pipes emerging from the structure and going straight to the “Elevator Door.” Well – this is exactly what you need! Get on the pipes, travel to the very end and blink on the top of the elevator. With the help of your tool (open hatch) get inside the elevator.
Pretty soon you are going to face 4 guards securing the entrance into the light house. While it looks like a challenge, don’t get judgmental beforehand! The first guard won’t be a problem and you are not even obliged to touch him. There are two reasons for that: first of all he is no danger because his eyes will be looking in a totally different direction. Secondly – it is kind of gross to choke a person who is busy taking a leak, don’t you find? So, just leave him doing his business and keep moving taking covers one after the other. The other two guards are securing the second floor. Wait for one of those to leave his post > Blink to the guard left > choke him from behind > hide the body and find a place to hide your character. Keep moving forward and be ready to face two more guards. The first one will be standing right in front of you (luckily – with his back turned towards your eyes) and the second one will be standing further beyond causing no danger so far. When the “further” guard stops looking in your direction and turns his eyes away – Blink to the one standing right in front of you and choke him. Do not forget to get his body down in order to remain undetected! Get back to the last action point and make sure that the last guard is not looking in your direction > Blink to him and choke from behind. After you’re done having fun – enter the Lighthouse.
When inside, just keep moving up using the only stairs. Rather sooner than later you are going to locate Havelock but it will look like he’s out of his mind. The “poor” bastard will be rambling angrily with dead bodies scattered around him. Taking him down won’t be a problem: just wait for a perfect timing and choke him from behind or send a sleeping dark into his body. As for the Key to Emily’s cell you are supposed to recover, it will be lying by the fireside. You need to grab it as fast as possible and while the Admiral is on the other corner of the room. Grab the key and open her cell that is located just beyond the hall to the left. After you set her free – the mission will end and so will the game.
My congratulations – you’ve finished Dishonored with no blood on your hands. At this point you are supposed to get a bunch of achievements “Ghost”, “Shadow”, “Clean Hands" and “Mostly Flesh and Steel”.
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