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Dishonored is an immersive first-person action game that casts you as a supernatural assassin driven by revenge. Creatively eliminate your targets with the flexible combat system as you combine the numerous supernatural abilities, weapons and unusual gadgets at your disposal. Pursue your enemies under the cover of darkness or ruthlessly attack them head on with weapons drawn. The outcome of each mission plays out based on the choices you make.
1. Hints and Tips [HNTTP] 2. Campaign Walkthrough [WLKTH] 2.0 Prologue [ACT00] 2.1 Dishonored [ACT01] ...Interlude - Introductions [ACT1A]
2.2 High Overseer Campbell [ACT02] ...Interlude - Weepers [ACT2A]
2.3 House of Pleasure [ACT03] ...Interlude - Mistress [ACT3A]
2.4 The Royal Physician [ACT04] ...Interlude - Interrogation [ACT4A]
2.5 Lady Boyle"s last Party [ACT05] ...Interlude - The Final Move [ACT5A]
2.6 Return to the Tower [ACT06] ...Interlude - Celebration [ACT6A]
2.7 The Flooded District [ACT07] 2.8 The Loyalists [ACT08] 2.9 Light at the End (low chaos) [ACT09]
4. Rune Locations [RNLCT] 5. Bone Charm Locations [BCLCT] 6. Sokolov Portrait Locations [SPLCT] 7. Blueprint Locations [BPLCT] 8. Achievement/trophy Guide [ACHMT] 9. Contact [CNTCT]
10. About Me [INTDN] 10.1 Me 10.2 Donations 10.3 Console Domination
11. Special Thanks [STHNK] 12. Version History [VHSTY]
- Save frequently, especially if you are going for a zero kill run or a no detect run through.- Explore the environment, whilst the guide provides a few options for most missions, Dishonored is very good at giving choice. Heck you may even find a better way through than I have!- Use blink... Often. Blink can be used to traverse the environment quickly, reach out of reach places and in combat to perform surprise attacks.- Experiment with different combinations of powers and weapons, there are some very useful moves to be discovered.- Use the heart! Not only does it show the locations of runes and bone charms, it can also give you hints! Point it at a bad guy or something in the environment and sometimes it will give you some useful information... Other times, not so much.- Use the rooftops frequently, not only wil you avoid guards, you will also be able to scope out guard patterns and alternate routes to plan your next move.- Removing whale oil from the sockets of security systems is easy and non-lethal although reprograming them with a re-wire tool is admittedly more fun.- Be gentle with unconscious guards, they can be very fragile. If you put them down awkwardly and they hit something too hard they can be killed.- In a no kill run, to make sure guards are still alive, hover your cursor over them if it says (unconscious) you are all good. If there is no text descriptor there, the guard is dead and you"ll have to reload to a previous save.
Stealth Power tips:
- By far the most useful powers for playing stealth are Blink (II), Dark vision (I), Slow Time (II) and Possession (I). Work on levelling these powers to at least the specified tiers before sinking points elsewhere.- Blink can break falls from great heights.- Blink is perfect for teleporting behind an enemy for a quick lethal/ non-lethal takedown.- Use dark vision frequently to watch enemy movements when indoors and recognise their patrol patterns so you know when to make your move.- Upgraded dark Vision also enables you to see power sources, enabling you to quickly track down and disable those security devices and alarms.- Bend time II freezes time, use this in conjunction with blink to fly through through an area without being spotted at all.- Bend time is also useful for quickly pickpocketing and escaping powerful enemies.- Keep an eye out for holes in gratings at ground level. There are literally scores of these throughout the game and by possessing and piloting rats/fish through these you can save a lot of time and effort.- If you find a rat hole, but can"t find a rat about to possess, if you have invested in devouring plague, you can summon a swarm of rats and possess one of them.- Investing in tier 2 Possession allows oyu to possess guards and use them to walk through enemy defences without arousing suspicion.
Fun Power tips:
- If carnage is more your style, slow time also has some great perks. Freeze time and pop a springrazor on a guard in a crowd. Fun!- If you trigger an alarm and have a few enemies surrounding you, use freeze time and then possession (II) to possess a guard and have him stand in front of a friend with a gun. Exit before time unfreezes and watch the guard kill his mate!- Bend time level II can also give you a Matrix moment. All projectiles will stop in their place, allowing you to go and pick them up from mid air.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++If you have an interesting tip or tactic, let me know. If i like it, Ill putit in here and give you credit+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Welcome to my walkthrough for Arkane Studios and Bethesda"s new first person action game Dishonored. This guide will helpo you make your way through thistitle from start to finish, picking up all of the hidden runes, bone charms,Sokolov Portraits and blueprints along the way.
To fast travel to a chapter, go to the table of contents above and copy thecode next to the section of interest. Press CTRL +F and paste the code in thereto jump down to where you want to go in a flash.
Whilst I am writing this guide from a stealth, no killing point of view andhave played through successfully using it, it should be noted that Dishonoredis very good at providing several options for just about every task. With thisin mind, if you find a better way to complete a mission or part of a mission, please let me know and I"l be happy to include it in the guide. I have also highlighted optional tasks you can do during missions to somewhatenrich your experience.You will find these boxed in each mission.These areentitrely optional, and you can completely ignore them ans follow the guidearound the boxes for a faster, less risky route through the game, but note thatthey can often grant access to collectibles and often provide additional information and rewards upon completion to help with the main task.
===============================================================================Prologue [ACT00]===============================================================================Collectibles: | ]-------------- ]Runes................0 ]Bone Charms..........0 ]Blueprints...........0 ]Sokolov Portraits....0 ]_______________________]
After soaking in the scenes as you approach the city of Dunwall, you"ll finally gain control of Corvo as he gets off the boat.
As you cross the bridge you"ll see a scen with Emily, the Empress"s daughter. She"ll give you an optional task to play hide and seek. This acts as a tutorialof sorts in how to use the game"s cover system. If you want to do so, follow her down under the bridge and follow the prompts.
When you are ready return up the stairs and continue upwards until you reachthe gazebo where you will encounter the empress.After a short scene, defend yourself against a pair of bad guys and after a few moments a scene will playto end the prologue.
===============================================================================Dishonored [ACT01]===============================================================================Collectibles: | ]-------------- ]Runes................0 ]Bone Charms..........0 ]Blueprints...........0 ]Sokolov Portraits....0 ]_______________________]
>> Coldridge Prison <<
Upon gaining control of Corvo, you'll find yourself in a prison cell. Head over to the door and pick up the bread on the floor. Beneath it you'll find akey and a note to read. Open the door and cruise over to the table opposite topick up a sword and a few coins. From here on out, hit the sneak button toenter stealth mode!
To the left of the table, you'll find an open door with three guards inside.One is directly in front and two others are further in the room having aconversation. Quickly grab the guy in the doorway and bring his body back intothe previous room. Once the other guards have finished their conversations,one will patrol to the far end of the room, whilst the other will head into analcove to the right to go to the bathroom. Sneak through the shadows along theleft hand wall and when the patrolling guard returns, duck into the next room.
Grab the pistol and the Health elixir from the wall on the left and enter thenearby door. Climb up to the platform above and grab another pair of healthelixirs, one from the shelf in front and another from the weapon rack nearby.Loot the rest of the room and look through the keyhole on the door. When theguard's back is turned, open the door and go grab him (and place his body inthe shadows nearby) or pickpocket the key from him. Either way, once you havethe key, enter the locked door at the end of the hallway to the left (it shouldhave an objective marker on it).
Enter the hall to the left. At the first corner lean around and wait for theguard to pass by the end. When he does, head down the hallway after him andgrab him. Place his body in shadows, and then continue down the stairs and intothe interrogation room.
There is an audiograph at the back of the room you can listen to if you like.When ready, enter the door behind it and open the safe to access the clockworkexplosive. As you return to the previous room, you'll see the door opposite open.
>> Prison Yard <<
Follow the guard down the stairs and he'll start chatting with another. At thebottom of the stairs, head off into the shadows to the right and move towardsthe set of stairs at the far end of the room. After the conversation hasfinished, one of the guards will come and patrol near the foot of the stairs,so use the cover to lean out and watch him. When his back is turned, scale themand enter the door.
In this room, you'll see a guard patrolling the room in front and a series ofrooms to the left. Here we have 2 options:
1.You can enter the rooms to the left through the open window nearby, incapacitate the two guards in here and use the switch inside to open the next door (you'll be able to collect 2 x bullets + 1x health elixir along the way). 2.Alternatively, you can wait for the guard in the main room to move away from you a little ways and enter the shadows along the right hand wall, climb the pipes here to the top of the room and use them to crawl over the locked door and into the next room from above. Inside the next room, incapacitate the two guards when possible, grab the health elixir and bullets from the shelf in the little control platform to theleft and then plant the explosives on the door as indicated. Enter the smallcage to the left of the door to take cover. Once the bomb goes off, quickly runthrough the opening and jump down into the water below. Swim to shore and enterthe opening here, climb the stairs and enter the door to reach the sewers.
>> Dunwall Sewers <<
Enter the first door and use the crates opposite to climb up and onto thegrating on the left. Continue along and drop down into the next hallway. Afterwatching the scene below, you"ll now also know that you want to avoid groups ofrats at all costs!
In the next area, drop down into the water and swim to the right. Climb outand make you way to the lit up area ahead. Grab the body off the valve and putit down elsewhere so that you can use it to open the next door. Continue untilyou enter the next large room. You'll see a swarm of rats at ground level and apair of bodies drop down onto a raised central platform from above. Rats lovedead bodies, so quickly make your way to the platform, pick them up and tossthem down into the room below, this will lure the rats away from the next valvewe need to open. Whilst they are distracted, run over and open it to continue. Turn to the right and at the top of the stairs climb the chain into the nextroom. At the top, look in the hallway just to the right, it is trapped so keepan eye out for a trip wire. You can trigger this safely by interacting with it.When its safe, follow the hallway to the end for some incendiary bolts (fromthe trap) and a health elixir and some coin from the crate. Return to were youjumped up from the chain and check out the stairs to the left. Again triggerthe trip wire here before climbing up. Continue along the platform, and openthe crate at the end for Corvo's gear.
Open the door nearby and disarm the trip wire immediately inside. You'll see asafe on the ground in front. A nearby note will tell you where to look for thecombination – behind the safe on the shelf behind the whiskey bottles (thecombination is 4-5-1). Continue to the other side of the room (and loot thetrap for more incendiary bolts) before climbing up into the opening on theleft. Inside you'll see a hole in the floor, look to the left of this for acontainer for some objects to loot and behind it for a cabinet you can open forsome more goodies with a health elixir on top. Return to the hole and hop ondown.
Once the guards below have finished their conversation, they will separate.Drop down and grab the first guard , hide his body in the shadows. Hug theleft hand wall and stay in the shadows as you continue round the corner. You'llfind some rocks you can climb here so do so. At the top you will be able toaccess some pipes that will let you traverse the top of the room without beingspotted. If you work your way over to the left hand wall you can find a smallopening above a boarded up doorway below giving you access to a secret room youcan loot for a few coins (this is optional). Climb back up to the pipes andout, this time making your way around the corner.
When you reach the end of the pipe, drop down to the crate below and continuearound the walkway on far edge of the room, across the water from thepatrolling baddies. Keep your eye on the guards and continue along the wallwhen they are not looking and staying put in the shadows when they are. Onceyou reach the far end, climb up and mosey into the tunnel on the right. Followit all the way to the end and speak with Samuel at the boat to complete themission.
------------------------------------------------------------------------------->>Note: At this point you will receive the achievement/trophy 'Dishonored'.-------------------------------------------------------------------------------
------------------------------------------------------------------------------->>Note: If you followed the guide and did not alert any guards, you will also earn the achievement/trophy 'Vanished'.-------------------------------------------------------------------------------
===============================================================================Interlude - Introductions [ACT1A]===============================================================================Collectibles: | ]-------------- ]Runes................2 ]Bone Charms..........0 ]Blueprints...........0 ]Sokolov Portraits....0 ]_______________________]
>> The Hound Pits Pub <<
After disembarking he boat, climb up the stairs and straight through into thedoor in front as marked by the objective indicator. Walk over to the men herefor a conversation. Afterwards, backtrack through the door you just came infrom and make your way over to Piero's workshop to chat with Piero.
After the conversation, climb the stairs and grab a filled whale oil tank fromthe dispenser on the wall and return to Piero. Place the tank into the socketof the machine that he is working on. He'll now set up shop, allowing you topurchase additional ammo or upgrades to your weapons. At the end of theconversation, choose the first option to continue.
>> Somewhere Else<<
When you regain control, open the nearby door and follow the path until yousee a scene. Afterwards you will have unlocked your first Outsider power –Blink! This is an incredibly handy power that has many uses for both exploringthe environment and sneaking up on or past guards unnoticed. For now thoughwe'll have a short tutorial section getting us to use blink to navigate throughthe area.
Continue onwards using blink to jump across to the platforms provided until youreach another short story scene. After this, you'll be in possession of aheart. Now this is another cool item. It will highlight all of the runes andbone charms in the environment, creating waypoint markers for all of them,making it a whole lot easier to track down some of the game's collectibles!Additionally, using the heart whilst looking at something will have it tellyou secrets about it or a person, which can sometimes provide usefulinformation for the mission at hand. For now though, with the heart out weneed to make our way to the last waypoint and blink across to it. Pick up therune (1/2) for another short scene. We can now use Outsider powers!
We'll also be returned to the real world.
After waking up, return to the bar downstairs and talk to Havelock to find outabout your next mission. Exit the bar and move forward a little ways to beapproached by Callista, who will ask you to save her uncle in the upcomingmission. Now pull out the heart we acquired just before and follow thewaypoint marker out into the water to find a rune (2/2). Return to Samuel (andPiero if you want to purchase ammo or an upgrade or two) and hop in the boat tostart the mission proper.
===============================================================================High Overseer Campbell [ACT02]===============================================================================Collectibles: | ]-------------- ]Runes................7 ]Bone Charms..........5 ]Blueprints...........3 ]Sokolov Portraits....1 ]_______________________]
>> Distillery District <<
After getting off the boat, turn right and pull out your heart. Note themarkers showing the bone charms and runes? Let's swim out to the far end ofthe bridge we can see ahead. Here we can climb out of the water and use blinkto climb up into a room containing a bone charm (1/5). Drop back down into thewater and blink across to the upturned boat against the wall beyond the bridge.Climb out here and climb the nearby stairs before the guard comes by.
The wall of light we want to go through is ahead up the next set of stairs.Instead of going there though, let's continue down the street to the right.When you reach the dead end, you'll see an old woman up on a balcony to theright tossing stuff out on the street. Use the debris nearby to climb up andinto the building.
Go down the stairs and you'll find Granny Rags in the kitchen. Ignore her fornow and enter the door just to her left. Follow these stairs to the bottom tofind a rune (1/7) and an Outsider Shrine.
____________________________[Optional: Gentleman Callers ][_____________________________________________________________________________[ Rewards:- Rune x 2 ][ - Completing one quest for Granny Rags in this level and another for][ Slackjaw in Mission 3 (House of Pleasure) will enable you to ][ collect a Sokolov Portrait on a later mission (The Flooded ][ District) ][ ][_____________________________________________________________________________][ --------------------- ][ Part 1: Street Toughs] ][ --------------------- ][ ][ Return and chat with Granny Rags for an optional side-quest. Three thugs ][ will start banging on her door and she wants you to deal with them. Return ][ to the balcony we came in from and blink across to the other side of the ][ street. Sneak up and grab one of the bad guys at the back and stick him in ][ the shadows somewhere and then deal with the other two however you like (I ][ used the sleep bolts as not to be detected or kill anyone). Afterwards ][ return to Granny rags and after a short chat, she'll tell you she's left a ][ present for you upstairs. Go up to where you originally entered to find a ][ Rune (2/7). ][ ][ ][ ---------------------- ][ Part 2: Galvani's Flat] ][ ---------------------- ][ ][ After another conversation with Granny Rags, exit Granny's building and go ][ down the alleyway opposite. There are a pair of gangsters abusing another ][ passer-by around the corner to the left so to avoid a fight for the moment ][ (we'll deal with these clowns later) use blink to get up to the rooftop to ][ the left and continue along the roofs and through the open floors here until][ you reach Clavering Boulevard. ][ ][ From our current location, you'll see the marker pointing to Galvani's Flat ][ on the opposite side of the boulevard. Still up on the roof, drop down to ][ the vent and follow it left and all the way around to the balconies in front][ of Galvani's place. Jump up onto the balcony and look above and to the right][ of the door to see another vent, blink up to here and then from here to the ][ higher balcony. Head inside. ][ ][ ][ >> Dr Galvani"s offices << ][ ][ As soon as you enter Dr Galvani's Office, check the desk to the left for a ][ health elixir, the key to Galvani's lab and an audiograph to listen to ][ whilst you loot the rest of the room. Afterwards, examine the bookcase to ][ the right of the door we entered for a false book. Use that to reveal a ][ secret room behind. Grab the rat viscera from the table and return outside. ][ ][ ][ ------------------------------ ][ Part 3: The Whiskey Distillery] ][ ------------------------------ ][ ][ Backtrack across the vents until you reach the roof of the building opposite][ Galvani's place. Continue back along the alley until we reach the ][ T-intersection. To the right, you'll see Granny Rags place and to the left, ][ you'll see a door to enter the Whiskey Distillery, head on in here. ][ ][ ][ >> Dunwall Whiskey Distillery << ][ ][ As you enter, you'll see a slanted sheet of metal to the right in front. ][ Blink to this and cruise up. Use the rooves and pipes along the way here to ][ make your way around the corner to the right towards the distillery itself, ][ marked with the objective marker. To the right of the door are a pair of ][ rats and you can possess one and send it through the nearby grate to ][ infiltrate the building (this option will net you a blueprint (incendiary ][ bolts - note, you"ll come back in the next mission, so you don not need to ][ grab it now and the distillery master key from a hook on the wall near the ][ window overlooking the floor). Otherwise, you'll need to wait for the guards][ to walk away and drop down and enter the door like a normal person. ][ ][ Either way you go, you'll enter the same large room and there are five ][ guards patrolling in here. If you entered the door, there will be a trip ][ wire directly in front of you, you will need to avoid – I suggest blinking ][ to the chain beyond and above it. To get through the room without getting ][ spotted, you are going to want to sneak inside and then blink up to either ][ the pipes near the top of the rooms (if you have blink level 2) or the ][ chain mentioned earlier on the right hand side (blink level 1) so that you ][ can access the pipes. Blink across to the far side and to the pipe above the][ door on the raised platform. Wait for the guard to patrol away from it ][ before dropping down and heading inside. ][ ][ Turn to the right as you enter, check the cupboard near the table for a ][ spiritual elixir and then use the wall of barrels as cover to observe the ][ thug patrolling the stairs behind. When it's safe to do so, drop down behind][ him and choke him to sleep and hide the body. Now pull out your heart, ][ you'll see a bone charm (2/5) hidden at the top of the room. Use blink to ][ help scale the barrels sticking out of the walls on either side to make your][ way up to it. Drop back down and descend the stairs. ][ ][ Crawl under the space beneath the barrel under the stairs to find the still ][ we need to tamper with. Check out the desk nearby for a new gadget – the ][ springrazor (a shrapnel loaded proximity mine). You can also find some ][ instructions on how to use the still attached – subsequently you can grab ][ some of the empty vials lying around the room and use the still to create ][ additional health elixirs for yourself. Once you are ready, use the still ][ and choose the 'infect bootleg elixir' option. ][ ][-----------------------------------------------------------------------------][ Note: Infecting the bootleg elixer will fulfill Granny Rags" mission, but it][ will also result in an increased number of weepers in the next mission][ so don"t say I didn"t warn you! ][-----------------------------------------------------------------------------][ ][ Retrace your steps back upstairs, look through the keyhole for the guard to ][ leave and then enter the large room and blink back across to the entrance ][ (don't forget to avoid the trip wire!). Once outside, blink back up to the ][ pipes and make your way back across the top of the room to the entrance to ][ return to the Distillery District. ][ ][ ][ >> Distillery District << ]] ][ Return to Granny Rags. Again after a chat, return upstairs to pick up the ][ rune (3/7) she has left you. ][ ][_____________________________________________________________________________][ Optional: Gentleman Callers: Complete!][_______________________________________]
Go down the alleyway opposite Granny Rags' place and use blink to get onto theroof to the left. As soon as you get up, look to the right to see an openwindow behind a balcony above. Blink up here and loot the re-wire tool, healthelixirs and everything else in the room before returning to the roof below.Continue along the rooves towards the Clavering Boulevard.
If you've done the side-quest, you'll now notice that the two gangsters we sawearlier are now standing guard outside of a door with the guy they wereharassing trapped inside. Drop down from the roof onto the pipe just abovethem and edge out slightly so you can see them below. Use blink to teleportdown behind them. It may sound crazy, but if you grab one of them and hold theaction button so that you carry them rather than letting them hit the floor,the other will not notice it happening. So grab one, deposit him in a shadownearby and return for the second. Smash down the door to free the citizen.
It turns out he's a vendor named Griff who, like Piero can trade things to you. He also has a pair of blueprints you can purchase (Lens Magnification andSokolov"s Formula). Note that if you cannot afford both of them at this time, you"ll be returning to this area in the next level and you can purchase themthen. Check out the room behind him and look up to see another floor above.Blink up here to find a bone charm (3/5) on the table nearby.
Return outside and climb back up to the roof above. Use the vent overlookingthe square to make your way left and around to Galvani's flat. Drop down intothe alley below Galvani's place and keeping your eye on the guards patrollingthe boulevard nearby, make you way to the stairs at the far end. Blink down tothe left and climb the stairs to the right of the thug here. At the top ofthe stairs, three thugs will be arguing, use blink to get behind the coveropposite and then into the alley beyond to avoid a confrontation.
Climb the stairs here and blink into the guard post in front to find a runeinside (4/7). Turn around and blink up onto the vents above the stairs we justascended to avoid bumping into the patrolling guards. Blink to the top of theguard post and wait for all of the guards to move away from the entrance toHolger Square (objective marker) and when it's safe, blink over to the tunneland run inside to quickly use the door to get to the next zone.
>> Holger Square <<
As you enter, you will see Overseer Martin (the fellow we need to rescue) inthe centre of the square in shackles. Nearby is a single guard with the key.Sneak up on him and choke him out and then use the lever next to Martin tofree him. After a short scene, head into the alley behind the platform Martinwas on and to the right and use the bits and pieces in there to blink up tothe vents above, they will allow you to enter the area behind the big gate.
Notice those lamp poles? We can actually stand on these, so let's use them toblink across to the gate on the far side of the area without alerting thepatrolling enemies below and use the vent against the building to the left tohelp us over the fence.
When no guards are looking, blink down to the stairs on the right. Climb themand enter the nearby gate, as you enter turn immediately right and quicklymake your way over to the building here. Blink up to the ledge, turn left andkeep going until you reach a dead end. Here if you have the possession power,you can send a rat through the grating here. If not, we'll have to do it thehard way! Drop down to the right at the dead end and crouch down into thesmall window you find here. You'll witness a quick scene between a pair ofguards and be able to grab a springrazor as well. Afterwards, climb up to thesmall window directly opposite the one you came in from.
Wait for the guard ahead to be on the lowest set of stairs and then make yourway over to him, hop up to the ledge on the right when you can and when it'sclear, make your way over to the front entrance. Once inside, you'll notice alarge group of soldiers in front and we want to avoid alerting them, soimmediately turn right and enter the side room here. Choke out the lone guardhere. Note this is where the rat will have infiltrated to if you used thatoption.
Continue out the other door and enter the open room to the right, make surethe guard on the stairs is looking elsewhere and then immediately turn leftand enter the door just inside the entrance. Climb down the stairs and at thebottom, you'll see a bust of a man to the right. Look at his eye. Activate itto open a secret door. Inside you'll find a hidden room with a pair ofaudiographs to play, a rune (5/7) in a cabinet on the far left and a SokolovPortrait (1/1) on the right. Return to the previous room and wait for thesoldier on the stairs to start climbing up again, quickly blink up behind himand choke him to sleep. Stick him in a shadowy corner and continue to the topof the stairs. Here, you'll find a spiritual elixir under a table to the left.Now look up at the door and you'll see an open hatch above. Blink up to thisand enter the next room.
___________________________[ Optional: Traitor"s Brand ][_____________________________________________________________________________[ Reward: Grabbing the Traitor"s Brand and instructions will allow us to ][ dispose of Overseer Campbell without killing him (necessary for a ][ no-kill run). ][ ][_____________________________________________________________________________][ ][ From the hatch here, blink to the light to the left and then again onto the ][ pipes and follow them around the corner. Jump up onto the hatch above the ][ door at the end. You'll find yourself in a library type area. Look down and][ you will see branding instructions on the table (we'll need these if we want][ to dispose of the overseer without killing him). You'll see a guard ][ patrolling a raised area at the back of the room. When the coast is clear, ][ blink over to the stairs behind and to the left of the table and climb up to][ take down the guard from behind. Next, return down to the table, grab the ][ instructions and then blink back up to the hatch. ][ ][ Now look to the left, see that door at the end of the hallway? The next item][ we need is in there. So using the library we just got the instructions from ][ as a body depository we are going to clear the area of guards and drop the ][ bodies back in the library. Once they are all gone, head down the hall and ][ enter the door to the interrogation room. Climb the stairs and pick up the ][ Heretic's brand up off the table. ][ ][ Return back down the hallway and turn left from the entrance to the library.][ Blink up to the pipes at the top of the room and enter the hatch above the ][ door in front. ][ ][_____________________________________________________________________________][ Optional: Traitor"s Brand complete! ][_____________________________________]
Using the hatches and light fixtures blink across to the objective marker untilyou find yourself outside the target room. Enter through the hatch above thedoor. Welcome to the Overseer's meeting room.
Drop down and grab the rune (6/7) from its mounting on the far right wall andthen look at the table in the centre of the room. On the table here you'll finda pair of glasses and a pitcher. If you have heard a few of the conversationsand read a few of the notes, you"ll know that Campbell is planning to poison Captain Curnow. There are a couple of options here.
For a stealthy, no kill run, I would definitely recommend option 4, however ifyou also want to complete Callista"s optonal task, you"ll have to do option 5its a little riskier as you will have to avoid or take out a lot more guardsand will take longer to complete, but ultimately will do the job:
1. Lethal You can switch the glasses in which case the High Overseer will kill himself (but it still counts as you killing him so will void a no kills run), Captain Curnow will escape though, fulfilling the optional mission given to you by Callista.
2. Lethal You can mix the glasses. This will kill both the men, voiding your no-kill run and also failing the optional task.
3. Lethal You can leave the glasses alone, wait for them to enter and drop down and kill them both. This will kill both the men, voiding your no-kill run and also failing the optional task.
4. Non-Lethal You can leave the glasses alone and let Campbell kill Captain Curnow and then choke him to sleep in the meeting room. You will fail the optional task. Once you have knocked him out, take him back to the interrogation room and place him in the chair. Use the brand on him.
5. Non-Lethal You can spill both glasses and follow the two men to an alternate meeting room (that secret room we looted before). Campbell will attempt to kill the captain here too, however once he draws his sword, you can grab him before he attacks and Captain Curnow will realise you are trying to help him. Afterwards he will escape, completing Callista"s optional task. Once you have knocked Campbell out, take him back to the interrogation room and place him in the chair. Use the brand on him.
------------------------------------------------------------------------------->> Note: if you kill Overseer Campbell, you will earn the achievement/trophy 'Excommunication'-------------------------------------------------------------------------------
------------------------------------------------------------------------------->> Note: If you save Captain Curnow, you will earn the achievement/trophy 'Bodyguard'-------------------------------------------------------------------------------
Return back down the stairs and follow the marker to enter the door to thebackyard.
>> The Backyard <<
Now that we are on the way out, all we really need to do is meet up with Samuelto complete the mission, however before we do so there are a pair of bonecharms and a rune available to pick up. Let's grab those first.
From the start of the area, exit via the door directly in front and continuestraight ahead along the rooftops. When you reach the vent, pull out the heartto see a bone charm (4/5) nearby. Follow the marker and when you are above it,drop down off the nearest roof and onto a ledge; enter the room here for thecharm. Return to the roof.
See the big white Greaves Lightning oil sign? Blink up to the top of thisbuilding go to the opposite side of the rooftop and blink to the pipe below.Follow the pipe to the right. Once the pipe reaches the rooftop, smash thepane of glass nearby and drop down inside. Pick up the rune (7/7) off thebench here, loot the rest of the room and grab the safe key off the bench.Open the safe in here for a blueprint (Bonded Galvani Weave) then blink backup to the roof through the window. Pull out the heart to see another bonecharm. Blink up to the higher roof nearby and work your way across the rooves,enter the broken window at the end and climb down the chains here. Blink tothe nearby workbench (don't land on the floor or the rats will attack) and usethe vice to access the bone charm (5/5).
Return up the chains and make your way down to Samuel to finish the mission.
------------------------------------------------------------------------------->> Note: If you finished the mission without being detected or killing anybody, you will earn the achievements/trophies 'Spectre' and 'Faceless'.-------------------------------------------------------------------------------
===============================================================================Interlude - Weepers [ACT2A]===============================================================================Collectibles: | ]-------------- ]Runes................2 ]Bone Charms..........1 ]Blueprints...........0 ]Sokolov Portraits....0 ]_______________________]
After getting off the boat, speak with Callista, who is waiting nearby. If youcompleted her optional task in the previous mission (Keep Curnow alive), shewill give you a bone charm (1/1). If Curnow dies, she'll still chat with you,but you'll get no reward. After that's done, head over to the group ofloyalists marked on the screen. Chat with them. At the end, choose the firstoption to rest.
After you wake up, make your way outside of the pub, pick some sleep bolts upfrom Piero and then head over and talk to Havelock. After a chat, you'll beable to open the nearby hatch. Drop down. Make your way through the sewer,past the closed door and around the bend until you see the pair of weepersahead. Hit them both with a sleeper dart to take them down without killing.
Now pull out your heart. You'll see two new runes to pick up nearby. Grabthem (1 +2/2) and backtrack to the door we passed before. Cruise through theroom here and climb the chain to return to ground level. Enter the pub andchat with the loyalists to get your next targets.
Head over to Piero if you need any upgrades or ammo and then talk to Pendletonbefore cruising down to Samuel and hopping on the boat to begin the nextmission.
===============================================================================House of Pleasure [ACT03]===============================================================================Collectibles: | ]-------------- ]Runes................5 ]Bone Charms..........5 ]Blueprints...........0 ]Sokolov Portraits....3 ]_______________________]
After disembarking, continue along the docks, until you reach the stairs. Waitfor the guard to start relieving himself over the water and then take him down.Climb up the stairs he descended from and like the previous mission, turn righttowards Granny Rags apartment and at the dead end, cut left into the alley. You"ll notice that the thugs are friendly now and they'll let you know that their boss Slackjaw wants a chat. You'll get an objective marker for the Distillery if you want to undertake an optional task.
_____________________________[ Optional: Street Conspiracy ][_____________________________________________________________________________[ Reward: - 3 x Sokolov Portraits ][ - 3 x Rune ][ - 1 x Blueprint (Incandescent Paste) ][ - Non-lethal option for removing out targets ][ - Alternate approach option to The Golden cat ][ - Completing one quest for Slackjaw will enable you to collect a ][ Sokolov Portrait on a later mission (The Flooded District) ][ ][_____________________________________________________________________________][ ------------------------------------ ][ Street Conspiracy Part 1 - Slackjaw ] ][ ------------------------------------ ][ ][ Enter the Distillery door there and work your way back through to where we ][ poisoned the still before (if you did the optional side-mission). After a ][ chat with Slackjaw, chack out the room to the left of the entrance in the ][ main area to fnd a valve, turn this to lower a door. Inside you"ll find a ][ blueprint (Incandescent Paste) return outside, turn to the right as you exit][ and you'll see the door at the bottom of the stairs is now open. Look on the][ bed in here to find a bone charm (1/5). You'll notice a few weepers running ][ around now, so to avoid them blink up to the rooftops and make your way back][ to the entrance, wait out of sight for the thugs to finish off the nearby ][ weeper and return to the distillery district. ][ ][_____________________________________________________________________________]
From the door to the distillery, blink up to the roof opposite and to the right. From here, look back towards the Distillery entrance and slightly aboveto see a balcony with an open door beyond. Pull out a sleep bolt and shoot theassassin that is patrolling here when he comes out on the balcony and thenblink up. Inside you'll see a boarded up room to the right, inside you'll seea weeper – aim between the boards here and hit it with a sleep bolt to knockit out and then bash down the door to find a re-wire tool and a bone charm(2/5). Return back to the roof opposite and continue into the open windownearby. Take care of the assassin in here.
Exit via the opposite door and blink to the next room to find yourselfoverlooking Clavering Boulevard. From our current location, you'll see themarker pointing to Galvani's Flat on the opposite side of the boulevard. Stillup on the roof, drop down to the vent and follow it left and all the way aroundto the balconies in front of Galvani's place. Jump up onto the balcony andtake out the guard here. You can head inside if you want to continue Slackjaw'smission.
_______________________________________[ Optional: Street Conspiracy Part 2 & 3][_____________________________________________________________________________[ ][ ------------------------------------------ ][ Street Conspiracy Part 2 - The Informant! ] ][ ------------------------------------------ ][ ][ >> Galvani's Office << ][ ][ As you enter, you'll see two guards on the far side of the room. Climb under][ the table in front and wait for them to split up. Take them down ][ individually. There is a safe to the right, you can explore the apartment ][ for a note that will indicate its combination or you could just pop in 2-8-7][ to open it. ][ ][ Exit the door and climb the spiral stairs. At the top, you'll see an open ][ door. Inside Slackjaw's informant is on the table being guarded by a pair of][ baddies. Wait in the shadows to the right of the door and when the guards ][ separate, one will walk out the door past you. Grab him and deposit him ][ nearby before taking out his friend. Check out Slackjaws informant on the ][ table and grab the note from his hand. Check out the rest of the floor to ][ find a spiritual elixir beneath a pigeonholed shelf and a health elixir in a][ glass case. Finally, check out the secret room behind the bookshelf at the ][ back of the room with Slackjaw's Informant for a rune (1/5). Exit through ][ the door nearby to a balcony overlooking the boulevard. Backtrack to ][ Slackjaw. ][ ][ ][ ------------------------------------ ][ Street Conspiracy Part 3 - The Deal ] ][ ------------------------------------ ][ ][ After a chat with Slackjaw, he'll give you a new objective. We need to pay ][ the Art Dealer a visit in the Golden Cat, if we can bring his safe's ][ combination back to Slackjaw, he'll deal with our two targets (so we won't ][ need to kill them - note that this is essential to complete a no-kill run). ][ Return to the Distillery District and all the way back to the balcony ][ outside Galvani's office. ][ ][_____________________________________________________________________________]
When you are ready, blink down to the alley below Galvani's Flat and as withthe previous mission, make your way down the stairs at the end. Head left alongthe road at the bottom and up the stairs to the right of the dead end. You'llsee a pair of guards mugging a woman to the left. You can save her if you like,and will be rewarded with a backdoor key to the Art Dealer's Apartment, butthis is very difficult to do without being detected (best to avoid this if youare trying to complete the game without being spotted). Blink across to thecover in front and again to the safety of the wall on the far side. Climb thestairs here.
there are a couple of options as to how to enter the Golden Cat:
1. If you completed the tasks for Slackjaw, you"ll have a key for the Captain"s chair hotel. This will also give us an easier entry.
Blink to the top of the guard post here and you'll find yourself opposite the door to the Captain's Chair Hotel (it's just below and to the left of the 'R.Williams' sign). Wait for the guards to move on and whilst they are not looking, blink down to the door and head inside. Make your way to the end of the corridor and when you reach the stairs, look in the room to the left for a bone charm (3/5). Climb the stairs and at the very top to find a door leading to the Golden Cat. Once inside, You'll be up on the rooftops, head forward and around the corner.
2. Blink to the top of the guard post here and you'll find yourself opposite the door to the Captain's Chair Hotel (it's just below and to the left of the 'R.Williams' sign). Wait for the guards to move on whilst they are not looking, blink up to the balcony to the right of the 'R.Williams' sign. walk aound the corner and when the guard tower is not looking, blink around the corner to the left and enter the door. Once inside blink up onto one of the nearby rooftops.
>> The Golden Cat <<
Continue on and you"ll find yourself overlooking a courtyard in front of theGolden Cat in the distance.
Before hopping down, pull out your heart. The objective markers will indicatethe location of a pair of runes and a bone charm in the main building and athird rune in the building below and to the right. Let's grab that last onefirst.
From the edge of the roof, you'll be able to blink across to either the ventor the balcony of the building containing the rune. Once here, look inside andon the desk you'll find the rune (2/5). Exit onto the vent and make your wayalong it towards the main house. When the vent ends, blink up to the roof.From here continue onwards to find another vent jump on this and head aroundthe corner, to find a guard on a balcony below, put him to sleep. Blink up tothe platform above the balcony and enter the open window here.
As you enter, turn right and follow the platform to the opening on the rightto exit into a stairwell. Cautiously go down the first two flights of stairs,and wait for the woman to enter the door on the left. This is the Madame.Follow her in and choke her to sleep to obtain the Golden Cat master key. Hideher body under the table and loot the room for some elixirs. Exit her officeand enter the door opposite. Move forward and before you reach the door, hopthrough the open window to the left.
As soon as you enter, look up and blink up to the platform lining the top ofthe room. Pull out your heart and find the nearby rune mounted on the wall(3/5). Once the guards are clear, from the room blink down and grab it. Returnthrough the hole to the previous room and continue along the skirting to theright. Once you reach the next opening, you'll be overlooking a large room. Just below and to the left you'll see a girl trying to wake a guard in a chair. There are two guards patrolling the room and there are two peoplein the centre of the room dancing.
When the coast is clear, With master key in hands, and from this vantage pointits time to make our decision as to how to deal with our targets. There are afew options. Note that to complete a no-kill run, you will have to choose option four in order to eliminate them without killing them.
1. Morgan - Lethal (Steam) From the balcony blink down and to the right of the two people dancing in the centre of the floor. There is a set of spiral stairs here leading down. At the bottom, wait for the conversing guards to separate and take them out. Use the Golden Cat master key on the locked gate directly across from the bottom of the stairs (or alternatively, climb up through the opening above the door and drop down into the room. Inside grab the valve from the crate on the right and then place it on the pipe opposite the gate. Hit the action button on the now functioning valve to kill Morgan.
---------------------------------------------------------------------- >> Note: If you kill Morgan with steam, you will earn the achievement/ Trophy - "An Unfortunate Accident" ---------------------------------------------------------------------- 2. Morgan - Lethal From the balcony blink down and to the right of the two people dancing in the centre of the floor. There is a set of spiral stairs here leading down. At the bottom, wait for the conversing guards to separate and take them out. Use the Golden Cat master key on the door in the circular room to find your target, slice him up to kill him.
3. Curtis - Lethal From the balcony note the hanging circular ornament above the centre of the room. Blink up on top of this and then up to the floor above. Take out the guards here or avoid them and look to the left of the door to the gold room. Grab the guard on the balcony and put him to sleep. Hop over the railing to the right. The circular room here contains our target and a friend. Get on the skirting, crouch and follow the platform around to the opposite side. Enter the door here to enter the room from behind the head board unnoticed. Kill him any way you like!
4. Morgan & Curtis Non-lethal Follow the Optional: Street Conspiracy Part 3 guide below. Note, you will not need to approach either brother, only the Art dealer.
____________________________________________________________[ Optional: Street Conspiracy Part 3 - The Deal ...Continued ]------------------------------------------------------------------------------[ ][ Just below and to the left you'll see a girl trying to wake a guard in a ][ chair. There are two guards patrolling the room. When the coast is clear, ][ drop down and sneak past the girl and the guard in the chair. Afterwards, ][ enter the door to the left. Close it behind you. ][ ][ We've found the Art dealer. Go down and pull the lever when possible. After ][ he says his safe word, zap him again until he gives you the safe ][ combination. This changes every time you play so unfortunately you can't jot][ it down for your next playthrough. ][_____________________________________________________________________________]
Any way you decide to deal with the brothers, when you are done, backtrack thesame way we came through the previous rooms and back to the madam's office.
Climb up the next flight of stairs and enter the door on the left. Inside you'll find some stuff to loot and a bone charm (4/5) hanging on the wall. Exitand climb the stairs again to the top level. Here you'll find three roomsbranching off from the hallway here. In the first room you'll find a courtesan,so put her to sleep and then grab the rune (4/5) off of the nearby dresser. Thethird door has more lootable stuff in it. Our goal though is in the middle doorEnter this and you'll find Emily. After a short scene escort her down thestairs and to the exit. Unlock the door for her using the master key and thenuse it as a short cut back to the distillery district.
In the room in front you'll find Granny Rags again, check out the tableopposite the entrance for a bone charm (5/5). Head down the tunnel towards theexit. There is a group of four weepers outside, so use dark vision to keep aneye on them and when it's clear, step outside and quickly blink up to the metalgirder below the stone arch to the right. From here blink over to the pipes andwork your way up to the higher pipes. Follow them around until you reach thebalcony.
We can enter the door here to the Art Dealer"s apartment. Inside we can loot 3Sokolov Portraits and a rune, but there are a few enemies patrolling around towatch out for. If that doesn;t interest you, skip past the box below to continue.
_________________________________________________________________[ Optional: Street Conspiracy Part 4 - The Art Dealer"s Apartment ][_____________________________________________________________________________[ ] -----------------------------------------------------------------------------[ >> Note: Looting the Art Dealer"s safe before returning to Slackjaw with the][ combination will earn you an achievement/trophy "The Art of the ][ Steal". This will be awarded at the completion of the mission. ]------------------------------------------------------------------------------[ ][ ][ As such, lets enter the door here to go into the Art Collectors apartment. ][ Hide under the table directly in front as you enter and wait for the guards ][ to separate. Grab the one that patrols by you and then get his friend. Go ][ check out the painting they were looking at and grab it for Sokolov portrait][ (1/3). ][ ][ Climb the stairs here and at the top, you'll see a pair of thugs checking ][ out the safe in the far right of the room. Again, when they split take them][ down. ][ ][ In the side room opposite the safe, you'll find a Sokolov portrait (2/3) ][ above a bed. Grab that and return to the safe. Plug in the combination that ][ the art dealer gave you to open it. Grab the rune (5/5) and the Boyle Party ][ Invitation off the desk (getting this will make things a little easier in a ][ future mission so its a good idea to get it!) and then grab the Sokolov ][ Portrait (3/3) off the wall. ][ ][ Exit to Clavering Boulevard via the door nearby and work your way back to ][ Slackjaw. Give him the combination to the safe and He'll now deal with our ][ targets for us. ][ ] [ You should note that if you go back to loot the safe after giving Slackjaw ][ the combination, you will encounter three of his thugs inside and they will ][ attack you. Therefore, grabbing the loot before returning to Slackjaw is ][ preferable for a no-kill/no-detection run. ][_____________________________________________________________________________]
Return back to Samuel at the dock to complete the level.
------------------------------------------------------------------------------->> Note: You'll earn the achievement/trophy 'The Art of the Steal' if you looted the Art dealer's safe before giving Slackjaw the combination.-------------------------------------------------------------------------------
------------------------------------------------------------------------------->> Note: You'll earn the achievement/trophy 'Child Care' for completing the mission.-------------------------------------------------------------------------------
===============================================================================Interlude - Mistress [ACT3A]===============================================================================Collectibles: | ]-------------- ]Runes................0 ]Bone Charms..........0 ]Blueprints...........0 ]Sokolov Portraits....0 ]_______________________]
After disembarking and the story sequence, follow the objective marker to talkto Pendleton. Following on from a quick pow-wow, you'll need to head back tothe pub to speak with the rest of the Loyalists.
Note that if you finished the previous mission without killing the Pendletons,you"ll recieve a note from Lord pendleton next to Corvo"s bed with some ingotsworth a couple of hundred gold.
Return outside and see Piero if you want to upgrade or buy ammo and then headdown to the dock and speak to Samuel to continue the mission.
===============================================================================The Royal Physician [ACT04]===============================================================================Collectibles: | ]-------------- ]Runes................5 ]Bone Charms..........3 ]Blueprints...........1 ]Sokolov Portraits....1 ]_______________________]
>> Southside Gate <<
At the start, jump over to the chain and blink up to the lower platform. Climbthe stairs to the top and look up at the building in front. Blink up to the vent and follow it around the corner. Blink across to the top of the guard postand when no guards are looking, blink once more across to the far wall. Enterthe door on the right.
Enter the room and climb the stairs. When you reach the room with the cart,check out the desk for a warehouse key and a blueprint (Faded Galvani Resin).Continue climbing the stairs to the very top. When you reach the control centre, blink across to the opposite side of the room and grab one of the whaleoil canisters. Drop down to the floor below with the cart and place the whaleoil into the receptacle on the wall next to the door.
Hop into the cart and pull the lever to have the cart move forward. When thecart reaches the building at the far end of its tracks, hop out. Blink over tothe top of the nearby guard post. From here blink across to the balcony withthe open door leading into the building. Inside, jump out the window to theright and drop to the stairs below. Follow them down and at the bottom jumpover to the chain and climb to the top, jump onto a balcony and grab the rune(1/5). Break down the boards on the door and we'll be back in the previous room.Go on the balcony and use the raised platforms to the right to move towardsthe far end of the street out of sight of the guards. When the coast is clearblink to the tunnel at the end. Instead of going through the marked door infront, enter the door to the left. Climb down the stairs and put the guard atthe bottom to sleep. Continue along and up the next set of stairs and knockout the guard here. Pull the lever to lower the wall to the left.
Continue across the newly formed bridge and look up at the balcony above.Thereis a weeper in the room here, you can wait for it to come out to the balconyand sleep bolt it or blink up there and choke it out. Enter the hallway beyondthe room and pick up the bone charm (1/3) from the table. Now backtrack allthe way back to the marked door to enter the next zone.
>> Drawbridge Way <<
Blink up to the light directly in front as you enter and then blink again across to the balcony in front and to the left. Enter the door – this isPratchett's house and he'll be patrolling about. Stalk him and choke him outwhen you get the chance. On the top floor, you'll find his safe. The combination is 4-7-3, you can find the numbers hidden in three paintings throughout his house . Inside you'll find a rune (2/5). Return to the stairwelland climb to the very top to exit onto the roof. Pull out the heart and findwhere the nearby rune is hidden. Make your way across the rooftop here.
You'll see a balcony down to the left, wait for the crazy guy to enter theapartment behind and then blink over to the balcony and take him down inside. You'll find a rune (3/5) at an outsider shrine in the corner. Jump out thewindow and down to the street. Turn left and cruise along until you find thegate blocking the path. Turn left and climb the stairs here and cruise roundthe corner.
See the boarded up window ahead? Blink up to the roof to the right of this.Usethe vents here to access a higher roof. From here, pick off the enemies in thecourtyard below with your sleeper darts. Note the arc pylon on the mid-leftarea of the courtyard. You don't want to get too close to this or it will killyou instantly, so we're going to want to cruise along the right hand side ofthe bridge. Look down from the roof to the right and take out the thug here aswell, and then use the vents to drop down to the gated area here. Make yourway along the far side of the bridge from the arc pylon.
Once you reach the far end, rather than continuing up towards the next point(there's another coil here that will kick your butt if you do!), find the smaller bridge leading down to the left. Instead of going down and enteringthe room here, blink on top of the structure directly in front. On the farside, you'll find a hatch. Open the hatch and when the guards separate dropdown behind the one closest to you and choke him out. Drag him onto the balconyto the left. Pull the whale oil canister out of the socket here to disable thearc pylon above.
Continue past the socket and up the stairs beyond. Follow the stairs to thevery top, watching out for the pair of guards patrolling them. At the very top,pull the lever to raise the drawbridge. Descend back down the first set ofstairs to see the bridge is now in line with this platform. Instead of crossinghere however, look opposite the bridge to see a series of wooden platforms.Use these and the chains to climb to the very top of this area. You'll find abody with some lootables. At this point, blink up on top of one of the largegears here.
------------------------------------------------------------------------------->> Note: For climbing to the top of the bridge, you'll earn the achievement/ trophy 'King of the World'-------------------------------------------------------------------------------
From the gear you can also blink across to the top side of the draw bridge andcontinue across to the far side. Climb down the chains and drop to the metalgrating just below. From here you'll be directly above the objective market. Look towards the outside of the bridge and you should be able to make out asmall platform there. Blink to this and turn back to the objective marker.Blink to the platform below and then climb up through the opening into theroom with the light controls. Remove the whale oil canisters to disable them. Hop back out the window and blink your way over to the opposite side of thebridge. Like the other side, you'll find the drawbridge controls here. Pullthe lever to lower the bridge. Now make your way down the bridge, dealing withor avoiding the three guards on the way. When you reach the bottom of the area,you'll see another arc pylon on the bridge. Like the other side we came from,there is a whale oil canister on a walkway towards the centre of the bridge.At this level, there is also a pair of guards walking around and a prisoner ina cell.
Disable the electric coil and deal with the two guards. Talk to the guy in thecell. I suggest escorting him for a short while as it is much easier thandealing with the guards and other security in the next area.
______________________________[ Optional: Help the Scavenger ][_____________________________________________________________________________[ Reward: - A few hundred coins ][ - A safer route across the next area ][ ][_____________________________________________________________________________][ ][ After a chat, he'll ask you to open the door. You'll find the key on a table][ on the same floor in the room with the alarm. Grab that and return. Follow ][ the scavenger. When he stops, he'll ask you to kill some river krusts. These][ things are large, spiky oyster like growths that open up when you get close ][ and will spit at you. Simply hit them with a crossbow bolt whilst they are ][ open to kill them. Fear not, killing them will not void your no-kill run! ][ Turn around the corner and take them out - there are five of them in total. ][ Two on a rock opposite, two on the roof and one on a washed up boat below. ][ ][ Continue to follow the scavenger until you reach a locked gate. Climb over ][ this. He wants you to unlock it. Note that if you do unlock it he will ][ attack you. So if you'd rather not deal with him, you can just continue ][ onwards. If you want the pearls he promised, you can blink up onto the open ][ window to the right and take out his two buddies inside and grab them. ][_____________________________________________________________________________][ Optional: Help the Scavenger complete! ][________________________________________]
When you are ready, continue towards the objective marker.
>> Mildrow Substation <<
As soon as you enter the area you'll find a rune (4/5) on the table in front.Grab that and explore the room for a bit of cash and some elixirs. Drop out theopen window and blink up to the top of the structure in front and to the right(this is a control room for the spinning gears we can see). From here we cansurvey the area. We need to get through that wall of light at the end and weneed to do that by shutting down the power in the area to the left of the gatebehind the large spinning gears.
Wait for the guard on the catwalk below to enter the control room beneath youand then drop down and put him to sleep. Pull the lever to stop the spinningwheels and when the coast is clear of patrolling guards blink from the platformhere to the top of the furthest wheel and then down to the fenced off area nextto the wall of light. Pull the whale oil out of the socket and then blink up tothe air-conditioning vent above and to the right. When safe to do so, drop overthe other side of the fence and go through the now inactive wall of light.Continue towards the objective marker.
_____________________________[ Optional: Save the Survivor ][_____________________________________________________________________________[ Reward: 1x Bone Charm ][ ][_____________________________________________________________________________][ ][ Before entering the door marked 'Sokolov's House' you'll notice a door on ][ the raised platform to the left. It is locked, but we can use the vents ][ nearby to climb up to an opening. The top two levels are filled with bits ][ and pieces to loot, but the real prize is down at ground level. Work your ][ way to the bottom and you'll find a woman trapped on a platform surrounded ][ by rats. You'll need to thin the pack out a little, so run along the ground ][ to lure them to you and then hop up onto one of the raised platforms. Then ][ crouch and swipe away at them as they gather below. Once enough have been ][ killed they will run away, so go talk to the survivor so she can escape. ][ You'll find a bone charm (2/3) on a corpse on one of the raised platforms ][ here. Return outside. ][ ][_____________________________________________________________________________][ Optional: Save the Survivor complete! ][_______________________________________]
Enter the door marked with the 'Sokolov's House' marker to enter the next area.
>> North End <<
As soon as you enter, look up to the left to find an open window. Blink up here. Find the stairs and climb them to the roof. As you exit to the balconydo a 180 degree turn and head over the roof until you are overlooking the water Look down to the right to see a vent you can blink down to. Hop over to thebalcony and head into the open door to find bone charm (3/3).
Return to the rooftop and blink over to the vent opposite and then up to theroof on the left. You'll find a corpse here and a nice vantage point from whichto observe the area. Look to the right to see Sokolov's house. Note the chainhanging down in front. We're going to go for that, before doing anything else,look at the platform above the chain and watch for the patrolling guard. Use asleep bolt to put him down. Use the rooftops to blink across to the chain andclimb up and onto the platform we knocked the guard out on.
Follow it to the left and enter the door next to the top of the stairs. Sokolovwill be right in front of us with his back turned. So sneak over to him andgrab him, you'll also pick up his house key. Grab the rune (5/5) off the benchhe was working on and the blueprint (Sokolov's Formula) from a table nearby.
------------------------------------------------------------------------------->> Note: this blueprint will only appear if you neglected to purchase the blueprint from Griff in the Distillery District in either mission 2 (High Overseer Campbell) or 3 (House of Pleasure).-------------------------------------------------------------------------------
when ready, go and free the woman from the cage at the back of the room. Nowwe can easily leave to go finish the mission, but we can also go and grab oneof the Sokolov Portraits from elsewhere in the house (this is optional, butrequired for the achievement/trophy "Art Dealer"). If you are interested,leave Sokolov unconscious body in a safe spot for the moment; we're going on ashort excursion to find a Sokolov portrait. If that doesn"t tickle your fancy,scroll down to the text below the box to continue!
____________________________[ Optional: Sokolov Portrait ]------------------------------------------------------------------------------[ Reward: 1x Sokolov Portrait ][ ][_____________________________________________________________________________][ ][ Exit the area and climb down the stairs. When you re-enter the house, loot ][ the immediate area and then crawl into the gap at the back of the room with ][ all the pipes, find your way to the opening that leads out into the hallway ][ and wait for the guard to patrol to the left. He'll stare at the painting ][ for a second giving you a chance to grab him. Hide him in the pipe area and ][ return to the bottom of the stairs and open the doors. Grab the guard with ][ his back turned and deposit him with his friend. ][ ][ There is a pair of doors in the hallway. The one closest to the door we ][ entered from has a lift we can activate with a whale oil canister. Instead ][ of this one, enter the door at the far end of the hallway and continue along][ the corridor until you reach another open room. Below you'll see a pair of ][ walls of lights blocking either exit. Wait until the room is clear of guards][ and then drop down and grab the whale oil from the socket here. Return up ][ the stairs and re-activate the lift. Ride it down and exit into an office. ][ ][ Exit the door here and climb the stairs opposite. Take out the guard ][ patrolling here. Now look down into the room to the right, see the painting ][ on the easel in the middle of the area? That's what we need to grab. Drop ][ down behind the large stone blocks here and wait for the enemies to look ][ away, at that point quickly move over and grab it and then retreat into the ][ shadows beneath the stairs. Return to the lift and take it back up to the ][ upper levels and go grab Sokolov. ][ ][_____________________________________________________________________________][Optional: Sokolov Portrait complete! ][_____________________________________]
Grab Sokolov and go to the platform in front of the chain we climbed earlierand blink across to the rooftop opposite. Blink again to the next roof and dropdown to the balcony overlooking the water on the far side (use blink tominimise fall damage). Blink down to subsequent platforms until you reach thedock. Continue round the corner and under the bridge to find Samuel. Talk tohim to complete the mission.
------------------------------------------------------------------------------->> Note: You will earn the achievement/trophy 'Capturing Genius and Madness' for completing the mission.-------------------------------------------------------------------------------
------------------------------------------------------------------------------->> Note: If you completed the mission following the guide so far you should earn the achievement/trophy 'Surgical' Complete the first 4 missions killing less than 10 people.-------------------------------------------------------------------------------
===============================================================================Interlude - interrogation [ACT4A]===============================================================================Collectibles: | ]-------------- ]Runes................0 ]Bone Charms..........0 ]Blueprints...........0 ]Sokolov Portraits....0 ]_______________________]
>> The Hounds pits Pub <<
After returning, you'll see a short scene. After the conversation, choose thefirst option to sleep.
Once you wake up and have a chat, make your way to the objective marker tointerrogate Sokolov.
After the conversation between Havelock and Sokolov is done, speak with Sokolovyou'll have two options:
1. scare him with rats. If you choose to release the rats, he'll tell you what you want to know quicker but he may not like you as much afterwards. 2. Alternatively you can also decide to bribe. To do this head over to Piero, whom you'll find in the main building spying on Calista in the bath and purchase a bottle of alcohol from him (King Street Brandy for 150 coins) – You can also bust open the door and talk to Callista whilst she bathes if you wish for a bit of awkward banter! When you are done, return to the interrogation room and give the brandy to Sokolov and he'll tell you what you want to know.
As you leave, Pendleton will approach and give you an optional task for thenext mission – giving a note to Lord Shaw. Head over to Piero to restock yourammo or upgrade your equipment and head down to the docks. Chat to Samuel tohead off for the next mission.
===============================================================================Lady Boyle"s Last Party [ACT05]===============================================================================Collectibles: | ]-------------- ]Runes................3 ]Bone Charms..........2 ]Blueprints...........1 ]Sokolov Portraits....2 ]_______________________]
>> Estate District<<
As you start the mission, you'll be greeted by your first sight of a tallboy.These look like guards on long prosthetic legs that can move quite fast, havea much longer range of site than normal guards and will fire incendiary boltsat you if they see you. In other words, avoid them at all costs! From the startof the level look for the sewer entrance below the estate. Dive underwater nextto the gate to find the sewer key to unlock the grating. This will be handlater on for a quick, stealthy escape.
___________________________________[ Optional: Loot the Estate District][_____________________________________________________________________________[ Reward: - 2x Bone Charm ][ - 2x Rune ][ ][_____________________________________________________________________________][ ][ Wait for the tallboy to cross the bridge, then climb the stairs and move ][ under the stone arches in front. On the opposite side of the structure, hop ][ up onto the guard post and then up to the roof behind you. Climb up to the ][ next roof on the right and you'll see an open window in front. Edge up to ][ the window and take care of the weeper inside with a sleeper bolt. This ][ will encourage another pair of weepers to come down a set of stairs from the][ room. One will enter the room, pop her to sleep as well, but the other will ][ stay in the stairwell. Blink up to the rooftop to the right and find the ][ stairs leading down and take care of the final weeper here. Enter the room][ they were guarding to find a rune (1/3) resting on an Outsider Shrine and a ][ bone charm (1/2) on a corpse in the next room. ][ ][ Backtrack to the start and pull out your heart. Note the rune in the water ][ upstream, hop into the water and swim past it for now and to the farthest ][ point upstream from where we started – use blink whilst swimming to avoid ][ the fish. Hop out on the platform to the left and use the heart to pinpoint ][ a rune (2/3) in the vicinity and dive down to grab it. ][ ][ Return to the starting area again and when the tallboy is elsewhere, head ][ across the bridge and sleep bolt the guard down the street leading directly ][ parallel to the estate to the right. Hide his body and enter the open ][ doorway here. Don't rush in. Wait a second to see a weeper start climbing ][ the stairs in front. Ignore the four weepers at ground level and sneak over ][ to the stairs, tail the lone weeper as he climbs and choke him to sleep when][ you get the chance. Continue all the way to the top and loot the room. In ][ addition to all the goodies worth a tonne of coin, you'll also find bone ][ charm (2/2). ][_____________________________________________________________________________][ Optional: Loot the Estate District Complete! ][______________________________________________]
Now that we've picked up all the goodies outside (or not), there are threeoptions as to how to enter the party. I personally prefer the third option asit is quick, easy and provides a useful escape route.
1.From the top of the house with the weepers noted just above. On the top floor, there is a second door in we can open to access a balcony. From here we can blink across to the Boyle Estate's guard quarters. Do so and loot the room and key. Unlock the door here and cruise down the stairs. Blink up to the crates in the next room and use the rope to access the balconies above. From here we can blink down to the courtyard below. To the left we will see Lord Shaw (optional task – we'll come back!) and to his right, the door to the Boyle Estate. Enter here to join the party.
2.After crossing the bridge, you'll notice a ditch running parallel to the road immediately beneath the estate's walls. Follow this all the way to the left to find a small circular opening boarded up. Smash the boards and crawl through. You'll need an invitation to enter, if you picked the inviatation up from the Art Dealer's house earlier (I pointed it out to you in the walkthrough) you can hand it over to be let in. If you don't have one, approach the reveller nearby, as you do one of them will lose their invitation and it will go flying past in the wind. Follow it, pick it up and hand it to the guard to be let in. As you enter the gate, look into the guardroom to the right and grab the blueproint (spiky grenade housing) from the table. Exit and continue into the courtyard. Enter the door up the stairs to the left as indicated to joint the party.
3.From start of the level look for the sewer entrance below the estate. Dive underwater next to the gate to find the sewer key to unlock the grating. Open the grate and head inside, swim to the end and climb out and up the stairs. Open the door here to enter the Boyle Estate. As you enter the main room, look up and blink to the wooden beams above. Head over to the barred window and activate the lever. Drop down and continue up the through the barrels on the raised section (note the locked door in the back corner – there's a rune in here and we'll be back for it later) and up the stairs to the left. You'll find yourself in the kitchen and damn those are big jellies! Turn to the left as you enter to find another set of stairs, climb up one floor and through the door on the left to join the party.
>> The Boyle Estate <<
Once you are inside the party, you can exit either of the doors to return tothe courtyard outside to find Lord Shaw for Pendleton's optional mission. Do soif you are interested, you can also go and grab a blueprint (Sticky grenadecasing) from the guard room in the tunnel you can find in the courtyard betweenthe two entrances to the main building (if you miss this, you can pick it upagain in a new location in a few missions time, so its not necessary). If not,its time to mingle!
_____________________[ Optional: Lord Shaw ][_____________________________________________________________________________[ Reward: Upon returning to the Hound Pits Pub, Pendleton will give you a Rune][ as a reward ][ ][_____________________________________________________________________________][ ][ Once outside the main house, talk to Lord Shaw and give him the note from ][ Pendleton. He doesn't appear too happy does he? You will have to duel him. ][ Go over to the starting point and when you are able to turn around, pop him.][ If you are going for a zero kill run, you can still complete this mission, ][ just be sure to equip the sleep bolts for your crossbow! Afterwards, head ][ back inside. ][ ][_____________________________________________________________________________][ Optional: Lord Shaw Completed! ][________________________________]
Now that we are in party mode we need to find the target. There are three LadyBoyles at the party and they are all walking around in identical costumes inthree color variants – white, black and red. We need to discover which one itis we need to deal with. To do this we can chat with guests, or sneak up to thesecond floor and rifle around for information. For a zero kill run, I'drecommend the former. Before doing anything head over to the far right handroom and sign the guest book so that the guards don't come and bother you.Afterwards, let's get chatting. The people you want to talk to are:
> Lord Brisby: The guy with the creepy rabbit mask – he'll give you a non-lethal option of removing Lady Boyle and tell you the name of your target.
> Miss White : The lady with the moth mask – she'll want you to bring her a drink. Do so and she'll give you some information about which Boyle is in which costume.
Once you have spoken to those two, you should know which one is your target sotrack them down on the floor. If the target is Esma, feel free to chat withher right away as she will invite you upstairs and from there you can lookaround. However if your target is Lydia or Waverly, you"ll want to goupstairs and nose around to find information about the target beforeapproaching to make things easier.
There are three ways to get upstairs:
1. Disable the wall of Light 2. Access via the kitchen 3. Blink up to the balcony from outside
Here"s a basic floor plan of the second floor.
__ ___ A [ ] A. Stairs behind the Wall of Light [ ] ||_[ ] B. Kitchen entrance [ W ] |___ | C. Entrance from the balcony [ ]___ | |___ | _ _ | | | ] E. Esma"s Room | | ||____| | L ] L. Lydia"s Room | SP __________] W. Waverly"s Room | |_ _|| | | || SP. Sokolov Portrait | |___|| | | [ ] [ E ] [ ] ||| B C
Note that whichever sister is your target, exploring their room will yield a Sokolov Portrait and a Skeleton Key for Dunwall tower. Additionally, if yourtarget is Waverly or Lydia, you will be able to read their diaries forinformation that will help you to take to them out non-lethally.
------------------------------------------------------------------------------>> Note: Picking up the Dunwall Tower Skeleton key will make the next mission exponentially easier. As it can be a little tricky, I would definitely recommend grabbing that before you leave. ------------------------------------------------------------------------------
Below you"ll find walkthroughs for dealing with each of the sisters in a non-lethal way. To fast travel to the assassination guide for your target, copythe code next to the section of interest. Press CTRL +F and paste the code inthere to jump down to where you want to go in a flash:
1. Assassination Target Esma (ATESM) 2. Assassination Target Lydia (ATLYD) 3. Assassination Target Waverly (ATWVY)
__________________________________[ Assasination Target: Esma (ATESM)][_____________________________________________________________________________[ ][ Track her down and talk to her. In the conversation choose the 'I know your ][ name' option. Then choose the top options until the conversation finishes. ][ Afterwards she'll tell you to follow her and lead you upstairs to her ][ bedroom. ][ ][ There are two options here: ][ ][ 1. Lethal ][ You can kill her. This will void your no-kill run and fail the ][ optional task given to you by Lord Brisby. ][ ][ 2. Non-Lethal ][ When you are alone with her, knock her out and carry her down the ][ stairs to the cellar where Lord Brisby will be waiting for you with ][ a boat. ][ ][ ][ Now that our quarry is incapacitated, leave her on the bed and let's explore][ the rest of the floor. Once you are upstairs there are three bedrooms you ][ want to check out. Every time I played this level, Esma was my target so ][ we"ll start with Esma"s room. ][ ][ In Esma's room you will definitely want to grab the Dunwall tower Skeleton ][ Key from the chest her bathroom and grab the painting off the wall for ][ Sokolov Portrait (1/2). ][ ][ ] -----------------------------------------------------------------------------[ >> Note: Picking up the Dunwall Tower Skeleton key will make the next ][ mission exponentially easier. As it can be a little tricky, I would][ definitely recommend grabbing that before you leave. ] -----------------------------------------------------------------------------[ ][ ][ Still in Esma"s room, look through the keyhole and wait for the guard to ][ turn away, as he does, open and grab him and then deposit him in the ][ fireplace out of sight. ][ ][ Go back to the hallway we just cleared and enter the room immediately to the][ right. Quickly duck through the other door in here into the next room and ][ grab the painting for Sokolov Portrait (2/2). Continue through the door ][ behind the portrait and across the narrow bridge. Enter the room at the ][ other end. This is Lydia's room. On the table here you'll find the basement ][ vault key which we will need for a rune a little later. Loot the rest of the][ room and then backtrack to where we left our target. Note that a couple more][ guards seem to appear at this time to patrol the upper floor, so be sure to ][ keep vigilant as you head back to Esma"s room. ][ ][ Once you are back in the bedroom with the target, you'll notice that there ][ are large skirtings around the top of the room. You can blink up here and ][ walk around. If you look above the door opposite the entry point, you can ][ find a hatch that can be opened for a shortcut to one of the other sister's ][ (Waverly's) bedrooms. Loot that and then return to the target. Pick her up ][ and carry her all the way down the stairs to the kitchen and then to the ][ right into the cellar. Hand her over to Lord Brisby in the boat. ][ ][_____________________________________________________________________________][ Assasination Target: Esma Complete! ][_____________________________________]
____________________________________[ Assasination Target: Lydia (ATLYD) ][_____________________________________________________________________________[ ][ Sneak up to the second floor - for a stealth run, I"d suggest exiting the ][ building, finding Lord Shaw and then blinking up to the balcony above the ][ door near him. Take out the guard up here and enter the door. ][ ][ We"re in Esma"s room, look through the keyhole of the door opposite and wait][ for the guard to turn away, as he does, open and grab him and then deposit ][ him in the fireplace out of sight. ][ ][ Go back to the hallway we just cleared and enter the room immediately to the][ right. Quickly duck through the other door in here into the next room and ][ grab the painting for Sokolov Portrait (1/2). Continue through the door ][ behind the portrait and across the narrow bridge. Enter the room at the ][ other end. This is Lydia's room. On the table here you'll find the basement ][ vault key which we will need for a rune a little later, also on the desk is ][ her diary, read this to learn that she likes music. Enter her bathroom and ][ pick up the Dunwall Tower Skeleton Key. ][ ][ ] -----------------------------------------------------------------------------[ >> Note: Picking up the Dunwall Tower Skeleton key will make the next ][ mission exponentially easier. As it can be a little tricky, I would][ definitely recommend grabbing that before you leave. ] -----------------------------------------------------------------------------[ ][ ][ Loot the rest of the room (including the painting on the wall for a Sokolov ][ Portrait (2/2) and then backtrack to Esma"s room(where we came in from).Exit][ to the balcony and blink back down to the ground. Re-enter the party. ][ ][ Track Lydia down and and talk to her. In the conversation choose the ][ 'I know your name' option. Then choose the top options until the ][ conversation finishes. Afterwards she'll tell you to follow her and lead you][ to the music room. She will stand in a corner for a short while, so go over ][ and play the piano for a while if you like. she"ll lose interest after a ][ short period of time, she"ll now exit the room and make her way down to the ][ kitchen. Follow her downstairs and when you reach the kitchen, grab her and ][ quickly take her down the stairs to the right of the entrance to the cellar.][ ][ ][ There are two options here: ][ ][ 1. Lethal ][ You can kill her. This will void your no-kill run and fail the ][ optional task given to you by Lord Brisby. ][ ][ 2. Non-Lethal ][ When you are alone with her, knock her out and carry her down the ][ stairs to the cellar where Lord Brisby will be waiting for you with ][ a boat. ][ ][_____________________________________________________________________________][ Assasination Target: Lydia Complete! ][______________________________________]
_______________________________________[ Assasination Target: Waverley (ATWVY) ][_____________________________________________________________________________[ ][ Sneak up to the second floor - for a stealth run, I"d suggest exiting the ][ building, finding Lord Shaw and then blinking up to the balcony above the ][ door near him. Take out the guard up here and enter the door. ][ ][ We"re in Esma"s room, look above the door opposite, you'll notice that there][ are large skirtings around the top of the room. You can blink up here and ][ walk around. If you look above the door opposite the entry point, you can ][ find a hatch that can be opened for a shortcut through a ceiling area to ][ Waverly's bedroom. ][ ][ On the table here you'll find her diary, read this to learn that she wants ][ to get out of Dunwall because she thinks someone is after her. Enter her ][ bathroom and pick up the Dunwall Tower Skeleton Key. ][ ][ ] -----------------------------------------------------------------------------[ >> Note: Picking up the Dunwall Tower Skeleton key will make the next ][ mission exponentially easier. As it can be a little tricky, I would][ definitely recommend grabbing that before you leave. ]-------------------------------------------------------------------------------[ ][ ][ Loot the rest of the room (including the painting on the wall for a Sokolov ][ Portrait (1/2) and then backtrack to Esma"s room (where we came in from). ][ ][ Still in Esma"s room, look through the keyhole below the ceiling passage and][ wait for the guard to turn away, as he does, open and grab him and then ][ deposit him in the fireplace out of sight. ][ ][ Go back to the hallway we just cleared and enter the room immediately to the][ right. Quickly duck through the other door in here into the next room and ][ grab the painting for Sokolov Portrait (2/2). Continue through the door ][ behind the portrait and across the narrow bridge. Enter the room at the ][ other end. This is Lydia's room. On the table here you'll find the basement ][ vault key which we will need for a rune a little later. Loot the rest of the][ room and then backtrack to Esma"s room. ][ ][ Exit to the balcony and blink back down to the ground. Re-enter the party. ][ ][ Track Waverly down and and talk to her. In the conversation choose the ][ 'I know your name' option. Then tell her you can save her, tell her someone][ wants her dead and you can offer an escape route, tell her that there is a ][ boat in the cellar. Afterwards she'll walk off to meet you in the cellar. ][ Follow her down and choke her out. ][ ][ There are two options here: ][ ][ 1. Lethal ][ You can kill her. This will void your no-kill run and fail the ][ optional task given to you by Lord Brisby. ][ ][ 2. Non-Lethal ][ When you are alone with her, knock her out and carry her down the ][ stairs to the cellar where Lord Brisby will be waiting for you with ][ a boat. ][ ][_____________________________________________________________________________][ Assasination Target: Waverley Complete! ][_________________________________________]
Now that you are down in the cellar, Unlock the vault door in the corner andgrab the rune (3/3) and rest of the loot before exiting back to the sewerentrance and back to the outside.
Swim back to the main canal and turn left, blink swim all the way in thisdirection until you find Samuel's boat. Talk to him to end the mission.
------------------------------------------------------------------------------->> Note: You will earn the achievement/Trophy 'Well Mannered' if you completed the mission without causing an alarm in the Boyle's Estate.-------------------------------------------------------------------------------
===============================================================================Interlude - The Final Move [ACT5A]===============================================================================Collectibles: | ]-------------- ]Runes................3 ]Bone Charms..........0 ]Blueprints...........0 ]Sokolov Portraits....0 ]_______________________]
>> The Hounds Pits Pub <<
Exit the boat and follow the marker to go and speak with Pendleton. If youcompleted his optional task - Lord Shaw, he will give you a rune (1/2) as areward. If not, he'll give you nothing, but say thanks anyway.
After the chat, follow the marker to chat with Havelock. When you are done,have a chat with callista in the pub. She"ll tell you she has lost Emily whois hiding from her. If you can track down and find Emily, who seems to behiding in a random location. To find her check your room, behind the tower orover near the locked apartment (those are the threes places she appeared for me) and when you locate her, she"ll give you another rune (2/3).
When thats all done with, climb upstairs to Corvo's bedroom, if you completedthe previous mission without killing Lady Boyle, you'll receive a note and arune (3/3) here.
When you are ready, go back downstairs and hit up Piero for any upgrades orammo restocks required before cruising down to Samuel to start the nextassassination mission.
===============================================================================Return to the Tower [ACT06]===============================================================================Collectibles: | ]-------------- ]Runes................4 ]Bone Charms..........2 ]Blueprints...........1 ]Sokolov Portraits....1 ]_______________________]
-------------------------------------------------------------------------------Note: Before starting this mission, I highly recommend that if you haven"t got it, that you head back and replay the previous mission to pick up the Dunwall Tower Skeleton key from the Boyle Estate. It will make this mission so much easier!-------------------------------------------------------------------------------
>> Dunwall Tower Exterior <<
Hop off the boat and swim through the open door. Blink up to the platform atthe back of the room and then again up into the opening on the right. Inside,climb onto the pipes and head to the left through the small tunnel and pastthe rotating gears until you reach an opening on the other side of the room.Look across to the other side to find a narrow opening opposite, blink intohere and check the nearby body for a bone charm (1/2). Continue until the deadend opposite the metal bars and look out the opening here. Blink up to thebalcony on the left.
This door has an electricity coil behind it so we don't want to go in there!Face the door and turn to the right, you should see an open arch-shaped passageabove. Blink up to this and exit outside. Follow the pipe to the right andclimb the wall at the end. From here we can blink up to the right to get on theroof of the large building we just exited.
At this point check out the area below. This outside area is essentially thesame as the prologue! This time around through, there is a tallboy directlybelow us patrolling back and forward along the length of the area and anotheron the next level up patrolling from the gazebo in which the Empress was killedand all the way past the Imperial palace behind. Also in front of the palace,you will see a rotating spotlight on a guard tower behind a wall of lightguarding the stairs leading to the palace courtyard that will spot you when youapproach. Additionally, just to make things difficult there are numerous guardspatrolling around. Luckily there is a much easier way to get in!
From the roof look to the right, see the roof here with the various pieces ofsheet metal acting as a roof? We'll head over here, so blink down onto thewall overlooking the water below to the right and then up to the roof we justmentioned. Hop up onto the wall at the far end and note the building withspotlights in front. A guard will patrol up and down a set of stairs just tothe right of this structure. When he starts to returns back, wait until he isin the shadow beside the building (so the search light will not see the body)and hit him with a sleep bolt to take him out.
Now you'll want to keep an eye out to the left to see where the patrollingtallboy is and also note the position of the guard tower spotlight. When bothof them are focused elsewhere, blink over to where we knocked out the guard.Descend the stars and go round the corner at the bottom. Hop over the wall tothe left of the wall of light in front and continue along the left hand walluntil you see an opening we can crouch through.
Blink up to the platform above and then wait for the patrolling guards to beaway from your current position. Now rather than taking the obvious platformchoice, do a 180 degree turn whilst facing it and blink up to the supportgirder above. From here you'll see a gap in the roof to the far right that youcan blink up to. Once outside, blink across to the skirting lining the toweritself. Pull out your heart, you'll be able to see a rune in the small buildingattached to the structure we just climbed up from. From our current locationyou can pick off the two patrolling guards to the left up with sleep bolts andthen blink across to loot the area. Check out the area indicated by the heartto find the rune (1/4) beneath a bed.
Return outside and to the skirting surrounding the palace. Follow this all theway around to the front of the tower and continue until you reach an opening.Head inside and use the door here to enter a small square opening into theDunwall Tower interior
>> Dunwall Tower Interior <<
Upon entering the tower, you'll find yourself overlooking a large room below.
________________________[ Optional: The Torturer ][_____________________________________________________________________________[ Reward: - Rune x 1 ][ ][_____________________________________________________________________________][ ][ To the right of the large set of stairs in the room below you'll see a ][ locked door. Blink down to this when it is safe to do so and use the ][ skeleton key to open the door. Follow the tunnel and when you reach the ][ kitchen, climb the stairs to the right. At the top, blink up to the set of ][ pipes at the top of the room and follow the hallway to the far end. When ][ you reach the end, you'll see an open door on the corner. Blink down into ][ here and climb down the spiral stairs here. At the bottom, you'll see a big ][ guy whacking a weeper. ][ ][ Don't approach yet though as there is a wolfhound in the room to.Tranquilise][ the dog. This will alert the torturer, so quickly retreat up the stairs a ][ short way, wait a few moments and when he loses interest he'll go back to ][ the weeper. When he does blink behind him and take him down. Afterwards ][ pick up the rune (2/4) off the outsider shrine here. Return up stairs. ][ ][_____________________________________________________________________________][ Optional: The Torturer Complete! ][__________________________________]
Now it's time to get rid of the High chancellor, there are three options available. It should be noted that option three is the option you will want totake if you want to complete the mission without killing anyone. Here they are:
1. Lethal You can assassinate him in his chambers.
2. Lethal You can assassinate him in his safe room on the rooftop (he will retreat here if you set off an alarm). Scroll down to the 'Optional: Collect the rune from the rooftop' section in the guide just below to find out how to get to and infiltrate the safe room. Inside, deal with him as you see fit.
3. Non-Lethal You can climb the radio tower and speak to the radio operator who will tell you to loot the chancellor's safe and bring him the audio confession to play to the city. This is the only non-lethal way to get rid of the target. – Achievement 'Political Suicide'
------------------------------------------------------------------------------->> Note: For killing the Regent you will earn the achievement/trophy "Regicide"-------------------------------------------------------------------------------
------------------------------------------------------------------------------->> Note: If you took the non-lethal option of deposing the Regent, by broadcasting his confession, you will earn the achievement/trophy "Political Suicide".-------------------------------------------------------------------------------
Continue along the platform here to the right and hop over the railing at theend. If you picked up the Dunwall Tower Skeleton key (which I told you to doduring the Boyle assassination mission) you'll be able to unlock allthe doors! Enter the door immediately to the right to head for the broadcasttower.
Inside, pull out the whale oil canister to disable the electric coil and climbto the very top of the area and note the open door to the upper level as you gopast it. Speak with the radio broadcaster. He'll ask you to grab a confessionfrom the regent's safe and give you the combination 9-3-5. Cruise back downthe stairs to the open door to the upper level we ignored earlier and head onthrough.
Wait outside the door at the far end of the hallway and wait for the guardinside to turn away before going inside and choking him out. Hide his body.Thedoor to the left immediately as you entered this room will lead to the Regent'sbedroom. In here you'll find the safe. Wait outside for a few seconds for theRegent to enter and when he has his back turned open the door, sneak over tohim and choke him to sleep. Hide his body and then open the safe (combination9-3-5), grab the recording.
Open the chest at the foot of his bed to find rune (3/4) and check out thefireplace, see how you can see a room behind it? You'll be able to watch apair of guards patrol this room through the fireplace and when you get a chancehit them both with a sleep bolt. When the coast is clear blink through here,look on the wall above the fireplace to grab the painting for Sokolov Portrait(1/1).
_____________________________________________[ Optional: Collect the rune from the rooftop ][_____________________________________________________________________________[ Reward: - 1 x Rune ][ ][_____________________________________________________________________________][ ][ Note, this rune is in the Regent's Safe Room on top of Dunwall tower and is ][ extremely difficult to get to undetected. As such, I'd avoid it if you ][ wanted to do a stealth run! ][ ][ ][ >> Dunwall Rooftop << ][ ][ From the room with the portrait, pop out the door to the left. Follow the ][ hallway to the end and climb the stairs until you reach the door leading to ][ the rooftop. There are three guards patrolling up here. Take them out. ][ Note the giant iron door – that's the entrance to the safe room. There are a][ number of guards and a tallboy inside, so do not open the door here or you ][ will be spotted immediately. Instead, head to the right side of the door and][ you'll find an open window. Drop down and hide behind the bookcases here. ][ When you get the opportunity blink up to the stairs on the right and you'll ][ find the rune (4/4) on the table here. Return to the Regent's quarters. ][ ][_____________________________________________________________________________][ Optional: Collect the rune from the rooftop complete! ][_______________________________________________________]
When you are ready, return to the broadcast tower and play the recording.Backtrack downstairs that through the vent we entered from earlier. To exitto the Dunwall Tower Exterior.
Backtrack via the same way we infiltrated the tower as we've already removedthe guards from the equation and once you reach the roof above the water lift,simply drop into the water below and swim out to meet Samuel. Talk to him toend the mission.
------------------------------------------------------------------------------->> Note: At this point you will earn the Achievement/Trophy "Poetic justice" if you have eliminated all of the targets so far using the non-lethal, indirect means.-------------------------------------------------------------------------------
===============================================================================Interlude - Celebration [ACT6A]===============================================================================Collectibles: | ]-------------- ]Runes................0 ]Bone Charms..........0 ]Blueprints...........0 ]Sokolov Portraits....0 ]_______________________]
Exit the boat and go up to the bar to join the loyalists for a celebratorydrink. After a short conversation, head up to your room and go to sleep.
>> Somewhere Else <<
When you regain control of Corvo, you'll have no weapons or ammo and will bein the crazy realm where we first met the Outsider. Climb the stairs nearby togo and have a chat with him.
===============================================================================The Flooded District [ACT07]===============================================================================Collectibles: | ]-------------- ]Runes................5 ]Bone Charms..........8 ]Blueprints...........3 ]Sokolov Portraits....3 ]_______________________]
>> Rudshore Waterfront <<
You'll awaken in another prison of sorts. When you regain control, grab some ofthe bricks nearby and hurl them at the wooden boards on the roof to break them.Blink out of the area. Check out the nearby desk for an assassin's blade andsome elixirs. You've got two options, you can either climb to the top of thebuilding to deal with the pair of assassins guarding here and use the balconyto blink down away from the building, or alternately you can head down thestairs and possess a fish and have it swim through the small hole in the woodenboards here to exit the building.
Check out our objective markers. Swim up the river in their general directionand exit out to the left using the slanted planks when you get the chance.Ignore the gear indicator for now and climb the chain. At the top blink up ontothe roof nearby and turn on your heart. Work your way across the rooftops untilyou are directly above it. Look over the side and drop down to the lower roofhere and pop in the window to grab a bone charm (1/8). Climb back to the roofand look over the main river area. On the opposite side, you'll see an openbalcony. If you have blink 2, you should be able to blink from one of therooftops here across to the vent running along the wall below thataforementioned balcony. Once across, wait for the weeper to retreat backinside and then follow him in to choke him out. Then look in the corner andgrab the painting for a Sokolov Portrait (1/3). Return to the top of the chain.
Now we can forget Corvo's gear altogether and head straight for Daud's locationor we can go and retrieve Corvo's gear. I would recommend the latter asalthough it is possible to make your way through the next few areas without andcollecting bits and pieces as you go, it is much easier to collect it now.
______________________________[ Optional: Retrieve your gear ][_____________________________________________________________________________[ Reward: - Your gear! ][ - You will also unlock an achievement/trophy "Thats Mine!" ][ - 1x Rune ][ - 1x Bone Charm ][ ][_____________________________________________________________________________][ ][ Climb the chain and blink up to the roof opposite Daud's marker and drop ][ down through the opening inside to find a large number of bodies with lots ][ of ammo and grenades to collect. Enter the door indicated by the marker for ][ Corvo's gear here to enter the next area to find your equipment. ][ ][ ][ >> The Greaves Refinery << ][ ][ Blink up to the top of the gate in front and note the weepers wandering ][ about in the fenced area below. Turn to the left and blink up onto the silo ][ here and then to the angled roof nearby. Head to the far side and look ][ across at another roof at a roughly similar height (note if you wish you can][ blink here and drop down inside to find a room full of lootables if you ][ wish). Look below and to the left of this structure to see some stairs and ][ three oil pumps. Blink down here. In the vegetation near the stairs you'll ][ find an empty tank. Take it over to the nearby dispenser and fill it up. ][ ][ Climb the nearby stairs and enter the room at the top. Insert the whale oil ][ tank into the receptacle and then pull the lever to the left to raise stairs][ on the building opposite. Climb the stairs to the top and when you reach the][ point at which the walkway is positioned at an odd angle; drop down the gap ][ to find a bone charm (1/8). Continue along the pathway and climb the chain ][ around the corner. Hop off at the top and continue onwards, drop down to the][ pipe and cruise around the corner to the left. You'll hear a pair of ][ assassins chatting about you above. After a short conversation (its good ][ information about accessing the next area), they'll disappear allowing you ][ to blink up to the platform they were on. ][ ][ Enter the building to the left. You'll find an empty power receptacle. ][ Continue up the stairs to the right of this, turn the corner to see another ][ row of oil dispensers. At the far end you'll see a door with a boarded up ][ opening above it. Jump onto the nearby crates and break down the boards ][ before dropping down into the room beyond. Grab an empty tank here and ][ return to the dispenser to fill it. Go stick that in the receptacle. Pull ][ the nearby lever twice. ][ ][ This will lower the drawbridge and give Corvo access to a chain which will ][ allow you to climb down below. As you descend, be sure to note the weepers ][ walking around the area below. There will be two on the raised catwalks and][ a further 1-2 patrolling the ground floor where your gear is (Note that if ][ you chose the non-lethal option to dispose of High Overseer Campbell, you ][ will find a weeper version of him down here). Use your blink to sneak up and][ knock each of them out and then retrieve your gear. ][ ][ ][ ----------------------------------------------------------------------------][ >> Note: For collection your gear, you will receive the Achievement/Trophy ][ 'This is Mine'. ][ ----------------------------------------------------------------------------][ ][ Climb the nearby stairs and use the valve to open the roller door nearby. ][ Pull out your heart and you'll see a rune sitting down in the water below ][ and to the right, also note the group of river krusts ready to shoot at you ][ if you get to close to them on the left. Blink down and grab the rune (1/5) ][ and then blink past or destroy the river krusts. Backtrack back to where we ][ entered the area. ][ ][ ][ >> Rudshore Waterfront << ][ ][ Inside the building here, climb the stairs to the left and use the crank to ][ open the door. On the roof opposite one of the assassins from the refinery ][ area will appear, wait for him to come down to your level and then hit him ][ with a sleep bolt (if you shoot him whilst he's on the roof there is a good ][ chance he could fall down and be killed, voiding your no-kill run). He will ][ drop the key to central Rudshore. Note that the other assassin will spawn on][ the roof directly above you and to the left. So be vigilant when leaving to ][ avoid being spotted. ][ ][_____________________________________________________________________________][ Optional: Retrieve your gear complete! ][________________________________________]
Head across the bridge and blink up to the roof in front. Note that throughoutthe next few areas you'll be seeing patrolling assassins. They will blinkbetween different locations when they patrol, usually from the ground to arooftop or between rooftops. So you will need to try to identify their patrolpatterns before moving and be extra careful that you are not spotted. Crossthe bridge and blink up to the roof above. I counted four enemies in the area below. Note that if you did not retrieve your gear, one of the assassins inthis area will hold the key for opening the door to the next area. Take themall out, or use the rooftops and vents to the right to make your way to thedoor at the far end.
>> Central Rudshore <<
As you enter, look inside the little open cart here for some pistol ammo and ablueprint for a pistol upgrade (the blueprint will only appear if you missedit in an earlier mission). Turn right and drop down into the water, blinkswim to the far side of the water here, hop out and tranquilise the two wolfhounds here with sleep bolts. Continue up to the very end of the alley andup the stairs here to find an overturned cart, inside you'll find a bone charm(3/8).
Turn around and look up, see the main building ahead with the wooden platformoverlooking the alley we are in to the left? We're heading up there next.Instead of cruising all the way back to the start, climb up on the raised signat the bottom of the stairs. From on top, blink up to the light fitting nearbyand from here up to the wooden platform in front. Note, occasionally anassassin will be keeping watch here, if so wait for him to move on before youattempt to climb up.
Once you are on the platform, you'll be able to see that the woodenconstruction here has a makeshift bridge leading to an open window of abuilding across the other side of the water. Wait until the coast is clear andblink over to and through the window to enter Daud's base.
As soon as you are in the window, continue straight ahead and into the shadowsbehind the furniture ahead. Wait for the pair of conversing guards in theimmediate area to separate and then take them down. Note the locked door tothe left of the window. We're going to use that as our escape route in acouple of minutes. Loot the rest of the room if you like, you'll find someadditional sleeping bolts if you need to refill and some elixirs too.
Continue to the next room, here you'll see a guard training another colleague.Take them out if you like or alternatively, blink up to the top of the bookcase between you and them and from here, blink over to the opening to theright with the makeshift wooden ramp leading out of the room. Drop down intothe courtyard. Use the vents to blink up and through the higher open windowopposite.
As you enter an assassin will spawn in front of you and enter the next room.Here you will see him talk to Daud, our next target.
There a couple of options here: 1.Lethal Open the door and kill Daud, he will call a couple of friends and he can use a few Outsider powers too, so try and assassinate him rather than taking him head on if possible!
2.Non-lethal Send Daud a message by picking his pocket and then leaving him alone. The first option is pretty self-explanatory; the second however, is a littletrickier. Open the door to Daud's room and blink up on top of the bookcasenext to the stairs. From here sleep bolt the other guard in the room, then useslow time and blink to get down behind Daud and pick his pocket, you'll get abone charm (4/8) and some money for the effort. Whilst you are here, alsoquickly take his key from the nearby table and then blink back up to the bookcase again before time goes back to normal. Blink up to the floor above for achest and back out the door you entered. Now that we have Daud"s key we can open some chests around this building for two blueprints (Folded Galvani Resinand Bonded Galvani Weave). Again it should be noted that they will not appearif you have previously picked them up.
------------------------------------------------------------------------------->> Note: for sparing Daud and picking his pocket, you'll unlock the Achievement/Trophy 'Mercy is the Mark'.-------------------------------------------------------------------------------
Hop back out the window and return to the locked door I highlighted earlier.Be vigilant as there may be a guard or two back down here even if you put themall to sleep before. Inside the locked door, grab the chain and climb down.About halfway there you'll see a semi-collapsed floor, you'll be able to see apainting on the back wall. Blink on over to this and grab it for Sokolovportrait (2/3). Continue down the rope and at the bottom grab the rune (2/5)off of the table. Use Daud's key on the locked chest in the room we entered the building from. Afterwards open the locked gate nearby to enter the nextarea.
>> The Gateward Tunnel <<
Exit the tunnel and turn to the right, blink over to the stone debris here tofind a bone charm (5/8). Now do a 180 degree turn and head back past the tunnel exit. Use the wreckage here to blink up and into the next area on theleft.
__________________________________________[ Optional: Blueprint Spiky Grenade Casing ][_____________________________________________________________________________[ Reward: - Blueprint for sticky grenades! ][ ][_____________________________________________________________________________][ ][ Note: This blueprint will only appear if you neglected to pick up the ][ blueprint in mission 5 - Lady Boyle"s Last Party ][ ][ From here you'll be able to see a train coming into this area to drop off ][ bodies and then return to another area further on. On this side of the ][ tracks, you'll see a pit full of metal girders and other debris below it. ][ Cross this to the other side to find some non-hostile thugs wandering around][ outside and in the building to the right. As you enter the building, look ][ down a collapsed hallway to the right to find the blueprint. You can also ][ climb upstairs and pick the thug here's pocket for a key to open a nearby ][ storeroom. Return back across the debris and climb back up to the ledge ][ indicated before. ][ ][_____________________________________________________________________________][ Optional: Blueprint Spiky Grenade Casing complete! ][____________________________________________________]
Enter the first building here and use the planks to climb up to the next one.From here turn around, there is another window to blink up to above, headinside and the woman here will give you a hint as to what to do next. Returnto the window and again blink up to the next building above. Climb the stairsto the top and exit through the left hand window when you reach the main room.Follow the vent across to the next rooftop and then blink up to the next,slightly higher adjacent roof. Pick up the rune (3/5) here. Head over to themetal railing.
From here look down, you should see a metal support structure situated directlyover the train tracks just to your left. Blink over to this. Note that thetrain continuously comes from the next area, stops below to dump bodies andthen returns again. When the train is below, wait for it to dump the bodies andthen when it's about to return blink down on top of it and use it to ride tothe next area. Just before the train stops, it will go through a wall of light, so you'll want to avoid this. As it approaches the building that itenters, blink to the balcony just to the left of the entryway.
Once you are here, pull out the whale oil canister to disable the wall of lightand proceed inside. Drop down to the ground after the first wall of light andenter the door to the right marked 'service exit'. Continue through the backalley here and use the door at the end to enter the next zone.
>> Old Dunwall Sewer <<
Proceed around the corner and into the open building on the left. Climb thestairs and in the next room look beneath the debris for a bone charm (6/8).Climb the debris and drop down from the window. Move forward and enter the doorto the left. Drop down to the floor and rotate the crank to open the hatch.Drop down into the sewers below.
Continue along the path until you reach the cistern. Note that if you have completed any optional tasks for Granny Rags and Slackjaw, the gate at theend of this path will be locked. Follow the Optional: the Master Key guidebelow to get through! If you haven;t completed any of these side-quests thedoor will be open, so skip down below the "OPtional: The Master key" box tocontinue.
__________________________[ Optional: The Master Key ][_____________________________________________________________________________[ >> Note: If you have completed missions for Granny Rags or Slackjaw, you ][ will be required to do this side-mission. ][ ][_____________________________________________________________________________][ Rewards: - 1x Bone Charm, ][ - 1x Rune, ][ - 1x Sokolov Portrait ][ - 2x Achievements/Trophies - "Gentleman Callers" & "Street ][ Conspiracy ][ ][_____________________________________________________________________________][ ][ Once in the cistern, Walk along the right hand ledge here and talk to the ][ thug on the ground. He'll tell you where to find the sewer master key. ][ ][ Look over to the other side of the cistern and you'll see an opening above ][ some pipes. Blink up here and continue on through the tunnel to the left. ][ In the next main room, kill the two river krusts on the ceiling and then ][ drop down into the lower section of room in the centre. Bash down the boards][ at the end. ][ ][ Blink up to the ledge on the right and exit the door. Take out the three ][ river krusts opposite (there is also one behind the large pipe to the right ][ that will attack us when we proceed). Before heading down the stairs, check ][ out the room to the left. ][ ][ You'll find a safe here with a note next to it giving you a hint as to how ][ to open it. Note the names of the three months mentioned. Read the book ][ behind the note and match the name of the month listed in the note with the ][ number of the month for your combination (5-2-8). Inside you'll find a bone ][ charm (7/8). ][ ][ Exit the room and drop down into the cistern. Follow the path down until you][ reach the water and then cautiously lean out from the corner to take out the][ three krusts on the wall to the right. At the far end of the water dive ][ underwater and follow this tunnel to the end. Surface and climb the stairs ][ here to the very top and enter the gate. ][ ][ Once you reach the main room, you will see Slackjaw and Granny Rags having a][ confrontation. There are three options here. Before making your decision, ][ climb the stairs to the left and look above the bed for a painting you can ][ grab for Sokolov Portrait (3/3). Head down stairs and make your choice. ][ ][ ][ Here are your rour choices, note that the third and fourth options are the ][ only way to get past this section without killing anybody (if you wish to ][ successfully complete a no-kill run): ][ ][ 1.Help Granny Rags by killing Slackjaw – kill slackjaw, grab the key ][ from Granny and then place Slackjaw in the boiling sludge. Talk to ][ Granny again and then pick up the rune (4/5) from the nearby Outsider ][ Shrine. ][ ][ 2.Help Slackjaw by killing Granny Rags – Go up to Granny rags room, ][ grab her cameo off of the bed, use the switch to open the furnce, ][ place her cameo inside and then hit the switch again to close the ][ furnace. Then just damage granny Rags until she dies. ][ ][ 3.Pickpocket the key from Granny Rags. Use the slow time ability then ][ blink behind her, grab the key and then blink your way up the stairs ][ nearby. Open the door at the back of the room and then close it behind][ you to prevent her from following you. Note you will not earn either ][ achievement/trophy for completing all of the side-quests for either ][ character if you escape this way. ][ ][ 4. Another strategy is to sneak up choke Granny out whilst her back is ][ turned at her cauldron, then quickly run up the stairs, grab her ][ cameo off the bed, stick it in the furnace to destroy it and then ][ shoot her with a sleep bolt to take her down. ][ ][-----------------------------------------------------------------------------][ >> Note:You will earn the achievement/Trophy 'Gentleman Caller' if you ][ completed all of Granny Rags missions in level 2 and assisted her ][ in killing Slackjaw here. ][-----------------------------------------------------------------------------][ ][-----------------------------------------------------------------------------][ >> Note:You will earn the achievement/Trophy 'Street Conspiracy' if you ][ completed all of Slackjaw"s optional tasks in level 3 and and freed ][ him by killing Granny Rags here. ][-----------------------------------------------------------------------------][ ][ ][ Either way you grab the key from Granny Rags, head up the stairs and open ][ the door to the left of the furnace. Close it behind you. There is a rune ][ (4/5) to grab from the nearby Outsider Shrine up the stairs at the back of ][ the room. Loot the desk and then find the wooden planks on the floor.Destroy][ these and then hop into the hole that opens up for the water to carry you ][ away. Eventually, you'll end up in the room with the wounded bandit we ][ talked to earlier. ][_____________________________________________________________________________][ Optional: The Master Key Complete! ][____________________________________]
Blink up to the side of the cistern and open the locked door at the end.
Head through and down the stairs. As you do, watch out for the river krusts tothe left. Continue onwards until you reach the group of survivors. Drop downinto the lower area here to find a rune (5/5) and then climb out and continueto the right. After the stairs, when you reach the dead end pop up into thehole in the wall on the left, destroy the board blocking the path and continuealong until you reach the next room. Destroy the three krusts opposite andanother in the corner to the left. Afterwards swim over to where the threekrusts were and look in a small drain to the left of their platform for bonecharm (8/8). Smash the boards at the opposite exit from the entry and followthe passage to the end.
Enter the door at the far end to complete the mission.
===============================================================================The Loyalists [ACT08]===============================================================================Collectibles: | ]-------------- ]Runes................1 ]Bone Charms..........0 ]Blueprints...........1 ]Sokolov Portraits....0 ]_______________________]
>> Hound Pits Pub <<
Move forward and talk to Cecilia to find out about the current situation.Follow her up the stairs and grab the keys off the hook on the wall next to thedoor. Open the door and go through. From here you'll be able to see the pub.Except the pub is now overrun by guards. There three guards in the street infront, another on the roof to the left and a pair of tallboys patrolling around.
The easiest way to access the pub is to use slow time (or wait until nobody islooking), then blink across the street and up to the first ledge. From here,climb into the open window. Enter the door on the right of the room as youenter, and then enter the room immediately to your right in the hallway. Lookin the bin here for a blueprint. Make your way up the stairs to Corvo's room.There are four guys in here. Hop out the window and wait for their conversationto finish. Afterwards two of them will leave. Return to the room and put theremaining guards to sleep. Check out your desk for a letter from Emily.
Climb out of the window and head over to the roof of Piero's workshop. You'llnow get an optional task to make contact with Piero and Sokolov. It's a fairlyeasy task and you'll get a rune out of it and be able to re-stock/upgrade onelast time with Piero, but if you are happy with your powers at this stage, itis not necessary to complete.
___________________________________________________________[ Optional: Save Sokolov and Piero & Information on Havelock][____________________________________________________________________________[ Reward: - Piero will allow you to purchase/upgrade equipment and ammo ][ - 1x Rune ][ ][____________________________________________________________________________][ ][ Drop down off the roof to the right and onto the vent here. Follow it down ][ and enter the open door, grab the rune (1/1) off the table here and head ][ downstairs to chat with the pair of scientists. ][ ][ Piero will want you to go grab a blueprint from the pub. Luckily I told you][ where to grab it on your way through the level. Hand it over and after the ][ conversations ask that they set the arc pylon to set them all to sleep (if ][ you are going for a zero kill run). Talk to Piero and buy any upgrades or ][ ammo you require and then head upstairs and use the dispenser on the left ][ to grab an empty whale oil canister, fill it on the right and take it back ][ to the roof. Here you'll find a series of three canisters on the roof. ][ Pull the switch here to open them up and place the now full canister in the][ empty socket. Pull the switch again to close it up. ][ ][ After the scene, all the enemies on the map will have been put to sleep, so][ feel free to wander around the map and loot whatever you like. To complete ][ an optional objective return to the bar to find a letter indicating some of][ Havelock's plans. ][ ][____________________________________________________________________________][ Optional: Save Sokolov and Piero & Information on Havelock][___________________________________________________________]
When you are ready to continue with the mission, return to the roof and headout to Emily's room in the tower. Here you will be reunited with Calista. Lootthe room and then interact with the object in the window. This will summonSamuel. Exit the door opposite (key is on the bed) and blink down to the beachbelow. Talk with Samuel to complete the mission.
===============================================================================The Light at the End (Low Chaos) [ACT09]===============================================================================Collectibles: | ]-------------- ]Runes................1 ]Bone Charms..........0 ]Blueprints...........0 ]Sokolov Portraits....0 ]_______________________]
>> Kingsparrow Island <<
After you get off the boat, you'll see a set of raised stairs on a rock infront, blink up to these. From the top, you'll see the fort in front. On bothsides, you will see a wall of light that will block your entry. We have a couple of options here:
1. Blink to the rock that the rotating guard tower is situated on. Look to the platform over the water to the left. Note that there is a space beneath the platform that we want to get to. Wait for the tower's search light to rotate away and when it's safe, jump down and blink across to the ground beneath the platforms her. Head to the back, right of the area. In this location, you will find a hatch you can open to access the platform above. In this location, possess one of the nearby rats and pilot it through the hole in the grating nearby.
2. Blink to the rock that the rotating guard tower is situated on. Look towards the wall in front. Look out for a circular opening in the centre. Drop down to the ground when the tower's searchlight is looking away and head over and blink up and into the entrance here. Climb to the room at the top and incapacitate the guard at the top. Now we can re-wire both walls of light. Drop back down and out of the circular entrance we came in from and work your way over to either wall of light to enter the fort.
Once past the wall of light, climb over the low wall leading inside. Drop downinto the fort and hug the left hand wall in the shadows. As you round thecorner look up to see a rocky ledge here. Blink up on top of this. Now wait forthe guard above to patrol away and double jump and blink up onto the wall above.
____________________________[ Optional: Collect the Rune ][_____________________________________________________________________________[ Reward: - 1x Rune ][ ][_____________________________________________________________________________][ ][ I have listed this rune as optional as by now you should have just about ][ every Outsider abilty worth getting and there is seriously less than 15 ][ minutes of gameplay left in the game so it seems a little redundant. However][ in the spirit of the guide being complete as possible, heres how we get it: ][ ][ Once you are up, turn right and follow the path, shooting sleep bolts at ][ anyone that gets in the way. When you reach the stairs leading down to the ][ courtyard below, drop over the side and enter the door beneath them. ][ Tranquilise the two guards inside and drop down into the lower area. Enter ][ the circular tunnel, follow it through and drop down into the next room, ][ pick up the rune (1/1) from the floor. Return back outside and when it is ][ safe to do so, blink up the stairs and return back to where we first climbed][ up to the wall. ][ ][_____________________________________________________________________________][ Optional: Collect the Rune complete! ][______________________________________]
Follow the wall to the right and when you reach the next structure blink up ontop. Move to the side overlooking the courtyard and blink to the nearby balconyto the left. From the balcony, face the wall it is attached to and double jumpand blink up on top.
Now that we are up top, look towards the lighthouse. See the stairs leading upfrom our platform? To the left of these, you will see a lower platform. Blinkto this and continue to the far end to avoid the electric col. When there areno guards in sight, blink further up the next set of stairs and across to thelighthouse itself. There is a lift here we need to activate. To get into thelift however, we'll need to pickpocket the key from one of the nearby guards(alternatively we can climb the nearby stairs until we find the top of thelift and drop down the open hatch to get inside). After grabbing the key,knock the guard carrying it out so he doesn't spot you and return to the lifthead inside and hit the switch to climb to the next area.
>> Burrow's Lighthouse <<
When the lift reaches the top, exit it and then blink up on top of it. Use theconveniently placed metal girders in the shaft here to climb to the very top ofthe tower. Once on top blink across to the slanted roof next door. Climb uponto the vent and then double jump and blink up to the glass platform above. Make your way across the glass roof to the far side of the structure from thelift we came up from and drop down to the platform below. Enter the door here. Approach the desk in front and hop up on top. You will be able to see the Loyalists below. Havelock will stay in the same location, so blink down andchoke him out. Grab the key off the table to his left and then head over andopen the door to the right of the fireplace to find Emily and complete thegame…That was abrupt wasn't it!
Congratulations, you have finished Dishonored!
There are 31 Runes hidden throughout the main levels of Dishonored. These runes can be used to purchase Outsider powers. These will give Corvohis unique magic powers. Here"s where you can find them:
----------------------High Overseer Campbell----------------------1. On an Outsider shrine in Granny Rags" house.2. Complete granny Rags" first task (defeat the thugs).3. Complete Granny Rags" second task (poison the elixir still).4. In the guard post just before entering the door to Holger Square.5. In Overseer Campbell"s secret room. 6. In the Overseer"s meeting room. 7. In the back yard in a workshop.
-----------------House of Pleasure-----------------1. On Slackjaw"s Contact"s body in Galvani"s Offices.2. In the second floor of a building out in front of the courtyard of the Golden Cat.3. Mounted on a wall inside the Golden Cat.4. On the top floor of the Golden Cat, in the room to the right of the room with Emily. On a dresser.5. Inside the Art Collector"s safe.
-------------------The Royal Physician-------------------1. After riding the cart. You"l find this one in a building to the right. 2. Drawbridge way - in Pratchett"s safe.3. In the house next door to pratchett"s house on an Outsider Shrine. 4. On a table as soon as oyu enter Mildrow Substation.5. In the room where you encounter Sokolov.
-----------------------Lady Boyle"s Last Party-----------------------1. In a building ahead and to the left of the starting area. You can access this area via the roofs on an Outsider shrine. 2. In the water upstream from the start location.3. In the basement Vault of the Boyle Estate (key is in Lydia"s room on the second floor).
-------------------Return to the Tower-------------------1. Beneath a bed in the building in front of and to the right of the main tower.2. In the torturer"s chamber.3. In the chest at the foot of the Regent"s bed.4. In the Overseer"s safe room on the tower"s roof.
--------------------The Flooded District--------------------1. Greaves Refinery after recovering your gear and opening the door to exit the main building, blink down to the right2. After dealing with Daud and climbing down the rope to the basement, you will find this on a table.3. After leaving Daud"s base and before hopping on the body train, you"ll find this in one of the buildings on the left.4. In the room behind the door at the top of the stairs in the area with the confrontation between Granny Rags and Slackjaw.5. when you reach the survivors after going through the sewers, drop down under the platforms to find this.
-------------The Loyalists-------------1. In Piero"s lab on the upstairs table.
--------------------The Light at the End--------------------1. In a sewer drain in a passage at the back right of the fort area.
----Misc----An additional 6 runes can be found at the Hound Pits Pub in the followingplaces:
1. After first meeting the Outsider you will find a rune during your dream.2. After waking up use the heart to track down the rune in the water.3. In the sewers when tasked to kill the weepers.4. In the sewers when tasked to kill the weepers.5. Complete Pendleton"s optional mission in Lady Boyle"s Last Party.6. On Corvo"s bedside if you complete Lady Boyle"s Last Party without killing Lady Boyle
There are 25 Bone Charms hidden throughout the main levels of Dishonored. These charms each give Corvo a unique enhancement that will slightly improve anattribute of gameplay. Corvo can equip three of these at a time although you can purchase additional slots from Piero to upgrade your capacity to six.
Addtionally, bone charms can be earned from completing optional tasks given toyou by allies at the Hound Pits Pub between missions.
----------------------High Overseer Campbell ----------------------1. At the start, in a room to the far right of the bridge.2. In the whiskey distillery on a beam above the room with the still.3. After rescuing Griff from the thugs in the boarded up door in the alley, check the second floor of the building.4. In the back yard in a room we can enter in the building closest to the water5. In the back yard. further on from the workdhop, you"ll find a chain we can climb down to find this one.
-----------------House of Pleasure-----------------1. In the cell to the left of the Whiskey Distillery. 2. In a second floor room of the building to the left to the entrance to the Whiskey Distillery.3. In the Captain"s Chair Hotel. Accessible for doing Slackjaw"s missions.4. On the 4th floor of the Golden Cat in a side room.5. After leaving the Golden Cat, in the same room with Granny Rags.
-------------------The Royal Physician-------------------1. Before entering the door to Drawbridge way, enter the door to the left. Lower the bridge at the end and blink up to the open window on the far side.2. During the optional side-quest Save the Survivor in Mildrow Station.3. As you enter North End, its on the second floor in the house to the left.
-----------------------Lady Boyle"s Last Party-----------------------1. In a building ahead and to the left of the starting area. You can access this area via the roofs on an Outsider shrine. 2. In a building we can access down a street to the right of the Boyle Estate on the top floor.
-------------------Return to the Tower-------------------1. In the water lift at the start in one of the side areas.2. On the second floor of the tower. Behind the Regent"s camber and down the hallway to the right. You"ll find a fireplace in the corner. Use the nearby torch to open a secret door. Crawl through to find the charm.
--------------------The Flooded District--------------------1. In the first area in a building to the left as you make your way down the river.2. The Greaves Refinery - in the building with the whale oil dispensers out in front.3. After entering Central Rudshore follow the river to the end, hop out and follow the stret to the end to find an overturned cart with the charm inside.4. You will get this for pickpocketing Daud.5. After leaving Daud"s base and exiting outside, look to the right and you"ll find this among some rubble.6. In a room of the building to the left in the area following the body train. 7. In the safe in the side-room in the sewers.8. After the survivors in a small grating to the left of a platform with Krusts on it.
There are 11 portraits hidden throughout the Dishonored campaign. Collectingeach one will earn you 300 coins a piece and collecting all 11 will earn you the achievement/trophy "Art Dealer". All of these locations are located in the guide above so if you need a more detailed description, please follow the applicable walkthrough!
----------------------High Overseer Campbell----------------------1. Inside Campbell"s secret room in the basement of his headquarters.
-----------------House of Pleasure-----------------1. Art Dealer"s House - Second floor.2. Art Dealer"s House - Top floor.3. Art Dealer"s House - Top floor inside the Vault. You will need to get the combination from the Art Dealer in the Golden Cat.
-------------------The Royal Physician-------------------1. On the ground floor of Sokolov"s house.
-----------------------Lady Boyle"s Last Party-----------------------1. In Esma Boyle"s room on the second floor of the Boyle Estate.2. In the gallery on the second floor of the Boyle Estate.
-------------------Return to the Tower-------------------1. In the room next door to the Regent"s bedroom.
--------------------The Flooded District--------------------1. In an open room to the right of the main canal.2. On the way dwon to the tunnel beneath Daud"s hideout on a semi-collapsed wooden floor. You can jump to it from the chain.3. In the upstairs room of the area with the confrontation between Granny Rags and Slackjaw. It is hanging above a matress.
Throughout the campaign, you"ll be able to find blueprints that you can handover to Piero at the Hound Pits Pub to unlock upgrades for Corvo"s gear. Thesecan range from additional ammo types, to softer footsteps and extra levels ofzooming. Useful! Each of the blueprints is hidden twice throughout thecampaign, so if you do miss one, there is still another chance to pick it up.
Note that all of these locations are located in the guide above so if you needa more detailed description, please follow the applicable walkthrough!
Here are all the locations in order of appearance:
----------------------High Overseer Campbell----------------------1. Lens magnification - Purchased from Griff after rescuing him from thugs.2. Sokolov"s Formula - Purchased from Griff after rescuing him from thugs.3. Bonded Galvani Weave - In the safe in the workshop in the Back yard.
-----------------House of Pleasure-----------------1. Lens magnification - Purchased from Griff after rescuing him from thugs.2. Sokolov"s Formula - Purchased from Griff after rescuing him from thugs.3. Incandecsent Paste - In Slackjaw"s Distillery, behind a door that lowers via a valve control to the left of the entrance.
-------------------The Royal Physician-------------------1. Folded Galvani Resin- In the first indoor area, check the desk next to the cart.2. Sokolov"s Formula - On a table in the greenhouse on the roof of Sokolov"s house where you"ll find Sokolov if you follow the guide.
-----------------------Lady Boyle"s Last Party-----------------------1. Spiked Grenade Housing - In the guard"s room near the gate down the tunnel in the courtyard of the Boyle Estate.
-------------------Return to the Tower-------------------1. Small-Scale Combustion Refinement - In one of the offices on the second floor.
--------------------The Flooded District--------------------1. Small-Scale combustion Refinement - In the little open cart as you enter central Rudshore.2. Folded Galvani Weave - In a chest in Daud"s hideout.3. Folded Galvani Resin - In a chest in Daud"s hideout.4. Incandescent Paste - In the cellar of Daud"s hideout near the\ exit to the tunnel.5. Spiked Grenade Housing - After exiting the tunnel beneath Daud"s hideout, check out the building on the right side of the area
=============================================================================== Game Completion Achievements/Trophies===============================================================================ResolutionDescription: You completed the game
Dunwall in ChaosDescription: You completed the game in high chaos
Just Dark EnoughDescription: You completed the game in low chaos
Mostly Flesh and SteelDescription: You finished the game without purchasing any supernatural powers or enhancements, besides Blink
ShadowDescription: You completed all missions after the prologue without alerting anyone
GhostDescription: You completed all missions after the prologue, alerting or killing no one but key targets
Clean HandsDescription: You completed the game without killing anyone
=============================================================================== Story Achievements/Trophies===============================================================================You will earn the following achievements/trophies by simply playing through thegame from beginning to end.
- Dishonored - Excommunication - Child Care - Capturing Genius and Madness - Long Live the Empress
=============================================================================== Optional Task Achievements/Trophies===============================================================================
The following achievements/trophies are tied into the optional objectives andnon-lethal assassinations throughout the game. Here are a list of the releventachievements/trophies and how to unlock each one:
>> Bodyguard <<
Description: You protected Callista"s uncle, Captain Geoff Curnow.
How to: Complete the optional objective in the mission "High Overseer Campbell" follow the guide here: [ACT02].
>> An Unfortunate Accident <<
Description: You killed Morgan Pendleton with steam
How to: You must kill morgan using the steam valve in the baths of the Golden Cat. The walkthrough above - [ACT03] - covers how to do this once inside the Golden Cat.
>> Political Suicide << Description: You brought about the Lord Regent"s fall from grace by broadcasting his crimes
How to: Complete the optional objective in the mission "Return to the Tower" follow the guide here: [ACT06].
>> Regicide << Description: You assassinated the Lord Regent, Hiram Burrows
How to: In the same mission as described above, but kill the target instead of broadcasting the message. Walkthrough here: [ACT06].
>> This Is Mine <<
Description: You recovered your belongings
How to: Complete the optional objective in the mission "The Flooded District" follow the guide here: [ACT07].
>> Mercy is the Mark <<
Description: You spared Daud"s life
How to: Complete the non-lethal option in the mission "The Flooded District". Follow the guide here: [ACT07].
>> Gentleman Caller <<
Description: You completed all the Granny Rags side missions
How to: Complete all the Granny Rags side missions in Mission 1 and again in mission 7. Follow the walkthroughs here: [ACT02] and here: [ACT07] to complete them all. Note there is a point in mission 7 at which you must decide to help Granny Rags or Slackjaw. The achievement/trophy that unlocks will depend on which person you help out.
>> Street Conspiracy <<
Description: You completed all the Slackjaw side missions
How to: Complete all the Slackjaw side missions in Mission 1 and again in mission 7. Follow the walkthroughs here: [ACT02] and here: [ACT07] to complete them all. Note there is a point in mission 7 at which you must decide to help Granny Rags or Slackjaw. As above, the achievement/trophy that unlocks will depend on which person you help out.
>> Poetic Justice <<
Description: You neutralized all key targets using indirect means
How to: Complete all the assassination missions eliminating targets using non-lethal methods only. The walkthrough above will assist you in doing this for each mission.
>> Faceless <<
Description: After escaping Coldridge Prison, you completed a mission without alerting anyone
How to: Simply complete a mission without being detected.
>> Specter <<
Description: After escaping prison, you completed a mission, not alerting anyone and killing less than 5 people
How to: Simply complete a mission without being detected and without killing more than 4 people.
=============================================================================== Mission-specific Achievements/trophies===============================================================================
The following achievements/trophies are tied into the optional tasks that youcan perform during specific missions in the game. Here are a list of therelevent achievements/trophies and how to unlock each one:
>> Vanished <<
Description: You escaped prison and navigated the sewers undetected
How to: Complete the second part of the first mission without being spotted. This achievement/trophy is covered in the above walkthrough for mission 1 "Dishonored" [ACT01].
>> The Art of the Steal <<
Description: You got the Art Dealer"s safe combination for Slackjaw, but robbed the safe first
How to: Acquire the Art dealer"s safe combination from him at the Golden Cat and open it before returning to Slackjaw. This is covered in the above walkthrough - [ACT03].
>> King of the World <<
Description: You reached the top of Kaldwin"s Bridge
How to: Climb to the top of Kaldwin"s bridge during the mission "The Royal Physician". This achievement/trophy is covered in the above walkthrough - [ACT04].
>> Surgical <<
Description: You played from the first mission through Kaldwin"s Bridge killing fewer than 10 characters
How to: Simply follow the walkthrough above and you will have easily reached Kaldwin"s bridge without killing a single person.
>> Well Mannered <<
Description: You completed the Boyle Estate mission without spoiling the party
How to: This is covered in the walkthrough for the mission "Lady Boyle"s Last Party" above - [ACT05].
>> Lights Out <<
Description: You deactivated at least 5 security systems on Kingsparrow Island
How to: There are a LOT of security systems on the island with Walls of light, watch towers, sokolov coils and others. Simply deactivate 5 of these for the achievement/trophy.
=============================================================================== combat specfic Achievements/Trophies===============================================================================Back HomeDescription: You grabbed a live grenade and threw it back, killing an attacker
CleanerDescription: You fought 5 enemies at once and none of them survived
Food ChainDescription: You assassinated an assassin
Hornets" NestDescription: You killed 4 enemies in less than 1 second using the crossbow
Big BoyDescription: You killed a tallboy using only your sword
RogueDescription: You assassinated 10 unaware enemies
VersatileDescription: You killed characters with each weapon and offensive gadget
TempestDescription: You killed 6 enemies in less than 1 second
Razor RainDescription: You killed 5 characters with Drop Assassination
The EscapistDescription: After Coldridge Prison, you eluded 5 pursuers at once without killing them or leaving the map
=============================================================================== Ability specfic Achievements/Trophies===============================================================================
>> Alive Without Breath<<
Description: You took possession of a fish
How to: Unlock level 1 possession and then use it on a fish!
>> Creepy Crawly <<
Description: You used a rat tunnel
How to: You will find rat tunnels all over the game world and they are very handy for sneaking into various areas undetected. To use them, simply possess a rat and send it into the tunnel. The first itme you do this the achievement/trophy will be yours.
>> Thief <<Description: You pickpocketed items worth a total of 200 coins
How to: If you pickpocket guards before choking them out, you should have this achievement/trophy before you reach the end of the game.
>> Wall of Sparks <<
Description: You killed an enemy with the Wall of Light
How to: You"ll need to find or purchase a re-wire tool for this one. Once you have one of those, head up to a control panel for the wall of light and use the rewire tool on it to reprogram it. The next guard to walk through it will get a nasty surprise... And you"ll thet the achievement/trophy for your trouble.
>> Speed of Darkness <<
Description: You traveled 30 meters in less than 1 second
How to: An easy way to earn this achievement/trophy is to unlock level 2 blink and level 2 bend time. Simply use bend time and themn blink 3-4 times in a single direction to unlock it.
>> Harm"s Way <<
Description: You caused 5 unintentional suicides
How to: At Lady Boyle"s Party, you can possess her guests and pilot them into the walls of light to kill them. Just be sure to exit possession before you hit the wall or you will die too! Repeat 5 times for the achievement/trophy.
>> Inhabitant <<
Description: You stayed in possession of others for most of a 3 minute period
How to: Possess a rat and then leave it sitting in a tunnel for three minutes. When you leave the tunnel the achivement/trophy will unlock immediately.
>> Manipulator <<
Description: You made others kill 5 of their own allies
How to: This was a tricky one to figure out, but the easiest way I found to do it was to wait for a bad guy to throw a grenade, use bend time 2 and then possess a nearby guard. Get him to stand on the grenade and then exit possession. the grenade will kill him. A similar technique can be utilised by placing a possessed guard in front of a guard who is about to shoot you whilst bend time level 2 is active.
=============================================================================== Collectible Achievements/Trophies===============================================================================
>> Art Dealer <<
Description: You collected all the Sokolov paintings
How to: simply pick up all the paintings as you progress through the game. The walkthrough will point them out to you as you go, but for more specific location information, check out the Sokolov Portrait locations guide here: [SPLCT].
>> Merchant of Disorder <<
Description: You acquired 15 equipment upgrades
How to: Simply buy upgrades for every weapon, ammo, mask and armor type from Samuel between missions and you should have it in no time. Be sure to loot as much as you can from the envirnoment, pickpocket guards and pick up those Sokolov Portraits to earn a bit of bank along the way.
>> Occultist <<
Description: You collected 10 bone charms
How to: There are 25 bone charms hidden throughout the main levels of Dishonored and the guide above will lead you to every one of them. Fortunately you only need to find 10 of these. For specific locations, check out the bone charm locations guide here: [BCLCT].