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-----------------------------DISHONORED XBOX 360-------------------------------
---------------------------------WALKTHROUGH-----------------------------------
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Copyright GHouseSwag 2012
Version 6.0
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
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----- Table -----
----- of Contents -----
-------------------
=Introduction
=Hints & Tips
=Campaign Walkthrough
-Prologue
-Mission 1
-Mission 2
-Mission 3
-Mission 4
-Mission 5
-Mission 6
-Mission 7
-Mission 8
-Mission 9
-Epilogue
=Achievement Guide
-Mission Specific Achievements
-Complete Play-Through Achievements
-Collectible Achievements
-Side Quest Achievements
-Other Achievements
-Trophies
=Rune & Bone Charm Locations
=Sokolov Painting Locations
=Blueprint Locations
=Special Actions
=Coin Locations
=Special Thanks
=Version History
=Contact Me
===============================================================================
--- **************** ---
--- **Introduction** ---
--- **************** ---
===============================================================================
Dishonored is a very good game overall. The controls work very well with the
movement and it's simple and easy to switch weapons and powers. The world of
Dishonored is designed in a way that you can get around easily, and you can
crawl across everything like you can in the Assassins Creed games. The game is
very steampunk, though that's not the only style in the game. It is set in the
time period of the Industrial Revolution, with a little magic thrown in. It's
not an open world like Skyrim or Fallout 3, but each level does have a large
amount of extra space for you to explore. Exploring these areas is entirely
optional, but can reveal interesting things, such as cool books to read and
even notes telling you where to find treasure! You'll also find lots of AI
players to talk to. Some will give you missions, and some will just tell you
little problems in their life. No matter if you're going for a stealth run or
killing everything in sight, Dishonored has a lot of cool scenery that will
make you want to slow down and smell the roses. Or in this case plague rats.
===============================================================================
--- **************** ---
--- **Hints & Tips** ---
--- **************** ---
===============================================================================
-Blink often. No, not with your eyes! Blink is one of the powers in the
game. It's kind of like teleporting. Although it isn't actually acquired until
you complete the first mission, it's safe to say that you won't have an easy
time with the game if you don't use this power to your advantage. It can be
used to quickly scale buildings, or simply to get behind a guard that would
otherwise see you approach.
-Don't kill every guard you see, even if you think that there's no other
way. Take a second to look around. Using blink can almost always give you a
way around guards, and the possession skill will allow you to control rats to
scurry past the AI players without being detected and once upgraded will even
allow you to posses the guards themselveds.
-Look around. This can't be stressed enough. Between rooftops, waterways,
rats and fish, there are countless ways around guards and security systems.
The obvious choice isn't always the best way.
-Save a lot. As someone who hardly ever saves, I can tell you from
experience how vital this is. It's really frustrating to have to replay 20
minutes of game play over again when it could have been prevented with one
save. A good method of thinking is to ask yourself "What if something goes
wrong?" If the answer means your plan won't work, save the game.
-Use your bone charms. While "guards will miss a little more often with
pistols" might not seem helpful, it's better to have it equipped than to have
it sitting in your inventory collecting dust. I would recommend equipping
whatever you get, then swapping the charms out for better ones as you collect
them.
-Choose your path. The game actually does a pretty good job at telling you
about different ways of doing the missions. From different entrances to
buildings, to lethal and non-lethal ways of taking out your targets, there's
always more than one way to do something.
-Guards can't see you if you blink past them. If you're behind a box, and
there's a guard that is looking your way, you can blink through his field of
vision. As long as you start and end the blink out of sight, he won't see you.
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-Have a tip you don't see here? Send me an email at
[email protected]
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***-------------WARNING!!! THIS WALKTHROUGH CONTAINS SPOILERS!!!------------***
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=== ************************ ===
=== **Campaign Walkthrough** ===
=== ************************ ===
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===============================================================================
This walkthrough will be from a stealth point of view. Following this
walkthrough should give you the Clean Hands achievement, the Ghost achievement,
and many others. The difficulty won't matter that much for a stealth
walkthrough, so feel free to put it on hard or very hard. In this walkthrough,
I will be playing on the "Very Hard" setting. There will be separate sections
telling how to get each achievements and special actions below the campaign
walkthrough. Also, I will be listing Pierro's shop inventory and going over the
usefulness of each item. For the most part the guide won't require you to
purchase anything, but there are some upgrades and equipment that are more
useful than others. For instance, combat sleep darts cause enemies to fall
asleep immediatly, as opposed to taking a second to kick in, giving the guard
time to spot you and ruin a stealth run.
I will be telling you how to get achievements, runes, and bone charms when they
are easy to get, and without veering too far off course from the main guide.
For a complete list of all collectibles and achievements, please look below the
guide. I will be keeping a running count of the achievements you should get
from each mission.
-------------------------------------------------------------------------------
--- Prologue ---
-------------------------------------------------------------------------------
The game starts with some wispy clouds blowing by the camera, with a woman
talking about how a solution for the plague must be found, and she and a girl
named Emily are anxiously awaiting your return. This scene will slowly fade,
and the game begins. You open your eyes and see that you are in a dinghy being
lowered from a much larger ship, presumably a whaling ship, as most of the city
of Dunwall runs on whale oil. The two other men in the boat will begin
talking about the plague as you slowly move towards a looming structure. You
enter this structure, giant doors close behind you, and they raise the boat up
by letting water fill the pit you are in. Once at the top, you will be able to
move your character (Corvo Atano) for the first time. Leave the boat, and head
for the doorway. All the AI players in the game have about five things they can
say to you, so feel free to talk to the guards. Most of them will simply tell
you that the Empress is waiting to see you, so head across the bridge. You will
be stopped halfway by the little girl Emily, who is quite excited to see you
again. She asks you to play hide and seek with her, and you can either play,
or choose to head straight for the Empress. I would suggest playing the game,
as it teaches you how to sneak around, and how to lean from behind cover to spy
on your enemies (in this case a little girl). After the game, return to where
you were (simply follow Emily if you can't remember) and you will be stopped
yet again by two men, one painting the other. After this little cut scene, you
can head up to the Empress, where yet again, someone will stop you and talk to
you. This time, it is the Royal Spymaster. Once he's done talking to you, head
up to the Empress. She will hold out her hand for a letter. Give her the
letter. She will become very sad and drop the letter, speaking of how none of
the surrounding cities have a cure for the rat plague, and that the city of
Dunwall will be blockaded to prevent the spread of this disease. Needless to
say, the Empress is upset. Suddenly, she will notice the absence of the guards,
and Emily will notice people on the roof of the building to your left. These
people are assassins, and they will use blink to teleport over to the area you
are standing. Now you must protect your Empress!
This is the first combat of the game, and it's actually quite easy. If you are
going for the Clean Hands achievement (complete the game without killing
anyone) then you can't kill these assassins. Simply block their attacks by
pressing RB, and after a moment they will go away. If you aren't going for this
achievement, feel free to pop a few pistol shots off and swing away. Once you
have defeated the three assassins, a cut scene will start. The Empress will
thank you for saving her and Emily, then another assassin will appear. He will
use his magic powers to push you up against a pillar. You are then helpless as
you watch another man appear, kill the Empress and kidnap Emily. Afterwards,
you crawl to the Empress and she tells you, with her dying breath, to find and
protect Emily. After she dies, the guards, the High Overseer, and the Royal
Spymaster will approach, and accuse you of being the assassin. You have just
been DISHONORED!
-------------------------------------------------------------------------------
--- Mission 1 - DISHONORED ---
-------------------------------------------------------------------------------
*============================*
|Items to be found |
*============================*
|Runes - 0 |
|Bone Charms - 0 |
|Outsider Shrines - 0 |
|Sokolov Paintings - 0 |
|Coins - 1010 |
*============================*
Okay, so before we get into it I should mention that there's an achievement to
pickpocket a certain amount of money (see "Thief" achievement). The easiest way
to do this is to simply pickpocket people before you choke them out. Right
before hitting RB, just tap X to pickpocket them first. Using this method I was
able to get the achievement before leaving the prison.
After a cut scene depicting the torture that corvo went through, and the High
Overseer and the Royal Spymaster admitting to having the Empress assassinated,
you wake up in a cell in Coldridge Prison six months after the assassination.
A guard will tell you that the meal by the door to the cell is from "a friend"
Go over and eat the bread, and you will discover a note underneath, along with
a key. This note tells you that you should get to the interrogation room safe
and steal the timed explosive, use it to blow the door off the prison, and
escape into the sewers. It also mentions there is a weapon
left for you outside your cell. Once you've read the note, unlock the door and
leave your cell. Directly across the hall is a table with a sword and a few
coins. Pick them up and go to the left. Not too far from the table will be
three guards in another hallway. Two will be towards the middle, talking about
your execution tomorrow, and a third will be right at the entrance to this
hallway. Take out the closest guard (RB for non-lethal, RT for lethal). Make
sure to hold X to carry him. Dump him out of sight, and take out the other two
guards. Taking out guards, lethally or non-lethally, will prevent them from
spotting you later. Also, if a guard finds an unconscious or dead body, it does
NOT count towards the Ghost and Clean Hands achievements. As long as they don't
see you, you're good. Move into the room at the end of the hall, grab the
pistol and the health elixir off the rack on the wall, and move into the room
on the left. There will be a ledge to climb up, move close to it and hold A.
Do the same again to get to the second floor of this room. On the bookcase
directly in front of you will be some food and another health elixir. You can
carry ten of them at a time, so make sure you pick them up (although in a
stealth run through you shouldn't need them too often). Pick up the pistol ammo
and the coins from the weapon rack and off the control panel in the corner, and
head through the door. If you haven’t been detected yet, there will be a guard
right outside the door, facing away. Take him out and grab the key he's
carrying. Head down the walkway. When you get to the first turn, there will
be a guard walking away from down the last part of this walkway. Move up behind
him and take care of him. From there move down the stairs on the left and into
the interrogation room, again, on the left. Move through the room itself into a
back room, and open the safe to find the timed explosive. Grab it, and leave
the room. Head straight when you leave the interrogation room, towards the
guard, who will be walking into the large courtyard appropriately called YARD.
Follow the guard down the stairs. When you reach the bottom, move to the right,
past the pillar, and hide behind the upright metal sheets. Lean out to look at
the two guards converse. When the guards split up, one will move to the right,
and one will move into the far corner. Follow the one that goes to the right,
staying out of sight, and get behind the large metal box with a picture of a
strange looking wolf on the side. Move around this box, towards the stairs,
and take him out. You don't have too, but the two guards in this yard will
come running when you set off the explosive, so it's better to play it safe.
The guard in the opposite corner will move some, but won't actually turn
fully around towards you, so getting behind him should be easy enough.
Once you have taken them out, move up the metal stairs. There will be a guard
facing away. Don't take him out just yet, as another guard will see you.
Instead, move to the right and get behind the upright metal sheets. Once the
two guards finish conversing, the guard that isn't inside the little room will
move off to the right. Move to the next set of metal sheets, wait for him to
face away from you, and take him out.
Next, move to the right, and look through the keyhole in the door to see a
guard. Don't worry, he can't see you. Once he moves off, enter the room, and
take him out. Peer through the keyhole of the door in this room to see the
other guard. When he isn't looking, enter the room and take him out. Go back to
the previous room and pull the lever. This will open the giant metal door
nearby (you can't miss it, it's huge). There will be a guard facing away, right
on the other side of the door, to the left, and another guard farther into the
room, up the stairs, and to the right. Wait for the guard at the top of the
stairs to move out of sight, then quickly take out the guard by the door. Move
up the stairs, and take out the second guard. If you are playing a no kill run
through, make sure you don't accidentally kill a guard by closing him in the
giant metal door, or leaving them too close to where you will plant the
explosion. You can play it safe, and take the two guards out of the room and
then close the metal door (there's another switch at the top of the stairs and
to the left) or you can just pull the same switch that opened it. You should
have more than enough time to get back into the room. Once you're ready, plant
the explosive on the door, and stand well back. Once it's blown, quickly move
out the door, go to the left immediately after exiting through it, and fall off
into the water. Guards may see you if you just jump straight off the platform.
Once in the water, swim to the other side of the river, and to the right. You
should come up on a little cleared area, with an opening in the wall. Head down
that hallway, to the right, and enter Dunwall Sewers.
Now that you're out of the prison, you no longer need to take out every guard
you some across (although there's only four you need to worry about). Head
through the iron door, and you'll notice another door with boxes on the right.
Read the note attached to the boxes to discover that your anonymous friend
has left you some gear deeper in the sewers, and that you should find where
the sewers dump into the river to meet "Samuel", who will take you to meet your
"friend". Climb up the boxes and onto the top of the metal bars. Move along the
top and you will hear two guards talking about your escape. This conversation
will be different depending on how many people you kill in your escape. When
you get to a certain point, they will open the doors below you, and immediately
get attacked by the group of rats. After you watch the two guards get devoured,
move through the little gap by the pipes, and go to the right. Fall off of this
caged area, and head through the doorway.
Move down this short hallway, and take a right at the end. You will see a
swarm of rats run by. Let them start eating the body to the right of the
hallway, then move past them while they eat it. Jump into the water and swim
under the tunnel to the next area. Climb out of the water. On the left side of
the little canal will be two dead bodies, a man and a woman, huddled together.
To the left of them is the mans journal. Read it to find out their story. Once
finished, move up the stairs and through the doorway.
Once through, grab the dead body and move it off the large wheel. Once he's out
of the way, turn the wheel to open the door. On the other side, you'll find a
little food on the right, and straight ahead, some dead bodies will fall to the
ground. The two guards up above that are throwing them down can't see you, so
move onto the raised area where they are landing to avoid the rat swarm. The
rats will be eating a body by another large wheel. Throw the bodies the guards
dropped in to either the left or the right side to distract the rats, then move
down and turn the wheel. Move through the door you just opened, past the logs,
and go right. Up some stairs you will find a chain. Go near it and press X to
climb up it. At the top, there will be stairs to the right and a small tunnel
on the left. Be carful of the trip wires at the entrance to both. To avoid
them, climb onto the platform above the tunnel, over the pipe, and disable the
projectile launcher on the chair. Now you can safely move up the stairs.
Move up the stairs and continue along this walkway until you reach a door. To
the left of the door will be a large box with a note on the top. It's from your
friend! Open the box to get a sweet collapsible sword, a small crossbow, and
the key to the door in front of you. The crossbow comes with sleep darts and
incendiary bolts. The sleep darts are pretty useless right now, since they
aren't instantaneous. The incendiary bolts will set enemies on fire, killing
them. Move through the door, and you will see another trip wire. This one you
can slide under. Sprint forward, then press B to slide under it. You will find
a safe on the other side. This is one of the three "special actions" on this
mission. The code to the safe is 4-5-1. You can find it on the shelf behind the
whiskey bottles. Inside the safe is a small box worth some money, and a health
elixir. Once you've looted the safe, cross to the right side of the canal, and
climb up the ledge to the next room. The four guards you actually have to worry
about are right ahead. Fall through the hole in the floor and land on the rocks
below. Wait for the guards to finish talking about you. One guard will walk
off, and the other guard will pee in the water. When the first guard starts
walking away, drop down behind the remaining guard. Wait until the other guard
is out of sight to take this guy out. Be careful though, when the closest guard
goes to pee, he will walk over to the left side of the water to do so. Take him
out, and be careful not to let him fall into the water, as this will kill him.
Once he's out of the picture, move to follow the guard that left. When you get
to the corner, go up the rocks to the left, and crouch onto the pipes to
advance unseen by the guards. Move to the right at the first T junction, and at
the second, left. Follow the pipes to discover a small hermit's Hovel, the
second of the special actions on this level. You can get out by crawling onto
the boxes and leaving the way you came in. To leave this area, go to the right
of the second T junction, wait at the end of the pipe until you see a guard on
the metal grill below facing away, then drop down and move towards the really
bright tunnel on the right.
Congratulations! You're home free! No more pesky guards can discover you now!
Move along this corridor, open the large metal garbage bin for a bit more
money, and head out to meet Samuel. He'll talk to you, then ask you if you're
ready to leave. Tell him you aren't ready to leave. To the right of the boat
are three sewer drains. One at water level, two more higher up. The middle
drain marks the location of the treasure chest. Jump into the water and swim
down to find the third and final special action, a treasure chest! It has a few
things in it, including 80 coins! Once you've looted the pirate booty, swim up
and tell Samuel you're ready to go. This will earn you the achievement
"Vanished".
-------------------------------------------------------------------------------
--- The Hound Pits Pub ---
-------------------------------------------------------------------------------
|---------------------|
| **Pierro's Shop** |
|---------------------|
|Purchases |
| |
|Crossbow bolt - 20g |
|Sleep Dart - 30g |
|Bullet - 30g |
|Springrazor - 50g |
|Grenade - 70g |
|Rewire Tool - 100 |
| |
|_____________________|____________________________________________
|Weapon Upgrades | Equipment Upgrades |
| | |
| Crossbow Accuracy - 300g | Mask Optics 1 - 300g |
| Crossbow Range - 450 | Bullet Capacity 1 - 300g |
| Crossbow Reload - 600g | Bolt Capacity 1 - 300g |
| Combat Sleep Dart - 600g | Grenade Capacity - 450g |
| Corvo's Pistol Upgrade - 600g | Springrazor Capacity - 450g |
| Springrazor Radius - 600g | Bone Charm Capacity 1 - 300g |
| Sword Crossing - 600g | |
|________________________________|_________________________________|
Before stocking up on anything, you should very seriously consider these
upgrades. Mask Optics will allow you to zoom in, bone charm capacity will let
you equip more at once, and of course the amazing combat sleep darts. I would
highly recommend them. I can't tell you how handy it is to be able to knock out
guards without being directly behind them. If you're going for a more violent
playthrough, the bullet, bolt, grenade, and springrazor upgrades will help, in
addition to all of the weapon upgrades. Don't expect to be buying things left
and right though since the max amount of coins you can have at this point in
the game is only about 1,000 gold. But don't worry, soon you'll have more money
then you know what to do with. In the last few visits you'll probably have all
the upgrades you want and the only reason to visit him will be to stock up on
whatever you don't have enough of. (although you can unlock new upgrades and
ammo types by finding collectibles throughout the game world)
The Hound Pits Pub is the place you go in between missions. Samuel will tell
you a little about it as you cruise up to it. He tells you about Admiral
Havelock, who is the friend we have heard so much about.
Once the boat has stopped, leave it, and head up the stone stairs directly
ahead. Samuel will stand by the door you need to go through. This is the door
into the Hound Pits Pub. Enter, and head over to the two gentlemen conversing.
They will tell you about their plan to restore Lady Emily to the throne, and
defeat the men who dishonored you. When they finish, they'll tell you to go
talk to Pierro, who makes your gear. Pierro is the person to talk to if you
need weapons and equipment upgrades, or if you just need a few extra bullets
and bolts.
Head out the way you came. When you walk out the door, Pierro will be in the
building directly in front of you. Head to the left side, and you will see him
working with some kind of machine. He will ask you to get a new tank of whale
oil from upstairs so he can continue his work. Head upstairs and follow the
cat walk. There will be what appears to be a large glowing lantern. This is
the tank of whale oil you need. Press X to pick it up and head back downstairs.
Be careful you don't bang it around, as they can explode quite easily.
To put the tank in the machine, simply move close to the machine while holding
the tank, and it will magnetically attach automatically. Once it's in place,
Pierro will finish his work, which is the mask that Corvo wears almost the
entire game. He'll fit the mask on you, and then you can access the shop. Once
you're done buying upgrades, Pierro will talk about how tired you must be, and
ask if you would like to rest. You can say no and look around the Hound Pits a
bit more, but you will have to say yes eventually if you want to continue with
the game.
-------------------------------------------------------------------------------
--- Somewhere Else... ---
-------------------------------------------------------------------------------
You have just woken up, but where are you? Something isn't right. Head out of
your room via the door on the left, and you'll see some pretty strange scenery
out of a gaping hole in the wall. There's random objects floating in space, and
there doesn't seem to be a ground. Head up the stairs on the left to meet
someone known as The Outsider.
He will tell you how he has chosen you, and then brand your hand with a strange
looking symbol. Yay! Now you can do magic! The only magic ability you have
right now is Blink 1 (there are two levels for every power). Use this to hop
around on the floating islands. Directly ahead of you is a gazebo. You will
need to use blink to get there. Hold LT to bring up the Blink interface. You
will notice a strange kind of blue glowing pillar appears when you hold it
down. Also, there will be two discs of light in the pillar. The higher disc
represents where you will be after you let go of the LT. The bottom one
represents where you will land. Position it so that you can get to the gazebo,
and off we go.
The Empress will be dead on the ground, with a note next to her. The note is
entitled "Fallen Letter" and says "YOU CANNOT SAVE HER" about 20 or so times.
Odd. Blink over the next few islands to a scene of two adult twins holding Lady
Emily against her will! Take the note from Emily's hand and continue. On the
next island you will blink to, there is a chest with a mana potion in it. If
you don't wait for the mana you use while blinking to recharge, then you won't
have enough to blink. Use the mana potion if you have less than half mana
(hold RB and press X) and continue to the next scene. There's no special note
to grab here, just the Spymaster, or Lord Regent as he is now called, angrily
tossing some miniatures.
Blink down to the next scene to see giant tall people (appropriately named
Tallboys) shooting flaming arrows at some helpless citizens. Move over to the
ledge behind them, and blink up to it. Notice if you hold LT and aim right at
the edge of the ledge, the blink will turn from a pillar of light to arrows
moving upwards. This means that if you choose to blink at that moment, you will
automatically climb onto the ledge. On your left will be a giant whale
floating in space. Continue on, down the spiral staircase. When you reach
the bottom, blink across the first island and to the second, where the Outsider
will again speak to you.
After he's done talking, you will get the Heart of a Living Thing! Gross,
right? While yes, it is gross, this heart is actually one of the most useful
things in the game. The heart will show you the exact location of any runes or
bone charms in your current area. Also, if you pull LT while it's in your hand,
it will say poetic little sentences about the area you're in, or the person
you're looking at.
Continue along this strange destroyed pathway, and you will reach a house lying
on it's side. Walk over to the window and fall inside. Fall through the window
in the next room, and grab the mana potion from the chest. Continue dropping
down this pathway, then blink over to the weird looking purple area. This is
an Outsider shrine. You can find these in various places around the city of
Dunwall, and they come with free runes! Once you pick up the rune from this
shrine, you will be taken to the powers section of the select menu screen. The
only two powers you could buy right now are Dark Vision and Vitality. Dark
Vision is the way to go if you are playing a stealth run through, as it will
allow you to see enemies though walls, as well as their field of vision. Dark
Vision 2 allows you to see items and interactable objects, such as potions,
coins, chains, switches, and whale oil tanks. Vitality will increase your
health, and level two will increase your health regeneration. Keep in mind that
there is an achievement for purchasing only blink. I would recommend doing that
separately from your ghost and clean hands run through. Once you've bought what
you like, exit this screen to continue.
-------------------------------------------------------------------------------
--- The Hound Pits Pub ---
-------------------------------------------------------------------------------
Phew! What a strange dream. Or was it? The mark is still on your hand, and you
can still use your magical powers! Grab the coins scattered around your room
and head back down to the bar. There's a rune in this area. To get it go across
the courtyard opposite Pierro's shop and pull out the heart. You should see it
marked on the screen. You'll have to swim to it to get it, being careful of the
carnivorous fish in the waters. They can actually do quite a bit of damage, so
try to stay out of the water as long as possible and move quick when you're in
it. Go speak with Admiral Havelock when you're ready to continue. He will tell
you that your first mission is to assassinate a man by the name of Campbell,
and to rescue another named Martin. Once he's finished speaking to you, go to
Samuel. He will be in the boat, where it landed at the Hound Pits. On your way
to the boat, a woman named Callista will ask you to save her uncle. Campbell is
planning to poison him. It's not necessary to save him, but Callista will
reward you with a good amount of money if you do, and since it won't be out of
the way, you might as well. Talk to Samuel at the boat, and we are on to
Mission 2.
-------------------------
----- Achievement Tracker -----
-------------------------
*Vanished (Escape the sewers undetected)
*Dishonored (Escape Coldridge Prison)
-------------------------------------------------------------------------------
--- Mission 2 - HIGH OVERSEER CAMPBELL —
-------------------------------------------------------------------------------
*============================*
|Items to be found |
*============================*
|Runes - 7 |
|Bone Charms - 5 |
|Outsider Shrines - 1 |
|Sokolov Paintings - 1 |
|Coins - 3794 |
*============================*
***Starting the "Gentleman Street Conspiracy Caller" quest***
Here you will have the opportunity to start the "Gentleman Caller" and
"Street Conspiracy" quests. They can both be completed in the same playthrough
by reloading a save and completing the other side of the quest line. I'll put
the information regarding those quests here, at the start of the Mission 2
guide, in addition to the walkthrough section in regard to it. This way you can
follow the walkthrough to get these achivements as well. I'll mark the sections
so they can be easily skipped by giving them an asterisk border.
It should be noted that talking to Granny Rags here will reward you with two
runes, so even if you don't care for the achievement it's worth doing.
Once the mission starts, head towards the stairs to your right. There will be a
guard walking about at the top of them, take him out. Head forward, then turn
left to go up the stairs.
*******************************************************************************
Turn right and head up the street. There's an old lady on a balcony throwing
trash into the street. Blink up to her and she will walk away, vanishing into
thin air. WHAAAAAA??? Head through the room and down the stairs. She's now at
the sink underneath the staircase. Speak to her and she'll ask you to take care
of her "gentleman callers". Save your game and get ready to be annoyed if
you're doing a clean hands run through. If you aren't going for clean hands
just open the front door and kill them. If you are however, head back upstairs
to the balcony you used to get in and blink to the top of the neon sign on the
right, then onto the covered strut that connects the buildings above the
balcony. You can shoot them with sleep darts from up here and try not to let
them see you. Once they're taken care of, return to Granny Rags. She will
reward you with a rune. Before going upstairs to get it, go out the back door
next to the sink. There is an outsider shrine in her backyard. Head upstairs,
grab the rune hanging from the upturned boat and jump off the balcony, heading
left down the street. (return to normal walkthrough)
*******************************************************************************
Directly across the street will be another staircase.
Head up the stairs. At the top, look to the right, and you will see some boxes
with whale oil tanks on them (the glowing lanterns if you don't remember).
Blink to the top of them, and you will notice a ledge that runs along the wall.
At the end of this ledge are two large pipes. Climb on top of them, then on top
of the roof. Turn to the right, following the metal vent all the way behind the
sign, right, then ending at the balcony. Climb onto the balcony. Fall off onto
the large metal box on the other side of the balcony, then fall to the ground.
You may want to blink down to the ground as you will most likely take some
damage when you fall. Walk forward until you see a staircase leading up to your
right. Be watchful of the guards, as they are everywhere up here. While on
these stairs, look to the left. You'll notice a hedge with a large box wrapped
in canvas. Blink behind it, and look to the left side of it. There is a guard
that will come and stand by it, in between the box and the wall. He will face
away almost as soon as he gets there, so choke him out. From where he was
standing, move to the left. You will see two guards talking about the wall of
light, then one will throw a rat at it. You will notice a whale oil tank in a
big metal box to the right of these two guards. Blink behind it, then when they
leave, take the whale oil out of the machine. This will turn off the wall of
light, allowing you to pass through without being zapped. After you remove the
tank, a guard will walk over and stare at where it used to be, commenting "The
oil in these tanks doesn't last long enough". He will stare at it for a while,
then walk off. Move around the box to the right, looking past where the wall of
light is. There will be some more boxes wrapped in canvas. Blink behind them,
but be careful of patrolling guards. There will be a large scraggly tree next
to a small metal barricade. Move behind the metal barricade, and look just over
the top of it. You should see the roof of a metal structure. This is a
guardhouse. Blink onto the top of it. You may need to climb on top of the metal
barricade you are hiding behind first. Once on top of this guardhouse, you will
be able to see the door you need to enter. There will be one guard patrolling
back and forth by the door. Wait until he starts moving to the right side, then
blink down to where he was standing. Immediately after blinking here, blink to
the alcove the door is in, and enter. You may want to save before doing this.
Once you do this, go through the door to enter the next part of the mission.
As soon as you load into this area, you will have a mission way point labeled
"Overseer Martin". You need to free this man. There will be an enemy talking to
him, we're going to use him to get an achievement. You can choose to just take
him out, but this is arguably the best location to earn the achievement "Back
Home" for throwing an attackers' live grenade back at them and killing them
with it. Save your game, then run forward and let the overseer see you. Stay
far enough away from him that he can't hit you with his sword, but not too far.
When he throws a grenade at you, throw it back. This can be difficult to do, so
you may have to try it a few times. If you have bend time, you'll have almost
no difficulty at all. Grabbing the grenade off the ground and throwing it back
before it expldes can prove quite challenging. Since you're reloading your game
anyway, if you have some runes you might as well get it, even if you don't keep
it. Once you get the achievement, reload your game.
Release the Overseer from his chains, and he will thank you. Move to the
right, and you will see stairs with a metal door at the top. Next to them will
be a weird looking ATM type deal, with a blue light at the top of it. Blink
onto the top of it, then onto the metal awning above the stairs. There will be
a ledge to climb up, then another metal awning. Once on the second awning,
blink onto the nearest street light. You can fall off of these quite easily so
be wary. Once on the first street light, blink to the street light across the
road. After reaching the second light, blink to the ledge that is above you.
Follow the ledge to Holger Square. There will be several red flags on the ledge
by you. Move past them, continuing until you reach an open window. This window
is behind the large flood lights lighting up the square. There are many open
windows, so make sure you climb in the one that is directly behind the flood
lights. The room is also marked by a way point, so look for that.
In this room will be a long table, and on the table will be a wine bottle and
wine glasses. Click the wine glass, and you will get a few options. One is to
switch the two glasses, moving the poisoned glass to the other side, another is
to mix the glasses, poisoning them both. We are going to choose to smash the
glasses, as it is the only option that doesn't kill anyone. Loot the room then
blink to the rafters and leave through the hole above the door closest to the
glasses.
From the door go left and through the hole above the door on the right side
of the hall, at the end. This next part requires a little speed so you aren't
spotted. Blink from the door to the lamp hanging in the middle of this room.
Then spin around and blink from the lamp to the metal door besides the large
open doorway. Go through before you're spotted and head down the stairs. At the
base of the stairs will be what appears to be a storage room. Take position
behind the boxes in the room, leaning out so you have a view of the glowing
head statue in the corner but you're still hidden. Wait for Campbell and friend
to get to this room.
The two men will look at the wall, and Campbell will open up a
secret entrance in the wall. Once it is open, they will move into the room.
Follow them in, hide behind the large upright painting with a chair covered in
cloth next to it, on the right of the room. Lean out to see Campbell telling
the other man about the painting. As he moves closer, Campbell will kill him.
Before he draws his sword, blink behind him and choke him out. The captain will
leave, saying of how he is grateful for you saving his life. At this point, you
should save your game, kill Campbell, then reload the save, as this will get
you the "Excommunication" achievement. Once Campbell is knocked out, pick him
up, and head back to the room we spilled the poisoned drinks in. Use the
catwalks, and don't take any risks. Once in this room, if you look out the door
that we used to exit the room, there will be a hallway going straight, and
going to the left. The hallway to the left is the hallway you used to go
downstairs. Go straight this time, all the way to the end of the hall. The room
at the end of this hall is a records room of some sort. On the table inside are
branding instructions. Grab them, being careful of guards, then move back to
the catwalks. From the spot you entered the room, turn to the right. Exit this
way, and go into the room directly across the hall. Place Campbell in the chair
in the center of the room, then blink to the upper level to get the Heretic's
Brand. Go back to Campbell and brand him. This takes care of him non-lethally.
Once you brand him, get back to the catwalks quick as can be. Guards will
sometimes come running as soon as you brand him.
Using the catwalks, make you way back to the metal door that leads to
Campbells' secret room. Right outside this little atrium and to the right is
the exit. Make your way to it, being careful of guards, and exit to the last
part of the mission.
As soon as you enter this area, move onto the rooftop directly in front of
you. Then onto the next rooftop, and the next. Once you reach the last rooftop,
look to the left. You'll see a chain descending towards the water, and towards
Samuel. Make your way to the chain (I never had any problem with guards in this
area, but still be on the lookout). Climb down, and talk to Samuel to complete
the mission. You could also try just blinking far enough out to land in the
water and skipping the chain entirely, although you may have to double blink.
Save before you do anything.
It should be noted that there are a good number of things to get in this area,
such as runes, bone charms, coins, etc. Take a minute to look around if you
want, as we won't be coming back here.
-------------------------------------------------------------------------------
--- The Hound Pits Pub ---
-------------------------------------------------------------------------------
Upon arrival at the Hound Pits, Samuel will tell you that Admiral Havelock and
Lord Pendleton are in the courtyard. If you saved Callista's uncle, then she
will thank you (and pay you) as soon as you step off the boat. Head up the
stairs and to the right to talk to Havelock and Pendleton. They will share
their congratulations with you, then talk of finding Lady Emily as soon as they
can. Tell them you're ready to rest, and you will wake up in bed.
Once you wake up, head back to the courtyard where you just spoke to Havelock
and Pendleton. On the way, you can speak to Pierro and buy some upgrades. As I
said earlier, the two upgrades you really should get are mask optics and combat
sleep darts. After I have those two upgrades, the only thing I buy from him is
more sleep darts, and more mana potions. Once you're finished, speaking with
Havelock will reveal that weepers are in the tunnels below the building. This
will count against your clean hands if you kill them, so the sleep darts are
going to be your friend here. If you have yet to get combat sleep darts, then
don't worry. There's only two weepers, and you can just shoot one, run away,
then shoot the other after the first passes out. If you do have combat sleep
darts, then you'll be able to take them out a little quicker. There are two
runes down in the tunnels, both right by the weepers, so make sure you grab
them after taking care of the weepers. Upon entering these tunnels, follow the
one you're in until it exits into a much larger tunnel. Follow this larger
tunnel, noting a closed door on your right as you move farther into the tunnel.
This closed door will be our exit. The weepers are at the end of this large
tunnel. Take them out, grab the two runes, then go back to the closed door.
Unlock it with the key Havelock gave you, climb up the chain to left side of
the room, and you will be at the base of the stairs in the Hound Pits. As you
exit the tunnels, one of the staff will tell you how brave you are. After she
finishes complementing you, go into the bar and meet Overseer Martin. He will
tell you that Lady Emily is at the Golden Cat, which is, as it would be called
today, an "Escort Service". Pendleton is waiting on the docks, and he will tell
you about what terrible people his brothers are. Talk to Samuel, and he will
take you to the Golden Cat, and the start of mission three.
-------------------------
----- Achievement Tracker -----
-------------------------
*Vanished (Escape the sewers undetected)
*Dishonored (Escape Coldridge Prison)
*Excommunication (Kill High Overseer Campbell)
*Bodyguard (Protect Callista's uncle)
*Faceless (Complete a mission without alerting anyone after Coldridge Prison)
*Specter (Complete a mission without alerting anyone and killing less than 5
people after escaping prison)
-------------------------------------------------------------------------------
--- Mission 3 - HOUSE OF PLEASURE ---
-------------------------------------------------------------------------------
*============================*
|Items to be found |
*============================*
|Runes - 5 |
|Bone Charms - 5 |
|Outsider Shrines - 0 |
|Sokolov Paintings - 3 |
|Coins - 4084 |
*============================*
As the mission starts, Samuel will drop you at the same location as the last
mission. To do this mission without killing anyone, we will have to visit
Slackjaw. Head up just like we did last time, being careful of the guard who
will walk down as we approach the stairs leading up to the left. Once you take
him out, go up the stairs and take a right onto the street here. Follow it to
the end, where a thug will tell you Slackjaw wants to see you. Head into the
Distillery, marked by a way point, and make your way through to see Slackjaw.
He's marked by a way point, so you should have no trouble finding him. Talk to
Slackjaw, and he will tell you that if you enter Galvani's offices and find out
what happened to his man. After you're finished talking to him, go back out.
Once you enter the alley, go straight, and turn right on the street we came in
from. Move up the same way we did in mission 2. The only difference is that the
boxes with the whale oil tanks on them will be gone, so you'll have to just
blink straight onto the ledge there. Once on the ledge, move onto the roof,
then follow the vents to the left, just as we did in mission 2. On the balcony
we used in mission 2 will be a guard, don't be concerned about him. You can
just follow the vents, crawl onto the balcony and take him out. Once he's down,
enter the door on the balcony. There will be two guards across the room by the
fireplace, facing away. You can avoid all the guards here, but it's easiest to
just take them out. One guard will walk out of the room, the other will walk
toward you. Hide under the table so he doesn't see you, then when he turns to
your left, take him out. Move towards the door the other guard left through,</pre><pre id="faqspan-2">
and take him out. He should be walking around right outside the door somewhere.
If he isn't just wait for him to make his rounds and return. Move up the stairs
once these two are taken care of, and hide to either side of the door here.
There will be two guards discussing something, then they will move off, one
staying in about the same spot, the other moving to the left, close to where
you are. As soon as the guard on the left stops moving, choke him out. Then go
to the other guard and take him out. The guard on the right will continue
staring at the chalkboard for a while, and you should have enough time to choke
the first guard before he moves. If you can't, then the second guard will walk
into the hall that you came upstairs in. Just hide under the table after
choking out the first guard and wait for him to walk by. Make sure you grab the
key off of the second guard, and the audio file from the table, right next to
the dead body on it. In the far left corner of the room from where you came in
will be a bookcase. The chalkboard on the wall with the bookcase has a three
digit number in the bottom right corner. This is the safe combination for
Galvani's safe. Go to the bookcase, and on the second shelf from the bottom,
activate the red book on the left side of the shelf. This will open up
Galvani's secret room. Loot it, then head back down to the door we entered this
building from. The safe is to the side of the door. Loot it, and head out the
way we came in. Once outside, make your way back to Slackjaw. Be careful
heading through alleys, as the one directly linked to the entrance to
Slackjaw's hideout has assassins guarding it. Once you've gotten back to his
hideout, speak to him to give him the audio file you picked up. He will give
you a key to an abandoned hotel, giving you an alternate route to the Golden
Cat. Afterwards, Slackjaw tells you he will take care of the Pendletons without
killing them if you get the art dealers safe combination. The art dealer is in
the Golden Cat as well as the Pendleton twins, and Lady Emily, so this is where
we are headed next. From the Distillery District, go straight and turn right
onto the street that we came up on. Continue along the street until you get to
the second set of stairs. From the second set of stairs, blink onto the ledge
that we used in mission two. Just as before, climb onto the pipes then to the
roof, continuing along the metal vents on the left to the balcony. Then drop
onto the metal box and then down to the ground. Instead of going up the stairs
to the right, go straight. Go down the flight of stairs and jump off the ledge
to the left. Move to the end of the street, turn right, and go up the stairs.
At the top of the stairs there will be some guards talking to a woman, just go
forward and the guards won't see you. Turn right and go up the stairs, and you
will be right next to the guard house that we got on in mission two. Instead of
getting on top of the guard house, go straight across the street and into the
abandoned hotel, watching out for patrolling guards. Once you enter the
abandoned hotel, go to the flight of stairs at the end of the hallway. Run all
the way up to the top of the stairs and enter through the door to the Golden
Cat. Move forward, turn right and you will see the Golden Cat, a large white
building with a green roof. Drop down on the roof in front of you and then on
the roof to the left. Climb up onto the next roof and make your way to the far
side where there will be a metal beam sticking out. Directly across from the
metal beam there will be a tin roof, blink to it. Walk across the metal rafter
to the other side, then jump up onto the ledge in front of you. Follow the
ledge to the right and then drop down to the lower ledge. There will be an open
window on the left, and inside there will be a guard talking to a woman. Wait
for the woman to leave, then follow her. She will exit through the door she is
standing by and go across the hall into the next room. Steal her key off her
hip, then head up the stairs you walked by when following her. Lady Emily is in
the second room on the right once you reach the top of the stairs. Once you've
done this, you will get the achievement "Child Care". Head back to the area
where the guard and the woman were talking. Take out the guard here, and you
will see two double doors. Crawl through the open window to the left of them,
then go across the room to the right, toward the door. Open the door and blink
onto the circular metal catwalk in the middle of the room. The art dealer will
be in the silver room to left. Each room has the name on a sign above the door
so you can look for that if you're lost. Blink in front of the door and go
through, closing it behind you. Now this is where things get a little weird.
The art dealer is sitting in an electric chair with a blindfold on. When you
walk up to him, he'll comment that your footsteps sound a little loud, then ask
if you gained weight. He will then proceed to tell you that he wants you to
shock him, but only on his command. Pull the lever to shock him, and he'll tell
you that he cheated the Pendletons out of some money. Pull the lever again and
he'll tell you exactly how he cheated them. Pulling it a third time will make
him scream retribution, and tell you he's done for the night. But we aren't
done, so pull the lever a fourth time. He will say the safe word again, and
whine a little. Pull it a fifth time and he will ask who you are and what you
want. Tell him you want the combination to the safe and he will give it to you.
Make sure you remember what he says. If you pull the lever a sixth time, he
will die, and that'll ruin your clean hands run-through. Head back to the
staircase you used to rescue Lady Emily, this time going down. The
young Empress will be waiting by the door, go through it and she will be
rescued. There will be an old woman outside, Granny Rags. It doesn't affect the
ghost achievement if she sees you, but the weepers in the alley outside will.
Make your way back to Slackjaw via the street with Galvani's Office on it, and
tell him about the art dealers safe. Alternatively, you can rob the safe first,
giving you the achievement "Art Dealer". If you would like to do this, the art
dealers apartment is across the street from Galvani's office. Head in through
the front door, being careful of the guards patrolling this area. Once inside,
head up the stairs that are across the room. At the top of the stairs will be
two thugs talking about the painting they're looking at. Wait for them to
finish conversing, and they will move around. One will move to the right, the
other will head straight for you. He will stop just outside the door, then walk
through the doorway and lean on the railing of the stairs. Hide behind the
pillar on the right corner of the stairs, then take him out when he leans on
the railing. The other guard will be in the room to your right, if you are
looking at where they where standing originally. There is a doorway to the
stairwell in the room he is in, and he will be facing away, so take him out as
well. The painting they were talking about is actually a Sokolov painting worth
300 coins, not quite as worthless as they said. Grab it and head upstairs.
There will be two more thugs to your right as you come up the stairs, trying to
open the Art Dealer's safe. After they finish talking about the safe, they will
walk away, one to the right, to stare at the fire place, the other to stare at
the wooden pillar in the middle of the room. Blink behind the thug looking at
the pillar, take him out, then get the thug looking at the fire place. There's
another Sokolov painting in the room next to the fireplace, so grab it for 300
more coins and a step closer to the achievement. Head back to the safe and put
in the combination. If you don't remember it, don't worry. There's 9 possible
codes. They are: 8-7-9 1-3-8 6-5-6 6-7-9 6-9-6 6-8-6 9-7-9 4-7-3 8-7-0. Once
you have it open, grab the third Sokolov painting, the mana potions, the rune,
and the Lady Boyle party invitation. If you miss the party invite, don't worry,
you can get one at the party itself. Return to Slackjaw via the same street we
have used in the past, as there are those nasty assassins lurking in the alley
nearby, and we don't want them to see us. Speak to Slackjaw to reveal that he's
going to put the Pendletons to work in their own mine. If you robbed the safe
before speaking to Slackjaw, this will earn you "The Art of the Steal". Leave
the Distillery District and return to Samuel to end the mission.
-------------------------
----- Achievement Tracker -----
-------------------------
*Vanished (Escape the sewers undetected)
*Dishonored (Escape Coldridge Prison)
*Excommunication (Kill High Overseer Campbell)
*Bodyguard (Protect Callista's uncle)
*Faceless (Complete a mission without alerting anyone after Coldridge Prison)
*Specter (Complete a mission without alerting anyone and killing less than 5
people after escaping prison)
*Child Care (Rescue Emily)
*The Art of the Steal (Rob the Art Dealer's safe before giving the combination
to Slackjaw)
-------------------------------------------------------------------------------
--- The Hound Pits Pub ---
-------------------------------------------------------------------------------
Upon returning to the Hound Pits, most of the people here will greet you at the
boat. Lady Emily will go to see her room in the tower, and Havelock will
congratulate you. He'll also mention that Lord Pendleton wishes to speak with
you. Pendleton is on the porch of the tower that Lady Emily will be residing
in, and he is also marked by a way point. Speak to him to learn that Havelock
wants to speak to you. Which is silly, since we just spoke with him. He will be
in the bar, having drinks with Martin. When you talk to him, he will inform you
that the Royal Physician Sokolov has information that you need. There's no
brief intermission this time, as there has been previously. Head to Samuel and
speak with him to advance to the next mission, making sure to speak with Peirro
if you wish to buy a few things.
-------------------------------------------------------------------------------
--- Mission 4 - THE ROYAL PHYSICIAN ---
-------------------------------------------------------------------------------
*============================*
|Items to be found |
*============================*
|Runes - 5 |
|Bone Charms - 3 |
|Outsider Shrines - 1 |
|Sokolov Paintings - 1 |
|Coins - 3623 |
*============================*
As the mission starts, go up the two flights of stairs in front of you. When
you reach the top of the second set, blink onto the roof directly in front of
you. Turn right and go to the edge of the roof. There will be two guards
talking, and a third will be walking towards them from the left. The two guards
talking will be at the end of a thin wall. There's a metal awning connected to
it at the opposite end from where the guards are, near you. Get on the awning
and blink over to where the third guard walked out from, by all the pillars.
There is a door almost directly ahead, slightly to the left. Once you blink to
the pillars, go through the door quickly, closing it behind you. Head forward
and to the right. You will be in a locker room of sorts. In the right corner
will be a staircase. Follow it all the way to the top. Once you reach the top,
you will see a big red wheel that you can turn. Turning it will move a chain
over towards the other end of the room, allowing you to jump to it, grab it,
then jump to the platform on the other side. Alternatively, you can blink to
it. Once you've reached this platform, grab a whale oil tank, then drop down to
the big cart, and plug the container in by the cart's front left corner. Jump
into the cart, then pull the lever on the left. Make sure to stay low as the
cart moves across this track, you don't want to be seen. When the cart stops,
hop out and move to the right edge of this platform. Drop onto the metal awning
below, then blink to the metal awning across the street. From here, look down
towards your way point. There will be some boxes in the road that leads to the
way point. When no guards are looking, blink down and get behind them. Then
just walk through the door.
As soon as you come through the door, move behind the metal barricade to your
left. There will be a guard conversing with a rich person. Wait until they
finish talking and walk off. The guard will walk down the stairs, the man will
return to his home. As soon as the man looks away, blink down to the stairs and
choke out the guard. Turn to the right out the gate and head straight down this
alley. At the end are some broad stone steps. just past them is a gate with
stairs leading down. Go down them and you will see a pier with some boats tied
up to it. Blink over to the pier and head up the stairs. At the first landing,
climb onto the boxes then onto the metal awning. You will see a metal bridge to
your left. Blink to it and head into the building at the end, turning right as
you walk in. Head across the room and out the door. Unplug the whale oil
canister to your right, then follow the cable leading out of it up the stairs.
There will be a guard at the top of the stairs, looking at the machine you just
unplugged. If you don't choke him out while he's looking at the machine, he
might turn around and go down the stairs, running into you in the process. Once
he's taken care of head all the way up the stairs. Watch out, as there is a
guard patrolling them once you go through the metal door. Take the key off this
guard, then flip the lever on the drawbridge control panel to raise the bridge
up a level. Move down the stairs from this room, going straight across the
rafters and out the open window. There will be a ledge running around the
corner. Follow the ledge around until you are even with the stairs hanging off
the bottom. Blink over to them and move through the bottom of the bridge. Drop
down on the other side, turn to your right, and take out the guard in the
control room up the stairs. Depending on how fast or slow you move across the
bridge, he could be yet to enter the control room or already left on patrol. No
matter which, just wait until the right moment comes along and choke him out.
There are two guards below your current level, but they shouldn't bother us.
take them out if you want. After you've taken care of the guard on our current
level, use blink to get up the ledges to the way point. Once up, unplug both
whale oil tanks. Walk out of the cage and look to the left. Drop down to the
ledge here, and you'll notice two support beams running all the way down to the
ground. Follow this beam all the way to the top of the guard house, then blink
to the ground and head to the door marked by the way point. There is a guard
patrolling this area, but he shouldn't be any problem to avoid.
Once through the door, grab the rune on the table directly in front of you and
head out the window to the right. Climb onto the giant metal sign, then blink
to the first huge metal wheel. From here, blink to the second and look to the
right slightly. You will see a large metal cylinder with a lot of pipes coming
out of it. Blink to the top of it, then blink past the third giant wheel that's
rotating. Unplug the whale oil tank here, then blink to the top of the metal
fence. You can climb onto the beat up bookcase, then onto the vents, which are
level with the fence. Wait until the guards aren't looking, then blink past the
wall of light and head through the door to the next area. Once here, move down
the street until you see some guards, and head into the last building on the
left before you reach them. Blink up to the top floor, then get on the very
corner part of the roof to blink to the nearest building across the street, the
one the two guards are talking next to. Once on this roof, climb onto the low
roof, then blink up to the roof of the next building. To the right you will see
a long chain. You can choose to climb the chain, or just blink across to the
platform. There is a guard patrolling this walkway. I chose to take him out
with a sleep dart, but he walks to the far right side, and we're going to the
left, so it's not crucial to take him out. Once you've blinked across, head to
the left and through the door on the right. Sokolov will be working, and he is
facing away as you walk in. Choke him out, and pick him up so we can bring him
back to the boat. There are some bluepoints on the table by him, and some empty
elixir bottles to make some health potions if you need them. Once you have
Sokolov, head back to the roof we blinked to Sokolov's house from. Head
straight across it and blink down to the metal balcony. Head through the room
to the balcony on the back of this building. Samuel is waiting almost directly
below us. It is worth mentioning that you should save, as falling in the water
will kill Sokolov. From the left side of the balcony you will see a large
concrete support for the wall sticking out. Blink onto it, then go to the
way point and speak to Samuel to end the mission. This will earn you the
achievement "Capturing Genius and Madness".
-------------------------
----- Achievement Tracker -----
-------------------------
*Vanished (Escape the sewers undetected)
*Dishonored (Escape Coldridge Prison)
*Excommunication (Kill High Overseer Campbell)
*Bodyguard (Protect Callista's uncle)
*Faceless (Complete a mission without alerting anyone after Coldridge Prison)
*Specter (Complete a mission without alerting anyone and killing less than 5
people after escaping prison)
*Child Care (Rescue Emily)
*The Art of the Steal (Rob the Art Dealer's safe before giving the combination
to Slackjaw)
*Capturing Genius and Madness (Abduct Sokolov)
*Surgical (Play all the way to Kaldwin's Bridge killing less than ten people)
-------------------------------------------------------------------------------
--- The Hound Pits Pub ---
-------------------------------------------------------------------------------
Upon returning to the Hound Pits, Havelock and Martin will be waiting for you
at the docks. They will congratulate you and send you off to bed. When you
wake, Emily will be in your room. If you saved the Pendleton twins instead of
killing them, there will be a good amount of money on the table by the door. Go
to the yard where we spoke with Havelock and Pendleton about weepers, Havelock
ans Sokolov will be in the warehouse on the far side of the yard. Speak with
Sokolov, and you will receive two choices. One to let rats into his cell so he
will tell you what you want, the other to bribe him with some crappy brandy.
You have to buy the brandy from Pierro for a high amount, so you might as well
just let the rats into his cell. It's considered "High Chaos" to do so, but a
Ghost and Clean Hands walkthrough will still average out to low chaos. He will
tell you about Lady Boyle. Now it's time to assassinate her, or in our case,
find a way to get rid of her non-lethally.
-------------------------------------------------------------------------------
--- Mission 5 - Lady Boyle's Last Party ---
-------------------------------------------------------------------------------
*============================*
|Items to be found |
*============================*
|Runes - 3 |
|Bone Charms - 2 |
|Outsider Shrines - 1 |
|Sokolov Paintings - 2 |
|Coins - 4084 |
*============================*
If you have yet to get the "Theif" achievement for pickpocketing total of 200
coins, this is the mission to do it on. Everyone has money in their back
pockets, so just pick-pocket all the guests.
As the mission starts, there will be stairs across the canal. Blink to them.
Head up, and to the right will be a bridge. Across the bridge, a tallboy will
be patrolling the street. As soon as he goes by the bridge when he's heading
left, run across and get onto the other side of the railing, in the ditch.
Turn left and immediately start moving along the ditch. There will be two large
boards in between the ditch and the street. Use them to hide from the tallboy
as he turns to head away down the street. Get to the very end of the ditch and
break the boards blocking the tunnel. Head through, and you'll be in the
neutral zone. People can now see you and it won't matter. Be careful not to
hurt someone, or run into them even, as this will cause them to become
hostile. At the end of this street will be a group of three party goers. If
you move near them the womans invitation will fly away down the street, but
won't grab it. If you already got the invitation from the safe, you won't need
this one. Otherwise, you'll have to grab it. Once you have it, walk up to the
guard at the window and give him your invitation. He will unlock the doors and
let you in to the party. Through the door to the right is the guard room. You
can find a blueprint in here, so grab it. After that, head up the path towards
the party. Turn right after getting out of the tunnel. There will be a
secondary objective waypoint. Head to it and speak to the man. You will now be
involved in a duel. Since killing him is a no-no, we're going to use sleep
darts. You will head down some stairs, and you will have to pick up the pistol
in the box. Next, head to the little stone marker and stand on it, facing
away. The man will count down. Make sure to take out your sleep darts! When he
says one, turn and shoot the other guy with a dart. He will pass out and live,
but you'll still get the reward. It's a win-win. After you finish this, head
up the stairs and you will notice a balcony over where these men were standing
when you first encountered them. Blink up to it, being careful not to be seen,
and head in the door on the balcony. Don't worry, the guard up here won't do
anything.
Alternatively, if you don't care about the money and the Sokolov Paintings,
you can just head into the party. In the library will be a woman talking to a
man. She will ask you to bring her a drink. Do so, and she will tell you who
lady boyle is. To bring her the drink, go to the buffet table, to the fountain
at the end of it, and turn the little nozzle on it. The glass it pours into
will dissapear, simply go back to her and talk to her and she will tell you.
In this room, you may find the identity of Lady Boyle. It's randomized each
time, but I'm going to tell you how to get to each room, from here. I will be
writing this like her identity is in the last room we visit. You should
visit each anyway, as there are LOADS of goodies to be found. A helpful hint
is that Lady Boyles room always has a Sokolov painting somewhere in the room
and a note near the diary (each room has a diary). Once you've cleaned out
this first room, there will be a rope hanging on the right side of the door,
not the one we came in through. Pull it to open a secret passageway between
this room and another. This will let you avoid the guard in the hallway, who
can be a pain to take out from this side. Head through the passage, grabbing
the loot, and drop into the room at the end. Clean this one out, and head to
the door leading into the hallway. Peek through the key hole and wait for the
guard right out side to be facing away. There are two more guards wandering
around, so be careful taking the one outside out. Once he's done, wait for one
guard to be on his own. Take him out. I just dumped the bodies in the bedroom.
Then, get behind the third guard. Take him out too. Hide him, as sometimes a
fourth guard will wander by and find him. Once these three are out, walk out
of the second bedroom and to the left. Take the first right, and you will see
a painting on a stand straight ahead. It's a Sokolov, so grab it and head
left, across the bridge to the other side. This is where the final bedroom is
located. The bedroom is the door you're heading towards on the bridge. Once
you have figured out what color Lady Boyle is wearing, head back down to the
party, either by exiting the way we came in, or by possessing a rat in this
third bedroom and using the rat tunnel on the right side of the bed. There is
a fork in the tunnel, go left. People won't care that a rat turns into a human
right before their eyes, so just pop out the tunnel. Also, you can choose to
just jump off the bridge. Another thing that apparently doesn't bother the
guests. From the front door, head to the left, between the two whale statues.
Head all the way to the end of the hall and turn right. In the back left
corner of this room is a man in a freaky looking mask. He will tell you that
if you bring him your target unharmed, he will take care of her. He seems
kinda shady, but this is the non-lethal way. Talk to whichever of the three
women is your target (black white or red) and you will be able to guess their
name. I'd recommend saving before talking to them, since each person is
different. For instance, one of them wants to have sex with everyone, and it's
no trouble to get her alone. But the others can be tricky. Tell them you can
save their life, then that someone wants them dead and you have a way out.
Then lead them to the celler. Alternatively, sometimes they are alone, and you
can take them out then. Either way, the way to the cellar is in the room with
the buffet table. Head down the stairs in the back corner of the room, and
into the kitchens. Turn right and go down the stairs when you enter the
kitchen to reach the cellar. Activate the switch on the wall to open the gate,
and lead her or carry her to the man waiting in the boat. If she isn't knocked
out, you'll have to knock her out as she can't get by the barrels blocking the
stairs. Once you give her to the man in the boat, head back up stairs. After
jumping over the barrels blocking the stairs, there is a door straight ahead.
Using the key we picked up earlier, open it to find a treasure room. Head back
to the party, and exit through the front door. By the front door is a guest
sign in book, you can sign it "Corvo Attano" if you wish, but there's no real
impact on the game if you do. Once outside, go back to where the woman dropped
her invitation. Head all the way down this street to the sewer drain we came
in through, and head all the way to the end of this ditch. Wait for the guard
to move, then jump the railing and start moving towards Samuel's waypoint. Go
up the stairs, and to the right will be a covered walkway. Blink onto it, and
jump into the water. Swim to Samuel and tell him you're ready to go. This will
earn you the achievement "Well Mannered".
-------------------------
----- Achievement Tracker -----
-------------------------
*Vanished (Escape the sewers undetected)
*Dishonored (Escape Coldridge Prison)
*Excommunication (Kill High Overseer Campbell)
*Bodyguard (Protect Callista's uncle)
*Faceless (Complete a mission without alerting anyone after Coldridge Prison)
*Specter (Complete a mission without alerting anyone and killing less than 5
people after escaping prison)
*Child Care (Rescue Emily)
*The Art of the Steal (Rob the Art Dealer's safe before giving the combination
to Slackjaw)
*Capturing Genius and Madness (Abduct Sokolov)
*Surgical (Play all the way to Kaldwin's Bridge killing less than ten people)
*Theif (pickpocket 200 total ccoins)
*Well Mannered (Complete mission five without spoiling the party)
-------------------------------------------------------------------------------
— Mission 6 - Return to the Tower ---
-------------------------------------------------------------------------------
*============================*
|Items to be found |
*============================*
|Runes - 4 |
|Bone Charms - 2 |
|Outsider Shrines - 1 |
|Sokolov Paintings - 1 |
|Coins - 2175 |
*============================*
At the start of the mission, Samuel will stop the boat just outside the tower
that you entered in the beginning of the game. This time however, you will have
to use blink to climb this tower. Jump into the water and swim inside. At the
far end of this room is a place for you to climb up. There will be two sets of
pipes, one on the left and one on the right. Climb onto the top of the one on
the left and look at the opposite wall. There is a small tunnel in the wall.
Blink to it, climb up a few things, then go left. Follow this tunnel to the
very end (watch out for the rat swarm towards the end). At the last hall in
this small tunnel, there will be windows set into the concrete. Go to the last
window and blink onto the metal balcony to the right. When you open the door
here, immediatly sprint through to the left and down the small flight of
stairs. There’s an arc pylon here, and it’s power source is on the left side of
the room. Disable it and start moving up the stairs. Go through the door at the
top and up the stone stairs to the left. At the top will be a guard who walks
out of the tower and faces away from you. Take him out and hide his body. Now
move in where he walked out from. There are two more guards in here. One, on
the left, leans against the railing. The other, on the right, stays on the
balcony outside most of the time. Take out the guard on the left, then the one
on the right. After taking out the guard on the right, go onto the balcony.
Here there will be a support strut for the building on the left. If you look
down slightly, the strut sticks out, making a place just big enough for you to
land. Then you can blink up the wall with the metal beams on it. After scaling
this wall, you will see a whale oil tank. This disables the wall of light
checkpoint which we just avoided. Go around the corner here, and you will
notice a metal awning that covers this area. Blink onto the top of it. Once up,
look to the right. There will be a staircase with a landing and a metal awning
over the landing. Using the wall to your right with a long fall, walk along
until you can blink to the awning above the landing. In the far corner, you’ll
notice you can just barely see a guard tower rotating back and forth. Wait for
the light to sweep let past you, then blink over this wall. There will be a
guard walking to some stairs on the right. Blink across the open ground right
behind him to the door of the building closest to you. You may want to save
before doing this, as the tower or the guard seeing you will ruin you ghost
run-through. Move through this room out the door at the end, and make your way
up the stairs. Upon reaching the top of the stairs, you’ll notice that you can
either go forward to another flight, or you can turn around and follow a
walkway. Either way is acceptable, although going up the next flight will cause
you to deal with guards. Either way, follow the walkway to the end and blink
onto the building to the left. Follow this ledge around to an opening in the
wall. This is how we will get inside the tower.
-------------------------------------------------------------------------------
--- Inside the Tower ---
-------------------------------------------------------------------------------
Once inside, follow the vent you’re in to the end, where you will see two
guards speaking to our target via video chat. Right in front of you is a ledge.
Use it to blink to the chandelier in the middle of the room (the one on the
left/right may be closer, use it if you need to). Once on the middle
chandelier, blink onto the balcony in front of you. Just inside the door on the
right will be a safe. The combination is 9-3-5. Empty the safe, then go back to
the chandelier. The chandelier on the right (as we entered the tower) will let
you blink to a balcony. Make sure you blink to the upper balcony, as the door
on the lower balcony will be locked. Once on the upper balcony, the door on
your right will have an arc pylon just inside. Blink towards it so that you
fall to the ground, then unplug the whale oil. Next, go to the top of the
staircase and talk to the man there. He will tell you you can play the audio
file from the safe over the whole city. Do so. This will eliminate Lord Regent
non-lethaly. You will also earn the achievement “Political Suicide”. Head back
down the stairs to the level we entered the stairwell on. You will notice two
guards arresting the Lord Regent. Once they leave, exit the tower the same way
we came in.
-------------------------------------------------------------------------------
--- Outside the Tower ---
-------------------------------------------------------------------------------
NOTE: This section is just retracing our steps back to the boat.
Once outside, blink to the top of the guardhouse by the guard tower. Use it to
get to the platform on the tower and disable it. Then blink of the left side
towards the metal awning we stood on over the landing of the stairs. Once here,
use the wall to get back to the first awning we got on. Once inside the water
tower, you can simply jump over the railing into the water at the bottom. Talk
to Samuel to end the mission. This will earn you the achievement “Poetic
Justice” for eliminating all key targets with indirect means.
-------------------------
----- Achievement Tracker -----
-------------------------
*Vanished (Escape the sewers undetected)
*Dishonored (Escape Coldridge Prison)
*Excommunication (Kill High Overseer Campbell)
*Bodyguard (Protect Callista's uncle)
*Faceless (Complete a mission without alerting anyone after Coldridge Prison)
*Specter (Complete a mission without alerting anyone and killing less than 5
people after escaping prison)
*Child Care (Rescue Emily)
*The Art of the Steal (Rob the Art Dealer's safe before giving the combination
to Slackjaw)
*Capturing Genius and Madness (Abduct Sokolov)
*Surgical (Play all the way to Kaldwin's Bridge killing less than ten people)
*Political Suicide (Eliminated Lord Regent non-lethally)
*Poetic Justice (Neutralize all key targets with indirect means)
-------------------------------------------------------------------------------
--- The Hound Pits Pub ---
-------------------------------------------------------------------------------
Once you arrive back at the hound pits, meet Overseer Martin, Admiral Havelock,
Lord Pendleton, and basically all the other NPC’s in the bar. Celberate by
having a drink with them, then head upstairs to get some rest. But wait, is
your vision swimming? As you enter your bedroom, you collapse on the floor,
learning that Havelock, Martin, and Pendleton have betrayed you. Samuel tells
you when they leave that he only gave you have the poison, so at least someone
is on your side. After that, you wake up in the Flooded District.
-------------------------------------------------------------------------------
— Mission 7 - The Flooded District ---
-------------------------------------------------------------------------------
*============================*
|Items to be found |
*============================*
|Runes - 5 |
|Bone Charms - 8 |
|Outsider Shrines - 1 |
|Sokolov Paintings - 3 |
|Coins - 5635 |
*============================*
You awake drifting through the Flooded District, when two assassins find you.
They take you with them to see “Daud” and put you in an elevator of sorts. A
man starts talking to you (This is Daud) about the Outsider. He throws your
stuff down a deep dark whole and knocks you out. Then you wake up in the
Outsider’s realm. Follow the short path to talk to the Outsider. After his
philosophical questions, you’ll wake up in a hole. Use the bricks on the floor
to knock out the planks, then blink out of the hole. Once out, grab the sword,
food, and potions from the corner off the table. Then turn to face the
stairwell. Using blink, get to the top, but be careful. There are two
assassins at the top of the stairs, and they can be tricky to take out. This
part is almost impossible without your gear, so quick save, and be very
patient. While standing on the last flight of stairs looking up to the end of
the stairs, there will be boxes and such to the far right of the room that you
can hide on. Also, a balcony behind you where one of the assassins will look
out over the Flooded District. Your ultimate goal here is to jump off the
balcony. If you have Bend Time, use it when they’re both inside, then run past
them and jump off the balcony. If not, use blink to get to the boxes when they
aren’t looking, then again to get outside and off the balcony. Once in the
water, go to the right, through an arch that says “RUDSHORE WATERFRONT”. Follow
the path of junk in the water until you reach a chain. This will let you climb
up to go after Daud. But you’ll notice you have a secondary objective to get
your stuff back. Obviously we want all that cool stuff back, so lets do that.
Go past the chain and some weird shell-things will spit at you. Jump in the
water and swim to the left to avoid them. Blink onto the roof of this building
and go left towards the marker. There are a couple infected at the door, make
sure they don’t see you. Go through the door to get one step closer to your
things.
Once inside, go left to the balcony. You’ll see the oil refinery building that
you stuff is in. Blink onto the roof to your right and climb onto the air
conditioning vents. Once you go around the corner, there will be a roof. Drop
down to the roof, go to the far side, and drop down to the ground. Drop off the
left side of the roof, by the stairs. There will be an empty whale oil tank
dispenser by the stairs. Grab one and put it in the cylindrical tower right by
the dispenser. Fill up the tank, head upstairs, and plug it in. Once plugged
in, activate the stair control. Head up to the top and turn left. The walkway
will have a piece that broke, underneath is a bone charm. Continue along this
path until you reach a chain. Climb up and follow the metal catwalk, then the
pipe around the corner. Two assassins will be conversing above you. Wait for
them to leave, then get up onto the platform they were on. Go inside and to the
right. Bust the wooden planks at the end of this catwalk and climb over the
bars to grab a whale oil tank. Charge it up in the corner by the door, then
plug it in by the drawbridge. Use the chain to climb down to your stuff. There
are several weepers down here so be careful you don’t alert them. Once to the
ground level, grab your things, being sure to avoid the weeper with the
strangely familiar clothes and facial brand. This will earn you the achievement
“This is Mine”. Head back to the first whale oil dispenser we found. Go to the
building next to the stair control building. At the top, follow the train
tracks to the door. Blink onto the metal awning and then onto the top of the
large cylindrical object to the right. Blink over the metal gate to the right
and go through the door to “Rudshore Waterfront Upper Level”.
Go up stairs and turn the wheel to open the door. You’ll need to be careful
from here on in, as there are assassins everywhere. There will be an assassin
who kneels on the roof of the bridge across from you. Blink under him quickly,
then after a few seconds you’ll here him blink. He will blink onto the walkway
right in front of you. Take him out, making sure to get the key he is carrying.
After you get the key, blink onto the roof he came from. The courtyard in front
of you is filled with assassins, and we need to get across it to the double
doors. Head to the far right of the roof and you will see a lamp sticking out
of the wall. Wait until the assassin on the roof across from you isn’t looking,
then blink onto the roof, using the lamp if needed. Take him out, then move to
the side of the roof closest to the door. Blink to the door and go through to
“Central Rudshore” as quickly as possible.
This place is CRAWLING with assassins. You’ll have to be extremely careful
going through here. Also, outside of Daud’s bases, some of the assassins have
dogs. If the dogs bark, the assassins become alerted to you, so it ruins your
ghost. Sleep Darts do work on dogs, so use them if you need to. Follow the path
until you’re able to fall into the water. Do so, and swim until you reach the
stairs on the left. Go up them, turn right, and head down the alley. There’s
two dogs at the end of it so be careful. I took them both out with sleep darts.
Once you get to the end of this alley where the closest dog is, turn and look
back at the building next to you on the right. Blink to the second story
through the window, then to the third. There is one assassin patrolling the
second story, and one on the third, so be mindful of them. Blink to the window
marked by your objective marker and climb through. Go straight to the opposite
wall as you crawl through, then turn left and wait for the two assassins at the
end of this room to stop talking. Once they do, take them both out and move
through the doorway they were standing in. In the next room will be two
assassins. One will be teaching the other how to move quietly through a room.
Take the teacher out when the student starts the test, then take the student
out. There is an open window in this room. Look up and to the right outside and
blink to the window. Assassins will appear to your left as you climb in. They
will enter the next room and talk to Daud.
SAVE YOUR GAME RIGHT NOW!!!!
This is probably the hardest level in the game. And this part is the hardest
part of this level. For a Clean Hands/Ghost run-through, you HAVE to choke Daud
out, because sleep darts don’t work on him. Immediately after climbing through
the window, go to the left of the door the assassin will walkthrough. In the
room ahead of you is one assassin. Take him out now. Turn around and go in the
door to the room Daud is in. Blink onto the bookcase closest to the door, then
wait for one of these assassins to leave. The other will stand by the door for
a while. Careful as you can, blink behind the second assassin onto the bookcase
and take him out. Then wait for Daud to turn his back and choke him out as
well. This will earn you the achievement “Mercy is the Mark”. Alternatively,
you can use sleep darts on the assassin, saving a little time. Grab the key
hanging from his desk, then make your way back to the first window we climbed
through, when entering the building. The door to the right as you enter the
window is locked. Using the key we got from Daud, unlock it. Grab the chain and
start climbing down. There’s a Sokolov painting on the wall on the third level.
Once you reach the ground floor, go through the iron bar doors into the sewers.
NOTE: Using the train saves you over 20 minutes of playing. Do it!!!
SECOND NOTE: If you're familiar with this part in the game, try running through
this part as fast as you can and hop on the first train before it leaves. I
just barely managed to make it.
Once outside, go through this small tunnel and to the left. Keep going until
you see a train. When you do, look up and to the left. There is a balcony very
close to the tracks. Blink up to it, then onto the end of the train support
beam (the spiky part will harm you and knock you off). When the next train
comes by, blink onto the top of it. Ride the train until it’s about to go
through a wall of light. You’ll see a whale oil power system to the left as you
approach the wall. Blink to it, unplug it, and walk to the wall of light.
There’s a chain on the left of the wall of light. Climb down it and go through
the door marked by the objective marker to continue.
Follow the street, go up the stairs, and bash the wood covering the doorway.
When you do, weepers will come running, so run forward and down to the
objective marker before they see you. Open the sewers and drop in. Head towards
the objective marker until your path is blocked by wooden planks again. The
people in the sewer don’t care about you, so just run past them. Once you bash
the planks, behind another set of planks will be the weird shell things that
spit at you. Grenades are perfect for getting rid of them, so if you have some
chuck one at them. Continue along the path until you reach the Hound Pits Pub.
-------------------------
----- Achievement Tracker -----
-------------------------
*Vanished (Escape the sewers undetected)
*Dishonored (Escape Coldridge Prison)
*Excommunication (Kill High Overseer Campbell)
*Bodyguard (Protect Callista's uncle)
*Faceless (Complete a mission without alerting anyone after Coldridge Prison)
*Specter (Complete a mission without alerting anyone and killing less than 5
people after escaping prison)
*Child Care (Rescue Emily)
*The Art of the Steal (Rob the Art Dealer's safe before giving the combination
to Slackjaw)
*Capturing Genius and Madness (Abduct Sokolov)
*Surgical (Play all the way to Kaldwin's Bridge killing less than ten people)
*Political Suicide (Eliminated Lord Regent non-lethally)
*Poetic Justice (Neutralize all key targets with indirect means)
*This is Mine (Recover your belongings)
*Mercy is the Mark (Spare Daud’s Life)
-------------------------------------------------------------------------------
--- The Hound Pits Pub ---
-------------------------------------------------------------------------------
===============================================================================
===============================================================================
=== *********************** ===
=== ** Achievement Guide ** ===
=== *********************** ===
===============================================================================
===============================================================================
The following is a list of achievements and trophies that may be acquired in
Dishonored. They are sorted into categories but are in no particular order in
those groups. The way they are presented will be as follows.
----------------------
Category of Achievement
----------------------
Achievement Name
Description of achievement
-How to acquire it
----------------------------
PS3 and PC Specific Trophies
----------------------------
Platinum Blades and Dark Corners
Mastered Dunwall and unlocked all trophies.
-Obtain all other trophies in the game.
----------------------------------
Complete Play-Through Achievements
----------------------------------
Ghost
You completed all missions after the prologue, alerting or killing no
one but key targets.
-Follow the walkthrough above.
Clean Hands
You completed the game without killing anyone.
-Follow the walkthrough above.
Just Dark Enough
You completed the game in low chaos.
-Follow the walkthrough above.
Shadow
You completed all missions after the prologue without alerting anyone.
-Follow the walkthrough above.
Dunwall in Chaos
You completed the game in high chaos.
-Complete the game killing as many people as possible.
Resolution
You completed the game.
-Follow the walkthrough above.
Mostly Flesh and Steel
Finish the game without purchasing any supernatural powers or
enhancements, besides blink.
-Follow the walkthrough above, taking care to only buy Blink II, nothing else.
Poetic Justice
You neutralized all key targets using indirect means.
-Follow the above walkthrough.
NOTE: You should complete the quests for Granny Rags and Slackjaw, as earning
the achievement for both can be done by saving your game, earning one,
reloading, and earning the other.
Gentleman Caller
You completed all the Granny Rags side missions.
-See the "Gentleman Street Conspiracy Caller" section.
Street Conspiracy
You completed all the Slackjaw side missions.
-See the "Gentleman Street Conspiracy Caller" section.
All of these achievements, with the exception of Dunwall in Chaos, may be
completed in one play through by simply following the campaign walkthrough
above.
-----------------------------
Mission Specific Achievements
-----------------------------
Lights Out
You deactivated at least 5 security systems on Kingsparrow Island.
-(in progress)
An Unfortunate Accident
You killed Morgan Pendleton with steam.
-Follow the walkthrough above.
King of the World
You reached the top of Kaldwin's Bridge.
-Follow the walkthrough above.
Mercy is the Mark
You spared Daud's life.
-(in progress)
Political Suicide
You brought about the Lord Regent's fall from grace by broadcasting his
crimes.
-(in progress)
Long Live the Empress
You saved Empress Emily Kaldwin.
-Follow the walkthrough for mission 3
Vanished
You escaped prison and navigated the sewers undetected.
-Follow the walkthrough for mission 1
The Art of the Steal
You got the Art Dealer's safe combination for Slackjaw, but robbed it
first.
-Follow the walkthrough for mission 3
Well Mannered
You completed the Boyle Estate mission without spoiling the party.
-Follow the walkthrough for mission 5
This is Mine
You recovered your belongings.
-Follow the walkthrough for mission 7
Regicide
You assassinated the Lord Regent, Hiram Burrows.
-Follow the walkthrough for mission 6
Dishonored
You escaped Coldridge Prison.
-Follow the walkthrough for mission 1
Excommunication
You eliminated High Overseer Campbell.
-Follow the walkthrough for mission 2
Bodyguard
You protected Callista's uncle, Captain Geoff Curnow.
-Follow the walkthrough for mission 2
Child Care
You located Lady Emily Kaldwin, heir to the throne.
-Follow the walkthrough for mission 3
Capturing Genius and Madness</pre><pre id="faqspan-3">
You abducted Anton Sokolov, Royal Physician.
-Follow the walkthrough for mission 4
------------------------
Collectible Achievements
------------------------
Merchant of Disorder
You acquired 15 equipment upgrades.
-This can be done simply by buying 15 different upgrades from Pierro. If you're
having trouble getting money, look at the coin locations guide below.
Art Dealer
You collected all the Sokolov paintings.
-Use the Sokolov paintings guide found below
Occultist
You collected 10 bone charms.
-Use the rune and bone charm guide found below
------------------
Other Achievements
------------------
Tempest
You killed 6 enemies in less than 1 second.
-This is easily done by getting level 2 bend time, and then simply killing six
enemies before the effect wears off.
Hornets' Nest
You killed 4 enemies in less that 1 second using the crossbow.
-This is easily done by getting level 2 bend time, and then simply killing four
enemies with head shots.
Manipulator
You made others kill 5 of their own allies.
-Buy the power possession 2, posses a guard, and kill 5 other guards.
Back Home
You grabbed a live grenade and threw it back, killing an attacker.
-Follow the walkthrough above.
Razor Rain
You killed 5 characters with drop assassinations.
-This doesn't have to be done on the same mission. Whenever you get the chance,
drop on someone and kill them. However, I found it easy in mission 2 to simply
go to the Distillery District, hide in the rafters by Slackjaw's office, and
drop on them as they search for you.
Inhabitant
You stayed in possession of others for most of a 3 minute period.
-Buy possession 2 from the powers menu, and possess others. Simple as that.
Alive Without Breath
You took possession of a fish.
-Pretty, self explanatory. Requires possession 1.
Wall of Sparks
You killed an enemy with the Wall of Light.
-Using a rewire tool is your best bet here. Rewire one and wait for them to
walk through.
Big Boy
You killed a tallboy using only your sword.
-In mission 5 at Lady Boyle's party, use blink to get even with the tallboy's
patrolling (there's a huge fence near where they patrol). Blink right behind
them, and press the button to assassinate them as soon as you blink.
Speed of Darkness
You traveled 30 meters in less than 1 second.
-Using bend time, blink rapidly down a street.
Surgical
You played from the first mission through Kaldwin's Bridge killing
fewer than 10 characters.
-Follow the above walkthrough.
Specter
After escaping prison, you completed a mission, not alerting anyone and
killing less than 5 people.
-Follow the above walkthrough.
Faceless
After escaping Coldridge Prison, you completed a mission without
alerting anyone.
-Follow the above walkthrough.
Creepy Crawly
You used a rat tunnel.
-Possess a rat, then enter one of the vents at the base of a wall.
Food Chain
You assassinated an assassin.
-Easily done on mission 7, as there are many of them walking around.
Cleaner
You fought 5 enemies at once and none of them survived.
-Pretty straight forward. I found this easy to do at Lady Boyle's party, since
there are lots of guards.
Thief
You pickpocketed items worth a total of 200 coins.
-Pickpocket everyone, especially if you're going to choke them out or
assassinate them. Just pickpocket them first.
Rouge
You assassinated 10 unaware enemies.
-Not hard to do, just assassinate people.
The Escapist
After Coldridge Prison, you eluded 5 pursuers at once without killing
them or leaving the map.
-Get five people to notice you, then blink somewhere they can't get.
Versatile
Kill characters with each offensive weapon and gadget.
-This one can be challenging. I recommend beating the game, then going back to
one of the last missions. This requires you to kill someone with:
-Bullet
-Crossbow Bolt
-Explosive Bullet
-Grenade
-Incendiary Bolt
-Spring Razor
-Sticky Grenade
-Sword
Harm's Way
Cause 5 unintentional suicides.
-This one is tricky. Lady Boyle's party is the most popular method of doing
this. Buy possession 2, possess a party guest and walk near the wall of light.
Leave the possession right in front of it, causing them to walk into it as they
stumble from the possession.
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--- Version History ---
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-1.0-......................................................Started Walkthrough.
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-1.2-...................Added to Campaign Walkthrough/Fixed grammatical errors.
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-2.0-......................................................Completed Mission 2.
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-3.1-....Completed Mission 3/Added Achievement Guide/Added Achievement Tracker.
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-3.5-.....................Completed Achievement Guide/Fixed grammatical errors.
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-4.0-...................................................Added missions 4 and 5.
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-5.0-...................................................Added missions 6 and 7.
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-5.1-..........................................................Minor Revisions.
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-6.0-.................................................Start of major revisions.
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--- Contact Me ---
-------------------------------------------------------------------------------
If you have any questions about any part of the guide, having trouble
completing a certain part, or any other question, you can reach me at
[email protected]
I also urge you to email me if you find a problem with the walkthrough, from
wrong information to a grammatical error. Every little bit helps! Thank you.