,,
                                                                          M,

                                                                         MM
              M                                                        7MM

              ~M                                                      MMM

               MM,                                    7            ,MMMM

   M           ,MM                          MM       MD           NMMMM

   ,MM          OMM                       +MM,     MMM,         ~MMMM$,

     MMM,        MMM=             , , ,  MMMM    MMMM,         MMMMM

      MMMM        MMMM     MMMMMMMMMMMMMMMMM   MMMMM        ,MMMMMI

       $MMMM+      MMMMMMMMMMMMMMMMMMMMMMMMM    $MM=       $MMMMM

         MMMMM     =MMMMMMMN,           ?MM    ?MMM      ,MMMMMD

          MMMMMM    8MMMI                M,   ZMMM,    ,MMMMMM,

            MMMMM,   MMM                ,   ,MMMM    ,NMMMMM8       ,M

             $MMMMM    MO    ,MMMMMMMMMMM..IMMMM    ,MMMMMM,      ?MM

   MM          MMMMM      MMMMMMMMMMMMMMMMMMMMM=   MMMMMMM     ,MMMM

     :MMD,,      MMMMM,MMMMMMMD,       ,IMMMMM+  MMMMMMM,   ,OMMMM

        MMMM+     NMMMMMMMM                MM   7MMMMMMN   MMMMM?

          MMMMM,    MMMMM                  :  MMMMMMM   DMMMMMM

            :MMMMI    MM                    MMMMMMMM, MMMMMMMM

               NMMMM    8M        ,~,     NMMMMMMM, 7MMM   MMM$

                 ,MMMM        MMMMMMMMMMMMMMMMMMM  M8       MMM

                      ,     MMMMMMMMMMMMMMMMMMM             MMMN

                        ZMMMMMMM      ,NMMMMMM,              MMM

                         MMMMM,          MMMM                MMM

                         ,MMMMD   NMM     MMMM    MMMMN      MMM,
                         =M      MMMMM7   MMMM,  MMM:MMM     MMM=
                                ,MMMMMM   MMMM   MM=.~MM     MMM=
                                 MMMMM,   MMMM   :MMMMM:     MMM,

                             M           8MMM,      ~        MMM

                           NMMM,        MMMMM               ,MMM

               NMM,   M,  MMMMMMMM   MMMMMMZ                MMMM

            =MMMM   8M, 8MMMMMMMMMMMMMMMMM                  MMM

          IM,,MM  MMM  MMMMMM,  MMMMMMM,                   MMMM

             MM.NMM   MMMMM                                MMM

             M.M    NMMMMI                      NZ        MMM~
            M,      MMMM                         MMM     MMMM

           ,:     ,MMM                            MMMMMMMMMM

                  MM~                              OMMMMMMM

                 MM                                  MMMMMM

               ,M                                      MMMM7

                                                        MMMMM

                                                         ,MMMM,

                                                           =MMM,

                                                            ,MMM$
                                                              ,MMM

                                                                 ?M

                                                                   +

Dishonored: Brigmore Witches DLC Walkthrough. PC. December 2013 Version [1.1]

+------------------------------------------------------------------------------+
|Contents----------------------------------------------------------------------|
|* Intro-----------------------------------------------------------------[0001]|
|* Skills----------------------------------------------------------------[0002]|
|* Characters------------------------------------------------------------[0003]|
|* Favours---------------------------------------------------------------[0004]|
|* Enemies---------------------------------------------------------------[0005]|
+------------------------------------------------------------------------------+
|* Main Missions---------------------------------------------------------[MM01]|
|** Prologue-------------------------------------------------------------[MM02]|
|** A Capitan of Industry------------------------------------------------[MM03]|
|** Eminent Domain-------------------------------------------------------[MM04]|
|** The Surge------------------------------------------------------------[MM05]|
|** Granny Rags' Cookbook------------------------------------------------[GRCB]|
+------------------------------------------------------------------------------+
|* Collectables----------------------------------------------------------[CT01]|
|** Runes----------------------------------------------------------------[CT02]|
|** Bone Charms----------------------------------------------------------[CT03]|
|** Blueprints-----------------------------------------------------------[CT04]|
|** Achievements---------------------------------------------------------[CT05]|
+------------------------------------------------------------------------------+
|* Copyright-------------------------------------------------------------[CPRT]|
|* Word from the Maker---------------------------------------------------[WFTM]|
+------------------------------------------------------------------------------+



+------------------------------------------------------------------------------+
| Intro------------------------------------------------------------------[0001]|
+------------------------------------------------------------------------------+


Hello and welcome to my second walk-through this year, guess this means I can
take next year off huh? Well at any rate I did a walk-through for Dishonored's
last DLC “The Knife of Dunwall” and with the release of “The Brigmore Witches”
several months gone and with there being no comprehensive written guide (at
least on GameFAQs); I thought, why not?

Well for those that somehow managed to get this far without knowing anything
about this game; this is the third major DLC for the game Dishonored and the
second part of a story arc about the assassin Daud. The story takes place during
the events of the main game but throws in new missions, new areas, new enemies,
new skills and all that good stuff. This DLC is a direct sequel to the previous
DLC “Knife of Dunwall”, and in-game events are affected by your previous
actions, so you'll probably want to buy (and play) that before jumping in on
this one.

As with the previous walkthrough, this guide will not be a 100% completion guide
and will be going by assumption that you don't want to be spotted. I also won't
be killing anybody but I'll point out how you could if you wanted to. The bulk
of the guide will also be under the assumption you're on a low chaos run and
wanting to collect all Runes and Bone Charms.


+------------------------------------------------------------------------------+
| Skills-----------------------------------------------------------------[0002]|
+------------------------------------------------------------------------------+

+------------------------------------------------------------------------------+
|Blink 1                                                                       |
|Rune Cost: N/A     Mana Cost: 20%                                             |
|Teleport forward a short distance, time is frozen when Daud is not moving.    |
+------------------------------------------------------------------------------+
|Blink II                                                                      |
|Rune Cost: 4       Mana Cost: 20%                                             |
|Teleport a greater distance.                                                  |
+------------------------------------------------------------------------------+
|Void Gaze 1                                                                   |
|Rune Cost: N/A     Mana Cost: 20%                                             |
|Reveals locations of Rune and Bone Charms.                                    |
|Note limited range when compared against Corvo's Heart.                       |
+------------------------------------------------------------------------------+
|Void Gaze II                                                                  |
|Rune Cost: 2       Mana Cost: 20%                                             |
|Reveals living creatures; their sounds and line of sight (yellow).            |
|Items (green) and interactive objects (blue) are also revealed.               |
+------------------------------------------------------------------------------+
|Bend Time I                                                                   |
|Rune Cost: 2       Mana Cost: 60%                                             |
|Slows down time for ~12 seconds.                                              |
+------------------------------------------------------------------------------+
|Bend Time II                                                                  |
|Rune Cost: 6       Mana Cost: 60%                                             |
|Time freezes for ~8 seconds.                                                  |
+------------------------------------------------------------------------------+
|Summon Assassin I                                                             |
|Rune Cost: 1       Mana Cost: 40%                                             |
|Novice assassin will appear and fight for you.                                |
+------------------------------------------------------------------------------+
|Summon Assassin II                                                            |
|Rune Cost: 5       Mana Cost: 40%                                             |
|Master assassin with appear and fight for you.                                |
+------------------------------------------------------------------------------+
|Vitality I                                                                    |
|Rune Cost: 1       Mana Cost: N/A                                             |
|Increased health.                                                             |
+------------------------------------------------------------------------------+
|Vitality II                                                                   |
|Rune Cost: 3       Mana Cost: N/A                                             |
|Health regenerates.                                                           |
+------------------------------------------------------------------------------+
|Blood Thirsty I                                                               |
|Rune Cost: 1       Mana Cost: N/A                                             |
|Execute one enemy with adrenaline.                                            |
+------------------------------------------------------------------------------+
|Blood Thirsty II                                                              |
|Rune Cost: 3       Mana Cost: N/A                                             |
|Execute two enemies at once with adrenaline.                                  |
+------------------------------------------------------------------------------+
|Agility I                                                                     |
|Rune Cost: 1       Mana Cost: N/A                                             |
|Jump higher, less damage from falls.                                          |
+------------------------------------------------------------------------------+
|Agility II                                                                    |
|Rune Cost: 3       Mana Cost: N/A                                             |
|Run, climb and swim faster.                                                   |
+------------------------------------------------------------------------------+
|Shadow Kill I                                                                 |
|Rune Cost: 1       Mana Cost: N/A                                             |
|Unaware foes turn to ash when killed.                                         |
+------------------------------------------------------------------------------+
|Shadow Kill II                                                                |
|Rune Cost: 3       Mana Cost: N/A                                             |
|All foes turn to ash when killed.                                             |
+------------------------------------------------------------------------------+
|Arcane Bond I                                                                 |
|Rune Cost: N/A     Mana Cost: N/A                                             |
|Assassins can teleport and are affected by Vitality                           |
|(if Daud has unlocked it himself).                                            |
+------------------------------------------------------------------------------+
|Arcane Bond II                                                                |
|Rune Cost: 4       Mana Cost: N/A                                             |
|Assassins are immune to Bend Time and gain Shadow Kill                        |
|(if Daud has unlocked it himself).                                            |
+------------------------------------------------------------------------------+
|Pull I                                                                        |
|Rune Cost: 2       Mana Cost:  20%/40%                                        |
|Pull can be used to lift inanimate objects, collect and pilfer items.         |
+------------------------------------------------------------------------------+
|Pull II                                                                       |
|Rune Cost: 4       Mana Cost: 20%/40%                                         |
|Pull can lift bodies, living enemies are bound and can be choked out or       |
|executed.                                                                     |
+------------------------------------------------------------------------------+

+------------------------------------------------------------------------------+
| Characters-------------------------------------------------------------[0003]|
+------------------------------------------------------------------------------+

Daud----------------------------------------------------------------------------

Daud is the main protagonist of this and the previous DLC; 'The Knife of
Dunwall'. He's an assassin by trade and leader of the Whalers. He's the one
responsible for the death of the Empress at the start of the main game, he is
also faced in the main game and can be killed or spared. Daud grew up in
Serkonos, an island to the south, just like Corvo. The similarities don't end
there however as Daud is also marked by the Outsider, and as such has numerous
powers just like the ex-Royal Protector.


Delilah Copperspoon-------------------------------------------------------------

Delilah was a baker's apprentice in Dunwall Tower and was a close friend of the
Empress Jessamine. She was spotted by Anton Sokolov for having a gift for
painting and quickly became an apprentice in the arts. She became the latest
trend among the nobles attracting the eye of Lord Timsh who almost ended up
giving over all his fortune to the lady. It's unclear when she started dabbling
in the black arts of the Outsider, but by the time of the DLC she is a powerful
witch and leader of the coven The Brigmore Witches. Her goal seems to be
possessing the body of Emily and becoming the next Empress.


Lizzy Stride--------------------------------------------------------------------

Lizzy Stride grew up Morley, although it was apparently a harsh upbringing, as
she smuggled herself out by pretending to be a boy and joining up with the navy.
In time she became the de-facto leader of the children on the ship. When her
disguise was discovered, by a doctor operating on her, she attempted a mutiny of
the ship. While unsuccessful she, and a handful of her mutineers, escaped and
joined up with another ship; learning the trade and become hardened sailors.
When her gang landed in Dunwall she managed to carve out a territory in the
docks. During this time she took an aristocrat for a lover, who arranged for
papers to allow Lizzy access to restricted waters; with a fearsome crew, legal
right to travel, and control over docks and warehouses she has become a
successful smuggler. Lizzy herself is known for her brutality and files her
teeth into points, her enemies fear her unpredictable violence.


Mortimer Hat--------------------------------------------------------------------

Mortimer Hat (aka Mr Hat, aka The Geezer) is the elderly leader of the gang 'the
Hatters'. During his formative years Mr Hat founded a small time gang and gained
control over one of the textile mills in Drapers Ward. With the outsourcing of
cheap textile goods to Morley Mr Hat used his criminal connections to fund the
re-imagining of the ward; transforming the image into one of opulence and
attracting the city's elite. However it was soon discovered that his workers
were underpaid, lived and worked in terrible conditions and where constantly
threatened by his gang, the social elite stopped coming to the district, and
with the plague now ravishing the city the ward is now a shell of it's former
self. Old, and with his power base disintegrating, Mortimer's days are numbered
in more ways than one.


William Trimble-----------------------------------------------------------------

William Trimble, commonly referred to as “Nurse” Trimble, is the personal aid to
Mortimer Hat. In his younger days he studied at the Academy of Natural
Philosophy alongside Piero Joplin; at some point the two had a falling out and
took part in a duel. Both drew pistols and shot multiple times but each one
missed, in the end they settled the matter with a coin-toss. Trimble lost and
was forced to leave the academy. He was hired by the Hatters to keep their
elderly boss in good shape, and using a series of unpleasant means, has managed
to make Mr Hat “immortal” but infirm. With Hat's health stable, but with him
unable to lead, Trimble has taken control over the gang and has introduced
Sokolov technology to increase security. Cold and calculating; his bedside
manners need a lot of work.


Thomas--------------------------------------------------------------------------

Thomas is something of a mystery. No back-story is given and all that is known
is that he's the newly appointed right hand man to Daud (after the betrayal of
Billie Lurk in the previous DLC). Thomas will appear throughout the game giving
hints to enemies, traps and hidden ways into locations; he won't aid you in any
fights and he keeps this opinions to himself. The only window into his mind is
his diary found at the start of the game that reveals him to be loyal but
fearful of the fate of the Whalers (although with him leaving his diary around
in plain sight of his murderous boss, he's hardly going to be saying he plans to
stab him in the back, now is he?).


Whalers-------------------------------------------------------------------------

Whalers are Daud's protégées; his own personal band of assassin's. Daud hand
picks each Whaler based on individual merit; some are skilled in the ways of the
outsider, some in information gathering and some in logistics, all are useful.
Equipped with masks used in the processing of whale oil (hence the name) to
protect themselves from the plague, armed with a pistol and gun, and with powers
of the outsider seeped from Daud; these are powerful allies. Daud can summon
these assassins to aid in fights or distract foes with the ability 'Summon
Assassin'.


+------------------------------------------------------------------------------+
| Enemies----------------------------------------------------------------[0004]|
+------------------------------------------------------------------------------+



City Watch----------------------------------------------------------------------

Split into three distinct sections;

Lower Guard; drafted from prisons and street gangs these lightly armoured troops
are the weakest version of the guard. Armed with a single sabre they have no
long range attack and are easy to handle in a straight fight. Will often run
from a fight to sound the alarm and call for reinforcements.

City Watch Guard; ever since the plague jobs have been hard to come by, forcing
many men to join the watch out of necessity, rather than a desire to serve the
city or uphold the law. Armed with a single sabre, with no long range attacks
and only lightly armoured these guards are only an issue in large numbers.

City Watch Officers; the sons of the aristocrats these men are well armed and
well trained. Armed with a sword and a pistol these officers prefer to keep
their enemies at a distance while the lower orders engage in melee combat.
However they are still highly skilled with a sword and are a dangerous enemy if
not surprised.


The Dead Eels-------------------------------------------------------------------

Lizzy Strides gang, a seemingly unremarkable enemy those only interesting
quality seems to be that it's an equal opportunity gang; with women making up
around 40% of the crew. However that assessment is incorrect (mostly correct but
still); each crew member also has a vial of River Crust acid that they will
throw at potential enemies causing immediate damage when struck, environmental
damage in the immediate area and a form of smoke screen. You can use Pull to
pluck these vials out of the air and use them for your own ends.


Witches-------------------------------------------------------------------------

Witches are new enemies to this DLC and function like Whalers, specifically
Billie Lurk final boss of the last DLC. These powerful foes Blink around the
environment making it harder to sneak up on them but at the same time they will
consistently follow an easy to figure out pattern allowing for perusing patient
players potential permanent pitfalls. Once in combat they are highly skilled
with the sword, some will charge in while others will fire multiple shivs of ice
from a distance. Again they will use their blinking ability for good use, will
occasionally use Windblast to keep you at bay and will also summon roots to
spring from the ground. These roots will first suck you into their grasp and
then will rap themselves around you; causing damage and preventing you from
blocking any further attacks. In short you want to avoid fighting witches in
groups.


Gravehounds---------------------------------------------------------------------

Gravehounds are creatures summoned from the void by the Brigmore Witches and are
only found at Brigmore Manor. These act very similar to the main game's
Wolfhounds but with several key differences. Firstly they have no sense of
smell, they can only rely on line of sight, this makes them a lot easier to
avoid. Secondly once killed they will transform into a skull; if left alone it
will resurrect and continue as normal. Likewise if Daud disturbs any dormant
skulls the Gravehound will awaken and attack. The only way to permanently kill a
Gravehound is to destroy the skull while it's in the dormant state. N.B:
Gravehound kills don't count towards deaths, so can be killed on a no death
run.


River Crusts--------------------------------------------------------------------

Stationary barnacle/oyster type creatures these crustaceans fire highly caustic
acid with remarkably good aim for creatures without any eyes. While only a few
are encountered in the DLC these can still be a pain if you're unaware of their
presence. Only when they attack can you shoot at their soft innards to take them
down but if you invested in Pull II you'll be able to uproot them regardless.
Inside most Crusts are precious pearls, so remember to loot them afterwards.
N.B: Don't count towards deaths.


+------------------------------------------------------------------------------+
| Favours----------------------------------------------------------------[0004]|
+------------------------------------------------------------------------------+


Carrying on from the last DLC; Daud has a network of spies and corrupt
merchants, the latter allows you to purchase upgrades and general items. The
former however allows you to change the level to your favour before you've even
entered it. These can range from extra items, hints to locks and reduced
security; so it's always worth a look to see what you can get before starting
the next mission. Also worth noting that one of these is dependant on what you
did in the previous DLC.


+------------------------------------------------------------------------------+
| Corrupted Bone Charms--------------------------------------------------[0006]|
+------------------------------------------------------------------------------+


A brand new mechanic for this DLC is the inclusion of Corrupted Bone Charms. As
the name implies these are Bone Charms that are corrupted. Well my job here is
done...

Okay, okay. These special charms once again increase Daud's powers, or add brand
new unseen quirks to him, to a greater effect than normal Bone Charms. But as
Peter Parker is keen to point out; with great power comes problems...or
something like that. With each Corrupted Bone Charm equipped a penalty is also
bestowed upon Daud. There is a chance to gain six randomly chosen charms out of
a total of nine. They are:

Leverage
Benefit: Pull power distance and speed are increased.
Penalty: Mana cost for Pull increased.

Power Slash
Benefit: Daud deals greater damage with his sword.
Penalty: Sword Swings slower.

Shivering Silhouette
Benefit: Enemies have a high chance to miss ranged attacks.
Penalty: Daud is more visible to enemies.

Splintering Bolts
Benefit: Bolts shot by wristbow do more damage.
Penalty: Greater chance of bolts breaking.

Statuesque
Benefit: Daud will not be spotted by enemies while standing still, unless in
combat.
Penalty: Mana does not regenerate.

Tank
Benefit: Damage taken is reduced.
Penalty: Movement speed is reduced.

Witch's Skin
Benefit: When taking damage, Daud's mana is drained before his health.
Penalty: Mana does not regenerate.

Vengeance
Benefit: Build up adrenaline much faster.
Penalty: Adrenaline takes much less time to cool down.

Zephyr
Benefit: Overall movement speed is increased.
Penalty: Damage taken is increased.


+------------------------------------------------------------------------------+
| Main Missions----------------------------------------------------------[MM01]|
+------------------------------------------------------------------------------+



+------------------------------------------------------------------------------+
| Choosing your Mark-----------------------------------------------------[MM02]|
+------------------------------------------------------------------------------+

Favours:
None

Collectables
Runes: 2
Bone Charms: 0
Corrupted Bone Charms: 1
Blueprints: 2
Outsider Shrines: 0

--------------------------------------------------------------------------------


================================================================================
Daud's Hideout
================================================================================


We begin with a monologue, depending on your actions in the previous DLC (if you
played the DLC) it will change. But pretty soon we'll face off against Corvo;
much sooner than I'd though, huh? Corvo is a rather easy opponent to defeat it
turns out, simply remember to block when he attacks, attack often with your
sword and you'll defeat him. He'll occasionally Blink around the area but if you
get hit you've always got a health potion in your inventory. “Defeating” Corvo
will gain you the achievement “Parting Blow”, and the reason why defeat is in
quotations marks is? Yes, it was all a dream...and you might not even defeat him
then depending on your chaos level. Note: Corvo is harder on High Chaos but
still rather easy and this “death” doesn't count towards the death count.

Dream over it's back to reality (Oh there goes gravity) and Daud is informed
that Thomas is ready for him. Did they introduce Thomas is the last DLC, cause I
don't remember him? Anyway before you go anywhere look around your bed and
you'll find some text-books and a chest containing two gold bars (very handy).
Downstairs next to Thomas you'll find some blueprints for Folded Galvani Resin
and Bonded Galvani Weave, as well as a book. Just behind the Weave blueprint is
a locker containing another two gold bars and just behind that, in a trunk, is
your equipment, among which is the DLC's first [Rune]. More books lie around
this area and next to Thomas is his diary, an interesting read that recaps the
previous DLC's story encase you forgot.

Don't talk to Thomas yet but instead head towards the double doors away from him
and eavesdrop on a pair of assassin's talking smack about you. Yeah how about a
nice knife to the throat you ingrates, don't you realise you're getting your
powers from Daud? Anyway keep going around the corner to collect your first
[Corrupted Bone Charm]. Now corrupted charms have some nice benefits but also
some not so nice side-affects, to me personally I don't think they're worth the
hassle but some people like the added challenge. Although if you get the charm
“Statuesque” you can play Red Light, Green Light with your enemies, which is fun
because it normally ends with somebody getting stabbed.

With that picked up keep going forward and just after the doorway on the left is
a pouch of coin on the floor under a pew. Inside the room to the left is another
pair of Whalers talking behind your back, really guys? Your boss is a stealthy
assassin whose raise au d'etre is killing people without being noticed, who has
just managed to fight off one coup d'etat, and you're talking about killing him
in the room outside his bedroom? You're only lucky we can't kill you now without
getting a game over screen or you would be screwed, we can however give them a
little scare by revealing ourselves. Anyway on the ground level of this room is
another pouch of coin, a book about “The Knife of Dunwall”, an interesting
propaganda piece that probably isn't true if you took the Low Chaos route...and
probably is true if you took the High Chaos route. Speaking of high roads (a
nice segue, I thank-you) up on one of the bookcases is this “levels” second
[Rune].

With everything of interest found head back to Thomas and learn about Lizzy
Stride. She's in jail, you can either go now or explore a bit more, up to you,
once you do you've completed your first “mission”.


+------------------------------------------------------------------------------+
| A Stay of Execution for Lizzy------------------------------------------[MM03]|
+------------------------------------------------------------------------------+

Favours:
Overseer Daud [100]: You are disguised as an Overseer. An Overseer has been
summoned to Coldridge Prison. Your contacts will intercept him and send you in
his place. Using this overseer's disguise should fool the guards long enough to
let you inside.
Misplaced Rune [200]: A recent sweep of the prison for contraband has yielded a
number of heretical artefacts, one of them will be “misplaced” for the right
bribe.
Forced Requisition [100]: Forced requisition orders allows your contract to
deliver stun mines to the prison. The key to the munitions locker will be hidden
nearby.

Collectables
Runes: 2
Bone Charms: 2
Corrupted Bone Charms: 1
Blueprints: 2
Outsider Shrines: 0

If you didn't already in the previous DLC purchasing the stealth boots is a
Godsend, running is almost as quiet as walking, quite crouching is piratically
impossible to detect.

Well the start of the level depends on if you bought the favour “Overseer Daud”;
if you did you're disguised as an Overseer and if you didn't, well, obviously
you're not. The next section will detail how to handle the level if you took
that favour, if you didn't then skip past it.

--------------------------------------------------------------------------------


================================================================================
Coldridge Prison
================================================================================


If you picked the Overseer disguise you'll find yourself on the bridge leading
up to the main entrance of the prison. Walk up to the guards, talk to them and
you'll get a nice little speech about how you're forbidden to go anywhere but
the interrogation room; that's where “it” happened. So be a good overseer and do
what the guards tell you, head towards the marked room; through the door that is
opened for you. To the right is a guard booth with a letter detailing prison
transfers which reveal a new objective (the log book), a rewiring tool and a can
of jellied eels. Through the door next to the rewire kit is a vial of Whale Oil
(coin) and the [Blueprints] for the Compact Arc Amplifier. There is also a
control panel for the arc pylon, you can rewire it but be careful as you're not
meant to be in that room playing with the security. Thankfully the pylon doesn't
have any power -source so you don't need to do anything with it but if you want
to kill the guards rewire and plug in the whale oil. Just outside (to the left)
of this room.

Also outside this room are a pair of guards chatting about Corvo and how awesome
he is, don't try going through the door they're guarding and instead keep
heading forwards. You'll find yourself in a large courtyard with at least three
guards in it, in the top left hand corner you'll find a [Bone Charm]. Once
collected go up the stairs and look to the right, you'll find a box of bullets
and a note about the Hatters, interesting. Keep going to the interrogation
chamber, dismiss the guard and enter.

Okay, creepy. Ignore the immolated body and play the interrogation log. While
listening collect the coin pouch, the key chest, health potion, a [Rune], bars
of gold, a transfer note, a log book on interrogations and finally a request for
Chokedust from a friend in cell A25.

Well with nowhere else to explore as an overseer go outside, to the right, and
up the stairs, Watch out for the lone guard that patrols that area as your
disguise won't work in the restricted areas. Open the first door to find a gun
and some bullets. Following the corridor around you'll find the opening
mechanism for the cells, a note about the log-book again, Piero's Remedy, a book
about Corvo's escape and a pouch of coin. The way the mechanism works is really
simple, the first is the cell block and the other two are the cell number. Now
simply flip the switch to open it. Seeing as we already know where some
choke-dust is open up cell A25. Before you head back look up and just as the
corridor starts you'll see and opening in the roof. Blink up to reveal a hidden
cache of items including sleep darts, a coin pouch, a medal and an escape plan.
That last one could come in handy. Right you've reached the end of the section
that details what to do if you took the Overseer's disguise, skip past the next
section which details how to do the level start without the favour.

--------------------------------------------------------------------------------


This section details how to enter Coldridge if you didn't take the Overseer's
disguise; seems less fun to me personally but whatever floats your boat.

We start in the sewers with Thomas revealing that Overseer music is playing over
the loud speakers...wait, what? You mean that's all it takes to subdue magic
powers? Why didn't they play that music all the way through the Lord Regent's
Palace or over every speaker in the city to stop Corvo? Whatever go forward to
find out that Thomas isn't lying, keep going until you find a collapsed
stairway. Provided you took that favour you'll find the first/last [Rune]. Work
your way up the steps, being careful as you're probably not jumping as high as
you're use to due to your powers being sapped. Find the sign saying Halt:
Restricted Area; reconsider your lot in life and give up on killing Delilah...or
just keep going until you're over the wall.

Once at the top you'll find an execution going on; seems they're punishing those
that failed to stop Corvo, one of them is the guard that gave him the key. If
you save them that guard he will tell you the cell number for Lizzy Stride but
it's not required and it will give away your position. You can instead simply
work your way along the wall to the left of the commanding officer. Don't avoid
the centre completely though as you'll find a [Bone Charm] hidden underneath the
gallows. With everything collected find the light blue panels next to the yellow
pipe, climb on top, and work your way over the vent in the door. Be quick as the
guard on the other side might spot you.

Follow the pipes to the left and you'll see a lone guard underneath and an arc
pylon just a bit further on. Take out the guard and enter the room on the right
to find a note on log updates, a rewire tool and some eels. Speaking of rewiring
just through the next door is the control panel for the arc-pylon, rewire it if
you want some smoky bacon. Also in this room you'll find processed whale oil and
the [Blueprints] for the Compact Arc Amplifier.

With those items collected go back out and up onto the pipes, follow them to the
opening on the left to come to a large courtyard. Blink down to the ground level
on the left side and hug the wall until you find the second [Bone Charm]. Sneak
right and up through the door, take a left and then blink up on the sign that
reads “Order Shall Prevail”. From this advantage point get a bearing on the
guards; should be two on ground level and one walking the catwalk. Take out the
one on the catwalk first and then the guys on the ground. The one that stays
stationary by the bars can be easily got from behind and strangled leaving the
roaming one open.

Enter the interrogation room straight ahead of the entrance to find a burnt
body. Play the interrogation log; while listening collect the coin pouch, the
key chest, health potion, [Rune], bars of gold, a transfer note, a log book on
interrogations and finally a request for Chokedust from a friend in cell A25.

Okay go back up to the walkway, open the door at the end to find bullets and
Peiro's Remedy. Following the corridor around you'll find the opening mechanism
for the cells, a note about the log-book again, Piero's Remedy, a book about
Corvo's escape and a pouch of coin. The way the mechanism works is really
simple, the first is the cell block and the other two are the cell number. Now
simply flip the switch to open it. Seeing as we already know where some
choke-dust open up cell A25. Before you head back look up and just as the
corridor starts you'll see and opening in the roof. Blink up to reveal a hidden
cache of items includes sleep darts, coin pouch, a medal and an escape plan.

--------------------------------------------------------------------------------


Okay regardless of how you started the level we should all be at the right place
now. From the stairway from the cell control room blink up onto the dividing
wall. Then up onto the speaker and then to the top cell. Depending on the
placement of the bone charm (yes it's randomised) there might be a [Bone Charm]
in cell D21 (hidden in the toilet), or it could be an unimportant prisoner. If
it's the bone charm go back to the control room and open up the cell, if not
ignore the prisoner and keeping heading forwards. In the next room you'll find
two potions and an unbreakable locked door, well that's no good, head
downstairs. At the bottom of the stairwell are two guards (again going on about
Corvo, don't these people talk about anything else?). Get close enough and
they'll change places with the one facing the stairs turning slightly which is
just enough to get behind him and knock him out. Move the body upstairs and then
do the same to the remaining guard, gaining the guard key in the process. Head
back downstairs to reveal the locations of Lizzy and Mr Penroe (Lizzy's location
varies between A00, A21, C28, D24 and D28, so you should really get this book to
save time), now go back to the control room and open those doors. While we're
here we might as well open cell A13. Also if you didn't spot the bone charm in
D21 you should open up cell A10.

As far as I can tell opening Mr Penroe's door does nothing (?) but they must
have included that for a reason right? Anyway make your way back and peer
through the keyhole on the top level of the restricted area (the door next to
the two potions) and wait for the guard that's patrolling to turn around so you
can sneak up behind him; don't be tempted to hide in the alcoves on the walkway
as he'll spot you. At the far end of the walkway enter the cell to find bread
(great), blueprints for Baffle Dust, a book about prisons and some kings-sparrow
feathers.

With that collected blink onto the speaker that's opposite cell A25 and look out
for the patrolling guard. Take him out by blinking behind him. On this floor, in
cell C15, you'll find two cannisters of choke-dust, a [Corrupted Bone Charm] in
cell A10 (in the toilet) if it wasn't present in D21, and two vials of whale oil
in A13, blink into A13 to avoid the trap. With that done it leaves only the
ground floor. Remove the two guards by carefully watching their positions and
taking them from behind. Also on the ground floor (side closest to the
interrogation room) there are several reams of copper for the taking.

All that done head over to Lizzy and have a little conversation...well so much
for behind able to fly. Well it's probably easier this way. Grab her, blink up a
level and work your way along the pipes towards the exit. Blink onto the vent
above the alert guard (to the right) and witness an execution (if you didn't go
this way at the start of the level). You can save them but not without revealing
yourself and you don't gain anything for it because you've already found Lizzy.
Either watch it happen or take them out, doesn't matter to me. If you choose to
be stealthy just head right and around the raised platform and up the stairs on
the corner, keeping as close to the wall as you can,. Before you leave the area
though don't forget to grab the last [Bone Charm] underneath the execution
platform. After that, head up the pipes and you'll taste freedom,
FFFRREEEDDDOOOOMMMM!!!!

Ahem, yes well. Head down and find the last/first [Rune] of the level provided
you bought that particular favour. Now go towards the exit to get the option to
stay or go, either way my job is done. Huh these missions seem smaller than the
last DLC.


+------------------------------------------------------------------------------+
| The Dead Eels----------------------------------------------------------[MM04]|
+------------------------------------------------------------------------------+

Favours:
Sunken Crate [100]: Allied Whalers will dump a crate loaded with supplies
overboard near the Undine. You will have to dive to retrieve the contents.
The Hidden Rune [200]: A tunnel dweller has been bribed to bring a rune from the
depths of the Dunwall storm drains and place it within reach of the surface.
Former Rothwild Labourer [75]: A labourer you saved from the Rothwild
slaughterhouse has some information for you. Meet him at the textile mill.
A Gift From Abigail Ames [100]: Abigail Ames has contacted you through your
network. She's offering a bone charm that might be useful to you, in exchange
for a small fee

Collectables
Runes: 7
Bone Charms: 5
Corrupted Bone Charms: 3
Blueprints: 1
Outsider Shrines: 2

--------------------------------------------------------------------------------


================================================================================
Drapers Ward Streets
================================================================================


We start with Thomas telling us about how the textile mill has started running
and whatever is inside is stirring up trouble, a gang war has broken out between
the Dead Eels (no relation to the band 'The Eels') and the Hatters. Go forward
and up onto the pile of rubbish just to the left to observe a fight between the
two aforementioned gangs. If you're in a killing mood help out but the surviving
side won't be grateful, if you're not just sit back and watch. The Hatters will
lose (badly) to the Dead Eels leaving three to patrol the local area.

From your advantage point look to the right and blink to the ledge over a
window. Now when nobody is looking blink onto the pile of rugs and up onto the
damaged walkway. There is an easy to miss door here, open it to reveal a room
with cider, a note about a ritual and upstairs you'll find a war medal and a
book about machines on-top a locked locker. You probably won't need to open this
locker but if you do the key is in the sewer section of the level. More
importantly there is also a [Granny Rags Recipe] in this room, it reads;

“Bring a man to represent my black-eyed groom
Fetch a woman to represent me in my youth
Lay them together in the eternal circle
A wedding band, to bind them, placed on the silver tray
Do this for me dearie and I'll give you a wedding gift”

What this means is you need a female and a male body to be placed on the runed
circle (alive, dead, partially eaten, doesn't matter) and a wedding ring. The
ring is found outside the Dressmakers house, on the ground level. Place the ring
on the silver platter to gain a [Rune]. Probably best to do this after you've
cleared the waterfront as you'll have an easier time getting around and
searching for the ring.

From the balcony here blink down to ground level and advance forward. Two more
Hatters will run past so sneak up to the waterway and see yet another one-sided
fight between the gangs.

Keep on this level and head right, away from the fight, and you'll hear two
Hatters talking about a safe they've found. Ignore them for the moment and keep
going to find a vial of choke-dust and two coins worth 5 each. From here you
should notice that one Hatter stands still while the over paces back and forth,
you should know what to do by now right? Sneak up to the one that stands still
while the other's back is turned and take him out, now either quickly finish off
the next poor sole or blink away carrying the body and take him out in a minute.
Well at the very least these guys aren't complete idiots and the safe is indeed
locked. Go down a level to find some jellied eels, just left of it you should
find the key for the safe in the bushes, use Void Gaze II to make life easier,
open up the safe to gain an ingot. Jump down again and find two pearls past the
rusted gate. Assuming you took that particular favour you'll also find a [Rune]
along with a note from a concerned friend. Go back out and to the right, in a
side drain, you'll find a bottle of processed whale oil, also scattered around
here are some coins. Well that's all of any interest at the moment so head back
the way you came and notice that there is a large shopping precinct we missed
when we took after the two Hatters.

Enter the eponymous Drapers and go up the stairs to overhear two Hatters talking
about a black market dealer overlooking the canal; we may want to pay him a
visit later. Follow the path around to the left and watch out for the Dead Eel
that patrols that area (if you didn't take him out) and look at the far wall and
up, blink up and find Piero's remedy. Now blink over to the sloped roof and up
again to the roof over the precinct. On the glass section of the roof you'll
find a [Corrupted Bone Charm] closest to the river-side.

From the roof drop down onto the vent and then blink onto a chandelier, on one
of the vents (closest to the entrance of the level) is a ream of copper. Now
blink down to the pathway over the arc pylon (don't worry, won't reach through
the floor) and blink over to the far door; seems you'll need a password, well
isn't that a pain.

Go back the way you came to the river-side and to the opposite side of the
location of the safe. Go down the alley and pick-pocket the guy requesting a
fight. You can save this Dead Eel but it's rather pointless, instead scarper
back to the river-side before he notices and before a gang of Dead Eels appear.
Facing the alley you just come out of look up to the left and blink onto the
balcony, let yourself in and you've found the black market. Inside is a coin
(5), a gun, a grenade, bread, powderer crystal, processed whale oil, a jewellery
box, two pears and a note from Jerome about harvesting the flower that lives in
the mud of the canal. Talk to the shop keep and buy a [Bone Charm] and one of
those flowers we just read about. Purchase both and pick-pocket him to gain the
key to his safe. Open the safe when he's not looking and find a rewire kit and a
pouch with 50 coin. Now if you destroyed the slaughterhouse for Ames (and didn't
kill her afterwards obviously) and you took the favour you'll find a [Bone
Charm], the most annoying one to get in the DLC? I'm saying yes.

Blink out the window into a vent and up again. You can use Void Gaze II to see
two Dead Eels up on the roof, watch where they're looking carefully and jump up
at a good time and take them out from behind; you should be able to do it easily
without being noticed but be warned one of them does like to pace around so use
the raised roof above them to avoid being spotted if necessary. In this
guard-post you should find Gristol Cider, bullets and a note of complaint
talking about the corrupted rune we should already have. Face the direction of
the entrance to the Waterfront and you should see a broken walkway; blink up and
enter the room to find “the Dressmakers”. In here you'll find bread, several
coins, a cigarette case, a [Rune] and a letter from Lady Boyle. Talk to the
dressmaker to learn of Delilah. Outside on the balcony is another cider and a
remedy propped up in the window.

Blink down onto the roof over a store-front, avoid the remaining Dead Eels
(don't worry about any items in the local area, you'll be back and have an
easier time getting to them in a moment) and go through the door to the
riverfront.</pre><pre id="faqspan-2">

================================================================================
Drapers Ward Riverfront
================================================================================


Walk forward, grab the ore and quietly climb the stack of boxes. You'll overhear
some Dead Eels talking about their new boss...drowning people in a sack, lovely
fellow. From here blink over to the open window to get another briefing from
Thomas. In this room you'll find a remedy, an archer cameo, food stuff, powderer
crystal, a book and a note from a Hatter spy. Jump out the window onto a slanted
roof and blink to the balcony on the opposite side of the yard; two goons argue
over which death is worse; burning to death or drowning. Silly fools, you soak
him in oil, set em alight and then throw them in sewage water; that's a worse
death.

Anyway jump up to the roof from the balcony to find another [Corrupted Bone
Charm], follow the pipe around to get another briefing from Thomas, he hints
that their may be a hatch in the bottom of the boat for dumping contraband.  Go
on the large pipes hugging the wall and once again overhear conversation about
mysterious ladies. Keep going and you'll reach a point where two vertical panels
of metal stick up from the pipe, on the side furthest from the entrance is a
bolt shooter, disable it before dropping down onto the train/carriage. Quickly
blink into the area under the pipe (avoiding the trip wire) and take out the
Dead Eel/weepers inside. You'll find a [Rune], a health potion and a book about
corrupted charms. Note you can always use Pull to get the items without entering
the area.

Go back out the way you came (there is a ream of copper to the right, quickly
get it if you want) and head to your left, towards the water. Go down the steps
and in the boat will be a ream of copper, two coins and a pouch worth 20. Jump
in the water and swim underneath the corrugated iron into a hidden passage. Find
the exit on the roof and blink out to reveal a secret room; inside is an Archer
Urn, a health potion and a [Rune] on an [Outsider Shrine]. Pick it up and get
The Outsider, lord of the darkness, quoting nursery rhymes.

O-kay then, go back the way you came and assuming you took the favour head
towards the sunken cargo. In it you'll find two potions, a gold ingot, sleep
darts and a [Bone Charm]. Be quick about picking up what you need cause those
hag-fish are painful (be sure to turn off any corrupted bone charms that
increase damage if you're having problems surviving). Swim back to shore and
make your way up onto the roof overlooking the Undine. Thomas will appear
talking about people watching us. Great! There are also some bolts and
kings-sparrow feathers up there.
Look towards the Undine, to the right and next to what looks like an alarm (but
it's actually a spotlight) is a ream of copper. Blink over and pick it up before
quickly blinking onto the Undine before you're spotted (or you can use Grab if
you've got it). Also on this side of the Undine is a bottle of processed whale
oil, pick it up and head upstairs. In the cabin is more whale oil and some
bullets but also a lever to start the engines. Flipping the switch will do
nothing so jump up onto the roof to find another ream of copper. The deck is
heavily guarded and the only thing of interest there is a ream of copper so just
ignore it and jump in the drink again. Directly under the Undine is a [Bone
Charm], use Void Gaze if you can't find it. Avoid the hag-fish and find the
hatch (unopened) in the centre of the boat to gain access to below decks.

Right as you exit the hatch you'll find a diary entry, there is also some whale
oil, a health potion and a man called Edgar, our mark. You can either kill him,
knock him out or talk to him. If you talk to him you'll, obviously, be spotted
and he will attack you after Daud plays with him. I should point out that only
knocking him out will lead Edgar to a much worse fate than one at the end of
your sword. Anyway once dealt with it's time to signal Lizzy, go back out the
hatch and make your way to the bridge of the Undine and sound the horn. With
that done Lizzy will return and make a lovely speech about forgiveness and
cutting off people's fingers. Talk to her and you'll find out that the boat
won't move (Edgar also rambles about this) and you need to get a vital piece of
the engine back from the Hatters. You can now freely explore the area without
being attacked; on the deck is a ream of copper and on the boat near the Undine
there are two pieces of ore. Back near the entrance (where the two guards are)
there is a bottle of whale oil and a piece of ore in the bin. Happy that you've
got everything (even maybe pick-pocketing a few Dead Eels) go back to the
streets.

================================================================================
Drapers Ward Streets
================================================================================


Do note that the gang war has caused plenty of the dead bodies to appear, so
regardless of your actions there will be a swarms of rats going around. Now that
you've got the Dead Eels on your side you don't need to hide on this side of the
map, so happily walk through the alleys to find a pair of Eels threatening a
Hatter, they even let him go. Nice of them. If you haven't already look for the
wedding ring needed in Granny Rags recipe, it should be in the bushes on ground
level, it'll be with some coin and another copy of the safe's key.

Well go over to the precinct, use the chandeliers to get in unseen and watch the
patterns of the patrolling Hatters (there are only a two inside). Notice that
one patrols the street facing the Dead Eels territory and the only hangs around
the door to the mill. It's the first one that has the key to the power-source of
the arc pylon. Wait for him to get out of range of said pylon and steal the key
by whatever means you want. Once done blink up to the chandeliers again before
blinking down at the opportune moment to remove the power-source. Or, of course,
you can just rewire the whole thing killing the Hatters. With the pylon
neutralised you can gather up the arc-mine, whale oil and a note about how
pylons work. With the Hatters removed from the area (there may be one left near
the safe) and the Dead Eels on your side you can happily explore the area for
items you may have missed; like the whale oil at the start of the level where
the two gangs first faced each other. Happy you've got everything? Head over to
the textile mill.

================================================================================
Drapers Ward Textile Mill
================================================================================


Thomas will appear and it appears that they're making shrouds for the dead,
which is, um, not that bad actually. Anyway the place if trigged to expel poison
gas if the old man dies, seems like you may have to make a deal after all.

Go forward and up onto the vent to the left, you'll find two Hatters talking
about who just came through the gate, one will check out the entrance which is
the perfect time for you to take him out. With him gone get back on the vent and
go through the broken skylight taking out the guy in the guard booth. Take him
from behind and quickly pick him up and drop him near the entrance of the level,
If you don't the body will be discovered. Go back into the gatehouse and find
copper, coin, bullets, herbs, potions and an Archer Plate. Take what you please
and get back on the roof. From here you can see the control panel for the Wall
of Light, rewire it if you want to quickly get rid of the guards passing through
but also note the ore just in-front of it. From the panel go right to find
processed whale oil, more ore and a [Bone Charm]. To the left of the charm there
is a boarded up room, destroy the boards and loot the cupboards to find coin, a
remedy, bolts, a grenade and Hemlock Essence. Also in this room is a way into
the textile mill, provided you got the key from the guard of course.

Enter the building, being careful of the Hatter that paces that entrance, take
him out and be sure to move the body to avoid it being spotted. From this room
you can remove the power-source to the wall of light, there is also a pot of
herbs on the couch. Go through the door on the other side of the building, again
being wary of a Hatter that makes his home there. You can blink up onto the
pipes to make life easier for you. Take out the guard, move the body and disable
the grenade thrower attached to the pipes above you and the other one on the
shelves opposite.  Even with the traps disabled you still shouldn't use the main
entrance as it's also linked to an alarm.

Assuming you took that favour head towards Private Storage and meet up with the
Rothwild labourer, he says that we won't be able to get into the engine room
without the combination lock...we won't be able to get the combination lock
without talking to Geezer, we can't talk to Geezer alone without Nurse Trimble
in the way and the only time Trimble leaves Geezer is to check on his lab
equipment, huh, what obvious rail-roading. Anyway also in this room there is a
book on the plague, a bull rat foetus, Archer's pocket watch, a note about
Skeeves (which talks about a lot of money in the river, umm) and a [Rune].

Well lets check out the door to the basement engine room anyway; there is a note
attached by some guy called Pete. Seems he went into the sewers and never came
out. Oh well time to head upstairs I guess. Head all the way up to the top,
avoiding the gaze of any Hatters in the room with the loom. On the section just
above the loom room level look up and you should be able to see the shadow of
the guy upstairs, a glitch I know but a handy one, when he turns around go up
and knock him out. In this room you'll find medicinal herbs and [Blueprints] for
Small-Scale Explosive Refinement.

Go back to the loom room and take out the two guards and the two workers
(although not hostile they will still count as being seen). After this is done
you'll find bullets, a health potion and herbs near the stairs. While metallic
salts, more herbs, hemlock essence, processed whale oil and a history on Lizzy
Stride in the area furthest from the stairwell.

Blink up onto the balcony and peer through the keyhole of the door just to the
right of it; Trimble and Geezer are having a conversation within. Yes it seems
that Trimble is using old Geezer for his own ends, we're sure to get him on our
side if needed. Go upstairs to Trimble's lab to find loads of empty vials, a
remedy, powdered crystal, herbs, coin, a moveable pillow, the lab key, two books
on Gastric humours, a still for making potions, a note about timers (and how
Trimble comes running after he hears one) a timer and a audiograph player.
Nothing in the player however, odd that you can move that pillow though isn't
it? What-ya-know there's a audiograph card underneath, pick it up and slot it in
to reveal an ingot and recipe for antitoxin which requires Oxrush Flower, Bull
Rat Foetus and Metallic Salts, all of which you should have but if you don't
you'll find the flower in the black market (found high up opposite the safe in
the streets), the bull rat in the storage near the entrance to the mill and the
salts in the loom room. Create the antitoxin and drink heartily, now you're
immune from the effects of Geezer's gas so if you wish to kill him, go ahead.

With that all done it's time to make a choice; you can either make a deal with
Geezer and Trimble or take out Trimble and get the combination via Geezer's
death (or none of the above if you really want). If you choose to make a deal
you'll have to enter the sewers and start the waters again to power the mill,
then they'll give you the coil. If you choose that then go talk to Trimble and
Mr Hat in their room and then skip to the sewer section of this guide.

If you don't you'll have to spring our trap; remove the audiograph card so not
to alert Trimble and use the experiment timer to get him to leave Geezer. He'll
come running so wait behind the blackboards and take him out/pickpocket him to
get the sewer access key. You can now enter the main office and talk to Mr
Hat/Geezer. He'll, predictably, ask you to kill him. Remove the whale oil tank
if you want, he'll give you two number of the combination leaving you to hard
crack the last number (varies each play-through). Also in this room is health
potions, herbs and a couple of notes. Head back to the basement, enter the code
and once inside take the coil and exit through the sewers.

Of course killing and talking to Geezer means you've just got your hands dirty
so you can just ignore him and head to the sewers which is where I'm going now.
Head back outside to the courtyard, remove the last two Hatters if you wish and
drop down onto the pipes spanning the river in the centre of the yard to find
the door to the sewers

================================================================================
Drapers Ward Sewers
================================================================================


Moving forward you'll find a male an archer whale statue but you'll be under
attack from those annoying river crusts, equip your wristbow and take them out.
Jump over and look to your left and up to see yet another one raining green puke
upon you. If you're lucky each one should have a pearl inside. To the right is
the entrance to the engine room so you won't have to go through two loading
screens and a ream of copper. While to your left you'll find a swarm of rats, a
grate, a bottle of processed whale oil, a locked door to the right and a
breakable one to the left.

Now we have a choice, if we're doing a no kill, never spotted run then go back
down the steps and blink through the gap and ignore the next section. If you
want to have a fight then break down the wooden door.

--------------------------------------------------------------------------------

If you picked having a fight then break the wooden door on the left and keep
going. You'll hear a plead for help and find whale oil and powdered crystal.
Drop down through the hole in the floor and pick up the health and grenade in
the grate. Now go through the gap and explore the area.

In the centre, on a raised platform is a “strange woman”. Behind her are some
bolts, herbs and a note about how the water control system works. The woman
seems to have lost her son but I'm sure nobody reading this believes that for a
second. If you talk to her and help her up; she attacks you, if you talk to her
and do nothing; she attacks you, if you attack her first; she attacks you, and
if you try to leave; she attacks you. The only way to avoid a fight at this
point is to use Bend Time II, or trigger the fight and run away.

Anyway the witches are a powerful enemy; they use blast to keep you out of melee
range, they're quick with swords, they blink around and they have a fast-fire
long range attack. They are however easy to lose so once you've killed one just
blink out of sight and pick off the remaining sisters. In the room next door
you'll find a statue of Delilah to talk with, in the room below her is a
[Corrupted Bone Charm], break the boards to gain access...and probably toss a
grenade down to take out the rats too. Once the area is clear spin the handle to
open the door and leave.

--------------------------------------------------------------------------------


If you picked a no death run then blink through the gap and listen to the
witches on the other side, blink back and break down the door. Talk to the woman
in the middle and confront her, Daud will stab her which doesn't make the others
appear (however attacking her conventionally does) and at the end of the
conversation Daud will simply knock her out. Go through the next door, take out
the witch from behind, talk to Delilah and break the boards to find a [Corrupted
Bone Charm] underneath her. Pick up all the items in the area (pearl, health
potion, powdered crystal, processed whale oil) and go back the way you came; if
you open the door the other witches will jump you.

--------------------------------------------------------------------------------


Okay you've either blinked through the gap or you've just had a big fight,
either way you've basically ended up in the same place. There is a remedy in the
water below and by the dead Hatter, a grenade, processed whale oil, a mechanic
apartment key and a “to do” list under the body. If you avoided the fight with
the witches there will be two lurking by the door comically commenting on the
acting talent of their sister. You've avoided the fight so far, you might as
well avoid them all together, blink over to the other side of the gap and pick
up the ore. Keep going until the path gets submerged under rubble to find more
ore and a [Bone Charm]. With that collected head right, through the doorway.

Here we'll find another two witches, apparently more intelligent that your
Whalers, they realise killing Delilah would be stupid (if you want to kill them
pick up the oil-tank just before this room and throw it at them while they're
talking for an easy victory). At any rate don't blink up to the walkway on the
right, because after the conversation one of the witches will blink up there
too. Instead drop down a level and pick up the wrench and ore just under the
entrance you came through. Be careful on this floor because our old friends the
weepers have joined the party. Wait for the conversation to end, grab the
power-source from under the stairs and then head to the right out through the
door. Stick it in the machine and blink up collecting the note about the fan and
turning it on. Keep out of the way and when it rips itself out go through
(collecting the copper as you go) to reveal a room with a dead guy in it. Pick
up the hemlock essence, the key and open the far door to allow access back to
the start of the level (ore just on the other side of the door too). With your
exit secure turn around and look up, blink up to the hole in the grate and drop
down to pick up the [Rune] from the [Outsider Shrine].

Re-entering the room with the weepers and witches blink forward under the
walkway and make your way up the stairs (avoiding weepers obviously). Blink up
to the raised centre area and then blink again to the rafters. From this
advantage point you can see the where the ugly sisters go. There is a pattern,
both of them will blink to the centre platform (rarely together) which is
probably the easiest time to pick them off, just remember to move the body of
the first one you take out. Once the top of the room is clear you'll find a note
about the wrench, a bottle of powdered crystal and a health potion in the
centre; whale oil in the far right corner; another processed whale oil in the
near right; a remedy and copper wire in the near left; and nothing in the far
left. With everything collected use the wrench to activate the water pump, only
to find two vines have wrapped themselves around the flywheel. Use normal
crossbow bolts to take them out without the need of alerting the weepers. With
that done return to Trimble and gain the access code. If you haven't spoken to
Trimble, and you didn't get the code from Geezer then you can find it in the
apartment building allll the way back at the start, just above Granny Rags
recipe; use the key you found on the dead guy just before those witches talking
about acting talent on the locker.

However you do it get the coil from the engine room (along with oil and copper)
and haul ass back to the waterfront.

================================================================================
Drapers Ward Waterfront
================================================================================


Well so much for the levels being shorter, looks like they just decided to cram
everything into one. With the end in sight collect everything you need and place
the coil in the engine of the Undine. Alas this isn't going to be easy sailing
as the Brigmore Witches attack; repel the attack and then head up to the bridge
to finish the level. If you want to avoid being seen simply activate Bend Time
II when you plug it in and run away, the Dead Eels will make short work of the
witches, however Lizzy will be killed and you will be made captain...eh, I can
live with that. Oh and looting Lizzy with gain you 25 coin. Note: the witches
won't appear if you killed them all in the sewers.



+------------------------------------------------------------------------------+
| Delilah's Masterwork---------------------------------------------------[MM05]|
+------------------------------------------------------------------------------+

Favours:
Hole in the Fence [200]: Your operatives will drop a rune, some mana and open
the fence to allow for a more stealthy approach to the manor.
Thieving Butler [75]: The former butler smuggled goods from the estate and hid
them by the shore. One of your agents will unearth the cache for a price.
Turncoat [50]: Your agents have paid off one of the witches to meet with you and
provide information. She'll be wearing a red jacket.

Collectables
Runes: 4
Bone Charms: 4
Corrupted Bone Charms: 3
Blueprints: 0
Outsider Shrines: 0

--------------------------------------------------------------------------------


================================================================================
Brigmore Estate
================================================================================


Thomas appears and gives us some vague information; snares are placed down,
statues of Delilah litter the manor and the witches are getting in and
out...somehow. Not the best info ever but at least he isn't planning to stab us
in the back like the last gal. From the starting point look to your right and
turn on Void Gaze, in the distance (provided you took that favour) is a marker
reading “shoreline”, in-between you and it is a [Corrupted Bone Charm] just
under the water. With the item collected head towards the marker. Avoid the
attacks from the river crust (and do pick up the pear, it's handy for an
upcoming side-quest) to find a note from the butler to his partner.

In the centre of the flooded area, before the walls of the manor, is a tall
outhouse of sorts (reminds me of the many English country houses I've visited).
Enter through one of the windows (the door is booby trapped) and disable the
launcher. Also in the room are some bolts, a pear, herbs, a stun mine, Piero's
mana potion, a look-out note and another note meant for an Overseer. With
everything found inside blink up to the roof to find the hidden butler's cache
housing another mana potion and a [Rune], also on the roof is a ream of copper.


Everything found go back to the start. Go forward up the stairs and blink past
the broken section; from this viewpoint Thomas will reappear taking about hounds
that get up after being killed...zombie dogs? Anyway just behind you will be
some ore. Blink onto the wooden strut, then onto the next and finally onto the
pillar of the gate (partially shrouded by the tree, use the blink arrow for
guidance). Drop down a level and be careful of the aforementioned zombie dogs,
to your right will be two projectile launchers linked up to the hole in the
fence, disable them if you want or just keep going, you're not coming back this
way.

Further on jump inside the mausoleum (no roof) to collect the bottle of
processed whale oil and a note about the lever, it's in the garden shed
apparently. Jump back out (quickly the hounds will spot you if you linger) and
blink up to the side of the greenhouse, there should be a small ledge for you to
walk on. Follow it around until you come to the entrance, blink behind the
patrolling witch and take her out; failure to do so will lead her to summon
roots that will grab Daud while she shoots at you. Move the body to the platform
in the rafters as another witch will blink in soon enough. Also in this room is
a bottle of powdered crystal and a book.

Just over the pond (which is deep enough to hide in if needed) will be an open
window, blink up to it to find a ruined room with two vials of choke-dust. Now
blink up to the next level in the ruined section of building to find several
books about gardening, a chest containing powdered crystal and a note from an
old book which turns out to be one of [Granny Rags Recipes]  which reads;

“Dreary waters, hissing daughters.
Crack three green shells and steal their pearls.
Turn the spigot and drink from the misery of a broken house.
Gulp and swallow, follow, follow.
Three wet marbles down the gullet.
Do this for me dearie and I'll give you a birthday gift.”

Basically all that you need to do is get three pearls from river crusts and
drink from a hidden fountain; easy enough.

Drop down and go out of the opposite way you came in, diving into the other pond
to find three coins of various denomination. Blink back up to the window, then
to the cliff-side to the left, finding bolts, another coin and a [Bone Charm]. A
lone witch should walk up and down this pathway so watch out for her as you head
towards the waterfall. Note: to the left is a, I don't know what that is, stone
gazebo?  Anyway to the left is this building with a statue of Delilah and a
small treasure trove around it; encase you haven't figured it out yet statues of
Delilah act as sentries so avoid them, only approaching from behind. Use Pull,
if you've got it, to gain the items without being spotted.

Don't jump down, because of the patrol witch and Gravehound, instead keep going
to the waterfall to pick up the spiritual remedy and the key to the front door.
We're not going through the front door but it's still nice to have. Instead go
left, hugging the cliff (ore also found nearby) until you come to another
building blocking your way. Blink up on top to find a roof that is in desperate
need of repair; damn witches and their lack of maintenance. Take out the river
crust from this advantage point (remember to get it's pearl) and drop down out
of sight of the door. Disable the projectile launcher in the chair and find two
different types of potions, sleep darks and the lever for the mausoleum
entrance; that's where we want to go. Also in this room are loads of whale tanks
perfect for throwing at witches if you want.

Blink up onto the roof and drop down onto the opposite side of the building from
the way you came. Hang around this area for a bit if you bought the favour
“Turncoat” as the British spy is around here. Talk to her and she'll tell you;
Delilah plans on inhabiting Emily's body (we already figured that out), there is
a way in through the crypt and where the lever is (we found that out and already
have the lever) and that we will have her to answer to if we kill any witch
other than Delilah (jam a blade down her throat now for threatening you). All in
all, a waste of 50 coin.

Well with that waste of time over hop the small fence between the cliff-face and
the manor, it's a small alleyway back to the front of the house but within lies
the last river crust we need; use you crossbow and you're all set to complete
Granny's spell. Also up on the platform the crust was hanging off is some copper
wire. Go back to the garden shed and activate the tap on the fountain to gain a
[Rune].

Get back on the roof and spy out the area, there should be three witches in the
courtyard and they're incredibly hard to take out without being spotted, at
least without Bend Time II at any rate. In the centre of the courtyard you'll
find fruit, cider and a key to the storage shed. Tempting but the storage shed
window is just on the other side of the courtyard and you can easily sneak
around the low area, keeping the railing between you and them, without being
spotted. So I simply opt to avoid them, blink into the window to find potions,
medical herb, the Brigmore pocket watch and another key to the storage shed
you're currently in.

Go back to the roof of the shed, look up to the manor and notice the railing
along the top. Yeah that's not just for show, jump and use Blink to find a way
up and two witches having a chinwag. Avoid them by hiding behind one of the
plant pots while they talk and then by blinking between them while they split
up; from here you can either take them out one by one or simply hop through the
window on the opposite side of the roof. Once inside you'll find some hemlock
essence, a book and a [Corrupted Bone Charm].Either follow this way through the
broken roof and go left or go back to the alley and hop over the next gate.
Either way to the left you'll find another [Rune] in a safe in front of a tree
on the ground level, while two river crusts pelt your with snot. Take them out
quickly with your crossbow or else the witches will notice the commotion.

If you took that particular favour you can exit the manor through the hole in
the fence and then get back into the estate grounds the way we came in...but
where's the fun in that? Creep towards the house and when in range blink up onto
the scaffolding, jump once again to the higher level and then onto the balcony
of where we just came from to find some kings-sparrow feathers. Now blink over
to the balcony above the front door, keep going to the lower scaffolding, hide
behind the rock before blinking up to the ledge and working yourself around the
side of the greenhouse. I should point out that two witches will appear in the
ruined house talking about how they're fed up of hearing about Daud, just below
where you found Granny Rags' recipe; not sure why these pair spawn now and not
earlier. Anyway use the lever on the crypt door and enter...of course being
careful to avoid the hounds of hell.

Inside the crypt will be a swarm of rats, a trip wire and a jewellery box on one
of the tombs. Run towards the tripwire and crouch quickly to slide. Just to the
right with be a Delilah statue (eyes covered) with a [Bone Charm] in front. Of
course the moment you take it the statue moves, even using Grab causes it to
move. I'm not sure if this counts against you being spotted or not, so why risk
it? Use Bend Time II to pick up the charm and move out of the way before it
reacts; it'll still make a noise but when you come back you'll see it's still
shielding it's eyes. I call that a win-win. Also note that if you go back to the
entrance of the crypt two witches are there discussing how the lever has
magically reappeared, they lay in wait for your return (we're not returning).
Anyway enter the Manor proper through the crypt door.

================================================================================
Brigmore Manor
================================================================================


Well we've finally made it into the Brigmore Manor and the place is crawling
with witches so it'll be a tough cookie to fight through...so it's a good thing
I'm focusing on stealth then. From the crypt entrance go up the stairs and to
the right in a bookshelf should be one of Sokolov's Potions and a pouch of coin.
Move forward and a witch should blink in, and then blink further down. Don't go
through the door, the floor is littered with Gravehound skulls that will
activate if you go out. You could pull the skulls in and then quickly swipe them
before the activate but why go to all that effort? Instead blink up through the
collapsed ceiling. Turn around from the way you came, go past the corridor and
into a room with a deranged Overseer propped up against the wall.  In here
you'll find the Overseer's orders, a memo on his interrogation, a stun mine and
a [Bone Charm].

You can either wait for one of the witches to walk past the door and remove them
form the equation or just ignore her. Go back out the door, to the left and then
left again through a collapsed corridor to find a [Corrupted Bone Charm]. You
should be safe in this room so relax and find the Brigmore Sextant. Keep going
and to the left you'll find a locked door requiring the library key (is that the
one with the picture of a sword or armour on it, I forget); peak through the
lock to hear a conversation, charming people these witches.

Go to the left, on top of the bath to avoid the trip-wire, disable the
projectile-firing-thingy. Go forward a little bit and use void gaze to notice
that there is a gravehound quite close to you. Wait for it to turn around, pick
up the feathers and then blink up a storey. Once again use void and notice all
the lovely projectile-launchers waiting for you; disable them and congratulate
yourself for finding Delilah's studio. Pick up the processed whale oil, the coin
worth 10, read Delilah's journal and pick up that annoying sounding lantern.
Behind the lantern you'll also find the key for the east wing and on the over
side of the room is another coin and a cigarette case. Drop down the hole near
the case to find two more coins and a statue of an archer whale; be vary of the
witch and hound lurking about. Now you can either go back the way you came,
there is not much point going down this corridor but I did it anyway, not
interested, skip the next paragraph.

Normally I try to use tactics that require the bare minimum of abilities but
sorry; I can't figure out another way to get around the Gravehound, inactive
Gravehound skull, the witch in the corridor and the witch in the next room
without using Bend Time II. If you haven't got that skill by now, um, good luck?
Anyway Time Bend past those three threats, open the double door, close it
immediately afterwards, strangle the witch and carry the body before quickly
blinking up a level through the ruined roof. Almost immediately after another
witch will blink in, don't interrupt her while she's reading but instead wait
for her to put down the book before attacking and moving the up another level
again. Drop down and once again activate Bend Time to give you a chance to crush
the three Gravehound skulls that wait for you in front of the door. Use the key
and you'll find yourself right next to the front door of the manor.

However you go here you're once again back in the foyer of the front door, go up
a level and on the right side, the side away from the collapsed corridor you'll
find two witches on a level higher than you talking about the fate of Timish;
once the conversation is done they'll both blink down a level so don't be
standing out in the open (one has a key you need, so you have to get it
somehow). They should be easily enough to take out as they don't look at each
other that often, so do that, moving the bodies, and blink up to where they were
talking. Up here you'll find sausages and inside the locked chest a remedy and a
[Bone Charm], keep going to the left and you'll find more chests with potions,
mines and a [Rune]. Also in the centre of the room is a note saying how you
shouldn't put a different painting in the place of the target, because that
would be very bad...gee I wonder what we're going to be doing in a minute?

Drop down a level (you should be safe but keep sneaking to be sure) to collect
all the goodies in the local area including more potions, cider, food, a note
from Delilah, herbs, etc, etc. Drop down to the ground floor and carefully watch
the movements of the remaining witches. You should be able to take a few out as
they patrol the area and then quickly blink them up to the relative safety of
the higher levels. Now it's simply a case of picking them off one by one as they
walk past wondering “one of my sisters has gone missing”. It's really easy as
well as more often than not they'll walk in completely different directions to
each other and in five minutes you've got a pile of women.

Happy with the reduced number collect the items lying around and go around the L
bend up the stairs on the left (avoiding the remaining witches further along).
Should be one witch up the top and a Brigmore Medal to collect in one of the
holes in the floor. Left of the entrance is a health elixir, some bolts and a
note saying how stupid you are. Look up and Blink up another level, use the
rafters above to get to the far end of the room, now look left, downwards, and
blink into the doorway. Follow the room towards the location marked Gallery.
Disabling the projectile-launchers, collecting the herbs and blinking through
the tripwire into the final room. Disable the two final witches and collect the
three processed whale oils, the remedy and bolt lying around. When you're ready
use the lantern on the marked board/painting.

================================================================================
The Void
================================================================================


By the Outsider, the Outsider! Yay, we're interesting again! That is a good
thing right? Anyway the final section of the game is disappointingly easy if
you're going for a non-lethal run. Walk up the steps in front of you, blink to
the roof-tops on the other-side of the courtyard. Find the painting that just
happens to be here and that isn't guarded at all. Go back to the courtyard, wait
for Delilah to turn her back, replace the painting, and watch the fireworks.
Well done, you've just completed the game.

Now if you want a good battle then, well, you've got a battle at any rate.
Delilah is basically just like all the other witches; the only difference is
that all the statues in the area will come alive and attack you...so it's like
fighting a group of witches. Slightly difficult but not too much of an issue if
you've got a lot of health potions. If you can either go straight up to her or
one of the statues to start a conversation or you can dive on her and take out
one of her bodies that way (that starts the fight right away). As always you can
use your assassins to take the heat off you and yes you can even run away and
hide if you want. Once you've defeated her she'll stand in front of the painting
and you'll get a very nice finisher.

Been a good boy? Didn't kill wantonly, didn't cause needless suffering? Well
then Corvo will let Daud live. If you weren't such a good boy then, he won't.
And damn, only just realised but that mask is scary.

+------------------------------------------------------------------------------+
| Granny Rags Recipes----------------------------------------------------[GGRP]|
+------------------------------------------------------------------------------+


Carrying on from the last DLC Daud can find vague instructions written by Granny
Rags, completion of these will reward the player with a Rune. There are two
recipes in the game (just like the last DLC) and, do me at least, they seem a
lot easier to figure out. Without further ado here they are;

--------------------------------------------------------------------------------


Level: The Dead Eels.
Location: Draper Ward Streets; the apartment through the double doors just
opposite the start of the level.
Recipe:
“Bring a man to represent my black-eyed groom
Fetch a woman to represent me in my youth
Lay them together in the eternal circle
A wedding band, to bind them, placed on the silver tray
Do this for me dearie and I'll give you a wedding gift”
Instructions: Place a woman and a man in the runed circle. It doesn't matter the
state of the body at the time, unconscious, dead or just a torso; it works
regardless. Next find the wedding ring found outside the Dressmakers near the
entrance to the Riverfront. It's on ground level, hidden in the bushes near some
coins and a key for a safe; probably easier to search for this when you're
friendly with the Eels. Once you have the ring place it on the silver platter
just to the right of the circle and you'll gain a rune.

--------------------------------------------------------------------------------


Level: Delilah's Masterwork.
Location: Brigmore Estate, in the ruined building coming off the greenhouse, top
floor.
Recipe:
“Dreary waters, hissing daughters.
Crack three green shells and steal their pearls.
Turn the spigot and drink from the misery of a broken house.
Gulp and swallow, follow, follow.
Three wet marbles down the gullet.
Do this for me dearie and I'll give you a birthday gift.”
Instructions: First of all you need three pearls from river crusts; there is one
by the shoreline, two to the right of the front door, one in the little alley
way going right to the back of the house, one hanging in the back of the house
and one in the garden shed. Now the garden shed is where you pick up the lever
for the entrance to the crypt and it's also where the fountain you need to drink
from is placed. Once you have any three pearls simply turn the handle on the
fountain to make a rune appear.

+------------------------------------------------------------------------------+
| Collectables-----------------------------------------------------------[CT01]|
+------------------------------------------------------------------------------+


+------------------------------------------------------------------------------+
| Runes------------------------------------------------------------------[CT02]|
+------------------------------------------------------------------------------+


+------------------------------------------------------------------------------+
|----------------------------Choosing your Mark--------------------------------|
|------------------------------Daud's Hideout----------------------------------|
|1; Found in the chest near Thomas.                                            |
|2: Found in the library on top of the bookshelves.                            |
+------------------------------------------------------------------------------+
|------------------------A Stay of Execution for Lizzy-------------------------|
|-----------------------------Coldridge Prison---------------------------------|
|3: In the interrogation room, to the rear on the right.                       |
|4: Found just outside the sewer entrance at the start of the level [favour].  |
+------------------------------------------------------------------------------+
|------------------------------The Dead Eels-----------------------------------|
|---------------------------Drapers Ward Streets-------------------------------|
|5: In the apartment building just in-front of the entrance                    |
|   [Granny Rags' Recipe]                                                      |
|6: Found in the dried up waterway near the locked safe [favour].              |
|-------------------------Drapers Ward Riverfront------------------------------|
|7: Opposite the Undine, under the pipes, in an area blocked off where the Dead|
|   Eels keep the infected.                                                    |
|8: In a hidden room below the building next to the Undine, take the submerged |
|   passage to reach it.                                                       |
|------------------------Drapers Ward Textile Mill-----------------------------|
|9: Found in the same room as the Rothwild labourer, or in the room to the left|
|   of the main entrance of the mill.                                          |
|10: In the room with the faulty fan, jump the grate to the right and find it  |
|    on an Outsider Shrine.                                                    |
+------------------------------------------------------------------------------+
|--------------------------Delilah's Masterwork--------------------------------|
|----------------------------Brigmore Estate-----------------------------------|
|11: Found in the butler's cache on the roof of the outhouse by the start of   |
|    the level [Favour].                                                       |
|12: Found in the same shed with the lever, after finding three pearls from    |
|    river crusts drink from the fountain [Granny Rags' Recipe].               |
|13: Facing the front door of the manor; the rune is to the right in front of  |
|    a tree by two river crusts.                                               |
|----------------------------Brigmore Manor------------------------------------|
|14: Found in the attic above the front door, locked in a chest. One of the    |
|    witches in the immediate area will have the key.                          |
+------------------------------------------------------------------------------+

+------------------------------------------------------------------------------+
| Bone Charms------------------------------------------------------------[CT03]|
+------------------------------------------------------------------------------+


+------------------------------------------------------------------------------+
|------------------------A Stay of Execution for Lizzy-------------------------|
|-----------------------------Coldridge Prison---------------------------------|
|1: In the courtyard, top left corner (from when you first enter it).          |
|2: Underneath the execution platform in the yard.                             |
+------------------------------------------------------------------------------+
|------------------------------The Dead Eels-----------------------------------|
|---------------------------Drapers Ward Streets-------------------------------|
|3: Bought from the black-market.                                              |
|4: Found in Jerome's safe [Favour].                                           |
|-------------------------Drapers Ward Riverfront------------------------------|
|5: Found in the sunken cargo near the Undine [favour]                         |
|6: Directly underneath the Undine.                                            |
|------------------------Drapers Ward Textile Mill-----------------------------|
|7: Opposite the entrance in what looks like a photo-booth.                    |
|---------------------------Drapers Ward Sewers--------------------------------|
|8: Underneath the statue of Delilah, break the boards to enter.               |
|9: After exiting the fight with the witches go left until the path turns to   |
|   rubble, it'll be at the end there.                                         |
+------------------------------------------------------------------------------+
|--------------------------Delilah's Masterwork--------------------------------|
|----------------------------Brigmore Estate-----------------------------------|
|10: Coming out of the ruined room off the greenhouse, on the cliff-side to the|
|    left on a chair.                                                          |
|----------------------------Brigmore Manor------------------------------------|
|11: First floor, in the room with the deranged Overseer.                      |
|12: Directly above the front door, on the highest level, in a locked chest.   |
|    One of the witches in the immediate area will have a key.                 |
+------------------------------------------------------------------------------+

+------------------------------------------------------------------------------+
|Corrupted Bone Charms---------------------------------------------------[CT04]|
+------------------------------------------------------------------------------+


+------------------------------------------------------------------------------+
|----------------------------Choosing your Mark--------------------------------|
|------------------------------Daud's Hideout----------------------------------|
|1: Just outside Daud's room on a table next to a Whaler.                      |
+------------------------------------------------------------------------------+
|------------------------A Stay of Execution for Lizzy-------------------------|
|-----------------------------Coldridge Prison---------------------------------|
|2: In A10 or D21, found in the toilet.                                        |
+------------------------------------------------------------------------------+
|------------------------------The Dead Eels-----------------------------------|
|---------------------------Drapers Ward Streets-------------------------------|
|3: On the glass section of the roof over the shopping precinct.               |
+------------------------------------------------------------------------------+
|--------------------------Delilah's Masterwork--------------------------------|
|----------------------------Brigmore Estate-----------------------------------|
|4: From the starting point, just to the right, underwater.                    |
|5: In the ruined attic, found at the rear of the manor.                       |
|----------------------------Brigmore Manor------------------------------------|
|6: From the room with the deranged Overseer go left and left again, through   |
|   the collapsed corridor.                                                    |
+------------------------------------------------------------------------------+

+------------------------------------------------------------------------------+
| Blueprints-------------------------------------------------------------[CT05]|
+------------------------------------------------------------------------------+


+------------------------------------------------------------------------------+
|----------------------------Choosing your Mark--------------------------------|
|------------------------------Daud's Hideout----------------------------------|
|1:  Folded Galvani Resin: On the table next to Thomas.                        |
|2:  Bonded Galvani Weave: On the table next to Thomas.                        |
+------------------------------------------------------------------------------+
|------------------------A Stay of Execution for Lizzy-------------------------|
|-----------------------------Coldridge Prison---------------------------------|
|3: Compact Arc Amplifier: Found in the security booth through the first       |
|   security door.                                                             |
|4: Baffle Dust: Cell A25, top floor.                                          |
+------------------------------------------------------------------------------+
|------------------------------The Dead Eels-----------------------------------|
|------------------------Drapers Ward Textile Mill-----------------------------|
|5: Small-Scale Explosive Refinement: on the desk of the room just outside of  |</pre><pre id="faqspan-3">
|   Trimble's lab.                                                             |
+------------------------------------------------------------------------------+

+------------------------------------------------------------------------------+
| Achievements-----------------------------------------------------------[CT06]|
+------------------------------------------------------------------------------+

+------------------------------------------------------------------------------+
|Standard Achievements                                                         |
+------------------------------------------------------------------------------+
|Breakout:          Break Lizzy Stride out of Coldridge Prison.                |
|Deal Maker:        Purchase at least 8 favours in The Brigmore Witches.       |
|Gangs of Dunwall:  Restore the Undine to working condition.                   |
|All Come To Ruin:  Complete The Brigmore Witches in High Chaos                |
|Changed Ways:      Complete The Brigmore Witches in Low Chaos.                |
|Cleanest Hands:    Complete The Brigmore Witches without killing anyone.      |
|Silence Is Golden: Complete The Brigmore Witches without alerting anyone.     |
|Enough Coin To Disappear: Survive The Brigmore Witches in low chaos with      |
|                          10,000 coins.                                       |
+------------------------------------------------------------------------------+
|Secret Achievements                                                           |
+------------------------------------------------------------------------------+
|Parting Shot:  You delivered (or attempted) the killing blow on Corvo.        |
|Wall of Flesh: You used an enemy lifted with Pull as a shield                 |
|               (works for melee attacks too).                                 |
+------------------------------------------------------------------------------+

+------------------------------------------------------------------------------+

|Copyright [CPRT]|
+------------------------------------------------------------------------------+


Everything in my guide has been my own work; only I could make the kind of
grammatical errors that I have made, call it my thumbprint. But I would be
amiss not to mention that http://dishonored.wikia.com has been a great reference
and you should check it out if you wish to know more about the world of
Dishonored.

If you wish to use this guide for non-profit reasons then please feel free to
use it without my permission although I do ask you credit me if you do,
thank you.

And yes this section was copied from my last walkthrough, I credit myself for
this paragraph!


Oh and a major thank-you to Selmiak's website for providing an easy way to
format the guide, check out the url below if you're interested;
http://selmiak.bplaced.net/gf/gf.php?lang=eng&page=linebreak#form

+------------------------------------------------------------------------------+

| Word from the Maker [WFTM]
+------------------------------------------------------------------------------+


Well that was Dishonored; I really get the need to replay the main game now and
attempt to ghost it, which I guess is the best compliment you can give to a
piece of DLC. I mean I probably won't, got several hundred (thank you Steam, GOG
and Humble Bundle) games I haven't got around to playing, but I have a feeling
that desire will build as time passes. As for the DLC itself; I'm slightly less
impressed with it when compared against Knife of Dunwall but it's still a good
farewell for the old gal. It was apparently longer, as this guide is 4000 words
longer than the previous guide, but somehow it didn't have the same sense of
expansion the first had. Speaking of guides I hope mine helped; need to get in
contact? E-mail me at Jallen9000(at)Hotmail.com with a clear title.

--------------------------------------------------------------------------------


Updates:
Verison 1.1: Reformatted to align text to the left; removing gracious
            letter-spacing.
            Minor Spelling and grammar corrections.
            Added Additional Tables.