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Dishonored

Game Guide
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Dishonored Game Guide 2 / 816


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Table of Contents:
Dishonored Game Guide..................................................................................................................6
Controls - PC.....................................................................................................................................8
Controls - Xbox 360........................................................................................................................10
Controls - PlayStation 3..................................................................................................................12
Walkthrough........................................................................................................................ 14
Prologue - Returning Home............................................................................................... 14
Encounter with The Emperess........................................................................................................14
Defeating the assassins..................................................................................................................19
Mission 1 - Dishonored ...................................................................................................... 21
Breaking out of the cell....................................................................................................................21
Finding the explosive......................................................................................................................22
Planting the explosive.....................................................................................................................33
Breaking free from Coolridges prison.............................................................................................44
Finding the supply chest in the sewers ...........................................................................................48
Finding a way out of the sewers......................................................................................................58
The Hound Pits Pub............................................................................................................ 67
Meeting with the Loyalists...............................................................................................................67
Somewhere Else... ..............................................................................................................74
Encounter with The Outsider...........................................................................................................74
The Hound Pits Pub #2....................................................................................................... 80
Meeting with the Admiral.................................................................................................................80
Trip to Campbell's place..................................................................................................................83
Mission 2 - High Overseer Campbell ................................................................................. 85
Mission plan....................................................................................................................................85
Reaching the first Wall of Light .......................................................................................................90
Exploring the area near the first Wall of Light.................................................................................94
Getting past the first Wall of Light.................................................................................................103
Breaking into Doctor Galvanis House ..........................................................................................109
Contaminating the bootleg elixir in the Bottle Street Gangs headquarters...................................119
Getting past the second Wall of Light ...........................................................................................131
Reaching Holger Square...............................................................................................................134
Reaching the High Overseer Campbells Office............................................................................137
Infiltrating the High Overseer Campbels building.........................................................................142
Exploring the High Overseer Campbels building..........................................................................152
Gaining access to the Meeting Chamber......................................................................................159
Choosing how to eliminate the High Overseer Campbell..............................................................162
Reaching the yard.........................................................................................................................174
Exploring the yard.........................................................................................................................179
Meeting with Samuel.....................................................................................................................188
Dishonored Game Guide 3 / 816


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The Hound Pits Pub #3..................................................................................................... 191
Meeting with the Loyalists.............................................................................................................191
Exploring the sewers.....................................................................................................................194
Reporting back to Admiral Havelock.............................................................................................197
Going to the Golden Cat club........................................................................................................199
Mission 3 - House of Pleasure......................................................................................... 200
Mission plan..................................................................................................................................200
Getting past the first watchtower...................................................................................................204
Meeting with the Bottle Street Gang leader ..................................................................................208
Reaching Clavering Boulevard......................................................................................................213
Finding Crowley in Dr Galvanis flat..............................................................................................219
Getting past the second watchtower.............................................................................................225
Infiltrating the Golden Cat club......................................................................................................232
Exploring the Golden Cat club......................................................................................................240
Rescuing Emily.............................................................................................................................248
Exploring the Art Dealers Apartment............................................................................................252
Choosing how to eliminate the Pendelton Twins ..........................................................................260
Meeting Samuel and Emily at the boat .........................................................................................270
The Hound Pits Pub #4..................................................................................................... 271
Meeting with the Loyalists.............................................................................................................271
Trip to Sokolovs place..................................................................................................................273
Mission 4 - The Royal Physician ..................................................................................... 274
Mission plan..................................................................................................................................274
Getting around the first outpost.....................................................................................................276
Getting around the second outpost...............................................................................................281
Exploring Pratchetts apartment and the neighboring houses.......................................................292
Reaching the drawbridge..............................................................................................................299
Reaching the other side of the drawbridge ...................................................................................303
Deactivating the drawbridge spotlights .........................................................................................312
Freeing Alec..................................................................................................................................316
Getting around the third outpost....................................................................................................325
Exploring the neighborhood of Sokolovs apartment.....................................................................334
Gaining access to Sokolovs apartment........................................................................................340
Exploring Sokolovs apartment......................................................................................................344
Finding Sokolov.............................................................................................................................350
Abducting Sokolov........................................................................................................................353
The Hound Pits Pub #5..................................................................................................... 358
Interrogating Sokolov....................................................................................................................358
Trip to the Boyle Estate.................................................................................................................363
Mission 5 - Lady Boyle's Last Party ................................................................................ 365
Mission plan..................................................................................................................................365
Exploring the Estate District..........................................................................................................366
Crossing the river..........................................................................................................................372
Exploring the Boyle Estate surroundings ......................................................................................375
Infiltrating the Boyle Estate...........................................................................................................378
Dishonored Game Guide 4 / 816


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Exploring the Boyle Estate garden................................................................................................386
Accessing the Boyle Estate building.............................................................................................392
Exploring the basement and the ground floor of the Estate..........................................................395
Exploring the Boyle Estates first floor...........................................................................................400
Identifying the target......................................................................................................................409
Choosing your way of eliminating Lady Boyle...............................................................................412
Meeting with Samuel at his boat...................................................................................................417
The Hound Pits Pub #6..................................................................................................... 423
Meeting with the Loyalists.............................................................................................................423
Trip to Dunwall Tower...................................................................................................................428
Mission 6 - Return to the Tower ...................................................................................... 429
Mission plan..................................................................................................................................429
Reaching the waterlock top level ..................................................................................................431
Reaching the Dunwall Tower........................................................................................................436
Exploring the area around the Dunwall Tower..............................................................................444
Infiltrating the Dunwall Tower........................................................................................................451
Exploring the Dunwall Tower Ground Floor..................................................................................457
Exploring the Dunwall Tower First Floor.......................................................................................462
Exploring the Dunwall Tower Second Floor..................................................................................474
Exploring the Dunwall Tower Third Floor......................................................................................479
Infiltrating Lord Regents chambers ..............................................................................................482
Choosing how to eliminate the Lord Regent.................................................................................486
Exploring Dunwall Towers Roof ...................................................................................................492
Returning to Samuel .....................................................................................................................499
The Hound Pits Pub #7..................................................................................................... 501
Meeting with the Loyalists.............................................................................................................501
Mission 7 - The Flooded District...................................................................................... 503
Mission plan..................................................................................................................................503
Finding your way out of the warehouse ........................................................................................505
Exploring Rudshore Waterfront.....................................................................................................510
Making your way to the Greaves Refinery....................................................................................516
Exploring the Greaves Refinery area............................................................................................522
Reaching the location where Corvos gear was dropped..............................................................526
Getting to the Central Rudshore...................................................................................................537
Exploring Central Rudshore..........................................................................................................542
Infiltrating Dauds headquarters ....................................................................................................547
Reaching Dauds chamber............................................................................................................551
Choosing how to eliminate Daud..................................................................................................554
Getting to the tunnel underneath Dauds headquarters ................................................................562
Exploring the area around the quarantine wall..............................................................................566
Meeting the survivors....................................................................................................................577
Getting across the quarantine wall................................................................................................586
Reaching the sewer entrance.......................................................................................................597
Exploring the first part of the sewers.............................................................................................600
Obtaining the access key to the second part of the sewers..........................................................607
Exploring the second part of the sewers.......................................................................................622
Dishonored Game Guide 5 / 816


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Mission 8 - The Loyalists ................................................................................................. 626
Mission plan..................................................................................................................................626
Reaching the pub's vicinity............................................................................................................627
Infiltrating the pub..........................................................................................................................629
Exploring the pub..........................................................................................................................637
Meeting with Piero and Sokolov....................................................................................................641
Activating the arc pylon on the workshop's roof............................................................................645
Exploring the Pub's vicinity............................................................................................................652
Reaching the signal flare use site.................................................................................................655
Meeting with Samuel.....................................................................................................................658
Mission 9 - The Light at the End...................................................................................... 660
Mission plan..................................................................................................................................660
Reaching the area around the fort ................................................................................................662
Exploring the area around the fort.................................................................................................665
Infiltrating the fort ..........................................................................................................................668
Exploring the fort...........................................................................................................................679
Gaining access into the gatehouse...............................................................................................687
Reaching the Lighthouse elevator.................................................................................................696
Infiltrating the Lighthouse..............................................................................................................705
Endings .........................................................................................................................................711
Collectibles ....................................................................................................................... 720
Introduction...................................................................................................................................720
Runes - how to find runes .............................................................................................................725
Runes - list of Corvos powers ......................................................................................................728
Runes - locations - p. 1.................................................................................................................730
Runes - locations - p. 2.................................................................................................................746
Bone Charms - how to find bone charms......................................................................................758
Bone Charms - list.........................................................................................................................760
Bone Charms - locations...............................................................................................................764
Sokolov's Paintings - how to find paintings...................................................................................783
Sokolov's Paintings - locations......................................................................................................784
Audiographs - how to find audiographs.........................................................................................793
Audiographs - list..........................................................................................................................794
Blueprints - how to find blueprints.................................................................................................797
Blueprints - locations.....................................................................................................................798
Miscellaneous ................................................................................................................... 805
Merchants .....................................................................................................................................805
Steam achievements.....................................................................................................................813

Dishonored Game Guide 6 / 816


Dishonored Game Guide



This is an unofficial guide for Dishonored. It contains a very detailed description of how to
complete all of the missions. Description of each of the stages contains (currently under
preparation) information concerning:
The completion of main and side tasks;
Possible paths leading to further areas;
Effective ways of eliminating both the encountered characters and safety systems;
The solution of puzzles;
Finding hidden items.


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Color coding.
This guide has been colour coded in a following manner:
Brown for important characters, regardless of whether they are friends or foes.
Blue for the explored areas (the names of the areas have been put in square brackets).
Green for regular items to be found throughout the game (gold, medicine, basic
weaponry etc.)
Orange for secret items (treasures) to be found throughout the game, as wel as for
items of special interest (eg. keys or quest items).

Jacek "Stranger" Halas

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Controls - PC


Movement

Jump

Sneak mode

Run

Lean left

Lean right

Use item/interact

Blade attack

Use power or item

block/ choke (hold down)

Zoom in

Display powers/weapons/items menu (hold down)

Switch between hotkeyed items.

Drink a health elixir

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Drink a spiritual remedy

Corvos journal

Quick save

Quick load

Hotkey 1

Hotkey 2

Hotkey 3

Hotkey 4

Hotkey 5

Hotkey 6

Hotkey 7

Hotkey 8

Hotkey 9

Hotkey 10


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Controls - Xbox 360




Movement

Run

Camera control

Zoom in

Jump

Sneak mode

Draw/hide weapon (hold down)

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Lean (hold down) / Adrenaline attack

Hotkey 1

Hotkey 2

Hotkey 3

Hotkey 4 / Drink elixir

Display powers/weapons/items menu (hold down)

Items / Powers

Block / Choke (hold down)

Bladed attack

Corvos journal

Pause


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Controls - PlayStation 3




Movement

Run

Camera control

Zoom in

Jump

Sneak mode

Draw/hide weapon (hold down)

Lean (hold down) / Adrenalin attack

Hotkey 1

Hotkey 2

Hotkey 3

Hotkey 4 / Drink elixir

Display powers/weapons/items menu (hold down)

Items/ Powers

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Block / Choke (hold down)

Bladed attack

Corvos log

Pause


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Walkthrough
Prologue - Returning Home
Encounter with The Emperess

New Main Quest: Meet the Empress in the gazebo



Wait for the boat to dock and Take the passage to [Dunwall Tower] (the above screenshot).
On your way there, you can initiate dialogues with characters you pass, but its not required.
You can already acquaint yourself with all of the pages of the in-game manual (available after
pausing the game), although individual hints should display on your screen at appropriate
moments.

New Optional Quest: Meet Emily under the stone bridge


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Try and go over the bridge to meet Emily, the Empress daughter. Depending on what you
like, you can either agree to a small hide-and-seek (upper- right dialogue option) or refuse
and focus on the main quest itself (right-middle dialogue option). If youve agreed to play
hide-and-seek, turn right after youve reached the other end of the pier and go down the
stairs. Approach Emily to listen to the game rules.

New Optional Quest: Use the environment to hide from Emily.


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After Emily begins, enter sneak mode by pressing C key. Additionally, you need to hide in a
dark place and make sure that you are not within the girls sight. I recommend hiding behind
one of the supports of the stone bridge (the above screenshot). Remain in hiding until Emily
announces the games end.


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Regardless of whether you have agreed to lay with Emily or not, you need to continue your
travel to the place where the Empress is staying. On your way there, you may meet up with
Anton Sokolov and the High Overseer Campbell, and also drink up the contents of the
flask with Cidre in it. All of these are optional, however. After you reach your destination (the
above screenshot), listen to the conversation between Empress Jessamine and Spymaster
Burrows.


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Approach the Empress and press F key to give her the letter. The meeting will be
interrupted by hostile assassins.


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Defeating the assassins

New Main Quest: Protect the Empress and Emily



You are now up for a fight that, in itself, is a guide o how to fight battles at close quarters.
Your enemies can be, basically, eliminated in two ways. The first one is to use your firearms,
which is activated with the right mouse button. Note that your ammo is limited.


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Variant two is using your blade. In this case, I suggest performing effective blocks, activated
with the CTRL key. If you timed your block correctly, this will knock your opponent off
balance (the above screenshot) and expose him to an attack. Your blade attacks can be
initiated with the left mouse button. After you deal with the assassins, you will watch several
cut scenes, and you will be promoted to the games main quest.


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Mission 1 - Dishonored
Breaking out of the cell

New Main Quest: Read the message



This mission will take place entirely in [Coolridge Prison]. Take the opportunity and note
that you can already access the characters journal (by pressing J key). Apart from
information on current quests, it contains contents of the documents you find. The last tab is
the player characters Inventory. After you acquaint yourself with the journal, approach
Bread on the floor and press F key to find anonymous message and Corvo's cell key.


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Finding the explosive

New Main Quest: Take a weapon


Use the key that you have just acquired to open the cell door. After you leave the cell,
approach the table located right in front of you and collect gold and city watch sword.

New Main Quest: Fight or sneak your way to the footbridge


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Enter the sneak mode (C key) and go left. Stop at the entrance to the new room and wait for
guards to dissipate. You definitely should not try to fight your way through, especially that,
as of now, you do not have any pistol and youd have to fight four guards. It is better to stay
hidden.
Warning I recommend saving your progress, as often as possible, by selecting the
appropriate option after you pause the game, or by hitting the F5 key regularly.


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Carefully, approach the first guardian. You could kill him (left mouse button) but its better
to go for a more stealthy variant and knock him unconscious. You do this by pressing, and
holding down, the left CTRL key (the above screenshot). After you either kill or knock the
guardian down, lift the body and carry it over near the area where you have started. I
recommend developing the attitude of hiding bodies in dimly lit places, which will decrease
the risk of alarm being sound later on.


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Approach the room with guards again. You may behave two different ways here. If you want
to dispose of the guards, I recommend following the one that went to the neighbouring room
(the above screenshot). Only after you deal with him, turn your attention to the other one. In
both cases, I recommend that you loot the guards gold, by pressing the F key (you need to
be sneaking behind the looted person).


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The other way is to avoid both of the guards without eliminating them. I recommend that you
use the pillars if you chose to do that. Since the pillars do not ensure maximum cover,
position yourself as close to them as possible. In this case, leaning from behind the pillars
(Q and E keys) helps.


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In the second room, in which one of the guards used to stop, you can find two valuable
items, i.e. Sokolovs health elixir and a pistol. Move to the next room, position yourself in
the spot shown in the above screenshot and start climbing. You do this by approaching walls
or interactive objects and pressing the SPACE key after an appropriate icon appears.

New Main Quest: Proceed across the walkway to the Interrogation Room


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After you reach the upper level, search the area for gold, food (it is consumed on the spot, so
you will gain nothing if youve lost no health points), pistols (Corvo only replenishes his
ammo) and another two Sokolovs health elixirs. Approach the door that leads to the
footbridge. If you are still sneaking, it is a good idea to peek through the keyhole (by pressing
and holding down the F key), to make sure that the guard is not facing you.


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Open the door and explore the area for gold and carefully approach the guard. Steal from
him the yard walkway key. I recommend that you additionally neutralize him (its up to you
how), although you can leave this place if you do not want to eliminate anybody. In order to
do that, you need to walk through the gate on the left (the above screenshot) and use the key
to open it (you may ignore the stairs to the right. Everything you would find there is a small
room with rats in it). This way, you will reach Yard Walkway.

New Main Quest: Enter the Interrogation Room


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Collect gold and follow the narrow passage. Watch out for the guard that will appear in front
of you out of a sudden. Look around for a gold pouch and follow the abovementioned enemy.
Depending on what you like, you may either neutralize the guard (the above screenshot) or
avoid him carefully, and wait for him to move towards the walkway again. Regardless of
whitch path you choose, go down (or jump down) downstairs, collect gold and choose the
door to the interrogation room.

New Main Quest: Pick up the explosive


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I recommend that you start by exploring the first room of the interrogation area carefully.
Interact with the device shown in the above screenshot to acquire the first Audiograph
Interrogation of the Royal Protector. Apart from that, you can also find gold and duty
officer's report.


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Go now to the other room. In here, you can find gold and a book (The Trials of Aptitude).
Finally, open the safe and collect the clockwork explosive.


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Planting the explosive

New Main Quest: Cross the yard



Exit the interrogation room and note that one of the Guards opened the door to the prisons
main yard (the above screenshot). Go there and enter [Prison Yard]. Go down the stairs, hide
behind one of the pillars and wait for the opponents conversation to finish.


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You may have already noticed that one of the guards positioned himself to the right, whereas
the other one is patrolling the yard and stops briefly here and there. If you want to avoid the
guards you should take the path to the right shown in the above screenshot. This way you
will easily reach the stairs. If you decide otherwise, deal with the stationary guard first and
after you hide his body, turn your attention to the other one. There is nothing interest worthy
in the yard, apart from a small amount of gold, although one of the guards has a yard key
on him.


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You can reach prisons next location in two ways. You can either climb the stairs mentioned
earlier (the above screenshot), or return to the starting point and use the yard key (the one
stolen from the guard) to open the door located near the cell that was earlier occupied by
Corvo. In my opinion, however, this is not necessary. Either way, you will get to [Control
Room Section].

New Main Quest: Enter the hallway leading to the outer door


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The last area of the prison can be reached in two different ways. Variant one assumes using
the pipes adjacent to the wall on the right of the room you are currently in. Wait until the
guards disperse and go right hiding behind objects on your way (the above screenshot). Find
the place where you can start to climb by jumping from one pipe onto another.


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Reach the highest pipe and go towards your current destination. After you reach a new area
it is up to you either to jump down somewhere in a safe spot (e.g. the balcony to the left that
is occasionally occupied by one of the guards) or land on the guard visible in the above
screenshot and execute him (by pressing left mouse button right before landing).


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Variant two assumes opening the gate that you can see in the distance. In the case of this
variant, I suggest dealing with the guard patrolling the corridor first. You just need to make
sure that you do it out of anybodys sight (the above screenshot). Traditionally, you need to
drag the unconscious or killed guard into a darkened spot.


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Now deal with the two guards occupying the side rooms. Start with the one located the
closest to the starting point and enter it only after the guard turns away (the above
screenshot). Next, peek through the keyhole and enter the neighbouring room at the right
moment to deal with the last of the guards.


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After you deal with all of the guards, it is a good idea to explore side rooms for gold, food,
ammo and Sokolovs health potion. Then intereact with the switch located in the second of
the side rooms. Warning if you do not want to attack guards, you should immediately make
use of the door leading to the room with the switch, being mindful of course, of the last of
your enemies actions.

New Main Quest: Plant the explosive


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There are two characters between you and the wall that you need to plant the explosive on.
The first one of them is standing at the gate (the above screenshot). If you are on the lower
level, you need to attack him and drag him away into a dark location, being careful, at the
same time not to get within the sight of the other one of the enemies. If you are on the pipes
on top, you may either jump down onto the guard or avoid him by choosing pipes leading to
the balcony on the left.


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The other one of the guards is patrolling the upper balcony and the area near the wall you
are trying to approach. Regardless of your position (lower level or the pipes) you may get him
from behind and neutralize, or try to avoid him. In the case of the latter, I recommend
turning your interest to the objects that you can hide in, like a crate or a trash container.


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If its possible explore the area to find food, ammo and Sokolovs health potion. You can
also use the switch to close the gate, which will make it a bit easier to avoid guards after the
explosion occurs. The last thing to do is plant the explosive on the marked wall (by pressing
F key).


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Breaking free from Coolridges prison

New Main Quest: Jump from the bridge



I recommend that, right after you plant the explosive, you turn left and hide inside the crate
shown in the above screenshot. Theoretically, you could run out of the prison right after the
explosion. It is, however, a better idea to wait for the guards, who appear here after the
explosion, to leave the area after they explore it.


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Go through the hole in the wall and jump into water. Dont worry about falling from height. I
recommend that you note the guards patrolling the walls to the right. You should definitely
avoid getting within their sight because they are armed with firearms and may attack you
even at a distance this large.

New Main Quest: Reach the sewer tunnels


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Its a good idea to stay underwater to avoid being spotted by guards. Swim up to the wall
occupied by the enemies and turn towards the sewers entrance (the above screenshot)

New Main Quest: Escape into the sewers


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Before entering sewers, make sure that guards are not looking your way. This way you will
avoid unnecessary alarm. Take the narrow path to reach a new location (you need to confirm
that you actually want to enter this location by choosing the upper-right option).


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Finding the supply chest in the sewers

New Main Quest: Find the supply chest in the sewers



Start exploring [Dunwall Sewers], by opening the closest gate. After you teach the blocked
passage, collect food and a note from a friend, then start climbing by grabbing onto further
chests. Your destination is the section localized near the ceiling. Go straight here and watch
a very interesting cut scene featuring a guard and a small group of rats.


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Follow the narrow passage until you wind up in a spot where you will be able to jump down
to a lower level. Go straight here and reach a wider tunnel. Do not approach the rats visible
to the right, or else theyll attack and there is no point in wasting ammo on them, because
you would gain nothing. I recommend jumping into water right away and follow the current
to reach the partially flooded tunnel shown in the above screenshot.


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After you swim through the tunnel, get out of water and collect gold and Damien's Journal.
Climb up the stairs and approach the body hanging on the cranking mechanism. Carry the
body away (just drop it anywhere) and interact with the crank itself. Press and hold down the
F key until a new passage opens.











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Continue your exploration of the sewers and keep your eyes open for food on your way. You
should be able to reach a much larger room with rats in it. You need to solve an easy puzzle
here. Begin by reaching the central platform with bodies on it (the above screenshot).
Meanwhile, you need to avoid the abovementioned rats, so try and jump over from one large
object to another, and use ground only to run to the main platform.


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Approach any of the bodies and lift it (press and hold the F key) and toss it (left mouse
button) so it lands on the ground. This should draw the attention of the rats, which will give
you enough time to reach another cranking mechanism and interact. Note if rats attack you
anyways, try and toss the next body even further away from the crank. If you, however run
out of bodies, wait for guards to throw further bodies into the sewer.


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Press and hold down F key until you fully use the mechanism and go through the newly
opened passage. After you find yourself in a wider tunnel, turn right and climb up the stairs.
Look around the place for gold and food. Approach the chain and press F key to grab it.
Start climbing it and press the SPACE key once you reach the upper platform to jump onto
it.


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There is a larger area ahead of you and while exploring it you will have to pay attention to
two traps that activate whenever either of the vertical cords is touched. Start by exploring the
surroundings of your starting place, as well as the lower level (for the time being ignore the
stairs to the left and the corridor to the right) to find food and gold. It is also worthwhile to
jump into water and examine the dead body floating there. Return now to the starting point
and turn your interest to the upper balcony shown in the above screenshot. Jump towards
the balcony and press the SPACE key to climb onto it.


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Jump over the large pipe ahead of you to reach a place where there is a launcher connected
with one of the traps (the above screenshot). Interact with the launcher to disarm it and
acquire an incendiary bolt.


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Jump over the pipe again and go through a plank with a skull painted at the end of it (the
above screenshot). After you reach the end of the plank, jump over the balustrade. Look
around for Sokolovs health potion and gold. You may also disarm the second one of the
launchers and acquire another incendiary bolt.


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Return now to your starting point. With both of the launchers disarmed, you may well cut
the cord in your way (the F key) because you will come to no harm now. Choose now the
stairs you ignored earlier, and ignore the other vertical cord. Explore the new area thoroughly
and find gold. Finally, approach the supply chest shown in the above screenshot . Read to
the Lord Protector and collect special equipment, i.e. Corvo's crossbow, Corvo's folding
blade and Dunwall sewers gate key.


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Finding a way out of the sewers

New Main Quest: Escape the sewers to meet a new ally



If you nowa want to , make any alterations in your equipment, you should press and hold
down the middle mouse button (I recommend pairing up your blade with your crossbow with
sleeping bolts). Otherwise you should use the key from the chest to open the nearby gate.
Youd better avoid the new trap by following the games suggestion, which is by running (the
SHIFT key) and sliding (by pressing the C key the above screenshot). After you do that,
collect the incendiary bolt from the launcher to the right.


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Remain in the location where you avoided the last one of the traps. Look around for food and
a note (Jelly's share). Read the note and explore the area to find digits 451 painted behind
the empty bottles. Now approach the safe shown in the above screenshot and enter the
combination , which will lead to opening the safe. Inside you will find gold and Sokolovs
health potion.


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You may now go on (easy climb). After you reach the next area, you I recommend that you
mind your steps because you are nearing the only area in the sewers with guards in it.
Explore the area for food, health and Sokolovs health potion. Decide now whether you
want to jump into the main hole or into the side hole to near yourself to the edge (the above
screenshot).


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Traditionally now, you should wait for the guards to disperse. All in all, there should be only
one guard left below and you may do one of three thins here. If you dont mind eliminating
your opponents, jump down onto the guard and perform execution (left mouse button right
before landing). If you want to put him to sleep, jump down right behind him (the above
screenshot) and press and hold down the left CTRL key. If you choose to avoid him, wait for
him to go right and quickly start exploring further part of the sewers.


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Its quite a pleasing information that you can easily avoid encountering all of the remaining
enemies patrolling the sewers. You can pass overhead on pipes above (the above screenshot)
or use the chain of underwater tunnels. In the case of the former, you need you would have
to turn left immediately after reaching the next area. If you however dream of taking a diving
class, just remember to resurface regularly underneath metal footbridges, which will ensure
not being noticed.


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You can equally well eliminate the three guards around, but due to dim lighting of the area
might this prove burdensome. I recommend that you wait until two of the guards position
themselves at the two balustrades shown in the above screenshot. After you dispose of them,
deal with the remaining one. Because he changes his location often, it is best to swim up to
him.


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If youve eliminated all of the guards, you should devote a few moments to finding gold, food
and Sokolovs health potion (on the side balcony connected with rocks that you first need
to swim up to). Otherwise you should immediately go towards the passage leading up to the
next part of the sewers (the above screenshot).


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Go down the quite linear path. On your way you should take a look into one of the trash
containers, where you will find food and gold. You need to reach the Dunwall sewer exit
shown in the above screenshot.

New Main Quest: Talk to Samuel the Boatman


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Approach Samuel and initiate a conversation with him. At the end of the meeting you need to
decide if you want to leave the area right away (the upper-right dialogue option) or you want
to remain here (the middle dialogue option). In the latter case, you might wish to explore the
nearby water reservoir in search of additional loot. I recommend against it, though. There are
a lot of piranhas in these waters and youd have to kill them from the surface or lose a lot of
health points. Leaving with Samuel means completing this mission.


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The Hound Pits Pub
Meeting with the Loyalists

New Main Quest: Meet with the Loyalists in the bar



Wait for Samuelas boat to reach [The Hound Pits Pub] And follow him. Enter the pub
through any of the doors (it may be the one with Samuel at it the above screenshot).
Warning - the location is a sort of a base, and you will be returning here many times during
your gameplay. The area is vast and it is rich in loot (gold, notes, books, audio journals etc.),
but you do not need to set out to find them all right now. I would even strongly advise
against it, at least until you unlock Blink power (teleport). Thats when you will be able to
reach several initially inaccessible locations. This will also make it easier to travel between
individual islets (less problems with piranhas).


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Enter the pubs main room and approach the characters at the counter - admiral Havelock
and lord Traevor Pendleton. Listen to the conversation, at the end of which you will be sent
to Piero.

New Main Quest: Meet Piero in his workshop near the dock


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Exit the building, youd best choose the same door that Samuel used to stand at. Turn right
and enter the newly opened workshop building, occupied by Piero. Initiate conversation with
him and you will be asked to perform an easy task.

New Main Quest: Get a fresh whale oil tank from upstairs


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Go upstairs and approach the device on the right (the above screenshot) and collect whale
oil tank.
Note If you drop the tank or cause it to detonate in any other way, you will have to undergo
an additional procedure. Youd have to summon an empty tank using two devices located
upstairs, and fill it with whale oil.

New Main Quest: Place the whale oil tank in the receptacle


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Return downstairs and approach the receptacle automatically. Piero will reward you with an
assassin's mask, and additionally he will let you buy supplies and upgrades from him (the
upper right dialogue option). If you have enough gold, it is of course worth to buy something
cool.

New Main Quest: Go to bed and get some rest


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Go back to the pubs main building. Right after you enter it, turn right and you will be facing
a staircase (the above screenshot). Use the stairs and go to the uppermost, fourth floor.

















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Go through rooms until you reach [Corvo's Chambers]. Approach the marked bed and
interact with it. Confirm that you want to go to sleep (upper-right option on the list)


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Somewhere Else...
Encounter with The Outsider

New Main Quest: Something's not right...



The whole of the level serves as an introduction to the supernatural, that Corvo will be
acquiring throughout the game. Begin by leaving the bedroom and following the linear path
to meet with the Outsider. The man will give you the first one of your powers, called Blink,
that works as a teleport.

New Main Quest: Use your Blink power to reach the Outsider


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Acquaint yourself with the short description of how the power works. It is much better to
point to the destination manually, i.e. by pressing and holding down the right mouse button.
Thats what you should do to teleport to the platform visible in the distance (the above
screenshot). Note each time you aim, make sure that Corvo will land safely, because falling
from heights may kill him.


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Collect the fallen letter and take a look into the chest that contains Piero's spiritual
remedy, which is a mana potion (used for propelling all powers used by the protagonist).
Start teleporting now from one platform to another (the above screenshot) and remember that
you do not need to hurry.


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Stop on the platform with Emilys petrified form and collect Emily's letter. Go forward to find
another chest with Pieros spiritual remedy. Make sure to teleport to the higher platfor
correctly (the above screenshot). Your destination is the platform with the Outsider on it. He
will give you the heart and instructions on how to find runes.

New Main Quest: Use the Heart to find the hidden rune


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Make sure that you select the heart on the list (by holding down the middle mouse button).
Collect another Piero's spiritual remedy and go straight ahead. On your way, you need to
jump into the hole shown in the above screenshot. Go to the other end of the room and jump
down again, to land near a chest with the fourth Piero's spiritual remedy.


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Keep jumping down from a platform onto another.In order to get to a platform with a runeon
it, you will have to use Blink (teleport) again, so select it in the roll- down menu (or press the
appropriate hotkey). After performing two successful teleports, approach the rune and collect
it. Use the rune to unlock the first power from the list (there are two to choose from) and
listen to the last conversation with the Outsider.


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The Hound Pits Pub #2
Meeting with the Admiral

New Main Quest: Speak to Admiral Havelock in the bar
New Optional Quest: Use the Heart to find the Rune near the Hound Pits Pub



I recommend that you deal with the optional quest first. Leave the pub and return to the
docks. From your inventory, select the heart and use it to find the rune. Thanks to this you
will determine that it is located on one of the islets.


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Depending on your preference, you may teleport from one islet over to another using Blink or
reach them swimming. In the case of the latter, however, you need to watch out for piranhas.
You may kill the fishes (using gun for example), or avoid them by swimming shorter
distances. Locate the islet with the rune on it (the above screenshot) and collect it. Caution
you do not have to use up the rune right away to acquire another one of the powers. You may
keep it, thus starting a collection of runes required for unlocking better powers


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You may now return to the pub and go to pubs main room to meet admiral Havelock.
Approach him and listen to briefing that he gives you. During the briefing you will learn that
your first task will be to murder Campbell the Overseer.


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Trip to Campbell's place

New Main Quest: Travel with Samuel the Boatman to your first mission (
New Main Quest: Take the blackmail journal from High Overseer Campbell
New Optional Quest: Ensure Captain Curnow survives his visit to the Office of High
Overseer



Exit the building and go towards docks. On your way there you should be stopped by
Callista and asked by her to save her uncle Geoff Curnow, who is the captain to the watch,
from death.


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Go to the docks and start your conversation with Samuel. Confirm your will to set out to a
new mission (the upper-right dialogue option).


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Mission 2 - High Overseer
Campbell
Mission plan

Overall Mission Premisses
The following mission takes place in the [Distillery District] and its officially the first level in
the game. This means, above all, that you will generally have more freedom when it comes to
exploring and you will be able to deal with problems you encounter in various ways. The
missions main goal is to neutralize the High Overseer Campbell, but its also possible to take
up several side missions. All of the steps to take have been described in this guide.






















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A shortcut
Below, you can find a list of all of the sub-points to this guide, connected with the described
mission. If you want to explore the area thoroughly, follow all of my instructions from end to
end. If you prefer to concentrate on the main mission instead, turn your attention only to the
pages with the note (compulsory) attached.
Further steps:
Reach the first wall of light (compulsory)
Examine the first wall of light (optional) I recommend doing the missions received
from Granny Rags, and saving Griff the Scavenger from bandits.
Cross the first wall of light (compulsory)
Break into Doctor Galvanis house Its best to start doing the mission only after it is
commissioned by Granny Rags.
Contaminate the elixir supply in the Bottle Street Gangs headquarters (optional) it is
best to do the mission only after you have already been to Doctor Galvanis Lab and
you have the infected rat viscera on you.
Cross the second wall of light (compulsory)
Reach Holger Square (compulsory)
Approach the High Overseer Campbells Office (compulsory)
Infiltrate the High Overseer Campbells Office (compulsory)
Explore the High Overseer Campbells Office (optional) Inside the building, you can
not only find loads of loot, but also complete an additional mission connected with the
archives.
Gain access to the meeting Chamber (compulsory)
Choose your way of eliminating the High Overseer Campbell (compulsory)
Reach the yard (compulsory)
Explore the yard (optional) It is best to explore the yard after eliminating the High
Overseer Campbell, because it needs to be crossed in order to come back to Samuel.
Meet with Samuel (compulsory)

Area Maps
The below maps may serve as an additional help while navigating the area. A noteworthy fact
is that you can also find these on your own. The first one of the maps is to be found near the
first one of the walls of light, the second one is located near the Overseer Martins holding
place. The third one (in two versions) is located on the first floor of Overseer Campbells
building.








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Map 1 Distillery District the Main Part


Legend:
A Mission Starting Point
B the first wall of light
C side alley
D Granny Rags
E Doctor Galvins apartament
F the second wall of light
G side alley
1 passage to the Holger Square
2 The Golden Cat
3 Distillery
4 the square separating both walls of light








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Map 2 Holger Square


Legend:
A the starting point of the square exploration
B locked gate
C the starting point of the yard exploration
D docks
1 High Overseer Campbells building
2 yard passage












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Map 3 High Overseer Campbells building


Legend:
A staircase
1 High Overseer Campbells building entrance
2 a room with urns
3 ground floor main hall
4 a room with urns
5 yard passage
6 to the basement
7 meeting room
8 the archives
9 the interrogation room


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Reaching the first Wall of Light

New Main Quest: Get past the first Wall of Light
New Main Quest: Take the blackmail journal from High Overseer Campbell
New Optional Quest: Use the Bottle Street alleys to get around the Walls of Light
New Optional Quest: Ensure Captain Curnow survives his visit to the Office of High
Overseer
New Optional Quest: Talk to Granny Rags in her apartment



Your first quest is to get to the place where there is the first wall of light located. The easiest
way to get there is to follow the main path. The area is patrolled by a sole guardian and
depending on your preferences, you may either kill him, avoid him or put him to sleep. On
your way there, keep your eyes peeled for food, gold and a note (Arthur's Note).


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There is another variant, though. You can jump into water and proceed alongside the
waterfront until you reach the rocks shown in the above screenshot. Climb up these rocks
and you will wind up near your current destination without the necessity to worry about
being spotted by anyone. Note You do not need to worry about civilians (save crooks that
you will meet later on). They do not raise alarm when they see you.


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Before you approach the first wall of light, it is a good idea to search around for the first Bone
Charm. The charm is hidden at the end of the bridge, from which two guards throw corpses
into water. The easiest way to reach the amulet is swim up to the rocky ledge shown in the
above screenshot and grab onto a loose chain. In the meantime, you should also make use of
the Heart to determine the Charms whereabouts. You also need to watch out for piranhas,
as far as it is possible, avoid meeting running into them and limit time you spend in water to
a minimum.


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Climb up the chain and jump onto the top platform shown in the above screenshot. Collect
the Bone Charm, and food, gold and a book. Note do not walk along the bridge. There are
three guards further on and it would be difficult to avoid being caught within their sight. It is
way better to return down and reach the wall of light following the method described above
(by following the main path or by climbing up the rocks).


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Exploring the area near the first Wall of Light



Start the exploration of the location around the first wall of light. Since the location is well lit,
Id recommend that you attach more care to staying in dark. Also, do not come near the
abovementioned bridge. Examine each trash container and every crate to find gold and
food.It is also worthwhile to gain access to the guard booth shown in the above screenshot,
because inside you will find a vial of Sokolovs health elixir, Pieros spiritual remedy, a
Note to Sergeant Hayburn, a spring razor and a rewire tool.


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After examining the immediate surroundings of the first wall of light, go into the alley to the
right. On your way, you will find another Sokolovs health elixir. You may also Blink
(teleport) to the roofs of the nearby buildings to find a dead body with gold, bolts and
Lookout Orders. Then enter the building shown in the above screenshot, i.e. Granny Ragss
house.


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Start exploring Grannys house to find there food, gold, sleeping bolts, Pieros spiritual
remedy and a rune hidden in the basement. To wind things up, talk to Granny (the above
screenshot). During the conversation, you will receive Granny's front door key and you will
be asked to solve the problem of the bandits at the door.

New Optional Quest: Deal with Granny's gentlemen callers


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The bandits are hammering on Grannys doors. The easiest way to deal with them is open the
door and put up a fight. Its a good idea to use the pistol, the crossbow of your powers during
the fight. Watch out especially for those of the bandits that can breathe fire. If you dont
want to kill the bandits, you can go to the upstairs door, get them from behind and render
them unconscious with sleeping bolts. Regardless of your approach, you are supposed to
neutralize all three bandits.

New Optional Quest: Revisit Granny Rags
New Optional Quest: Collect your gift from Granny Rags


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After you win, return to Granny and talk to her. During the talk, you will learn about the
reward. Go now to the first floor and find the reward to be a rune. Listen to another
conversation with the Granny and receive another quest. This time, you will be asked to
break into doctor Galvanis apartament and steal a poison that you will have to place in the
headquarters of the local gang. Note the description to the first part of this quest is to be
found in the section Break into Dr Galvanis House,whereas, the description of the second
part is to be found in section Contaminate the elixir supply in the Bottle Street Gangs
headquarters.

New Optional Quest: Break into Dr. Galvani's Flat on Clavering Boulevard


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Exit the building and resume the exploration of the side alleys to find gold, food, pistol
ammo, Pieros spiritual remedy and sleeping bolts. Ignore the distillery building and stop
only after you see two bandits hammering at the door of a building with a civilian in it (the
above screenshot).


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Its a good idea to eliminate both bandits, and its best to do it as soon as they finish talking
to the civilian. They should scatter at this point and, as a result, it will be easier to render
them unconscious or kill them. After you eliminate both of them, approach the barred
passage and smash the planks using your blade (the above screenshot).


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Talk to the dealer Griff, who will thank you and offer his goods. I recommend that you, in
particular, buy the blueprints that he has for sale. You will be able to use them to construct
new items on your return to the pub. Note throughout the further part of this quest, Griff
will be occupying a nearby square, and not the inside of the building where you found him.


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Explore now the building that Griff was staying in. On the ground floor, you will find gold
and food, and a bone charm on the first floor (the above screenshot), plus gold and a book.
Leave the building now and take a turn to the right twice. You should reach a flat with food,
gold and three books in it.


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Getting past the first Wall of Light



After you have sufficiently explored the first part of the district, consider how to go around
the first wall of light. The possibilities are plentiful and the game itself will suggest a few of
them, by displaying hints after you approach the wall. Note do not try to get through the
wall without preparation (even by means of teleporting), because this equals to Corvos death.
The easiest, in my opinion, solution to this problem is to remove the whale oil container from
the slot shown in the above screenshot. This will stop power supply to the wall.


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A method equally easy is to climb up on the items located to the left or to the right of the
active wall. Its advisable especially that you do not even have to use teleportation while going
up.


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If you have done in accordance with my suggestion and explored the districts side alleys, you
may now start climbing in near the building in which there was Griff (the above screenshot)
or in the spot in which the dealer will be standing after you free him.














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One of the most sophisticated ways to get around the wall of light is by using the force of
Possession, assuming that its already available for you to use. You would have to find a
damaged grate to the left of the gate (the above screenshot), possess one of the nearby rats,
and get through to the other side/


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A less obvious thing to do is to hack the control panel, to the right of the wall, using a rewire
tool . The action modifies the operation of the wall in such a way, that it now lets Corvo
through and kills enemies that try to get through it.

New Main Quest: Get past the second Wall of Light


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Right after you go past the first wall of light, you will reach a small square. As far as its
possible, I suggest that you remain here on the upper levels, because the entire of the area is
patrolled by four guards. At the same time, you should turn your attention to one of the
balconies (the above screenshot) that can be reached from the Griff side. On the balcony,
there is a Sokolovs health elixir and a book. I suggest that you go now to Dr Galvanis flat
(and then to the ganga headquarters). If you want to focus entirely on the missions main
aim, you should skip to the part entitled Get past the second wall of light.


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Breaking into Doctor Galvanis House



The building that doctor Galvani lives in is located on the square between the two walls of
light, so it wont be long before you find it. The most obvious way of entering the house is
through the main entrance, but in this situation, you would start on the ground floor and
you would have to make your way through to the second floor.


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Another path you can take is to Blink (teleport) with the aim of reaching the balcony on
either the first or the second floor of the building. This will allow you to go around the guards
and Galvani;s servants on the lower floors. Regardless of which way of entering you choose,
start the exploration of [Dr. Galvani's Office].

New Optional Quest: Search for a sample of infected rat viscera


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The ground floor of the building is patrolled by guards. If you are patient enough, you can
eliminate them one by one, but you need to remember to carry the corpses away to the area
around the main entrance. Otherwise, I recommend that you go to the room to the left right
away and collect (Galvani building key) on your way.


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If possible explore thoroughly the entire ground floor. The items that you can find are: gold,
food, crossbow bolts, two Sokolovs health elixirs, pistol ammo, three books and a log
(Feeding Log). There are two ways of reaching the first floor you can go up the stairs (the
above screenshot), or use the Possession power to possess a rat and go through a damaged
ventilation system screen.


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The first floor of the building is initially occupied by a guard and a chambermaid. It is
worthwhile to wait until they finish their conversation, because then, the guard should go to
the second floor and leave the chambermaid exposed. Depending on what you like, you can
either go around her, choke or kill her. You cannot, however, expect her not to react when
she sees you, since she is Galvanis employee and would take you for a thief. It is worth
noting that the chambermaid has a Galvani building key on her, i.e. the key that you can
also obtain on the ground floor.


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You can find further valuable items (some of them are hidden in cabinets that need to be
broken) like gold, food, two books, two Pieros spiritual remedies, pistol ammo, sleeping
bolts and a safe (the above screeenshot). You can determine the safe combination by reading
Galvanis log its 287. In the safe there are two bars of gold 100 coins each.


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The second floor of the building is patrolled by a single guard, unless this is the floor that
you started the exploration on, and you havent yet witnessed the conversation of the guard
with the chambermaid. Just like on the lower floor, you can go around the guard, choke him
or kill him. The guard has a Galvani lab key on him. Some other valuable items can be
found around like two spring razors and Cleaning Instructions for the chambermaid.


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The secret room with the infected rat viscera in it, can be reached in two different ways.
Variant one is about reaching the side room shown in the above screenshot and finding
Pieros spiritual remedy on your way. While in the room, you need to Possess a rat and run
into the nearby ventilation shaft.


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Variant two is about reachimg the chamber from the main room on the second floor i.e. from
[Dr. Galvani's Lab]. It is also worthwhile to explore the entire lab for food, gold, two books, a
document (Galvani academy notice), Audiograph Galvani's Speculation, Sokolovs
health elixir and another Galvani lab key. To unlock the secret chamber, you need to
pullone of the books (the above screenshot).

New Main Quest: Contaminate the Bottle Street Gang's Bootleg Elixir with plague


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Regardless of the variant you choose, you will wind up in [Dr. Galvani's Secret Room].
Collect the book, gold, Pieros spiritual remedy and the plague rat viscera, after which you
will receive further instructions. You may now leave the building. It is best to do that through
the door in the main laboratory.


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Contaminating the bootleg elixir in the Bottle Street
Gangs headquarters



The Bottle Street Gangs headquarters is located in the [Dunwall Whiskey Distillery] that
you may have already found. You need to backtrack to the alleys near Granny Rags house
and the place where you met Griff. The entrance to [Dunwall Whiskey Distillery] is shown in
the above screenshot.


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The distillery is occupied by gang members and, unfortunately you need to expect them to be
hostile towards you. If you intend to eliminate the gangsters, Id strongly recommend using
your crossbow and eliminate them from distance. The main encampment is occupied by five
gang members, plus two at the entrance, who will start to patrol the area only as soon as you
come near the. Regardless of whether you decide to kill the gang members or just to
overpower them, I recommend that you hide the bodies afterwards. This will ensure that
nobody will find them afterwards. Its also worthwhile to loot the bodies for gold and two
distillery master keys.


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Fortunately, theres an easy way to go around the gang members if you dont want to kill
them. You can go past the gangsters, and near the distillery entrance, using pipes (the above
screenshot), or on roofs of nearby buildings.


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If you have the opportunity to, Id recommend exploring the entire area in front of the
distillery entrance. Inside the roofed area to the left of the starting point, you can find gold,
food, sleeping bolts, distillery master key and a book. To the right of the distillery
building, there are a projectile launcher, gold and one more key. To the left of the entrance,
there is an enclosed area (the above screenshot) that may be opened with the key. Inside,
there is a Sokolovs health elixir, gold and a rewire tool.


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You can infiltrate the distillery in two ways. You can either enter through the main entrance
(the above screenshot), or use Possession on one of the nearby rats, in order to gain access
through the ventilation system.


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If you have decided for the variant with the main entrance, go straight ahead and stop in the
spot shown in the above screenshot. It is a good idea to perform a slide underneath the
tripwire in order to reach a projectile launcher and disarm it. If youve infiltrated the distillery
via ventilation system, you will end up in a small storage room. It is a good idea to loot it for
food, gold, Sokolovs health elixir, Pieros spiritual remedy, bullets, spring razor and two
grenades. I also recommend the control room on the right, where there is food, gold,a recipe
for Craxton and a key.


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You now need to decide on the path you want to take to reach the area, in which you need to
contaminate the elixir. It is much better an idea to choose the passage on the right that can
be accessed through the blue door. Watch out for two nearby guards and, at least one,
additional enemy patrolling the corridor between you and your destination (the above
screenshot). There also is one trap to disarm/avoid. You can also find gold and Pieros
spiritual remedy there.


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It is much more difficult to reach the door on the upper balcony (the above screenshot). Youd
have to watch out for two guards on the main level, a single one on the lower one,and one or
two more gang members on the balcony itself (one of them moves around between rooms). It
is good news, however, that you can get there not only by using stairs but also by climbing
the chain.


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Id recommend that you explore the upper room before you go about contaminating the elixir.
It is the one that may be guarded by a single guard. Inside you can find food, gold, Pieros
spiritual remedy, a book and a bone charm. Obtaining the charm is, unfortunately, very
troublesome, because you need to blink (teleport) to the beam underneath the ceiling (the
above screenshot).


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Having taken care of All the business, you can now return to the abovementioned corridor
with the trap in it, and find the entrance to a small room underneath the stairs (the above
screenshot) (you may enter either using the key or performing a slide). First, turn your
attention to gold, bootleg still instructions, a spring razor, Sokolovs health elixir and a
book.


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An interesting piece of information is that, before you contaminate the tank, you can make a
few elixirs for yourself. To do that, you need to pick up an empty elixir vial, drag it towards
the machine, put it in the slot and choose the middle option after you put it in the slot. If you
just want to contaminate the elixir, everything you need to do is choose the uppermost option
after you interact with the valve (the above screenshot).

New optional quest: Visit Granny Rags for your gift
New optional quest: Collect your gift from Granny Rags


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You may now leave the distillery. Be careful though because you may run into an trouble if
youve missed an enemy on your way here, or failed to hide a body correctly. Go now to the
Grannys place (near the first wall of light) and start a conversation with her. The woman will
direct you to a room upstairs for your reward. Just like in the case of the previous quest,
your gift is a rune. You may now return to the square separating both walls of light and
focus on the main quest again.


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Getting past the second Wall of Light



You can get across the second wall of light in two different ways. A more obvious variant is to
approach the wall and remove the whale oil tank. In the meantime, you would have to avoid
being seen by guards patrolling the area.


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A less obvious approach is to take side alleys, and it is connected with the optional quest for
the current mission. The abovementioned alleys are on a lower level, and you can get there
by finding the stairs, or by jumping down from to that level. After you get downstairs, do not
turn right. Otherwise you would run into a pack of rats. Instead, go left.


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You need to watch out for bandits also in this part of the map. The first one of them can be
neutralized very easily, though. A few steps further, you will witness an argument. Youd
better not attack anyone here; cleaning the area is a waste of resources in my opinion,
because the only things to find here are gold, Sokolovs health elixir and Pieros spiritual
remedy.It is best to wait until the adversaries turn at each other and seize the opportunity to
squeeze past them.


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Reaching Holger Square

New Main Quest: Travel through the gate to Holger Square



The passage to the Holger Square is guarded by four guards. Especially in this situation, I
would recommend dealing with them, or at least with the one occupying the guard booth,
since there is a rune hidden there (the above screenshot). You can also find food and a note
(confiscated rune) inside. Theres also a rewire tool on one of the crates outside.


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Still, if you dont want to be noticed by the guards and have to fight them, start climbing onto
the roofs using Blink (teleport), in order to get safely to near the gate. Interact with the gate
and confirm that you want to leave for the [Holger Square].

New Main Quest: Speak with Overseer Martin in Holger Square
New Main Quest: Use the release lever to unlock Overseer Martin


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After you get to the new location, go straight ahead. Carefully, approach the restrained
Overseer Martin and overpower or kill the guard standing in front of him. Afterwards,
approach Martin and use the lever on the left to liberate him. Then, listen to the
conversation.


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Reaching the High Overseer Campbells Office

New Main Quest: Find Campbell and Curnow in the High Overseer's Meeting Chamber
New Optional Quest: Search the Archive for information on the Heretic's Brand, a tool
for casting out Overseers



The nearby gate is locked, so you need to start climbing in the spot shown in the above
screenshot. The game will suggest Blinking (teleporting), but this should not be necessary,
because you can leap towards the more distant objects. Get to the upper balcony and listen
to two overseers conversing about casting out (Heretics Brand). This way you will obtain an
important side quest, because it is connected with eliminating Campbell. Jump down and
search the area for bolts and Sokolovs health elixir, but watch out for two overseers
patrolling the area.


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In order to approach the Overseers building, you need to go around the gate seen in the
distance. The obvious solution to this problem is to reach the precinct shown in the above
screenshot. Be careful, because there is yet another overseer inside. You can also find food,
bolts, spring razor, rewire tool, Pieros spiritual remedy and a note (Curnow's visit).


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The less obvious ways to get over the gate are an attempt to Blink over to the other side, or
Possess a random rat. If you do the latter, you will have no problems sneaking past the gate
(the above screenshot).


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Regardless of how you got past the gate, you should stop for a moment and take a look
around, because there are quite a few enemies in the area. The main street is patrolled by
four enemies, side alleys are watched over by two guards, and in the square right in front of
the Overseers building there should be three or four more. If you intend to go around the
guards, you should make an extensive use of teleporting, but also keep your eyes open for
spots where you can hide in shadows. If you, however prefer to eliminate the guards, try and
pick the ones that stray too far away from the others for the execution to be noticed. You also
need to remember to carry the bodies away into unlit and not watched places.


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When you manage to get near the main entrance to the Overseers building, you should also
make sure to check out two basement rooms (the above screenshot). In the one to the left,
you will find gold and Sokolovs health elixir. In the other one, youll get the opportunity to
overhear two guards talking in Campbells secret room. Before you take any decisive action,
finish the exploration of the premises to obtain gold, Sokolovs health elixir and a spring
razor.


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Infiltrating the High Overseer Campbels building



You can infiltrate the High Overseer Campbells building in many different ways. The most
obvious is using the main entrance (the above screenshot). It is not as bad an idea as it may
seem, because the main entrance is not guarded by anyone.


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A very interesting way to infiltrate the building is to reach the window sill on the first floor
(the above screenshot). You may do it by climbing up on the left of the main entrance. What
is even better, some of the opened windows lead directly to the meeting room, so you should
choose this way of handling matters if you want to deal with Campbell quickly.


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I definitely advise against taking the Back Yard located to the left of the Overseers building.
The point isnt that it is guarded by two guards, because you can easily go around them or
overpower them. The point is that you will have to cross the yard anyways on your way back,
after you eliminate Campbell. As a result, thats when its the best time to decide for a
thorough exploration (more about that in the Reach the Yard subsection).


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I recommend reaching the building through sewers, especially that the entrance to the
sewers is located right next to the precinct and the large gate that you have just gone past
(the above screenshot). Do not forget to loot the enemy standing on the grate, on your way
through. He has as much as 100 pieces of gold (requires using teleportation). Also keep
your eyes peeled for bolts and a Sokolovs health elixir.


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You should eventually reach a basement room (you can also reach it going from the side of
the square) and theres also a door leading to Kennels (the above screenshot). I recommend
going there, because not only will you reach the Overseers building, but also youll find a
considerable loot.


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The Kennel is patrolled by three guards, but only one of them will prove to be a formidable
opponent, since he is accompanied by a hound (the above screenshot). The main difficult is
that the dog remains behind the guard at all times, so you cannot get it from behind to kill it
or overpower. I recommend dealing with this type of situation by neutralizing the guard with
a sleeping bolt, and then, immediately, take care of the dog (its also highly recommendable
to use a crossbow)


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If you do not want to eliminate the enemies occupying the Kennel, you fortunately, can walk
along pipes hanging below the ceiling (the above screenshot) and reach the locations other
side.


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If its possible, you should definitely explore the entire Kennel. You should notice that, by
using levers on the walls, you can open individual cages. Note-you should be careful with
cages with hounds in them. I recommend eliminating the dogs (with your crossbow or pistol)
before you open them, thanks to which you will avoid fights at close quarters. Turn your
attention especially to the cage with a sick hound in it, in the corridor to the right. You can
open the cage and wait for the dog to kill all of the enemies.


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The list of the things to be found in the Kennel is considerable, and it includes food, gold,
bolts, two spring razors, ammo, Sokolovs health elixir, Pieros spiritual remedy, a
warning(Do Not Use This Lever), a note (Sick Hound), a letter (Loot Cache) and three
books. It is worth noting that, initially, two of the cages are inaccessible. You need to get to
one of them from the ceilings side (by walking on pipes. The other can be accessed only if
you find a loose lever and put it into the right slot.


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Your attention will also be drawn to the locked door located to the right of the starting point
(the above screenshot). The combination required to open the door is contained in the
documents you found I the Kennel its 217. Warning behind the door there are rats and
its best to get out of their way once they get out. I also recommend hiding the bodies of
dead/unconscious guards in cages, just in case the rats got at them. In the locked room
there are a rewire tool, bolts, gold,sleeping bolts, Pieros spiritual remedy and two
Sokolovs health elixirs. Regardless of how much time you devote to explore the Kennel,
you eventually need to reach the other end of the locationto find the door leading to the High
Overseer Campbells building.


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Exploring the High Overseer Campbels building



Before you go about eliminating the High Overseer, I recommend that you explore the entire
of the [Office of the High Overseer] location. The ground floor consists mainly of the main
room in which one of the overseers is giving a lecture (the above screenshot). If you are
thinking of exploring the area, you need to wait for the lecture to draw to an end and for the
crowd to disperse. You might want to have a look at the seven plates. You could also steal
gold from the locker and search the area for Pieros spiritual remedy and a book.


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In both side rooms there also are plates to see, but you need to be aware of the fact that
each of these rooms may be guarded by a guard. I also recommend locating the door to the
right of the main entrance (the above screenshot) because it leads to the basement. It is
worth observing, that it is in the basement that you would be starting the exploration of the
building, had you decided to access it through the Kennel.


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The most important thing to do here, is interact with the bust shown in the above
screenshot. This will allow you to access [Campbell's Secret Chamber]. Inside you will find
gold, food, ammo, sleeping darts, a letter (My Girls), a book, a rune, Sokolovs painting
oraz Audiograph Campbell's Lamentation.


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You can reach the first floor by using the stairs on both sides of the main entrance,
assuming of course that you have started the exploration on the ground floor. In both cases,
you need to be careful, because the staircases are guarded by single guards.


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The first floor corridors are guarded by many overseers. If you want to avoid meeting them,
you should make use of the abovementioned window sills and opened windows. If, in turn,
you prefer to eliminate them, do not forget about concealing the bodies, or otherwise, this
may lead to alarm being raised by a stray guard that used to patrol the ground floor earlier. .

New optional Quest: Render High Overseer Campbell unconscious


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Two of the most crucial rooms for this mission (save the meeting room that is directly
connected with the main quest) are located in the buildings eastern wing. Firstly, you should
go to the Archive room. Be careful though, because there are two enemies inside (one
downstairs and the other one up above). After you eliminate them, interact with the book On
Branding Heretics, This way you will complete a side quest. Its an important thing to do,
because this way, you will learn about an alternative way to get rid of the Overseer. In the
Archive Room you will also find seven other books, plus food and gold.


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Another one of important locations is the Interrogation Room. In the main part of the room,
you will find gold, Sokolovs health elixir and a spring razor. Go now to the control room
located upstairs (the above screenshot). The area is locked away, but you can access it with
an interrogation room key that can be stolen from the guards patrolling the corridors.
Inside you can find gold, two books, bolts, sleeping bolts, Heretics Brand (the thing you
will be able to use to excommunicate Campbell) and an Audiograph Whaler Assassin
Interrogation).


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Gaining access to the Meeting Chamber



Your current destination is the [High Overseer's Meeting Chamber] and it is located on the
Overseer Campbells first floor. The easiest way to get there is by choosing any door. It is
worth noting, at this point, that you do not need to sneak, because, by default, there is
nobody inside the chamber.


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An alternative way to gain access is to walk inside using the abovementioned window sills.
You could this way, reach the open windows of the chamber (the above screenshot). It is the
best approach if you dont want to perform all of the optional actions already described, and
prefer to focus on eliminating Campbell.

New Main Quest: Wait for Campbell and Curnow to enter the Meeting Chamber
New Main Quest: Kill High Overseer Campbell
New Optional Quest: Poison one or both of the glasses in the Meeting Chamber


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Regardless of the chosen method of executing the plan, after entering the chamber you will
learn that Campbell is talking to Curnow in the neighboring chamber. As a result, you will
have several moments on your hands to consider how you actually want to play it. Ignore the
new quest connected with killing Campbell, because you will also have the option to render
him unconscious and excommunicate him. Possible variants are listed in the next subsection
Choose your way of eliminating the High Overseer Campbell.


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Choosing how to eliminate the High Overseer
Campbell



Variant 1) First of all you may allow the High Overseer Campbell to poison captain Curnow.
In order to do that, you do not need to do anything, and only hide somewhere, e.g. behind big
roller-blind, behind a window or inside the ventilation shaft. There are two downsides to this
approach, though. First of all you will fail the side quest given to you by Callista (save
Curnow). Secondly, Campbell will order blockade, and this will lead to windows being shut
and patrols being reinforced.


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If you cant deal with Campbell right away, you need to follow him to his secret room (see the
subsection Explore the High Overseer Campbells Office to learn more about the room). You
then have to take the decision about whether to kill him or just render unconscious.


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Variant 2) Another possible variant is to switch poison to Campbells side so that Campbell
drinks the poison. To do that, you would have to approach the two glasses on the table,
interact with it, and choose the corresponding option from the list.


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This solution, however, is not without a flaw either. After Campbell dies, captain Curnow will
be charged with killing him and in the ensuing fight, you will have to protect him if you dont
want him dead. What is even more, a blockade will be introduced in the entire building (shut
windows, more patrols), which will make escaping even more difficult.


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Variant 3) The third one of the described variants is quite a radical solution. It assumes
poisoning both Campbell and Curnow. To do this, you would have to interact with the
glasses and choose the second option.


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I guess I do not need to write much about how flawed this approach is. Not only will you fail
the quest from Callista, but also you wont have the possibility to perform the side quest
connected with excommunicating Campbell.


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Variant 4) In my opinion. This is the best solution. It assumes making both participants
leave the chamber. To do that, approach the glasses on the table and break them (the third
option on the list)


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Wait for both of them to enter the room. The Overseer will be dissatisfied with the failed
attempt to poison Curnow, but he wont give up and invite the captain to his chamber. Follow
them and, analogously to variant 1, you need to reach the secret room located in the
buildings basement. Its a good idea to eliminate some guards earlier in the game in order
not to have toworry about them later on.


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Enter the room carefully and hide behind some curtain. Wait for Curnow to turn his back at
Campbell. The Overseer will start to make preparations for dealing a deadly blow with his
sword. This is the best moment to kill him or (a better option) chore him. (e.g. by getting him
from behind) or shoot him with a sleeping bolt. Curnow will thank you for saving his life and
leave.

New Main Quest: Meet Samuel the Boatman in the Overseer back yard
New Optional Quest: Inform Callista that Captain Curnow has survived the plot against
him
New Optional Quest: Take Campbell's unconscious body to the chair in the
interrogation room


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Summary: Regardless of your approach, you need to loot the Overseers body to obtain his
blackmail journal. You should additionally check out the meeting chamber adjacent
chamber. You may find there gold, Pieros spiritual remedz, a plate and a rune. If
Campbell is dead, you may now jump to the subsection Reach the Yard. If not, keep reading
on.


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Excomunicating Campbell: You may decide to excommunicate Campbell only after youve
rendered him unconscious and not murdered or poisoned him. Lift the Overseers body and
go to the Interrogation Room in the eastern wing of the building on the first floor. Approach
the chair to put Campbell in it.

New Optional Quest: Find the Heretic's Brand in the interrogation room
New Optional Quest: Use the Heretic's Brand on High Overseer Campbell


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You now need to obtain the tool Heretics Brand from the control room above (if you have
obtained it earlier, you need to use it). Access to the room is blocked by a locked door, so you
need to use the interrogation room key that can be stolen from guards patrolling the
nearby corridors. Collect Heretic's Brand, and return to the Overseer with it. Use the tool on
Campbell, to excommunicate him and keep him alive at the same time.


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Reaching the yard



You can reach the yard in two ways. Variant one assumes using the door on the ground
floor of the Overseers building (the above screenshot). It is a good choice if you are pressed
for quick quest completion.


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Variant two Assumes going to the door at the end of the main road to the left of the
Overseers building (Back Alley the above screenshot). I recommend using this way,
because you will be able to resolve a conflict and pick some valuable loot. Be careful,
however; this passage is, by default, guarded by two guards (you can go around them or
eliminate them).


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After you get to the new area, go straight ahead. Around there is a quarrel between guards.
Since one of the guards is accompanied by an innocent person, you may show some initiative
and offer your help. Its especially recommended, because you can easily sneak up to the
guards from behind and eliminate them (by either killing or choking them). You will receive
thanks and a combination for the safe in the nearby barracks, as a reward. Additionally, its
worthwhile to loot one of the guards for a back yard gate key. Note Nothing bad will
happen if you decide not to save the people. The combination is not required to appear in
Corvos log if you want to open the safe anyways.


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You may now go ahead and collect Sokolovs health elixir. Be careful, because the nearby
alley is patrolled by an additional guard. You should also look around for the hole shown in
the above screenshot. In the basement, there are gold, food, Sokolovs health elixir, Pieros
spiritual remedy, two books and yet another yard key.


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The right part of the yard, behind the High Overseers building may be reached from here in
three ways by opening the gate with one of the acquired keys (the above screenshot), by
getting through the ventilation shaft as a rat, or walk on pipes above and other objects
adjacent to walls.


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Exploring the yard



Exploring the yard is absolutely optional, but I advise against skipping it. There are a few
valuable items to be found around. The yard is guarded not only by guards, but also by
hounds that you may have already run in the Kennel. If they are new to you, try and stay
away from them or eliminate at a distance first the guards, and then the hounds. Remain
attentive, because there is at least one stray hound that will catch you unawares. Note do
not forget to search the guards if you decide to eliminate them, one of them has a workshop
key.


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I recommend starting the exploration of the yard from the building located on the left. You
can access the building by teleporting around from one nearby roof to another (the above
screenshot). Be careful about the tripwire at the entrance. Jump over it and disarm the trap.


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The trap is not the only obstacle, because there are rats on the lower level. The rodents can
be eliminated with e.g. grenades or your pistol. You can also try to avoid touching to the
grount, thus avoiding them. In the lower area there are gold, a note (More Tools), a book
and a bone charm clamped in the vice (the above screenshot). If you havent eliminated the
rats, try to catch it before it falls on the ground and will not be that easy to get. After you
finish exploring the area, return upstairs and leave.


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Another important location is the precinct (the above screenshot) and its here that
exploration of the yard starts if youve chosen the door on the ground floor of the High
Overseers building. All of the loot is hidden on the upper level that is best accessed through
the ventilation shaft, as a rat. First of all, have a look into the safe to find food, ammo and a
bar of gold. Apart from that, there is a book book inside. I also recommend to explore the
area around the precinct and underneath the stairs that lead up to it. This way you will
obtain food, gold, bolts, sleeping bolts, Sokolovs health elixir and Pieros spiritual
remedy.


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Another important place on the list is the [Workshop]. If you have obtained the key from the
guard, you may access it through the main entrance. Otherwise you should smash the
skylight on top of the building (the above screenshot). Inside, you will find gold,
bolts,sleeping bolts, grenade, two spring razors, two Sokolovs health elixirs, Pieros
spiritual remedy, an Audiograph Overseer Music Boxes, a blueprint, two books, rune,
four notes (Music Box) (Exploding Hounds) (Replacement Valve) (Concerning The
Crossbows) and two keys.


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Now I suggest going to the Mess Hall. Watch your steps and do not wake the sleeping hound
that is best neutralized at a distance. Inside the building you will find food, gold, Sokolovs
health elixir ,two books and a note (Combination Update). Thanks to the note, you will
obtain the combination for the safe in the Bunkhouse that you may have received from the
people you saved earlier.


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Another place worth visiting is the Bunkhouse. Be careful, because there are several other
people in here. The upside is that you can relatively easy reach the roof of the Bunkhouse
and surprise the guards. Inside there are: eight letters, gold, bolts, a book, a spring razor,
Pieros spiritual remedy and the safe. The safe combination is 203, and inside there are
sleeping bolts, gold and Sokolovs health elixir.


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You should now explore the building located at the end of the yard (the above screenshot),
i.e. the one that you get through on your way to the docks. In the generally accessible
location there are bolts, sleeping bolts and Pieros spiritual remedy.


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The inaccessible room of the last building may be accessed from the roof side (jump down to
the balcony and smash the wooden bars), or find a large valve handle in the workshop and
put it in the appropriate slot(the above screenshot). Inside, you may find notes (Hiding
Place), Overseer Workshop Note, gold, bone charm, Sokolovs health elixir and two
books.


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Meeting with Samuel



You need to go and meet with Samuel regardless of whether you have explored and secured
the yard or not. In the latter case, you should be careful and move around on building roofs
to the extent it is possible. You need to reach the building closest to the cliff (the above
screenshot).


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Go through the abovementioned building and turn left. Stop in the spot shown in the above
screenshot and use the chain to reach lower level.

















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Look around for gold and approach Samuel to initiate a conversation. Confirm that you
indeed want to leave the area (the upper-right dialogue option) and return to the pub.


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The Hound Pits Pub #3
Meeting with the Loyalists

New Main Quest: Speak to Havelock and Pendleton
New Optional Quest: Inform Callista that Captain Curnow has survived the plot against
him



If you managed to save captain Curnow from death, you need to speak to Callist right after
you leave the boat. She will thank you and reward you with a family keepsake thats worth
100 gold.


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I strongly recommend taking a look around the pub and its surroundings, because there are
new items to find there (gold, books, audiographs etc.) Its also a good idea to visit Piero in
his workshop, especially that if youve found any blueprints. In order to move the action
forward, go right to meet Havelock and Pendleton (the above screenshot). Approach them to
start a conversation.

New Main Quest: Retire to your bedroom
New Main Quest: Talk to Admiral Havelock


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In case you forgot, [Corvo's Chambers] are on the highest, fourth, floor of the main pub
building. After you get there, interact with the bed. After Corvo wakes up, return to the place
where youve talked to admiral Havelock (the above screenshot). He will inform you about
strange noises coming from the sewers. Characters occupying the area suspect that its
weepers that disturb peace and you will be asked to investigate it. You will receive old Port
District sewer key.


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Exploring the sewers

New Main Quest: Investigate a disturbance in the sewers



Use the key to open the manhole located nearby and jump down to the sewers. Start
exploring the small location and follow a linear path. Its also worthwhile to look around for
gold and food.


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After you reach the end of the sewers, it will turn out that the pubs denizens were right,
since the area is occupied by weepers. Weepers are people who were infected and have
behaved like zombie ever since. It is worth noting here, that weepers are not treated like
monsters, and therefore, killing them contributes to worse quest statistics. Since you need to
neutralize them and not kill, in this case, I recommend using sleeping bolts (the above
screenshot) and try to get the weepers from behind.


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I recommend that you watch your steps, because the weepers will attack you if they spot
you. In case you are grabbed (the above screenshot) I recommend pressing the left mouse
button regularly. Regardless of the chosen approach, you need to remove weepers from the
sewers.


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Reporting back to Admiral Havelock

New Main Quest: Leave the weepers in the sewer and report to Admiral Havelock



I recommend checking the area with weepers carefully. In here, you will find an ancient note
and as many as two runes (one of them in the cupboard and the other one in the water).


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You can leave in two different ways. Find a turning handle and swim out of the sewers or use
the door that leads to the Pubs basement(the above screenshot). Go now to meet admiral
Havelock, who should be now in the bar, on the Pubs ground floor (the meeting will also be
participated by Overseer Martin). Listen to the details of the next mission that includes the
necessity to go to the Golden Cat.


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Going to the Golden Cat club

New Main Quest: Go to the Golden Cat
New Main Quest: Eliminate the Pendleton twins in the Golden Cat
New Main Quest: Meet Samuel the Boatman on the docks and travel to the Distillery
District


Go to the docks. On your way there, you should talk to lord Pendleton, who will not object
to eliminating his brothers. To start the mission, talk to Samuel and confirm that you want
to start a new mission..


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Mission 3 - House of Pleasure
Mission plan

Main Quest Premises
Also this quest takes place in the [Distillery District], but main parts of the area will look
differently this time around. Furthermore, you will spend a lot of time in the Golden Cat
Club, that was inaccessible at the previous stages of the game. The quests main aim is to
neutralize the Pendelton twins, i.e. Custis Pendelton and Morgan Peldenton. Traditionally
now, I recommend that you acquaint yourself with descriptions of side quests. Especially
that one of them allows an alternative way of neutralizing the twins.

In a nutshell
Below, you can find a list of all of the sub-points to this guide, connected with the described
mission. If you want to explore the area thoroughly, follow all of my instructions from end to
end. If you prefer to concentrate on the main mission instead, turn your attention only to the
pages with the note (compulsory) attached.
Steps to take:
Get past the first watchtower (compulsory)
Meet the Bottle Street Gang leader (optional) I definitely recommend that you attend
the meeting. After you perform the quest received from Slackjaw, you will unlock an
alternative way to eliminate the Pendelton twins
Reach the Clavering boulevard (compulsory)
Find Crowley in Dr Galvanis house (optional) this is the first quest that you receive
from Slackjaw.
Get past the second watchtower (compulsory)
Infiltrate the Golden Cat Club (compulsory)
Explore the Golden Cat Club (optional) I recommend against ignoring this step.
Inside you can find a lot of valuable items in the club. Also ones that will help you
perform received tasks.
Rescue Emily (compulsory)
Explore the Art Dealers apartment (optional) It is best to explore the apartment on
your way back to Slackjaw, because you will be in the possession of the combination
necessary to open the safe already.
Choose your method of eliminating the Pendelton twins (compulsory)
Meet Samuel and Emily (compulsory)



Dishonored Game Guide 201 / 816


Area Maps
The below maps may serve as an additional help while navigating the area. A noteworthy fact
is that you can also find these on your own. The first one of the maps is to be found near the
first one of the watchtowers, the second one is located near the road leading up to the Golden
Cat club. The third one (in two versions) is located on the first floor of Overseer Campbells
building.

Map 1 Distillery District main part


Legend:
A Mission Starting Point
B the first watchtower
E Doctor Galvanis apartment
D the second wall of light
E side alley
F the second watchtower
G the Captains Chair Hotel
H the Art dealers apartment
1 Holger Square
2 passage to the Golden Cat club
3 distillery
4 Clavering boulevard


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Map 2 The Golden Cat surroundings


Legend:
A passage to the Captains Chair Hotel
B entrance to the clubs garden
C wharf
D VIP entrance
1 The Golden Cat club main entrance
2 passage to the Distillery District













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Map 3 The Golden Cat interior


Legend:
A club main stairs
B staff stairs
C changing room
D stairs leading up to the second floor
1 ground floor reception desk
2 ground floor bathroom
3 first floor silver room (the art dealer)
4 first floor ivory room (Morgan)
5 first floor main area
6 second floor smoking room (Cestus)
7 second floor golden room
8 club managers office (Madam)
9 the attic (Emily)


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Getting past the first watchtower

New Main Quest: Eliminate the Pendleton twins in the Golden Cat
New Main Quest: Go to the Golden Cat
New Optional Quest: Meet with Slackjaw in the Distillery



The quest starts in exactly the same place as the previous one, so you already should have
much insight into the situation. Just like in the case of the previous stage, you can either
take the main path, or swim up to the rocks at the water end. Keep vigilant, because this
area is patrolled by , at least one guard. After you reach the place that a wall of light was
located in, you will realize that it is shut now, and the wall has been replaced with a
watchtower.


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I guess, I dont need to add that you should avoid crossing areas lit by the watchtower at any
cost. This would mean instantaneous death. Fortunately, the tower should be occupied with
monitoring the bridge which you do not need to explore at all. What is even more, you can
disable the tower if you dont want any disturbances while exploring. All you have to do is
Blink to the top of the tower and remove the whale oil tank. This will result in the tower being
shut down.


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If you are bent on finishing this quest quickly, you can now skip to the sub-section entitled
Reach the Clavering boulevard. Otherwise explore the entire area in detail. Be careful
about the two guards near the watch tower (the above screenshot). If you suppose of them,
you will be able to collect all the nearby loot. In this part of the district there are the following
items to collect gold, food, ammo, two grenades, Sokolovs health elixir, Pieros spiritual
remedy, rewire tool and an official guard report.


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Do not go towards the bridge, because, beside weepers, you would only find there gold and
food. I recommend that you focus on side alleys (the above screenshot) instead. On your way,
look around for gold, food and Sokolovs health elixir (some of these are to be found on a
roof, near a scouts corpse). Ignore Grannys shut apartment and take the path leading to the
local gangs headquarters.


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Meeting with the Bottle Street Gang leader



In order to meet with Slackjaw, you need to go through the passage leading up to the
[Dunwall Whiskey Distillery] location. Its worth noting here that you do not need to fear
any hostile reactions from the criminals, even though it was ok with you to murder many of
them during the previous mission.


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Start the exploration of the distillery area. Its worth to look around on your way, because
you can find gold, food and a spring razor on your way. Use the buildings main entrance
and find gold, food, two spring razors, two Sokolovs health elixirs, a note (Bunting) and
a book. Finally, gain access to the storage area shown in the above screenshot (pass through
the tunnel in the body of a rat or use the valve handle). Inside, you can find gold, food,
ammo, a spring razor, two grenades, Pieros spiritual remedy, a distillery reserve key,
Sokolovs health elixir and a blueprint.


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With the key that you have found in the storage room, at your disposal, you may now go
outside for a moment and turn your attention to the enclosed area to the left of the buildings
main entrance (the above screenshot). Since there are several weepers inside, its worth
dealing with them (with your pistol/crossbow) still before you open the door. Otherwise, they
will launch at you and the nearby gangsters. Inside the enclosed area there is a bone charm.


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Reenter the distillery building and resume the exploration. I recommend that you turn your
attention to the lowest floor (the above screenshot), because there is another enclosed area
with the weepers there. If you dispose of them, you will be able to explore the area, thus
obtaining gold, two Sokolovs health elixirs and a rewire tool.

New optional quest: Enter Dr. Galvani's offices


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Keep going towards the rear part of the distillery. I recommend that on your way there, you
look around for gold, food and two Pieros spiritual remedies. Slackjaw, i.e. the Bottle
Streetgang leader, is staying in the same room, in which you might have poisoned the bootleg
elixir during the previous mission (the above screenshot). Talk to Slackjaw and learn about
the alternative way of disposing of the Pendelton twins. He will send you on a mission to find
Crowley, who has not returned after he had set out for Dr Galvanis flat. You may now return
to the door that leads to the main part of the district.


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Reaching Clavering Boulevard



Just to remind you, the Clavering Boulevard is the square that connects both walls of light
(the first one is inactive, the other one still functional). The safest way to get there is start by
the watch tower you passed by during the first mission. The wall of light here is barricaded,
but there is no obstacle preventing you from climbing (the above screenshot), or passing
through ventilation shafts as a rat.


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The other variant is to pass through an alley near the passage to the distillery district (the
above screenshot). The main obstacle here is that the area is watched by three professional
assassins. So, if you do not eliminate them early enough, you will have to face them in
combat at close quarters. I recommend that, in such a situation, you use your
pistol/crossbow, and remember to perform correct dodges and counterattacks.


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It is way better a solution to dispose of the assassins without alarming them of your
whereabouts. I recommend that you use Blink (teleport) in order to do that. Start by
teleporting to the roof of the building on the left. The first one of the assassins is patrolling
the interior of the building to the left (the above screenshot). If you are patient enough, you
will be able to get him from behind. After you dispose of him, look around for a Pieros
spiritual remedy.


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The other one of the assassins is patrolling the interior of the building to the right, and I
would recommend that, at the right moment, you get to the balcony shown in the above
screenshot. I recommend that after you eliminate the enemy, you have a look into the barred
bathromm. Eliminate the weeper there in any way you want, and collect the bone charm.
Apart from that, in the apartment, you can find gold, food, rewire tool and a Sokolovs
health elixir.


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The last one of the assassins is walking around on the roof of the building on the right (the
above screenshot), i.e. near Griffs staying place. Its bedt to wait for the enemy to turn his
back at you and teleport right behind him. Note Before you leave the area, consider
bartering with Griff again to replenish the supplies you need most. Its also a good idea to
have a look into the place where you first found Griff. Inside there are gold, food and
incendiary bolts.


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Regardless of how you decide to play it out, you need to reach the abovementioned
boulevard. If you are planning on eliminating guards here, I recommend that you start with
the ones standing nearest to the entrance to Dr Galvanis office. Otherwise, stick to roofs and
upper balconies. You may now focus on your side quest received from Slackjaw (Locate
Crowley in Dr Galvanis flat) or, focus on the quests main aim (Get Past the Second
Watchtower). Of course, I recommend that you focus on the first variant, because, as I have
already pointed out, starting the co-operation with the gang is key to unlocking the
alternative way of eliminating the Pendelton twins.


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Finding Crowley in Dr Galvanis flat



You have, probably, already visited Dr Galvanis flat during the second mission, so you
should already be acquainted with the place. Unfortunately, the first obstacle to overcome is
waiting for you right at the beginning, because the entrance on the ground floor (the above
screenshot) and the one on the first floor are guarded. The solution to this problem lies in the
skillful usage of Blink, although you can also kill or render unconscious the abovementioned.
Regardless of the path you follow, you need to make your way into Dr. Galvani's Office.

New Optional Quest: Locate Crowley


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The ground floor of the building that Dr Galvani lives in, is patrolled by only two guards. This
should make for easier evading, but there is nothing to stop you if you want to get rid of
them. On the first floor, there should be nobody to encounter, and you should remember to
explore all of the rooms in detail.


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The most important thing is to reach the second floor and more precisely, the main
laboratory room shown in the above screenshot. As a result, this will allow you to determine
Crowleys death. Approach his corpse carefully to receive further instructions.

New Optional Quest: Search for Clues Near Crowley's Body


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Before you focus on the new thing to do, it would be a good idea to deal with two nearby
guards (one of them has a Galvani building key), although, all in all you may try and go
around them. Whichever option you choose, you need to examine the table that Crowleys
body is lying on, and pick up the Audiograph Crowley's last message.

New Optional Quest: Return the audiograph to Slackjaw


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I recommend that you stay in the building for a bit longer and explore the entire second floor.
I also recommend that you make your way to Dr Galvanis secret room again (the above
screenshot), either by going through the ventilation shaft or by pulling the book. Inside the
room there is a new rune.

New Optional Quest: Locate the Art Dealer in the Golden Cat
Nowy opcjonalny cel: Go to the Golden Cat via the Captain's Chair Hotel


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Leave the building through any of the doors, and go to the [Dunwall Whiskey Distillery]
again. Slackjaw should be now in the distillerys control room and zou need to initiate a
dialogue with him in order to give him the audiograph. Listen to the recording and notice
that you have received The Captain's Chair hotel key that will be helpful in getting near the
Golden Cat club. You will also receive another job from Slackjaw that is connected with
obtaining for him the combination from the art dealer that is currently staying in the club.


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Getting past the second watchtower



Before you reach the second watchtower, you will have to get through the second (the only
active) wall of light. Just to remind you, the easiest way to do it, is to disable it by removing
the whale oil canister located on its right side (the above screenshot). Notice however, that
there appeared a control panel for the wall, so you can use the rewire tool to disable it. In
both cases, you of course you would have to make sure that you are not seen by any of the
nearby guards.


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Still, there is analternative way of getting around the wall of light, and its by using side
alleys. Also this time around, you will be witness to a situation. This time, it will be two
guards attempting to snatch an elixir from an innocent woman, and if you do not take a
decisive action, she will be murdered. If you want to help the woman and not reveal yourself,
you can use your powers or sleeping bolts. For saving the woman, you will be rewarded with
the art dealer's apartment key, that will come in handy in the later part of the quest. Note
if the woman dies, you will be able to obtain the key anyways, but you will have to run
through the womans pockets. Around, you can also find gold, fiid and Sokolovs health
elixir.


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The second watchtower is located right behind the wall of light and its best avoided if youve
chosen to go through the side alleys. Just like in the case of the first watchtower, you can
deprive it of its power supply by teleporting to the top and removing the whale oil tank


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The area around the watchtower is patrolled by three or four guards and eliminating them
may be somewhat tricky, because their paths intersect. If you do not want to lose time with
the guards, you can move along roofs or aid yourself with your powers. If, on the other hand,
you managed to eliminate all of them, dont forget to explore the area, because you can find
here gold, food, ammo, three Sokolovs health elixirs, an official guard report and a
rewire tool.


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You can approach the neighboring location, the one that the Golden Cat club is located in, in
two different ways. Variant one assumes using the main entrance (the above screenshot),
located near the second watchtower.


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Varint two assumes going through the Captains Chair Hotel, and its only possible if you
have performed the first quest received from Slackjaw (the Bottle Street Gang leader),
because you need a hotel key (The Captain's Chair hotel key) for that. The hotels entrance is
located near the guard booth (the above screenshot).


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Start by exploring the ground floor, where you will find ammo and a bone charm. Next,
climb the stairs to the higher-located floors, But be careful about rats that will attack you.
You can either kill the beasts, or return to the previous corridor and wait for them to go past,
and move to the upper floors. After you reach the top floor, you will find a door to the next
area.


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Infiltrating the Golden Cat club



If you have entered through the main entrance, you will start the exploration of The Golden
Cat at the road leading up to the club. Look out for the guards you may encounter on your
way there (three, at least) and courtisans. Dont expect that the employees will behave the
same way civilians do when they see Corvo. Therefore, it is best to avoid courtisans or take
them out quietly.


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If youve decided to enter through the hotel, you will be starting in a way more interesting
place, i.e. on on building roofs, across the street from the club. As a result, it will be easier
for you to plan your moves and, should the need arise, to avoid the people walking down
below.


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I recommend that you explore this part of the map before you do anything. It is especially
worthwhile to explore the interior of the building to the right (the above screenshot). It is best
to get there using Blink. On the higher floor of the building there is a rune.


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Traditionally for this kind of situations, the Golden Cat club can be accessed in a variety of
ways. The most obvious variant is choosing the main entrance. It isnt a giid udea though,
there are several guards around and you would have to make sure to avoid at least one
courtesan. Note apart from entering through the main entrance, you could also go through
a nearby ventilation shaft, as a rat, to enter the changing room located in the buildings
basement.



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A bit better an idea is to get in through a small balcony on the first floor and more
specifically the one above the main entrance. You can do it by jumping or teleporting over the
roofs of buildings. The balcony is occupied by a single guard and, depending on your
preference, you can either go around him or eliminate him.


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There is another, even more interesting way through the opened window. Since the window
is located right above the balcony, you can reach it in a nearly identical way. The upside of
this approach is that you do not need to avoid anyone while doing this.


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The least obvious approach assumes that you get inside through inderwater tunnels. To do
that, you would have to go left and reach the spot with a courtesan in it (the above
screenshot). Remember that courtesans can cause an alarm to be raised, so you need to
either render her unconscious or go around her.


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Approach water and use Possession on one of piranhas. After you take over the fish, enter
the tunnel shown in the above screenshot. It will take you to a room with showers in the
buildings basement.
Note I recommend that you now acquaint yourself with the further subsection of this guide
entitled Explore the Golden Cat club. If, for any reason you are in a hurry, you can skip
this step and go about rescuing Emily right away (Rescue Emily) and eliminating the twins
(Choose a way to Eliminate the Pendelton Twins).


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Exploring the Golden Cat club

New Main Quest: Search the Madam's Office to find Emily's location
New Main Quest: Eliminate Lord Morgan Pendleton in ivory room, upstairs
New Main Quest: Eliminate Lord Custis Pendleton in smoking room, upstairs



On the groud floor of the club, you will find the reception desk, and its worthwhile to look
around for gold, book and the Golden Cat guest ledger. Thanks to this, you will be able to
determine that Morgan Pendelton is staying on the first floor in the Ivory Room, and Custis
Pendelton is on the second floor in the Smoking Room.


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You can access the clubs basement only by stairs, whose use is exclusive to hotel guests, as
long as this is not the location in which you started your exploration. In the basement there
is dressing room that is currently being occupied by two courtesans. You can find gold here,
and explore a rtorage room to the side (can be opened with a key from Madam, or accessed
though a hole in the wall. Inside there are Sokolovs health elixir and Pieros spiritual
remedy.


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After you reach the first floor of the club, you will probably witness Madams conversation
with on e of the guards. After it finishes, its worth going to Madams office located near the
staff exclusive stairs (the above screenshot) First of all, I recommend that you steal the
Golden Cat master key from her, and render her unconscious. Thanks to this, you will be
able ro ransack her office. In the office there are gold, another copy of the Golden Cat guest
ledger, Sokolovs health elixir, two Pieros spiritual remedies and a note (Golden Cast
Master Key), thanks to which you will learn that Emily is being kept in the dormitory.

New Main Quest: Find Emily in the dormitory


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Stay on the first floor and explore its northern part. Wath out, at the same time, for any
hostiles around. These are guards, above all. If you are planning on eliminating hostiles,
remember to carry the bodies away and conceal them. This will prevent any prospective
alarms. Look around for gold, food, Pieros spiritual remedy, a book and a rune hanging
on a wall (the above screenshot).


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You should eventually reach the main area of the club (the above screenshot). Also here, you
need to watch out for guards and courtesans, save two ladies dancing at the stage. If you
want to ensure yourself with a better position for planning firther moves, you should move to
the upper part of the round, metal structure with the use of Blink (teleportation). It is also
worthwhile to explore this part of the club to find gold, food and Pieros spiritual remedy.
Ignore, for the time being, the Ivory Room with Morgan Pendelton in it, because it is good to
wait with the decision to eliminate him until all of the solutions are available.


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On the rims of the main area of the first floor there is a staircase leading down to the Steam
Room the above screenshot). It is an entirely optional area located on the clubs ground
floor. You wont find anything special in there and, additionally, you would have to watch out
for two guards and a courtesan. It is wrth adding that the guard accompanied by the
courtesan can be eliminated in a pretty nasty way. Namely, you need to take the valve handle
from the table and put it into the slot, and then turn it. As far as the exploration itself is
concerned, in the Steam Roomyou can find gold, food, a note (Steam Room) and a rewire
tool.

New Optional Quest: Persuade the art dealer to reveal his safe combination
New Optional Quest: Return to Slackjaw with the safe combination


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Return to the first floor and find the door leading up to the Silver Room. Inside, you will find
the Art Dealer connected with the side quest received from Slackjawa. Start torturing
torturing the dealer by pulling the lever over and over again. After the Dealer wishes to finish
the play, pull the lever two more times and select the upper-right dialogue option, which will
earn you the safe combination. You may now leave the room (I recommend against carrying
on with torturing the dealer, or you can bring about his premature, unnecessary demise)


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Remain in the clubs main area and find the stairs to the second floor ( the above
screenshot). I recommend that in here, you ignore the door to the Smoking Room, at least
until you unlock all of the possible solutions to the current quest. Explore instead the
remaining part of the second floor, but watch out for two guards and a courtesan
(fortunately, two out of the abovementioned should be standing by balustrades). In the main
area of the second floor, there are gold, food and a note (Smoking Room). Inside the
optional Gold Room there also are Sokolovs health elixir, Pieros spiritual remedy and
gold.
Irecommend that you now start the exploration of the buildings top floors, and since it is
concerned with the compulsory quest consistiong in rescuing Emily, skip now to the
subsection entitled Rescue Emily.


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Rescuing Emily

New Main Quest: Find Emily in the dormitory



Note before you set out to rescue Emily, make sure that you have the Golden Cat master
key on you that can be taken away or stolen from Madam, who is currently occupying her
office on the first floor (the above screenshot).To learn more about how to find Madam and
determine Emilys whereabouts, refer to Explore the Golden Cat Club..


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Take the staff exclusive staircase and after you pass the first floor, head towards the upper
ones. On your way, it is worthwhile to look into one of the side rooms (requires Madams key)
to find gold (you need to look into the chest!), Pieros spiritual remedy and a bone charm
hanging on a wall.


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Continue towards the upper floors to reach the attic. In the first room of the attic there is a
courtesan. Dont let her see you and search the room for gold, food, a book and a rune. In
the third room there is gold and food. To end up, enter the second room, in which there
isEmily. Listen to the conversation to learn that the girl will wait for you at the VIP door.

New Main Quest: Meet Emily near the Golden Cat VIP door


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Backtrack to the staircase and return to the lowest level of the basement, choose the door
marked as VIP Exit (the above screenshot). On your way, look around for two Sokolovs
health elixirs and a note (Elixir Delivery), and approach Emily to talk to her again. Emily
will resolve that she can reach the boat on her own and that she will be waiting there for you.
Thus, you wont have to escort her on your own. Note if Emily doesnt want to leave the
location, make sure that you unlocked the door with the Master key from Madam.
I suggest that you turn your attention to the side quest connected with the exploration of the
art dealers flat (subsection Explore the art dealres flat). I recommend that only after that
you consider how to solve the main aim of the quest concerned with the elimination of the
Pendelton Twins (subsection Choose your way of eliminating the Pendelton twins).


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Exploring the Art Dealers Apartment



You could leave the Golden Cat club the same way you entered, but its better to make use of
the VIP Exit i.e. the one that Emily led you to. After you return to the [Distillery District],
you will find yourself in the sewers underneath the second wall of light and you will meet
Granny here. The old lady doesnt have jobs for you this time, but you can find gold, food,
Pieros spiritual remedy, ammo, a letter (Allison's Letter), a book and a bone charm.
WATCH OUT at the sewers exit, because there are several weepers around. If you are not up
to fighting them, you should use your powers (Blink, slow down/hold time) or try to eliminate
them at a distance (pistol/crossbow).


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The art dealers apartment is located at the Clavering Boulevard i.e. at the square between
both walls of light (the active and the inactive one). Its the building located opposite Dr
Galvanis flat. The easiest way to infiltrate the the apartment is to use the main entrance on
the ground floor (the above screenshot). Unfortunately, you need to have the art dealer's
apartment key obtained from the woman that you had saved in the side alleys (More about
this in Get around the first Watchtower).


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There is another waz that assumes that zou go to the back side of the building )the place
where the dealer Griff is. There is a door at the back (the above screenshot), but also here
you need to use a key. Note - if you have not yet eliminated the assassins, do not forget to
deal with them now.


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The only way to get inside without a key, is climbing roofs and pipes in order to get to the
upper balcony (the above screenshot). The door here is unlocked.
















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On the ground floor of the [Art Dealer's Apartment] there is gold, food, an art dealer's
apartment key and Pieros spiritual remedy. Watch out for the rats in the bathroom. The
bathroom itself is not worth exploring. There is nothing in there anyways.













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The first floor is patrolled by two gangters and, if you want to explore the area, it would be
good to eliminate them quietly. In here you can find Sokolov painting. You can also examine
the plates underneath the paintings znajdujce si pod obrazami, including the missing
ones.


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The second floor is occupied by two more bandits, who should be initially standing by the
safe, and move away after a while. Also in this case, I recommend eliminating them. Examine
this floor carefully to find gold, Pieros spiritual remedy, a book, a note (Golden Cat
Reopening) and Sokolov painting, and also read further plates under the paintings.


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Eventually, you should of course turn your attention to the safe itself. It is worth observing
that stealing the items from the safe will not have any adverse effect on your relationship
with Slackjaw, so you do not have to worry about the alternative way of finishing this quest.
The safe combination is 879, an inside there are Pieros spiritual remedy, Sokolov
painting, a rune and a Boyle party invitation.


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Choosing how to eliminate the Pendelton Twins

The twins problem may be resolved in two ways:
Variant 1 murder Morgan and Custis Pendelton twins . In my opinion, this solution is less
advantageous one , especially that each of the twins is surrounded by a group of people, and
it might result in alarm being raised. If you still want to go for this variant, make sure that
you are inside [The Golden Cat] club.
Variant 2 Have Slackjaw eliminate the Pendelton twins without having to eliminate them
yourself. Its much better a solution if you intend to beat the game in the east invasive way.
If you want to choose this variant, make sure that you have successfully performed the first
quest received from Slackjaw (subsection Find Crowley in Dr Galvanis flat) and the first
half of the second quest (obtaining the combination for the art dealers safe; subsection
Explore the Golden Cat Club). After you meet all of the requirements, go to the [Dunwall
Whiskey Distillery] location.



Variant 1 murder the Morgan and Custis Pendelton twins) Morgan Pendleton is
currently staying in the Ivory Room on the first floor of the Golden Cat club.Note that the
area is occupied by several guards, and one of them is taking a peek through the key hole
every now and then. That is why it would pay off to eliminate all of the guards.


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If you dont mind being violent, you may run into the room and deal a lethal blow to Morgan
(the above screenshot). You need to realize, however, that this will alarm the whole of the
building, as a result of which, Custis may change his whereabouts.


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If you want to dispose of Morgan in a more refined way, you should definitely use the ledge
shown in the above screenshot and walk on it to reach the balcony on the back of the Ivory
Room. Morgan is accompanied by a courtesan, so you need to eliminate both of them as
quickly as possibl, for example by slowing down or holding time and a crossbow (pistol is too
loud). After the execution, do not forget to loot the room to find gold (Morgan has a pouch on
him) Sokolovs health elixir and Pieros spiritual remedy.


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Variant 1; murder Custis Pendleton) Custsis Pendleton is staying in the Smoking Room.
Also this time you need to expect guards patrolling the area, so this would bee a good idea to
get rid of them early enough.


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If youre no stranger to violence, you may run into the room and deal a lethal blow to Custis
(the above screenshot). This will, however alarm the entire building and, as a result, Morgan
may change his whereabouts (unless you killed him earlier).


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If you want to eliminate Custis in a more refined way, you should reach the Smoking Rooms
balcony shown in the above screenshot. Eliminate the guard ant conceal his body, Just in
case.


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Custis is accompanied by a courtesan so you need to try and eliminate both of them by
slowing down, or holding time and firing your crossbow (the pistol is too loud). This solution
is good for one more reason. If you are patient enough, Custis will turn away from the
courtesan. This will allow for an efficient elimination of both . After the execution, do not
forget to ransack the room to find gold (Custis has a pouch on him).


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Variant 2) If you do not want to kill the Pendelton twins, you Reed to do two quests for
Slackjaw, i.e. the leader of the Bottle Street Gang. After you meet with Slackjaw (it is
described in the subsection Meet with the Bottle Street Gang Leader) you will be asked to
find Crowley. His body is to be found in Dr Galvanis flat (the above screenshot), and the
description of this location is to be found in the subsection Find Crowley'a in Dr Galvanis
flat.


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The second job is connected with learning the combination for the art dealers safe. You will
meet him Chile exploring the first floor of the Golden Cat club. The entire mission has been
gescribed in the subsection Explore the Golden Cat Club. Note you may also plunder the
art dealers flat before returning to Slackjaw.


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After you perform all of the activities described above, you need to meet with Slackjaw again,
in the bandits hideout. During the conversation you need to tell Slackjaw the combination
(the upper-right dialogue option). Slackjaw will thank you, and will promise you to eliminate
the twins and keep them alive at the same time. Note- I recommend that you rob Morgan and
Custis even if you do not want to kill them. You can do it by visiting them in the Golden Cat
club and not revealing your position. This will allow you to maintain the statistics high, in
connection with the loot youve obtained.


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Meeting Samuel and Emily at the boat

New Main Quest: Meet Samuel and Emily at the boat



You can finish the mission after you have killed of disposed of the twins in a more
humanitarian way with the help from the Bottle Street Gang Leader. Regardless of the path
youve followed, you need to return to the starting point in the [Distillery District], i.e. to the
docks. Approach the boat, talk to Samuel and confirm that you want to Lear (the upper-right
dialogue option).


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The Hound Pits Pub #4
Meeting with the Loyalists

New Main Quest: Find Lord Pendleton



After you watch Emilys welcoming and have a conversation with Admiral Havelock, you
will be sent away to see Lord Pendelton. Traditionally now, spend some time exploring the
area and talking to Piero. As far as Lord Pendleton is concerned, He is standing at the
viewpoint, at the foot of the Tower that Emily Has been lodged in. Of course, talk to
Pendelton.

New Main Quest: Go and meet Havelock and Martin in the bar


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Now, you need to go to the bar on the ground floor of the pub building to talk to Admiral
Havelock and Overseer Martin. They will give you briefing on the next quest, whose aim is
to abduct the royal physician Sokolov.


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Trip to Sokolovs place

New Main Quest: Board Samuel's boat for Kaldwin's Bridge



Make sure that you have handled all of your business in the pub and return to your starting
point i.e. to the docks. Talk to Samuel and confirm that you want to leave for Kaldwins
Bridge, i.e. Sokolovs living place.


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Mission 4 - The Royal Physician
Mission plan

Overall premisses
The mission takes place in two main locations i.e. [Southside Bridgeway] and [Northern
Bridgeway]. The main premise to this quest is to reach Sokolovs apartment in order to
abduct him. You reach Sokolovs apartment right at the end. This time around, there are
fewer side quests to perform, but I recommend that you get acquainted with them anyways.

In a nutshell
Below, you can find a list of all of the sub-points to this guide, connected with the described
mission. If you want to explore the area thoroughly, follow all of my instructions from end to
end. If you prefer to concentrate on the main mission instead, turn your attention only to the
pages with the note (compulsory) attached.

Steps to take:
Get around the first outpost (compulsory)
Get around the second outpost (compulsory)
Explore Pratchetts apartment and the neighboring houses (optional) In the
apartment, as well as in the neighboring houses, there are a few interesting items to
collect.
Reach the drawbridge (compulsory)
Reach the other side of the drawbridge (compulsory)
Deactivate the drawbridge spotlights (compulsory)
Free Alec (optional) there are several steps to take before you free him. Get
acquainted with the final part of the description to save yourself an unpleasant
surprise
Get around the third outpost (compulsory)
Explore the neighborhood of Sokolovs apartment (optional) The area around
Sokolovs apartment is quite vast, but there are a few rarities to be found in there.
Gain access to Sokolovs apartment (compulsory)
Explore Sokolovs apartment (optional) The apartments exploration may turn out to
be compulsory anyways, if you choose one of the less advantageous ways. Either way,
this step is not worth ignoring, as there are a few rarities to find there.
Find Sokolov (compulsory)
Abduct Sokolov (compulsory)


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Area Map
The below maps may serve as an additional help while navigating the area. A noteworthy fact
is that you can also find it on your own. Its near one of the paths leading up to the
drawbridge, right after you pass Pratchetts apartment.

Map 1 Kaldwin Bridge



Legend:
A Mission starting point
B Western part of the drawbridge
C Drawbridge spotlights
D Eastern part of the drawbridge
E Sokolovs apartment
1 Southside Gate
2 Drawbridge Way
3 Midrow Substation
4 North End


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Getting around the first outpost

New main quest: Deactivate the checkpoint spotlights so Samuel can move the boat
closer to Sokolov's home
New main quest: Find and enter Sokolov's home



The mission starts at the water end. Right after you take the nearby stairs, you will run into
the enemys outpost (the above screenshot). The area is patrolled by the guards, inside the
lodge there is a fourth one. Next to the lodge there is a spotlight that, unfortunately, cannot
be destroyed.


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You can reach the outpost safely in two different ways. Variant one assumes jumping over to
the catwalk to the right (the above screenshot) (use the chain that Corvo can jump onto).
Right after you reach it, depending on your preferences, you could remain on the catwalk in
order to eliminate the guard there, or start climbing to end up above the lodge.


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Variant two assumes that you reach a small square located to the right of the outpost (the
above screenshot). Jump onto further objects to reach rooftops. It is a way better solution if
you just want to go around the outpost without having to attack the guards.


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A less obvious way to go around the outpost is to swim up to the balcony visible in the above
screenshot. First, you would have to teleport (Blink) onto the poles projecting above the
surface of the water, and then onto the balcony itself. The downside of this approach is that
there are piranhas in the water, and you could be attacked by them.


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If you managed to eliminate all of the guards around, you could have a look around for gold
and pistol ammo. Otherwise, go to the door leading to a nearby warehouse (the above
screenshot). On the warehouses ground floor, there are gold and food. On the first floor, you
can find gold, food, a blueprint, the warehouse key and a Pieros spiritual remedy.


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Getting around the second outpost



Near the outpost, there are even more guards, so you will have to watch your steps even
more in order not to get within their sight. Just like in the case of the first outpost, the
central point to this one is the lodge with a single guard inside, and an indestructible
spotlight next to it.


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You can get to the outpost mainly by choosing the main road. Make sure that you have the
key from the first floor of the warehouse on you, and use it to open the door on the ground
floor (the above screenshot).


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Going to the outpost in a straight line is nothing short of a suicide, of course. That is why
you need to turn right as soon as possible, and go towards the waterlock. This will allow you
to go around the outpost and reach the barge and catwalks (the above screenshot). It is
worth mentioning that the area is patrolled by two more guards and it has been described in
details in the further part of the text.


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Fortunately, you can approach the outpost in two different ways, and both of them are
attention worthy. The first one is using the railroad car located on the first floor of the
warehouse. The car is inactive by default, so you need take the stairs to the second floor and
jump over to a ledge with whale oil containers on it. Take one of the containers and place it
carefully into the slot (the above screenshot).


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Do not try walking over the rail, or else you would be electrocuted. Instead, jump into the
car, duck and pull the lever (the above screenshot). The only thing remaining for you to do is
wait for the car to take you towards the outpost.


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The other one of the above mentioned, safe methods is swimming up towards the outpost.
You would have to reach the ledge shown in the above screenshot, and start climbing.














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If you plan on eliminating the guards here, I recommend that you start with the ones
gathered around the outpost (the above screenshot). The bodies are best stashed near the
water, which will prevent anyone from noticing them. If, on the other hand, you do not want
to attack anyone, you may go towards the area exit right away. This, however, will make you
miss several secret items.


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Its a good idea to explore the entire area before leaving it. First of all, I suggest using the
abovementioned alley, located at the main, asphalt road that leads up to the outpost. After
you find yourself behind the building, position yourself on the small balcony, look up, and
grab onto the loose chain shown in the above screenshot. Pull up and leap towards the
catwalk. Enter the building and collect the rune. It is also a good idea to get into the
neighboring room, where there is gold and food.


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Another one of the optional activities is to explore the area around the waterlock, and its
best reached by means of the door marked Waterlock Access (the above screenshot), located
behind the lodge. There are two guards around, but if you take precautions, you will be able
to eliminate them easily. Note if you do not want to attack the enemies, use teleport. It is
also a good idea to swim up to the waterlock instead of using catwalks.


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Approach the waterlock and look around for gold and food. Use the switch to lower the
waterlock and walk over it to reach the balcony at the other side. Use the second switch, and
quickly return onto the lock, ao that it lifts you. The purpose of this all is to reach the
balcony shown in the above screenshot. Watch out for a weeper occupying the building. After
you eliminate him, look around for gold, Sokolovs health elixir and a bone charm.


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Regardless of how long it took you to explore the area around the second outpost, you now
need to reach the door at the back of the lodge (the above screenshot).


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Exploring Pratchetts apartment and the neighboring
houses



Right after you reach a new location, you will witness a conversation between Pratchett and
one of the guards. It is worthwhile to wait until the end of the conversation, and seize the
opportunity to explore Pratchetts apartment. The interesting thing is that, if you are fast
enough, you will be able to steal Pratchett's key from Pratchett, before he manages to enter
the building.


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Do not worry if you do not manage to steal Pratchetts key. You can gain access to the
building in a number of other ways. The easiest thing to do is teleport to one of the balconies
(the above screenshot), but you can just as well enter from the side of the roof, or walk over a
ledge.


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On the buildings ground floor, you can find gold and a rewire tool. On the first floor there is
gold, food, a book, Pieros spiritual remedy and a cupboard that requires a key to open it.
Inside the cupboard there is a 100-gold-piece worth sextant. If you havent already
eliminated Pratchett, this is where you should meet him. Since he is hostile towards Corvo, it
would be a good idea to render him unconscious or put to sleep with a dart.


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On the second floor of Pratchetts apartment, there is a safe (the above screenshot). The hint
on how to open it was written down in the nearby Pratchett's Reminder. The puzzle consists
in reading numbers that appear on the paintings hanging in the aristocrats apartment
digit 4 on the painting with strolling people, 7 on the painting of a boat, and 3 on the
painting featuring the slaughterhouse. Return to the safe and enter the combination: 473.
Inside there are two bars and a rune. Wind up by exploring the remaining part of this floor,
and find gold, a book and Sokolovs health elixir.


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Apart from Pratchetts apartment, it would also be good to deal with the drawbridge and the
remaining part of the district. I recommend that you take the main road and stop when you
reach the window bars. Listen to the conversation between two criminals (the above
screenshot) in order to learn that one of them (Alec) is currently being in the guards custody.
You will be able to free him later on. Make sure, however, that the two dont spot you, or else
they will launch at you.


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Around there are a few apartments on the upper floors, and its easiest to access them by
walking on rooftops (the best way to reach the rooftops is to take the staircase in Pratchetts
apartment). The most valuable loot is to be found in the apartment patrolled by a deranged
civilian (the above screenshot), whom it would be good to render unconscious or kill. Apart
from gold, food and three log entries, there also is a rune.


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I suggest that you wind up by exploring apartments located the closest to the drawbridge.
Inside the apartment accessed via the stairs and the footbridge, there are gold and food.
Inside the apartment right next to the enemys outpost, (the above screenshot) there are gold,
a note (Cards Scoreboard) and a rewire tool.


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Reaching the drawbridge



The circumstances of reaching the drawbridge depend on whether you explored Pratchetts
apartment and the neighboring apartments, because there is a fair chance that you have
already got into the area of your current destination point. Otherwise, I suggest that you
stick to the main road and walk among buildings.


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You may also take the path to the left, i.e. the one taken by the guard after he finished his
conversation with Pratchett. This will allow you to explore several of the side alleys that you
pass on your way. In there you will find gold and food.


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It is also a good idea to walk along rooftops, which should relatively easily get you to the
building located the nearest to the drawbridge (the above screenshot).















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Regardless of the variant you chose, it is worthwhile to take a moment and get acquainted
with the current situation. First of all, turn your attention to the pylon, whose operation you
will learn after two bandits that attack you, come near it. The pylons are even more
dangerous than walls of light that you have encountered so far. They automatically
electrocute any hostile creatures that come near. Pylon is not the only threat, because there
also are a couple of guards, including one in the lodge.


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Reaching the other side of the drawbridge



The most important piece of information relating to crossing the drawbridge is that you
cannot reach the other bank by swimming towards it. As a result, you need to walk over the
guarded drawbridge. The upside, however, is that you can implement one of many methods
of operation. If you have Blink (teleport) at your disposal (ideally, upgraded to level 2), it is
best if you climb over the metal elements of the structure (the above screenshot).


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If you want to be more traditional in your approach, you need, above all, remember about the
two active pylons the one that has just electrocuted the bandits, and the other one, visible
in the distance. Each one can be deactivated on two ways and to do this, you need to follow
the cables that come out of them. In the case of the first one of the pylons (the one near the
lodge) one of the cables would lead you up to the control panel (the above screenshot). You
could use a rewire tool here. I recommend against this approach, as the pylon, when
reprogrammed, would start to electrocute every guard that comes near it, and this will result
in worse statistics at the end of the mission.


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Its a much better solution to reach the spot where there is the whale oil container that
supplies the pylon with power. Removing the container will shut the pylon down. Regardless
of how you choose to play your cards, watch out for the nearby guards that can be avoided or
eliminated. It also pays off to look around for pistol ammo and a boat with a Slackjaw's
Shipment Note in it, and two Sokolovs health elixirs.


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I recommend that, after you go around and optionally neutralize the first pylon, you take the
catwalk (the above screenshot) to some sort of a bunker. Because using the main entrance,
to access the bunker, is quite risky (the area is heavily guarded), you can teleport to its roof.
When you manage to secure the bunker (watch out for stray guards that may appear
occasionally), its a good idea to explore the area for gold, food, ammo, Sokolovs health
elixir, regular bolts and incendiary bolts.


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As I have already mentioned, there is another pylon further away. If you managed to secure
the bunker, I recommend that you search the areas on its both sides. Thanks to that, you
will find another one of the containers (the above screenshot). Removing the container will
allow you to disable the second pylon. Otherwise, I recommend that you dont go near the
pylon. At the same time, watch out for two guards occupying the area around it.


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The next step is to reach the upper levels of the structure. This can be done in two different
ways. The more obvious one is to use staircases (the above screenshot). Be careful, though,
when you reach one of the uppermost levels, because there is a hostile officer occupying the
area. The enemy has a drawbridge key, so it is worthwhile to loot him for that. .I recommend
that you search the area for ammo, incendiary bolts and Sokolovs health elixir.


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A less obvious variant assumes that you climb up one of the chains hanging around. The
task consists in grabbing onto chains and landing on small ledges alternately. This variant is
a way better idea if you aim at avoiding any contact with your enemies.


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To wind up, several words of advice on how to get to the other side of the bridge. Easier an
option is to cross over the footbridge shown in the above screenshot. Its worth adding here,
that it can be elevated, using a lever located near the enemy officer. Its optional, but it will
make things easier for you.


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Climbing the chains and jumping onto the ledges is a more difficult approach. You can reach
the top of the drawbridge this way (the above screenshot) and find there a worker, some gold
and a rewire tool. Then, you would have to walk over the uppermost part of the structure,
while minding your balance.


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Deactivating the drawbridge spotlights



Its time to focus on the first one of the aims of the current quest. Generators, alongside with
the spotlights, are located at the drawbridges other end, on one of its higher levels. This
means that if youve reached the other end by walking along one of the lower levels, you will
now have to get higher. If so, be aware of the fact that you will meet another hostile officer on
your way.


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Your destination now, is the cage shown in the above screenshot. Open the door of the cage
and remove the whale oil tanks from their slots. This will result in spotlights being
deactivated, thanks to which, Samuel will be able to reach Sokolovs home.


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Another step to take is getting across to the other river bank. Whats interesting, because you
have gone around all of the barricades on the river, you can now jump into water (the above
screenshot) and swim up to one of the ledges.


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Just al well, you can make use of staircases or chains, and proceed this way towards the
levels that are located below. In this case, you need to watch out for four guards and one
more pylon (the above screenshot). Just like in the case of the previous pylons, also this one
can be reprogrammed, shut down or you can go around it.
Note if you intend to perform the side quest, connected with freeing the apprehended
bandit, see now the subsection entitled Free Alec. If you prefer to focus entirely on the
current mission, (abducting Sokolov) skip to the subsection entitled Get around the third
outpost.


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Freeing Alec

New optional quest: Find the cell key



Alec is a bandit that you may have already heard about while eavesdropping on the
conversation between two criminals, near Pratchetts apartment. Alec is currently being held
by guards in a holding cell located in the bunker at the other side of the drawbridge (the
above screenshot). Approach Alec and he will ask you to free him and will promise you a
share in the loot of pearls as a reward.


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I recommend that you are VERY cautious, because, just like the previous one, this bunker is
guarded by several guards. What is even more, some of them patrol the area, so its better to
explore it beforehand, so that you arent caught and dont have to fight while escaping with
Alec. The drawbridge cell key is on one of the tables inside the bunker (the above
screenshot). Its also a good idea to look around the bunker for gold, food, a book, Sokolovs
health elixir, Pieros spiritual remedy and a grenade.

New main quest: Open the cell
New optional quest: Follow the scavenger


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Return with the cell key, and use it on the cell itself. Now you have to follow Alec, and
perform a few leaps on your way. As I have already said, it would be good to have the entire
area clear of any enemies, so that you do not meet any on your way. Stop in the spot in
which Alec asks you to get rid of river krusts.

New optional quest: Kill the river krusts


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Youd better be careful here as river krusts spit poison and, if you are hit, you may lose quite
a lot of your health points. I recommend here that you rely on the tactics of leaning from
behind covers. As far as the choice of suitable weapon is concerned, the best one fr this job
will definitely be your crossbow. This is especially advisable if there still are some guards
around and you do not want to alarm them. Note it is best to eliminate the river krusts
when they open up and get prepared to attack themselves. This way, you will be sure that a
single bolt will get the job done.


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Eliminate the krusts one after another, and try not to take too much risk. I recommend that
you examine their remains after you are done. This way, not only will you get the bolts back,
but also you will acquire precious pearls. After you eliminate all of the river krusts, return to
Alec.

New optional quest: Follow the scavenger
New optional quest: Find the pier key


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After having run for a dozen or so meters, Alec will stop at the locked gate and ask you to
find a key for it. The pier door key that you are after is to be found in the lodge at the
currently explored side of the river (the above screenshot). If you havent yet eliminated the
guards at this side, youd better be careful, as there should be three more guards. You can
eliminate one after another, or try and squeeze past them to get the key.


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I suggest that you now stop and consider possible ways of completing the task. If you return
to Alec, it will turn out that he simply tricked you and called two other bandits to his aid,
and they will attack you.


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You can render Alec unconscious or kill him early enough, but definitely the most interesting
solution is to deprive him of his reinforcements. To do this, you need to get to the balcony of
the building adjacent to the main path (the above screenshot), still before you open the gate.


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Carefully, sneak into the main area of the building in which there should be the two bandits.
The best way of dealing with them is by using sleeping belts, although you can take a more
aggressive approach. Either way, the most important thing to do, after you dispose of them,
is exploration of the whole building to find the pearls that Alec promised to you, and also
gold, rewire tool, bolts and an Alec's note. If you want to, you may now return to Alec and
let him trick you without any help from his friends (he doesnt know about it). Its worth
mentioning here that you can avoid losing your extra bonus, and remain undiscovered, if you
walk away from Alec right after you unlock the gate, and not let him approach taps nor say
his lines.


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Getting around the third outpost



Before you get to go around the third outpost, you need to notice it first. I assume that you
are starting somewhere around the eastern river bank, right after youve walked over the
drawbridge. Keep your eyes open, because the area is patrolled by at least three enemies.
You could go about eliminating them, but you can just as well go around them. In the latter
case, youd better choose the lower path, i.e. the one that you might have already gone
through with Alec.


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Since you are already here, it would be a good idea to explore the lodge located at this side of
the river (unless you already have). Inside, you can find ammo, Sokolovs health elixir and
a pier door key. Follow the main path in order to reach the passage to the next location
(Midrow Substation). Once there, collect food, Sokolovs health elixir, a rune, a book and
the Overseer's music note.


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The surroundings are patrolled by quite large numbers of guards, so it would be a good idea
to devote a few moments to planning further steps. Its not advisable to choose the main
path. Its much better to get at the back of the building to the right (the above screenshot)
and try to remain on rooftops, or other places above the ground.


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The passage to the district, where Sokolovs apartment is located, is guarded by another wall
of light, and going around it can be tricky. In order to go around it or rewire it, you will have
to reach an enclosed area to the left of the wall.


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The objects controlling the wall of light may be reached in two ways. The easier solution
assumes using Blink (teleport) to get over the fence to the left (the above screenshot).
















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A less obvious variant assumes that you stop the running machinery that somewhat guards
the entrance to the enclosed area. The problem may solve itself when you use the time stop
power or reach the control room located on the catwalk above. It is worth mentioning here
that the catwalk is patrolled by a single guard that you would have to eliminate or avoid at all
times.


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Regardless of the method adopted by you, you need to cut off the power source (whale oil
tank) or rewire (the control panel) the wall of light. Before you go on, though, explore the
entire area to find Pieros spiritual remedy and gold. You can also go to the water reservoir
and kill river krusts to obtain their pearls. After you cross the wall of light, you should go
and explore the warehouse to the left (the above screenshot). You can gain access to the
warehouse by means of teleporting to the upper-floor balcony only.


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Start exploring the warehouses upper floors to find gold, food, Sokolovs health elixir,
Pieros spiritual remedy and three books. Go to the very bottom and turn your attention to
the woman cornered by rats (the above screenshot). The easiest solution to the issue is throw
down one of corpses, so that the rats develop interest in it.


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Approach the woman and convince her that she should escape. Its also a good idea to
explore the remaining part of the warehouses underground, to find gold, a book and a bone
charm.You do not need to walk to the woman anymore, so you may now leave. Eventually,
choose the passage to the [Northern Bridgeway]. Depending on your preference, you may
now explore the new area (the Explore Sokolovs apartment subsection), or you can focus
entirely on the main quest (the Gain access to Sokolovs apartment subsection).


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Exploring the neighborhood of Sokolovs apartment



The district that Sokolovs apartment is located in is quite vast, but youd better not neglect
to explore it thoroughly, because you may find many valuable items here. To start with, a few
words concerning the dangers here. The guards are concerned with patrolling the main road
and guarding cages with civilians in them (the above screenshot). That is why you shouldnt
leave unconscious guard at the main road if you intend to eliminate them. Soon enough
(after you free the civilians) this might cause the bodies to be inadvertently discovered.


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Its best to deal with the imprisoned civilians later on, after you get rid of all guards.
Otherwise, this would unnecessarily lead to alarm being raised, and guards would also
attack the escaping civilians. Disable the wall of light by removing the whale oil tank and
listen to the conversation with one of the rescued civilians. You will learn about whereabouts
of a nearby safe.

New optional quest: Open the safe hidden behind the painting


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You now need to teleport to the highest located balcony of the destroyed building, at the foot
of which the civilians were held. You will recognize the place by a big painting (the above
screenshot) hanging here. Move the painting and enter the combination (294). In the safe
there is gold and a note (Secret Stash Tip) containing information about the whereabouts of
another stash.


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Return downstairs and enter the building to the left of your starting point, i.e. the one that
the rescued civilians returned to. On the ground floor there is gold and food. Next engage in
the actions you learned about from the note that you found on the roof. Approach water tap
(the above screenshot) and interact with it three times. This will result in a secret chamber
being opened. Watch out though for the rats dashing from inside. After you eliminate or
escape from them, you can explore the chamber itself. Inside there are gold and Pieros
spiritual remedy.


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Unfortunately, you cannot use the stairs to reach the upper floors of the building with the
liberated civilians in it, because it is blocked. Instead, you need to go back outside, go
towards the river bank and reach the balconies outside, shown in the above screenshot,
using teleportation and nearby runes. Resume the exploration of the building to find gold
and a bone charm.


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It is not the end of the exploration, yet. I recommend that you also explore the warehouse at
the other side of the street from the building that civilians were kept in. Its best to take the
door near the active spotlight to access it (the above screenshot), although you can also get
inside from rooftops. Inside you can find gold, food and Pieros spiritual remedy.


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Gaining access to Sokolovs apartment



Sokolovs apartment is located at the other end on the district so, if you havent eliminated
the guards mentioned in the previous subsection, it would be a good idea to go around them
now. It pays off, in such a situation, to turn right (the above screenshot), thanks to which it
will be easier to avoid any contact.


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[Sokolov's House] can be accessed in three different ways. The first one assumes that you
use the main entrance. Note that the area is patrolled by two guards so, if you do not intend
to kill them, you need to teleport towards the door and enter the building before you are
noticed. If you, however, dont mind using force (wait for them to scatter), explore the area for
pistol ammo and a grenade.


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Variant two assumes that you gain access through the basement located underneath the
mansions main entrance. You can reach it by walking over pipes, or by swimming up to it. It
is worth noting that the basement is not guarded at all.


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Variant three assumes that you reach the mansions upper balconies and its decidedly the
best idea, if you want to finish this mission as quickly as possible, because Sokolov is staying
in the greenhouse on the roof. If you havent upgraded your Blink power to its maximum,
and you cannot teleport over larger distances, you can try and jump over to the chain, or
climb starting from the place, where the main entrance is located. Watch out a single guard
patrolling the upper balconies.
Note if you havent managed to reach the balconies right away or, if you are planning on
exploring the mansion thoroughly, skip to the subsection entitled Explore Sokolovs
apartment.


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Exploring Sokolovs apartment

New Main Quest: Find Sokolov



Sokolovs apartment is a quite atypical structure. The main problem about it, is that it is a
vast, open area, thanks to which, enemies can easily observe your actions. You should
especially watch out for the guards walking up and down the apartment the one in front of
the starting point (the above screenshot) and the one to the right, around the basement
stairs. If you want to eliminate your enemies, be diligent in picking your targets and devote
much time to concealing them.


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On the ground floor of Sokolovs apartment there is a Sokolov's note to Howlcreek that you
will learn from that Sokolovs staying at the greenhouse at the moment. You can also find
here a rewire tool and Sokolovs painting (the above screenshot), but steal the pieces of art
only after you have secured the area. At the same time, mind the wall of light and do not try
to cross it when its active.


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After you explore the ground floor, you need to get to the second one. Note that some
corridors on the first floor are protected by walls of light (the above screenshot), so dont be
too fast. On the first floor, you need to watch out for new guardians and two chambermaids,
who you can also be noticed by.


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There is a variety of approaches to going around the abovementioned walls of light, like
walking over pipes, or using Blink (teleportation) to reach the rooms on the floor, or even
their upper parts. Its best to shut down the walls of light , so that you dont die accidentally,
as a result of coming into contact with them.


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I recommend that you explore both of the first floor rooms, because you can find there gold,
food and Sokolovs health elixir. After you have sufficiently explored the area, find the
stairs shown in the above screenshot (they are near both walls of light) that lead up to the
second floor.


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Watch out for two new guards on the second floor (the above screenshot). It would be best to
neutralize them of course, but you can also go past them unnoticed by going left and
crossing the well lit area with a large amount of pipes in it. Use the door to Sokolovs private
chambers, and find gold, four books, bolts, sleeping bolts and a Pieros spiritual remedy.
Eventually, take the stairs to the roof.


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Finding Sokolov



As I have already mentioned, Sokolov is staying in the greenhouse on his mansions roof. If
you have chosen to get here through Sokolovs building, you need to get to the second floor
and find stairs to the roof (the above screenshot).


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If you have got here without exploring the building, you just need to get to the upper
balconies patrolled by a single guard (the above screenshot).
















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Regardless of how you got here, you need to take the door to Sokolovs Greenhouse (the
above screenshot).


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Abducting Sokolov

New Main Quest: Render Sokolov unconscious



Remember that Sokolov cannot die or you will fail the entire mission. Its best to wait until
he stops somewhere for a longer period of time, sneak from behind, and choke him. If you are
noticed, use sleeping bolts and dont let Sokolov escape.

New Main Quest: Carry Sokolov to Samuel the Boatman, under the bridge near
Sokolov's home


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Before you carry away the unconscious Sokolov, it would be a good idea to perform a few
additional actions. Collect the Sokolov's house key and use it to free the captive woman.
Explore the greenhouse in search of Lieutenant Niles' Report, Sokolovs health elixir
(another ones can be produced), an Audiograph and a rune. Its also a good idea to return to
Sokolovs private quarters on the lower floor, and use the key to open one of the cupboards in
order to find as many as three bars.


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Return to Sokolov and lift his body. The easiest method to leave the mansion is by teleporting
from one of the balconies (the above screenshot).















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If your Blink is not developed enough, I recommend that you carry Sokolov down to the
second floor. Turn left in order to reach the lift shown in the above screenshot. Its inactive
by default so you need to bring here a whale oil tank and place it in the slot. After you restore
the lift to full operation, use it to return to the ground floor and, more precisely, into the
vicinity of the main entrance to the mansion.

New Main Quest: Travel with Samuel and Sokolov back to the Hound Pits Pub


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The only thing left here to do, is return to the rendezvous point, but be careful because there
are new guards around. You do not need to use the main streets, especially that Samuel is
waiting for you at the river bank underneath the bridge (the above screenshot). During the
conversation with him confirm that you want to leave this location.


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The Hound Pits Pub #5
Interrogating Sokolov

New Main Quest: Get some rest while Sokolov is unconscious



After you return to the pub, listen to the conversation with admiral Havelock, who will
congratulate you on your success. Just like in the case of your previous visits to the place, I
recommend that you explore the area to find new items like gold, books, audiographs etc.
You should also pay Piero a visit in his workshop. Talk to Cecely, who should inform you
that you may use the abandoned apartment. The abandoned apartment key may be found
underneath the bed in room 203. The building that can be opened with the key may be
recognized by unpainted walls (the above screenshot). Inside, there is a bone charm. After
you have dealt with all business, return to Corvos chambers located on pubs top floor and
interact with the bed.

New Main Quest: Interrogate Sokolov


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How you react to Emily waking you up, is of no significance whatsoever. Exit the pub and
walk into the building that has been inaccessible so far, in which Sokolov is being
interrogated. After you reach there, listen to Sokolovs conversation with Admiral Havelock.
Seize the opportunity and explore the entire warehouse to find gold, two books and
Sokolovs health elixir.


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Initiate your conversation with Sokolov and notice that the game will allow you to choose the
way in which you want convince the captive physician to tell the truth. A more aggressive
variant consists in threatening Sokolov with setting rats on him (the upper-right dialogue
option).

New Optional Quest: Talk to Piero and buy a bribe


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A less aggressive variant assumes that you bribe Sokolov (right-middle dialogue option). If
thats the variant you chose, you need to find Piero that should be now occupying on of the
higher floors of the pub. During conversation with Piero, you will learn that he is in the
possession of unique brandy King Street, But he will refuse to part with it for free. As a
result, you need to purchase it from him for 150 pieces of gold.


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Return to Sokolov with the brandy and give it to him, thanks to which you will convince him
that he should share his information. Regardless of the variant you choose, you will learn
about the existence of some Lady Boyle and the necessity to go to a masked ball held in the
Boyle Estate.


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Trip to the Boyle Estate

New Main Quest: Ride with Samuel to the Boyle Estate
New Optional Quest: Deliver a note to Lord Shaw: He's in a wolf-mask at the Boyle
party



As you leave the warehouse, you should be accosted by Lord Traevor Pendleton and he will
ask you to perform a quest for him, connected with delivering a note to Lord Shaw, who has
been invited to the ball.


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Traditionally now, meet Samuel the Boatman, and to confirm that you want to leave this
location (the upper-right dialogue option), to finish your visit in the pub and finish this quest.


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Mission 5 - Lady Boyle's Last Party
Mission plan

Overall Premises
This mission takes place in the [Estate District] location. Its definitely the hardest to play
through its initial part, but right after you gain access to the Boyle Estate, you will be able to
act undercover and not worry about being exposed and attacked.
In a nutshell
Below, you can find a list of all of the sub-points to this guide, connected with the described
mission. If you want to explore the area thoroughly, follow all of my instructions from end to
end. If you prefer to concentrate on the main mission instead, turn your attention only to the
pages with the note (compulsory) attached.
Steps to take:

Explore the Estate district (optional) It is a good idea to go and explore the entire
area, but you need to watch your steps because its easy to get exposed.
Cross the river (compulsory)
Explore the Boyle Estate surroundings (optional) there is merely one building to
explore, so its not going to be long.
Infiltrate the Boyle Estate (compulsory)
Explore the Boyle Estate Garden (optional) As a matter of fact, there is only one thing
to do here, and its connected with the errand received from Pendelton
Access the Boyle Estate building (compulsory)
Explore the basement and the ground floor of the Estate (optional) The Estate itself
is the main location of this mission, so there are a lot of rooms to explore and a lot of
loot to collect.
Explore the Boyle Estates first floor (optional) The first floor of the Estate is
inaccessible to guests, so you need take precautions in order not to be exposed. I
recommend that you examine every corner and collect additional items
Identify your target (compulsory)
Choose your way of eliminating Esma Boyle (compulsory)
Meet with Samuel at his boat (compulsory)

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Exploring the Estate District

New Main Quest: Find a way inside the Boyle estate
New Optional Quest: Deliver a note to Lord Shaw: He's in a wolf-mask at the Boyle
party



Right before you begin the mission proper, you will have the opportunity to learn a new
obstacle, i.e. the tall boy. These are that move around on long, mechanical stilts and
equipped with good, long-range weaponry. The most important piece of information is that
you cannot eliminate them in a quiet way, so avoiding them is the best thing you can do
about them. Note that their seeing range is much larger, but they, fortunately, follow
predetermined paths, and a moments observation is everything it takes to determine when
its safe to make another move.


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I recommend that you start in a non-typical way, which is by exploring the river. You should,
of course, watch out for piranhas that you should be escaping from by teleporting, with time
hold. You may also eliminate them with your crossbow while standing on the bank, which
makes things safer. The purpose of the actions described here, is to find a rune at the bottom
of the river (the above screenshot).


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Return to your starting point and start the exploration of the actual area of the Estate
district. Take a look into the two caretakers lodges, in which there are ammo and two
Sokolovs health elixirs. In the area where there are a guard and a civilian (both of them
need to neutralized if you want to explore the area more thoroughly) there are gold and a
rewire tool.


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The most important part in the location is the building shown in the above screenshot. You
can get inside in two different ways, namely enter through the main entrance on the ground
floor or Blink (teleport) to the rooftops, and enter through one of the windows on the higher
floors.


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Since the building is occupied by weepers, you need to watch your steps. Depending on your
approach, you can either kill them, render them unconscious (e.g. with sleeping bolts) or go
around them. In the case of the last one, I recommend that you rely on teleportation,
possession or time hold You definitely need to explore the top floor room (the above
screenshot) that is occupied by three weepers. You can find here gold, two Pieros spiritual
remedies, a book, a bone charm and a rune.


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This is not the end yet, because you can reach the remaining rooms of the main building over
the rooftops and by jumping down onto the external balcony shown in the above screenshot.
In there, there are gold and a book.


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Crossing the river



It is compulsory to reach the other bank of the river, because this is where the Boyle Estate
is located. The most obvious variant is to take the metal bridge located near the starting
point (the above screenshot)


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Another interesting solution assumes that you reach a bigger bridge. It is located further
away from the Estate, and you would have to avoid the guards described in the previous
subsection.


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The least obvious variant is to use Blink (teleport) in the area in which both banks are the
closest to each other, i.e. to the left of the big bridge (the above screenshot). Its is the best
path to follow if you do not intend to attack anyone.


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Exploring the Boyle Estate surroundings



Regardless of how you cross the river, turn your attention now to the tall boy patrolling the
street neighboring with the Boyle Estate. Furthermore, the area is guarded by a single guard
and, if you are going to eliminate him, you should conceal his body as quickly as possible to
prevent it from being seen by the enemy on stilts.


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Before you decide on how you want to infiltrate the Boyle Estate, I recommend that you
explore the building on the right (the above screenshot). Also this one is occupied by weepers
. The largest group of these is staying on the ground floor (the above screenshot), and I would
strongly recommend that you take all precautions in order to avoid them safely.


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Explore the ground floor for gold, and go upstairs. In the room on the top floor there are
gold, Sokolovs health elixir and a bone charm. Its worth adding that you can reach the
room from the outside as well. You do it by using Blinking (teleportation) from one ledge to
another. In this case you need to watch out for a group of rats that may attack you out of a
sudden.


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Infiltrating the Boyle Estate



You can, of course, infiltrate the Boyle Estate in many different ways, and these can be
categorized into three main acting methods. Method one is concerned with taking the main
entrance for the guests. The entrance is located at the main bridge (the one further away
from the starting point) and you can reach there in two ways. Variant one is an
uncomplicated climbing (the above screenshot).


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Variant two is jumping into a small hole and possessing a rat or destroying the wooden
planks shown in the above screenshot. In both cases you need, of course, to make sure that
you are not seen by the guards, and especially by the tall boy.

New Optional Quest: Use the party invitation to bypass the doorman


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Approach the guest entrance and devote a moment to eavesdrop on the conversations people
are having. As you will quickly find out, you need a Boyle party invitation. What is
interesting, If you carefully explored the art dealers apartment in mission 3, you might have
found one of these in his safe. If you did not, take a look around the area to find one that has
been lost by one of the guests (the above screenshot).


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Equipped with the invitation (found in the Estate area, or obtained from the art dealers
apartment) approach the booth with the buttler in it. After you show him the document (the
upper-right dialogue option the above screenshot), go towards the Estates main entrance.


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Another way to reach the main area of this quest, is connected with exploration of the alley to
the right of the Boyle Estate. The plan is that you get over the fence in the spot shown in
the above screenshot. To do this, you of course need to have Blink (teleportation) at your
disposal.


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Dishonored Game Guide 383 / 816



The last, third way is entering the area from the side of the guard quarters. Also in this
case, you need to go to the alley to the right of the Estate, but I suggest that you first go
through the building described in one of the previous subsections (the above screenshot).
You, of course need to watch out for weepers on your way.


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Reach the upper room in the building and go out to the balcony. From here you can teleport
into two different places. The first one is a nearby window (the above screenshot). After you
enter the room, youll have to collect the guard quarters key and use it to unlock the
passage.


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The other one of the possible places, you can teleport from the balcony to, is the highest
located balcony of the guard quarters. Going for this variant will make it unnecessary to
search around for the key, but getting downstairs safely may turn out to be more
troublesome.


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Exploring the Boyle Estate garden

New Main Quest: Identify which costume your target is wearing
Note the [Boyle Estate] is a place where all of the characters are neutral towards you. That
is why, I recommend that you keep your weaponry sheathed/holstered (pressing and holding
down the F key). Try and do not rob people that are within the sight of the other people, or
else you may start an alarm after several attempts. You can eliminate the problem by waiting
for an individual NPC go to an area that is not being watched, or by using a power
(Possession of time hold etc.). Its worth noting here that the abovementioned restriction does
not hold for items that you can find in the building. In this case you do not need to worry
about negative reactions from guests and hosts alike.



I recommend that you start by examining the enemys outpost located near the main
entrance to the Estate (the guest entrance). The location is locked off by default, but the
guards watching over it, have gate house keys on them so you can steal it from one of them.


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After you unlock access to the outpost, try and eliminate the guards inside quietly without
raising alarm and letting the guests realize what is going on. After you do that, explore the
entire room to find gold, food, Sokolovs health elixir, a book and a blueprint.

New Optional Quest: Follow Lord Shaw


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In the Estates garden, you will find Lord Shaw, i.e. the person you were asked to meet by
Lord Pendelton on your last visit to the pub. It is of course worthwhile to initiate a
conversation with him in order to give him the note. The aristocrat will ask you to follow him
into another place.


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After you reach another part of the garden, it will turn out that you will have to fight a duel of
honor on Lord Pendeltons behalf. Approach the box and collect one of the pistols. Note If
you do not want your statistics at the end of the mission to go worse, you need to ignore the
duel, because the only way to win it is by shooting Shaw.

New Optional Quest: Return to the Hound Pits Pub


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Position yourself back to back with Shaw on the plate, and wait for one of the gathered NPC
to start the countdown. As soon as you hear one, you need to turn around as quickly as
you can and shoot Shaw. What is interesting, you can use the slow time/hold time power
right before you turn around, which will make the duel easier for you to fight. After you shoot
Shaw, run through his pockets to find gold.


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Resume the exploration of the area adjacent to the Boyle Estate. I recommend that you
explore the guard quarters (i.e. the building that you might have started your exploration of
this area. Inside, there are gold, food, a guard quarters key, pistol ammo and a rewire
tool.


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Accessing the Boyle Estate building



There are three different ways in which you can access the Boyle Estate building. The most
obvious one is through the main door.


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You can also use the ballroom door. You will not profit from this, however, because you can
move freely around the Estates ground floor.

















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The least obvious variant is to reach the bedroom door on the upper balcony. To do that,
you need to access the upper level of the guards quarters and teleport over to the balcony
(the above screenshot), and go around or eliminate the guard there by killing or choking him.
Note if you just want to focus on finding the right Boyle Lady, skip to the subsection
entitled Identify your target. Otherwise, I recommend that you take a look at the optional
subsections entitled Explore the basement and the ground floor of the Estate and
Explore the Boyle Estates first floor,


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Exploring the basement and the ground floor of the
Estate

New Optional Quest: Gather information by talking with guests
New Optional Quest: Sneak upstairs and search the three bedrooms for clues
Note the [Boyle Estate] is a place where all of the characters are neutral towards you. That
is why I recommend that you keep your weaponry sheathed/holstered (pressing and holding
down the F key). Try and do not rob people that are within the sight of the other people, or
else you may start an alarm after several attempts. You can eliminate the problem by waiting
for an individual NPC go to an area that is not being watched, or by using a power
(Possession of time hold etc.). Its worth noting here that the abovementioned restriction does
not hold for items that you can find in the building. In this case you do not need to worry
about negative reactions from guests and hosts alike.



It is best to start the exploration of the Boyle Estate from the foyer (main entrance). You can
here have a look at the Boyle Party Guest Ledger, and even add your name to it, although
this will give you nothing. It is a good idea to deal with the newly-unlocked optional quest
and start a conversation with a nearby group of guests. In the latter case, its worth knowing
that it does not have to be anyone in particular. You can even talk to an anonymous NPC
without any specific name.

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From the guests, as well as from your own observation, you will learn that in the Estate there
are three ladies of the name of Boyle wearing white, red and black clothes. Nobody knows
which one is whoch and we will later on deal with determining their personals. Meanwhile,
you can of course talk to each one of the three ladies, but its optional. Continue your
exploration of the ground floor and remember about the possibility of collecting valuables,
gold, food and books. The same freedom of action does not concern the abovementioned
gold pouches. If you are caught red-handed once too many, you will have to deal with
guards.

New Optional Quest: Get Miss White a drink


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Its a good idea to eavesdrop on the conversation Miss White with Ramsey are having. Soon
after the conversation ends, you should receive a quest connected with the lady. Go to the
ballroom and prepare a drink by interacting with the fountain (the above screenshot). Return
to miss White with the drink, and you will learn that Waverly Boyle ma is wearing white
clothes, and Lydia Boyle red ones.


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After you have sufficiently explored the ground floor, find the staircase for servants that is
located near the ballroom. Use the stairs to reach the kitchen area in the basement. Look
around the place for gold, food, a book, Sokolovs health elixir and a Pieros spiritual
remedy. Its worth adding that, although its only service thats remaining in the kitchen
area, you wont be chased away by anybody.


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In the basement proper, you can only find gold and Sokolovs health elixir, but watch out
for rats that may attack you out of a sudden. The most important place in the basement is
the family vault, and you can access it in two ways. Its way easier to pass through the
ventilation shaft as a rat, but you can also steal the basement vault key if your Possession
power is not developed. The key can be stolen from Lydia Boyles bedroom on the first floor.
Inside the vault there is a considerable loot, like gold (including as many as five bars!),
Sokolovs health elixir, Pieros spiritual remedy and a rune.


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Exploring the Boyle Estates first floor



As I have already mentioned, the first floor is inaccessible to the guests. It is going to be
much easier to overcome the obstacle if you have taken the door on the patio outside - the
ones that were guarded by a single guard- because this will get you in one of the three
bedrooms on the first floor. Otherwise, you will have to go creative. The easiest method is to
choose the staircase for the servants thats adjacent to the ballroom (i.e. the one that you
might have already used to get down to the basement). The staircase is guarded by a single
guard, but if you wait, he will walk away, and you can go upstairs. To reach one of the
bedrooms.


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Another option is possessing a rat or a human. In the case of a rat, you would have to find a
ventilation shaft that leads up to the floor (the above screenshot). As far as a human is
concerned, you would have to cross the wall of light in the foyer, after possessing them, and
take the stairs.


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The last method consists in disabling the wall of light, which is, unfortunately, quite
complicated. The power supply for the wall of light is located to the right of it, and the door to
it is locked by default. As a result, you would have to steal the whale oil closet key from one
of the guards in the foyer. After you obtain the key, unlock the access to the side room and
rewire the wall of light, or disable it by removing the whale oil tank.


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The Estates first floor is patrolled by several guards, so you need to be extremely careful. If
you plan on eliminating the guards, make sure that you carry away the bodies into secluded
areas out of anybodys sight. I do not recommend stashing them in the toilet on the floor,
because the guards like to visit it frequently. To stash the bodies, it is better to use
bedrooms. I recommend that you seize the opportunity to loot the bodies, because one of
them has the Waverly's bedroom key on him.


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Regardless of whether you eliminated the guards or not, start exploring the rooms on the
floor. In the abovementioned toilet there is gold. In the central room with the cabinets apart
from valuables, you can find Sokolovs painting (the above screenshot). The last one of the
less important rooms is the library. In here, you can find two books.


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Lydia Boyles bedroom (the above screenshot) is located above the foyer. In here you can find
gold (you definitely need to collect pearls from both chests!), basement vault key and Lydia
Boyle's Diary.


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Waverly Boyles bedroom is locked by default and you can access it through the attic (this
was described further in the text) or by acquiring Waverly's bedroom key from one of the
nearby guards. Inside the bedroom, there are gold, food, a copy of Waverly's bedroom key
and Waverly Boyle's Diary.


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Esma Boyles bedroom is the one that you can access from the balcony outside and from the
service staircase. You can find here gold, food, Sokolovs painting, Dunwall Tower
skeleton key, Pieros spiritual remedy, Esma Boyle's Diary and Note to Esma Boyle,
whose reading is a way of identifying your target (more about it in the subsection entitled
Identify your target).


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To wind up, it is worth mentioning the attic between Waverlys and Esma Boyles bedrooms.
In both of them there is a red rope (the above screenshot), whose pulling unlocks the access
to the attic. Its worth going there, because you will find a lot of valuables in there.


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Identifying the target

As you can remember, there are three ladies in the estate marked as miss Boyle. Your aim is
to establish the identity of each one of them, and single out the one that is connected with
Lord Regent. This can be done in either of two ways described below.

New Optional Quest: Get Miss White a drink



Variant 1) Safer and more time consuming, but, at the same time, assumes remaining on
the ground floor. There are two things to do here, and the first one of them was described in
the subsection entitled Explore the basement and the ground floor of the Estate. You
need to keep initiating conversation with miss White until you receive a side quest connected
with bringing the lady a drink. To do that, go to the ballroom and prepare the drink by
interacting with the fountain (the above screenshot). Return to miss White with the drink to
learn that Waverly Boyle is wearing a white costume, and Lydia Boyle is wearing red.

New optional quest: Talk to Lord Brisby
New optional quest: Knock out Esma Boyle and deliver her alive to the basement


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Remain on the ground floor and find Lord Brisby, that will ask you to listen to him (the
above screenshot). After you initiate conversation with Lord Brisby again, he will reveal to
you that the person you are after is Esma Boyle. At the same time, he will ask you not to kill
her (more about it in the subsection entitled Choose your way of eliminating Esma Boyle).
Since you already know what color costumes the ladies are wearing, you will conclude that
Esma is wearing black.


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Variant 2) This variant will allow for singling out your target quickly, but is, at the same
time, more dangerous. This is so, because it assumes the exploration of the first floor, that is
inaccessible for the party guests. You need to reach Esmas Boyle bedroom, which was
described in detail in the subsection entitled Explore the Boyle Estates first floor (its the
one connected with a balcony and the service staircase). Once you get to the bedroom,
examine it carefully to find a Note to Esma Boyle.


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Choosing your way of eliminating Lady Boyle

New Main Quest: Eliminate Esma Boyle: Black Dress
New Optional Quest: Knock out Esma Boyle and deliver her alive to the basement



After you determine that it is Esma Boyle that is your target, you need to consider how you
would like to eliminate her. You can, of course attack Esma, but in this case you would have
to expect aggressive response from the guards. The problem can be settled by using a power
(like time hold), or with sleeping bolts from a hiding place, but in general, it is better to try
and find another solution.

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If youve read Esma Boyle's Diary in her bedroom on the first floor, you will get to know that
she has a soft spot for men. That is why its worthwhile to initiate a conversation with her an
suggest her that you two go to her bedroom.


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Before you go to Esmas bedroom, it would be a good idea to talk to Lord Brisby on the
ground floor (the above screenshot). This will unlock an alternative way of eliminating Esma
without the necessity to kill her.


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I recommend that, in order to get to Esmas bedroom, you use the service staircase next to
the ballroom (the above screenshot), especially that you wont be stopped by anyone if you
do.


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After you get to the bedroom, you need to decide whether you want to kill Esma, or only
render her unconscious? The latter option is, of course, a better one. To neutralize Esma, you
can either use sleeping bolts, or choke her after you sneak up from behind.


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Meeting with Samuel at his boat

New Main Quest: Escape back to Samuel's boat
New Optional Quest: Knock out Esma Boyle and deliver her alive to the basement



Regardless of how you eliminated Esma Boyle (by murdering her in front of everybody, killing
her or knocking her down in her bedroom) you need now to return to your starting point.
Youd better not go through the location you did to get here. Instead, use the service
staircase again to reach the kitchen (the above screenshot). If Esma was murdered, you can
go ahead right away.


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If Esma is only knocked out, you either need to eliminate all of the people in this location, or
use the right power. In the latter case, the best would be time hold.
















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Another step is concerned with reaching the basement and the passage towards it is to the
right. Make use of the switch on your way, and reach the main part of the basement. If you
are carrying the body of the unconscious Esma, approach Lord Brisby, standing n the boat,
and receive his thanks as well as his assertions that the woman will come to no harm.


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In order to leave the Estate area, you need to take the door to the sewers (the above
screenshot). After you get in a new location, look around for gold and jump into the water.















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Eventually, you need to reach the circular valve handle and interact with it, which will
unlock the passage for you. DONOT hurry with reaching the spot marked in the game
because instead of Samuel you will meet there a tall boy. Read about the current quest.

New Main Quest: Samuel has moved! Find him past the canal gate
New Main Quest: Talk to Lord Pendleton at the Hound Pits Pub


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In order not to be seen by the tall boy, you need to dive, and then get to Samuel. Youd better
not stop anywhere in order not to be attacked by piranhas. You can safely resurface only
after you get near Samuels boat, and during the conversation with him, confirm that you
want to leave (the upper-right dialogue option).


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The Hound Pits Pub #6
Meeting with the Loyalists

New Main Quest: Talk to Lord Pendleton at the Hound Pits Pub
New Main Quest: Debrief with Lord Pendleton
New Optional Quest: Return to the Hound Pits Pub
New Optional Quest: Search the tower area for Emily



Just like in the case of previous missions, I recommend that you search the pub and its
surroundings, because you can find here new items (gold, books, audiographs etc.). Seize the
opportunity and talk to Callista, who will ask you to find the hiding Emily.


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To find the girl, go towards her tower and examine its foot, thanks to which you will bump
into Emily. Its worth noting that you will receive a valuable reward for finding her, because
she will give you a rune.

New Optional Quest: Go get the note and package in your room


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If you have only rendered Esma Boyle unconscious during the previous mission, on the pub
wall there will be a Note from Courier. Follow the instructions in it, and go to your
chambers to find an Anonymous Note and a rune.


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After you deal with all your business, go and talk to Lord Pendleton on the Pubs first floor
balcony. If you have done the side quest for him at the Boyle Estate (connected with Lord
Shaw), he will reward you with a rune. Then, Pendelton will send you to meet Admiral
Havelock.

New Main Quest: Meet with Admiral Havelock


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Admiral Havelock and the Overseer Martin are currently staying in room 202 in the pub.
Listen to the premises of the next quest, that is concerned with going to the Dunwall Tower
in order to eliminate Lord Regent. At the same time, it is worthwhile to have a look at the
tower map on the table.


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Trip to Dunwall Tower

New Main Quest: Travel with Samuel to Dunwall Tower



Make sure that you have dealt with all your business in the pub and return to Samuelem
and confirm that you want to leave for Dunwall Tower, the staying place of the Lord Regent.


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Mission 6 - Return to the Tower
Mission plan

Overall premises
This mission takes place in the [Dunwall Tower] location. The primary aim is to reach the
top level of the tower in order to eliminate Lord Regent. Traditionally for this type of quests,
you will have the opportunity to decide if you want to kill him, or just deprive him of all his
power in a more humanitarian way. Apart from the main quest, there are also side quests to
perform, that are worthwhile checking out while exploring the tower.

In a nutshell
Below, you can find a list of all of the sub-points to this guide, connected with the described
mission. If you want to explore the area thoroughly, follow all of my instructions from end to
end. If you prefer to concentrate on the main mission instead, turn your attention only to the
pages with the note (compulsory) attached.
Steps to take:
Reach the waterlock top level (compulsory)
Reach the Dunwall Tower (compulsory)
Explore the area around the Dunwall tower (optional) You may encounter several
obstacles while exploring the area, due to numerous security systems. Even though,
its worth checking out as there is some valuable loot to find here.
Infiltrate the Dunwall Tower (compulsory)
Explore Dunwall Towers ground floor (optional) The ground comprises merely the
main hall and a few side rooms.
Explore Dunwall Towers first floor (optional) In this case, there is quite a
considerable area to explore. This subsection also describes the dungeon in which the
Torturer dwells. You can reach the area by means of a staircase on the first floor.
Explore Dunwall Towers second floor (optional) It is best to ignore the Lord Regents
chamber during the exploration of the second floor, and leave it for the end. In the
remaining rooms, there is some loot to collect.
Explore Dunwall Towers third floor (optional) On the third floor there is only the
Broadcast Control Station connected with one of the side quests.
Infiltrate Lord Regents chamber (compulsory)
Choose your way of eliminating Lord Regent (compulsory)
Explore Dunwall Towers roof (optional) An important piece of information is that
exploration of the roof may be compulsory if your actions lead to alarm being raised.
Thats because Lord regent will take refuge in a heavily guarded room located on the
roof
Return to Samuel (compulsory)

Dishonored Game Guide 430 / 816

Area Map
The below maps may serve as an additional help while navigating the area. A noteworthy fact
is that you can also find it on your own. The first one is to be found in Admiral Havelocks
room, in Hound Pits Pub (you can see it before taking up the quest). Another copy is hanging
on the wall on the Towers ground floor, right near the entrance.

Map 1 Dunwall Tower



Legend:
A Dunwall Tower exits
B Staircase between the ground and the first floor of the Tower
C Wall of Light
D Stairs between the first floor and the Torturers chamber
E Staircase between the first and the second floor of the Tower
F Staircase between the second and the third floor of the Tower (Broadcast Control
Station)
G Lord Regents chambers
H Stairs to the roof of the Tower
1 Dunwall Tower ground floor
2 Dunwall Tower first floor
3 Dunwall Tower second floor


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Reaching the waterlock top level

New Main Quest: Infiltrate Dunwall Tower
New Main Quest: Kill the Lord Regent
New Optional Quest: Find the Broadcast Control Station



The mission starts in [Dunwall Tower Waterlock], i.e. the same place that you have already
had the opportunity to visit while playing the prologue part. Jump out of the boat and swim
inside. You need to start climbing here. After you run out of further objects to catch on, use
Blink (teleportation) to reach the opening shown in the above screenshot.


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Turn your attention to the corpse on the right. It is lying behind the bars and, if you want to
reach it, you need to Possess one of the rats around. On the corpse, you will find gold and a
bone charm.


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You can resume climbing in a number of ways. Variant one is to remain in the narrow shaft
that you have just reached. On your way, there would be several moving objects that you
would have to go past (the above screenshot), but you can, also here, use the power of Blink.


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Variant two assumes that you use teleportation to reach higher-located catwalks, and
ultimately reach the upper level patrolled by guards.















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Variant three, the last one, is connected with reaching the small catwalk shown in the above
screenshot. After reaching the door, you would run into an active arc pylon, and you would
have to hold time to get around it. Its worth adding here that, if you want to explore the area
around the pylon, you can disable it by removing the whale oil tank. Unfortunately, apart
from small amounts of gold and a Pieros spiritual remedy, there is nothing interesting to
be found here.


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Reaching the Dunwall Tower



There is a number of paths leading up to the Tower, seen in the distance. The most obvious
of variants assumes that you have managed to reach the balconies on the waterlock top level
(the above screenshot). Unfortunately, they are constantly being patrolled by several men, so
you would either have to eliminate them, or try to avoid them. A fact worth noting is that one
of the guards has a waterlock side door key on him. While you are here, you can also check
out a large eternal balcony to find the pantry with food and Pieros spiritual remedy (there
is also a passage to the room with the active arc pylon here).


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The main exit from the beginning part of this mission is guarded by the active wall of light
(the above screenshot). As a result, you need to find a way to go around it. If you have stolen
the key from the guard (waterlock side door key), you may now use it to open the door on the
left.


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Another way to go around the wall of light is to reach the balcony to the right (the above
screenshot) and teleport over to the neighboring one. You would find there a whale oil tank
inside a slot that you can disable the wall of light with. You do not need to backtrack after
you disable the wall, because you can just as well go ahead to go around it on the right side.


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The least obvious way of going around the wall, is to reach one of the openings located
underneath the balconies above, in the waterlock room. The upside of this approach is that
eventually you reach the pipes outside of the building . By walking over these pipes, you can
entirely go around the main balconies, as well as the wall of light (its is a good choice if you
want to avoid guards entirely).


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Regardless of your approach, you need to reach the yard vicinities. Also here, you can adopt
a variety of approaches. The first one, is walking over the bridge that neighbors the wall of
light, which is guarded by two men (the above screenshot). If do not want alarm to be raised,
you need to take the guards by surprise, or quickly go around them using, for example, the
time hold power.

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The remaining approaches assume that you near the area patrolled by the enemy on stilts
(tall boy). You can follow him by going under the bridge (its the place where you played hide
and seek with Emily), and reach the stairs. On your way, look around for gold and a rewire
tool.


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If you prefer to stay away from the tallboy, consider climbing in the spot shown in the above
screenshot, thanks to which you would be able to reach the balcony that, during the
prologue part, saw the murder of the Empress. You can eavesdrop here on the conversation
between a chambermaid and a guard, and then let them leave.


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After you take the bridge neighboring with the wall of light, or passing under the bridge, you
will end up around a police outpost guarded by a single enemy. Since you are here, its also a
good idea to have a look inside the lodge, where you can find ammo and a Sokolovs health
elixir.


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Exploring the area around the Dunwall Tower



The entrance to the Tower is heavily guarded, but you need to devote most attention to the
watchtower shown in the above screenshot. Apart from scanning the image the area in
front of the Tower, it has a wide range of rotation to the sides. Therefore, I recommend that
you do not stay out in the open, and move from cover to cover. Further on, you can decide on
the possibility of disabling the watchtower and, to do that, you will have to teleport to the top
of the watchtower and remove the whale oil tank from the slot.


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There is also a tallboy patrolling the area around the Dunwall Tower, which poses a
considerable threat also. Fortunately, he is quite predictable in his movements so, after a
moments observation, you will have a clear picture of the situation and know what to do
next, and when.


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For starters, I recommend that you explore the warehouse located to the left of the mission
target (the above screenshot), especially that this the area is not monitored by the
watchtower. It is enough to wait for the tallboy to go the other way.


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Do not attack the engineer here, and talk to him. You will learn from him about the
possibility of lifting the nearby flood-gate, and thus gaining access to the moat that
surrounds the main entrance to the Dunwall Tower. Have a look around the warehouse to
find gold, food, Sokolovs health elixir, rewire tool and a book. Eventually, enter the room
with a valve handle that opens the abovementioned flood-gate.


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The area to the right of the Dunwall Tower Entrance is quite extensively developed (the above
screenshot), but due to the presence of a watchtower and a tallboy, it is difficult to infiltrate it
and stay in hiding at the same time. I recommend that you use the time hold power or
teleport, but you can just as well access the area from the side of the Towers main entrance.


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You may now start exploring the buildings here. You need to watch out, not only for the
guards, but also for the chambermaid, ho mustnt notice your presence here. If you intend to
eliminate the enemies staying in the area, make sure that you conceal the bodies properly, as
all the enemies remain in a constant movement. In the room on the ground floor (the above
screenshot), you can find a rune under the bed, as well as gold, food, an Official Decree,
Sokolovs health elixir, ammo and a book.

New Optional Quest: Find the Torturer's chambers
New Optional Quest: Kill the Torturer


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You should definitely explore the upper level of this structure. Especially, you should turn
your attention to the observation spot. You can find there a message (Off-limits), whose
collecting unlocks a new optional quest connected with eliminating the Torturer. Apart from
that, in here you can find gold, food, a grenade and a rewire tool.


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Infiltrating the Dunwall Tower



Before you decide to enter the Dunwall Tower, remember the main threats described in the
previous subsections, i.e. the watchtower and the tallboy. These are not the only ones that
you will encounter on your way to the Tower. The main path to the Tower is fitted with a wall
of light (the above screenshot). You can, of course, try and jump over the wall of light, or use
Blink, but due to a high density of security measures and guards, I would recommend
against it.


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The safest way to reach the main entrance is to go through the warehouse described above,
and unlock a passageway for yourself with the valve handle (the above screenshot). Keep in
mind, however, the engineers warning, concerning piranhas. That is why it is advisable to
limit the time in water to a minimum (or kill out the piranhas with your crossbow).


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Notice that the small square in front of the Towers main entrance is patrolled by several
guards. You can, of course, try and go around them but, if you are going to explore the area
(or e.g. disable the watchtower), it is better to eliminate them. Around, there are two lodges
with gold and two Pieros spiritual remedies.


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You can now focus on how to infiltrate the Dunwall Tower. The most obvious patch is
through the main entrance, especially that it isnt locked.















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Another variant assumes that you move over to the Towers ledges above. This will allow you
to reach the ventilation shaft entrance (the above screenshot). After you take the tunnel,
you start the exploration of the Tower on the ground floor, just not in front of, but above the
main hall.


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The most obvious approach here is by using the underwater tunnel. Because there is a
grate that separates you from it, you would have to possess one of piranhas in the moat. The
abovementioned tunnel leads to a small side room with gold and door leading to the Tower.
Note I strongly recommend that you now get acquainted with the further four subsections
to this guide. Otherwise, if you are in a hurry, skip to the subsections entitled Infiltrate Lord
Regents Chambers and Choose your way of eliminating Lord Regent That are connected
entirely with the quests main aim.


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Exploring the Dunwall Tower Ground Floor

New main quest: Find the Lord Regent's bedchambers
Note I recommend that, apart from the below description, you also acquaint yourself with
the Tower Map contained in the subsection entitled Mission Plan. This should help you
while navigating the Towers floors.



On the ground floor of the [Dunwall Tower] location, as a matter of fact, there are few places
to explore. At the entrance, look around for Pieros spiritual remedy (and a copy of the
Tower Map) and wait for General Tobias that you can see in the distance, finishes talking to
Lord Regent. Only after that, start acting. Watch out for the patrolling guards and, if you
intend to eliminate them, their bodies are best stashed at the Towers main entrance.


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The door to the right of the hal lead to the room with the underwater tunnel in it (the one you
may have used to infiltrate the Tower). The door to the right of the main staircase leads to the
kitchen . It is locked by default and needs a special Dunwall Tower skeleton key to open,
which you may have found during the previous mission in Esma Boyles bedroom. Its not the
only such obstacle because, further in the mission, you will find here and there, door that
requires the very same key. Do not worry, though. You can go around all of the locked doors
in different ways.

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After you open the door, collect the Dunwall Tower kitchen key. As far as the kitchen itself
is concerned, you will encounter here a few servants and, at least, one guard. Traditionally
now, you can decide on whether you want to eliminate the enemies you encounter, or go
around them. In the former case, I recommend that you stash them in a nearby container. In
the kitchen itself there are no unique items, only gold, food, rewire tool and a Pieros
spiritual remedy.


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The easiest way to reach the first floor is through the stairs (the above screenshot). You
should, of course, watch out for the nearby guards. Turn your attention to the
communication terminal used for communications with Lord Regent. It is OFF by default
but, if you have already lead to alarm being raised, you can use it to make Lord Regent a bit
anxious, and to tell him who he is actually dealing with.


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If you do not want to take the main stairs, you can take one of the two passages located in
the abovementioned kitchen the stairs (the above screenshot) or the hole located above the
trash container.


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Exploring the Dunwall Tower First Floor



To the left of the main stairs that you use to get to the first floor, there is a small storage
room with Sokolovs health elixir in it. To the right there is another, separate staircase that
leads up to the second, and the third floor. Also in this case, you need to have the Dunwall
Tower skeleton key collected from Esma Boyles bedroom (the previous mission). Opposite
the staircase there is another active wall of light (the above screenshot).


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The good news is that the wall of light may be easily disabled or reprogrammed because, to
the right there is a widely available control room (a panel and a whale oil tank- the above
screenshot). Apart from that, in the room there also are ammo and a book.


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Resume your exploration of the first floor. You will be encountering guards on a regular basis
here and if you plan thorough exploration the area, I recommend that you keep eliminating
them. Also, try not to leave the bodies out in the open where everybody can see them
because, some characters change floors and, as a result, not necessarily will you meet them
right away. In the south-eastern part of the currently explored floor, there are small guard
quarters (the above screenshot) and you can find there gold, a grenade, pistol ammo, a
security room key and a book.


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In the eastern part of the flor there is a long corridor (the above screenshot), that you can
reach from the guards quarters, as well as from the staircase that couples this floor and the
kitchen. The interesting thing here is that you can easily avoid or attack from hiding here.
You do it by making use of the ventilation shafts beneath the ceiling. I recommend that, on
your way, you take a look into three side rooms to find there gold, food and a Sokolovs
health elixir.


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The eastern corridors will take you to the north-eastern corner of the first floor, and you will
find here a staircase leading to the [Torturer's Chambers] (the above screenshot)), i.e. to the
place in which there stays the Torturer connected with a side quest of yours. I suggest that
you eliminate the person right away. After you descend to the dungeons, hide in a place
where you wont be seen, and plan your further steps carefully.


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The most important piece of information, concerning the Torturer, is that he is much
stronger than the other guards. Therefore, I recommend against trying to kill him with your
pistol or crossbow. A single attack, even if aimed at the head, wont do no good. Instead, I
recommend adopting either of two approaches. The first one of the suggested tactics assumes
that you use the hold time power. What is interesting, this does not stop the enemy, but
merely slows him down. When this happens, position yourself behind the Torturer, and
execute him.


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The other one of the methods is to possess one of the rats or the sleeping hound. You cannot
attack the Torturer in this form, but you can easily position yourself behind him, so that,
after you return o your human form, you can catch him off guard. Regardless of the adopted
approach, try not to raise alarm or wake up the sleeping hound. You should aim at initiating
a single direct surprise attack. After you eliminate the torturer, look around the area for
gold, food, a rune and a letter (Dearie). Return now to the first floor to find a nearby book.


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I suggest that you now explore the rooms located in the central part of the currently explored
floor. Keep your eyes peeled after you near the room with the stairs to the second floor (the
above screenshot). Wait again for the conversation that General Tobias is having and only
then carry on with the exploration. Watch out for the nearby guards and pay attention for
some valuables in cabinets. It is a good idea to return for these items only after you have
secured the first and the second floor. Otherwise, the clatter of the smashed glass might
alarm nearby guards. Still, you can collect two books right away.


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The big area in the western part of the first floor may be, actually, ignored because there is
nothing interesting in here, and the spotlight over the area might make it difficult to remain
in hiding. You can have a look into a small room in the north-western corner. At the same
time, watch out for an overseer with a hound. If you manage to eliminate both of them, you
will be rewarded with the opportunity to examine a book on the pedestal. The things that you
will find here include gold, a grenade , a Pieros spiritual remedy and a note (Influences
of the Outsider).


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The easiest way to reach the Dunwall Tower second floor is via the stairs that General Tobias
earlier stopped at (the above screenshot). What is interesting, you do not need to go all the
way up the stairs, and you can stop on the landing, and use Blink to teleport over to the
balcony in front of you.


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The best way to reach the second floor, if you want to remain hidden, is to go to the
abovementioned, separate staircase located in the south-eastern part of the first floor. The
staircase is behind the door that requires the Dunwall Tower skeleton key that you earlier
collected from Esma Boyles bedroom (the previous mission). After you unlock the door, you
must remove the whale oil tank to disable the arc pylon above.


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The last one of the suggested variants concerning reaching the second floor assumes that
you go to the room in the north-western corner, described above, i.e. the one in which you
encountered the guard with the hound. You can now use Blink (teleportation) to reach the
above balcony (the above screenshot).


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Exploring the Dunwall Tower Second Floor



In the center of the second floor, there are, of course, Lord Regents chambers, but its best to
leave them for the end, right after you concentrate on the performance of the quests main
aim. For starters, a few words about the threats. On the second floor there is yet another wall
of light (the above screenshot), but you can go around the wall without any problem by
taking one of the side corridors, or using Blink.


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The main corridors of the second floor are patrolled by many guards, so its a good idea to
keep a constant vigil. If you are going to eliminate the enemies, try and stash their bodies on
the lower floor, at the side staircase or, as a last resort, in dimly lit side corridors. You should
especially pay attention to an overseer and a hound. As you can remember, the overseer is
best attacked with sleeping bolts, after which you switch quickly to regular bolts to get rid of
the animal.


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Thats it by way of an introduction, its time now to discuss individual areas of the second
floor. In the two rooms in the south-eastern part of the Tower (the ones neighboring with the
staircase and the arc pylon) there are, all told, three books. In the north-eastern part of the
second floor there is a fireplace (the above screenshot). Pull on the lantern on the right hand
wall to open a passage to chamber, in which you can find gold, Pieros spiritual remedy, a
bone charm, an Audiograph Letter to Emily from the Empress) and a letter (Empress
to Corvo).


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In the center of the second floor there are a number of smaller chambers to explore. The most
important one is [General Tobias' Quarters] (the above screenshot), and in here you can find
gold, a book, a letter(Concerns about the Royal Interrogator) and a blueprint. In the
neighboring rooms there are gold, a rewire tool, Sokolovs health elixir, two books and a
Lord Regent's chamber key.


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I recommend that you explore Lord Regents chambers (i.e. the ones located in the south-
western part of the Towers second floor) as the last ones. In there, you can find gold,
Sokolovs health elixir, a book and Sokolovs paintings (the above screenshot). Your
attention should be drawn now by the stairs leading to the buildings roof, but youd better
take up the exploration of this part only after you have visited Lord Regent in his chambers.


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Exploring the Dunwall Tower Third Floor



You can get to the Towers third floor only by taking the staircase in the north-eastern part of
the building. If you start on the first floor, you need to use the Dunwall Tower skeleton key
collected from Esma Boyles bedroom(the previous mission).


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If you start on the second floor, you need to go towards the south-eastern corner of the
Tower, i.e. towards the one adjacent to Lord Regents chambers. Regardless of how you
choose to behave, do not forget to disable the active arc pylon by removing whale oil tank
located at the very bottom of the staircase. Climb the stairs to the very top, to reach a room
connected with one of the side quests, and more precisely the [Broadcast Control Station].

New Optional Quest: Talk to the Propaganda Officer
New Optional Quest: Find the audiograph in the Lord Regent's bedroom


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Approach the Propaganda Officer and initiate a conversation with him. You will learn a very
important piece of information, namely, how you can remove Lord Regent from power. The
plan assumes stealing Lord Regents compromising confessions from his safe. Since you are
already here, take a look around to find a single book.


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Infiltrating Lord Regents chambers

Note If Lord Regent has been alarmed to your presence and escaped to the Towers roof,
infiltrating his chambers becomes an optional matter. Still, it is worthwhile to take a look
around the chambers to find a few items of value.



Lord Regents chambers are located on the second floor of the [Dunwall Tower], and you can
access them in a variety of ways. The most obvious way is through the main entrance located
at the wall of light, mentioned in the previous subsection. The door is, unfortunately,
guarded by a single guard and, at the first attempt to approach the door, you will run into
General Tobias.


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You can ignore the main entrance if you want to and, instead, take the side door. The upside
of this approach is that the side door is not guarded. The downside is that the door is locked.
You need, therefore, have at your disposal the skeleton key that you collected from Esma
Boyles bedroom or Lord Regents chamber key found in General Tobiass quarters.


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An interesting way here, is getting to Lord Regents chambers by means of using Blink.
Teleport to the external balcony (the above screenshot). It is best to do that when Lord Regent
is not occupying that balcony.


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The last one of the suggested variants assumes that you first gain access to the rooms
located to the west of Lord Regents chambers, so that you reach the fireplace shown in the
above screenshot. Also in this case, it is recommended that you use teleportation, but you
can just as well make use of the Windblast power, in order to put out the fire in the fireplace.


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Choosing how to eliminate the Lord Regent



Lord Regent may be disposed of by initiating a direct attack. I recommend against this,
especially that Lord Regent wont give up without a fight if he spots you.


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If you want to kill Lord Regent without alarm being raised, it is best to kill him as soon as he
stops at the balcony (the above screenshot), or to shoot him from the side of the fireplace
mentioned in the previous subsection. In both cases, it is recommended that you use your
crossbow instead of the pistol that makes too much noise.


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Definitely, the best solution is to remove Lord Regent from power without killing him. To do
this, make sure that you have talked to the Propaganda Officer (the above screenshot; more
about it, in the subsection entitled Explore Dunwall Towers Third Floor. After you have
seen the Propaganda Officer, enter [The Lord Regent's Chambers] and devote a few
moments to their exploration. Note If Lord Regent is any trouble, you can render him
unconscious by choking him or putting him to sleep with a sleeping dart. This wont block
the alternative solution.


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In Lord Regents Chambers, you can find Pieros spiritual remedy, two books, a note Lady
Boyle Missing and a rune. The most important thing to do here is opening the safe with the
combination obtained from the Officer, i.e. 935 . From the safe, collect gold, a letter Dead
Drop and the Lord Regent's Confession Audiograph.

New Optional Quest: Play the Lord Regent's audiograph in the Broadcast Control
Station


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Equipped with the audiograph, return to the Towers third floor (the staircase in the south-
eastern corner), to reach once again the [Broadcast Control Station]. Interact with the
Audiograph Player shown in the above screenshot, thanks to which you will discredit Lord
Regent and complete the side quest. It is worth adding here that, if you want to witness Lord
Regents apprehension, you need to return to the second floor, to his chambers.


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To wind up with, I will describe the circumstances in which you have alarmed Lord Regent to
your presence in the Tower. If this happens, Lord Regent ill leave his chambers and go to the
high-security area located on the Towers roof, and more precisely to the [Regent's Safe
Room]. In this case, exploration of the roof will turn out to be necessary. A detailed
description of that location is contained in the next subsection of this guide, entitled Explore
Dunwall Towers Roof.


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Exploring Dunwall Towers Roof

Note Once Lord Regent has been alarmed to your presence, the exploration of the roof
becomes compulsory. Otherwise, the exploration is optional. Still, it is a good idea to explore
it anyways, as there are a few items of value to be found here.



There is only one way to reach the roof, which is taking the stairs in the south-eastern corner
of the Towers second floor (the above screenshot). In order to get to the stairs you need to
pass through several rooms neighboring with Lord Regents chambers.


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After you reach the roof, you should notice that it is being patrolled by several guards. If you
plan on eliminating them, you should make sure that you conceal them properly. It is also a
good idea to make use of the nearby pillars in the form of covers.


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The most important place on the roof is the [Regent's Safe Room], that can be accessed in
three different ways. Variant one consists in taking the main entrance. I recommend against
doing it, because the place is well lit, and there is a tall boy behind the door.


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Variant two consists in exploring the area to the left of the main room. You could possess a
rat here, and pass through the ventilation shaft.















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The third, and the last, variant, assumes exploration of the area to the right of the main
room. You can find here an open shutter (the above screenshot), that can be reached by
means of teleportation.


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As I have already mentioned, Lord Regents special room is patrolled by a tall boy. Youd
better not attack him, especially that you can easily take cover behind bookshelves around.
What is even more, in the room below, there is a single Overseer, so youd better watch your
steps. You can find here gold and a book.


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On the upper level of the location you are currently exploring there is Lord Regent, but he
will be staying there as long as he was alarmed to your presence earlier, and excaped from
his chambers on the Towers second floor. There is also a wall of light here, but you can
easily disable it or walk around it by taking the door to the right. Explore the upper level to
find Sokolovs health elixir, <br>a planning room key, books, notes Losing Support and
runes.


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Returning to Samuel

New Main Quest: Reach Samuel's boat and escape Dunwall Tower



You now need to return to your starting point, i.e. to [Dunwall Tower Waterlock]. If you are
currently staying on one of the Towers lower floors, its best to return to the Towers main
entrance. If youve explored the Towers roof, I recommend that you take a shortcut, i.e. jump
off the roof into the moat around the Tower (the above screenshot). Note There may be
Piranhas in the water, so try and get back to the dry land as quickly as possible.

New Main Quest: Leave with Samuel


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On your way back, you should pay attention to all the threats you had to deal with at the
earlier stages of the missions performance. Expecially, you should remember about tall boys,
walls of light, and the watchtower. After you reach the location in which Samuel is staying,
initiate a conversation with him and confirm that you want to finish this quest (the upper-
right dialogue option).


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The Hound Pits Pub #7
Meeting with the Loyalists

New Main Quest: Celebrate with the Loyalists in the bar
New Main Quest: Talk to Admiral Havelock and Lord Pendleton



Go to the bar and join the Loyalists who are, at present, celebrating Lord Regents removal
from power and crowning Emily to the new Empress. At the same time, listen to the
conversation with Admiral Havelock and Lord Pendleton.

New Main Quest: Rest before escorting Emily to her coronation in the morning


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Now, it would be good to take care of all the business in the area (like meeting with Piero),
and also explore the area for new items (gold, books, audiographs etc.) Now, you should go to
Corvos chambers on the Pubs top floor. You will watch here a cut-scene, from which you
will learn that you have been betrayed by the Loyalists. After the cut-scene finishes, another
quest will begin.


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Mission 7 - The Flooded District
Mission plan

Overall premises
The mission takes place in the [Flooded District] and its one of the longest ones in the
game. After you get out of the prison, your main priority will be to find the Empress
assassin, Daud. This will not be the end on the mission yet, as you will have to return then
to the Hound Pits Pub. Traditionally, you will have to perform a series of side quests on your
way.
























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In a nutshell
Below, you can find a list of all of the sub-points to this guide, connected with the described
mission. If you want to explore the area thoroughly, follow all of my instructions from end to
end. If you prefer to concentrate on the main mission instead, turn your attention only to the
pages with the note (compulsory) attached
Steps to take:
Find your way out of the warehouse (compulsory)
Explore Rudshore Waterfront (optional) The Waterfront is a quite vast location. Still,
its worth exploring even though there are assassins and other threats there.
Make your way to the Greaves Refinery (optional) In theory, your jaunt to the
Refinery is optional, but I recommend against ignoring this part, especially that thats
where all the gear taken away from Corvo was dropped.
Explore the Greaves Refinery area (optional) The area around the refinery is occupied
by weepers and river krusts, but there is a lot of valuable loot in there.
Reach the location where Corvos gear was dropped (optional) Corvos gear was
dropped at the ground floor of the refinery, and getting there is not easy when you
consider the necessity to climb and avoid weepers.
Get to the central Rudshore (compulsory)
Explore Central Rudshore(optional) Around, there are sheer numbers of assassins
and hounds. However, exploration of the area around Dauds headquarters gives a few
interesting collectibles.
Infiltrate Dauds headquarters (compulsory)
Reach Dauds chamber (compulsory)
Choose your way of eliminating Daud (compulsory)
Get to the tunnel underneath Dauds headquarters (compulsory)
Explore the area around the quarantine wall (optional) It is another, quite vast an
area, during the exploration of which, you need to watch out for various enemies,
including tallboys.
Meet the survivors (optional) There are a couple of side quests connected with the
survivors taking refuge in the nearby blocks of flats. It, of course, pays off to help the
civilians.
Get across the quarantine wall (compulsory)
Reach the sewer entrance (compulsory)
Explore the first part of the sewers (compulsory)
Obtain the access key to the second part of the sewers (compulsory)
Explore the second part of the sewers (compulsory)

Dishonored Game Guide 505 / 816


Finding your way out of the warehouse

New Main Quest: Escape from imprisonment



Before you start this mission, you will get to talk with the Outsider. The conversation isnt
long and it doesnt involve taking any decisions. The actual gameplay begins when you are
imprisoned inside a container in one of the [Flooded Districts] warehouses. You can break
free in two different ways. The first variant assumes that you pick up loose bricks and toss
them against wooden boards.


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Variant two assumes that you possess a rat. You could, afterwards, squeeze through the
ventilation shaft.

New Main Quest: Find a way into Daud's territory
New Optional Quest: Return to the Greaves Refinery, where your gear was dropped


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Regardless of how you freed yourself, you now are in a ruined warehouse. It is, of course, a
good idea to explore it. Apart from the assassin's blade you can find here gold, food, a book,
two Sokolovs health elixirs, Pieroa spiritual remedy and two notes (Corvo's Bounty
Note), (Report to Daud).


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The easiest way to leave the warehouse is to take the stairs to the lower levels. After you
reach a water tank, you would have to jump into water and find an underwater tunnel.















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Another way to leave is to take the stairs to the upper level. Unfortunately, the upper leavel is
guarded by two assassins. It would be best, if you went around them, with the help of the
power of Possession or by holding time. If you are going to eliminate them, wait for them to
move away, and only then move into action. Around the place, there are gold, food and a
note (The Brigmore Job). After you do everything there is to do, walk onto an external
balcony and jump into water.


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Exploring Rudshore Waterfront



As I have mentioned before, the [Rudshore Waterfront] is quite vast, and that is why you
will probably spend a lot of time here. To move freely around the area, use water reservoirs,
although in places where there are piranhas, it is better to use the objects projecting above
the surface. You, of course do that by using Blink (teleportation).


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During your exploration, you should take a look into the building you pass, to find gold,
food, Sokolovs health elixirs and Pieros spiritual remedies. You should also look around
for the corpses of guards and assassins appearing here and there. On most of the corpses,
you can find guns, grenades and ammo. As far as assassins are concerned, they patrol
building rooftops so, you do not really need to worry about them if you are staying close to
water. Still, if you want to climb up, you should definitely watch out for them. Thats
especially so because assassins use powers and are well equipped. Its worth adding that
many of them have the rail station office key on them. It would be a good idea to steal one
of them, as it will come in handy further on in the mission.
Note If you want to eliminate assassins without killing them, grab them right after
performing the attack, which will prevent them slipping off the roof. Otherwise, the assassins
may die after falling to the ground.


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Assassins and piranhas are not the only danger here. There are two more things to keep in
mind, and one of them are river krusts. It is a better idea to kill them but, if you dont want
to raise alarm, its better to use the crossbow. To kill a river krust, you need to take a shot
when the creature opens up.


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Another danger is the weepers that occupy the area. They are best neutralized by discharging
sleeping bolts or by rendering them unconscious from behind, without being seen.
















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From among all of the buildings in the Rudshore Waterfront, the one show in the above
screenshot is the most important one. You can access it by means of teleporting towards the
window or the balcony. Inside the building there are gold, food, Donovan's Journal and a
bone charm.


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It would be a good idea to explore the buildings located at the other side of the water
reservoir (the above screenshot). It is best to gain access from the rooftops, by regular
utilization of teleportation. Around, there are gold, food, a Letter to Heather that contains a
safe combination, and a Sokolovs painting (it can be found in a room in which weepers are
also staying so, be careful).


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Making your way to the Greaves Refinery



It is highly advisable that you go to the Greaves Refinery because, that is where Corvos gear
Has been dropped. You can infiltrate the refinery in two different ways. Variant one assumes
that you get inside the building to the left, shown in the above screenshot. To do that, you
either need to teleport to the catwalk overhead, or climb the loose chain. Its also a good idea
to explore the abovementioned catwalk because, you can find there pistols, bolts, ammo
and grenades. Next, teleport over to the buildings roof and jump into a large hole.


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Be careful, because there are river krusts inside the abovementioned building. Since there
are no enemies around, you can eliminate them using your pistol. Still, I recommend using
grenades for this, especially that you can eliminate an entire group of these with just a single
explosion. As you will be passing through the building, look around for ammo and further
grenades.


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It would be a good idea to explore the entire building before you leave it, unless you want
badly to retrieve your gear or you do not plan on fighting any more river krusts. Around,
there is gold (also retrieved from the bodies of the river krusts), Sokolovs health elixir and
Orders from High Overseer Campbell. Eventually, take the door shown in the above
screenshot. .


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Variant two assumes that you reach the more distant entrance to the refinery. While
exploring Rudshore waterfront go straight ahead, and remain close to the water. Eventually,
you should reach a place, where you will encounter river krusts. The easiest way of disposing
of them would be with your crossbow, but you can walk around them by climbing onto the
rooftops of the surrounding buildings. In this situation, however, you should watch out for
assassins that stay up there.


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After you reach the end of the water reservoir, turn left and take the path shown in the above
screenshot. You need to be careful here, because there are weepers around (the above
screenshot). I recommend that you render them unconscious one by one. Although, you can
just as well keep moving along rooftops, using powers available to you (e.g. Possession). On
your way, keep looking around for gold, food, pistols, ammo, grenades and Sokolovs
health elixirs.


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Eventually, you should reach a small camp with two weepers. Eliminate them or go around
them, and find the refinery door shown in the above screenshot.


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Exploring the Greaves Refinery area



If you have chosen variant one to reach the [Greaves Lightning Oil Refinery], you should be
starting the exploration of the area in front of the gates (the above screenshot). Search the
area for Sokolovs health elixir, grenades and a note (Overseer's Warning). Then, use
Blink (teleportation) to go around the first obstacle. If, however, you have chosen the second
variant, you will be starting inside the building. In this case, you only need to reach the
buildings exit. On your way there, you can find food.


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Regardless of the path you have chosen, you will reach a medium-sized square occupied by
several weepers. Because the enemies are clustered together, youd better not waste time or
resources over them, especially that the only things to find here are gold and food.
Therefore, it is much better to move along rooftops, and the other ledges above the ground,
and use teleportation to go around the locked passage and reach near the refinery.

New Optional Quest: Find a way inside the Refinery


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While exploring, you need to be extremely cautious about river krusts, especially that many
of them may be initially overlooked. The creatures are grouped mainly near the water and it
is best to use grenades to eliminate them, and especially because you do not need to
concerned about being heard by anyone.


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As far as the loot in this area is concerned, you can find here gold, food, a rune and two
notes (Letter to Stew) (Refinery Safety Notice) that are a sort of a hint on how to solve the
puzzle here. It is also a good idea to make use of the control room on the right. Jump inside
through the hole shown in the above screenshot, and reach the room with gold, food,
Sokolovs health elixir, Pieros spiritual remedy and a book.


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Reaching the location where Corvos gear was
dropped



It isnt an easy thing to get inside the refinery building, and its only possible by solving a
puzzle of a kind, consisting in setting the machinery here into motion. Start by acquiring an
empty whale oil tank, either from the boat near river krusts (the above screenshot) or by
interacting with the machine for summoning empty tanks .


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After you pick up an empty tank, take it to the unit shown in the above screenshot, located
near the refinery building. Approach the unit so that it is automatically mounted into the
unit. Then, pull the lever on the right, which will result in the tank being filled.


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Take the filled tank and take the stairs to reach the nearby Control Room. Mount the tank in
the Backup Power Receptacle.














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Dishonored Game Guide 529 / 816



You may now pull the lever on the left (Stair Control). Leave now and go towards the
staircase that has been lowered as a result of the most recent actions (the above screenshot).
Climb the stairs to the very top. It is a good idea to take a look around the nearby balconies
because, apart from gold you can also find here a bone charm.


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Go straight ahead. After you reach the end of the catwalk, catch onto the chain hanging from
above, in order to continue on. Look around for gold and pass over the pipes on the outside
of the building. Thanks to this, you will reach another chain, shown in the above screenshot.
Listen to the conversation of two assassins who, after they finish talking, will fortunately
leave this location. Climb the chain to reach the balcony that the assassins have been talking
on.

New Optional Quest: Recover your gear


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Enter the refinery, and start by searching around the area. In here, you can find gold, food,
<br>a Refinery Foreman's Note and three books. Your destination now, is the ground floor
of the building. If you want, you may try and jump down there (the above screenshot) , and
use teleportation to aid you, but it is much better an idea to make a circuit, which will give
you the opportunity of planning ahead of things.


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Go to the right of the refinery entrance, and stop in the spot shown in the above screenshot.
Using your pistol, or your blade, smash the wooden planks in order to gain access to a
storage room to the right. Collect gold and pick up one of the empty whale oil tanks.


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Toss the tank over the metal barrier, pick it up again and approach the nearby unit with it.
Mount the tank and fill it with oil by pulling the lever. Collect the filled tank and carry it over
to the nearby drawbridge. Mount the tank into the slot, which will result in the drawbridge
being lowered (the above screenshot). Position yourself on the bridge, leap towards the chain
to the right and start descending carefully.


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This is not yet the end, as the lower floors of the refinery are occupied by weepers. The
enemies can be avoided, with the use of teleportation, and by getting into areas ignored by
them. You can also eliminate them, be getting them from behind and rendering them
unconscious. While exploring the lower floors of the building, also look around for gold, food
and two books.


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You can the bottom floor of the refinery by climbing down the chain, or by taking the stairs.
Watch out here for yet another weeper. Regardless of whether you are going to dispose of the
enemy or not, you should look around the area for a chest with Corvos Gear (the above
screenshot).

New Main Quest: Return to Rudshore Waterfront and proceed to Daud's territory



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Before you leave the refinery, explore its ground floor to find gold and two Pieros spiritual
remedies. You do not need to climb again, because you only need to go to the nearby
balcony and interact with the handle shown in the above screenshot to open the exit way.
You can now go towards one of the two abovementioned passageways connecting the refinery
with [Rudshore Waterfront].


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Dishonored Game Guide 537 / 816


Getting to the Central Rudshore



There is only one passageway leading up to Rudshore central part from the waterfront. It is
located opposite the main water reservoir, than the passages connecting the waterfront with
the refinery, described above. The easiest way to get there is by walking over rooftops of the
nearby buildings. In this situation, however, you need to watch out for assassins.


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Taking the rooftops is not the only option of getting to central Rudshore, as you can also take
the footbridge that connects buildings on both sides of the water reservoir. You can also find
a ventilation shaft in one of the rooms at the water, and get through it as a rat.


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After you approach the discussed passage, you should notice that it is guarded by several
assassins so, it would be a good idea to plan ahead. Its not the only problem you will have
here, because you will have to obtain a rail station office key before heading for the next
location. You can find the keys at nearly every one assassin in this location so, it would be
the easiest thing just to snatch the key from one of them.


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If you do not want to come close to the assassins, there is yet another way to obtain the rail
station office key. You just need to explore the buildings located near your current
destination, and you should find what you are after (the above screenshot).


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After you obtain the key, you can adopt one of several courses. The easiest solution would be
to eliminate all of the assassins that guard the entrance to the central Rudshore, but you
would have to reassure that you arent spotted by them. If you do not want to take risk, you
may, for example, use time hold or teleportation (in the latter case, it is a good idea to go
through an unlit tunnel to the right of your current destination). Regardless of what you
choose, at the end, take the door to the central Rudshore (the above screenshot).


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Exploring Central Rudshore

New Main Quest: Infiltrate the base and find Daud



While exploring the [Central Rudshore], you also need to watch out for numerous assassins
that are staying here, especially that they wont be staying on rooftops anymore and, instead,
they will be patrolling balconies ad ledges below. You can go around the assassins in two
different ways, i.e. either by swimming through (there are no piranhas in the water here), or
by using roofs of the tallest buildings.


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Unfortunately, assassins are not the only threat you have to deal with in here. Around
Dauds base there are also several hounds. The good news, though, is that the hounds never
stay near assassins, so you should be able to dispose of them relatively easily. The best
method to adopt here is taking them out with your crossbow, so you do not draw
unnecessary attention.


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The loot you can find in the central Rudshore is quite standard, i.e. gold, food, ammo,
Sokolovs health elixirs, Pieros spiritual remedies and two books. There are, still, two
places that are worth mentioning. The first one of them is located at the very end of the
explored location, right after you pass the water reservoir and the areas guarded by
assassins. If you manage to get rid of two hounds, you will find a corpse with ammo and a
bone charm on it.


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The other one of the interesting areas is not that easily accessible, and you need to dive to get
there. Explore the area to the left of the starting point, and you should notice a spot, shown
in the above screenshot, that can be used to get into a partially flooded building.


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Once inside the flooded building, you need to act fast, of course, as you have a limited
amount of oxygen. Take the stairs to the left and swim into the flooded basement. In here,
you should notice a safe, the combination to which can be obtained in the previous location
its 428. Inside the safe, there is a valuable item.


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Infiltrating Dauds headquarters



Dauds headquarters is the tallest building in the [Central Rudshore], and the quickest way
to get there is by taking the main path leading from the starting point (the above screenshot).


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The main path is not the best choice, however, because its constantly being patrolled by
assassins. I recommend that, instead taking the main path, you go through the buildings
located to the right of Dauds headquarters. Thanks to this, you will emerge behind enemy
lines.


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And now, bad news. First of all, there is only one footbridge leading to the headquarters,
secondly, the headquarters is being watched by scores of assassins. If you are going to
eliminate the enemies, make sure that you do it with care. Remember also that assassins can
too use powers (this is also true for teleportation). Just like in the case of the previous
location, try to catch the falling bodies of the choked enemies, to prevent them from dying as
a result of the fall.


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If you dont want to eliminate the assassins, you need to make use of your powers. A
traditional solution to this kind of issues is holding time, but you can also squeeze past your
enemies using teleportation, or use the power of Possession. Regardless of what you choose
to do, take the passage shown in the above screenshot.


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Reaching Dauds chamber



Take your time now, because the first assassin is standing to the left of the entrance, and he
should be facing you. The best way to go around him is by teleporting, holding time, or using
the power of possession (the nearby rats or the assassin himself). Take the opportunity and
search around the first location in the headquarters to find gold, two notes (Notice from
Daud) (Instructions from Daud) and sleeping bolts. For the time being, ignore the cabinets
that are now locked. You will be back here when you obtain the right key.


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Go left now, and watch out for one more enemy. After you reach a larger room, you will
encounter two additional assassins. If you are going to eliminate them, youd better act
quickly, and take out the student first, and then the teacher, who is turned away from you.
Otherwise, try and walk past them and remain in shadows to the extent to which it is
possible. As far as the room is concerned, you can find here gold, Sokolovs health elixir
and a Pieros spiritual remedy.


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Regardless of whether you have dealt with the abovementioned assassins or not, you now
need to reach the passage shown in the above screenshot. After you get to the lower-located
roof fragment, use teleportation to reach either of the windows above. Personally I
recommend the window to the right, which will make you get closer to Dauds chamber.
Thanks to this, you will be able to eavesdrop on the conversation he is having with one of his
subordinates. If you chose the other window, It may be necessary to eliminate, or avoid a
single assassin.


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Choosing how to eliminate Daud

New Main Quest: Steal Daud's key
New Optional Quest: Exact your revenge on Daud blood for blood
New Optional Quest: Send Daud a message steal the pouch from his belt, then leave
him unharmed



Notice here that the game gives you the opportunity to choose whether you want to kill Daud,
or merely humiliate him by stealing from him and letting him live. The second variant is, of
course, more advisable.


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I recommend against attacking him directly, because Daud is accompanied by another
assassin, plus he himself is immune to most of your powers and weaponry. As a result,
dont count on being able to get close to him by using time hold, or that you can kill him with
a bolt to his head. As a matter of fact, the only exception here is the power of Possession
(there are several rats around) that enables you to get behind his back (the above
screenshot).


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Another way to get close to Daud (with the intent of killing or robbing him), is by making
your way to the first floor of his chamber. It is a good idea to use teleportation here.
Exploration of this floor should be put off for later and, for the time being, focus on the
opened window shown in the above screenshot.


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Remain vigilant here, as the nearby walls are patrolled by additional assassins. If you are
going to eliminate them, start with the ones located on the highest floor and go successively
towards lower levels. You can, of course, take the opportunity and explore the whole of the
ruins. In the ruins, you can find gold, food and Pieros spiritual remedy.


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Eventually, you need to get to the second window, shown in the above screenshot. It is
located behind Dauds, and the other assassins back so, below the one that you left the
building through.


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It is Dauds guard that it is best to take care of in the first place. Wait for Daud to turn
another direction and, quickly, get the guard from behind to kill him or render him
unconscious. Then, lift the body and carry it away, outside of the building.


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Then, come close to Daud. It is now that is the best moment to decide whether you want to
kill him, or spare him. If you prefer to go aggressive on him, perform standard execution that
he can defend himself against. If you prefer to do it peacefully, steal his pouch to obtain gold
and a bone charm.


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What is interesting, if you have robbed Daud, there is nothing to stop you from rendering
him unconscious because, this will not make you fail the optional quest. The point worth
considering here, is that you will be able to explore Dauds chamber unobstructed. Start by
collecting Daud's key. On the ground level there are Sokolovs health elixir, Pieros
spiritual remedy, two books and an Audiograph (Thoughts on the Lord Regent's Fall). On
the second floor there are gold, four books, plus a locked chest with a valuable item and a
letter (Letter to Daud) inside.


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Getting to the tunnel underneath Dauds
headquarters

New Main Quest: Use the tunnel under Daud's base



You can reach the tunnel in two different ways. The best idea is to take the same way you
came here, to return to the lower level of the headquarters, so that you are back to the room
where your starting point was. Use the key to unlock two, inaccessible by default, cabinets
(there is gold inside) and the door shown in the above screenshot.


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Another variant is to find a hole in the buildings wall, thanks to which you will be able to go
around the abovementioned hole. The downside of this approach, however, is that, if you
havent disposed of the assassins guarding the walls at the buildings back, you will now
have to eliminate or avoid them.


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Regardless of your approach, you will end up in a small room with chain hanging loose. Leap
towards the chain, and start to climb down. I recommend against sliding all the way down, to
the bottom. Instead, explore the buildings floors as you go down. This will enable you to find
a Sokolovs painting, a rune and a Letter to the Director.


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After you reach Dauds underground headquarters.


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Exploring the area around the quarantine wall

New Main Quest: Get through the quarantine wall and out of the Flooded District



Right after you emerge from the tunnel, start exploring the area by going to the right. Watch
out for a group of rats, that may attack you out of a sudden. They can be disposed of with
your pistol or with grenades, but you can also avoid them by jumping onto one of the
boulders and killing them off with your blade. After you dispose of the rats, explore the area
in search of a bone charm.


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Backtrack to your starting point and, for a change, go left now. After you reach the place,
where bodies are tossed out from railway cars, turn left. On your way, you should pass two
civilians, but you do not need to help them, nor fear any negative reaction on their part. Go
towards the warehouse shown in the above screenshot.


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In the area, there are two bandits, who are neutral towards you, and its worthwhile to listen
to their conversation. This way, you will learn about one of the possible routes past the
quarantine wall. After they are done talking, it is a good idea to rob one of them to obtain the
Mosley's warehouse key.


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Its best to use the key right away to open access to the room located on this floor of the
warehouse (the above screenshot). In here, you can find gold, ammo, a Letter to Ferg, a
rewire tool and a Sokolovs health elixir.


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Return now to where you earlier met the two civilians. I recommend that you devote a few
moments to exploring the buildings located on the left (the above screenshot). You can reach
the higher levels of the building by using teleportation. On your way up, you will be finding
gold, food and Pieros spiritual remedy. In one of the chambers, you will meet an infected
woman, and from her, you can also learn how to get past the quarantine wall.


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After you are done talking to the woman, collect gold, food, bolts, book and a Letter to Alfa.
Continue towards the top floors . Your current destination is the roof shown in the above
screenshot, where there is a rune. It is worth remembering this place, because you may be
back here sometime in the future.


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Another step to take is coming near the main square in this area, i.e. the [Rudshore Gate].
This can be done in two ways. The first one is to near the square from the side of the
warehouse with the two, previously met criminals. You need to watch out, however, because
there are a few guards around.


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Variant two consists in taking the roads behind the railway track, that the train stops on to
unload the bodies. The good thing about the path is that it isnt watched by anybody.













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The most serious threat on the square neighboring with the quarantine wall, are tall boys.
Remember that their range of vision is wider than that of regular enemies so, you need to be
even more careful if you dont want to be spotted.











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An interesting point here to mention is that the game allows you to distract tall boys. In order
to do that, you would have to supply a whale oil tank (its in the warehouse that you earlier
opened with the key), to the slot shown in the above screenshot. I strongly recommend
against doing this, however because, after spotlights turn on, tall boys focus on the civilians
inside the nearby buildings and start eliminating them. It is, yet, a good idea to explore the
area around the slot to find gold, food, ammo, Sokolovs health elixir, Pieros spiritual
remedy, a book and two notes (Contractor's note) (Tallboy Orders).


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To wind up with, I recommend that you explore the buildings to the left of the railway track
and the quarantine wall (the above screenshot). The buildings are best reached from the side
of the abovementioned side alleys. You can find here gold, food and ammo. It is worth
adding that a small room of one of the buildings is locked, but you can access it through the
window.


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Meeting the survivors



Survivors are staying in the dwelling house located to the right of the main square and the
quarantine wall (the above screenshot) and it would be a good idea to go there before you
decide to leave the area. Be cautious because the area around the tenement is patrolled by
tall boys.


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After you reach the dwelling house, start exploring it and listen to the conversations that the
survivors are having. The only person to address you directly is Blake (the above screenshot).
He will be ask you to disable the nearby arc pylon and secure the area, so that the survivors
can safely leave.
New Optional Quest: Disable the arc pylon in the back court
New Optional Quest: Keep Blake safe
New Optional Quest: The tallboys and watchmen will attack any of the survivors on
sight keep them from harm


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After the two of you are done talking, collect the tenement's key from the table to the right
of Blake. Also, finish up the exploration of the buildings ground floor to find gold, food and a
book. After you are done, find the stairs to the first floor (the above screenshot).


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Make your way to the buildings top floor to find some gold. Eventually, you should reach the
balcony shown in the above screenshot, which gives you a perfect view of the court.














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There are two things that you can do here. Variant one assumes that you reach the balcony
on the left featuring the control panel for the arc pylon, which you need to reprogram. The
downside of this approach is that, as a result, the guard that you can see below will be
electrocuted.


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Variant two assumes that you teleport to the pylons power supply slot. In this situation,
however, you need to act quickly and remove the whale oil tank before you are electrocuted
yourself. What is even more, after you pull that off, you need to take care of the guard (its
best to sneak up from behind and choke him). Regardless of what you decide to do, you also
need to explore the area to find incendiary bolts, grenades, Sokolovs health elixir and
Pieros spiritual remedy.

New Optional Quest: Go tell Blake that the coast is clear


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The new quest is somewhat misleading because there are still tallboys to deal with. If you are
planning on going aggressive, its best to get rid of them with incendiary bolts and grenades.
Otherwise, it is a good idea to eliminate them quietly, e.g. by jumping towards them, or
teleporting towards them, and performing standard executions (the above screenshot). Try,
and eliminate both of the tallboys this way.
Note do not count on it that waiting for the tallboys to move away will do the trick. Civilians
need to be protected up until the moment of their leaving this location. Just because they are
not spotted initially, will not do, because they may also be attacked after they reach the
court.
Note if you do not want any alarm to be raised, make sure that you conceal the bodies of
the defeated enemies properly.


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Only after you secure the area properly, return to Blake and choose the upper-right dialogue
option during the conversation with him.
New Optional Quest: Stand watch as the survivors move to the safe haven


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Since you have already disposed of both the guard and the tallboys, you do not need to
perform any additional action. It is enough if you just wait for all of the civilians to leave the
tenement and reach the yard. After you do that, you will complete this mission. You may now
carry on with different business, or devote several moments to listening to Blakes speech.


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Dishonored Game Guide 586 / 816


Getting across the quarantine wall



First off, a quick summary and a reminder at the same time. The quarantine wall that you
need to get across, is located in the [Rudshore Gate], and the neighboring square is being
patrolled by both regular guards and tallboys. An important piece of information is that the
next area cannot be reached in a standard manner, because you are separated from your
destination by an active wall of light. Below, there are suggested paths to follow here.


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Variant 1; approach the quarantine wall from the left) If you want to approach the
quarantine wall of light from the left, you need to get through the ruined buildings,
mentioned in one of the previous subsections to this guide. It isnt too demanding a process,
but it is a good idea to make sure you dont remain near windows, and other exposed spots,
for too long.


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After you sufficiently near the wall of light, you should notice a power supply whale oil tank.
Since you cannot reach the tank, and remove it, the best idea is to destroy it using your
crossbow. After the wall of light is disabled, you can resume on your path, being, at the same
time, mindful of tallboys.


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Variant 2; approach the quarantine wall from the right) If you want to approach the
quarantine wall from the right, you need to walk near the building in which the survivors
stayed. It is better to stay on the lower floor (the above screenshot), because this minimizes
the risk of being spotted.


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After you get sufficiently close to the wall of light, you need to use Blink (teleportation) to
teleport to the balcony that is adjacent to the wall. Meanwhile, you should also avoid being
spotted by tallboys. After you reach the upper balcony, use Blink again to avoid the live wire
and approach the tank to remove it, and to disable the wall.


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Variant 3; take the rail) The most interesting one of the available variants. It allows you to
go around all of the tallboys around the wall of light. If you are going to take the rail cruising
around the area, start where bodies are dumped from the bridge (the above screenshot).


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The plan assumes that you get to the roof of one of the buildings, so that you can jump off of
it onto the rails roof. You need, therefore, start climbing up the buildings to your left (the
above screenshot).


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While climbing, you of course need to aid yourself with Blink (teleportation), and try not to
lose your balance. Your destination here, is the roof shown in the above screenshot.
















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Position yourself directly above the tracks and wait for the rail to come, which may take a
little while. When the rail stops and starts dumping bodies, use teleportation once again to
mount it.















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The rail should soon pull away. You cannot yet relax, because, as you can remember, you are
nearing an active wall of light. You, therefore, need to jump off the rail sufficiently early, or
use your crossbow to shoot the power supply tank on the move.

New Main Quest: Travel to the Old Port District


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Summary) All of the variants described above, will allow you to disable the wall of light and,
at the same time, get to the other side. Jump down to a lower level and find the door shown
in the above screenshot, thus reaching the [Old Port District Outskirts]. Approach the
second door and wait to be taken to a new location.


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Reaching the sewer entrance

New Main Quest: Find a way through the sewer to the pub



Go ahead and turn left.. DO NOT SMASH the wooden boards because this will draw
unnecessary attention from weepers to you. Apart from that, even if you eliminated them,
apart from small quantities of gold and food, you wouldnt gain anything interesting.


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It is a way better idea to take the entrance to the building on the left, shown in the above
screenshot. Explore the building to find a bone charm. You are up for some climbing here
but, eventually, you will end up in the same area that you would be in if you destroyed the
boards.


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Follow the quite linear path. After you reach a bit larger area, go down and explore the
location for ammo, Sokolovs health elixir and Pieros spiritual remedy. Finally, interact
with the handle shown in the above screenshot. Quickly jump into the hole to reach the [Old
Dunwall Sewer].


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Exploring the first part of the sewers



Go ahead. After you reach a larger area, go straight. Stop when you encounter a wounded
bandit And listen to him. The man will send you on an errand to find Slackjaw, who is in the
possession of the sewer master key.

New Main Quest: Find the Sewer Master key


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Explore the area to find some ammo, and jump onto the red pipe to get to the neighboring
area of the sewers. There are a couple of linear tunnels ahead of you.
















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Watch out for river krusts, that you will encounter in one of the further parts of the sewers.
Since you do not need to remain silent here, you can use your pistol, or grenades, to
eliminate them. Do not forget to loot the bodies afterwards to find gold. In order to reach the
next area, you need to smash the boards shown in the above screenshot.


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Carefully, approach the bodies and, at the same time, eliminate the river krusts that appear
up ahead and to the right. Before you go any further, explore the room to the left (the above
screenshot). In here, you can find a note (Jelly's Next Task) and a book. If you read both of
them carefully, you will be able to arrive at the combination for the safe here i.e.528. Inside
the safe there is a bar and a bone charm.


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Return to the fork, and take the other path. Just like before, I advise against hurrying up,
because there is yet another pack of river krusts. After you eliminate them, jump into water
and dive in order to use the underwater tunnel (the above screenshot).


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There is a long way through to swim so do not stop anywhere. Notice that on your way, you
can use a small hole (the above screenshot), where you can draw some breath (and collect
bolts). After you replenish your breath bar, go on swimming through to a new area.


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Find the stairs here and go towards the upper floors of the metal structure. On your way, it
is a good idea to look around because there are gold, ammo, a grenade and a spring razor
to get here. At the end, go towards the gate shown in the above screenshot. Proceed on to a
large cavity, where you will have to make an important decision.


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Obtaining the access key to the second part of the
sewers

New Main Quest: Get the Sewer Master Key from Granny



After you enter the cave, you will meet Granny Rags and you will find out that she managed
to catch Slackjaw (the leader of the gang, for whom you might have already performed some
missions), whom she intends to murder and make into a stew. There are several variants for
you to choose from. The suggested variants have been described below.


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Variant 1; Quickly, obtain the key) If you dont want to lose your time over resolving the
conflict between the Granny and Slackjaw, you may just focus on getting the Dunwall sewer
master key really quickly. To do that, you need to rob the Granny, but you need to know
that you will be caught red handed even if youve used sneak mode and hold time. The
important piece of information here, is that you leave as soon as possible after you steal the
key (more about this in the subsection entitled Summary).


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Variant 2; Cooperate with the Granny) If you want to play along, so that she gives you the
key of her own volition, you need to initiate a conversation with her and confirm that you
want to cooperate and kill Slackjaw.

New Optional Quest: Incapacitate Slackjaw


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Approach the imprisoned Slackjaw and use your blade, or your pistol, to kill him.

New Optional Quest: Get Granny's key
New Optional Quest: Unlock Slackjaw


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Approach Granny and take the Dunwall sewer master key). In theory, you could already
leave the place already but, if you want to keep her company, act in accordance with
Grannys wish, return to the dead Slackjaw and pull the lever on the left to release his
corpse.

New Optional Quest: Put Slackjaw in the tub
New Optional Quest: Talk to Granny
New Optional Quest: Get your gift from Granny


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Approach the dead Slackjaw and lift the corpse. Carry the body over to the tub, shown in the
above screenshot, and put him in. The only remaining thing to do here, is talk to Granny to
learn about a reward for your deed. (the whereabouts of the reward is described in the
subsection entitled Summary).


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Variant 3; cooperate with Slackjaw) If you want to rescue Slackjaw from certain death on
the hands of the Granny, it is a good idea to initiate a conversation with him, and confirm
that you indeed want to help him. It is worth pointing out here that it is a way better variant
than the previous one because nobody (neither Slackjaw nor Granny) will have to die.

New Optional Quest: Find Granny's cameo


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Start the same way as in the case of variant 1, i.e. by robbing Granny of the Dunwall sewer
master key. The next step is less obvious, because you need to find the only physical object
connected with Granny, so you can get rid of her once and for all. Notice, at the same time,
that Granny has sent rats to get you, so you need to remain in motion for the whole time.


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Go now to a shack located on a higher level of the cave. The object that you are after, is the
pillow shown in the above screenshot.

New Optional Quest: Destroy Granny's cameo in the furnace


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Right after you collect Grannys pillow, you need to perform the following activities, thanks to
which the rats wont manage to get you. Turn around to face the furnace and use to lever to
the left to open it, toss the pillow inside (the upper-right dialogue option the above
screenshot), and pull on the lever to the left again.

New Optional Quest: Defeat Granny one last time


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Its not the end, yet. You need to deal with Granny for good, now. She started to teleport all
around the cave. The good piece of news is that the game does not make you kill her. The
best method, therefore, is using sleeping bolts (the above screenshot), or holding time
combined with choking Granny.

New Optional Quest: Unlock Slackjaw


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Before you leave (more about it in the subsection entitled Summary), make sure that you
have the sewer key on you, and use it to free Slackjaw. As a means of rewarding you, the
bandit leader will give you large amounts of gold.

New Main Quest: Return to the Sewer Gate


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Summary) Regardless of how you chose to resolve the conflict between Slackjaw and
Granny, it would be a good idea to have a look around the entire cave. In the cave there are
gold, food, Sokolovs health elixir, two Pieros spiritual remedies, sleeping bolts, three
books and a Sokolovs painting.


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Finally, inside Grannys shack, theres door that can be opened with the sewer key. Search
the place for gold, ammo, bolts and a rune (the above screenshot). It is worth adding that
you can collect the rune even if you havent cooperated with Granny.


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To leave this location, you need to smash the boards shown in the above screenshot, jump
into water and wait for the current to take you an area in the sewers that you visited earlier.


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Exploring the second part of the sewers

New Main Quest: Unlock Sewer Gate



Reach the upper ledge, approach the locked gate and use the key that you obtained from
Granny. After the gate is open, you can go on.


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After a while, you will reach a camp occupied by friendly civilians. This does not mean,
however, that you can feel safe here, because you need to eliminate river krusts attached to
the ceiling (the above screenshot). After you dispose of the creatures, explore the area for
gold, food, bolts, <br>a grenade, two Sokolovs health elixirs and a rune.


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Continue along the sewers on a linear path. On your way, there are wooden boards to smash
and further river krusts to eliminate. You should also watch out for piranhas in the water.
Take a look around the cave to find two Pieros spiritual remedies and a bone charm.


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In order to unlock a path further, you need to smash the planks shown in the above
screenshot. In the last area of the sewers, you can find gold, food and bolts. Go to the door
marked by the game. Interacting with it equals being promoted for the next stage of the
game.


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Mission 8 - The Loyalists
Mission plan

Overall premises
The next mission is quite short and it takes place in the location that you know very well, i.e.
[The Hound Pits Pub]. The basic difference is the presence of hostiles in the Pub.
Traditionally, apart from several compulsory things to do, there is a number of side quests to
perform.

In a nutshell
Below, you can find a list of all of the sub-points to this guide, connected with the described
mission. If you want to explore the area thoroughly, follow all of my instructions from end to
end. If you prefer to concentrate on the main mission instead, turn your attention only to the
pages with the note (compulsory) attached.

Steps to take:
Reach the Pubs vicinity (compulsory)
Infiltrate the Pub (compulsory)
Explore the Pub (compulsory)
Meet with Piero and Sokolov (optional) You definitely shouldnt skip this step
because otherwise, you wont be able to replenish your resources nor explore the area
around the Pub unobstructed.
Activate the arc pylon on the workshops roof (optional) Activating the pylon takes
several smaller steps to make, but it is not really problematic.
Explore the Pubs vicinity (optional) It is a good idea to take to the exploration of the
area around the Pub only towards the end of this mission. With the arc pylon active,
you wont have to be concerned about tallboys.
Reach the signal flare use site (compulsory)
Meet with Samuel (compulsory)

Dishonored Game Guide 627 / 816


Reaching the pub's vicinity

New Main Quest: Find a way through the sewer to the pub



Exploration of [The Hound Pits Pub] starts in an abandoned tenement that you might have
had the opportunity to explore already, during your previous visits to the Pub. Start by
talking to Cecelia, who has been standing around, to learn more about the situation at
hand.


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Climb the stairs and explore all of the rooms in the apartment to find some food, Sokolovs
health elixir and Pieros spiritual remedy. The most important thing is to collect two keys
from the wall the abandoned apartment key and the old port district sewer key. Take
the exit to get to the Pubs vicinity.


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Infiltrating the pub

New Main Quest: Find Emily or any clue to her whereabouts
New Optional Quest: Find Havelock or some clue to his plans



Unfortunately, infiltrating the Pub is not an easy thing to do, and this is due to swarms of
enemies in the area. The nearby alleys (the above screenshot) are patrolled by both regular
guards and tallboys. It is also worth adding that there are two additional tallboys in the area
of the docks.


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If you are going to eliminate the enemies here, it is a good idea to wait for them to disperse. It
is immensely important that you move into action only when tallboys move the other way,
and that you make sure that corpses are concealed in a proper and quick manner. You also
need to be aware of the fact that from there may be further enemies leaving the pub building,
so you should never, actually, be off your guard. In my opinion, it is best to avoid coming into
any contact with enemy forces whatsoever.


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As far as the methods to infiltrate the Pub are concerned, you of course, have a considerable
freedom of movement. The easiest way is by taking either of the doors on the ground
floor. It isnt a good idea, though because there are several guards inside the Pub. As a result
you would have to come up with a way of avoiding them with the aid of time holding or
Possession.


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Another variant would be to reaching the passage between the pub building and Pieros
workshop (the above screenshot). You could take here the alternative means of entering the
pub, or start climbing a loose chain. Also this variant is not advisable as, as has been
mentioned before, there are two tallboys patrolling the area.


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An interesting means of infiltrating the pub building is the sewer. You already have the
sewer key on you, and the manhole that you can access the sewer through is located in one
of the alleys near the abandoned tenement in which this mission starts.


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While crossing the sewer, you need to watch out for the river krusts. It is also a good idea to
look around for gold and an Audiograph Pendleton Embraces the Future. As you can
probably remember, from one of the initial missions, the sewer can be exited in several ways.
Definitely, the best option here, is to chose the passage that leads into the basement under
the pub building (the above screenshot).


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One of the more interesting methods is reaching the open window on the first floor (the
above screenshot). Entering through the window will take you into room 203. Of course, you
would have to use the power of teleportation to approach the window, but you also need to
watch out for both regular guards and tallboys.


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There is also another variant connected with the solution described above. It consists in
reaching the door located on the buildings roof. Its best to start by the opened window
on the first floor, and continue climbing to reach the small fragment of the roof. You need to
watch out here, because there is a single guard patrolling the roof (the above screenshot).
Depending on your preference, you can either render him unconscious, kill him or walk
around.


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Exploring the pub

New Optional Quest: Make contact with Piero and Sokolov inside the workshop Enter
the shop through the river-side balcony



On the pubs ground floor, there are food, ammo and Havelock's Orders to the Guard.
Thanks to the note, you will complete a side quest connected with this character.

New Optional Quest: Deliver the blueprints to Piero
New Optional Quest: Incapacitate every guard on the premises yourself
New Optional Quest: End the siege on Piero's workshop and ensure the safety of the
two natural philosophers within


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On the first floor of the pub, you can find Sokolovs health elixir and Prototype
Blueprints, hidden in room 202. Thanks to these, you will be able to unlock several side
quests connected with Piero and Sokolov.


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The most important thing to do here is the exploration of the pubs third floor, i.e. the one
where Corvos chambers are located.

New Main Quest: Find Callista and Samuel's signal flare


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You definitely need to search Corvos chambers, in order to find A Letter from Emily shown
in the above screenshot Apart from that, around there is Sokolovs health elixir and Pieros
spiritual remedy.


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Meeting with Piero and Sokolov



Before you turn to doing the main quest, it would be a good idea to complete all of the side
quests connected with Piero. Step one is, of course, getting near Pieros workshop and, as
you can probably remember, it is located right next to the pub building. If you are starting on
the ground floor, you can also make use of the chain mentioned in the earlier part of this
description (the above screenshot).


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A way better means of reaching Pieros workshop is taking the footbridge connecting the third
floor of the pub (Corvos chambers) with the tower that Emily used to stay in. Regardless of
the path you decide on, stop after you reach the workshops rooftop


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The only way to get inside the workshop is by reaching its external balcony, and more
precisely, the one that overlooks the river. The balcony has been shown in the above
screenshot, and make sure that you arent spotted, while attempting to reach it, by a tallboy.


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Start by exploring the upper floor of the workshop, and find food, a rune and an Audiograph
Piero Finds a New Ally. Go down the stairs now, in order to meet with Piero and Sokolov.
Listen to the conversation carefully, and learn that your allies need help to complete working
on the arc pylon on the workshops roof.


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Activating the arc pylon on the workshop's roof



Since you already have the blueprint that you have collected from room 202 of the pubs
building, you can talk to Piero right away and give them to him.


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Now, you need to make an important decision, because you need to decide on how you want
the pylon to work. Selecting the upper-right dialogue option leads to enemies being
electrocuted right after the pylon activates. The dialogue option in the middle will result in
the pylons stunning opponents, which is far better an option.

New Optional Quest: Bring a whale oil tank to the Arc Pylon on the roof of Piero's
workshop


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This particular puzzle is an easy one, and it consists of several steps. First of all, return to
the workshops first floor and interact with the device to the left (the upper screenshot), in
order to summon an empty tank.


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Lift the tank now and carry it over to the device to the right (the above screenshot). Pull the
lever to fill the tank with whale oil.
















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Now, carry the filled tank over to the external balcony. This is the most troublesome part of
the puzzle, because you need to carry the tank over to the roof. Try and perform longer leaps,
while minding tallboys.


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Once you reach the roof, put the tank down for a moment, and pull on another lever (the
above screenshot), which will result in all three slots being exposed. The only thing remaining
here for you to do, is put the tank youve carried over here, into the empty slot.


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Wait for the arc pylon to activate, and either kill or stun (depending on your earlier decision)
the enemies around. Now you can barter with Piero in order to replenish your resources and
acquire the upgrades that you ignored earlier.


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Exploring the Pub's vicinity



It would be a good idea to devote now several moments to the exploration of the pubs
vicinity. The pub building has been covered with the General Notice all over. Near the
crossroad close to the starting point, you will also find a Sokolovs health elixir and
grenades.


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You definitely need to take a look into the shack (the above screenshot) located near the
passage to the docks and the warehouse, in which Sokolov used to be kept during your
earlier visits to the pub, and find an Audiograph Samuel Stays Wary.


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Finally, look around for Wallaces corpse (the above screenshot) in order to find on him a
Note to Wallace.


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Reaching the signal flare use site



Your destination now is the tower which used to be occupied by Emily. As you can probably
remember, the room on one of the top floors of the tower, can be reached through the
footbridge shown in the above screenshot, which you can reach starting from Corvos
chambers (on the third floor of the pub building), and by walking over the workshops roof.


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Approach the door and interact with it. This will result in initiating a conversation with
Callista, who has been hiding here.
New Main Quest: Use the flare launcher in Emily's tower to signal Samuel


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After the conversation ends, search around the room for Emily. You will find an Emily's
tower key), a Letter to Callista, a Sokolovs health elixir and Pieros spiritual remedy.
Finally, interact with the flare launcher shown in the above screenshot.


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Meeting with Samuel

New Main Quest: Meet Samuel on the beach beyond Emily's tower



Since Samuel will approach the tower (and not the docks as he usually does) its best to use
the key you have just obtained, to open the nearby door (the above screenshot).

New Main Quest: Embark for Kingsparrow Island with Samuel

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After you reach the balcony, teleport downstairs (you could just as well use the stairs to get
there, but this would take more time). Wait for Samuels boat to reach the bank and start a
conversation with him. Confirm that you want to leave for the place where Emily is being
kept captive (the upper-right dialogue option).


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Mission 9 - The Light at the End
Mission plan

Overall premises
This is the last, ninth, mission, played on the [Kingsparrow Island]. The primary objective
here, is to get to the top of the lighthouse on the island in order to rescue captive Emily.
Crossing the fort, before you reach the lighthouse, is non-linear, but the final part of this
mission does not give that much freedom of action. Apart from exacting revenge on two
characters that betrayed Corvo, there are no side quests at all.

In a nutshell
Below, you can find a list of all of the sub-points to this guide, connected with the described
mission. If you want to explore the area thoroughly, follow all of my instructions from end to
end. If you prefer to concentrate on the main mission instead, turn your attention only to the
pages with the note (compulsory) attached.
Steps to take:
Reach the area around the fort (compulsory)
Explore the area around the fort (optional) The beach that you get to, after you start
the mission, is heavily guarded by enemy forces. It is a good idea to watch out,
especially that most guards patrol the area instead of staying put in one place.
Infiltrate the fort (compulsory)
Explore the fort (optional) There is a quite vast area to explore here which,
additionally, is patrolled by numerous guards. Its worth noting, at the same time that
the layout of the fort may vary, depending on how you behaved throughout the game
earlier.
Gain access into the gatehouse (compulsory)
Reach the lighthouse elevator (compulsory)
Infiltrate the lighthouse (compulsory)
Games end (compulsory)

Area Map
The below maps may serve as an additional help while navigating the area. A noteworthy fact
is that you can also find it on your own. The first one is lying on the chest , right next to the
starting point. . Another two copies are hanging on the wall near the main passages to the
fort (the ones with the active walls of light).


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Map 1 Kingsparrow Island



Legend:
A starting point
B watchtower
C entrance to the sewer
D passage to the fort
E gatehouse control room
F gatehouse main entrance
G machine room
H elevator
1 lighthouse
2 fort yard


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Reaching the area around the fort

New Main Quest: Enter Kingsparrow fort
New Optional Quest: Find Martin
New Optional Quest: Find Pendleton



In some respect, this mission is unique and he opening sequence may vary, depending on
your approach throughout the game. If your chaos is low, Samuel will allow you to start the
mission in a hideout.


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If, on the other hand, your chaos is high, Samuel wont be friendly towards you, and will
alarm the guards by firing his gun into the air. If you do not want to fight guards, I
recommend that you dive or wander off from the starting point as quickly as possible.


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Regardless of how this mission begins, it is a good idea to have a look around for supplies of
ammo, Sokolovs health elixir and a Pieros spiritual remedy.I also recommend to take a
look at the map of the surrounding area.


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Exploring the area around the fort



The most serious treat waiting for you near the fort, is the watch tower, near your starting
point, shown in the above screenshot. If you can, teleport over to the upper balcony of the
tower, in order to disable or rewire it. Otherwise, avoid it at all costs by holding time or
remaining in water (in this case you also need to avoid piranhas).


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The watchtower is not the only threat around. In the area, there also are scores of guards
and, although some of them stay put in one spot, you also need to watch out for patrols.

















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While exploring, you will, surely, turn your attention to the medium-sized bunkers. It is a
good idea to take a look inside each of the bunkers , because inside there are lockers in some
of them. These contain gold, bolts, rewire tools, Pieros spiritual remedies and grenades.


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Infiltrating the fort



There are three different ways to infiltrate the fort. The first variant assumes that you take
the harbor-side entrance which is located to the left of the starting point (the above
screenshot). The entrance can be recognized by a large letter A painted on walls.


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The harbor area is occupied by numerous enemies, including an overseer with a device that
inhibits Corvos powers. If you are going to eliminate your enemies, try and attack them one
by one, and avoid being spotted by larger groups. It is also a good idea to make sure that
corpses are concealed in places that are not frequented by anybody, because you need to be
aware of the fact that, after a while, new enemies may unexpectedly exit the fort.


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If you prefer to go around the enemies, you can use your powers or use pass under catwalks
shown in the above screenshot. Using these passages and manholes will allow you to
approach the current destination, without any problem. Whenever it is possible (securing the
area), you should take a look around the harbor to find ammo, Sokolovs health elixir,
Pieros spiritual remedy and grenades.


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Variant two assumes that you infiltrate the fort through the beach-side entrance which is
located to the right of the starting point (the above screenshot). The entrance can be
recognized by a large letter B painted on walls.


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Also around here, there are a plethora of enemies. Still, the most serious threat is the active
arc pylon shown in the above screenshot. The safest option is to stay away from the pylon,
but you can, just as well, find a device connected to it, which can be then used to disable or
rewire the pylon.


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Just like in the case of the harbor-side entrance, you can use passages underneath catwalks
in order to approach enemies safely and eliminate them, or go around them. Traditionally, I
recommend that you make sure to conceal corpses properly. Finally, take a look around the
area for Sokolovs health elixir, Pieros spiritual remedy and sleeping bolts.


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The thing that variants one and two have in common, is that, in both cases, you are
separated from the fort entrance by walls of light. What is even more, they cannot be quickly
disabled. This problem can be approached in two ways. The first one is about possessing a
rat in order to pass through a small ventilation shaft .


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The other way requires you to reach the sewer entrance shown in the above screenshot,
located in between the two fort entrances described above. It is a good idea to aid yourself
with teleportation to approach the entrance.


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Pass through the tunnel and start climbing after you reach metal balconies. Eventually, you
should reach interconnected control rooms which should be patrolled by a single guard. The
most important thing to do here, is find the whale oil tank, or the control panel linked to the
wall of light of your choice. After the performance of the activities that are known to you, you
will be able to return to the inactive, or rewired wall of light and enter the fort as a result. I
recommend that, since you are there, you should search around the control rooms for gold,
Sokolovs health elixir and Pieros spiritual remedy.


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The last, third variant assumes that you reach another sewer entrance . To do that, you
need to go to the right of the beach-side entrance (variant 2; letter B), thus reaching the
bunker shown in the above screenshot, guarded by two enemies. Go around them, or dispose
of them. Inside the bunker, there are ammo and Sokolovs health elixir.


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Regardless of whether you have disposed of the guards or not, use Blink (teleportation) to
reach the sewer entrance shown in the above screenshot. Using this tunnel will allow you to
gain access to the fort without the necessity to worry about the active walls of light.


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Exploring the fort

New Main Quest: Enter the Gatehouse
New Optional Quest: Eliminate Martin
New Optional Quest: Eliminate Pendleton



The first step you should take here is reaching the yard of the [Kingsparrow Fort]. If you
have chosen one of the two main passages (the one guarded by walls of light), you will have
to use teleportation in order to go around the barrier. If you used the sewer tunnels instead,
you need to catch onto the loose chain and reach the door to the yard.


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Unfortunately, the yard is occupied by a number of enemies. Therefore I recommend that you
avoid them, even if you prefer a more aggressive approach. This is especially that you could
be spotted by guards patrolling the forts higher floors. If you are really bent on going
aggressive, you should wait with dealing with the guards until the very end of your stay in
this part of the fort (i.e. until you secure the upper-level balconies). It is worth adding that at
least one of the guards should have a control room key on him It is a good idea to steal it if
you still havent explored the rooms with the whale oil tanks that power walls of light.


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If your chaos rate is high at current, in the yard, apart from regular enemies, you will
encounter one of the traitors, i.e. Overseer Martin. The game will unlock side quest
connected with the elimination of that character. Because he is surrounded by other
enemies, it is a good idea to dispose of him from a larger distance, or aid yourself with
powers such as time hold (which, in my opinion, is the best option).


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At the forts lower level, there are two larger rooms. In the south-eastern part of the floor
there is a Lifeboat Access. If you dispose of them, you will be able to explore the area freely
for incendiary bolts, Sokolovs health elixir and Pieros spiritual remedy. It is worth
noting that the enemies may be easily avoided as well, by using numerous underwater
tunnels to get around.


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Another one of the larger rooms, is the machine room, and it is located in the northern part
of the fort. The place is connected with your current main objective, but you can already
search the area for a Pieros spiritual remedy and a rune.


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You can, of course, explore the upper areas of the fort also. You can get there in a number of
ways, like by taking the stairs located in the area with the lifeboats (the above screenshot), in
the main yard or near the wall of light that separates the yard from the gatehouse.


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I recommend that, while on the upper levels of the fort, you should check out the Gatehouse
Control Room, located in the westersn part of the fort. Also this place is connected with the
current main mission objective , but you can already now explore the area for Sokolovs
health elixir, Pieros spiritual remedy and gold.


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Around, there are two more large areas that function as bunkers of some sort (the above
screenshot). Exploring them will give you gold, Sokolovs health elixir, Pieros spiritual
remedy, ammo, grenade, a control room key and a book. You should watch out for guards
while exploring the walls that surround the fort, especially that many of them are constantly
moving.


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Gaining access into the gatehouse



The gatehouse is a separate area in the fort, and it can be reached in three different ways,
although their availability is governed by your gaming style. Variant one assumes that you
take the main entrance guarded by a wall of light (the above screenshot). The important piece
of information is that this variant is only available with a low chaos rating.


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A considerable problem here is, of course, the wall of light. In order to solve the problem, you
need to gain access to the higher levels of the fort, and more specifically, into the gatehouse
control room located in its western part (the above screenshot). Look out for, at least, one
guard remaining in this area and, depending on your preference, either disable or rewire the
wall of light.


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Right after you return to the neutralized wall of light, keep vigilant. As I have already
mentioned, there are many enemies in the yard and, at the other side of the wall, there is at
least one guard, who may be turned your way. It is a good idea to use a power here
(teleportation, possession, time hold etc.), or wait for the enemy to turn away.


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Variant two assumes accessing the gatehouse through a hole in the wall (the above
screenshot) and its is only available with the high chaos rating.
















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The hole in the wall is best accessible through the Gatehouse Control Room, located on the
upper level of the fort. Instead of entering the control room, climb onto its roof. Once there,
turn right and teleport over to the small platform shown in the above screenshot.


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Then, teleport again to cross the hole. After you dispose of the enemy there, stop for a
moment at the dying Lord Pendleton, as you complete the side quest connected with him.














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The last one, third variant assumes taking the sewer tunnel system, and it is available
regardless of the players chaos rate. Start by infiltrating the machine room located in the
northern part of the forts ground floor.


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Explore the machine room and watch out for, at least, two guards that are staying in this
area. Your destination here is the handle shown in the above screenshot and, after you find
it, you need to interact with it.


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Turn around and jump down. Turn again and that the newly-opened gatehouse passage(the
above screenshot).


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Reaching the Lighthouse elevator

New Main Quest: Enter the Lighthouse Elevator



What you can see ahead, is the staircase that leads up to the [Kingsparrow Gatehouse] and,
depending on where you start, you may encounter either one or several guards. It is a good
idea to explore the lower level of the staircase (the one that neighbors the sewer tunnel),
where you can find a rewire tool.


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If you want to avoid enemy units at all costs, you, its a good idea to grab onto the loose
chain shown in the above screenshot and climb it.















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If you dont mind eliminating guards you encounter, it is better to use the stairs. I
recommend that, on your way, you turn your attention to the outpost occupied by a single
enemy. You can find here Sokolovs health elixir, a lighthouse elevator key and a note
(The Lighthouse elevator key).


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Continue forward, or up the chain. As you progress, you will meet two other guards. Your
destination here, is the top catwalk, shown in the above screenshot.















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You have probably noticed already that on the bridge ahead of you, there is an active arc
pylon so, you need to react to this inconvenience. You can disable the pylon by shooting its
power supply tank (its on the pylons left side) from the distance, but this would alarm your
enemies to your presence. An interesting solution is to walk underneath the pylon (the above
screenshot) in order to go around it, disable it or rewire it (the control panel).

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In my opinion, the best way to go around the arc pylon, is to climb using the structures
construction elements (the above screenshot).Of course, you need to be careful so that you
dont fall. The additional advantage of this solution is that you can easily go around the
guard on the stairs seen in the distance (otherwise, you would have to kill him).


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You need to watch out because there is one more enemy near the elevator. You can render
him unconscious, especially that he has a lighthouse elevator key on him.

New Main Quest: Reach the Lighthouse


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Your destination is the elevator and you can get inside in two ways. If you have one of the
keys on you, you can use it on the door shown in the above screenshot..
















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If you dont have the key, you need to reach higher levels of the metal cage around the
elevator and eventually, on the roof. Once there, jump into the hole shown in the above
screenshot. Regardless of your variant, pull the lever and confirm that you want to go to the
lighthouse.


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Infiltrating the Lighthouse

New Main Quest: Enter the Lighthouse



The last part of the level isnt particularly demanding. The lighthouse can be accessed in two
ways. If you want to avoid running into the last group of enemies, you should use teleport to
reach the elevators roof (the above screenshot). Continue teleporting over to the higher-
located construction elements.


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Dishonored Game Guide 706 / 816



After a few moments, you should finally reach the roof shown in the above screenshot. Go
straight ahead and teleport several more times on your way, and reach the lighthouses
upper entrance .


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Dishonored Game Guide 707 / 816



If you dont mind going aggressive on your enemies, decide to progress over catwalks here.
The first one of the enemies can be easily avoided, because he will be facing the crane. Do not
forget about grabbing the bodies after you eliminate the enemies, or else they might fall
down.


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Dishonored Game Guide 708 / 816



A bit further away, there are two more enemies. In this case, it is a good idea to wait until
they walk their ways and the one to the right turns towards the ballustrade.















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Dishonored Game Guide 709 / 816



There is only one enemy left for you to eliminate or walk around. It is best to wait until he
goes to the right and stops at the balustrade.
















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Dishonored Game Guide 710 / 816



Eventually, you should reach the lighthouses main entrance.
Note Go now to the subsection entitled Games end to find out how you can finish this little
adventure of yours.


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Dishonored Game Guide 711 / 816


Endings

Introduction
New Main Quest: Rescue Emily
New Main Quest: Find Martin, Pendleton and Havelock
New Optional Quest: Find Havelock
New Optional Quest: Eliminate Admiral Havelock



The beginning of this part of the game is the same for all possible endings. You need to reach
the top area in the [Burrows Lighthouse], by taking the main stairs (the above screenshot) or
side stairs.







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Dishonored Game Guide 712 / 816


Low Chaos Ending



If you kept your chaos rate at a low level, you will have no choice to make. After you reach
the upper floor, you should notice Havelock and two remaining plotters, whom he murdered.


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At first, the admiral will not even want to fight with you and, instead, leaves himself at your
mercy. I recommend that you choose either to kill him or stun him. I definitely advise against
leaving him as he is, or else, he will attack you as soon as you try to free Emily.


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Dishonored Game Guide 714 / 816



Seize the opportunity to have a thorough look around the lighthouse (both levels), to find
gold, ammo, two Sokolovs health elixirs, Pieros spiritual remedy, two books, an Emily's
room key and an Audiograph Havelock's Log: Entry Five.


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Dishonored Game Guide 715 / 816



Finally, return to the place where Emily is being kept captive. Use your key to open the door
and finish the game.


















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Dishonored Game Guide 716 / 816


High Chaos Ending



If your chaos rate is high, you will have to make a choice between two main endings. After
you reach the upper floor (the above screenshot), you will meet nobody, so devote several
moments to exploring the area to find gold, ammo, two Sokolovs health elixirs, Pieros
spiritual remedy, two books and an Audiograph Havelock's Log: Entry Five.


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Dishonored Game Guide 717 / 816



Locate the exit to the lighthouses external balconies (the above screenshot) and go up. The
path is linear so you shouldnt lose your directions, still, on your way, you could devote
several moments to finding Pieros spiritual remedy.


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Dishonored Game Guide 718 / 816



You should, eventually, reach the place where you will witness the struggle between Emily
and Havelock. Make a few steps forward. Havelock will grab Emily and you will have to make
a choice of how it all ends.


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Dishonored Game Guide 719 / 816



If you approach Havelock, he will throw himself into the void alongside with Emily, which will
make it impossible to save her.
















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Dishonored Game Guide 720 / 816



Emily can be saved though after you activate the power of total time hold. After you activate
the power, run up to Havelock and Emily. Depending on what you prefer, you can either
render Havelock unconscious, kill him or just focus on saving the girl. If you do not have the
force of time hold available, you could teleport towards Havelock. Once you did that however,
you would have to grab Emily instantaneously .


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Dishonored Game Guide 721 / 816



You can also use your ranged weapon to dispose of the admiral, and use your pistol or your
crossbow to hit him. However, you need to make sure that you do not hit Emily, and that you
catch her right afterwards.

Summary
Which one of the final cutscenes you will see, depends on the decisions that you have taken.
In general terms, they can be divided into three main endings:
ENDING 1 (low chaos only) Admiral Havelock gives up without putting up a fight and he
dies or is unconscious. Emily is saved
ENDING 2 (high chaos only) Both Admiral Havelock and Emily die.
ENDING 3 (high chaos only) Admiral Havelock dies or is unconscious. Emily is saved.


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Dishonored Game Guide 722 / 816


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Collectibles
Introduction

In the Dishonored game, apart from the regular loot like gold, Corcos gear and quest items
you can also find a lot of secret items (collectibles). In general, these can be divided into five
main categories
Runes You can acquire/buy them from the NPCs or find them throughout the game
world. They are used to develop Corvos powers
Bone charms You can find them throughout the game world and they function as
perks, e.g. a bonus to sneaking or increase the effectiveness of health elixirs.
Sokolovs paintings You can find them throughout the game world. Each one of them
is worth several hundred gold pieces
Audiographs You can find them in the game world. Each audiograph contains a
short recording usually made by one of the key NPCs.
Blueprints They can be bought from Griff the merchant, or found in the game world.
They allow you to unlock new purchase options at Pieros.













Dishonored Game Guide 723 / 816



The game allows you to keep track of your progress, as far as collectibles are concerned. After
your completion of each stage, the game displays for you the information regarding mission
summary, including the information on how many collectibles you have found (the above
screenshot). The listing does not include, however, blueprints or audiographs, so you should
pay special attention to not missing any one of them.

Mission stats
The below table informs on what collectibles, and in what quantities, can be found in
individual missions.

Stage RUNES BONE
CHARMS
SOKOLOVS
PAINTINGS
AUDIOGRAPHS BLUEPRINTS
Mission 1 -
Dishonored
0 0 0 1 0
The Hound Pits Pub 0 0 0 3 0
Somewhere Else... 1 0 0 0 0
The Hound Pits Pub
#2
2 0 0 1 0
Mission 2 - High
Overseer Campbell
7 5 1 4 3

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Dishonored Game Guide 724 / 816


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The Hound Pits Pub
#3
2 0 0 3 0
Mission 3 - House of
Pleasure
5 5 3 1 1
The Hound Pits Pub
#4
0 0 0 0 0
Mission 4 - The Royal
Physician
5 3 1 1 1
The Hound Pits Pub
#5
0 1 0 4 0
Mission 5 - Lady
Boyle's Last Party
3 2 2 0 1
The Hound Pits Pub
#6
3 0 0 3 0
Mission 6 - Return to
the Tower
4 2 1 2 1
The Hound Pits Pub
#7
0 0 0 3 0
Mission 7 - The
Flooded District
5 8 3 1 0
Mission 8 - The
Loyalists
1 0 0 3 1
Mission 9 - The Light
at the End
1 0 0 1 0

Dishonored Game Guide 725 / 816


Runes - how to find runes



Some runes can be bought or received as a reward from NPCs, but overwhelming majority of
them can be found during the gameplay. For finding the runes, it is best to use the Heart by
selecting it from the inventory window, each time after a new area is loaded. An additional
facilitation is the fact that each rune emits a characteristic sound which should help you find
it.


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Dishonored Game Guide 726 / 816



It is worth noting that some runes have the Outsider chapel tied to them . As soon as you
collect such a rune, a short cutscene of the meeting with the Outsider is initiated, so you do
not have to perform any additional actions.


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You collect runes in order to spend them afterwards to develop Corvos powers (the above
screenshot). An important piece of information is that you do not need to spend the runes to
develop powers right after you obtain them. It is way better to save them up for later,
especially that it is not possible to unlock all of the powers during a single example of a
campaign.


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Dishonored Game Guide 728 / 816


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Runes - list of Corvos powers

There are ten powers available in the game, and there are two levels of development for each
of them. A list of all ten of them, alongside with hints on their usability, can be found in the
table below.
In a nutshell: What is the sequence for unlocking powers? I recommend that you acquire an
upgraded version of teleportation (Blink II) as soon as possible. This will save you stress
getting around the game world. Another item on your shopping list should be time hold
(Bend Time II). Still, if you want to ensure yourself with a greater variety of powers, you can
also acquire the basic version of the power that enables you to see through walls (Dark
Vision I), as well as possession (Possession I).

THE NAME OF
THE POWER
POWER DESCRIPTION COST USEFULNESS
Dark Vision Seeing enemies through
walls (I).
Seeing enemies and objects
through walls (II).
1 rune (I)
2 runes
(II)
A very useful power, especially if
you are going to remain in hiding.
I recommend that you develop it to
its maximum. This wil make you
sure that you havens missed any
item
Blink Teleportation over a small
distance (I).
Teleportation over a larger
distance (II).
- (I)
3 runes
(II)
You will be probably using this
power most frequently. It is a
priority to unlock its second level
because, initially, its range is
limited.
Possession Possession of animals (I).
Possession of people and
animals (II).
3 runes
(I)
5 runes
(II)
Possession is one of powers
prepared with people, who prefer
to stay hidden, in mind. It is a
good idea to unlock , at least, the
first level early in the game.
Bend Time Slowing down time (I).
Holding time (II).
2 runes
(I)
8 runes
(II)
The power shows its true potential
only after it is upgraded to level II.
Thanks to holding time, you can
effortlessly go around enemies, or
get them from behind . Therefore,
it is a good idea to unlock it as
soon as possible, even though it
requires as many as ten (8+2)
runes.
Devouring
Swarm
Summoning of a swarm of
rats (I).
Summoning of a big swarm
3 runes
(I)
4 runes
I recommend that you use rats
only if you dont mind killing your
enemies. I recommend that you
Dishonored Game Guide 729 / 816


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of rats(II). (II) send such a swarm against larger
groups of enemies, especially that
this consumes a lot of mana.
Windblast A weak gust of wind (I).
A strong blast of wind (II).
3 runes
(I)
4 runes
(II)
The upside of this power is its
versatility. You can use it not only
for knocking your enemies down,
but also for smashing wooden
passages and putting out fire.
Upgrading the power to level II is
advisable only if you kill your
enemies frequently.
Vitality Lengthens the health bar
(I).
Lengthens the health bar
and makes it regenerate
faster (II).
1 rune (I)
3 runes
(II)
This power isnt too useful if you
keep operating from hiding. All in
all, you can unlock level I of this
power, because it only requires 1
rune.
Blood Thirsty Single adrenaline-based
assassinations(I).
Multiple adrenaline-based
assassinations (II).
2 runes
(I)
3 runes
(II)
Same as above, you can ignore
this power completely if you keep
staying in shadows. If you,
however, get involved in fights
frequently, you can focus on it.
Agility Jump over larger distances
(I).
Move faster in water and
on the ground (II).
2 runes
(I)
3 runes
(II)
This is an attractive power, and
thats regardless of your gaming
style. Double jumps are especially
useful because they allow to reach
higher without the necessity to
teleport.
Shadow Kill Sneak-killed enemies turn
to ash (I).
All killed enemies turn into
ash (II).
2 runes
(I)
4 runes
(II)
This powers main function is to
diminish the risk of alarms raised
by guards when they find corpses.
Personally, I think that the runes
are better spent on other powers.

Dishonored Game Guide 730 / 816


Runes - locations - p. 1

Somewhere Else...



RUNE 1/1 You cannot miss this rune because obtaining this one is a part of the first
encounter with the Outsider.

The Hound Pits Pub #2


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Dishonored Game Guide 731 / 816



RUNE 1/2 The rune can be found on an islet near the docks.




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Dishonored Game Guide 732 / 816

RUNE 2/2 The rune is in Pieros stock (you can also buy it during one of your visits to the
pub).

Mission 2 - High Overseer Campbell



RUNE 1/7 The rune is in the basement of Grannys apartment.


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Dishonored Game Guide 733 / 816



RUNE 2/7 The rune is a reward for completing the first assignment from Granny (eliminate
a group of bandits). You can find it upstairs in the apartment.



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Dishonored Game Guide 734 / 816


RUNE 3/7 The rune is a reward for performing the second assignment for Granny
(contamination of elixir in bandits headquarters). You can find it upstairs in the apartment.



RUNE 4/7 The rune is in the guard booth near the Holger Square.


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Dishonored Game Guide 735 / 816



RUNE 5/7 You can find the rune inside Campbells secret chamber, in the basement of the
Overseers building. You need to smash the glass cabinet to get it.



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Dishonored Game Guide 736 / 816


RUNE 6/7 The rune is hanging on the wall in the meeting chamber of the Overseers
building.



RUNE 7/7 The rune is in the workshop in the backyard (behind the Overseers building).

The Hound Pits Pub #3


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Dishonored Game Guide 737 / 816



RUNE 1/2 The rune is located underneath the pub, close to the place where there are
weepers.



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Dishonored Game Guide 738 / 816


RUNE 2/2 The rune is in the sewers under the pub, near the place, where there are
weepers. You need to dive to find it.

Mission 3 - House of Pleasure



RUNE 1/5 The rune is in the secret chamber in doctor Galvanis apartment.


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Dishonored Game Guide 739 / 816



RUNE 2/5 The rune is inside the deserted tenement located to the right of the Golden Cat
club.



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Dishonored Game Guide 740 / 816


RUNE 3/5 The rune is hanging on the wall, on the first floor of the Golden Cat club.



RUNE 4/5 The rune is in the attic of the Golden Cat club, in one of the rooms.


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Dishonored Game Guide 741 / 816



RUNE 5/5 The rune is inside the treasures, on the second floor of the Art Dealers
apartment.

Mission 4 - The Royal Physician


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Dishonored Game Guide 742 / 816



RUNE 1/5 The rune is in the back room of the tenement located near the second outpost.




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Dishonored Game Guide 743 / 816

RUNE 2/5 The rune is inside the safe in Pratchetts apartment.



RUNE 3/5 The rune is inside the building with the deranged civilian in it, neighboring with
Prattchets apartment.


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Dishonored Game Guide 744 / 816



RUNE 4/5 The rune is inside the tenement, and you run into it right after you reach the
location that functions as the enemys third outpost.














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Dishonored Game Guide 745 / 816



RUNE 5/5 The rune is in the greenhouse in which you find Sokolov.


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Dishonored Game Guide 746 / 816


Runes - locations - p. 2

Mission 5 - Lady Boyle's Last Party



RUNE 1/3 The rune is at the rivers bottom, near your starting point.


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Dishonored Game Guide 747 / 816



RUNE 2/3 The rune is on one of the upper floors of the tenement located near the starting
point.



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Dishonored Game Guide 748 / 816


RUNE 3/3 The rune is I the treasures of the Boyle Estate.



RUNE 1/3 The rune is a reward for finding Emily, and its the girl that you receive it from.


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Dishonored Game Guide 749 / 816



RUNE 2/3 The rune is lying on the table inside Corvos chambers. You receive the rune
only if none of the Boyle sisters was killed.



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Dishonored Game Guide 750 / 816


RUNE 3/3 The rune is a reward from Lord Pendelton. You can expect to receive it only if
you have won the duel with Lord Shaw.

Mission 6 - Return to the Tower



RUNE 1/4 The rune is located in the buildings neighboring with the Dunwall Tower (to the
right of the towers main entrance). It has been hidden under the bed.


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Dishonored Game Guide 751 / 816



RUNE 2/4 The rune is in the dungeons of the Dunwall Tower occupied by the Torturer.




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Dishonored Game Guide 752 / 816

RUNE 3/4 The rune is in the chest in the Lord Regents Chambers, on the second floor of
the Dunwall Tower.



RUNE 4/4 The rune is in Lord Regents safe room on the Towers rooftop.

Mission 7 - The Flooded District


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Dishonored Game Guide 753 / 816



RUNE 1/5 The rune is lying on the ground near the refinery building (the one with Corvos
gear in it) and the water reservoir.



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Dishonored Game Guide 754 / 816


RUNE 2/5 The rune is in the dungeons of Dauds headquarters (you run into it still before
you take the tunnel.



RUNE 3/5 The rune is on the roof of the tenement located right next to the track.


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Dishonored Game Guide 755 / 816



RUNE 4/5 The rune is inside the cave neighboring with the sewers (the one where you can
meet Granny and Slackjaw).



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Dishonored Game Guide 756 / 816


RUNE 5/5 The rune is in the survivors (or weepers) camp located in the second part of the
sewers.

Mission 8 - The Loyalists



RUNE 1/1 The rune is in Pieros workshop, upstairs.

Mission 9 - The Light at the End


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Dishonored Game Guide 757 / 816



RUNE 1/1 The rune is in the forts machine room that neighbors its yard.


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Dishonored Game Guide 758 / 816


Bone Charms - how to find bone charms



Bone charms are to be found during the gameplay. It is best to use the Heart to find them, by
choosing it from the inventory every time a new area is loaded. An additional facilitation is
the fact that each bone charm emits a characteristic sound, which should help you find it.
An important piece of information is that the type of charm you find in a given place is
selected at random by the game each time you do it. So, when you find the most useful
charms is entirely a matter of luck.


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Bone charms have (more or less useful) properties. Each time you find a new bone charm,
the game suggests that you wear it. At first you can only wear three bone charms at a time,
but you can increase the limit to six, by buying appropriate upgrades from Piero (Bone
Charms Capacity).


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Dishonored Game Guide 760 / 816


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Bone Charms - list

As I have already pointed out, you acquire bone charms completely at random. Below you
can find a list of bone charms, alongside with hints on which ones are the most attention
worthy.
In a nutshell: Which charms is it best to wear? Strong Arms (which makes it easier to choke
enemies), Undertaker (which makes corpse concealing easier), Swift Shadow (more agile
movement in the shadows), Ox Blood or Spiritual Pool (improved mana management), Sturdy
Bolts or Reinforced Bolts (increases crossbows effectiveness), Acrobat (easier climbing) or
Fleet Fighter (quicker movement with drawn weapon).

BONE CHARM
NAME
BONE CHARM PROPERTY USEFULNESS
Acrobat Faster climbing. Quite interesting a charm but, in
many cases, it is better to teleport
instead of climbing.
Albino Increased chance for albino rats
to appear.
You can easily ignore this charm
unless you use Possession
frequently.
Carrion Killer You receive adrenaline points for
killing rats.
Not really useful. You can easily
ignore it.
Clockwork
Malfunction
Grenades thrown by your
enemies take slightly more time
to explode.
A charm that is virtually useless for
those, who remain in shadows. You
can ignore it even if you occasionally
participate in fights.
Falling Star You receive mana points each
time you kill an enemy from
above by jumping down on
them.
It is a good idea to wear this charm
only if you like landing on enemies
to kill them.
Fleet Fighter Holding your weapons in your
hands doesnt slow you down.
A bonus offered by this charm is
especially handy if you fight often
but, even if you avoid open conflicts,
it is a good idea to have both
weapons drawn, just in case.
Healthy Appetite I You receive more health points
when you eat your food.
Not really useful for someone who
stays in shadows at all times. Its
also moderately useful for someone
who needs to replenish their health
points on a regular basis.
Healthy Appetite II You receive considerably more Not really useful for someone who
Dishonored Game Guide 761 / 816


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health points when you eat your
food.
stays in shadows at all times. Its
also moderately useful for someone
who needs to replenish their health
points on a regular basis.
Ox Blood Extends mana bar. A very interesting charm that is
worth getting regardless of the
preferred gaming style. A longer
mana bar makes for a more frequent
and more convenient use of powers.
Plague Affinity Taking damage from weepers
comes with receiving additional
mana points.
A charm that is useless for those
who operate in shadows, because
they avoid coming into any contact
with weepers. You can check it out if
you prefer a more aggressive
approach.
Plague Resistant Weepers deal less damage to
you.
The charm is useless for those who
operate in shadows, because they
avoid coming into any contact with
weepers. You can check it out if you
prefer a more aggressive approach.
Rat Scent Rats attack Corvo only if he
comes really close.
The charm may turn out to be
useful regardless of the preferred
style of game play, although rats can
be avoided easily, on the other hand,
or simply killed.
Reinforced Bolts A lower chance for a bolt to
break when it sticks into enemy
body.
It is a good idea to wear this charm
if you like using your crossbow
frequently..
Robust I You receive more health points
when you drink a potion.
Not really useful to those who
remain in shadows, an moderately
useful to those who need to
replenish their health frequently.
Robust II You receive considerably more
health points when you drink a
potion.
Not really useful to those who
remain in shadows, an moderately
useful to those who need to
replenish their health frequently.
Spirit Water Drinking tap water slightly
regenerates your mana.
I recommend that you wear it only if
you have no better solutions
connected with mana regeneration.
Spiritual Pool Faster mana regeneration. Quite useful a charm, especially if
you use powers frequently .
Strong Arms Choking enemies is faster. One of the most useful charms for
those operating in shadows. Allows
faster movement between locations
occupied by the enemy.
Dishonored Game Guide 762 / 816


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Sturdy Bolts Decreases the risk of breaking a
bolt.
It is a good idea to wear this charm
if you like using crossbow
frequently.
Sustained Rage Adrenaline lasts for longer. It is a good idea to wear this charm
only if you often take part in open
fights.
Swift Shadow Faster movement if you stay in
shadows.
Its one of the more useful charms
for a player who constantly stays in
shadows. It allows easier movement
between locations occupied by
enemy units.
Throwing Hand You toss items over longer
distances.
This charm is not that useful,
unless you often use grenades or
other throwable objects.
Tough Skin Extends the health bar. Wear this charm only if you opt for
aggressive gameplay.
Twist of Fortune I Slightly increases the chance of
regenerating your mana after
you drink an elixir.
It is much better to focus on charms
that offer certain bonuses.
Twist of Fortune II Increases a bit the chance of
regenerating your mana after
you drink an elixir.
It is much better to focus on charms
that offer certain bonuses.
Undertaker Faster movement while carrying
bodies.
One of the most useful charms for
someone who operates in shadows.
Very often, you will face a situation
in which concealing a corpse will be
of key importance.
Unnerving Target I Slightly cripples the enemies
ability to wield weapon.
A charm that is useless to someone,
who operates from hiding, and
moderately useful to someone who
engages in open fights.
Unnerving Target II Cripples the enemies ability to
wield weapon.
A charm that is useless to someone,
who operates from hiding, and
moderately useful to someone who
engages in open fights.
Vengeance As you take damage, your mana
increases.
It is a good idea to turn your interest
to this charm if you often engage in
open fights
Water of Life Drinking tap water results in
health bar being slightly
regenerated.
I recommend that you wear this
charm only if you do not have any
better solutions concerning health
regeneration.
Welcoming Host The power of Possession lasts You can ignore this charm unless
Dishonored Game Guide 763 / 816


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longer. you like using the power of
Possession frequently.
Whirlwind I Bladed attacks slightly faster. A charm useless to those who prefer
to operate in shadows, and
moderately useful to those who
engage in open fights.
Whirlwind II Bladed attacks faster. A charm useless to those who prefer
to operate in shadows, and
moderately useful to those who
engage in open fights.

Dishonored Game Guide 764 / 816


Bone Charms - locations

Mission 2 - High Overseer Campbell



BONE CHARM 1/5 The charm is to be found at the very end of the bridge near the first
wall of light (the one that guards dump corpses from).


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BONE CHARM 2/5 The charm is upstairs, in the building that Griff was hiding in.




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Dishonored Game Guide 766 / 816

BONE CHARM 3/5 The charm is on the horizontal beam underneath the ceiling of the last
room in the distillery. The best method to reach the ledge is by teleporting.



BONE CHARM 4/5 The charm is in the warehouse with rats, located in the backyard
(behind the Overseers building).


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Dishonored Game Guide 767 / 816



BONE CHARM 5/5 The charm is in the building located at the end of the yard, at the cliff.
You can access the building through the window or, by supplying the handle to the damaged
door.

Mission 3 - House of Pleasure


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BONE CHARM 1/5 The charm is located in the enclosed area where weepers are kept,
located to the left of the entrance to the distillery building.



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BONE CHARM 2/5 The charm is in the bathroom of the building that neighbors the
distillery and the Clavering Boulevard (the interior is patrolled by an assassin, and there is a
weeper in the bathroom itself).



BONE CHARM 3/5 The charm is on the ground floor of the Captains Chair hotel.


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BONE CHARM 4/5 The charm is hanging on the wall of the locked room, on the second
floor of the Golden Cat club.



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Dishonored Game Guide 771 / 816


BONE CHARM 5/5 The charm is in the sewers under the second wall of light, more
precisely, in the area where there stays Granny.

Mission 4 - The Royal Physician



BONE CHARM 1/3 The charm is in the building neighboring with the waterlock, close to
the second enemy outpost (there is a weeper inside that building).


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BONE CHARM 2/3 The bone charm is in the warehouse right after the third enemy
outpost. You need to explore the basement with rats and the innocent woman in it.



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BONE CHARM 3/3 The bone charm is on one of the higher floors of the tenement located
near Sokolovs apartment (its the building that the survivors run to).

The Hound Pits Pub #5



BONE CHARM 1/1 The charm is inside the abandoned apartment under the bed.

Mission 5 - Lady Boyle's Last Party


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BONE CHARM 1/2 The charm is inside the tenement located near the starting point.




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Dishonored Game Guide 775 / 816

BONE CHARM 2/2 The charm is on one of the highest floors of the tenement neighboring
with the Boyle Estate.

Mission 6 - Return to the Tower



BONE CHARM 1/2 The charm is on one of the balconies of the starting point (the one with
the waterlock), close to the severed corpse .


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BONE CHARM 2/2 The charm is inside the secret chamber on the Dunwall Towers second
floor. The chamber is in one of the corners, and you can get inside by pulling on a lamp near
the fireplace.

Mission 7 - The Flooded District


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BONE CHARM 1/8 The charm is on one of the external balconies of the refinery. You can
find it on your way to the refinerys upper entrance.



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BONE CHARM 2/8 The charm is on one of the higher floors of the building located at
Rudshore Waterfront (the starting point with large water reservoir).



BONE CHARM 3/8 The charm is near the corpse, close to Dauds headquarters. The area
is guarded by hounds.


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BONE CHARM 4/8 The Charm is in Dauds pouch that he has attached to his belt (you
can either pickpocket him, or run through his pockets after you neutralize him).



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Dishonored Game Guide 780 / 816


BONE CHARM 5/8 The charm is on the floor to the right of the exit from the sewer leading
up to Dauds headquarters.



BONE CHARM 6/8 The Charm is in the decrepit building located near the entrance to the
Dunwall sewers.


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Dishonored Game Guide 781 / 816



BONE CHARM 7/8 The Charm is in the safe in the Dunwall sewers.














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BONE CHARM 8/8 The Charm is close to the exit from the sewers, and more precisely, in
the area where you fight the river krusts.


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Sokolov's Paintings - how to find paintings



You can find paintings during the gameplay. An important piece of information is that it is
not enough to approach the painting . In order to collect it, you need to rip it off the wall (the
above screenshot), which will give you several hundred of gold pieces.


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Sokolov's Paintings - locations

Mission 2 - High Overseer Campbell



SOKOLOVS PAINTING 1/1 The painting is in Campbells secret chamber inside the
Overseers building.

Mission 3 - House of Pleasure


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Dishonored Game Guide 785 / 816



SOKOLOVS PAINTING 1/3 The painting is on the first floor of the art dealers apartment.




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Dishonored Game Guide 786 / 816

SOKOLOVS PAINTING 2/3 The painting is on the second floor of the Art dealers
apartment.



SOKOLOVS PAINTING 3/3 The painting is inside Art Dealers treasures.

Mission 4 - The Royal Physician


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SOKOLOVS PAINTING 1/1 The painting is on the ground floor of Sokolovs apartment.

Mission 5 - Lady Boyle's Last Party


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SOKOLOVS PAINTING 1/2 The painting is in the gallery on the Boyle Estates first floor.




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Dishonored Game Guide 789 / 816

SOKOLOVS PAINTING 2/2 The painting is in Esma Boyles bedroom, on the Boyle
Estates first floor.

Mission 6 - Return to the Tower



SOKOLOVS PAINTING 1/1 The painting is in the room neighboring with Lord Regents
chambers (Dunwall Towers second floor).

Mission 7 - The Flooded District


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Dishonored Game Guide 790 / 816



SOKOLOVS PAINTING 1/3 The painting is inside one of the buildings located in Rudshore
waterfront (the ones located closer to the passage to Dauds headquarters). It is guarded by a
single weeper.


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Dishonored Game Guide 791 / 816



SOKOLOVS PAINTING 2/3 The painting is in the underground part of Dauds
headquarters.

















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Dishonored Game Guide 792 / 816



SOKOLOVS PAINTING 3/3 The painting is in the cave neighboring with the sewers (the on
in which you can meet Granny and Slackjaw). It is hanging on the wall in a small shack.


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Dishonored Game Guide 793 / 816


Audiographs - how to find audiographs



You find audiographs during your gameplay, and your visits to the pub. In the latter case, it
is a good idea to develop the habit of visiting all of the main locations in the pub, every time
you are there. Thanks to that, you wont miss any of the audiographs.
For majority of times, audiographs are inserted into special players. Thanks to that, you will
be able to listen to them right after you find them. Only in special cases will you need to take
such an audiograph to an audiograph player.


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Dishonored Game Guide 794 / 816


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Audiographs - list

The table below informs of locations in which individual audiographs can be found:

THE TITLE OF THE
RECORDING
STAGE PLACE WHERE IT IS TO BE FOUND
Interrogation of the Royal
Protector
Mission 1 The audiograph is to be found in the
interrogation room.
Havelock's Log: Entry One The Hound Pits Pub The audiograph is to be found in room
202, in the pub.
Pendleton's Arrival The Hound Pits Pub The audiograph is to be found in room
201 in the pub.
Piero Considers Life Energy The Hound Pits Pub The audiograph is to be foundin Pieros
workshop.
Havelock's Log: Entry Two The Hound Pits Pub
#2
The audiograph is to be found in room
202 in the pub.
Galvani's Speculation Mission 2 In the lab in Dr Galvanis apartment
Campbell's Lamentation Mission 2 The audiograph is to be found in
Cambells secret chamber, in the
basement of the Overseers main
building.
Whaler Assassin
Interrogation
Mission 2 The audiograph is to be found in the
interrogation chamber control room,
upstairs in the Overseers building.
Overseer Music Boxes Mission 2 The audiograph is to be found in the
workshop in the yard.
Piero's Dark Dreams The Hound Pits Pub
#3
The audiograph is to be found in
Pieros workshop.
Lord Pendleton Memoirs:
Chapter 28
The Hound Pits Pub
#3
The audiograph is to be found in room
201 in the pub.
Havelock's Log: Entry Three The Hound Pits Pub
#3
The audiograph is to be found in room
202 in the pub.
Crowley's Last Message Mission 3 The audiograph is to be found at
Crowley's corpse in Dr Galvanis
apartment.
Sokolov's Observations on Mission 4 The audiograph is to be found in the
Dishonored Game Guide 795 / 816


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Test Subject 312 greenhouse in Sokolovs apartment.
Piero's Thoughts on Sokolov The Hound Pits Pub
#5
The audiograph is to be found in
Pieros workshop.
Lord Pendleton Memoirs:
Chapter 41
The Hound Pits Pub
#5
The audiograph is to be found in room
201 in the pub.
Havelock's Log: Entry Four The Hound Pits Pub
#5
The audiograph is to be found in room
202 in the pub.
Callista's Progress Report The Hound Pits Pub
#5
The audiograph is to be found in
Emilys room in the tower.
Piero's Arc Pylon The Hound Pits Pub
#6
The audiograph is to be found in
Pieros workshop.
Callista Talks About Emily The Hound Pits Pub
#6
The audiograph is to be found in
Emilys room in the tower.
Pendleton Shows Signs of
Strain
The Hound Pits Pub
#6
The audiograph is to be found in room
201 in the pub.
Letter to Emily from the
Empress
Mission 6 The audiograph is to be found in the
secret chamber on the towers second
floor .
Lord Regent's Confession
Audiograph
Mission 6 The audiograph is to be found in the
safe in Lord Regents chamber.
Piero Speculates on His
Future
The Hound Pits Pub
#7
The audiograph is to be found in
Pieros workshop
Pendleton Considers the
Future
The Hound Pits Pub
#7
The audiograph is to be found in room
201 in the pub.
Emily Tells a Tale The Hound Pits Pub
#7
The audiograph is to be found in
Emilys room in the tower.
Thoughts on the Lord
Regent's Fall
Mission 7 The audiograph is to be found in
Dauds chamber.
Pendleton Embraces the
Future
Mission 8 The audiograph is to be found in the
sewers under the pub.
Piero Finds a New Ally Mission 8 The audiograph is to be found in
Pieros workshop.
Samuel Stays Wary Mission 8 The audiograph is to be found in the
shack, close to the docks.
Callista's Final Words Mission 8 The audiograph is to be found in
Emilys room in the tower. You can find
it only if Callista is dead.
Havelock's Log: Entry Five Mission 9 The audiograph is to be found inside
Dishonored Game Guide 796 / 816


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the lighthouse.

Dishonored Game Guide 797 / 816


Blueprints - how to find blueprints



The blueprints can be bought from Griff or, you can find them during your gameplay. Finding
a blueprint is not enough, as you return to Piero in the pub, to use it, and give the blueprints
to him. This will result in the enrichment of the stock offered by him by a new piece of
equipment or an upgrade to Corvos gear.
Note If you missed any of the blueprints earlier in the game, you do not need to go back to
that location to get it. The game gives other opportunities to obtain this particular blueprint
during the next missions.


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Dishonored Game Guide 798 / 816


Blueprints - locations

Mission 2 - High Overseer Campbell



BLUEPRINT 1/3 (Lens Magnification) The blueprint can be bought from Griff the
merchant (you need to save him from bandits first).
BLUEPRINT 2/3 (Sokolov's Formula) The blueprint can be bought from Griff the
merchant (you need to save him from bandits first).


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Dishonored Game Guide 799 / 816



BLUEPRINT 3/3 (Bonded Galvani Weave) The blueprint is in the workshop in the
backyard (behind the Overseers building).

Mission 3 - House of Pleasure


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Dishonored Game Guide 800 / 816



BLUEPRINT 1/1 (Incandescent Puzzle) The blueprint is hidden in the storage room in the
distillery building. You can get into the room in the body of a possessed rat or, by turning the
handle to open access for yourself.


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Dishonored Game Guide 801 / 816



BLUEPRINT 1/1 (Folded Galvani Resin) The blueprint is on the table on upstairs the
warehouse between the first and the second outpost.

Mission 5 - Lady Boyle's Last Party


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Dishonored Game Guide 802 / 816



BLUEPRINT 1/1 (Spiked Grenade Housing) The blueprint is inside the lodge at the
entrance to the Boyle Estate.

Mission 6 - Return to the Tower


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Dishonored Game Guide 803 / 816



BLUEPRINT 1/1 (Small-scale Combustion Refinement) The blueprint is in General
Tobiass quarters on the second floor of the Dunwall Tower.

Mission 8 - The Loyalists


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Dishonored Game Guide 804 / 816



BLUEPRINT 1/1 (Prototype Blueprints) The blueprint is in room 202 in the pub building.


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Dishonored Game Guide 805 / 816


Miscellaneous
Merchants

Piero



Piero is the main merchant in this game and you can buy from him every time you visit the
Hound Pits Pub. Pieros headquarters is his workshop and, apart from standard items, he
offers special ones, like upgrades. These allow permanent upgrading Corvos gear. You also
need to return to Piero with all of the blueprints that you can find in the game, in order to
unlock new purchase options. Detailed information, concerning what you can buy from
Piero, alongside with their usefulness, is presented below in the table.

ITEM
NAME
ITEM
KIND
PRICE REQUIREMENTS USEFULNESS
Crossbow
Bolt
disposable 20 - You dont really need to
replenish your bolts, because
you will be finding them during

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Dishonored Game Guide 806 / 816


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your gameplay in sufficient
quantities.
Incendiary
Bolt
disposable 50 - If you operate from shadows,
you wont be needing these
bolts. Otherwise, it is a good
idea to keep a big reserve of
these.
Sleep Bolt Disposable 30 - It is definitely a good idea to buy
these often because, when you
need to neutralize your enemies
without putting them to death,
they will come in handy. What is
even more, you dont run into
many of them during your
gameplay.
Bullet Disposable 30 - I dont recommend buying these,
as you will be finding plenty of
ammo during your gameplay.
Springrazor Disposable 50 - Springrazors arent that often
used during the gameplay, so
replenishing these is not a
priroty.
Grenade disposable 70 - If you operate in shadows, you
wont need many grenades.
Otherwise, you can occasionally
buy them, but you can find
plenty of these during your
missions.
Piero's
Spiritual
Remedy
Disposable 100 - Buy the remedies only if you
have used up all of the ones that
you had with you. Otherwise, it
is not necessary because theres
plenty of them throughout the
game..
Sokolov's
Health
Elixir
Disposable 200 Find Sokolov's
Formula
Due to its high price, it is not
advisable to buy these,
especially that there is a lot of
them. Apart from that, you can
replenish your health by eating
food.
Rewire Tool Disposable 100 - Rewire tools are used quite
rarely, so you dont need to buy
them as there is a sufficient
number to be found during the
missions.
Dishonored Game Guide 807 / 816


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Rune Rune 500 Complete
Somewhere
Else...
Rune (Piero has only one to sale)
its of course, worth buying
sooner or later.
Crossbow
Accuracy
crossbow
upgrade
300 - This upgrade increases crossbow
accuracy and it is worth buying
if you use this weapon
frequently.
Crossbow
Range
crossbow
upgrade
450 - This upgrade increases crossbow
range, as well as the power bolts
are shot with. It is worth buying
if you use this weapon
frequently.
Crossbow
Reload
crossbow
upgrade
600 - This upgrade shortens crossbow
reload times. If you operate from
shadows, buying this upgrade is
not a priority. Otherwise, it is
worth obtaining pretty early in
the game.
Bolt
Capacity 1
crossbow
upgrade
300 - This upgrade allows Corvo to
carry more regular bolts (20 at
most). If you rely on them
frequently, it is a good idea to
increase the limit. If you use
bolts of different kind, or dont
use them at all, you can ignore
this upgrade.
Bolt
Capacity 2
crossbow
upgrade
600 Buy Bolt
Capacity 1
upgrade
This upgrade allows Corvo to
carry more regular bolts (30 at
most). If you rely on them
frequently, it is a good idea to
increase the limit. If you use
bolts of different kind, or dont
use them at all, you can ignore
this upgrade.
Combat
Sleep Dart
crossbow
upgrade
600 - This upgrade makes for
immediate rendering enemies
unconscious with sleeping bolts,
also in a direct fight. Its a quite
useful upgrade, also from the
perspective of a player who aims
at remaining in shadows.
Corvo's
Pistol
Upgrade
pistol
upgrade
600 - The upgrade increases damage
dealt with pistol, and unlocks
different upgrades connected
with firearms. It is worth
attention unless you do not use
pistol at all.
Dishonored Game Guide 808 / 816


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Pistol
Accuracy 1
pistol
upgrade
300 Buy Corvo's
Pistol Upgrade
The upgrade increases pistol
accuracy. Its a good idea to buy
it if you rely on firearms often.
Pistol
Accuracy 2
pistol
upgrade
600 Buy Pistol
Accuracy 1
upgrade
The upgrade increases pistol
accuracy. Its a good idea to buy
it if you rely on firearms often.
Pistol
Magazine 1
pistol
upgrade
300 Buy Corvo's
Pistol Upgrade
This upgrade increases the
capacity of your clip by 1 bullet.
It isnt an important upgrade
unless you use the pistol often.
Pistol
Magazine 2
pistol
upgrade
450 Buy Pistol
Magazine 1
upgrade
This upgrade increases the
capacity of your clip by 2 bullets.
It isnt an important upgrade
unless you use the pistol often.
Pistol
Magazine 3
pistol
upgrade
600 Buy Pistol
Magazine 2
This upgrade increases the
capacity of your clip by 3 bullets.
It isnt an important upgrade
unless you use the pistol often
to win your fights.
Pistol
Reload 1
pistol
upgrade
300 Buy Corvo's
Pistol Upgrade
This upgrade shortens reloading
times for your pistol. If you act
from hiding, the upgrade is not a
priority. Otherwise, it is a good
idea to turn your interest to it
early in the game.
Pistol
Reload 2
pistol
upgrade
600 Buy Pistol Reload
1 upgrade
This upgrade considerably
shortens reloading times for
your pistol. If youve unlocked
the previous upgrade of this
group, this ones also worth
getting.
Pistol
Explosive
Shot
pistol
upgrade
600 Find Small-scale
Combustion
Refinement
blueprint
This upgrade unlocks the
possibility of firing explosive
bullets. If you have unlocked
previous upgrades of this kind,
also this one is worth acquiring
quite early in the game.
Bullet
Capacity 1
pistol
upgrade
300 - This upgrade allows you to carry
more bullets (20 at most). Buy
the upgrade if you use the pistol
frequently.
Bullet
Capacity 1
pistol
upgrade
600 Buy Bullet
Capacity 1
upgrade
This upgrade allows you to carry
more bullets (30 at most). Buy
the upgrade if you use the pistol
frequently.
Dishonored Game Guide 809 / 816


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Springrazor
Radius
Springrazor
upgrade
600 - This upgrade increases the
range of the springrazor. Buy
this upgrade if you use the
gizmo often.
Springrazor
Capacity
Springrazor
upgrade
450 - This upgrade allows you to carry
more springrazors (9 at most).
Buy it if you make a regular use
of these..
Grenade
Capacity
Grenade
upgrade
450 - This upgrade allows you to carry
more grenades (9 at most). I
recommend obtaining it only if
your gaming style can be
characterized as an aggressive
one, because it is important then
to have as many grenades with
you as possible.
Sticky
Grenade
Grenade
upgrade
600 Find Spiked
Grenade Housing
blueprint
This upgrade unlocks the option
of using grenades that adhere to
various surfaces. It is a good
idea to buy it if you use
grenades often.
Sword
Crossing
Blade
upgrade
600 - This upgrade increases Corvos
swords effectivity while fighting
with other characters. Its
useful, if only you engage
yourself in fights at short
quarters
Mask
Optics 1
Corvos
armors
upgrade
300 - This upgrade unlocks the ability
to zoom in. Not only is it useful
when it comes to eavesdropping
and looking around the area, but
also for aiming with your pistol
and crossbow.
Mask
Optics 2
Corvos
armors
upgrade
400 Buy Mask Optics
1 upgrade; find
Lens
Magnification
blueprint
This upgrade ensures zooming
in of even larger range. I
recommend that you acquire it if
only you have used regular zoom
frequently.
Bone
Charm
Capacity 1
Corvos
armors
upgrade
300 - This upgrade allows to wear one
more bone charm. I recommend
that you buy it as soon as
possible, because most of the
charms give useful bonuses.
Bone
Charm
Capacity 2
Corvos
armors
upgrade
450 Buy Bone Charm
Capacity 1
upgrade
This upgrade allows you to wear
two additional bone charms (6 in
total). Just like in the case of the
Dishonored Game Guide 810 / 816


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previous one, this upgrade is
worth buying as soon as
possible.
Boot
Stealth 1
Corvos
armors
upgrade
450 Find Folded
Galvani Resin
blueprint
This upgrade allows you to move
around more silently. It is an
absolute must-have for those
who aim at remaining in
shadows.
Boot
Stealth 2
Corvos
armors
upgrade
600 Buy Boot Stealth
1 upgrade
This upgrade allows you to move
around noiselessly. It is an
absolute priority for those who
aim at remaining in shadows
Improved
Armor
Corvos
armors
upgrade
600 Find Bonded
Galvani Weave
blueprint
This upgrade increases the
effectiveness of the armor by
reducing damage Corvo takes. It
is a useful one for someone who
frequently engages in fights.























Dishonored Game Guide 811 / 816


Griff



You meet Griff only during the second and the third mission. What is interesting, the first
time you meet him, you actually need to save him from gangsters trying to apprehend him (to
learn more, read the guide for the second mission). After Griff is saved, you will be able to
meet him in one of the side alleys, close to the Clavering Boulevard and the distillery door. I
recommend that you turn your interest only to his blueprints, so that Piero can build new
items after you deliver them to his workshop. As for regular items, I do not recommend
buying them, as they are way more expensive than at Pieros. A detailed of what Griff has in
stock, as well as their usefulness is presented below.

ITEM NAME ITEM
KIND
PRICE REQUIREMENTS USEFULNESS
Sokolov's
Health Elixir
disposable 200 - It is not an advisable buy,
considering its high price. What
is even more, you can obtain
these during your game play in
considerable quantities. You
can also replenish your health
by eating food.
Guard
Bullets
disposable 50 - I recommend against buying
these, as you can find ammo in

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Dishonored Game Guide 812 / 816


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considerable quantities
throughout the game.
Crossbow
Bolt
disposable 50 - You do not need to replenish
bolts at all costs, because you
can find many of them
throughout the game.
Sleep Bolt disposable 100 - It is definitely advisable to buy
sleep bolts frequently, because
they are useful for silent
neutralizing of enemies. Also
you do not find many of them
while performing missions.
Rewire Tool disposable 200 - The tool is not used too often,
so you do not really need to buy
these. There is enough of these,
to go round, throughout the
game
Blueprint:
Lens
Magnification
Blueprint 200 - You definitely need to buy these
blueprints during your second
or third mission. This will
unlock access to the Mask
Optics 2 upgrade
Blueprint:
Sokolov's
Formula
Blueprint 200 - You definitely need to buy this
blueprint during your second or
third mission. This will unlock
access to Sokolovs elixirs that
you can buy from Piero.

Dishonored Game Guide 813 / 816


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Steam achievements

Below, there is a list of Steam Achievements available in the PC version. These are equivalent
to achievements in the Xbox 360 version, and Trophies in the PlayStation 3 version.

ACHIEVEMENT NAME HOW TO OBTAIN
Alive Without Breath You need to Possess a piranha.
An Unfortunate Accident You need to kill Morgan Pendelton during the third mission
(he is in the Steam Room) using the rotary handle in the
neighboring room. Morgan Pendelton will be staying at the
Steam room only if your chaos rating is high.
Art Dealer You need to find all of Sokolovs paintings.
Back Home You need to catch a grenade thrown your way by an enemy,
and throw it back in order to kill that enemy.
Big Boy You need to kill a tallboy with your blade. It is easiest to do
after you unlock double jump. After you jump up to the
tallboy, perform a regular execution.
Bodyguard You need to save Captain Curnow from death during the
second mission.
Capturing Genius and
Madness
This achievement is awarded automatically during the
campaign, and you cannot skip it.
Child Care This achievement is awarded automatically during the
campaign, and you cannot skip it.
Clean Hands You need to beat the game without killing anyone.
Cleaner You need to engage into a fight with, at least, 5 enemies, and
defeat them all.
Creepy Crawly You need to possess a rat and go through a ventilation shaft
of your choice.
Dishonored This achievement is awarded automatically during the
campaign, and you cannot skip it.
Dunwall in Chaos You need to beat the game with high chaos rating..
Excommunication You need to kill Overseer Campbell during the second
mission
Faceless You have to complete a mission without alarming your
enemies to your presence. This can be achieved during the
Dishonored Game Guide 814 / 816


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second mission at earliest.
Food Chain You need to kill an assassin who works for Daud.
Gentleman Caller You need to complete all of the side quests assigned to you
by Granny Rags (missions 2, 3 and 7).
Ghost You need to beat the game without alarming your enemies to
your presence or, without killing anyone (excluding mission
targets ).
Harm's Way You need to bring about suicide of five NPCs. The easiest way
to do it, is by possessing them, and jumping down from a
height or walking through a wall of light.
Hornets' Nest You need to kill 4 enemies within 1 second. The easiest way
to do it is by bending time and shooting them with crossbow
upgraded to its maximum.
Inhabitant You need to use the power of Possession, so that you spend,
at least, 3 minutes in the body of another human being or
animal.
Just Dark Enough You need to beat the game with low chaos rating.
King of the World During the fourth mission, you need to climb to the very top
of the drawbridge.
Lights Out During the ninth mission, you need to disable, at least, 5
security systems.
Long Live the Empress During the ninth mission, you need to save Emily from
death.
Manipulator You need to bring about the situation, in which your enemies
kill, at least, 5 of their allies. You can achieve that, for
example, by getting into the guards shooting line.
Merchant of Disorder You need to buy at least 15 gear upgrades from Piero.
Mercy is the Mark You need to let spare Daud during the seventh mission.
Mostly Flesh and Steel You need to beat the game using Blink (teleportation) and
standard pieces of equipment only. This means that you can
neither use runes to unlock new powers, nor buy any
upgrades from Piero.
Occultist Collect 10 bone charms.
Poetic Justice In missions 2, 3, 5 and 6 eliminate the main targets without
killing them.
Political Suicide During mission 6, you need to bring about Lord Regents
apprehension.
Razor Rain You need to kill 5 enemies by landing on them.
Dishonored Game Guide 815 / 816


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Regicide During mission six, you need to kill Lord Regent.
Resolution Beat the game on any difficulty level.
Rogue You need to take by surprise, and kill, 10 enemies.
Shadow You need to complete all of the missions in the game (this
does not apply to the Prologue) without alarming enemies to
your presence.
Specter You need to complete a mission without alarming enemies to
your presence. This can be, at earliest, achieved in mission 2.
Speed of Darkness You need to cover the distance of 30 meters within one
second. The easiest way to do it, is by bending time.
Street Conspiracy You need to complete all of the side quests received from
Slackjaw (missions 3 and 7).
Surgical You need to complete missions 1-4 and kill no more than 10
people.
Tempest You need to kill, at least, 6 enemies within 1 second. The
easiest thing to do it, is by bending time and using the pistol.
The Art of the Steal You need to gain access to the Art Dealers treasures in the
third mission.
The Escapist You need to flee from, at least, 5 hostile NPCs. This can be
achieved, at earliest, during the second mission. Escaping,
by means of reaching a loading area for another location,
doesnt count.
Thief You need to pickpocket the NPCs you meet for items worth,
at least, 200 gold pieces.
This Is Mine You need to get back Corvos gear during the seventh
mission.
Vanished You need to complete the first mission without alarming your
enemies to your presence.
Versatile You need to use every weapon, and every gadget, to kill, at
least, one enemy.
Wall of Sparks You need to use a wall of light to electrocute, at least, one
enemy. The easiest way to do it is by rewiring that wall of
light.
Well Mannered You need to eliminate Lady Boyle, during the fifth mission,
without raising alarm at the party.

Dishonored Game Guide 816 / 816



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