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