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Dishonored

Welcome to our guide to Dishonored. Please use the menu on the right to navigate. 

Our guide, by codebreak1337, takes you through all missions in the main quest plus all SideQuests. Check the extras section for details on things like Solokov Paintings and Safes and much more! 

Mission One - Cold Ridge Prision

 
Pick Up the Bread, then you will see a note. Pick up the note then the key and escape from the cell. 

Pick up the city watch sword nearby. 

There will be some enemies nearby, three to be exact. 

Dispose of them, See Chaos section for more Information on taking out enemies. 

Go up the stairs towards the marker. There will be some swords and pistols nearby. Pick up the pistol, then the next one for some bullets. 

Head to Interrogation room, pick up coins along the way. Cooper wire, Esseneces or perfumes all count as coins. See items section. 

Look for the safe via marker in the Interrogation room. It has no combination so just open it. Pick up the explosives. 

Head through the prison yard and dispose of the enemies. 

Look for food in the booth, and hit the switch for door control, there will be some food nearby. 

Head towards the marker and take down some more enemies. Then plant the explosives, and run away from the door. Once it explodes, go through the door. Then finally jump off the stones into the water. 

Swim towards the marker which is the sewers. You can run faster with your guard down. 

- Sewers - 

Climb up top the brown blocks and on top of the cage, pick up some food nearby. 

Avoid the rats and continue to follow marker. Swim under the gate hole towards marker. 

Turn the Wheel, to open up the gate. Eventually you will be in a room with dead bodies and bunch of rats. 

Pick up a dead body and throw it near the rats. Then we then go to eat the body, turn the wheel. 

Continue following marker watch out for trip wires. Open the supply case, see Gadgets section for more information. Open the door with Dunwall sewer key as well. 

Jelly's Safe 

See Safes section for more information The Combination is 451, it is on the wall near the safe near the whiskey bottles. 

Contiue onward and kill 2 more enemies until you get near the marker and a train passing by. You will meet Samuel, he has an escape boat to The Loyalist. Take it and this will complete mission one.

Mission Two - High Overseer Campbell

 
You can run through the Alley way to escape the first wall of light. OR you can follow the wire, take out a few enemies and then dispose of the oil tank. 

For the second wall it is the same thing. Just remember for walls of light, there is always power comming from an oil or fuel tank. Best way to see where it is comming from is following the wires. 

Two side quests in this area, Granny Rags and The Archive. Granny rags is worth it, the archive is only worth it for story. See Side quests section for more information. 

New Enemies called Overseers will be encountered in this area. They hold grenades. Sometimes they come with watch hounds. 

For Safes In this area once again see safe section. Same for Gadgets. I will only be covering HARD parts in the walkthrough section. The reason for this is it is mostly marker based. 

Saving Martin is easy as well. There is only one guard which is an overseer watching him. Just take out the overseer with stealth to keep things quiet a nice choke out will do. Then pull the lever to release Martin. 

Finally you may pick up a note that will change your objective, even if you don't it is still possible to POISON the High overseer. 

When you make it to his room, just click his wine glass, then choose to poison it. We want to keep Cunrow alive as it is a favor for a lady friend from Hound pits. You may still kill them both if you please. This is the simpliest and quietiest way of taking out The High Overseer. Pick up his black mail journal off his dead body when you get a chance then leave and head back to marker which is Samuel this will complete the Mission. 

If you want the Solokov Paintings as well as all Seven Runes, check the rune section. Also check painting section. If interested in all 3 Safes check safe section. Finally if interested in Outsider Shrines check that section of this guide.

Mission Three - House of Pleasure

 
This Time at the Pub the mission will start after sleeping and speaking to the Admiral. 

Go into the sewers for the main quest and investigate markers. Just remember there are TWO Runes here as well. 

Go to marker and kill the two weepers. Then pick up the note nearby. Take out the heart for assiting you finding the TWO nearby Runes. 

Then leave Via the chain in the other room in the sewers. 

Head back to the bar and talk to the Admiral again. 

He will tell you we have to take out the Pendleton Brothers. Go to Samuel take boat to the distellry district. 

Once there, the game takes several options for completing side quests. Please see the rune section, for information on gathering all the Runes. As well check out ALL sections as neccessary. 

Basically all you have to do really is go to golden cat via marker and kill the two brothers by both following markers. You will also have to free and escape with Emily. 

That is it for this part of the quest, the hard parts come within the meat of this guide in the other contents. Read them you will find quite a bit of information.

Mission Four - The Royal Physician

 
Speak to Samuel and board the boat, to Kaldwin's bridge. 

The major problem here is going to be the Archon light stations. They shoot nasty lightning at you for tons of damage, even on lower difficulties. 

There will be 3 areas total in this mission. 5/5 Bone Charms and 5/5 Runes + 1 safe, as well as 1 Solokov painting. Also note an outsider shrine for 100% completion see the appropriate sections. 

Taking down the Light stations can be hard, but to make things much easier. I suggest having at least a level 1 BLINK power. If you don't your going to have to look around everywhere and climb a ton. Where there is a will there is a way though. 

Usually to stop the 2 archons, and one more towards the end, is the switches and fuel stations. The first two can be accessed by simply sneaking or blinking to the correct fuel stations, and either rewiring or taking out the fuel. 

Don't hit the bridge switch up top, it will only raise the bridge and we do NOT need to raise it. 

There will be an optional side quest here as well. The problem is it is useless and you will only lose HP and solokov potions. 

The Final archon light, will require you to climb or blink to a switch, pull it to stop the rotating wheel. 

After stopping the wheel you can climb or blink through it, and defuel the last archon light, then head to solokovs house. 

From here it is simple, follow marker to solokov. Talk to him then choke him unconscious. Carry him after and use blink to speed things up to samuel who will bring him back to the pub for interrogation. This will start mission 5.

Mission Five - Lady Boyles Last Party

 
Piero is not availible for this mission. His door will be locked. It says he is upstaris, but he is no where to be found. 

Just talk to Samuel again and head to the party. 

You can choose to stealth your way in or just "crash" the party like you never crashed one before. Since I was chaos, I crashed the party. Tallboys are a problem, but they can be dodged with blink, shot, or shot in the back where there fuel tanks are. 

Once inside the party your just going to have to assasinate lady boyle. Although there are THREE lady boyles. 

You can assasinate them all to make things easier. 

Then make your way back to samuel,there will be another tallboy outside though, so either take him out or blink your way past him to the boat.

Mission Six - Return to the Tower

 
If you don't have blink at the start of this level at 2, your going to be annoyed. You have to then climb up pretty high. Make your way through some small tunnels eventually to a porch uptop with a door. Iniside there is also a wall of light and a ton of guards. 

After that it gets down hill. Dodge a tall boy and keep blinking towards the target. 

Once inside regents safe area, you should kill the Lord regent face. Blink past the tall boy and assainste the regent. If he flees your going to have to find a key, so better to restart mission and just kill him, then everything else. Finally if you want to collect everything continue item hunting from that point.

Mission Seven - Flooded District

 
If you want to recover your gear, and I'm sure you want to. Plus not to mention how hard it is going to be without it, if your not good at full stealth. 

Make your way toward the marker. Until you reach the refinery area. Inside it looks like your completely lost, you can't climb or even blink your way out of the place. 

In the same area, you may see a boat with some oil tanks. they are all empty, you can take one of those are one from one of the dispensers. 

Right around that area there will also be an oil dispenser to fill up the oil tank. Do so and place it in the holder, THEN you can flip the switch to activate the staircase. 

The next problem is the same idea, but easier. Another empty oil tank. This time, just jump over the gate blocked by some breakable planks. Pick up the empty can and fill it nearby. SAVE your game, because this will cause a chain that we must go down to appear. There are also tons of weepers here. 

Finally deal with the weepers or not, and turn the wheel valve to open the door, after retriving your gear of course. Then blink back to Daud marker. 

Only problem here is the riverkrust at the bottom of the pit, if you fall. If not turn the nearby wheel to open the nearby gate. on mid floor level. 

Finally there will be a sole assassin with a key kill him and loot his corpse for the key to the entrance to Daud. 

Kill Daud, do it quick or he will probably end up killing you. Best to blink then quick strike. 

After killing him take his key, use his key at the marker. 

Begin your escape into the sewers. Once your in the sewers you will need the sewer master key. 

Make your way to the sewer master key. Help granny rags and she will give you the key. 

Head back through the sewer drain, it is near the furnance and under some planks. break the planks to enter the sewer drain. 

It will take you directly back to the sewer gate area where you needed the key. use it. Dodge the weepers and espeically the river krust, blow them up with a grenade, then blink past them. Finally enter the door to hound pits pub to complete this long and challenging mission.

Mission Eight - The Loyalist

 
Well dishonored again I'd say. First your going to have to get back to the hound pits pub exactly. 

Follow markers, until you eventually get to piero's. Go in To his shop and except his quest. He will then give you items, as well as disable all of the guards in the mission. 

When you are looking for havelock, head to the bar it is just a note. 

Important there will be NO marker for the smoke signal. It Is in emily's tower though, where the audiograph player is. Right near the window is the flare switch. remember NO marker. 

Then head to Samuel again for a ride to mission 9 the last part of the game.

Mission Nine - Light at the End

 
Alot of guards and a large amount of blinking as well, if you went chaotic. 

Everything is marker based except for these key more difficult points. 

The Drainage pipe, that is the marker, to get to the lighthouse. Just go to that marker then turn the valve jump down and go inside. 

Once you make it to the marker that will bring you inside the actually lighthouse, it will be locked. Although without the key, you can get inside from above the room itself. 

Once inside make your way to emily and havelock. Get ready for the ending which is good.

SideQuests

 
Mission One SideQuests - None 

Mission Two SideQuests 

1. Granny Rags 

- Doing Granny Rags sidequests will net you 2 Runes. They are marker based and kill based. 

- First just kill a gang right outside her house. Then return for reward. 

- Next one will bring you to the Distellery. Poison it and then return to granny for another rune. 

2. Branding Archive 

- Nothing important really. You will actually fail this mission if you complete the main one first. So you can't go back and do it. It just gives information on the Heretic brand for failure overseers. 

Mission Three SideQuests 

1. Slackjaw 
2. The Art Dealers safe 

a. Go Meet Slackjaw in the Distellery. You must then go to Dr galvani's office and find his informant. 

b. Find the Informant dead or alive and pick up the evidence and bring it back to Slackjaw. 

c. Once you do Slackjaw will give you a key to the captains hotel. This key holds a Bonecharm inside the hotel, as well as alternate access to the golden cat ! 


2. Art Dealers Safe 

- After helping slackjaw, the art dealer will become a marker on your map in Golden cat area as well. 

- This will make it easier finding the art dealer and getting his safe combination. 

Mission Four SideQuests 

You will come across a Thug in the birdge area. He is being Held in a cell. My advice is to NOT do this quest at all. Either leave the thug there or kill him. 

If you do decide to do it, this is what happens. He will lead you to a bunch of River Crust, they are very dangerous poison spitting plants. They will eat you alive. 

If you manage to take them all down, he will then have you get the key off a bunch of guards. After surviving that and possibly using all your potions along the way, he will attack you and you get nothing. 

Mission Five SideQuests 

Deliver pendletons note. Make sure you don't kill the guy you are delivering the note to. Either way if you do the reward is only another cutscene in the story back at hound pits.

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