What you need to do in dishonored to attract. Walkthrough of the game Dishonored. Return to the Tower


In the vast gaming market you can find a lot of different interactive projects that amaze with their storytelling and various features. We will not consider everything, but will only turn our attention to a game called Dishonored, which at one time captured the minds of many players. This game project has become famous for its interesting setting, simple controls and an excellent mixture of stealth and mysticism. In addition to reviewing the game and its features, we want to look at what secrets Dishonored has, what's special about it, and what you should pay attention to. But I would like to immediately note that it turned out to be unique, so at the moment there is a direct continuation of it. But we’ll talk about this later, but for now let’s plunge into the arms of the first part of the adventure.

What kind of game is it?

But before we reveal what secrets there are in Dishonored, it’s worth understanding the very idea of ​​​​the adventure. Dishonored is a stealth game with first-person action elements in which players take on the role of a man who has become the center of the world's attention. He was caught in the act and blamed for the queen's death. True, in fact he did not do anything of the kind, he was framed. Now you need not only to break away from the pursuit, but also try to take drastic measures to destroy those who framed the main character and get out of the huge metropolis, engulfed in plague.

The game Dishonored offers a whole arsenal of possibilities for the passage, from supernatural abilities, such as teleportation and magic spells, to fast movement skills and melee combat. In addition, the main character receives a lot of interesting inventions that allow him to deal with the enemy at close and long range in seconds. Using all these features, the player must go through a lot of tests, destroy all the key figures and try to stay alive.

The main goal of the adventure

The game Dishonored immediately throws the player into the thick of things, without allowing much understanding of what is happening. Therefore, during the passage, doubts should not arise - you need to act quickly. Once you break free, you will need to think about your plan of action and familiarize yourself with the list of suspects. They can be a variety of people, from a simple guard chief to an entrepreneur from a whaling plant. Their profession is not the point, the main thing is that the whole adventure is built on justice. It will be necessary to penetrate their lairs and look for a method of destruction. A variety of techniques and methods can be used, the main thing is to destroy everyone who is in any way connected with the murder of the queen. But do not forget that the main villains will not be so easily accessible; first you will have to go through the entire location, try to get past the guards, guards and traps, and only then destroy your targets.

This will not be so easy to do, but it is nevertheless possible. Therefore, you shouldn’t waste time, it’s better to start developing your character and try to achieve a good result. After all, the entire success of the adventure depends on skills. And the more abilities, the wider the variability of passage.

Having secrets

In Dishonored, secrets play a secondary role as they are presented in a mixed format. It is possible to find the hidden abilities of the hero, hints and other interesting points are scattered throughout the locations, runes can also be classified in this category, since they are not so easy to obtain. But if we analyze all these elements in detail, then there are many times more Easter eggs in the game than hidden elements. In Dishonored, secrets and Easter eggs are smoothly intertwined with each other, sometimes it’s difficult to guess what exactly you found, but that’s not the main thing.

The very presence of these elements makes it possible to play more carefully and with great interest. Indeed, if a player is attracted by such an element, then he begins to study every pebble in the location, trying to delve into every word spoken and every object found. Therefore, in Dishonored, secrets play a peculiar role of motivation for completing the adventure. And this cannot but rejoice, since users themselves carefully study the history of the game, find interesting moments and happily share them with other fans of thematic adventure. In addition, the developers themselves took this issue seriously and added similar elements to almost every location.

For example, during the mission “House of Pleasure,” you can find a character named Pierrot, who supposedly makes improved locks around the house. But you shouldn’t trust him, since his idea boils down to the fact that he’s just spying on local girls. And one day you can catch him red-handed. He, of course, will say otherwise and leave the place, but you can spy on a young girl who is taking a bath and burst into her room, where an interesting conversation will take place. In addition, it is in this room that you can find an interesting book with additional information on the world of the game.

Are there Easter eggs in the game?

As you play Dishonored, your adventure requirements can vary greatly. Some try to find interesting places, others simply enjoy the gameplay, and still others are looking for Easter eggs. You shouldn’t be surprised; indeed, there are a number of players who do just that. And in most cases, they find the desired element of the gameplay, and in large quantities. In Dishonored, the requirements for finding Easter eggs are not as high as they might seem at first glance. It’s enough just to be extremely careful and inspect all the rooms.

For example, if you carefully examine Pierrot's workshop, you will find drawings on the wall that depict a portal from the game Portal. Perhaps Pierrot wanted to invent something similar, or maybe this is just a reference to the famous game? And if you carefully study the “House of Pleasure” location, you can find a painting depicting a woman resembling the heroine from the movie “Dredd” named Mom. The Den of Assassins, in which you can watch the recruit training scene, cannot go unnoticed. This is not such a simple scene, since it is a copy of the behavior of the characters from the game Thief.

This is just a small part of the interesting points that can be found in the game. You don't need to use codes or other programs for Dishonored to find Easter eggs. Everything will depend only on your attentiveness and willingness to make the necessary decisions. Just walk around the locations, try to notice small details and make the right decisions, which will certainly allow you to achieve success in the game. True, you shouldn’t rush too much, you should feel the whole atmosphere of the game, which goes well with these small but pleasant moments.

Ability to use codes and cheats

By the way, is it possible to use codes in the Dishonored game? In fact, it is possible, though only in the format of a special trainer. This program is additional software for the game client, which adds a number of buttons to the game that are responsible for gaining an advantage. For example, using a certain button you can gain complete immortality, another instantly restores health, and a third allows your attacks to immediately destroy the enemy.

But you should understand that the Dishonored cheat has a specific purpose and can completely ruin your impressions of the game. Therefore, it is not recommended to use it if you decide to completely immerse yourself in the atmosphere of adventure. But at the same time, this software has a useful property. You can use the Dishonored cheat to comprehensively study locations, take unique screenshots, record the desired video, and many other things. The main thing is to approach this issue creatively and try to decide what exactly might be useful to you. Therefore, before arming yourself with such specific software, you should think through all your actions and goals.

Secrets in the game

In Dishonored, secrets and hiding places have something in common. We have already sorted out the secrets a little earlier, but how can they be connected with hiding places? The fact is that the caches themselves are special chests or safes containing valuable and useful items. Finding them at first is not so difficult, but then they are hidden so well that at first glance you can’t immediately guess where exactly they are hiding. Therefore, this element of the game world can be safely attributed to secrets, since a certain amount of attentiveness and curiosity is needed before you find the right safe. Therefore, in Dishonored, secrets and hiding places should be the initial task of searching, and then the storyline itself.

For example, several chests can be found in the initial locations. One safe is located on the second floor of Dr. Galvani's office. The second can be found in the high keeper's kennel. Then you should look into the art dealer's house, Pratchett's house, the chambers of the Lord Regent, etc. Almost every key house of the adventure has a special safe. But if it seems to you that finding them is not so difficult, then do not forget that they are locked, and to open you will need to use either a code or another hacking method. Therefore, you won’t be able to get valuables just like that.

Walkthrough of the adventure

In Dishonored, the secrets of the passage do not have any special plan or objectives. You simply go on an adventure and complete assigned missions from the city's secret unit. The entire gameplay consists of a thorough exploration of locations, secretive movement or battle with guards. In general, side actions follow the usual process, except that the search for secrets and safes arouses great interest and requires more time. Otherwise, you'll find books, talk to characters, read their diaries, and gradually complete your goals of killing high-ranking or key characters.

For Dishonored, secrets and tips have no special purpose, since the gameplay is structured in such a way that you gradually acquire your playstyle and use it to achieve your goal. Yes, the game universe will not limit you in terms of actions, so you are free to walk around freely and decide exactly how to play through the game. But do not rush into decisions, as they have their consequences. For example, in Dishonored the endings have 3 directions of development.

If you manage to save Emily at the end and the level of chaos is low enough, then Corvo dies a natural death, and Empress Emily Kaldwin the Wise rules the empire, overcomes the plague, and during her reign the "Golden Age" begins. If you can't keep the chaos low and it breaks all limits, then Emily must rule in an age of horror and decay. But even in such a situation, she will not forget her savior. If Emily cannot be saved, then the empire falls into complete decline, and Corvo escapes on a ship.

As you can see, in Dishonored endings play a key role in terms of the final destination of the story. That is, your actions will determine what kind of empire the empire will be, who will be the empress, and what will happen to the main character after all these events. Therefore, before every decision you make, you should think carefully and understand what kind of ending you want.

What are the secrets of passing in Dishonored? The only advice we can recommend is attentiveness, curiosity and total use of abilities. Try to first assess the situation at the location, and only then think through the range of your actions. Combine your weapons and weapons, so you will get the strongest effect of the usefulness of your uniform. Do not forget to look for special runes that will become a determining factor for success. And also, along the way, crack all the safes that you come across on your way.

What kind of safes are in the game?

In Dishonored, safes play an important role in the gameplay. They contain a lot of useful things, from books with interesting data to new equipment. Finding safes is not that difficult, although they try to hide them well. But the problem is different - you still need to open them somehow, because each safe is protected by a special lock, the code of which must be found out using secondary objects.

As an example, here are some interesting points:

  • safe in the catacombs of Dunwall - to find the combination of numbers for this cache, you need to clear the shelves behind it of debris, on one of them you will find a note with a hint;
  • safe in the kennel of the high keeper - to open it you will need to solve a puzzle, at first three interesting phrases will be available that represent certain actions, each of them has a special number as a basis, but to find the key to this code you will have to find a book on the same locations, after reading which you can match the numbers with the specified phrases.

And these are just two simple examples that you will encounter at the beginning of the game. In Dishonored, safes are not that common; you can find 10 of them in total. To open each of the caches, you just need to be careful and explore the locations completely. In addition, various diaries, books and letters will show you the right path. Therefore, there is no need to shelve textual information and it is better to get acquainted with it right away, since this is the only true key to getting rich.

Game project quality

That, in fact, is all you need to know about some aspects of the game. We did not offer you a complete walkthrough, since the adventure may lose all meaning and interest. But using our recommendations, you will definitely achieve success. I would like to note that the game project turned out to be of high quality, interesting and atmospheric. Literally every element is imbued with darkness, history and the personification of life in the game.

And what a Russian voice acting in Dishonored! You can’t even imagine how hard the actors tried to convey this unique atmosphere. Almost every hero has his own unique voice, demeanor and intonation. Character, intentions and other elements of psychological manipulation are conveyed through the voice. All this is so addictive that you will watch the game with great interest and try to understand the essence of the events taking place. For Dishonored, Russian voice acting became an interesting element of the atmosphere, which fit almost perfectly into the environment. In fact, this rarely happens, and we are glad that such a brilliant game project received such a high-quality localization for the Russian-speaking audience.

In addition to all the above tips, we would like to note one more nuance. In Dishonored, runes play a key role as they provide the basis for leveling up the hero. You need to try hard to find all 39 runes that make it possible to upgrade certain abilities. They are all well hidden, so you won’t be able to find them right away, but if you listen to the comments of the “Mechanical Heart”, which has an attraction to these runes, you will certainly understand what and how to do to find the artifact. You can accidentally miss runes, and this will have a severe impact on the progress of the game, since you will be sorely lacking in abilities. Again, to be able to find all the runes, it is enough to be an attentive and curious player, as well as listen to “Mechanical Heart”.

For Dishonored, runes became the basis for the hero development system. The more you find these artifacts, the better you can upgrade your hero, which means you can more freely explore locations where there will be a lot of enemies. Therefore, it’s up to you to decide whether to play through the game with great pleasure or hide from every sound in the later stages of the adventure.

Dishonored turned out to be quite an interesting game project that you should definitely check out. The atmosphere, story, characters, abilities, secrets and more are all packed with great interaction and create a top-notch gaming experience. The game is not as long as we would like, but this time is enough to fully explore the entire story, learn the features of the world and make fateful decisions. Have a good game!

HIGH LEVEL OF DISORDER

This achievement has left some players stunned. For some reason, everyone thinks that to count murders, you only need to kill people. Below is a list of all available weapons. It seems to me that you can kill enemies with any blade (after all, the game has the Overseer Blade and the Assassin's Blade). Both can be found in the flooded area, but you are unlikely to be able to pick them up at the same time. Moreover, in the fifth mission you They will only give you a pistol for a duel if you decide to complete this side quest.

City Watch Sword - you can pick it up in Coleridge Prison during the escape - the first game mission.

Corvo's Folding Blade (Corvo's blade) - a folding knife that you will use throughout almost the entire game.

Overseer Blade/Assassin's Blade - you can find them in the seventh task in the Flooded Area. It’s just that you won’t be able to take them at the same time, so it’s believed that they don’t have much influence on getting the achievement.

City Watch Pistol (city guard pistol)/Corvo's Pistol (Corvo pistol) - you will find him in prison and can find him later in other missions. The Corvo pistol is just an upgraded guard pistol.

Upgrade: Explosive Bullet - this upgrade can only be installed by selecting a special drawing. When you buy bullets, you will have a second icon with special bullets (explosive).

Location of drawings:

  1. In mission 6, going up to the top floor, you will see your target. There will be a drawing in the office on the second floor.
  2. In mission 7 you will reach a location called Rudshore Rail Line Station. There will be a broken carriage located there - there is a drawing inside.

Crossbow- use regular projectiles that kill enemies. Sleep darts don't count because they don't kill.

Upgrade: Explosive Projectile - this projectile sets enemies on fire. You can only buy such shells if you have found the drawings. But they will also be in different places in the game itself, so you don’t have to collect the blueprints.

Location of drawings:

  1. In mission 3 in the Distillery location (the building in which Slackjov sits). On the way to the bone talisman, you will find a drawing behind a door that can be opened with a key.
  2. In the seventh mission you will reach the exit from the Gateward Tunnel. There is a drawing in the basement of a neighboring building.

Spring mine- this trap is triggered when an enemy approaches it, just place it on the enemy’s path.

Grenade- you can buy it in the store or pick it up from enemies.

Upgrade: Sticky Grenade - You can buy one if you have a drawing. These grenades stick to enemies and then explode.

Location of drawings:

  1. In mission 5 you will be invited to a party. To enter the house, you will need to get an invitation. When you get it, talk to the guard at the entrance. He will let you inside. But before you go to the party, steal the key from him and first open the door to the right of the entrance.
  2. In the seventh mission you will see a destroyed passage. It's hard to say exactly, but you'll hardly miss it.

As Corvo Atano, bodyguard of Empress Jessamine, you arrive by boat at Dunwall Tower with an important message. Get out of the boat and go to the bridge. On it, Emily, the daughter of the Empress, runs up to you. If you agree to play hide and seek with her, an additional task will begin with training in stealth.

Follow Emily to the gazebo to meet the Empress. Jessamine speaks there with Burrows, the head of the secret service. Now you can talk to her yourself and give the letter to [F].

It looks like the news was bad; there is no cure for the Plague yet. Suddenly you are attacked, the first battle begins. Corvo has a sword in his right hand and a pistol in his left. You can repel the attacks of assassins. However, the gun solves all problems in one shot.

Innocently convicted

Corvo was convicted of the murder of the Empress. Hiram Burrows appointed himself regent; all he had to do was get Corvo’s recognition, although even without him there are enough grounds for execution.

You find yourself in Coldridge Prison. Go to the grate and eat [F] the bread that is on the floor. Below it is an anonymous message, read it. There is a key under the letter. This is a matryoshka doll. Open the door and get out. Take the city guard's broadsword from the table. There are also coins on the table. Sneak [C] up to the guard standing in the passage. You can stun him by holding [Left Ctrl], and then grab the body [F] and drag him away from prying eyes. The second guard also soon manages to turn his back on you, so don’t hesitate. Only the walking sentry remains; attack when he goes in the opposite direction from you.

The way forward is open. Climb up using [Space] along the supports highlighted in red. Here you will find a pistol. The next sentry on the way is outside the door. He looks down from the bridge very carelessly. Steal his key and stun him. Continue on to the Walking Path. Another guard. Finally we go downstairs and go to the “interrogation room”. There is a safe with explosives here that we need.

Now you need to install it. We follow the retreating guard through the bars down into the “Prison Yard”. You can bypass the guards by walking in the shadows along the very edge of the courtyard. Make your way to the Post Wing. The easiest way is to get through the first door on the left, stun the guard, go through the next door, stun the guard, and use the lever. Now you can go out and stun the walking sentry. You take down the sentry who is standing behind the opened gate when the second one turns away. Then you remove it too. Plant a bomb and run [Left Shift] away. Turn around and run into the resulting passage. The bridge rises, we jump into the water. Swim to the other side, to the entrance to the “Catacombs”.

Fugitive

The prison escape has been successfully completed. Now you need to cross the "Catacombs" to get to the River "Renhaven" and meet with the messenger.

The grate will not open. But on the box there is a note addressed to Corvo. Climb onto the boxes and climb between the pipes. You will have to sit down [C] anyway. Below you, rats are eating two guards alive. You jump down, the grate at the back is also locked, so you can only go forward, into the sewer. Jump into the water, you will have to swim towards the “hidden things” marker. When you see a ladder, get out of the water and follow it. Remove the corpse [hold F] to use the valve. Go forward and go higher, so you can bypass the grate. A small scene with the dumping of corpses who died from the plague. It seems that those doing this dirty work were given some kind of “elixir” that protects them from infection. The winners are the carnivorous rats, who are given a free lunch. The rats will not disdain a living Corvo, so run below and climb up to the platform in the center. From there, throw three bodies to the rats to distract them. Run and turn the valve yourself to open the gateway. Go forward. Here you will see a chain hanging down. Jump on it and press [F], or just approach from a convenient side. Climb up and jump onto the platform. Be careful: there are tripwires here; if you break the wire, the grenade will explode. And in the branch there is even a shooting stretch. And here is that very hidden equipment, along with a letter to the Lord Protector.

So, you need to go to a meeting with Samuel. You now have excellent weapons - a blade and a crossbow. In the latter we are interested in sleeping darts. Hold [mouse wheel] and select "sleep dart". You can now unlock the grill using the key you received. New stretch, but this time we’re learning how to tackle: run up and press duck [C]. And you fly under the tripwire.

We can move on. Climb up with your usual movement. Then jump down the hole to where the voices are heard. Shoot the guard with a sleeping dart. The next two can be taken out with a simple stun. There is also an option to swim under them and quietly climb out of the water when they turn away. Perhaps swimming past them all is the easiest way. You pass the guards and find yourself in a passage to the surface. The boatman Samuel is waiting for you here.

Secret allies

Samuel brought you to the Dog Pit. Follow him. Enter the Pub and talk to the "Loyalists". They need the help of an experienced man loyal to the empire, and Corvo is perfect for this role. You are sent to Pierrot. Exit the Pub the same way you entered and go into the workshop. Pick up the "empty blubber tank" and go up the stairs. Place the tank in the filler, pull the lever, pull out the tank, go down, install the tank with blubber in place. Now Pierrot will complete your assassin mask. He can also now modify your ammunition. To begin with, I would advise you to buy sleeping darts and an installation tool. The remaining items are clearly lethal. You can also buy upgrades on another tab. When you're done, go to bed.

Corvo will wake up to the sound of rain on the roof, your room is in the attic of the Pub. But this is not the strangest thing: something completely abnormal is happening behind the door. Go upstairs to the "strange attraction". The Alien, as he called himself, will give Corvo magical powers - teleportation over short distances. A useful skill, nothing to say. To use it, hold [Right Mouse Button], aim at an empty spot on the other side, and release the button. Move along the chain of stone blocks hanging in the air. If you can't "fly", move closer to the edge of the platform to reduce the teleportation distance.

The next gift from the Alien is a “heart”, which indicates the location of magical runes and bone amulets. If you point it in the direction where there is one of the objects, the heart will signal this. You can find it in the devices tab in your inventory. For now, just move towards the rune. You will have to go down a lot. Spin the mouse wheel to change heart to teleport and vice versa. At the end, pick up the rune. With its help, you can acquire new skills or improvements of your choice. Since we are going through the game without killing, I recommend taking “Dark Vision”.

Corvo finally truly wakes up. This adventure was not an ordinary dream, because the mark on your hand and abilities are still with you.

Talk to Amiral Havelock in the pub. He will instruct you to eliminate Campbell. Go outside and go to Samuel, on the way you will meet Callista, she will ask you to save her uncle - captain of the city guard Karnow. You can also go to Pierre, he has runes for sale. When you're done, talk to Samuel and head to the Wine Quarter.

You find yourself in the “Wine Quarter” location. You can stun the guard, or wait until he leaves. Soon you will come to the “wall of light”. It can be turned off, or somehow bypassed. The easiest way is to simply remove the tank with blubber. Although you can do any other method described in the tip. You can climb up the boxes to the roof, which are located here. If you have learned the ability to possess, you can try yourself as a mouse. I won’t burden you with the details of each method; Dishonored is good precisely because you can get to your goal in so many ways.

Old Rags (optional)

You can go to the right, to the house of Staraya Vetosha. Visitors pester her. Arm yourself with sleeping darts (you can find several in the room to the right of the door), open the door and shoot the bandits. Talk to the old woman, go upstairs and take the rune.

Guests (optional)

Rags invites you to continue the fight against the Bottle Street gang. Make your way through the roofs and pipes to Dr. Galvani's office. You need to stun the guard to get the key to the laboratory. Find the “dummy book” on the bookshelf, a secret door will open. Take the giblets of the plague rat and get out of the office. Now you need to get to the Dunwall Distillery. Make your way along the roofs and pipes to the front door; on the right side of the table is the key to the entire distillery. Go inside. Jump onto the barrels and teleport behind the tripwire. Jump on the chain. Teleport from it or jump onto the pipe, and so on to the door. Go down, you don't need a key - you can just crawl under the barrel while crouching. Contaminate the contents of the still. You can return to Staraya Vetosha for a new rune.

The second wall of light is more difficult to overcome. For example, I went down to the very bottom and went to the left, using teleports to pass the visibility range of the bandits from Bottle Street. The next goal is "Holger Square". There is so much cover below that it is not difficult to stun the soldiers one by one. Warden Martin is waiting for you in the square. You can free him by activating the shackle lever to his left.

Climb to the porch roof using teleportation and climb over the fence. Now you need to get into the “Office”. To do this you need to pass another grate. For example, using teleportation, I climbed into the window of the building on the left. Coming out of the other door, go down the stairs - the pipe leads straight to the Office. Climb up the chain. Enter the door to the Kennel, from where you can easily get inside the Chancellery. Head upstairs, we're looking for "branding instructions." Stun the guard inside and read the instructions on the table. Now that we know about the mark, we can go to Campbell's office. Activate any of the glasses on the table and select “pour both glasses.” Now hide in one of the dark corners and wait. When Campbell and Karnow leave the office, follow them to the basement, to Campbell's secret room. When the High Overseer draws his sword, stun him. Now take me to the interrogation room. You can, for example, climb out through the window onto the cornice. In the interrogation room, place Campbell in the interrogation chair. Now you need to get the “mark of the heretic”. Go back down and brand Campbell. Go downstairs and make your way to the door to the backyard. All that remains is to get to the Boatman Samuel along the roofs.

You have returned to the Dog Pit. Get off the dock and meet up with the Loyalists. While they are deciphering the diary, you need to sleep. This time there will be no dreams. Talk to Havelock. Then go down into the catacombs through the hatch here. To put the “weeper” to sleep (by the way, he cries not with tears, but with blood), you will need sleeping darts. If you run out, Pierrot sells them. In the sewers you will find two mourners. Shoot them, pick up two runes and return. You now have the key to the door that didn't open before. Go up the chain straight to the Pub. Find the admiral. Talk to the boatman to set off.

House of Pleasure

The Pendleton brothers, owners of the Golden Cat Baths, help the Lord Regent hide Emily. They should be eliminated.

You have already been here quite recently. The same pier of the Wine Quarter. Get to Dunwall Distillery. Here you need to find Slackjov. There is no need to stun anyone, everyone is on their own. Slackjov offers his services to infiltrate the Golden Cat in exchange for help with one case. Return to the Wine District. Go to Dr. Galvani's office. Be careful, assassins have appeared here, do not attract their mass attention. Walking on the rooftops would be a good idea. Specifically, you can get into the office itself through the pipes upstairs, through the balcony. Climb the stairs to the very top, to “Slekjov’s informant”. We stun one guard when he turns away, and immediately hit the second with a sleeping dart. Take the audiogram and return to Slackjov in reverse. As a reward, he will give you the key to the building, through which you can get straight to the roof of the Golden Cat. He will also offer to switch places: he himself kidnaps the Pendleton twins, and you do his job. This is a bloodless option.

At the remaining “light wall” go down, under it, on the left there will be a passage to the square. But what is much more interesting: now you can meet a woman there who is being robbed by two guards. You can shoot them both with sleep darts. As a reward, the Survivor will give you the key to the house of the art dealer - the same one. However, we need to get to the Golden Cat. The rotating observation tower only looks down, but not onto the roofs. Enter through the door to the Golden Cat location.

Turn left into the dead end and climb to the very roof. From here you can cross all the way to the very window of the “bath”. The art dealer is in the “silver” room. Start torturing him with shocks until he says the code. Now you need to find “Madam’s Office”. Sneak up to the lady and steal the master key. And on the left side of the window sill there is a note indicating where Emily was placed. Leave the office and go up the spiral staircase. Here in the “room of the courtesans” sits Emily. Follow her to the VIP exit. Emily is now believed to have been saved. Hooray! All that remains is to find Slekjov and tell him the code to the safe. Then meet Samuel and Emily at the pier.

distinguished guest

Emily is brought safely to the Dog Pit. Corvo wants to see Lord Pendleton. He stands right behind the destroyed tower and looks at the sunset. He will send you to the admiral. He and Martin are sitting in a pub.

Royal Physician

The new target is Sokolov, an artist and court physician. Author of one of the two effective elixirs against the Plague. Visit Pierrot, complete all tasks and use Samuel's services.

Here is Kaldwin's Bridge. Samuel highly recommends turning off the floodlights. Go upstairs. There are a lot of guards here. Move along the top. You will see a spotlight (not the one that needs to be turned off - just a spotlight). There is a door to the left of it, we go there. Go up the stairs, take the “warehouse key” - it opens the door below, so you can also go through. But we climb to the very top of the stairs. Turn the valve so that the chain moves, then you can jump over and get the blubber. Insert the tank into the device on the wall. Get into the cart on the rails and pull the lever. Now you are on the other side. Go downstairs and sneak past the guards to the door to Drawbridge.

Sneak through the residential buildings under the bridge. Swim across and go up. The guard can be put to sleep with a dart, the others will not notice anything. Continue across the bridge. Remove the blubber to provide a spark gap. Climb the stairs to the very top. Pull the lever, go back, climb onto the raised bridge using teleportation. Go to the end and also teleport higher. There you can remove the blubber tanks. Now you need to carefully go down. For example, you can simply walk along tensioned fastenings. But, alas, there is too much light there for such a maneuver, unless you have time dilation (in which case no one will notice you). And here is the door to the Midrow Substation.

You need to get into the booth at the top, in which there is a lever that stops the “wheels”. Then you can crawl through them and turn off the wall of light. Behind it is a passage to the “North Side”. It’s through this that you can get to Sokolov’s House. Climb onto its roof. Sokolov is busy with his formula. Stun him and drag him down the stairs. Sokolov can be lowered to the floor for a while to stun interfering guards and servants. You can even find an elevator. In short, get out of the house through the back entrance. Near the descent to the boat you will see a cage with people. They can be freed by removing the blubber. The woman will tell you about the safe. Take the contents and find Samuel.

Interrogation

Anton Sokolov (is it really a “bad Russian”?) was taken for interrogation to the Dog Pit pub. It's time to rest.

Cecilia in the pub will show you the location of the key to the shelter, just in case. Sokolov was placed in a cage. It turns out that the old doctor can be bribed. This is obviously a less bloody method than using a pack of man-eating rats. Go to Piero, he agrees to sell you King Street brandy for 150 gold. If you don't have enough, you can rob the pub, there should be plenty more. Bring the bottle to Sokolov.

Lady Boyle's reception

Sokolov revealed only the name of the Lord Regent's mistress. We still need to find out which of the women of the Boyle family we need.

Visit Samuel for a masquerade ball at the Boyle estate. Jump from the boat into the water and get out to the stairs. The first bridge is not suitable for us - the big guy will spot it. But the second one is very easy. Climb over the fence directly above the rails. You don't need to sneak around this area. Approach the chatting guests. Catch the invitation that flew away. Now show it to the gatekeeper. Walk around the annex and go inside the estate. You can rob your guests.

Now you can go to the ball. Talk to the guests, someone will probably tell you about the three bedrooms and the colors of the inhabitants of the estate. Look for Miss White on the ground floor wearing a moth mask. She will ask you to bring her a drink. Find the sparkling wine fountain, fill the glass and bring it to Miss White. She will tell you which sister is wearing which color. Walk around the lower floor and find Lord Brisby, wearing an ugly cat mask. He wants to talk to you. Lord Brisby offers help in eliminating Lydia Boyle (and, according to him, she is the one you need).

Make your way upstairs to the bedrooms. The formidable guard will leave his post and go downstairs. You need to find Lydia Boyle's room. The diary states that she likes musicians. Go down the same way and find Lydia in a black dress. Say her name, and then offer her privacy in the music room with the harpsichord. Follow Lydia. She will be upset that you don’t know how to play it and... she will go down to the basement herself! Very strange. Stun her and drag her into the boat.

There is also a passage to the Catacombs. It's dirty, but you definitely won't have any problems with the guards. Raise the grate using the valve. Now swim at full speed to the closing lock and Samuel's boat. The best thing is to inhabit the fish. Go to the Dog Pit.

P.S. Lady Boyle's name, as well as her hobby, can be generated differently for you! However, the sequence of actions will not change much.

Decisive blow

Meet Lord Pendleton. Then with Admiral Havelock.

Get ready for the road, visit Pierrot. By the way, if you completed the previous task “bloodlessly”, in your room in the attic there will be a rune with a note.

When you finish all your work, use the services of Samuel.

Return to the Tower

It was Lord Regent Burroughs's turn to be humiliated.

The same Dunwall Tower where the Empress lived and where the game began. Jump into the water and swim into the lock. Go up through the pipes, through various passages. Don't try to go through a door that has a Taser behind it. Teleportation is much more appropriate. Stun all the guards one by one. A wall of light will interfere with you. On the right you can go out onto the balcony and teleport directly to the blubber tank, which you need to remove to turn off the wall. And you can also just pass by. A couple more officers will come straight into your arms. Dangerous central posts can be bypassed to the right. From there you can teleport to the main building and find a technical passage to the “Tower Lobby”.

The Lord Regent communicates with his guards via communicator. He is in his bedroom. But we are not going there, but to the “broadcasting station”. Go along the cornice to the right, enter the turret through the door. Remove the blubber tank to disable the shocker. Go up the stairs and find the "propaganda officer". He will say that Burroughs records even his darkest secrets on audiograms. This is a bloodless path. Now there are two ways:

  1. An alarm siren (one located downstairs in the lobby, one on the roof) can be activated to force the Lord Regent to leave his chambers and lock himself in a secret room.
  2. You can wait until the Lord Regent finishes the dialogue and is left alone. Then you simply enter the chambers and stun him. Well, or use a sleeping dart, as you please.

The safe is easy to find - it's not even hidden. It contains an audiogram. Take it to the tower of the broadcasting station. Let the Lord Regent's secrets be heard by all! Go downstairs and enjoy the arrest scene. The only thing left to do is to leave the still hostile Dunwall Tower. Samuel will be waiting for you in the same place where you left him - in front of the airlock.

On the eve of the coronation

Go to the pub, everyone is already celebrating. Go upstairs and go to bed.

With the flow

This is exactly the case when you wait for a trick the whole game, and no intrigue comes out. Loyalists turned out to be loyal only to themselves. The poisoned Corvo falls straight into the clutches of Daud - the real assassin who killed the empress. You find yourself in a familiar mystical area, where the Alien will speak to you.

Flooded Quarter

Corvo dropped some kind of tank. Well, at least they didn't kill me. Take bricks and throw them up into the boards that cover the hole. Now use teleportation to get out. Pick up a blade from the table, it may come in handy. Go up the stairs. There are two guards here. You can stun one of them by teleporting directly onto the railing and then dragging him up the stairs. The second one is much easier. Jump into the water. A very contrasting sight after the colorful Boyle estate, or royal fortress.

Return equipment (optional)

Before you go to Daud, you need to return your things. Try to get closer to their mark. When you see a chain, climb up it. The nearby building used to have a glass roof, but now you can freely jump down and use the passage “to Greaves’ Fat Factory.” Get as close to the indicated building as possible. To get there, you need to pull out the stairs. And for this you need to restore power. Enter the building closest to the indicated roof, there are also instructions, a lever, and a container for blubber. From the back you can get an empty tank. Here, very close, you can fill it with blubber. Go through the building and place the full tank in place. Activate the lever to lower the stairs. Climb it and go around, along pipes, chains and other scrap metal. Here you will overhear the conversation of the assassins. Climb up the chain and you're inside. You need to turn on the bridge. On the right you can find tanks; to do this, destroy the boards that prevent you from crawling behind the bars. Refill the tank with blubber on the way back, insert the tank into place and pull the handle. Go down the chain to the very bottom and grab your equipment. Climb the stairs, open the gate using the valve and get out of this location.

And here it is again, “Rudshore Pier”. Getting into the “centre of Radshore” is not difficult, although the best patrollers here are teleporters. However, to get through, you need to steal the key from one of them. Radshore Center is a living hell. At first it seems that it is simply impossible to slip past the patrolling assassins. But actually it is not. I highly recommend jumping into the water and turning left. And from here you can start stunning enemies one by one. The most difficult thing is to knock out the first couple so that the others don't notice. You can develop your own strategy, of course. Our goal is “Daud’s lair.” It becomes very light inside - very dark. When you get outside, you will need to climb into the window on the floor above. Daoud is hiding here. Bloodless option. Get his Daoud wallet. There are different options. The simplest and most obvious is to defeat him in a duel. It is almost impossible to avoid him; the scoundrel also has the ability to stop time. You need to beat him using all available aggressive methods. But when you defeat him, you can take his wallet and leave in peace. All that remains is to pick up the Key of Daud. You need to go down into the "tunnel to the gate".

Now all that remains is to get out of this damned “Flooded Quarter”. After the tunnel, turn left. The bodies of those who died from the Plague are dumped here. And not only the dead. Climb up, past two chattering poor fellows. Then you have different paths. For example, you can climb to the roof of one of the buildings. The easiest way is to look at the one on the roof of which there is a rune. Then you can jump on the “corpse wagon” and drive a little further. Jump down in front of the light wall, to where the blubber tank is visible, pulling it out will turn off the light wall. Of course, you can get through the guards and the big guys in a different way, it’s up to you. So, after pulling out the tank, you need to go down. There is a gate lever on the wall here. You need them in them, to the service entrance door. Behind it is a passage “to the outskirts of the Old Port.” Here you need to get to the entrance to the catacombs. We do this: stand on top of the hatch and turn the valve. They fell down, and that’s good. The survivors have taken refuge in the catacombs; they will not attack you. Make your way to the exit from the catacombs. The door leads straight to the Dog Pit Pub, damn it.

Loyalists

Cecilia will briefly retell to you the terrible events that occurred after Corvo’s “sailing.” Climb up from the basement, watch out for the two keys hanging on the hooks. One of them will open the door to the abandoned shelter. Outside are two chatty guards and a big guy. Make your way to the pub. Havelock's orders to the guards are on the counter. Now go upstairs to your former room, read the letter from Emily.

Rescue Pierrot and Sokolov (optional)

You can get to these two from Corvo's old room in the attic of the pub. The open window looks out onto the roof of the workshop. Jump onto the ledge on the river side to climb through the window. Pierrot will ask you to bring his drawing. I already had it with me, it seems from the pub. In the dialogue, select the option for the sleeping effect of the discharge column to put all enemies to sleep. Now you need to find an empty tank on the second floor, fill it with blubber, climb along the eaves to the roof of the workshop and connect the tank to the installation on the roof. Pull the lever to open the tank slots. Bring another tank here so that all three slots are occupied. Now the scientists are safe. You can use Pierrot's services for the last time.

Visit Callista in the tower. It's just down the road from the roof of Pierrot's workshop. She will add a small part of the mosaic. Use the lever to fire the flare. Take the key from the bed Callista is sitting on. Open the door from the tower and jump towards Samuel.

Guiding Beacon

It's time to rescue the princess from captivity!

I’ll make a reservation right away: at the time of playthrough I had a “low level of chaos” - if yours is different, then the mission may look different.

Fort Kingsparrow has two entrances: “from the sea” and “from the harbour”. Whichever you choose, you first need to turn off the light walls. Go to the "entrance from the sea". To the left of it in the wall you can see a pipe from which water flows. The pipe is too wide. From this room you can turn off both light walls at once, from both entrances. Now you can select and clear any of the two “entrances”, and you will find yourself inside the fort. Now you need to get to the guardhouse. First, walking across the courtyard to the other side, you must get inside and turn off the power to the next light wall. Now you can go to the guardhouse. After the light wall, immediately go up the stairs and remove the “lighthouse lift key” from the hook. At the very top there will be a bridge towards the lighthouse. To avoid getting hit by the arrester, walk along the bottom of the bridge, where the control panel is visible. Get into the lift through the door and pull the lever, let's go.

We are already at the lighthouse. Climb the stairs and you will find yourself inside. Stun Havelock. It looks like he has already taken care of the rest of the “loyalists”. Take the key to Emily's room from the table and unlock the door. All that remains is to find out the end of this story.

Kittens, Friday everyone!

I end my foray into the enemy’s camp (^_^) with a general summary guide on the passage, secrets and, of course, chaos in the game. Although offhand there seems to be nothing complicated here, a number of issues need clarification. So that, you know, there are no surprises at the end of the game. Let me make a reservation right away: there is no detailed walkthrough of the game here, as well as a detailed analysis of additional missions. These are general tips on how and what to do in the game, depending on what you want to get in the end, as well as some information about secrets and other non-obvious things.

For convenience, all information is divided into sections:

Levels of Chaos;

Alternative ways to eliminate targets;

Something about additional tasks;

Table of secrets in the game;

List of achievements.

Beware, bad spoiler!

LEVELS OF CHAOS: GOOD COP, BAD COP

First, let's figure out what the “chaos level” is. If you just started playing Dishonored (anything can happen), then you may be confused by this signature on the statistics screen at the very end of the mission. Relatively speaking, this a reflection of how dangerous your activities during the mission were to society. The chaos scale does not appear anywhere, there is no special chaos slider or “chaosometer”, so you will find out how much you have harmed society after the fact. So keep an eye on it, especially since chaos to some extent affects the difficulty of further passage, how NPCs react to you and, of course, the ending of the game itself.

First, remember: the chaos level that is shown on the statistics page at the end of the mission is the current chaos level. Those. what is in Dunwall here and now. Accordingly, if you were white and fluffy for three missions, and then changed your mind and fed everyone to rats for two missions while wielding a saber, the resulting chaos at the end of the fifth mission will most likely be high. The opposite is also true: if you start with blood and decide to get a good ending, you may well not sin in the next few missions. And it will count for you.

Dishonored Walkthrough: General Tips


Dishonored Walkthrough: General Tips

The level of chaos is affected:

murder opponents, guards, civilians, mourners, including killing with the help of mechanisms. If you made guard chips using the wall of light, this will increase the level of chaos;

detection(when a red marker flashes above the enemy’s head);

Additional tasks(depending on the task, the effect is positive or negative).

In general, as far as murders are concerned, they too increase the level of chaos in different ways. If you, say, laughing loudly and waving a saber, staged a bloodbath in the square in broad daylight in front of a thousand witnesses, this will increase the chaos much more than if you secretly captured a guard with a trap and hid the carcass in a dark corner. In other words, the more attention a murder attracts, the higher the level of chaos it raises. All other things being equal, killing with machines causes less chaos than if you kill everyone manually.

The level of chaos is not affected:

stun enemy (it doesn’t matter whether you strangled him or stuffed him with sleepy darts). It is important that if a knocked out enemy is accidentally killed by, say, a grenade or drowned, for example, this will count as a kill and will affect the chaos level;

fauna killing(rats, wolfhounds, fish, spitting plants).

At a low level of chaos there are fewer guards and rats, and the surrounding NPCs behave more adequately. At a high level of chaos there are more guards, plague, rats and mourners are everywhere. It becomes more difficult to complete the game in stealth style. This is especially felt in the example of missions No. 7 and 9.

Important point: if you want to keep chaos levels low, don't dump stunned bodies on the street. And the point is not even that they can be found and the alarm raised (although this is also unpleasant). There are teams of rats roaming the streets, who, what?.. that’s right, will eat our victim. And now you have murder on your conscience. So hide unconscious citizens properly. For example, in trash cans: cheap, cheerful and safe. At least I didn't have any problems with them. ^_^

Dishonored Walkthrough: General Tips


Dishonored Walkthrough: General Tips

Since it doesn’t take a lot of intelligence to raise the level of chaos (keep your wits about you), I’ll tell you in more detail how keep chaos levels low.

To do this you will need:

Try not to kill the guards (and generally kill no more than 20% of the population at the level, if it comes to corpses);

Use detours and routes, stick to the shadows so that you are not seen or heard;

Perform additional “good” tasks, for example, saving a lady from evil guards or snatching a resident from the clutches of bandits;

Use non-lethal methods to eliminate current targets. By the way, about them...

ALTERNATIVE WAYS TO ELIMINATE TARGETS: REVENGE IS NOT TO DEATH!

Again, I will not focus on how to eliminate targets “head-on”; for this you won’t have to be clever. But to eliminate enemies non-lethally, sometimes you have to work a little hard. Well, oh well... but karma will be cleaner.

Dishonored Walkthrough: General Tips


Dishonored Walkthrough: General Tips

Instead of stupidly dismantling Campbell into artifacts, he can be branded. For the first time, information about the so-called mark of a heretic will appear on the approaches to the caretaker’s residence: you will learn about this from the conversation of the guards. More detailed information about the mark can be obtained in the interrogation room. Then it’s a matter of technique: we catch the unsuspecting Campbell, stun him, and drag him to the interrogation room (just remember to clear the way for yourself first). And there we put him in a chair under lock and key and brand him as a heretic. Popular rumor will do the rest of the work for us: after Campbell is branded, helping him will be considered a crime.

If you choose this option, you will later meet Campbell the Weeper in the Flooded Quarter.

Dishonored Walkthrough: General Tips


Dishonored Walkthrough: General Tips

Mission No. 3 - House of Delights

If for one reason or another you don't want to get your hands dirty with the blood of the Pendleton twins, rejoice: Slackjaw can do all the work for you. First, you will have to win the favor of the bandit by learning the fate of his informant Crowley in the office of Dr. Galvani. Having proven that you can be trusted, you will receive from the bandit a key to an alternative entrance to the Golden Cat, as well as a tip to an art dealer who is being electrocuted by courtesans. Using the situation to our advantage, we knock out the code for the safe from the art dealer and give it to Slackjov. And he is happy to try.

After some time, the twins (without hair on their heads, tongues in their mouths and belongings) will already be working hard in their own mines.

Dishonored Walkthrough: General Tips


Dishonored Walkthrough: General Tips

This mission is one of those where a non-lethal method of passage is absolutely the only one. The purpose of the mission is to kidnap, not kill Sokolov, so if the good doctor Aibolit is overtaken by punishment on the way, the mission will automatically be considered failed. Use tranquil darts or strangle Sokolov to kidnap him, and carry Samuel to the boat carefully, as if it were a Ming Dynasty vase.

Dishonored Walkthrough: General Tips


Dishonored Walkthrough: General Tips

Let's start with the fact that there are as many as three Boyle sisters in the estate, and you will first have to find out which of them is your goal. However, with the help of tips from guests, penetration into the sisters' rooms and the method of deduction, you will understand which one needs to... in general, "kick her into the swing." We remember that our task is to make the swing non-lethal. Therefore, wait for Lord Brisby to appear in the smoking room (he also has a scarecrow mask) and talk to him in more detail. The Lord, it turns out, is head over heels in love with Lady Boyle, so if she ends up in his ardent loving arms, no one will ever see her again in her life. Ahem.. In general, taking into account that Lady Boyle is unlikely to walk towards her happiness on her own, we send the lady to pass out and meet Lord Brisby at his boat. Again, don’t flash your face at the lady in front of the guests, they won’t understand. However, you can try your luck and, with the help of your charm, charm and eloquence, entice Mamzel to meet her fate.

And they lived happily ever after, and died on the same day...

Dishonored Walkthrough: General Tips


Dishonored Walkthrough: General Tips

In order to get rid of Lord Regent Hiram Burroughs without bloodshed, we need dirt on him. Chernukha in the form of a sound recording is kept in the lord’s safe in his apartment in the Tower, and the code from it will be given to us by a propaganda officer who broadcasts day and night throughout Dunwall. Considering that on the recording from the safe, the Lord Regent vividly talks about his plans to get rid of the poor, it is not difficult to guess the consequences of such a broadcast for his political career.

The lord is taken from the tower by his own men, after which he is locked up in Coldridge Prison. Only without keys and hopes of escape.

Dishonored Walkthrough: General Tips


Dishonored Walkthrough: General Tips

As such, there are no targets to be eliminated here. Yes, we will have to fight with Comrade Daoud, but you decide for yourself whether to kill him or not. After the fight, Daud will crawl out of his lair onto the “veranda” and ask you to spare him. If you listened carefully to what the assassin said in his “office” (namely, that he did not want to kill the empress), then it will not be very difficult to spare him.

Dishonored Walkthrough: General Tips


Dishonored Walkthrough: General Tips

Mission #9 - Guiding Beacon

Although our main goal in this mission is to rescue Emily, some will probably want to make a few extra holes in old Havelock. Not worth it: you just need to find the girl and get her out of the locked room. The key is located next to Havelock, so stun him, freeze time, or just wait until he goes to study the map. Take the key, unlock the door and watch the final video. Please note that this scenario is only available at a low level of chaos.

ADDITIONAL TASKS: LEAVING THE MAIN ROAD

I have already said that there will not be a detailed description of additional missions and finds here, because... This is generally the topic of a separate guide (if, of course, you do everything wisely). However, here I will briefly go over the main points that you can catch if you don’t just run from task to task.

Dishonored Walkthrough: General Tips


Dishonored Walkthrough: General Tips

Once in the sewer, find and open Jelly's safe. The combination for it is written next to the safe.

At the very end of the sewer, where you already come across a guard, behind the boards (Corvo will cut them with a blade) you can find a small hermit’s abode.

Dishonored Walkthrough: General Tips


Dishonored Walkthrough: General Tips

Mission #2 - Supreme Overseer

Complete two tasks for Old Rag: first, rid her of the Bottle Street bandits, and then poison their counterfeit elixir at the Dunwall Distillery.

Rescue Griff from the Bottle Street gangsters and free him from captivity.

Prevent the assassination of Captain Karnow, Callista's uncle, in the High Overseer's Office. Campbell plans to get rid of the captain by inviting him to drink whiskey from a poisoned glass. You can prevent this in different ways.

Save the sister of one of the caretakers in the backyard of the office. She is accused of witchcraft and they are going to deal with her right there in the alley, but if you intervene and save the brother and sister, they will share the code to the safe with you.

Dishonored Walkthrough: General Tips


Dishonored Walkthrough: General Tips

Mission No. 3 - House of Delights

Complete two of Slackjov's tasks: find out the fate of his informant Crowley in Galvani's office, and then get him the code to the art dealer's safe (the latter is located in the Golden Cat).

Open the safe of an art dealer in his apartment on Clevering Boulevard, thereby helping the gang from Bottle Street and yourself at the same time (let's make a non-lethal passage of the mission).

Save a woman from being attacked by guards in the Wine District. She will have Sokolov's elixir, which the guards will try to take away. As a thank you, the woman gives the key to the main entrance to the art dealer’s house.

Dishonored Walkthrough: General Tips


Dishonored Walkthrough: General Tips

Mission #4 - Royal Physician

Once under the bridge, free the bandit from the guards' cage, who promises you a share of the treasure. However, you won’t see the treasures, but the sharpening of his friends is easy.

Open Pratchett's safe by finding the code using the paintings in his house.

Save a woman from a horde of rats in one of the buildings on the way to Sokolov's house. To do this, you need to feed the rats the corpses lying nearby (a distraction!), and then kill enough rodents so that they scatter.

Free the prisoners behind the wall of light in a dilapidated house on the way to Sokolov's house and get from them the code to the safe at the very top of the building.

Dishonored Walkthrough: General Tips


Dishonored Walkthrough: General Tips

Mission #5 - Lady Boyle's last reception

Fight a duel with Lord Shaw on the instructions of Pendleton and later receive a rune for it. Lord Shaw wears a wolf mask.

Sign the Boyles' guest book. This will not affect the current mission in any way, but in the next one it will make the Lord Regent shift nervously in his chair once again.

By the way, a separate point is to recognize Lady Boyle (i.e., not just mow down all three sisters, but methodically eliminate the Same One). To do this, you need to talk with the guests (namely Mrs. White and Lord Brisby), and also explore the sisters’ rooms on the second floor of the estate.

Dishonored Walkthrough: General Tips


Dishonored Walkthrough: General Tips

Mission #6 - Return to the Tower

Eliminate the royal executioner. To do this, you have to go down to the basements of the Tower and deal with this wonderful comrade there.

Dishonored Walkthrough: General Tips


Dishonored Walkthrough: General Tips

Mission #7 - Flooded Quarter

Return Corvo's equipment, which the "prudent" Daud will throw away at Greaves' fat factory. To do this you will have to work hard, first turning on the ladder descent mechanism, and then climbing the chains back and forth, but without equipment it’s somehow completely undignified.

Complete the task of Old Rag or Slackjaw. Both characters are located in the catacombs under old Dunwall, but for this you first need to complete the granny's task during mission No. 2. There are several options for the development of events here, but they will not prevent you from getting the key to the catacombs, which you need during the main quest.

Dishonored Walkthrough: General Tips


Dishonored Walkthrough: General Tips

Mission #8 - Loyalists

Save Pierrot and Sokolov in the workshop, using miracle drawings for this.

Reveal Havelock's plans, fortunately the corresponding note is very close, in the Dog Pit pub.

SECRETS: WHAT, WHERE, WHEN

Dishonored Walkthrough: General Tips


Dishonored Walkthrough: General Tips

Although for us they are no longer secrets, of course. Statistics for each task await you at the end of each mission: it shows how many secrets and goodies you found from those available at the level. To make it easier for you to navigate and not have to run around studying the statistics in the menu every time, I bring to your attention a general summary table of what you need to find and where. It shows how many different goodies are on each level. The link in the column title provides the corresponding guide. For convenience, safes in the game have also been added here, although they do not appear in the task statistics.

Mission

Mission No. 1 - Innocently Convicted

Mission #2 - Supreme Overseer

Mission No. 3 - House of Delights

Mission #4 - Royal Physician

Mission #5 - Lady Boyle's last reception

Mission #6 - Return to the Tower

Mission #7 - Flooded Quarter

Mission #8 - Loyalists

Mission #9 - Guiding Beacon

* - there is no separate guide for Alien shrines, there are only 5 of them per game, so use the rune guide to open all the shrines, they are listed there.

ACHIEVEMENTS: CHECKS FOR ME!

Dishonored Walkthrough: General Tips


Dishonored Walkthrough: General Tips

While most of the advances are fairly obvious, there are some that are quite interesting. For convenience, I provide a list of all the achievements, in fact they are 50 pieces for all tastes, playstyles and days of the week.

Achievement

Description

Dishonored Walkthrough: General Tips

Dishonored Walkthrough: General Tips

Innocently convicted

Complete the prologue task.

Dishonored Walkthrough: General Tips

Dishonored Walkthrough: General Tips

Disappearance

Escape from prison and enter the sewers undetected.

Dishonored Walkthrough: General Tips

Dishonored Walkthrough: General Tips

Anathema

Eliminate High Overseer Campbell.

Dishonored Walkthrough: General Tips

Dishonored Walkthrough: General Tips

Bodyguard

Rescue Captain Karnow, Callista's uncle.

Dishonored Walkthrough: General Tips

Dishonored Walkthrough: General Tips

Thieves' art

Get the code to the safe in the art dealer's house for Slackjov.

Dishonored Walkthrough: General Tips

Dishonored Walkthrough: General Tips

Kindergarten

Find Emily in the Golden Cat.

Dishonored Walkthrough: General Tips

Dishonored Walkthrough: General Tips

Accident

Kill Morgan Pendleton using steam.

Dishonored Walkthrough: General Tips

Dishonored Walkthrough: General Tips

King of the world

Climb to the top of the Kaldwin Bridge.

Dishonored Walkthrough: General Tips

Dishonored Walkthrough: General Tips

The genius and the madman

Complete the task on Kaldwin Bridge.

Dishonored Walkthrough: General Tips

Dishonored Walkthrough: General Tips

Good manners

Complete the mission without disrupting the reception at the Boyle estate.

Dishonored Walkthrough: General Tips

Dishonored Walkthrough: General Tips

Regicide

Kill Lord Regent Hiram Burroughs.

Dishonored Walkthrough: General Tips

Dishonored Walkthrough: General Tips

Political suicide

Expose the Lord Regent and provoke his arrest

Dishonored Walkthrough: General Tips

Dishonored Walkthrough: General Tips

Sophistication

Eliminate the main targets in non-standard ways (Anathema, Art of Thieves, Political Suicide).

Dishonored Walkthrough: General Tips

Dishonored Walkthrough: General Tips

My!

Return your equipment.

Dishonored Walkthrough: General Tips

Dishonored Walkthrough: General Tips

Mercy

Spare Daoud.

Dishonored Walkthrough: General Tips

Dishonored Walkthrough: General Tips

Street conspiracy

Complete all of Slackjaw's missions.

Dishonored Walkthrough: General Tips

Dishonored Walkthrough: General Tips

Ladies' man

Complete all tasks of Staraya Vetosha.

Dishonored Walkthrough: General Tips

Dishonored Walkthrough: General Tips

Turn out the lights

Disable at least 5 security systems on Kingsparrow Island.

Dishonored Walkthrough: General Tips

Dishonored Walkthrough: General Tips

Long live the Empress!

Save Emily Kaldwin.

Dishonored Walkthrough: General Tips

Dishonored Walkthrough: General Tips

Bottom line

Finish the game.

Dishonored Walkthrough: General Tips

Dishonored Walkthrough: General Tips

Twilight

Complete the game on Low Chaos.

Dishonored Walkthrough: General Tips

Dishonored Walkthrough: General Tips

Chaos in Dunwall

Complete the game on high chaos level.

Dishonored Walkthrough: General Tips

Dishonored Walkthrough: General Tips

Gallery owner

Find all Sokolov's paintings.

Dishonored Walkthrough: General Tips

Dishonored Walkthrough: General Tips

Occultist

Find 10 bone amulets.

Dishonored Walkthrough: General Tips

Dishonored Walkthrough: General Tips

Thief

Steal items worth a total of 200 coins.

Dishonored Walkthrough: General Tips

Dishonored Walkthrough: General Tips

Chaos Merchant

Buy 15 equipment upgrades.

Dishonored Walkthrough: General Tips

Dishonored Walkthrough: General Tips

Faceless

After escaping from Coldridge Prison, complete the mission without raising an alarm.

Dishonored Walkthrough: General Tips

Dishonored Walkthrough: General Tips

Ghost

After escaping Coldridge Prison, complete the mission without raising an alarm and killing less than 5 characters.

Dishonored Walkthrough: General Tips

Dishonored Walkthrough: General Tips

Cell Escape

New Main Quest: Read the message

The mission will take place entirely in [Coldridge Prison] (in the Russian version of the game it is called that). You can already access the hero’s journal, take advantage of this opportunity (by pressing the “J” key). In addition to information about current tasks, it includes the contents of the documents you found. The last tab is the character's inventory. After reading the magazine, go to the Bread on the floor and press the “F” key to find an anonymous message and the key to Corvo’s cell.

Search for explosives

New Main Quest: Get a weapon

Use the key you found to open the cell door. After you leave the cell, go to the table directly in front of you and take the gold and the city guard's sword.

New Main Quest: Fight or sneak to the bridge

Enter stealth mode (C button) and go left. Pause at the entrance to the new room and wait for the guards to disperse. You definitely shouldn't fight your way through, especially since you don't have a pistol at the moment and will have to fight four guards. It's better to remain unnoticed.

Attention! I recommend saving as often as possible by selecting the appropriate option in the pause menu or regularly using the “F5” key.

Approach the first guard carefully. You can kill him (left mouse button), but your best bet is to be stealthy and knock him out. Do this by pressing and holding LEFT CTRL (screenshot above). After you kill or knock out the guard, pick up the body and move it to the place you came from. I recommend developing the habit of hiding bodies in dimly lit areas, this will subsequently reduce the risk of triggering the alarm.

Return to the room with the guards. You can proceed in two ways. If you want to get rid of the guards, I advise you to start with the one heading into the next room (screenshot above). Only after you deal with him, switch to someone else. In both cases, I advise you to steal gold from the guards by pressing the "F" key (you need to sneak up on the "victim" from behind).

Another way is to avoid both guards without eliminating them. I recommend using columns if you decide to go this route. Since pillars do not provide maximum cover, position yourself as close to them as possible. In this case, looking out from behind the columns (buttons "Q" and "E") helps.

In the second room, where one of the guards usually stays, you will find two valuable items, namely Sokolov's Health Elixir and a pistol. Go to the next room, position yourself in the place marked in the above screenshot and climb up. To do this, you need to go to a wall or object that you can interact with and press “SPACEBAR” when the corresponding icon appears.

New Main Quest: Follow the transition to the Interrogation Room

When you get to the top floor, search the premises for gold, food (it is consumed on the spot, so you won't get anything if you haven't lost any health points), pistols (Corvo will only replenish his ammo) and two more Sokolov health potions. Approach the door leading to the footbridge. If you're still playing stealth, it's best to look through the keyhole (by pressing and holding the "F" key) to make sure you don't come face to face with the guard.

Open the door and look around for gold, then carefully approach the guard. Steal the passage key from him. I advise you to additionally neutralize it (the method depends on you), although you can just leave if you don’t want to touch anyone. To do this, you need to go through the gate to your left (screenshot above), using the key to open it (you can ignore the stairs on the right. All you will find there is a room with rats). This will take you to the Courtyard.

New Main Quest: Infiltrate the Interrogation Room

Pick up the gold and follow the narrow passage. Beware of the guard who will suddenly appear in front of you. Look around for the bag of gold and follow the aforementioned enemy. At your discretion, you can either neutralize the guard (screenshot above), or quietly bypass him and wait until he heads towards the crossing again. Regardless of the method you choose, go down the stairs (or jump down), pick up the gold and use the door to the interrogation room.

New Main Quest: Retrieve explosives

I advise you to first carefully examine the first interrogation room. Use the device shown in the screenshot above to obtain the first Sound Recording (audiogram) - Interrogation of the Royal Protector (bodyguard). In addition, you can also find gold and the duty officer's report.

Now go to another room. Here you will find gold and a book (Test of Ability). Finally, open the safe and take the timed explosives.

Installation of explosives

New Main Quest: Cross the Courtyard

Leave the interrogation room and notice that one of the guards has opened the door to the main prison yard (screenshot above). Head there and enter the [Prison Yard]. Go down the stairs, hide behind one of the columns and wait for the end of your opponents' conversation.

You may have noticed that one of the guards has remained standing to the right, while the other is patrolling the courtyard and making small stops here and there. If you want to avoid the guards, you must go to the right as shown in the screenshot above. This way you can easily reach the stairs. If you decide to go the other way, deal with the stationary guard first, and when you hide the body, switch to another one. There is nothing noteworthy in the courtyard except a small amount of gold, although one of the guards carries the key to the courtyard.

There are two ways to get to the next prison location. You can either go up the stairs mentioned earlier (screenshot above) or return to the starting point and use the Courtyard Key (stolen from the guard) to open the door located next to Corvo's former cell. In my opinion this is not necessary. Either way, you will be taken to the [Control Room Section].

New Main Quest: Enter the lobby leading to the door outside

The final prison area can be reached in two ways. The first option involves using pipes adjacent to the wall on the right in the room where you are currently located. Wait until the guards disperse and go to the right, hiding behind objects along the way (screenshot above). Find a place where you can climb by jumping from one pipe to another.

Climb onto the tallest pipe and head towards your current destination. Once in a new room, jump down somewhere safe (for example, onto the balcony on the left, which is periodically occupied by one of the guards) or onto the guard standing below, which is visible in the above screenshot, and execute him (by clicking the left mouse button right in front of landing).

The second option involves opening a gate that can be seen in the distance. In this case, I suggest first dealing with the guard patrolling the corridor. You just have to make sure that no one sees you (screenshot above). Traditionally, you need to drag an unconscious or killed guard to a dark place.

Now deal with the two guards in the side rooms. Start with the one closest to the starting point and only enter it when the guard's back is turned (screenshot above). Then look through the keyhole and at the right moment enter the next room to deal with the last of the guards.

After you've dealt with all the guards, it's best to explore the side rooms for gold, food, ammunition, and Sokolov's health potion. Then use the switch located in the second of the side rooms.

Attention! If you do not want to attack the guards, you should immediately use the door leading to the room with the switch, naturally, keeping in mind the movements of the enemies.

New Main Quest: Plant explosives

There are two characters between you and the wall on which you need to place the explosives. The first of them is located at the gate (screenshot above). If you are on the lower level, you will have to attack him and drag him to a dark place, being careful not to get caught by other enemies. If you are on top of the pipes, you can either jump down onto the guard or go around him along the pipes leading to the balcony on the left.

Another guard is patrolling the upper balcony and the area near the wall you are trying to approach. Regardless of your location (on the lower level or on the pipes), you can approach him from behind and neutralize him or try to bypass him. In the latter case, I advise you to pay attention to objects that you can hide behind, such as a box or trash can.

If possible, explore the surrounding area in search of food, ammunition and Sokolov's health potions. You can also use the switch to close the gate, which will make hiding with the guards somewhat easier after the explosion. The last thing to do is to plant explosives on the marked wall (by pressing the "F" button).

Release from Coldridge Prison

New Main Quest: Jump off the bridge

I recommend that immediately after installing the explosives, turn left and hide inside the box shown in the screenshot above. Theoretically, you can escape from the prison immediately after the explosion. However, it is better to wait until the guards who come here after the explosion search the room and leave.

Climb out through the hole in the wall and jump into the water. Don't be afraid of falling from a height. I advise you to pay attention to the guards on the right, patrolling the walls. You definitely don't want to be seen by them, as they have firearms and can attack you even from a long distance.

New Main Quest: Get to the sewers

It's better to stay underwater so as not to be noticed by the guards. Swim up to the wall occupied by enemies and turn towards the entrance to the sewer (screenshot above).

New Main Quest: Escape through the sewers

Before entering the sewers, make sure that the guards are not looking in your direction. This way you will avoid unnecessary anxiety. Use the narrow passage to get to a new location (you must confirm that you really want to go to this location by selecting the top right option).

Finding a supply chest in the sewers

New Main Quest: Find a supply chest in the sewers


Start exploring the [Dunwall Sewers] by opening the nearby gate. Once you reach the blocked passage, pick up food and a note from a friend, and then climb up using the nearby boxes. Your destination is the section located directly below the ceiling. Head straight there for a very entertaining scene involving a guard and a small pack of rats.

Follow the narrow passage until you reach a place where you can jump down to the lower level. Go straight and you will find yourself in a wide tunnel. Don't approach the rats on the right or they will attack, there is also no point in wasting ammo on them as you won't achieve anything. I recommend immediately jumping into the water and swimming with the current to the half-submerged tunnel shown in the screenshot above.

After you swim through the tunnel, exit the water and take gold And Damien's journal. Climb the ladder and approach the body hanging on the turning mechanism. Remove the body (just drop it anywhere) and use the gate. Press and hold the "F" key until a new passage opens.

Continue exploring the sewers and keep your eyes open for food that comes your way. You should reach a very large room with rats. Here you have to solve a simple problem. First, climb onto the central platform with the bodies (screenshot above). You'll need to avoid the aforementioned rats during this process, so try to jump from one large object to another, and only use the floor to reach the main platform.

Approach one of the bodies, pick it up (press and hold the "F" button) and throw it (left mouse button) so that it lands on the floor. This should attract the attention of the rats, giving you enough time to get to the other turning mechanism and use it.

Note - If the rats still attack you, try throwing another body further away from the gate. If you still run out of bodies, wait for the guards to drop more.

Press and hold the "F" button until the mechanism rotates completely and go through the opened passage. Once you are in the wide tunnel, turn right and go up the stairs. Look around for gold And food. Approach the chain and press "F" to grab onto it. Climb it and press Spacebar when you reach the top platform to jump down onto it.

In front of you is a large room and while exploring it, pay attention to two traps that are activated when vertically stretched strings (ropes) are touched. Start by exploring the area near where you spawn, as well as the lower level (ignore the stairs on the left and the hallway on the right for now) in search of food And gold. It is also worth jumping into the water and examining the corpse floating there. Now return to the starting point and turn your attention to the upper balcony shown in the screenshot above. Head to the balcony and press Spacebar to climb onto it.

Jump over the large pipe in front of you to get to where the trigger is, connected to one of the traps (screenshot above). Use the mechanism to disarm it and get incendiary bolt.

Jump over the pipe again and go to the end along the walkway with the painted skull (screenshot above). After you reach the end of the catwalk, jump over the parapet. Look around for Sokolov's health potions And gold. You can also disarm the second trigger and get another one incendiary bolt.

Now return to the starting point. When both triggers are disabled, you can easily cut the string on your way (the “F” button), since nothing will harm you now. Now use the ladder you missed earlier and ignore the other vertical string. Explore the new area carefully and you will find gold. Finally, go to the supply chest shown in the screenshot above.

Read note for the Lord Protector and take special equipment, namely crossbow Corvo, Corvo folding sword And Dunwall sewer gate key.

Finding an exit from the sewer

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

If you want, you can change something in your equipment, you need to press and hold the middle mouse button (I recommend combining a sword and a crossbow with sleep bolts). Or immediately use the key from the chest to open the nearest gate. It is better to bypass the new trap by following the game prompt, which advises you to run (“SHIFT”) and slide from below (by pressing the “C” key - screenshot above). After that, pick it up incendiary bolt from the trigger mechanism on the right.

Stay where you escaped the last trap. Look around for food And notes(Jelly's share). Read the note and explore the area to find the numbers 451 painted behind the empty bottles. Now go to the safe shown in the screenshot above and enter the combination that opens it. Inside you will find gold And Sokolov's health potion.

Now you can continue on your way (just climb higher). When you get to the next area, I advise you to tread carefully, as you have approached the only place in the sewers where there are guards. Explore the surrounding area for food, health replenishment And Sokolov's health potions. Now you need to decide whether you want to jump into the main hole or into the hole on the side to get closer to the edge (screenshot above).

As usual, wait until the guards disperse. As a result, there should only be one guard left below, and you can do one of three things. If you don't mind eliminating your opponents, jump down on the guard and perform the execution (left mouse button right before landing). If you want to put him to sleep, jump right behind him (screenshot above), press and hold left "Ctrl". If you decide to bypass him, wait until he goes to the right and quickly explore the rest of the sewer.

The good news is that you can easily avoid all the other enemies patrolling the sewers. You can go over their heads through the pipes from above (in the screenshot above), or use the underwater tunnel system. In the first case, you will have to turn left immediately upon reaching the next area. If you, however, want to show off your diving skills, just remember to regularly surface under the metal walkways, which will guarantee your invisibility.

You can also eliminate the three guards, but due to poor lighting this can be cumbersome. I recommend waiting until the two guards stop at the two parapets shown in the screenshot above. After you get rid of them, deal with the rest. Since it often changes its location, it is better to get to it by swimming.

If you have eliminated all the guards, you should spend some time searching gold, food And Sokolov's health potions(on the side balcony connected to a stone ledge, which you first need to reach by swimming). Otherwise, you should immediately head towards the passage leading to the next part of the sewer (screenshot above).

Go down the almost straight path. Along the way, you should look into one of the trash cans, where you will find I'm going And gold. You need to get to the exit from the Dunwall sewers shown in the screenshot above.

New Main Quest: Talk to the boatman Samuel

Approach Samuel and start a dialogue with him. At the end of the acquaintance, you need to decide whether you want to leave the area immediately (top right dialogue item), or whether you want to stay here (middle dialogue item). In the latter case, you may want to explore the nearby waters for additional trophies. I, however, do not recommend doing this. There are a lot of piranhas in these waters and you will have to kill them from land or lose a lot of health points. Sailing with Samuel means completing the mission.

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