Dishonored: The Knife of Dunwall DLC Guide
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Get help with The Knife of Dunwall — the first story DLC for Dishonored here on our walkthrough. More than just a collection of challenges like that Dunwall City Trials add-on; this time you’ll play as the master assassin Daud, one of Corvo’s target’s in the main campaign.
Here, we’ll show you how to complete each mission the smart way. Learn where to find useful items and how to take down every target. Keep scrolling to get advice from Game Front’s assassination experts.
If you’re still looking for some solid help getting through the vanilla story of Dunwall, browse over to Game Front’s full Dishonored video game guide, or jump into all our extras and secrets on the Dishonored cheats list.
Part 1: Prologue
To begin Dishonored’s The Knife of Dunwall DLC, from the main menu, starting by clicking on Missions*. Afterward, go to the Downloadable Content tab. This will put you in The Knife of Dunwall menu. From here, click on New Game, choose your difficulty, then let’s get this stealthy party started.
After the introduction, you’re thrust into the shoes of Daud, blinking across rooftops to the fateful day that Corvo could not save the Empress. Those initial moments from the main campaign will be played back but from Daud’s perspective as he guides the final blow of his knife into the stomach of the Empress.
The world will warp as soon as the Empress is killed. After the screen goes white, you’ll be standing above the body of the dead Empress, turn around and watch cobble stones make a path for you as various parts of the castle float and take shape around you.
Once you’re in control, follow the floating cobble stone path. A tutorial will appear on how to use the power, blink. Time will freeze when using it by holding the “Right Mouse Button”. However, you cannot use any movement keys doing so, including “Space” to jump.
When you get to the very edge of the platform, blink to the broken off, grassy, courtyard area with tables, chairs and painting. Move past the pointed rocks, then blink onto the wagon floating in the air. Next, blink to the open doorway across the chasm.
Exit through to the other side, then blink to the next platform with the lone rose bush. Head for the stairs just ahead with the doorway glowing in white. Head toward the light, and The Outsider will have a word with you.
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Part 2: Rothwild Slaughterhouse (Outside)
Before the mission begins, you’ll be able to upgrade your weapons, purchase equipment and use favors that will help out during the mission. If you have the money I’d definitely recommend grabbing all the favors since they’re actually not too bad of a price. Equip to your playstyle as well. Use sleep darts for the more pacifist route or grab the lethal equipment if you’re going to kill everyone. Personally, I’m going stealth.
Once you’re finished tinkering with your purchases, the mission begins immediately. You’ll be under shadow between two brick buildings on a metal walkway. Run up to the end of the ledge to meet one of your crew. She’ll give you a RUNE as the conversation wanes.
The road that heads right, will lead to a wall of light. That’s the direction that you need to go. Head that way, but stick to the vents and walkways up above. You’ll also be notified of a power you can use, Void Gaze. You’ll be able to see Bone Charms and Runes, and on higher levels, security devices, ammo, coins, keys, as well as living beings.
The apartment building on the right can be accessed by jumping down to the vent that’s hugging the building on the right. You’ll need to blink to the one story building across, face the apartment building, then blink to either the first, second or third floor. There will be guards patrolling the building. Also, take notice of the metal walkway that connects the third floor of the apartment building to the one across the street. There’s a guard that patrols there as well.
The BONE CHARM near the apartment building can be found on the other side of said building. Move along the rooftops on the apartment side. You’ll see graffiti on a brick wall that says, “Send Us Food, Not Bullets”. Follow the rooftop until you see an alleyway with a bright spotlight below, along with some wrapped up dead bodies.
Drop down to the alleyway, move to the street, but watch out for the electrical tower. There will be some wire that leads to the room inside. Dispatch the guard, then head into the room, past the “Greaves Lighting Oil” poster to grab a BONE CHARM .
Head up to the top floor of the building you just entered, then head toward the metal walkway. The wall of light is up ahead. Use the rooftops on the right side to get in closer to the wall. When you emerge from the shadows, the wall of light will be on your left.
The main entrance will be highlighted a short distance away, across the barbed wire wall. Hug the building on the left side staying parallel with the wall. Walk across the vents, jump on top of the metal walkway on the left, then enter the third floor room ahead that’s painted in red. Loot the room, then hop out of the window near the stove.
You’ll now be on the rooftop overlooking Slaughterhouse Row. To get your bearings, head to the edge of the rooftop with the dual silos in front of you. To the left is the waterfront with a control panel near the water that will open the sewer. Just ahead of you, past the cylindrical towers on stilts, are two shacks. The one on the right houses blueprints, and a key you’ll need later. Looking right, there’s a platform you can access above the main entrance to grab a RUNE . Your partner that decided to tag along will have a conversation with you up here.
And just below you, on dirt level is a prison cell that houses two workers. You’ll need to talk to them in a bit.
On the rooftop, to save some time later, look down and find the whale oil canister that powers the wall of light. Remove it, then blink on top of one of the rusted towers. Look down below and head for the shack on the left. You can enter through the rooftop where there are gaps. Drop down, while watching out for the guards, then remove the whale oil canister that powers the electrical tower.
Near that electrical tower is a control panel. Pull the lever and the gates to the sewer will open. Use Void Gaze to locate the BONE CHARM. Now take a swim to head under the docks. You can bring a dead body with you to distract the rats, or you can use blink, grab the BONE CHARM , then blink out.
Once you’ve gathered the BONE CHARM, head toward the main entrance by using the rooftops of the two shacks as a path. To get in, you’ll need a card. From here, look in the direction of the window you used to get across the wall. In the distance you’ll see workers behind bars. Head there, dispatch the guard who continues to talk to them, then talk to the workers.
They want to leave and the key is in one of the shacks (or breakroom as he puts it). It’s the one closest to the main entrance. Grab they key as well as the blueprint on the table, then head back to the workers. They’ll ask for another favor, to disable the wall of light. Since you’ve already turned it off, tell them the wall isn’t powered any longer. They’ll give you a time card to punch in, to get through to the main entrance. Head inside.
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Part 3: The Rothwild Slaughterhouse
Upon entering, you’ll be in an entrance way. Check out the metal doors ahead. Look through the keyhole to get your bearings. You’ll see enemies, plus a new one, the butchers. Once they’re finished talking, open the doors, then hide behind the box immediately to the left.
Take note of the cargo container on tracks on the right side. It contains wooden boxes. It’s best to get some height, so blink on top of the container, then the metal walkway above it. Turning on Void Gaze will also reveal a rune high above this room.
On the walkway, head toward the sign that says “Rothwild Whale Slaughterhouse”. There will be an open crate ahead, that Billie Lurk will investigate as you get near. Take note of this specific crate for later on, in this level. Continue up, by heading behind the billboard. Use the crates, an ample amount of walkways, and beams to elevate.
When you get near the top, you’ll need to get atop the vent shaft that spans across the entire room. There’s a body in a small alcove that houses the RUNE . After grabbing it, move along the vent shaft high above to the next room. Blink to the small gap above that links the two rooms, and Lurk will mention an interrogation room in the meat locker.
Peer down and you’ll see a gigantic, intricate pulley system. Below that is a whale carcass. You can move down slowly using blink to descend. When you get closer to the whale carcass, there will be two butchers patrolling the area. Take them out stealthily, then grab the BONE CHARM right next to the whale carcass. Head toward the part of the room with a narrow metal walkway above.
Head underneath the walkway, into the next room (Meat Packing & Shipping) past the conveyor belt. When you enter the room, there are two garbage chutes on the left. Hop in, enter the small tunnel, then grab the RUNE by the sewer grate. Now head back out the way you came. Hop onto the metal walkway in front of the whale carcass, then head into the room labeled “Canteen”. There’s a guard patrolling the area that hangs out by a ledge, so take him out.
Below the Canteen room is a BONE CHARM. Head out to the ledge, then drop down onto the hallway. Enter the double doors under the ledge (The Killing Floor). Loot the place then use Void Gaze to pinpoint the BONE CHARM . It’s above one of the dirty bathroom stalls.
Head back to the Canteen. Move over the ledge again, but this time move down the hallway using the pipes hugging the wall, toward the small walkway connecting two rooms. When you hop on the walkway, you’ll be in the Slaughterhouse Offices. To the left is the control room, which overlooks a dying whale. To the right is Rothwild in the flesh.
There’s a room next to the control room, a lavish office. There’s a BONE CHARM inside the safe, which is accessible if you grabbed the safe code favor at the start of the mission. Leave the office, through the door, in the direction of the dying whale.
There’s a staircase that leads down from the mouth of the whale. Blink down to grab the RUNE by the table, then blink back up to the office. Head toward the metal walkway, then confront Rothwild as he’s talking to Abigail Ames. A cut-scene will begin. From here you can grab Rothwild or kill him and get info from Abigail.
When it ends, Rothwild will run away. Follow him until he gets to the blue doors. He’ll alert guards, but he’ll eventually come back up the stairs. Wait for the guards to go back to their usual patrol patterns, then nab Rothwild by carrying him. Remember the area with the two garbage chutes, where one of the runes was grabbed? Head there.
Once you enter the area again, look for the room marked “Meat Locker”. Enter it, then head to the Interrogation Room. Place Rothwild in the chair. Lurk will make sure you’re not disturbed.
Keep using the lever until you get the information you need. You’ll then get a choice on how to get rid of Rothwild. Let’s go for low chaos. Grab his body, then head out of the door with the window on the left side. Look through the keyhole and wait for the two enemies to stop having their conversation in front of the conveyor belt. They’ll move left. Take this opportunity to head right and follow the hallway.
This will lead back down to the room holding the cargo container with the wooden crates. Guess where we’re placing the body? Yup, the empty crate above the container. Once Rothwild is inside, leave through the main entrance.
From here, back outside, back track all the way to that alley with the spotlight. Lurk will be captured by overseers. Take out the overseers, then meet up with Lurk on the rooftops. Follow her until you both get back to the insertion point. Talk to Lurk to head to the next mission.
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Part 4: The Legal District
Before the mission begins, stock up on whatever you need, upgrade anything you want, and grab some favors, especially the RUNE drop-off before you head out. When the mission proper starts, you’ll be in a sewer with Lurk choking out an enemy.
Lurk lets you know that Thalia will be waiting for you in Treaver’s Close, which is identifiable by three whitewashed skulls. Leave the sewer into the open air. Follow the path past the spotlight, then head up the stone stairway. Blink up to the makeshift canopy before you reach the stairs with the wooden boxes at the top. This will give you a height advantage and a good place to survey your surroundings.
When you get a better view of the area, there will be an elevated tram above, an outpost just in front of you, and turning left down the street, a wall of light that needs to be disabled. Going straight ahead on the street past the wall of light on the left, will lead to a metal wall, but you’ll be close to the rune that has been left for you.
Before focusing on the wall of light, head toward the direction of the rune. Use the rooftops to hide yourself as you make your way across. There’s a protrusion on the wall facing seaside. Blink there, then hop down to grab the RUNE .
As you make your way back up, hide behind the boxes that face the wall of light. You can rewire the wall inside the metal outpost if you have a tool. If you don’t, the only thing to do is to turn it off. Opposite the outpost are a stack of crates you can hide behind. The panel is right next to these boxes. Maneuver your way by blinking to the panel that powers the wall of light. Remove the oil, then time your blink to get through the wall of light without being seen.
Head toward the tree where the spotlight is pointing. Head up the stairs. When you reach the top, move under the canopy toward Treaver’s Close. You’ll see Thalia getting harassed by hatters. Take out the lone hatter, then his crew of two when they arrive. When they’ve been disposed of, talk to Thalia. She’ll talk a bit about Delilah, but her main goal for you, is to get rid of her uncle. When the conversation is over, blink to the ledge over the whitewashed skulls.
Head up the rooftop into the window. Careful of the tripwire. When you enter the room, loot the place, then exit from the other side. There’s a tripwire there too. Move down into the alleyway as you pass by the random tub on wooden planks. There’s a three story apartment building to the right that the hatters occupy.
Take them out one by one. The key to get into the Legal District is on the second floor on top of the stove. After grabbing the key, head to the third floor. There’s a window that overlooks a long vent shaft below. Climb down, then drop to the balcony. The room inside houses a lot of loot and a BONE CHARM . Head back up the way you came from.
When you enter through the window, to get back inside, head through the double doors on the left. It will lead to a balcony. Turning on Void Gaze, you’ll see a BONE CHARM directly ahead, but slightly elevated. Blink to the building across the street, then continue blinking up, using the vent shaft high above to reach a metal balcony. Open the door, to grab the BONE CHARM .
Now follow the marker to the entrance to the Legal District. Looking off in the distance, to the road that leads to the district, there’s a crane that’s seaside. Climb down the chain, blink across the water into a room that houses a RUNE . Head back up down the road to the Legal District entrance.
Take out both guards there, then get ready for an area transition.
When you enter the area, Daud will ask Lurk to scout ahead to find out where Timsh is. She’ll also let you know about an equipment stash on a rooftop nearby. Head down the road to the spotlight. Jump on the crates, then blink to the balcony that’s above the spotlight. Enter the door, then grab the BONE CHARM on the chair. While, you’re at it, take out Roland on the first floor.
Head back up to the second floor, then emerge from the balcony. Down below, you’ll see a wall of light. Blink on top of the rooftop to the left of the wall of light. The fancy balcony next to the wall of light contains the power source. Take it out so you won’t have to deal with it.
Blink back to the rooftop you were on, then follow the upward incline to the window into an apartment. Grab the RUNE behind the painting, plus the key to Apartment 10 on the mattress next to the book. Next, head for the “Outpost” on top of the rooftop nearby. It’s behind the Hound Pits billboard.
When you get there, loot the equipment, check out the maps, and grab the key to the Timsh basement. Okay, so from here, let’s get acquainted with the rest of the map. Up ahead, as you face forward, is the Timsh residence. To the left is Apartment 10, which can be accessed by a series of balconies via the apartment that contained the rune behind the painting.
To the right, down below, underneath the stairways is a long alley, where a BONE CHARM can be found. The door that goes with the key to the Timsh basement can be found behind the Timsh residence. Also, once you make your way to Apartment 10, grab the RUNE there along with a shrine. The balcony outside of Apartment 10 is convenient because you can access the fourth floor of the Timsh estate here. He’s also on that floor.
So there are options here. Take out Timsh on the fourth floor, to grab his key, as well as get access to the basement using the key, to stuff a rotten bag in the air circulator. It’s best to take out Timsh first, then work your way down. You can also access a dumb waiter from the basement, which leads to each of the four floors.
The fourth floor also has Delilah there, but she’s essentially a talking statue. Talk to her, after taking out the guards in the room, then grab the RUNE in the room where Delilah is.
Take out the guards on the third floor. It’s an office that has a hallway on the perimeter. Inside the office is a chest where a RUNE is. This chest can be opened after grabbing Timsh’s key.
The last thing you need before messing with the air vents is Timsh’s mother’s will and testament. It’s on the first floor in a room right in front of the stairs that lead down. The piece of paper will be in a chest. Once you grab that, head back down to the basement, then use the air vent.
As this happens, head back up to the fourth floor, then blink to Apartment 10. If you want to wait a bit, hang out by the balcony and look down at the front entrance of the residence to see Timsh get arrested. Head back inside Apartment 10, then access the door that leads back to the Waterfront.
Follow Lurk across the rooftops. You’ll be back at the start with the first wall of light that you came across. Thalia will be near the sewer entrance where you emerged from. When you get past the wall of light, head back to the protrusion on the stone wall facing the water. Jump in the water, then swim toward Thalia.
Chat her up, then head back the way you came. Lurk will have a conversation with you. Tell her when you’re ready to go to end the mission.
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Part 5: The Surge
The Overseers have taken over Daud’s base. This level is reused from Dishonored’s campaign, but of course the objectives are different. You begin in a sewer that’s illuminated in a green glow. Open the gate, and Lurk will immediately meet up with you and tell you about the situation. Collect some gear on the blue tarp, then follow the room to the dangling chain above.
The building that you’re in, Daud’s Headquarters, consists of the basement and five more floors up above. You’ll quickly notice that Hume, your target, is on the top most floor of the building you’re occupying. Even though he’s close, we’ll save him for last. In the meantime, we’ll release your captured assassins that are scattered about the level. There are four in total.
To get your bearings on the level, climb up the chain to the third floor, then look out the window. You’ll see another building up ahead with the walls in shambles. There’s a BONE CHARM up ahead, stored in cabinet that needs to be opened along with one of your assassin’s on the top floor. We’ll call this South.
To your back, which we’ll call North, is a set of buildings that uses a makeshift system of rusty, metal ramps to get around. Northwest and Southwest are alleyways, on the ground floor, where two assassins are being held. One in each area. Lastly, heading east inside Daud’s HQ, on the fourth floor, is the fourth assassin that needs to be released. Runes and Bone Charms will be located as we go along.
It should also be noted that there are a lot of enemies here, but the ones that you really need to focus on taking care of first are the ones holding the instruments that take away your powers.
So since, we’re in Daud’s HQ first, let’s head to the fourth floor to get the first assasssin released. When you reach the fourth floor via chain, there’s a long stretch of hallway with multiple enemies patrolling the area. There are desks and bookshelves on the right side.
The three overseers will patrol in a way that you can grab them one by one. Once they’ve been dispatched, head down the hall, where the bright spotlight is illuminating the assassin. There are three enemies here guarding the assassin, including one that can disable your powers. Summon an assassin for help, then when they are neutralized, untie the binds to free the assassin. That’s one. Don’t forget to grab the BONE CHARM in the room.
Next up, head for the northside where the rusty system of ramps are, that interconnect the buildings. On the fourth floor you can slip out the window. Blink to the top most room with one of the brick walls missing, then blink to its highest point to get a view of your surroundings. Hang out here for a while, as you methodically take out the enemies one by one. Watch their patterns, then strike when they’re alone.
Looking out on the West side, there’s a BONE CHARM on one of the platforms that juts out like a plank with a dead assassin. Facing north, there’s a RUNE on a table surrounded by a set of stairs that wrap around the room.
Take the stairs up from this room and follow the path Northwest as you follow the ramps to another room. This room leads to a door with a balcony overhanging the Northwest alleyway. From here you can see your fellow assassin being held. Save him, then untie his binds. That’s two.
Head Southwest using the rooftops. In the Southwest alleyway there will be two enemies guarding another assassin under a bright spotlight next to a pillar. Take them out how you see fit, then free another of your crew. That’s three.
Now head back to the third floor of Daud’s HQ. It’s time to free the last assassin that’s on top of the adjacent building to the South. From the window, blink to the cabinet to grab the BONE CHARM , then blink back to the window where you just blinked from. You’ll see parts of the wall on the left side, broken. In quick succession, blink on top of the broken wall, quickly blink to the fourth floor, then to a platform above the enemies right next to a fireplace.
You can hide here on this top most floor of the building adjacent to Daud’s HQ. Take out the enemies, then free the fourth and final assassin. So from here, it’s time to take out Hume. Staying on this floor, you’ll notice there’s a balcony as you face north, to Daud’s HQ. This leads to the top most floor. However, there’s a hole on the wall above the balcony that’s better suited to sneak in from.
Moving through this hole will lead to a metal walkway. Below it, is Daud’s office where Hume is kindly standing still. There are enemies that patrol this room, even walking across this metal walkway just to be thorough. Take them out one by one until all are dead or unconscious. After the coast is clear and Hume is the only one left, take him out, then grab the RUNE in the room.
The last thing to do now is to head North to the series of buildings where the metal ramps are, and meet up with your fellow assassins that you just freed. They’re right in the center. A cut-scene will ensue and Lurk will ask whether you want to capture them or kill them all. Make your choice.
Afterward, Delilah will appear and Lurk will come forth saying she was the one that gave information about the whereabouts of the hidden base. From here you can kill Lurk or spare her. It ends on a cliffhanger with the Brigmore Witches making their presence known. Congratulations! You just beat Dishonored’s DLC, The Knife of Dunwall!
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