Dishonored Walkthrough
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Welcome to the Dishonored walkthrough, where we’ll help you assassinate your way through the city of Dunwall and exact your revenge.
Our complete guide contains tips for playing through each mission, as well as the locations of collectibles like runes, bone charms, Solokov paintings, blueprint locations and Outsider shrines. We’ll also advise you on stealth tactics, combat, and more using Corvo’s vast array of special gadgets and supernatural abilities.
If you need additional help playing without alerting or killing anyone, check out our Dishonored stealth guide.
PC gamers: our .ini file tweaks page will help you set custom FOV in Dishonored, enhance shadows, disable intro movies and more.
For a giant compendium of secrets and unlocks, try our Dishonored cheats page.
Dishonored First Look [Live] with Mitch
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Chapter 1: Dunwall Tower
The journey begins as Corvo is heading back home on a boat with two city guards. Listen to the dialogue and take in the scenery on the Wrenhaven River as the boat gets closer to Dunwall Tower.
When the boat reaches the dock, you’ll be in control of Corvo. Use the familiar W, S, A, and D keys to move as well as the mouse to look around. Walk across the short metal walkway.
Exit the wide doorway toward bridge in-between the two guards leaning on each pillared planter. As soon as you cross the bridge, you’ll see Emily, the Empress’ daughter. She asks about whales.
She asks you to play hide and seek before you meet the Empress. You can say yes or no, but for completion purposes, we’ll say yes. From here you can press “Left Shift” to sprint. Follow Emily down the stone steps and when you reach her, she’ll start the game.
You can now enter “Stealth Mode” by pressing “C”. I hid up the stairs to the left. You can hide anywhere you like. She’ll be befuddled and give up telling you to come out.
Run back down to her and follow her up the stone steps, back up to the courtyard. Emily will stop by a man painting Campbell, who is draped in a red coat.
Continue to follow Emily to the gazebo where the Empress is located. You’ll hear about how the citizens in the city are burdened by a plague. After a brief chat with the Spymaster, walk up to the Empress, then press “F” to talk to her. Corvo will give her a letter.
The Empress talks about a blockade. She then notices that the guards have disappeared. You now need to protect the Empress. To attack with the sword, press the “Left Mouse Button” and to use the pistol, press the “Right Mouse Button”. Also to block, press “Left CTRL”. If you time your blocks right, meaning, by pressing it as you get attacked, you can perform a counter.
You’ll face a handful of masked enemies and things look to settle down. Unfortunately, you’ll be put in some kind of stasis as you watch the Empress get murdered and Emily get taken away, right in front of you.
You’ve just been framed. You’re then knocked out, as you wake up in an interrogation room.
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Coldridge Prison
As Corvo wakes up in the dank prison cell, one of the guards tells Corvo that there’s food for him. Walk over to the tray, then press “F” to eat. After eating the piece of bread, you’ll notice that there’s a note and a key. Someone’s looking out for you.
Use the key to open your cell and immediately grab the City Watch sword in front of you on the table. Head for the gate where the guards are talking. One of them will have his back turned to you by the doorway. As you approach you can do two things. To kill him press the “Right Mouse Button”. To do a non-lethal takedown, press and hold “Left CTRL”.
Keep in mind that using stealth as well as the non-lethal approach will affect the final outcome of the game in the long run. In the short run, there will be fewer rats, weepers and people will react more favorably. Taken straight from the tutorial.
Make your choice and take out the guard however you wish. You can press “F” to loot his body. To carry his body and move him somewhere from prying eyes, hold “F”.
Check out the guards’ patrols in the room. One will turn his back while the other walks away and comes back. Time your takedowns, then follow the white arrow to the next room. To the left, you’ll see a red-tinted “Health Elixir” underneath a sword and pistol rack. Grab the pistol. To use a potion, press “R”.
Head through the doorway passing by the “Whale Oil Tax” sheet hanging on the wall. You’ll notice the ledge ahead has been marked red. You can climb this. Simply hold “Space” to climb up these ledges.
When you reach the top, grab the two elixirs. One on the shelf directly in front of you, and another, under another weapon rack. Grab some gold coins while you’re at it. Some next to the elixirs and another on top of a control panel.
Head for the door. Hold “F” to look through the keyhole. You’ll see a guard run from left to right. It’s now safe to open the door. After exiting the door, head left to the sign that says “Yard”. You’ll need to access this room. Unfortunately, you don’t have a key. Once you access the locked door however, a white arrow will appear, revealing a guard who houses the key.
Take him out when you get close, then nab the key from him. Head back up to the Yard gate, then sneak down the walkway. When you reach the end of the walkway, head down the stairs on the left, then open the door to the interrogation room. You can’t miss it. It’s inbetween the fancy red drapes, not to mention a huge bust above.
Once in the room, grab the explosives in the back. They are located inside a safe. Exit out the way you came. You’ll notice a guard open a gate down to the Yard. As you head down the steps, you’ll be notified that you can lean, left or right, to survey the surroundings, but keep concealment. Do this by pressing “Q” or “E”.
There will be two guards in the yard. If you notice, there are many objects you can use to conceal yourself as you make it toward the staircase across the yard. Take out the guards if you like, or not. Once you’re done, head for the stairs toward the “Control Room Hallway”.
When you reach the top of the stairs, on the left is a guard inside a room with glass windows, and another guard is making his paces up and down the long stretch of hallway. Careful of the guard inside the room. Wait for him to face away from you, then head right behind the barriers. Don’t worry about the guard behind the bars. He won’t notice you, at least not in this case.
Also, take note of the red pipes on the right hand side. When you reach the second barrier, you can climb the ledge (right where the red light is), then the pipes, so you can simply climb over the closed gate ahead.
As you pass over the gate, two guards will be in this room, but you’re high above. You can take out enemies by dropping on them, only this time, you’ll need to drop, then press the “Right Mouse Button” right before you land. After taking out both of the guards, head to the desk with lamp. Opposite that is a shelf where an elixir, and ammo await. Now plant the bomb on the door. If you’re curious, the lever opens the gate behind you.
Step away from the bomb, then when the doors are busted open, run through. The gate in front will raise up. Jump down into the water. Head toward the white marker. As you emerge from the water, enter the gate to the sewer and continue down the corridor to the blue sewer gate.
You’ll now be in the Dunwall Sewers. Follow the path ahead, following the pipes on the right, then open the door.
Read the note on the crate marked “XII”, then climb the boxes to make it over the locked door. A stash of hidden weapons will be coming up soon.
Sneak along the path above as you crouch along the metal bars. Head toward the red light ahead. Looking down, a set of double doors are down a below. A large group of rats will open the door and immediately attack the guards until they are pretty much dust.
Continue through the narrow walkway and drop down. Head for the doorway. You’ll reach a tunnel and you’ll see another group of rats scurry along, from left to right. Follow them, but don’t get too close or they’ll attack you. Keep moving down the tunnel, then drop into the water where the archway is submerged.
Swim under, then ascend to the next area. If you notice, there’s a dead couple across a wooden plank, in a lover’s embrace. Read the journal next to them, “Damien’s Journal”. It will be saved in your journal.
Head up the stairs and you’ll see a huge crank wheel with a corpse hanging from it. Move the corpse, then turn the wheel to open the red gate ahead. Head through the gate.
Walk up the wooden ramp, then continue underneath the drainage pipe. You’ll enter a larger room with a pipe up top, that apparently disposes of bodies. A group of rats will also be here, next to a wheel you need to crank.
Grab a body to entice the rats into devouring it, but make sure it’s away from the wheel. This will give you time to turn it. After the gate is open, head through, then make a right. You’ll hear an announcement about Corvo.
Head right up the stairs, past the foliage. There’s a chain that’s hanging down. Press “F” on the chain to climb it. When you reach the top, press “Space” to jump across. On the right hand side, you’ll notice a hallway, but it’s booby trapped. You can trigger the wire. I actually got hurt doing it, but you’re not hurt much. Grab the stuff inside.
Now head back out and make a right, but not up the stairway. Walk along the metal beam, onto the drainage pipe, then over the hand rail. You’ll see a pile of dead bodies near a suitcase, the hidden stash. Open it for a key, a new blade and a crossbow.
You can now access the “Quick Access Wheel” by pressing the “Middle Mouse Button”. Alternatively you can also set each item in the wheel to the 1 – 0 slots on the keyboard.
Now open the door with the key as you head for Samuel. You’ll encounter a tripwire. You can slide underneath by sprinting, then pressing “C” to slide. Walk across the wooden planks, then make a left. Hop over the box, then over the brick wall.
When you reach the top, grab the elixir ahead. You’ll see enemies below. Drop down to the next level, then drop down on the rock. Take out the enemy below as you drop.
Follow the path ahead that turns left. Walk over the wooden planks, then along the rocks to the pipes. You can sneak past the enemies using this path or if you want, you can kill them.
Drop down, then head for the tunnel with the bright shining, white light ahead. Keep following it. Above you’ll see a sort of tram. Keep moving through the foliage. You’ll soon see daylight with Samuel down below with a boat.
Talk to him and he’ll take you to meet the people who freed you.
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The Hound Pits Pub
Samuel escorts you to the entrance of the Hound Pits Pub. Open the door, then follow the arrow to talk to Lord Pendleton and Admiral Havlock. After the conversation, they’ll point you toward Piero, the person who will craft your gear. Meet him in the workshop right next to the dock.
When you get near, he’ll initiate a conversation. He’s almost done working on your mask as you enter. Soon enough the machine he’s working on has a malfunction. The tank of whale oil ejects itself. Head upstairs and grab another tank of whale oil, then insert it into the machine.
Piero will fit you with the mask. Afterward, you can enter his shop to purchase bolts, bullets, traps, grenades and re-wiring tools. After purchasing your things, Piero will say that you’re probably going to need some rest. You can immediately rest, or explore the area some before resting. If you explore, you’ll need to head upstairs from the Hound Pits Pub, then activate the bed to sleep.
When you wake up, something isn’t right. Things feel otherworldly. Leave your chambers and walk outside up the stairs. Continue to the path that leads up. You’ll meet the Outsider who will grant you his mark, giving you your first initial power, Blink.
From here, you’ll need to blink from platform to platform. Hold the “Right Mouse Button” and you’ll see a pillar of light indicating where you’ll blink to. When you’ve aimed it, let go of the button and Corvo will dash his way over. Keep doing this until you reach the Outsider once again. Along the way you’ll see the Empress and Emily as well as some chests to open, among other things.
When you reach the Outsider, he’ll give you Heart. This is used to find Runes (gain you new powers) and Bone Charms (passive abilities or other bonuses) in the game. Once equipped they will be shown in the game. Your task here is to find the rune.
Follow the path ahead as you’re lead to the rune’s waypoint. When you reach the tower, drop through the windows, then a floating piece of concrete below. The rune will be placed in a shrine ahead. You can’t miss it.
From here you can choose your next power using the rune. I suggest taking Dark Vision so you can see living beings through walls as well as their cone of vision, but ultimately, it’s up to you. The Outsider will then take you back to the real world.
You wake up from your bed. As an optional task, you can find a rune hidden in the area. Whip out the heart, then head outside. The rune is past the dock. You’ll need to swim or blink to get there. It’s located on a rock near the surface of the water.
After grabbing the rune, head back to Admiral Havlock. He’ll give you an assignment. He wants you to assassinate High Overseer Campbell and grab his private journal. He also asks you to free Martin.
Head toward the dock and Callista will ask you to save her uncle, Geoff Curnow. Campbell plans to poison him. After that conversation, head down to the dock to talk to Samuel. He’ll suggest you visit Piero to equip yourself for the mission.
Once you’re done, head down to the dock and Samuel will take you on a boat ride, thus beginning your mission to assassinate High Overseer Campbell.
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Assassinate High Overseer Campbell
Samuel drops you off in the Distillery District right next to a drainage pipe, along the beach. He mentions the walls of light. Walls that basically vaporize anyone who cross them.
Move toward the bridge you see above, as soon as you’re in control. You’ll see two city guards dumping bodies from the bridge. Below is a lone guard watching the activities. Keep note of the tower on the right hand side of the bridge.
Up ahead, take out the guard directly in front of you, hide his body, then cross under the bridge. Head toward the tower mentioned. Move around the backside of it, then climb the chain. Hop over to the ledge and you’ll see a dead man’s camp site. Grab your first BONE CHARM (1 out of 5) here.
Now head back down, but don’t head toward the white marker to the wall of light just yet. We’ll do some optional side quests to net more runes. Use the wall of light marker to pretend it’s facing North. Head East to reach Granny Rags.
(Optional) Granny Rags
Head east and soon, you’ll see a woman on a balcony throwing out garbage onto the street. Use the wooden ramp to reach the balcony she was on. Enter her house, then head downstairs. Don’t talk to her yet. Open the door right next to her. It will lead out to a shrine, where you can find a RUNE (1 out of 7) .
Now head back inside to talk to Granny Rags. She’ll ask you to take care of the “Gentleman Callers” outside her door and give you her key to the front door.
Head upstairs to the balcony, so the front door stays locked. Take care of the “Gentleman Callers” how you see fit, then head back inside to talk to Granny Rags. She tells you to head upstairs to grab another RUNE (2 out of 7) .
After picking up the rune, Granny shows up behind you and asks you to do something else. She wants you to go to Clavering Blvd. and enter Doctor Galvani’s lab and use the rat viscera to contaminate the Bottle Street Gang’s elixir still. To get to his lab, go to Clavering Blvd, past the first wall of light.
I’d suggest heading to the second floor of the estate, then entering through the balcony. When you’re ready, head inside. Enter the door to the right of the table in front of you, then head left down the hallway.
Follow the hallway, then look through the keyhole attached to the first door on the left. You’ll see a guard talking to a maid. When they are finished talking, follow the guard and head upstairs. You can sleep dart the maid just in case.
Remove the guard upstairs however you see fit, then enter Galvani’s lab. Explore the lab to grab items that will be converted to gold. Head for the huge bookshelf where you can see distinct marks on the floor. Use the red book on the second shelf from the bottom. It’s more highlighted than the rest of the books. The shelf will open.
Grab the “Rat Viscera” , then leave the way you came or you can explore the rest of the building. Once you’re done, head toward the Bottle Street Gang’s Distillery.
Upon entering, use the metal beams on the right hand side, propped against the barrels to get some height on the environment. Follow the beams, to the roof. The roof has a basket on top of it with some goodies. From the roof, drop down to the pipes to reach the door housing the distillery.
Once inside, be careful of the waist high tripwire just ahead. Hop onto the railing to the right, to bypass the tripwire, then climb the chain above. Blink your way to the pipes below. Follow the pipes to reach the “Elixir Still” .
Inside the “Elixir Still” , there’s a lone guard. Take him out. Also in this room is a BONE CHARM (2 out of 5) , high above, on one of the rafters.
To reach the elixir still, head down the stairs, then crouch under the narrow path, under the barrel, next to the metal door. Activate the “Elixir Still” , then add the “Rat Viscera” to it. Grab some items from off the table.
Head back out the way you came. Follow the wall on the left as you sneak along the pipes, then drop down to the office below. On the wall, next to the window of the office, is a key. Grab it, then open the metal door to exit.
Once outside, back track, using the pipes, the roof, and metal beams, to exit the distillery.
Head back to Granny Rags for your reward, another RUNE (3 out of 7) . You should be able to purchase more powers now. I’d suggest grabbing “Agility” . It lets you jump much higher by holding down “Space Bar”.
(Optional) Griff
To reach Griff, head toward Granny Rags’ balcony. Equip the heart and you’ll see a bone charm nearby. Follow the marker to the bone charm.
You’ll hear a commotion below. Two thugs are trying to reach Griff, but he’s behind a doorway, that’s barred by wooden planks. Take care of both of the thugs hounding him. When they’re gone, swing your sword at the planks to break the planks.
Talk to Griff and he’ll sell you items. When you’re done checking out his items, head upstairs to grab the BONE CHARM (3 out of 5) .
Back to High Overseer Campbell
Head toward the second wall of light, using the rooftops and pipes to your advantage. When you reach it, you’ll be on Clavering Blvd. Look for an alleyway to the left of the wall of light. It will lead down and around. You might need to go around and pass by Galvani’s balcony to reach it unseen.
When you make it down the alleyway, head left, then up the stairs on the right. You’ll come upon a fight. Loot the bodies as you keep following the path up. When you emerge onto the street, enter the small metal outpost on the left, to grab a RUNE (4 out of 7) .
When the coast is clear, head for the door that leads to “Holger Square”. Up ahead you’ll see Martin being held prisoner underneath a monument. Take care of the guard talking to him, then pull the lever to the left of Martin, to free him.
Up ahead, you’ll see a metal fence. Head left, then hop onto the spiked canopy. You’ll overlook two guards chatting, initiating a sidequest to grab the “Branding Instructions” . Look up, to the left, and you’ll see a ledge high above that wraps around the building. If you grabbed “Agility” for the higher jump, you can reach the ledge using a combination of jump and blink. It might also be possible with a normal jump.
Using the ledge, sneak around the building. Use blink again, to reach the building across from you, where the red banner is hung. Follow the ledge, then enter the building through the windows on the right. Once inside, look up and use the lights above to get a height advantage.
Keep blinking from light to light, to reach the room with the branding instructions. Take out the guard that patrols the area. There will also be another one that enters the room through the front door, so be careful.
Once you’ve grabbed the instructions, exit the way you came from, through the window above the door. From here follow the white marker to enter the meeting between Campbell and Curnow.
When you’re inside the room, there’s a RUNE (5 out of 7) above the fireplace. Grab it quickly, then head for the table. Switch the poison to Campbell’s glass, then hide under the table. Hiding under the table gives you a great opportunity to pickpocket Campbell’s blackmail journal.
Campbell will soon die because of the poison. The guard will think that Curnow did it. Curnow is actually strong enough to escape himself, but just in case he doesn’t, save the game before the confrontation. You’ll eventually get the notification that Curnow has escaped.
With Campbell assassinated, leave the area, through the front doors. Make a left, then run a short way down the hallway. Quickly make a right, down the winding staircase. There’s a light you can blink on top of in the middle of the winding staircase so you can gauge the situation.
Take out the guards, or wait for the coast to be clear. Don’t go to Samuel just yet. Enter the metal door closest the bottom of the staircase to access Campbells secret room. To access the room, locate the green eye on the bust.
Inside the room, grab the RUNE( 6 out of 7) , and then the “Painting of the High Overseer” . Now exit the area, then head to the door marked “Samuel the Boatman”.
It’s all rooftops here. Eliminate the first guard as you blink to the first rooftop. Use the heart to locate one rune and two bone charms.
The last RUNE (7 out of 7) is located inside one of the buildings. Break through the glass above to gain entrance to the room. The BONE CHARM closest to the RUNE has a trip wire, so be careful. There are also rats down below. Use the chains to climb down, then blink on top of the boxes and the table. Loosen the vice to grab the BONE CHARM (4 out of 5)
Finally, the last BONE CHARM (5 out of 5) , closest to Samuel, can be accessed from behind the building. The side that’s facing toward the shore. You’ll need to swing your sword and break the planks nailed on the window to reach it.
With all RUNES and BONE CHARMS found, head to Samuel the Boatman by climbing the chain down. Talk to Samuel to head back to the pub.
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House of Pleasure
The Hound Pits Pub
It’s back to the Hound Pits Pub to recuperate for the next mission. Once you get off the boat, Callista will talk to you about saving her uncle, Curnow, if you did so. After the conversation, head up the stairs, make a right, then talk to Havelock and Pendleton. They talk about how to find Emily Kaldwin, among other subjects. Once you’re done, go to sleep.
When you wake up, head downstairs. Go outside to meet Admiral Havelock. He talks about weepers down in the sewer, so it’s up to you to take care of them. Head down the sewer and follow the tunnel until you find two weepers. When you take care of them how you see fit, grab both of the RUNES (2/5) , then head back out.
As you emerge, Cecelia will talk to you, and lead you toward Admiral Havelock who is with Overseer Martin. They find out that Emily is being held at The Golden Cat and that you’ll have to take care of Pendleton’s twin brothers.
Head out toward the dock and talk to Pendleton. Meet up with Piero if you need to before you take off to the distillery once again. Once you’re done, talk to Samuel and he’ll send you off for another assassination.
The Whiskey Distillery
You’ll approach the area in familiar territory. However, you’ll need to watch out for Wall Towers (essentially, gigantic turrets), and assassins along the rooftops. Samuel will mention you should probably talk to Slackjaw.
Head for the brewery where Slackjaw is housed. The same place where you poisoned the still. You’ll notice as you head there, that Granny Rags’ home is boarded up. From here, use the heart to get your bearings on where the bone charms and runes are.
One of the BONE CHARMS (1/5) is inside an apartment where an assassin will appear on the balcony. There will be a weeper seemingly praying in front of it inside. Grab this single bone charm for now, then head inside to Slackjaw’s brewery.
As you approach the door that leads inside the building, take note of the weepers in a cage on the left hand side down below. We’ll get to that later. For now, talk to Slackjaw. He wants to ask you for a favor. He wants you to head to Galvani’s lab and find out what happened to one of his gang members. In exchange, he’ll give you a key for a better way to get inside the Golden Cat.
After talking to Slackjaw, head back outside and the door to the cage will be open. Grab the second BONE CHARM (2/5) .
It’s best to take the balcony entrance to get inside Galvani’s lab once more. Once you enter, there will be two guards. Dispatch them how you see fit, then take the winding staircase up. You’ll see Slackjaw’s man on the table dead, with two guards patrolling around his body. Take care of the guards, then grab the audiograph by the gang member’s body. Also grab the RUNE (3/5) inside Galvani’s Secret Room.
Head back to Slackjaw. He’ll give you a key to get to the Golden Cat from The Captain’s Chair Hotel. Afterward, he’ll have another proposition for you. You can accept it or not. He says he’ll take care of the Pendleton twins, if you can get the code to the Artist’s safe, who is located at the Golden Cat.
To The Golden Cat
It’s off to head to The Golden Cat, but first before you head there, there’s a bone charm that needs to be found. Head back to Clavering Blvd., then take the stairs down to the left of where the second wall of light is.
When you reach half-way down the stairs, head right. You’ll see a bunch of weepers. Sneak past them, then enter the opening underneath the bridge on the left hand side. You’ll be in Granny Rags’ new digs. Grab the BONE CHARM inside (2/5).
Now head back out, and make a right, past the weepers. Follow the street down, then make a right up the stairs. There’s a woman in trouble. She’s being harassed by two guards. Take care of them, and she’ll give you a key to get inside Bunting the Artist’s house.
As you emerge onto the street, past the second wall of light, the Captain’s Chair Hotel will be in front of you. Grab the BONE CHARM (3/5) by the mattress next to the stove. When you’re done, head upstairs. Jump over the man-eating rats as you ascend. Open the door to place yourself on the rooftops leading to the Golden Cat.
Move along the rooftops and you’ll see the Golden Cat just ahead. Make your way to the top most floor. You’ll see the open window on the right hand side with a red shimmer inside. Before heading there however, grab the RUNE (4/5) in one of the buildings below. Simply equip the heart and it should be easy to see.
Once inside the Golden Cat, through the open window, hang out on top of the lights. You’ll see a guard talk to the Madam. From the open window, there is a staircase that leads up, on the right side. Go to the top floor, then grab the BONE CHARM (4/5) inside the room with the open door.
Head back down to the room right outside the window you emerged from, then take care of the guard as he approaches the winding stairs. Up ahead, you’ll hear two guards talking. There’s a RUNE (5/5) inside the room they are talking in, placed in a plaque on the wall.
Up ahead, you’ll enter the main room, the foyer. Sneak along the hanging circular metal decoration where the vines are, and you’ll see the Silver Room. This is where Bunting is located. Remember, this is optional, so to get him to give up the safe code, keep turning the lever until he gives it to you. In this case it’s 879.
If you want to kill the twins yourself, do so now, then continue to the next step below.
From here, head to the Madam’s Office. Knock her out, and you’ll grab the key. Read the note to see where Emily is, inside the Golden Cat. Head up the wooden staircase, and before you reach the top floor, open the metal door that was previously unlocked to grab the last BONE CHARM (5/5) inside.
You’ll find Emily upstairs in one of the locked rooms. She’ll be happy to see you. She’ll lead you downstairs. You emerge from Granny Rags’ place.
From here, head to Slackjaw to finish the job, if you didn’t kill the twins yourself. Afterward, it’s off to Samuel as you see Emily in the boat with him.
If you killed them, head to the boat. And it’s off to the Hound Pits Pub once again.
Also on a side note, all 3 Sokolov Paintings are in Bunting’s Residence, which I skipped for now.
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Royal Physician
When you arrive back at the Hound Pits Pub, Emily will be taken to her quarters and you’re tasked to talk to Pendleton. He’ll be at the tower. After you’re finished talking with him, head inside the pub to talk to Havelock and Martin. You won’t be able to rest here, as the next mission starts immediately.
After talking with both of the gentlemen, talk to Piero if you need to, then head to Samuel to begin the mission; to abduct the Royal Physician by passing through Kaldwin’s Bridge.
Samuel will drop you off right by the bridge. Look to the right above the water. There’s a chain. Blink to the platform right underneath it to get to the billboard. Sneak behind the billboard, the blink on top of the guard outpost.
By the opening that overlooks the water, there’s a door you’ll need to enter. Blink there when the guards aren’t looking, then enter the building. Grab any loot you see while inside. Head upstairs.
When you reach the top, you’ll see a track for a cart. To the left of it is a desk. Grab the blue prints for Galvani Resin . Now head upstairs to grab the whale oil, then insert it into the panel to power up the tracks. Hop into the cart, then pull the lever to get across.
When you make it across, look for the balcony attached to the building across the way. The doorway will be open. Enter it to grab some loot. One of the doors is barred. Exit out the window to the alley. Drop down on the scaffolding and follow the path. You’ll see a chain. Grab the chain and pull yourself up. It will lead to the first RUNE (1/5) .
Exit the apartment. While on the balcony, look left to spot the huge metal gate used for ships to get through. Make your way down, then start swimming. Move through the gate, then make your way inside. Emerge from the water, then take out the guards near the gate.
Blink up to move across the gate. Blink to the balcony ahead. There will be one Weeper inside the apartment. Put it to sleep or kill it. Inside will be the first BONE CHARM (1/3) . Now head back out past the gate. Head up the stairs. When you reach the door, make a left, then enter the next area, Drawbridge Way.
Up ahead you’ll see a house with two guards immediately talking in front of you. Move forward a bit, then look left and up. Blink to the canopy, then across to the second story of the residence. Careful of the person living there, Prichett. He’ll be walking around.
The second RUNE (2/5) is in this building, inside a safe. You’ll need to look at the paintings inside the home. Certain ones will have numbers on them. This is the combination to the safe. In this instance the code to the safe was 4-7-3.
Take the stairs all the way up to the rooftop. Keep the water to your left side. Soon, you’ll see a balcony. A guard will move there. Put him to sleep or kill him, then jump onto the balcony. Head inside to grab a RUNE (3/5) ominously presented on an Outsider Shrine.
Head back to the balcony, then make your way across the rooftops toward the bridge ahead. The spotlights are close. As you peer down, you’ll see two guard outposts in front of the bridge and a nasty turret. Make your way down and make your approach on the right side of the bridge.
Start climbing the right suspender until you can’t go up any longer. To the right will be a winding staircase. If you have Blink level 2, you can blink all the way across to the staircase railing. If not, you’ll have to begin ascension from the bottom.
Head up the staircase, and take out the lone guard that patrols the area. There are chains that hang from the bridge support. Keep blinking up until you find one. There should be one hanging over the water. You can actually continue to climb up, until you’re on top of the bridge.
Make your way across the span to the other side, then drop down level by level until you turn off the spotlights. Take out the whale oil, then continue your way along the bridge. Move down a bit on the support until you can see the suspensions on the other side. Aim for the left side suspension, then blink to the right one hiding behind the right most guard post. Blink on top of that guard post, then blink over to the beams toward the Sokolov House marker. Enter the door.
You’ll now be in Midrow Substation in an apartment. Directly ahead is a RUNE (4/5) . Head out the opening toward the Dunwall Whiskey advertisement. You’ll see a spinning wheel and a spotlight ahead. Make your way near the spinning wheel. You’ll see a wall of light.
Underneath the spotlight is the power source for the wall of light. Make your way around the building, then up the stairs inside the overlook that turns off the spinning wheel. Blink to the now, non-spinning wheel, then turn off the power source for the wall of light. Quickly blink to the vent above the power source.
Wait for an opening, then blink through the gate where the wall of light used to be. Now don’t head to the next area just yet. Blink to the balcony above the huge warehouse, then make your way down. There’s a survivor down below that’s trapped by rats. Kill the rats, then grab the BONE CHARM (2/3) . Now head to the next area, North End.
Entering the alley, there’s a spotlight ahead. Look up and to the left where the wall is. There’s a window. Blink up and head inside the apartment. Head upstairs to the very top, then blink to the balcony to grab the final BONE CHARM (3/3) .
From here, it’s pretty much a straight shot to Sokolov. Head back out onto the balcony, then move across the rooftops. You’ll see Sokolov’s house. It’s huge. Up ahead, you’ll see a crane with a chain dangling from it. The crane is propped on the balcony of Sokolov’s top most floor.
Take out the guard on the balcony, then blink to the top floor of Sokolov’s house. The top floor is a greenhouse. Use the door closest to the crane to get inside where Sokolov is. You can talk to him, but once he’s finished talking put him to sleep, then grab the last RUNE (5/5) next to him.
Carry his body, then keep blinking down to street level until you reach Samuel. Quick and painless.
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Lady Boyle’s Last Party
On the ride back, Samuel will mention that there’s a cell already setup for Sokolov. Once you’re off the boat Havelock will have a chat with you. He says you can grab some sleep now, but this time, don’t go just yet. Try to find Cecelia. She says she has a secret retreat across the street from the bar just in case the baddies arrive. The key is under her bunk.
Once you find the key, take a look at the place. The door is over a set a broken metal stairs. You can also see what Emily is up to inside the tower. Once you’re finished exploring a bit, head to Corvo’s Chamber to get some rest.
As you wake, Emily will wake you up. She asks you if it was okay if she stayed with you. Comply with the choices how you see fit. Afterward, head down to see Sokolov inside his prison cell.
When you enter the warehouse, you’ll see Havelock trying to interrogate him. When it’s your turn, press F to talk to Sokolov. You can either let the rats loose on him to talk, or bribe him. He’ll mention a Lady Boyle, the Lord Regent’s mistress, who is backing him financially.
Once Sokolov has divulged this information, leave the warehouse. Pendleton then talks to you, asking you to send a letter to Shaw at the party. He’ll be in a wolf’s mask. Now head to Samuel to begin Lady Boyle’s last party.
Samuel will take you past a gate in a canal. You’ll see tallboys in the distance moving across a bridge. Blink to the staircase across the canal. Don’t worry about the tallboy for now. In this area, there are two runes and one bone charm.
The first RUNE (1/3) you should probably grab first, since it’s the easiest. It’s the one in the water. You’ll need to swim the distance of the canal and try to avoid the deadly fish to reach it, however.
For the other two, it’s best to swim back to where the boat is and climb up the stairs. When you reach street level, look for the brick building with spotlights shining on it. Blink your way to the rooftops using the building adjacent to it on the right.
Inside the building, there’s a weeper. Put it to sleep or kill it, then grab the second RUNE (2/3) from the Outsider Shrine. Explore the apartment some more, into the room with the word “dreary” painted on the walls to grab a BONE CHARM (1/2) .
Now, it’s time to head to the party, or if you want, you can explore the area a bit more. When you’re done, head to the bridge you initially saw when Samuel brought you by boat.
Wait for the tallboy to move left, then blink your way in the opposite direction. You’ll want to sneak past it, then follow the road that leads all the way down. There’s a watch officer that patrols the road, so watch out for him as well.
After bypassing the tallboy and the guard, enter the building on the right side. It’s an apartment complex full of weepers. The initial group of weepers are below the stairs that lead up. Simply blink past them, then take care of the lone ones that climb the staircase.
Keep climbing the stairs. You’ll reach the top most room, where the final BONE CHARM (2/2) is located. Loot the place to your heart’s content, then exit the room through the door with the lantern next to the foot of the door.
On the balcony, hop through the window to the next building. Search the place for goodies, especially the “Guard Quarters Key”, then head down the stairway. When you exit, you’ll be on neutral ground, on the grounds of the Boyle Estate.
Enter the Boyle Estate through the front doors. You can can sign the guestbook if you like. So there are three Boyle’s at the party. They are wearing the same costume, but they’re different colors. Before you begin to figure out which Boyle you need to assassinate, head out to the garden and give the letter from Pendleton to Shaw.
When you’re finished with that business, head back inside. You’ll notice there’s a rune in the basement, but we’ll get to that later. For now, talk to the guests, you’ll get a journal update saying you need to get clues upstairs.
Look for the wall of light, which bars your way to the second floor. There’s a guard in front of it. Stealthily grab the key that’s dangling from his belt, then follow the wires from the wall of the light into the room that houses the power. Make sure no one sees you enter. Pull the whale oil out, then when you leave, make sure no one sees you exit as well.
Now sneak up to the second floor. There will be guards patrolling the area, so move around them, or take care of them as they make their rounds. As you head up the stairs, follow the hallway. There will be a room to your left and bridge to your right. Head inside the room first.
Head toward the vanity and take the key to the basement, while taking a look at the note next to the key. Grab all the items you can in the room, then head for the bridge.
From the bridge, you’ll immediately see a display room directly ahead. Grab the Sokolov painting (1/2) in the middle of the room quickly, then back up a bit and follow the hallway around the display room. Look for a watch officer with a key, then enter the first bedroom on the right hand side.
Grab the Waverly Key off the vanity, then look for a rope hanging down near the bed. It activates a trapdoor above. Head up, grab some goods, then exit out onto the other side, into the bedroom you need to access. Drop down, grab the last Sokolov painting (2/2) over the fireplace, then head toward the marker. Read the note and you’ll see which Boyle you need to kill. In my case it was the one in white.
From here, you’ll have to go back down to the party. Either exit the bedroom from the door that leads out to the balcony or take the side stairs down. It’s best to take the side stairs down so you can immediately head for the basement to grab the final RUNE (3/3) .
Talk to the Boyle with the marker on her, then lead the conversation to the point where she leads you up to her bedroom. Follow her there, then from behind, assassinate her. When the job is finished, backtrack out the way you came from, back to Samuel’s boat.
When you get near Samuel’s boat, however, the gate begins to close and Samuel backtracks. Wait for the gate to come down, move across the metal pathway, then move around to reach Samuel to head back to the Hound Pits Pub.
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Return to the Tower
Upon docking at the Hound Pits Pub, Samuel directs you to Pendleton. You’ll have a chat about the previous mission, then he leads you on your way to Martin and Havelock. Before you chat with the duo, head upstairs to Corvo’s room to grab a RUNE with a note left with it.
Talking to Martin and Havelock, they say that the time has come to take out the Lord Regent. This means that Corvo must return to Dunwall Tower. After they’ve given you the mission, head to Piero to gear up. When you’ve prepared, walk down to Samuel and he’ll send you on your way.
Samuel will drop you off at the docking station, so you’ll need to climb up some platforms before you reach some level ground. There’s a BONE CHARM (1/2) to grab on your way up next to a corpse.
You’re close to the top when you reach the metal balcony across from the spinning wheels. Enter the door. There’s an arc pylon in the next room. Quickly blink to the left side, following the cord from the pylon. Rewire the turret via the panel, or switch it off.
Climb the stairs, then exit through the door ahead. Take out the guard that patrols this area as you continue climbing up. You’ll be walking across the tower walls now. Head through the entrance to the top of the docking station, then blink on top of the light fixtures above.
Follow the light fixtures on the right side of the room. There will be a doorway on the right hand side along with a patrolling guard. When it’s clear, leave through the doorway. You’ll be on a balcony overlooking the length of Dunwall Tower’s right side.
From the balcony, head toward the platform with the whale oil inserted inside a panel. This will turn off the wall of light, however, you won’t even need to move through the wall of light. Look to your right and you’ll see a metal wall with barbed wire along it’s side. You can blink on top of it to continue your path along the right side of the tower. Eventually, by following the wall, you’ll see “Coldridge Prison”.
Across from the prison are a set of stairs. A guard will patrol there. Take him out first, equip the heart, head up the stairs the guard went down, then enter the barracks on the right side, which houses a RUNE (1/4) . Careful of the turret tower.
Exit the barracks through the open doorway. It will lead to a set of stairs. Take out the guard patrolling the stairs. From here you’re fairly close to the Dunwall Tower marker. Keep moving up the stairs and you’ll see another guard on the top most platform. Take him out on the top most platform, then blink to the ledge of the white-stone building in front of you.
Follow the ledge and you’ll soon see a vent bathed in red light on the inside. This will lead to the Dunwall Tower Foyer. You’re now inside Dunwall Tower and closer to the Lord Regent.
Inside, you’ll be on a ledge overlooking a lot of chandeliers above. Your goal is to get past the wall of light directly in front of you. Blink to the chandeliers to get closer to the wall of light. Also if you notice, the banners hanging down from the balcony above, belong to the Lord Regent.
When you’re practically on top of the wall of light by hiding atop a chandilier, you’ll notice an alarm. If you time it right, you can blink down, re-wire the alarm, then blink to a chandelier again. Sometimes, this will distract the guard a bit to move away from his position away from the door that houses the power source for the wall of light. Any way you do it, you must get inside the room and just for fun, re-wire the wall of light.
Now head through the wall of of light, then blink to the ledges above along the walls. When you reach the “T” intersection of the hallway, make a right. A guard will patrol down this part of the hallway. He’ll be close to the door you need to enter. There will also be a guard that will carry a whale oil canister that walks through the door.
Upon entering the door, a guard patrols this hallway as well. Look up and blink to the top of the pipes that spread across the hallway. Make a right along the hallway, then head downstairs. You’ll hear about the Torturer. Head back up, blink on top of the pipes again, then follow the hallway down to the Torturer. The entrance to his lair is at the end of the hallway.
Climb down to the basement. You’ll see him beating a corpse. Watch out for the hound here. Put the hound to sleep, then take out the Torturer. For some reason he’s not affected by sleep darts. Now grab the RUNE (2/4) to access the Outsider Shrine.
Exit the torture chamber. You’ll be back in the hallway with the pipes along the top. Instead of backtracking down the hallway, take the door ahead. You’ll pass by a display case on the left. You’ll reach another door into a small hallway, and then another door after that.
Open it. The floor will be checkered. Up ahead you’ll see a pair of glass doors with a hound inside. Get close to the door when the hound is farthest away from the doors. Get your sleep darts ready. There’s also an Overseer inside. When they’re down, look up and blink to the chandelier, then blink up another level to reach the next floor.
Careful of the patrols on this level. When it’s clear, blink up to the chandeliers above. Keep blinking from chandelier to chandelier, until you reach the wall of light. Across the wall of light are the double doors that lead to the Lord Regent, with a lone guard in front.
To reach the Lord Regent, there are three ways. Through the front doors, or to each of the glass doors on either side of the double doors. Take the glass doors to the left of the guard who is facing the wall of light. Take out a patrolling guard once you make it inside.
Enter the piano room and immediately blink to the chandelier above. Take out the guard below, then head for the fireplace. Grab the Solokov painting (1/1) above the mantle. The fireplace is actually used for two rooms. The piano room and the Lord Regent’s room.
You can actually move through the fireplace to the Lord Regent’s room. Just make sure you use a health elixir. Wait for the Lord Regent to hang out on the balcony, then move ahead. You can hide under the table directly in front of the fireplace.
Wait for him to come back, then choke him out or kill him. If you choke him out, there’s another task you must do. When he’s unconscious, open his chest to grab a RUNE (3/4) . Just for fun, read the note on the table. If you signed the guestbook at Lady Boyle’s party, it will be mentioned.
Leave the room, toward the “Broadcast Station” marker. When you reach the stairwell, there’s an arc pylon in the middle. What you can do here is blink behind the supports to avoid the pylon from spotting you, then head down the stairwell to re-wire it or turn it off. From the bottom, head all the way up to the broadcast booth.
Talk to the broadcaster and he’ll tell you to go back to the Lord Regent’s room and open the safe to play the audiograph with incriminating evidence against him. Head back down and open the safe. In this instance the number combination to open the safe is 9-3-5.
Head back up to the broadcast booth with the audiograph, then insert it in the control panel. This will eliminate the Lord Regent. It’s now time to exit. Head back down the stairwell, then exit through the doorway where the arc pylon is. Careful of the three guards in the hallway. You’re in the foyer here, so move from chandelier to chandelier until you reach the vent that you came in from.
Exit the vent, then backtrack all the way back to Samuel. Move along the walls, then the metal walls with the barbed wire, and then the balcony that leads to the dock. Move back down the dock, then dive into the water and hop on Samuel’s boat, ready to go back to the Hound Pits Pub.
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Flooded District
When you reach the Hound Pits Pub, it’s time to celebrate. Entering the pub, Emily will greet you and everyone will be holding drinks. You’ll chat with Havelock, Martin and Pendleton. After you take the drink, you’ll notice that the screen will start to wave and start getting fuzzy. We know where this is going.
Head back up to your bedroom and before you even get a chance to get into bed, you collapse and find out that Martin, Havelock and Pendleton have set you up. Fortunately, Samuel, who poisoned you, only put in half the dose. He sends you on a boat floating your body down the Flooded District.
As you wake, you’ll get taken by the man who killed the Empress, along with his bodyguards. He’ll take your stuff and throw it down below inside a building and promptly knock you out afterwards. When you wake again, you’ll be inside a makeshift prison cell. Grab the bricks and start throwing them at the planks above to break them.
Head up the stairwell and you’ll see two guards ahead. These aren’t your normal guards, however, they are Daud’s men. They’ll blink at a moments instance and their awareness is much high than the normal city watch guards you’ve been sneaking past. In any case, take them out, then leave the building toward the balcony.
Drop down into the water, then turn right to get your feet on drier ground. So, you have an option here. You can grab your gear before you go to Daud or just immediately head to Daud. While it’s optional to grab your gear, you definitely need your gear back, so Daud can wait.
Follow the planks along the water. You’ll reach a bridge. Climb the chain that’s dangling from a building alongside the bridge. It will be on the left side. After you climb the chain, blink to the rooftops, opposite Daud’s base. Hop onto the building in the water closest to your gear marker. There’s a BONE CHARM (1/8) inside on top of a stove. Afterward, exit the building, then make your way down the stairs.
Make your way past the weepers, then enter the door to the Greaves refinery where your gear is located. After entering the new area, make your way up the collapsed floor. When you exit through the hole in the wall, you’ll see the sign for the Greaves Oil Company. You’ll also see the logo for the company on the side of the building in the distance. That’s where you’ll need to go.
Head right and climb on top of the vents to make your way over the fence to where the Greaves Oil building is. When you make it over, equip the heart to find the RUNE (1/5) . It will be close to the water where the reeds are. When you drop however, watch out for the poisonous spores that throw projectiles your way.
To get inside the Oil Building, head toward the side of the building that faces the water. Blink onto the broken wall, then look toward the building with the metal supports next to the rocks. You’ll also notice a broken walkway. You can blink to the beam support right underneath the broken walkway. Then when you’re on to the beam, lean to the right, then blink onto the railing of the broken walkway.
From there, look up and grab onto the chain. Follow walkway, then the pipes to the front of the building. You’ll see three of Daud’s guards talk about you, then disappear. Enter the building. The bridge is currently up. You have to bring it down. Walk to the right and you’ll see a whale oil dispenser. Move past that then direct your attention to the emtpy whale oil canisters. Break the wood above the metal gate where the canisters are, grab an empty canister, then place it in the whale oil dispenser. Place the filled canister in the panel to drop the bridge.
Make your way to the bottom using the walkways and the chains. Don’t forget to grab the BONE CHARM (2/8) as well. When you have your gear, make your way back up, then backtrack to the area where you first emerged. You’ll notice that a marker for Daud’s place has appeared, so you don’t have to go all the way back. Head toward that marker, then enter the door.
Upon entering the door, you’ll see a lot of dead overseers. Head up the staircase. Turn the crank to open the gate, then cross the bridge to get to Daud’s place. Careful of the guard above the canopy over the bridge.
After you pass the bridge, head down the stairs and you’ll be in an open area with a tree in the middle, along with Daud’s guards patrolling the place. Look to your left and you’ll see an air duct you can traverse over. Follow the air duct. It will wrap around the left side of this area. Blink to the room above to grab the rail station key, then continue your way to Daud’s base. Your last stop before heading inside is the rooftop with the candles. When it’s clear, blink to the front door, then enter it.
Head for the stairs where the soft orange glow of the candles are. Grab the loot from the transport, including a blueprint, “Combustion Refinement”. When you turn left you’ll see a makeshift bridge system above the water, along with a statue of a woman in the distance. You’ll also notice the marker to Daud’s base through a window.
Drop into the water and swim the length of the canal. Emerge from the other side. When you get back on dry land, you’ll notice metal beams propping up the building on the right side. Keep heading down this alley and take out the Hound. When you reach the end of the alley, grab another BONE CHARM (3/8) .
Turn back around. There’s another hound that moves around in the area, so take care of it. When that’s done, look up and to the right. You’ll see more makeshift bridges made out of wood circling around the crumbling buildings. Blink to the lamp post attached to the side of the building, then take out two more hounds when you reach the top.
Make your way up the crumbling walls and take out some more of Daud’s guards. They’ll be patrolling along the wooden planks. When it’s clear, follow the planks to the window that leads to Daud’s lair.
After entering the building through the window, you’ll see two enemies talking down the hallway. Wait for them to disperse in the room full of cabinets, then take them out one at a time. You’ll also notice a pair of glass doors you can’t enter just yet, since you need Daud’s key.
Follow the hallway down. You’ll reach a room with four busts and a spotlight. Near the spotlight is a window. Head through the window and blink up to the next window. Take out the lone guard in the room, then move past the room. Up ahead, you will see Daud in his office through some glass doors. Use the door that’s closest to the stairs, then head up the stairs without being seen.
Daud won’t move, but his guards will start patrolling after the conversation. Use this opportunity to take out the patrolling guards before taking on Daud. Use the platform above Daud’s office as a sort of fall back position everytime you take out a guard. When the guards are down, either kill Daud or choke him until he passes out. Grab Daud’s key.
Now remember those locked doors that needed Daud’s key? It’s time to head there. When you open the door, use the chain to climb down. When you reach the bottom, grab the RUNE (2/5) , then the incandescent paste blueprint . Follow the lanterns, then head down to the Gateward Tunnel.
When you emerge from the tunnel, make a right to grab a BONE CHARM (4/8) . Careful of the rats. Now turn around and use the skeleton of the ship on the left side to make your way up. You’ll reach a bridge to climb, where a RUNE will be nearby
Blink to the balcony into the apartment buildings. Head out the window and up the ramp. You’ll meet a survivor, who isn’t trying to kill you. The door where she is, is jammed. To get to the rooftop, approach the window of her apartment, then look up. There’s another window to blink up to. You’ll fall onto some rubble. Head up the rubble, then take the stairs up.
Exit the apartment by using the vents after the open doorway. You’ll reach the rooftop where the RUNE (3/5) is located, atop a mattress. On top of the balcony, you’ll be above a tram, where a transport dumps bodies into the flooded district. The tram leads to the exit.
When the transport arrives, blink on top of it and take a ride when it goes back. Hop off of it right before it reaches the wall of light. If you timed it right, you’ll be on the balcony, where the power to the wall of light is. If not, you can still get to balcony by blinking to it, but you’ll have to watch out for the tallboys. Take out the whale oil canister, then blink to the doorway past the wall of light. Drop down to travel to the Old Port District through the door.
Move forward, then turn right into the alley. A spotlight will be shining on the walls ahead. Head up the staircase, then make a left through the doorway with the light shining from it. Move up the ramp, then enter the room to grab the BONE CHARM (5/8) . Continue up the building, walking over the rubble. Exit through the window by dropping down, then head for the sewer entrance marker. Turn the crank to get inside.
Follow the pipes on the right side, then head down the stairs. You’ll see a spotlight ahead. Talk to the fellow who looks injured. He says that you won’t be able to get the gate open without a key. Only Slackjaw has the key and he was taken by someone who controlled rats. Yay. Look for the red pipe and follow it. You’ll sneak through the gate above.
Follow the path down. Careful of the spores. Keep heading down. We’ll skip the BONE CHARM for now inside the safe. Dive into the water. There’s an opening for air right before you reach the area you emerge from. Swim back down and swim a bit more to reach the exit. Climb the stairs, then open the metal gate. You’ll see Granny Rags, plus Slackjaw who is being kept prisoner.
You’ll have to make a choice here. Help Granny Rags kill Slackjaw, or help Slackjaw escape. In this instance I helped Slackjaw. Once you attack Granny, she’ll disappear and a fog will cover the area. Slackjaw will tell you of a cameo of a young girl. It needs to be burned inside the furnace to make Granny vulnerable.
Head up the stairs to where the furnace is. Grab the cameo from the bed near the pillows. Open the furnace, then place the cameo inside. Turn the furnace back on again. Head back out and you can take care of Granny Rags. Free Slackjaw and he’ll give you cash. Head back up to the furnace, then open the door that was previously locked. Now that you have the key you can open it.
Enter the room and loot the place. Head up the stairs to the Outsider Shrine to grab a RUNE (4/5) . Now head back down and break the planks over the open pipe. When you’ve cleared the way, jump in and the water ride will take you to where the thug was in front of the locked gate. Unlock the gate, then head inside.
You’ll see survivors up ahead. Careful of the spores. Grab the RUNE (5/5) down below, then exit through the tunnel past the staircase. Break the planks to get through the tunnel. As you reach the next area, kill the spores, then head down into the water to grab a BONE CHARM (6/8) .
Keep moving through by breaking more planks and blinking over broken walkways. Hop over the broken staircase to reach the sewer exit, thus ending the Flooded District level.
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The Loyalists
When you emerge, you’ll immediately see Cecelia barring the door. She’ll talk to you about Martin, Pendleton and Havelock killing most everyone at the Hound Pits Pub. Grab any loot inside as you make your way up the staircase.
Leave the hidden apartment. You’ll overlook the street with the Hound Pits Pub ahead. There will be enemies on the street. Before you try to sneak through, wait for the tallboy to walk across the street from left to right, then down the next street.
From here, move forward to the bush and look left and up. Blink to the canopy, then the next one as you size up the enemy on the street. Take him out and put him in the trash bin for hiding. Before the tallboy comes back, blink to the door of the Hound Pits Pub, then take out the enemies inside.
Read the note left by Havelock about Emily’s location, a Kingsparrow Island. Head upstairs to Corvo’s room, then take out the two enemies inside. Afterward, read Emily’s letter she left for you.
From the window, leave Corvo’s room and head to Piero’s workshop. He’s set up somekind of contraption on the roof of the workshop. Find the vent that wraps around his workshop. It will lead to the balcony where you can enter. Grab the RUNE (1/1) on the desk before you head down and talk to Piero and Sokolov.
When you talk to both of them, they say they’ve created an arc pylon that will send electricity through the nervous system, either killing the person or knocking them unconscious, however, they need the blueprints, and they are in Havelock’s old bedroom.
Enter Corvo’s bedroom again, then head downstairs to Havelock’s room. Wait for the two talking guards to disperse. One will enter Havelock’s room and the other will exit the hallway, but will return. Quickly take out the guard inside the room, then grab the blueprint in the trash. Head back to Piero’s workshop.
Piero will take the blueprints. All they need to do is fill the whale oil tank to turn on the arc pylon. They will give you a choice here. To kill all the enemies or to put to them to sleep. After you’ve made your decision, dispense an empty tank, then fill it up. It’s upstairs. Head up to the roof. Open the panel, then insert the tank. Success!
From here, simply head to the tower and tell Callista to open the door. She’ll talk about how she couldn’t protect Emily. She’ll mention a letter Samuel left. The letter states that if they catch wind about Corvo, use the flare by the window and Samuel will come. Activate the flare, then drop down the tower to talk to Samuel. He’ll take you to Kingsparrow Island.
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The Light at the End
Samuel will drop you off by the rocks of Kingsparrow Island. There are two ways to get in, the harbor-side entrance or the beach-side entrance. We’ll head for the harbor-side entrance, so head left.
You’ll come upon a dock and a structure behind it with cranes propped on top of the structure. Get in the water and swim past the dock and to the rocks on the side of the metallic structure. You should see a sign close by that says “A Pier” painted on a wall. Climb up the rocks a bit to sneak your way right under the top most platform.
Look for the sign that says “Maintenance Access”. It will open the hatch. Climb up the hatch, but be mindful of the guards that patrol the area, plus the tower in the distance. If you look around you’ll see some rats and vent they can crawl into. Possess the rat, then head into the vent.
On the other side, you’ll be behind the wall of light. Emerge from the rat, then look at the platform on top, across from the wall of light. Blink to it. When you reach the top, head left to the “Lifeboat Access” area. Enter the area. Wait for the guards to stop talking. Grab the guard fiddling with the panel, then the one that’s about to head up the stairs.
Wait by the stairs a bit, there’s a watch officer that will come down. Take care of him after he stops leaning against the railing. Wait for him to walk up the stairs, then choke him out. Follow the stairs up. A new set of stairs will lead outside. Climb up the stairs about halfway up, then turn around and look up. There’s a doorway above. It leads to the control panel to turn off a wall of light. You’ll also need to pass by this wall of light.
Take out the guard inside the control room, then re-wire the wall of light to let yourself through. Take the other door as you exit. You’ll now be walking along the walls of this fort. Maneuver your way, so that you’ll be able to blink down in front of the wall of light to head through it.
Once past the wall of light, take the stairwell up. There’s also a chain in the middle of the stairwell that will lead you up a more direct way. However, it’s best to take the stairs since there will be loot and a key to grab. The first person to take out as you ascend the staircase is a city watch officer. Grab the “elevator key” by the panel, then continue up.
There will be another guard reading a book, while a second one will be above him leaning against the railing getting a good view. Take out the one getting a good view, then the one reading. Keep moving up the staircase until you reach the top.
Ahead will be an overseer and an arc pylon. You can bypass this by looking up. You can blink up to sneak along the suspensions above the arc pylon. Make your way across until you reach the elevator.
Use the “elevator key” to open the elevator, then use the lever to get to the top.
When you reach the top, follow the staircase and the walkways. You’ll need to contend with three guards up here. The first one will have his back turned, so he can easily be choked out. The second one can be choked, but you’ll need to wait for the third one to move away. When the second one is gone, wait for the third guard to head up the stairs, then take care of him.
After you pass by the “Halt” sign, turn left into a lavishly decorated palace complete with winding staircase, checkered floor and shiny statue. Head up the winding staircase. When you reach the top, blink to the shelves on the right side, then continue up to sneak above.
You’ll see Admiral Havelock talking to himself. Apparently, he’s poisoned both Pendleton and Martin. From here’s sneak behind Havelock and either kill him or knock him out. Once you do so, you’ll see Emily’s door key on a stand next to the fireplace.
Unlock the door and Emily will hug you. Congratulations! You’ve just beaten Dishonored! Based on your choices in the game, you’ll see a different ending.
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