Brigmore Witches Guide/Walkthrough - Guide for Dishonored
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December 2013 Version [1.0] +------------------------------------------------------------------------------+ |Contents----------------------------------------------------------------------| |* Intro-----------------------------------------------------------------[0001]| |* Skills----------------------------------------------------------------[0002]| |* Characters------------------------------------------------------------[0003]| |* Enemies---------------------------------------------------------------[0004]| |* Favours---------------------------------------------------------------[0005]| |* Corrupted Bone Charms-------------------------------------------------[0006]| |------------------------------------------------------------------------------| |* Main Missions---------------------------------------------------------[MM01]| |** Choosing your Mark---------------------------------------------------[MM02]| |** A Stay of Execution for Lizzy----------------------------------------[MM03]| |** The Dead Eels--------------------------------------------------------[MM04]| |** Delilah's Masterwork-------------------------------------------------[MM05]| |** Granny Rags Recipes--------------------------------------------------[GRRP]| |------------------------------------------------------------------------------| |* Collectables----------------------------------------------------------[CT01]| |** Runes----------------------------------------------------------------[CT02]| |** Bone Charms----------------------------------------------------------[CT03]| |** Corrupted Bone Charms------------------------------------------------[CT04]| |** Blueprints-----------------------------------------------------------[CT05]| |** Achievements---------------------------------------------------------[CT06]| |------------------------------------------------------------------------------| |* Copyright-------------------------------------------------------------[CPRT]| |* Word from the Maker---------------------------------------------------[WFTM]| +------------------------------------------------------------------------------+ +------------------------------------------------------------------------------+ |Intro-------------------------------------------------------------------[0001]| +------------------------------------------------------------------------------+ Hello and welcome to my second walk-through this year, guess this means I can take next year off huh? Well at any rate I did a walk-through for Dishonored's last DLC âThe Knife of Dunwallâ and with the release of âThe Brigmore Witchesâ several months gone and with there being no comprehensive written guide (at least on GameFAQs); I thought, why not? Well for those that somehow managed to get this far without knowing anything about this game; this is the third major DLC for the game Dishonored and the second part of a story arc about the assassin Daud. The story takes place during the events of the main game but throws in new missions, new areas, new enemies, new skills and all that good stuff. This DLC is a direct sequel to the previous DLC âKnife of Dunwallâ, and in-game events are affected by your previous actions, so you'll probably want to buy (and play) that before jumping in on this one. As with the previous walkthrough, this guide will not be a 100% completion guide and will be going by assumption that you don't want to be spotted. I also won't be killing anybody but I'll point out how you could if you wanted to. The bulk of the guide will also be under the assumption you're on a low chaos run and wanting to collect all Runes and Bone Charms. +------------------------------------------------------------------------------+ |Skills------------------------------------------------------------------[0002]| +------------------------------------------------------------------------------+ Blink 1 Rune Cost: N/A Mana Cost: 20% Teleport forward a short distance, time is frozen when Daud is not moving. Blink II Rune Cost: 4 Mana Cost: 20% Teleport a greater distance. Void Gaze 1 Rune Cost: N/A Mana Cost: 20% Reveals locations of Rune and Bone Charms. Note limited range when compared against Corvo's Heart. Void Gaze II Rune Cost: 2 Mana Cost: 20% Reveals living creatures; their sounds and line of sight (yellow). Items (green) and interactive objects (blue) are also revealed. Bend Time I Rune Cost: 2 Mana Cost: 60% Slows down time for ~12 seconds. Bend Time II Rune Cost: 6 Mana Cost: 60% Time freezes for ~8 seconds. Summon Assassin I Rune Cost: 1 Mana Cost: 40% Novice assassin will appear and fight for you. Summon Assassin II Rune Cost: 5 Mana Cost: 40% Master assassin with appear and fight for you. Vitality I Rune Cost: 1 Mana Cost: N/A Increased health. Vitality II Rune Cost: 3 Mana Cost: N/A Health regenerates. Blood Thirsty I Rune Cost: 1 Mana Cost: N/A Execute one enemy with adrenaline. Blood Thirsty II Rune Cost: 3 Mana Cost: N/A Execute two enemies at once with adrenaline. Agility I Rune Cost: 1 Mana Cost: N/A Jump higher, less damage from falls. Agility II Rune Cost: 3 Mana Cost: N/A Run, climb and swim faster. Shadow Kill I Rune Cost: 1 Mana Cost: N/A Unaware foes turn to ash when killed. Shadow Kill II Rune Cost: 3 Mana Cost: N/A All foes turn to ash when killed. Arcane Bond I Rune Cost: N/A Mana Cost: N/A Assassins can teleport and are affected by Vitality (if Daud unlocked it himself). Arcane Bond II Rune Cost: 4 Mana Cost: N/A Assassins are immune to Bend Time and gain Shadow Kill (if Daud unlocked it himself). Pull I Rune Cost: 2 Mana Cost: 20%/40% Pull can be used to lift inanimate objects, collect and pilfer items. Pull II Rune Cost: 4 Mana Cost: 20%/40% Pull can lift bodies, living enemies are bound and can be choked out or executed. +------------------------------------------------------------------------------+ |Characters--------------------------------------------------------------[0003]| +------------------------------------------------------------------------------+ Daud---------------------------------------------------------------------------- Daud is the main protagonist of this and the previous DLC; 'The Knife of Dunwall'. He's an assassin by trade and leader of the Whalers. He's the one responsible for the death of the Empress at the start of the main game, he is also faced in the main game and can be killed or spared. Daud grew up in Serkonos, an island to the south, just like Corvo. The similarities don't end there however as Daud is also marked by the Outsider, and as such has numerous powers just like the ex-Royal Protector. Delilah Copperspoon------------------------------------------------------------- Delilah was a baker's apprentice in Dunwall Tower and was a close friend of the Empress Jessamine. She was spotted by Anton Sokolov for having a gift for painting and quickly became an apprentice in the arts. She became the latest trend among the nobles attracting the eye of Lord Timsh who almost ended up giving over all his fortune to the lady. It's unclear when she started dabbling in the black arts of the Outsider, but by the time of the DLC she is a powerful witch and leader of the coven The Brigmore Witches. Her goal seems to be possessing the body of Emily and becoming the next Empress. Lizzy Stride-------------------------------------------------------------------- Lizzy Stride grew up Morley, although it was apparently a harsh upbringing, as she smuggled herself out by pretending to be a boy and joining up with the navy. In time she became the de-facto leader of the children on the ship. When her disguise was discovered, by a doctor operating on her, she attempted a mutiny of the ship. While unsuccessful she, and a handful of her mutineers, escaped and joined up with another ship; learning the trade and become hardened sailors. When her gang landed in Dunwall she managed to carve out a territory in the docks. During this time she took an aristocrat for a lover, who arranged for papers to allow Lizzy access to restricted waters; with a fearsome crew, legal right to travel, and control over docks and warehouses she has become a successful smuggler. Lizzy herself is known for her brutality and files her teeth into points, her enemies fear her unpredictable violence. Mortimer Hat-------------------------------------------------------------------- Mortimer Hat (aka Mr Hat, aka The Geezer) is the elderly leader of the gang 'the Hatters'. During his formative years Mr Hat founded a small time gang and gained control over one of the textile mills in Drapers Ward. With the outsourcing of cheap textile goods to Morley Mr Hat used his criminal connections to fund the re-imagining of the ward; transforming the image into one of opulence and attracting the city's elite. However it was soon discovered that his workers were underpaid, lived and worked in terrible conditions and where constantly threatened by his gang, the social elite stopped coming to the district, and with the plague now ravishing the city the ward is now a shell of it's former self. Old, and with his power base disintegrating, Mortimer's days are numbered in more ways than one. William Trimble----------------------------------------------------------------- William Trimble, commonly referred to as âNurseâ Trimble, is the personal aid to Mortimer Hat. In his younger days he studied at the Academy of Natural Philosophy alongside Piero Joplin; at some point the two had a falling out and took part in a duel. Both drew pistols and shot multiple times but each one missed, in the end they settled the matter with a coin-toss. Trimble lost and was forced to leave the academy. He was hired by the Hatters to keep their elderly boss in good shape, and using a series of unpleasant means, has managed to make Mr Hat âimmortalâ but infirm. With Hat's health stable, but with him unable to lead, Trimble has taken control over the gang and has introduced Sokolov technology to increase security. Cold and calculating; his bedside manners need a lot of work. Thomas-------------------------------------------------------------------------- Thomas is something of a mystery. No back-story is given and all that is known is that he's the newly appointed right hand man to Daud (after the betrayal of Billie Lurk in the previous DLC). Thomas will appear throughout the game giving hints to enemies, traps and hidden ways into locations; he won't aid you in any fights and he keeps this opinions to himself. The only window into his mind is his diary found at the start of the game that reveals him to be loyal but fearful of the fate of the Whalers (although with him leaving his diary around in plain sight of his murderous boss, he's hardly going to be saying he plans to stab him in the back, now is he?). Whalers------------------------------------------------------------------------- Whalers are Daud's protégées; his own personal band of assassin's. Daud hand picks each Whaler based on individual merit; some are skilled in the ways of the outsider, some in information gathering and some in logistics, all are useful. Equipped with masks used in the processing of whale oil (hence the name) to protect themselves from the plague, armed with a pistol and gun, and with powers of the outsider seeped from Daud; these are powerful allies. Daud can summon these assassins to aid in fights or distract foes with the ability 'Summon Assassin'. +------------------------------------------------------------------------------+ |Enemies-----------------------------------------------------------------[0004]| +------------------------------------------------------------------------------+ City Watch---------------------------------------------------------------------- Split into three distinct sections; Lower Guard; drafted from prisons and street gangs these lightly armoured troops are the weakest version of the guard. Armed with a single sabre they have no long range attack and are easy to handle in a straight fight. Will often run from a fight to sound the alarm and call for reinforcements. City Watch Guard; ever since the plague jobs have been hard to come by, forcing many men to join the watch out of necessity, rather than a desire to serve the city or uphold the law. Armed with a single sabre, with no long range attacks and only lightly armoured these guards are only an issue in large numbers. City Watch Officers; the sons of the aristocrats these men are well armed and well trained. Armed with a sword and a pistol these officers prefer to keep their enemies at a distance while the lower orders engage in melee combat. However they are still highly skilled with a sword and are a dangerous enemy if not surprised. The Dead Eels------------------------------------------------------------------- Lizzy Strides gang, a seemingly unremarkable enemy those only interesting quality seems to be that it's an equal opportunity gang; with women making up around 40% of the crew. However that assessment is incorrect (mostly correct but still); each crew member also has a vial of River Crust acid that they will throw at potential enemies causing immediate damage when struck, environmental damage in the immediate area and a form of smoke screen. You can use Pull to pluck these vials out of the air and use them for your own ends. Witches------------------------------------------------------------------------- Witches are new enemies to this DLC and function like Whalers, specifically Billie Lurk final boss of the last DLC. These powerful foes Blink around the environment making it harder to sneak up on them but at the same time they will consistently follow an easy to figure out pattern allowing for perusing patient players potential permanent pitfalls. Once in combat they are highly skilled with the sword, some will charge in while others will fire multiple shivs of ice from a distance. Again they will use their blinking ability for good use, will occasionally use Windblast to keep you at bay and will also summon roots to spring from the ground. These roots will first suck you into their grasp and then will rap themselves around you; causing damage and preventing you from blocking any further attacks. In short you want to avoid fighting witches in groups. Gravehounds--------------------------------------------------------------------- Gravehounds are creatures summoned from the void by the Brigmore Witches and are only found at Brigmore Manor. These act very similar to the main game's Wolfhounds but with several key differences. Firstly they have no sense of smell, they can only rely on line of sight, this makes them a lot easier to avoid. Secondly once killed they will transform into a skull; if left alone it will resurrect and continue as normal. Likewise if Daud disturbs any dormant skulls the Gravehound will awaken and attack. The only way to permanently kill a Gravehound is to destroy the skull while it's in the dormant state. N.B: Gravehound kills don't count towards deaths, so can be killed on a no death run. River Crusts-------------------------------------------------------------------- Stationary barnacle/oyster type creatures these crustaceans fire highly caustic acid with remarkably good aim for creatures without any eyes. While only a few are encountered in the DLC these can still be a pain if you're unaware of their presence. Only when they attack can you shoot at their soft innards to take them down but if you invested in Pull II you'll be able to uproot them regardless. Inside most Crusts are precious pearls, so remember to loot them afterwards. N.B: Don't count towards deaths. +------------------------------------------------------------------------------+ |Favours-----------------------------------------------------------------[0004]| +------------------------------------------------------------------------------+ Carrying on from the last DLC; Daud has a network of spies and corrupt merchants, the latter allows you to purchase upgrades and general items. The former however allows you to change the level to your favour before you've even entered it. These can range from extra items, hints to locks and reduced security; so it's always worth a look to see what you can get before starting the next mission. Also worth noting that one of these is dependant on what you did in the previous DLC. +------------------------------------------------------------------------------+ |Corrupted Bone Charms---------------------------------------------------[0006]| +------------------------------------------------------------------------------+ A brand new mechanic for this DLC is the inclusion of Corrupted Bone Charms. As the name implies these are Bone Charms that are corrupted. Well my job here is done... Okay, okay. These special charms once again increase Daud's powers, or add brand new unseen quirks to him, to a greater effect than normal Bone Charms. But as Peter Parker is keen to point out; with great power comes problems...or something like that. With each Corrupted Bone Charm equipped a penalty is also bestowed upon Daud. There is a chance to gain six randomly chosen charms out of a total of nine. They are: Leverage Benefit: Pull power distance and speed are increased. Penalty: Mana cost for Pull increased. Power Slash Benefit: Daud deals greater damage with his sword. Penalty: Sword Swings slower. Shivering Silhouette Benefit: Enemies have a high chance to miss ranged attacks. Penalty: Daud is more visible to enemies. Splintering Bolts Benefit: Bolts shot by wristbow do more damage. Penalty: Greater chance of bolts breaking. Statuesque Benefit: Daud will not be spotted by enemies while standing still, unless in combat. Penalty: Mana does not regenerate. Tank Benefit: Damage taken is reduced. Penalty: Movement speed is reduced. Witch's Skin Benefit: When taking damage, Daud's mana is drained before his health. Penalty: Mana does not regenerate. Vengeance Benefit: Build up adrenaline much faster. Penalty: Adrenaline takes much less time to cool down. Zephyr Benefit: Overall movement speed is increased. Penalty: Damage taken is increased. +------------------------------------------------------------------------------+ |Main Missions-----------------------------------------------------------[MM01]| +------------------------------------------------------------------------------+ +------------------------------------------------------------------------------+ |Choosing your Mark------------------------------------------------------[MM02]| +------------------------------------------------------------------------------+ Favours: None Collectables Runes: 2 Bone Charms: 0 Corrupted Bone Charms: 1 Blueprints: 2 Outsider Shrines: 0 -------------------------------------------------------------------------------- ================================================================================ Daud's Hideout ================================================================================ We begin with a monologue, depending on your actions in the previous DLC (if you played the DLC) it will change. But pretty soon we'll face off against Corvo; much sooner than I'd though, huh? Corvo is a rather easy opponent to defeat it turns out, simply remember to block when he attacks, attack often with your sword and you'll defeat him. He'll occasionally Blink around the area but if you get hit you've always got a health potion in your inventory. âDefeatingâ Corvo will gain you the achievement âParting Blowâ, and the reason why defeat is in quotations marks is? Yes, it was all a dream...and you might not even defeat him then depending on your chaos level. Note: Corvo is harder on High Chaos but still rather easy and this âdeathâ doesn't count towards the death count. Dream over it's back to reality (Oh there goes gravity) and Daud is informed that Thomas is ready for him. Did they introduce Thomas is the last DLC, cause I don't remember him? Anyway before you go anywhere look around your bed and you'll find some text-books and a chest containing two gold bars (very handy). Downstairs next to Thomas you'll find some blueprints for Folded Galvani Resin and Bonded Galvani Weave, as well as a book. Just behind the Weave blueprint is a locker containing another two gold bars and just behind that, in a trunk, is your equipment, among which is the DLC's first [Rune]. More books lie around this area and next to Thomas is his diary, an interesting read that recaps the previous DLC's story encase you forgot. Don't talk to Thomas yet but instead head towards the double doors away from him and eavesdrop on a pair of assassin's talking smack about you. Yeah how about a nice knife to the throat you ingrates, don't you realise you're getting your powers from Daud? Anyway keep going around the corner to collect your first [Corrupted Bone Charm]. Now corrupted charms have some nice benefits but also some not so nice side-affects, to me personally I don't think they're worth the hassle but some people like the added challenge. Although if you get the charm âStatuesqueâ you can play Red Light, Green Light with your enemies, which is fun because it normally ends with somebody getting stabbed. With that picked up keep going forward and just after the doorway on the left is a pouch of coin on the floor under a pew. Inside the room to the left is another pair of Whalers talking behind your back, really guys? Your boss is a stealthy assassin whose raise au d'etre is killing people without being noticed, who has just managed to fight off one coup d'etat, and you're talking about killing him in the room outside his bedroom? You're only lucky we can't kill you now without getting a game over screen or you would be screwed, we can however give them a little scare by revealing ourselves. Anyway on the ground level of this room is another pouch of coin, a book about âThe Knife of Dunwallâ, an interesting propaganda piece that probably isn't true if you took the Low Chaos route...and probably is true if you took the High Chaos route. Speaking of high roads (a nice segue, I thank-you) up on one of the bookcases is this âlevelsâ second [Rune]. With everything of interest found head back to Thomas and learn about Lizzy Stride. She's in jail, you can either go now or explore a bit more, up to you, once you do you've completed your first âmissionâ. +------------------------------------------------------------------------------+ |A Stay of Execution for Lizzy-------------------------------------------[MM03]| +------------------------------------------------------------------------------+ Favours: Overseer Daud [100]: You are disguised as an Overseer. An Overseer has been summoned to Coldridge Prison. Your contacts will intercept him and send you in his place. Using this overseer's disguise should fool the guards long enough to let you inside. Misplaced Rune [200]: A recent sweep of the prison for contraband has yielded a number of heretical artefacts, one of them will be âmisplacedâ for the right bribe. Forced Requisition [100]: Forced requisition orders allows your contract to deliver stun mines to the prison. The key to the munitions locker will be hidden nearby. Collectables Runes: 2 Bone Charms: 2 Corrupted Bone Charms: 1 Blueprints: 2 Outsider Shrines: 0 If you didn't already in the previous DLC purchasing the stealth boots is a Godsend, running is almost as quiet as walking, quite crouching is piratically impossible to detect. Well the start of the level depends on if you bought the favour âOverseer Daudâ; if you did you're disguised as an Overseer and if you didn't, well, obviously you're not. The next section will detail how to handle the level if you took that favour, if you didn't then skip past it. -------------------------------------------------------------------------------- ================================================================================ Coldridge Prison ================================================================================ If you picked the Overseer disguise you'll find yourself on the bridge leading up to the main entrance of the prison. Walk up to the guards, talk to them and you'll get a nice little speech about how you're forbidden to go anywhere but the interrogation room; that's where âitâ happened. So be a good overseer and do what the guards tell you, head towards the marked room; through the door that is opened for you. To the right is a guard booth with a letter detailing prison transfers which reveal a new objective (the log book), a rewiring tool and a can of jellied eels. Through the door next to the rewire kit is a vial of Whale Oil (coin) and the [Blueprints] for the Compact Arc Amplifier. There is also a control panel for the arc pylon, you can rewire it but be careful as you're not meant to be in that room playing with the security. Thankfully the pylon doesn't have any power -source so you don't need to do anything with it but if you want to kill the guards rewire and plug in the whale oil. Just outside (to the left) of this room. Also outside this room are a pair of guards chatting about Corvo and how awesome he is, don't try going through the door they're guarding and instead keep heading forwards. You'll find yourself in a large courtyard with at least three guards in it, in the top left hand corner you'll find a [Bone Charm]. Once collected go up the stairs and look to the right, you'll find a box of bullets and a note about the Hatters, interesting. Keep going to the interrogation chamber, dismiss the guard and enter. Okay, creepy. Ignore the immolated body and play the interrogation log. While listening collect the coin pouch, the key chest, health potion, a [Rune], bars of gold, a transfer note, a log book on interrogations and finally a request for Chokedust from a friend in cell A25. Well with nowhere else to explore as an overseer go outside, to the right, and up the stairs, Watch out for the lone guard that patrols that area as your disguise won't work in the restricted areas. Open the first door to find a gun and some bullets. Following the corridor around you'll find the opening mechanism for the cells, a note about the log-book again, Piero's Remedy, a book about Corvo's escape and a pouch of coin. The way the mechanism works is really simple, the first is the cell block and the other two are the cell number. Now simply flip the switch to open it. Seeing as we already know where some choke-dust is open up cell A25. Before you head back look up and just as the corridor starts you'll see and opening in the roof. Blink up to reveal a hidden cache of items including sleep darts, a coin pouch, a medal and an escape plan. That last one could come in handy. Right you've reached the end of the section that details what to do if you took the Overseer's disguise, skip past the next section which details how to do the level start without the favour. -------------------------------------------------------------------------------- This section details how to enter Coldridge if you didn't take the Overseer's disguise; seems less fun to me personally but whatever floats your boat. We start in the sewers with Thomas revealing that Overseer music is playing over the loud speakers...wait, what? You mean that's all it takes to subdue magic powers? Why didn't they play that music all the way through the Lord Regent's Palace or over every speaker in the city to stop Corvo? Whatever go forward to find out that Thomas isn't lying, keep going until you find a collapsed stairway. Provided you took that favour you'll find the first/last [Rune]. Work your way up the steps, being careful as you're probably not jumping as high as you're use to due to your powers being sapped. Find the sign saying Halt: Restricted Area; reconsider your lot in life and give up on killing Delilah...or just keep going until you're over the wall. Once at the top you'll find an execution going on; seems they're punishing those that failed to stop Corvo, one of them is the guard that gave him the key. If you save them that guard he will tell you the cell number for Lizzy Stride but it's not required and it will give away your position. You can instead simply work your way along the wall to the left of the commanding officer. Don't avoid the centre completely though as you'll find a [Bone Charm] hidden underneath the gallows. With everything collected find the light blue panels next to the yellow pipe, climb on top, and work your way over the vent in the door. Be quick as the guard on the other side might spot you. Follow the pipes to the left and you'll see a lone guard underneath and an arc pylon just a bit further on. Take out the guard and enter the room on the right to find a note on log updates, a rewire tool and some eels. Speaking of rewiring just through the next door is the control panel for the arc-pylon, rewire it if you want some smoky bacon. Also in this room you'll find processed whale oil and the [Blueprints] for the Compact Arc Amplifier. With those items collected go back out and up onto the pipes, follow them to the opening on the left to come to a large courtyard. Blink down to the ground level on the left side and hug the wall until you find the second [Bone Charm]. Sneak right and up through the door, take a left and then blink up on the sign that reads âOrder Shall Prevailâ. From this advantage point get a bearing on the guards; should be two on ground level and one walking the catwalk. Take out the one on the catwalk first and then the guys on the ground. The one that stays stationary by the bars can be easily got from behind and strangled leaving the roaming one open. Enter the interrogation room straight ahead of the entrance to find a burnt body. Play the interrogation log; while listening collect the coin pouch, the key chest, health potion, [Rune], bars of gold, a transfer note, a log book on interrogations and finally a request for Chokedust from a friend in cell A25. Okay go back up to the walkway, open the door at the end to find bullets and Peiro's Remedy. Following the corridor around you'll find the opening mechanism for the cells, a note about the log-book again, Piero's Remedy, a book about Corvo's escape and a pouch of coin. The way the mechanism works is really simple, the first is the cell block and the other two are the cell number. Now simply flip the switch to open it. Seeing as we already know where some choke-dust open up cell A25. Before you head back look up and just as the corridor starts you'll see and opening in the roof. Blink up to reveal a hidden cache of items includes sleep darts, coin pouch, a medal and an escape plan. -------------------------------------------------------------------------------- Okay regardless of how you started the level we should all be at the right place now. From the stairway from the cell control room blink up onto the dividing wall. Then up onto the speaker and then to the top cell. Depending on the placement of the bone charm (yes it's randomised) there might be a [Bone Charm] in cell D21 (hidden in the toilet), or it could be an unimportant prisoner. If it's the bone charm go back to the control room and open up the cell, if not ignore the prisoner and keeping heading forwards. In the next room you'll find two potions and an unbreakable locked door, well that's no good, head downstairs. At the bottom of the stairwell are two guards (again going on about Corvo, don't these people talk about anything else?). Get close enough and they'll change places with the one facing the stairs turning slightly which is just enough to get behind him and knock him out. Move the body upstairs and then do the same to the remaining guard, gaining the guard key in the process. Head back downstairs to reveal the locations of Lizzy and Mr Penroe (Lizzy's location varies between A00, A21, C28, D24 and D28, so you should really get this book to save time), now go back to the control room and open those doors. While we're here we might as well open cell A13. Also if you didn't spot the bone charm in D21 you should open up cell A10. As far as I can tell opening Mr Penroe's door does nothing (?) but they must have included that for a reason right? Anyway make your way back and peer through the keyhole on the top level of the restricted area (the door next to the two potions) and wait for the guard that's patrolling to turn around so you can sneak up behind him; don't be tempted to hide in the alcoves on the walkway as he'll spot you. At the far end of the walkway enter the cell to find bread (great), blueprints for Baffle Dust, a book about prisons and some kings-sparrow feathers. With that collected blink onto the speaker that's opposite cell A25 and look out for the patrolling guard. Take him out by blinking behind him. On this floor, in cell C15, you'll find two cannisters of choke-dust, a [Corrupted Bone Charm] in cell A10 (in the toilet) if it wasn't present in D21, and two vials of whale oil in A13, blink into A13 to avoid the trap. With that done it leaves only the ground floor. Remove the two guards by carefully watching their positions and taking them from behind. Also on the ground floor (side closest to the interrogation room) there are several reams of copper for the taking. All that done head over to Lizzy and have a little conversation...well so much for behind able to fly. Well it's probably easier this way. Grab her, blink up a level and work your way along the pipes towards the exit. Blink onto the vent above the alert guard (to the right) and witness an execution (if you didn't go this way at the start of the level). You can save them but not without revealing yourself and you don't gain anything for it because you've already found Lizzy. Either watch it happen or take them out, doesn't matter to me. If you choose to be stealthy just head right and around the raised platform and up the stairs on the corner, keeping as close to the wall as you can,. Before you leave the area though don't forget to grab the last [Bone Charm] underneath the execution platform. After that, head up the pipes and you'll taste freedom, FFFRREEEDDDOOOOMMMM!!!! Ahem, yes well. Head down and find the last/first [Rune] of the level provided you bought that particular favour. Now go towards the exit to get the option to stay or go, either way my job is done. Huh these missions seem smaller than the last DLC. +------------------------------------------------------------------------------+ |The Dead Eels-----------------------------------------------------------[MM04]| +------------------------------------------------------------------------------+ Favours: Sunken Crate [100]: Allied Whalers will dump a crate loaded with supplies overboard near the Undine. You will have to dive to retrieve the contents. The Hidden Rune [200]: A tunnel dweller has been bribed to bring a rune from the depths of the Dunwall storm drains and place it within reach of the surface. Former Rothwild Labourer [75]: A labourer you saved from the Rothwild slaughterhouse has some information for you. Meet him at the textile mill. A Gift From Abigail Ames [100]: Abigail Ames has contacted you through your network. She's offering a bone charm that might be useful to you, in exchange for a small fee Collectables Runes: 7 Bone Charms: 5 Corrupted Bone Charms: 3 Blueprints: 1 Outsider Shrines: 2 -------------------------------------------------------------------------------- ================================================================================ Drapers Ward Streets ================================================================================ We start with Thomas telling us about how the textile mill has started running and whatever is inside is stirring up trouble, a gang war has broken out between the Dead Eels (no relation to the band 'The Eels') and the Hatters. Go forward and up onto the pile of rubbish just to the left to observe a fight between the two aforementioned gangs. If you're in a killing mood help out but the surviving side won't be grateful, if you're not just sit back and watch. The Hatters will lose (badly) to the Dead Eels leaving three to patrol the local area. From your advantage point look to the right and blink to the ledge over a window. Now when nobody is looking blink onto the pile of rugs and up onto the damaged walkway. There is an easy to miss door here, open it to reveal a room with cider, a note about a ritual and upstairs you'll find a war medal and a book about machines on-top a locked locker. You probably won't need to open this locker but if you do the key is in the sewer section of the level. More importantly there is also a [Granny Rags Recipe] in this room, it reads; âBring a man to represent my black-eyed groom Fetch a woman to represent me in my youth Lay them together in the eternal circle A wedding band, to bind them, placed on the silver tray Do this for me dearie and I'll give you a wedding giftâ What this means is you need a female and a male body to be placed on the runed circle (alive, dead, partially eaten, doesn't matter) and a wedding ring. The ring is found outside the Dressmakers house, on the ground level. Place the ring on the silver platter to gain a [Rune]. Probably best to do this after you've cleared the waterfront as you'll have an easier time getting around and searching for the ring. From the balcony here blink down to ground level and advance forward. Two more Hatters will run past so sneak up to the waterway and see yet another one-sided fight between the gangs. Keep on this level and head right, away from the fight, and you'll hear two Hatters talking about a safe they've found. Ignore them for the moment and keep going to find a vial of choke-dust and two coins worth 5 each. From here you should notice that one Hatter stands still while the over paces back and forth, you should know what to do by now right? Sneak up to the one that stands still while the other's back is turned and take him out, now either quickly finish off the next poor sole or blink away carrying the body and take him out in a minute. Well at the very least these guys aren't complete idiots and the safe is indeed locked. Go down a level to find some jellied eels, just left of it you should find the key for the safe in the bushes, use Void Gaze II to make life easier, open up the safe to gain an ingot. Jump down again and find two pearls past the rusted gate. Assuming you took that particular favour you'll also find a [Rune] along with a note from a concerned friend. Go back out and to the right, in a side drain, you'll find a bottle of processed whale oil, also scattered around here are some coins. Well that's all of any interest at the moment so head back the way you came and notice that there is a large shopping precinct we missed when we took after the two Hatters. Enter the eponymous Drapers and go up the stairs to overhear two Hatters talking about a black market dealer overlooking the canal; we may want to pay him a visit later. Follow the path around to the left and watch out for the Dead Eel that patrols that area (if you didn't take him out) and look at the far wall and up, blink up and find Piero's remedy. Now blink over to the sloped roof and up again to the roof over the precinct. On the glass section of the roof you'll find a [Corrupted Bone Charm] closest to the river-side. From the roof drop down onto the vent and then blink onto a chandelier, on one of the vents (closest to the entrance of the level) is a ream of copper. Now blink down to the pathway over the arc pylon (don't worry, won't reach through the floor) and blink over to the far door; seems you'll need a password, well isn't that a pain. Go back the way you came to the river-side and to the opposite side of the location of the safe. Go down the alley and pick-pocket the guy requesting a fight. You can save this Dead Eel but it's rather pointless, instead scarper back to the river-side before he notices and before a gang of Dead Eels appear. Facing the alley you just come out of look up to the left and blink onto the balcony, let yourself in and you've found the black market. Inside is a coin (5), a gun, a grenade, bread, powderer crystal, processed whale oil, a jewellery box, two pears and a note from Jerome about harvesting the flower that lives in the mud of the canal. Talk to the shop keep and buy a [Bone Charm] and one of those flowers we just read about. Purchase both and pick-pocket him to gain the key to his safe. Open the safe when he's not looking and find a rewire kit and a pouch with 50 coin. Now if you destroyed the slaughterhouse for Ames (and didn't kill her afterwards obviously) and you took the favour you'll find a [Bone Charm], the most annoying one to get in the DLC? I'm saying yes. Blink out the window into a vent and up again. You can use Void Gaze II to see two Dead Eels up on the roof, watch where they're looking carefully and jump up at a good time and take them out from behind; you should be able to do it easily without being noticed but be warned one of them does like to pace around so use the raised roof above them to avoid being spotted if necessary. In this guard-post you should find Gristol Cider, bullets and a note of complaint talking about the corrupted rune we should already have. Face the direction of the entrance to the Waterfront and you should see a broken walkway; blink up and enter the room to find âthe Dressmakersâ. In here you'll find bread, several coins, a cigarette case, a [Rune] and a letter from Lady Boyle. Talk to the dressmaker to learn of Delilah. Outside on the balcony is another cider and a remedy propped up in the window. Blink down onto the roof over a store-front, avoid the remaining Dead Eels (don't worry about any items in the local area, you'll be back and have an easier time getting to them in a moment) and go through the door to the riverfront. ================================================================================ Drapers Ward Riverfront ================================================================================ Walk forward, grab the ore and quietly climb the stack of boxes. You'll overhear some Dead Eels talking about their new boss...drowning people in a sack, lovely fellow. From here blink over to the open window to get another briefing from Thomas. In this room you'll find a remedy, an archer cameo, food stuff, powderer crystal, a book and a note from a Hatter spy. Jump out the window onto a slanted roof and blink to the balcony on the opposite side of the yard; two goons argue over which death is worse; burning to death or drowning. Silly fools, you soak him in oil, set em alight and then throw them in sewage water; that's a worse death. Anyway jump up to the roof from the balcony to find another [Corrupted Bone Charm], follow the pipe around to get another briefing from Thomas, he hints that their may be a hatch in the bottom of the boat for dumping contraband. Go on the large pipes hugging the wall and once again overhear conversation about mysterious ladies. Keep going and you'll reach a point where two vertical panels of metal stick up from the pipe, on the side furthest from the entrance is a bolt shooter, disable it before dropping down onto the train/carriage. Quickly blink into the area under the pipe (avoiding the trip wire) and take out the Dead Eel/weepers inside. You'll find a [Rune], a health potion and a book about corrupted charms. Note you can always use Pull to get the items without entering the area. Go back out the way you came (there is a ream of copper to the right, quickly get it if you want) and head to your left, towards the water. Go down the steps and in the boat will be a ream of copper, two coins and a pouch worth 20. Jump in the water and swim underneath the corrugated iron into a hidden passage. Find the exit on the roof and blink out to reveal a secret room; inside is an Archer Urn, a health potion and a [Rune] on an [Outsider Shrine]. Pick it up and get The Outsider, lord of the darkness, quoting nursery rhymes. O-kay then, go back the way you came and assuming you took the favour head towards the sunken cargo. In it you'll find two potions, a gold ingot, sleep darts and a [Bone Charm]. Be quick about picking up what you need cause those hag-fish are painful (be sure to turn off any corrupted bone charms that increase damage if you're having problems surviving). Swim back to shore and make your way up onto the roof overlooking the Undine. Thomas will appear talking about people watching us. Great! There are also some bolts and kings-sparrow feathers up there. Look towards the Undine, to the right and next to what looks like an alarm (but it's actually a spotlight) is a ream of copper. Blink over and pick it up before quickly blinking onto the Undine before you're spotted (or you can use Grab if you've got it). Also on this side of the Undine is a bottle of processed whale oil, pick it up and head upstairs. In the cabin is more whale oil and some bullets but also a lever to start the engines. Flipping the switch will do nothing so jump up onto the roof to find another ream of copper. The deck is heavily guarded and the only thing of interest there is a ream of copper so just ignore it and jump in the drink again. Directly under the Undine is a [Bone Charm], use Void Gaze if you can't find it. Avoid the hag-fish and find the hatch (unopened) in the centre of the boat to gain access to below decks. Right as you exit the hatch you'll find a diary entry, there is also some whale oil, a health potion and a man called Edgar, our mark. You can either kill him, knock him out or talk to him. If you talk to him you'll, obviously, be spotted and he will attack you after Daud plays with him. I should point out that only knocking him out will lead Edgar to a much worse fate than one at the end of your sword. Anyway once dealt with it's time to signal Lizzy, go back out the hatch and make your way to the bridge of the Undine and sound the horn. With that done Lizzy will return and make a lovely speech about forgiveness and cutting off people's fingers. Talk to her and you'll find out that the boat won't move (Edgar also rambles about this) and you need to get a vital piece of the engine back from the Hatters. You can now freely explore the area without being attacked; on the deck is a ream of copper and on the boat near the Undine there are two pieces of ore. Back near the entrance (where the two guards are) there is a bottle of whale oil and a piece of ore in the bin. Happy that you've got everything (even maybe pick-pocketing a few Dead Eels) go back to the streets. ================================================================================ Drapers Ward Streets ================================================================================ Do note that the gang war has caused plenty of the dead bodies to appear, so regardless of your actions there will be a swarms of rats going around. Now that you've got the Dead Eels on your side you don't need to hide on this side of the map, so happily walk through the alleys to find a pair of Eels threatening a Hatter, they even let him go. Nice of them. If you haven't already look for the wedding ring needed in Granny Rags recipe, it should be in the bushes on ground level, it'll be with some coin and another copy of the safe's key. Well go over to the precinct, use the chandeliers to get in unseen and watch the patterns of the patrolling Hatters (there are only a two inside). Notice that one patrols the street facing the Dead Eels territory and the only hangs around the door to the mill. It's the first one that has the key to the power-source of the arc pylon. Wait for him to get out of range of said pylon and steal the key by whatever means you want. Once done blink up to the chandeliers again before blinking down at the opportune moment to remove the power-source. Or, of course, you can just rewire the whole thing killing the Hatters. With the pylon neutralised you can gather up the arc-mine, whale oil and a note about how pylons work. With the Hatters removed from the area (there may be one left near the safe) and the Dead Eels on your side you can happily explore the area for items you may have missed; like the whale oil at the start of the level where the two gangs first faced each other. Happy you've got everything? Head over to the textile mill. ================================================================================ Drapers Ward Textile Mill ================================================================================ Thomas will appear and it appears that they're making shrouds for the dead, which is, um, not that bad actually. Anyway the place if trigged to expel poison gas if the old man dies, seems like you may have to make a deal after all. Go forward and up onto the vent to the left, you'll find two Hatters talking about who just came through the gate, one will check out the entrance which is the perfect time for you to take him out. With him gone get back on the vent and go through the broken skylight taking out the guy in the guard booth. Take him from behind and quickly pick him up and drop him near the entrance of the level, If you don't the body will be discovered. Go back into the gatehouse and find copper, coin, bullets, herbs, potions and an Archer Plate. Take what you please and get back on the roof. From here you can see the control panel for the Wall of Light, rewire it if you want to quickly get rid of the guards passing through but also note the ore just in-front of it. From the panel go right to find processed whale oil, more ore and a [Bone Charm]. To the left of the charm there is a boarded up room, destroy the boards and loot the cupboards to find coin, a remedy, bolts, a grenade and Hemlock Essence. Also in this room is a way into the textile mill, provided you got the key from the guard of course. Enter the building, being careful of the Hatter that paces that entrance, take him out and be sure to move the body to avoid it being spotted. From this room you can remove the power-source to the wall of light, there is also a pot of herbs on the couch. Go through the door on the other side of the building, again being wary of a Hatter that makes his home there. You can blink up onto the pipes to make life easier for you. Take out the guard, move the body and disable the grenade thrower attached to the pipes above you and the other one on the shelves opposite. Even with the traps disabled you still shouldn't use the main entrance as it's also linked to an alarm. Assuming you took that favour head towards Private Storage and meet up with the Rothwild labourer, he says that we won't be able to get into the engine room without the combination lock...we won't be able to get the combination lock without talking to Geezer, we can't talk to Geezer alone without Nurse Trimble in the way and the only time Trimble leaves Geezer is to check on his lab equipment, huh, what obvious rail-roading. Anyway also in this room there is a book on the plague, a bull rat foetus, Archer's pocket watch, a note about Skeeves (which talks about a lot of money in the river, umm) and a [Rune]. Well lets check out the door to the basement engine room anyway; there is a note attached by some guy called Pete. Seems he went into the sewers and never came out. Oh well time to head upstairs I guess. Head all the way up to the top, avoiding the gaze of any Hatters in the room with the loom. On the section just above the loom room level look up and you should be able to see the shadow of the guy upstairs, a glitch I know but a handy one, when he turns around go up and knock him out. In this room you'll find medicinal herbs and [Blueprints] for Small-Scale Explosive Refinement. Go back to the loom room and take out the two guards and the two workers (although not hostile they will still count as being seen). After this is done you'll find bullets, a health potion and herbs near the stairs. While metallic salts, more herbs, hemlock essence, processed whale oil and a history on Lizzy Stride in the area furthest from the stairwell. Blink up onto the balcony and peer through the keyhole of the door just to the right of it; Trimble and Geezer are having a conversation within. Yes it seems that Trimble is using old Geezer for his own ends, we're sure to get him on our side if needed. Go upstairs to Trimble's lab to find loads of empty vials, a remedy, powdered crystal, herbs, coin, a moveable pillow, the lab key, two books on Gastric humours, a still for making potions, a note about timers (and how Trimble comes running after he hears one) a timer and a audiograph player. Nothing in the player however, odd that you can move that pillow though isn't it? What-ya-know there's a audiograph card underneath, pick it up and slot it in to reveal an ingot and recipe for antitoxin which requires Oxrush Flower, Bull Rat Foetus and Metallic Salts, all of which you should have but if you don't you'll find the flower in the black market (found high up opposite the safe in the streets), the bull rat in the storage near the entrance to the mill and the salts in the loom room. Create the antitoxin and drink heartily, now you're immune from the effects of Geezer's gas so if you wish to kill him, go ahead. With that all done it's time to make a choice; you can either make a deal with Geezer and Trimble or take out Trimble and get the combination via Geezer's death (or none of the above if you really want). If you choose to make a deal you'll have to enter the sewers and start the waters again to power the mill, then they'll give you the coil. If you choose that then go talk to Trimble and Mr Hat in their room and then skip to the sewer section of this guide. If you don't you'll have to spring our trap; remove the audiograph card so not to alert Trimble and use the experiment timer to get him to leave Geezer. He'll come running so wait behind the blackboards and take him out/pickpocket him to get the sewer access key. You can now enter the main office and talk to Mr Hat/Geezer. He'll, predictably, ask you to kill him. Remove the whale oil tank if you want, he'll give you two number of the combination leaving you to hard crack the last number (varies each play-through). Also in this room is health potions, herbs and a couple of notes. Head back to the basement, enter the code and once inside take the coil and exit through the sewers. Of course killing and talking to Geezer means you've just got your hands dirty so you can just ignore him and head to the sewers which is where I'm going now. Head back outside to the courtyard, remove the last two Hatters if you wish and drop down onto the pipes spanning the river in the centre of the yard to find the door to the sewers ================================================================================ Drapers Ward Sewers ================================================================================ Moving forward you'll find a male an archer whale statue but you'll be under attack from those annoying river crusts, equip your wristbow and take them out. Jump over and look to your left and up to see yet another one raining green puke upon you. If you're lucky each one should have a pearl inside. To the right is the entrance to the engine room so you won't have to go through two loading screens and a ream of copper. While to your left you'll find a swarm of rats, a grate, a bottle of processed whale oil, a locked door to the right and a breakable one to the left. Now we have a choice, if we're doing a no kill, never spotted run then go back down the steps and blink through the gap and ignore the next section. If you want to have a fight then break down the wooden door. -------------------------------------------------------------------------------- If you picked having a fight then break the wooden door on the left and keep going. You'll hear a plead for help and find whale oil and powdered crystal. Drop down through the hole in the floor and pick up the health and grenade in the grate. Now go through the gap and explore the area. In the centre, on a raised platform is a âstrange womanâ. Behind her are some bolts, herbs and a note about how the water control system works. The woman seems to have lost her son but I'm sure nobody reading this believes that for a second. If you talk to her and help her up; she attacks you, if you talk to her and do nothing; she attacks you, if you attack her first; she attacks you, and if you try to leave; she attacks you. The only way to avoid a fight at this point is to use Bend Time II, or trigger the fight and run away. Anyway the witches are a powerful enemy; they use blast to keep you out of melee range, they're quick with swords, they blink around and they have a fast-fire long range attack. They are however easy to lose so once you've killed one just blink out of sight and pick off the remaining sisters. In the room next door you'll find a statue of Delilah to talk with, in the room below her is a [Corrupted Bone Charm], break the boards to gain access...and probably toss a grenade down to take out the rats too. Once the area is clear spin the handle to open the door and leave. -------------------------------------------------------------------------------- If you picked a no death run then blink through the gap and listen to the witches on the other side, blink back and break down the door. Talk to the woman in the middle and confront her, Daud will stab her which doesn't make the others appear (however attacking her conventionally does) and at the end of the conversation Daud will simply knock her out. Go through the next door, take out the witch from behind, talk to Delilah and break the boards to find a [Corrupted Bone Charm] underneath her. Pick up all the items in the area (pearl, health potion, powdered crystal, processed whale oil) and go back the way you came; if you open the door the other witches will jump you. -------------------------------------------------------------------------------- Okay you've either blinked through the gap or you've just had a big fight, either way you've basically ended up in the same place. There is a remedy in the water below and by the dead Hatter, a grenade, processed whale oil, a mechanic apartment key and a âto doâ list under the body. If you avoided the fight with the witches there will be two lurking by the door comically commenting on the acting talent of their sister. You've avoided the fight so far, you might as well avoid them all together, blink over to the other side of the gap and pick up the ore. Keep going until the path gets submerged under rubble to find more ore and a [Bone Charm]. With that collected head right, through the doorway. Here we'll find another two witches, apparently more intelligent that your Whalers, they realise killing Delilah would be stupid (if you want to kill them pick up the oil-tank just before this room and throw it at them while they're talking for an easy victory). At any rate don't blink up to the walkway on the right, because after the conversation one of the witches will blink up there too. Instead drop down a level and pick up the wrench and ore just under the entrance you came through. Be careful on this floor because our old friends the weepers have joined the party. Wait for the conversation to end, grab the power-source from under the stairs and then head to the right out through the door. Stick it in the machine and blink up collecting the note about the fan and turning it on. Keep out of the way and when it rips itself out go through (collecting the copper as you go) to reveal a room with a dead guy in it. Pick up the hemlock essence, the key and open the far door to allow access back to the start of the level (ore just on the other side of the door too). With your exit secure turn around and look up, blink up to the hole in the grate and drop down to pick up the [Rune] from the [Outsider Shrine]. Re-entering the room with the weepers and witches blink forward under the walkway and make your way up the stairs (avoiding weepers obviously). Blink up to the raised centre area and then blink again to the rafters. From this advantage point you can see the where the ugly sisters go. There is a pattern, both of them will blink to the centre platform (rarely together) which is probably the easiest time to pick them off, just remember to move the body of the first one you take out. Once the top of the room is clear you'll find a note about the wrench, a bottle of powdered crystal and a health potion in the centre; whale oil in the far right corner; another processed whale oil in the near right; a remedy and copper wire in the near left; and nothing in the far left. With everything collected use the wrench to activate the water pump, only to find two vines have wrapped themselves around the flywheel. Use normal crossbow bolts to take them out without the need of alerting the weepers. With that done return to Trimble and gain the access code. If you haven't spoken to Trimble, and you didn't get the code from Geezer then you can find it in the apartment building allll the way back at the start, just above Granny Rags recipe; use the key you found on the dead guy just before those witches talking about acting talent on the locker. However you do it get the coil from the engine room (along with oil and copper) and haul ass back to the waterfront. ================================================================================ Drapers Ward Waterfront ================================================================================ Well so much for the levels being shorter, looks like they just decided to cram everything into one. With the end in sight collect everything you need and place the coil in the engine of the Undine. Alas this isn't going to be easy sailing as the Brigmore Witches attack; repel the attack and then head up to the bridge to finish the level. If you want to avoid being seen simply activate Bend Time II when you plug it in and run away, the Dead Eels will make short work of the witches, however Lizzy will be killed and you will be made captain...eh, I can live with that. Oh and looting Lizzy with gain you 25 coin. Note: the witches won't appear if you killed them all in the sewers. +------------------------------------------------------------------------------+ |Delilah's Masterwork----------------------------------------------------[MM05]| +------------------------------------------------------------------------------+ Favours: Hole in the Fence [200]: Your operatives will drop a rune, some mana and open the fence to allow for a more stealthy approach to the manor. Thieving Butler [75]: The former butler smuggled goods from the estate and hid them by the shore. One of your agents will unearth the cache for a price. Turncoat [50]: Your agents have paid off one of the witches to meet with you and provide information. She'll be wearing a red jacket. Collectables Runes: 4 Bone Charms: 4 Corrupted Bone Charms: 3 Blueprints: 0 Outsider Shrines: 0 -------------------------------------------------------------------------------- ================================================================================ Brigmore Estate ================================================================================ Thomas appears and gives us some vague information; snares are placed down, statues of Delilah litter the manor and the witches are getting in and out...somehow. Not the best info ever but at least he isn't planning to stab us in the back like the last gal. From the starting point look to your right and turn on Void Gaze, in the distance (provided you took that favour) is a marker reading âshorelineâ, in-between you and it is a [Corrupted Bone Charm] just under the water. With the item collected head towards the marker. Avoid the attacks from the river crust (and do pick up the pear, it's handy for an upcoming side-quest) to find a note from the butler to his partner. In the centre of the flooded area, before the walls of the manor, is a tall outhouse of sorts (reminds me of the many English country houses I've visited). Enter through one of the windows (the door is booby trapped) and disable the launcher. Also in the room are some bolts, a pear, herbs, a stun mine, Piero's mana potion, a look-out note and another note meant for an Overseer. With everything found inside blink up to the roof to find the hidden butler's cache housing another mana potion and a [Rune], also on the roof is a ream of copper. Everything found go back to the start. Go forward up the stairs and blink past the broken section; from this viewpoint Thomas will reappear taking about hounds that get up after being killed...zombie dogs? Anyway just behind you will be some ore. Blink onto the wooden strut, then onto the next and finally onto the pillar of the gate (partially shrouded by the tree, use the blink arrow for guidance). Drop down a level and be careful of the aforementioned zombie dogs, to your right will be two projectile launchers linked up to the hole in the fence, disable them if you want or just keep going, you're not coming back this way. Further on jump inside the mausoleum (no roof) to collect the bottle of processed whale oil and a note about the lever, it's in the garden shed apparently. Jump back out (quickly the hounds will spot you if you linger) and blink up to the side of the greenhouse, there should be a small ledge for you to walk on. Follow it around until you come to the entrance, blink behind the patrolling witch and take her out; failure to do so will lead her to summon roots that will grab Daud while she shoots at you. Move the body to the platform in the rafters as another witch will blink in soon enough. Also in this room is a bottle of powdered crystal and a book. Just over the pond (which is deep enough to hide in if needed) will be an open window, blink up to it to find a ruined room with two vials of choke-dust. Now blink up to the next level in the ruined section of building to find several books about gardening, a chest containing powdered crystal and a note from an old book which turns out to be one of [Granny Rags Recipes] which reads; âDreary waters, hissing daughters. Crack three green shells and steal their pearls. Turn the spigot and drink from the misery of a broken house. Gulp and swallow, follow, follow. Three wet marbles down the gullet. Do this for me dearie and I'll give you a birthday gift.â Basically all that you need to do is get three pearls from river crusts and drink from a hidden fountain; easy enough. Drop down and go out of the opposite way you came in, diving into the other pond to find three coins of various denomination. Blink back up to the window, then to the cliff-side to the left, finding bolts, another coin and a [Bone Charm]. A lone witch should walk up and down this pathway so watch out for her as you head towards the waterfall. Note: to the left is a, I don't know what that is, stone gazebo? Anyway to the left is this building with a statue of Delilah and a small treasure trove around it; encase you haven't figured it out yet statues of Delilah act as sentries so avoid them, only approaching from behind. Use Pull, if you've got it, to gain the items without being spotted. Don't jump down, because of the patrol witch and Gravehound, instead keep going to the waterfall to pick up the spiritual remedy and the key to the front door. We're not going through the front door but it's still nice to have. Instead go left, hugging the cliff (ore also found nearby) until you come to another building blocking your way. Blink up on top to find a roof that is in desperate need of repair; damn witches and their lack of maintenance. Take out the river crust from this advantage point (remember to get it's pearl) and drop down out of sight of the door. Disable the projectile launcher in the chair and find two different types of potions, sleep darks and the lever for the mausoleum entrance; that's where we want to go. Also in this room are loads of whale tanks perfect for throwing at witches if you want. Blink up onto the roof and drop down onto the opposite side of the building from the way you came. Hang around this area for a bit if you bought the favour âTurncoatâ as the British spy is around here. Talk to her and she'll tell you; Delilah plans on inhabiting Emily's body (we already figured that out), there is a way in through the crypt and where the lever is (we found that out and already have the lever) and that we will have her to answer to if we kill any witch other than Delilah (jam a blade down her throat now for threatening you). All in all, a waste of 50 coin. Well with that waste of time over hop the small fence between the cliff-face and the manor, it's a small alleyway back to the front of the house but within lies the last river crust we need; use you crossbow and you're all set to complete Granny's spell. Also up on the platform the crust was hanging off is some copper wire. Go back to the garden shed and activate the tap on the fountain to gain a [Rune]. Get back on the roof and spy out the area, there should be three witches in the courtyard and they're incredibly hard to take out without being spotted, at least without Bend Time II at any rate. In the centre of the courtyard you'll find fruit, cider and a key to the storage shed. Tempting but the storage shed window is just on the other side of the courtyard and you can easily sneak around the low area, keeping the railing between you and them, without being spotted. So I simply opt to avoid them, blink into the window to find potions, medical herb, the Brigmore pocket watch and another key to the storage shed you're currently in. Go back to the roof of the shed, look up to the manor and notice the railing along the top. Yeah that's not just for show, jump and use Blink to find a way up and two witches having a chinwag. Avoid them by hiding behind one of the plant pots while they talk and then by blinking between them while they split up; from here you can either take them out one by one or simply hop through the window on the opposite side of the roof. Once inside you'll find some hemlock essence, a book and a [Corrupted Bone Charm].Either follow this way through the broken roof and go left or go back to the alley and hop over the next gate. Either way to the left you'll find another [Rune] in a safe in front of a tree on the ground level, while two river crusts pelt your with snot. Take them out quickly with your crossbow or else the witches will notice the commotion. If you took that particular favour you can exit the manor through the hole in the fence and then get back into the estate grounds the way we came in...but where's the fun in that? Creep towards the house and when in range blink up onto the scaffolding, jump once again to the higher level and then onto the balcony of where we just came from to find some kings-sparrow feathers. Now blink over to the balcony above the front door, keep going to the lower scaffolding, hide behind the rock before blinking up to the ledge and working yourself around the side of the greenhouse. I should point out that two witches will appear in the ruined house talking about how they're fed up of hearing about Daud, just below where you found Granny Rags' recipe; not sure why these pair spawn now and not earlier. Anyway use the lever on the crypt door and enter...of course being careful to avoid the hounds of hell. Inside the crypt will be a swarm of rats, a trip wire and a jewellery box on one of the tombs. Run towards the tripwire and crouch quickly to slide. Just to the right with be a Delilah statue (eyes covered) with a [Bone Charm] in front. Of course the moment you take it the statue moves, even using Grab causes it to move. I'm not sure if this counts against you being spotted or not, so why risk it? Use Bend Time II to pick up the charm and move out of the way before it reacts; it'll still make a noise but when you come back you'll see it's still shielding it's eyes. I call that a win-win. Also note that if you go back to the entrance of the crypt two witches are there discussing how the lever has magically reappeared, they lay in wait for your return (we're not returning). Anyway enter the Manor proper through the crypt door. ================================================================================ Brigmore Manor ================================================================================ Well we've finally made it into the Brigmore Manor and the place is crawling with witches so it'll be a tough cookie to fight through...so it's a good thing I'm focusing on stealth then. From the crypt entrance go up the stairs and to the right in a bookshelf should be one of Sokolov's Potions and a pouch of coin. Move forward and a witch should blink in, and then blink further down. Don't go through the door, the floor is littered with Gravehound skulls that will activate if you go out. You could pull the skulls in and then quickly swipe them before the activate but why go to all that effort? Instead blink up through the collapsed ceiling. Turn around from the way you came, go past the corridor and into a room with a deranged Overseer propped up against the wall. In here you'll find the Overseer's orders, a memo on his interrogation, a stun mine and a [Bone Charm]. You can either wait for one of the witches to walk past the door and remove them form the equation or just ignore her. Go back out the door, to the left and then left again through a collapsed corridor to find a [Corrupted Bone Charm]. You should be safe in this room so relax and find the Brigmore Sextant. Keep going and to the left you'll find a locked door requiring the library key (is that the one with the picture of a sword or armour on it, I forget); peak through the lock to hear a conversation, charming people these witches. Go to the left, on top of the bath to avoid the trip-wire, disable the projectile-firing-thingy. Go forward a little bit and use void gaze to notice that there is a gravehound quite close to you. Wait for it to turn around, pick up the feathers and then blink up a storey. Once again use void and notice all the lovely projectile-launchers waiting for you; disable them and congratulate yourself for finding Delilah's studio. Pick up the processed whale oil, the coin worth 10, read Delilah's journal and pick up that annoying sounding lantern. Behind the lantern you'll also find the key for the east wing and on the over side of the room is another coin and a cigarette case. Drop down the hole near the case to find two more coins and a statue of an archer whale; be vary of the witch and hound lurking about. Now you can either go back the way you came, there is not much point going down this corridor but I did it anyway, not interested, skip the next paragraph. Normally I try to use tactics that require the bare minimum of abilities but sorry; I can't figure out another way to get around the Gravehound, inactive Gravehound skull, the witch in the corridor and the witch in the next room without using Bend Time II. If you haven't got that skill by now, um, good luck? Anyway Time Bend past those three threats, open the double door, close it immediately afterwards, strangle the witch and carry the body before quickly blinking up a level through the ruined roof. Almost immediately after another witch will blink in, don't interrupt her while she's reading but instead wait for her to put down the book before attacking and moving the up another level again. Drop down and once again activate Bend Time to give you a chance to crush the three Gravehound skulls that wait for you in front of the door. Use the key and you'll find yourself right next to the front door of the manor. However you go here you're once again back in the foyer of the front door, go up a level and on the right side, the side away from the collapsed corridor you'll find two witches on a level higher than you talking about the fate of Timish; once the conversation is done they'll both blink down a level so don't be standing out in the open (one has a key you need, so you have to get it somehow). They should be easily enough to take out as they don't look at each other that often, so do that, moving the bodies, and blink up to where they were talking. Up here you'll find sausages and inside the locked chest a remedy and a [Bone Charm], keep going to the left and you'll find more chests with potions, mines and a [Rune]. Also in the centre of the room is a note saying how you shouldn't put a different painting in the place of the target, because that would be very bad...gee I wonder what we're going to be doing in a minute? Drop down a level (you should be safe but keep sneaking to be sure) to collect all the goodies in the local area including more potions, cider, food, a note from Delilah, herbs, etc, etc. Drop down to the ground floor and carefully watch the movements of the remaining witches. You should be able to take a few out as they patrol the area and then quickly blink them up to the relative safety of the higher levels. Now it's simply a case of picking them off one by one as they walk past wondering âone of my sisters has gone missingâ. It's really easy as well as more often than not they'll walk in completely different directions to each other and in five minutes you've got a pile of women. Happy with the reduced number collect the items lying around and go around the L bend up the stairs on the left (avoiding the remaining witches further along). Should be one witch up the top and a Brigmore Medal to collect in one of the holes in the floor. Left of the entrance is a health elixir, some bolts and a note saying how stupid you are. Look up and Blink up another level, use the rafters above to get to the far end of the room, now look left, downwards, and blink into the doorway. Follow the room towards the location marked Gallery. Disabling the projectile-launchers, collecting the herbs and blinking through the tripwire into the final room. Disable the two final witches and collect the three processed whale oils, the remedy and bolt lying around. When you're ready use the lantern on the marked board/painting. ================================================================================ The Void ================================================================================ By the Outsider, the Outsider! Yay, we're interesting again! That is a good thing right? Anyway the final section of the game is disappointingly easy if you're going for a non-lethal run. Walk up the steps in front of you, blink to the roof-tops on the other-side of the courtyard. Find the painting that just happens to be here and that isn't guarded at all. Go back to the courtyard, wait for Delilah to turn her back, replace the painting, and watch the fireworks. Well done, you've just completed the game. Now if you want a good battle then, well, you've got a battle at any rate. Delilah is basically just like all the other witches; the only difference is that all the statues in the area will come alive and attack you...so it's like fighting a group of witches. Slightly difficult but not too much of an issue if you've got a lot of health potions. If you can either go straight up to her or one of the statues to start a conversation or you can dive on her and take out one of her bodies that way (that starts the fight right away). As always you can use your assassins to take the heat off you and yes you can even run away and hide if you want. Once you've defeated her she'll stand in front of the painting and you'll get a very nice finisher. Been a good boy? Didn't kill wantonly, didn't cause needless suffering? Well then Corvo will let Daud live. If you weren't such a good boy then, he won't. And damn, only just realised but that mask is scary. +------------------------------------------------------------------------------+ |Granny Rags Recipes-----------------------------------------------------[GGRP]| +------------------------------------------------------------------------------+ Carrying on from the last DLC Daud can find vague instructions written by Granny Rags, completion of these will reward the player with a Rune. There are two recipes in the game (just like the last DLC) and, do me at least, they seem a lot easier to figure out. Without further ado here they are; -------------------------------------------------------------------------------- Level: The Dead Eels. Location: Draper Ward Streets; the apartment through the double doors just opposite the start of the level. Recipe: âBring a man to represent my black-eyed groom Fetch a woman to represent me in my youth Lay them together in the eternal circle A wedding band, to bind them, placed on the silver tray Do this for me dearie and I'll give you a wedding giftâ Instructions: Place a woman and a man in the runed circle. It doesn't matter the state of the body at the time, unconscious, dead or just a torso; it works regardless. Next find the wedding ring found outside the Dressmakers near the entrance to the Riverfront. It's on ground level, hidden in the bushes near some coins and a key for a safe; probably easier to search for this when you're friendly with the Eels. Once you have the ring place it on the silver platter just to the right of the circle and you'll gain a rune. -------------------------------------------------------------------------------- Level: Delilah's Masterwork. Location: Brigmore Estate, in the ruined building coming off the greenhouse, top floor. Recipe: âDreary waters, hissing daughters. Crack three green shells and steal their pearls. Turn the spigot and drink from the misery of a broken house. Gulp and swallow, follow, follow. Three wet marbles down the gullet. Do this for me dearie and I'll give you a birthday gift.â Instructions: First of all you need three pearls from river crusts; there is one by the shoreline, two to the right of the front door, one in the little alley way going right to the back of the house, one hanging in the back of the house and one in the garden shed. Now the garden shed is where you pick up the lever for the entrance to the crypt and it's also where the fountain you need to drink from is placed. Once you have any three pearls simply turn the handle on the fountain to make a rune appear. +------------------------------------------------------------------------------+ |Collectables------------------------------------------------------------[CT01]| +------------------------------------------------------------------------------+ +------------------------------------------------------------------------------+ |Runes-------------------------------------------------------------------[CT02]| +------------------------------------------------------------------------------+ ------------------------------Choosing your Mark-------------------------------- ------------------------------Daud's Hideout------------------------------------ 1; Found in the chest near Thomas. 2: Found in the library on top of the bookshelves. A Stay of Execution for Lizzy ------------------------------Coldridge Prison---------------------------------- 3: In the interrogation room, to the rear on the right. 4: Found just outside the sewer entrance at the start of the level [favour]. ------------------------------The Dead Eels------------------------------------- ------------------------------Drapers Ward Streets------------------------------ 5: In the apartment building just in-front of the entrance [Granny Rags' Recipe] 6: Found in the dried up waterway near the locked safe [favour]. ------------------------------Drapers Ward Riverfront--------------------------- 7: Opposite the Undine, under the pipes, in an area blocked off where the Dead Eels keep the infected. 8: In a hidden room below the building next to the Undine, take the submerged passage to reach it. ------------------------------Drapers Ward Textile Mill------------------------- 9: Found in the same room as the Rothwild labourer, or in the room to the left of the main entrance of the mill. 10: In the room with the faulty fan, jump the grate to the right and find it on an Outsider Shrine. ------------------------------Brigmore Manor------------------------------------ ------------------------------Brigmore Estate----------------------------------- 11: Found in the butler's cache on the roof of the outhouse by the start of the level [Favour]. 12: Found in the same shed with the lever, after finding three pearls from river crusts drink from the fountain [Granny Rags' Recipe]. 13: Facing the front door of the manor; the rune is to the right in front of a tree by two river crusts. ------------------------------Brigmore Manor------------------------------------ 14: Found in the attic above the front door, locked in a chest. One of the witches in the immediate area will have the key. +------------------------------------------------------------------------------+ |Bone Charms-------------------------------------------------------------[CT03]| +------------------------------------------------------------------------------+ ------------------------------A Stay of Execution for Lizzy--------------------- ------------------------------Coldridge Prison---------------------------------- 1: In the courtyard, top left corner (from when you first enter it). 2: Underneath the execution platform in the yard. ------------------------------The Dead Eels------------------------------------- ------------------------------Drapers Ward Streets------------------------------ 3: Bought from the black-market. 4: Found in Jerome's safe [Favour]. ------------------------------Drapers Ward Riverfront--------------------------- 5: Found in the sunken cargo near the Undine [favour] 6: Directly underneath the Undine. ------------------------------Drapers Ward Textile Mill------------------------- 7: Opposite the entrance in what looks like a photo-booth. ------------------------------Drapers Ward Sewers------------------------------- 8: Underneath the statue of Delilah, break the boards to enter. 9: After exiting the fight with the witches go left until the path turns to rubble, it'll be at the end there. ------------------------------Delilah's Masterwork------------------------------ ------------------------------Brigmore Estate----------------------------------- 10: Coming out of the ruined room off the greenhouse, on the cliff-side to the left on a chair. ------------------------------Brigmore Manor------------------------------------ 11: First floor, in the room with the deranged Overseer. 12: Directly above the front door, on the highest level, in a locked chest. One of the witches in the immediate area will have a key. +------------------------------------------------------------------------------+ |Corrupted Bone Charms---------------------------------------------------[CT04]| +------------------------------------------------------------------------------+ ------------------------------Choosing your Mark-------------------------------- ------------------------------Daud's Hideout------------------------------------ 1: Just outside Daud's room on a table next to a Whaler. ------------------------------A Stay of Execution for Lizzy--------------------- ------------------------------Coldridge Prison---------------------------------- 2: In A10 or D21, found in the toilet. ------------------------------The Dead Eels------------------------------------- ------------------------------Drapers Ward Streets------------------------------ 3: On the glass section of the roof over the shopping precinct. ------------------------------Delilah's Masterwork------------------------------ ------------------------------Brigmore Estate----------------------------------- 4: From the starting point, just to the right, underwater. 5: In the ruined attic, found at the rear of the manor. Brigmore Manor 6: From the room with the deranged Overseer go left and left again, through the collapsed corridor. +------------------------------------------------------------------------------+ |Blueprints--------------------------------------------------------------[CT05]| +------------------------------------------------------------------------------+ ------------------------------Choosing your Mark-------------------------------- ------------------------------Daud's Hideout------------------------------------ 1: Folded Galvani Resin: On the table next to Thomas. 2: Bonded Galvani Weave: On the table next to Thomas. ------------------------------A Stay of Execution for Lizzy--------------------- ------------------------------Coldridge Prison---------------------------------- 3: Compact Arc Amplifier: Found in the security booth through the first security door. 4: Baffle Dust: Cell A25, top floor. ------------------------------The Dead Eels------------------------------------- ------------------------------Drapers Ward Textile Mill------------------------- 5: Small-Scale Explosive Refinement: on the desk of the room just outside of Trimble's lab. +------------------------------------------------------------------------------+ | Achievements-----------------------------------------------------------[CT06]| +------------------------------------------------------------------------------+ Standard Achievements Breakout: Break Lizzy Stride out of Coldridge Prison. Deal Maker: Purchase at least 8 favours in The Brigmore Witches. Gangs of Dunwall: Restore the Undine to working condition. All Come To Ruin: Complete The Brigmore Witches in High Chaos Changed Ways: Complete The Brigmore Witches in Low Chaos. Enough Coin To Disappear: Survive The Brigmore Witches in low chaos with 10,000 coins. Cleanest Hands: Complete The Brigmore Witches without killing anyone. Silence Is Golden: Complete The Brigmore Witches without alerting anyone. Secret Achievements Parting Shot: You delivered (or attempted) the killing blow on Corvo. Wall of Flesh: You used an enemy lifted with Pull as a shield (works for melee attacks too). +------------------------------------------------------------------------------+ |Copyright---------------------------------------------------------------[CPRT]| +------------------------------------------------------------------------------+ Everything in my guide has been my own work; only I could make the kind of grammatical errors that I have made, call it my thumbprint. But I would be amiss not to mention that http://dishonored.wikia.com has been a great reference and you should check it out if you wish to know more about the world of Dishonored. If you wish to use this guide for non-profit reasons then please feel free to use it without my permission although I do ask you credit me if you do, thank you. And yes this section was copied from my last walkthrough, I credit myself for this paragraph! Oh and a major thank-you to Selmiak's website for providing an easy way to format the guide, check out the url below if you're interested; http://selmiak.bplaced.net/gf/gf.php?lang=eng&page=linebreak#form +------------------------------------------------------------------------------+ | Word from the Maker----------------------------------------------------[WFTM]| +------------------------------------------------------------------------------+ Well that was Dishonored; I really get the need to replay the main game now and attempt to ghost it, which I guess is the best compliment you can give to a piece of DLC. I mean I probably won't, got several hundred (thank you Steam, GOG and Humble Bundle) games I haven't got around to playing, but I have a feeling that desire will build as time passes. As for the DLC itself; I'm slightly less impressed with it when compared against Knife of Dunwall but it's still a good farewell for the old gal. It was apparently longer, as this guide is 4000 words longer than the previous guide, but somehow it didn't have the same sense of expansion the first had. Speaking of guides I hope mine helped; need to get in contact? E-mail me at Jallen9000(at)Hotmail.com with a clear title. --------------------------------------------------------------------------------