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Wednesday, October 10, 2012

Dishonored- Complete Walkthrough

****************SPOILERS*******SPOILERS********************

                                                   DISHONORED WALKTHROUGH

                                                  IMPORTANT THINGS TO KNOW

1. The "Chaos System" This is an innovated concept that changes the story and game play depending upon how you treat the world. Basically on a play through if you kill around 20-25% of the NPC’s you come across or less then the world around you will have some hope, and a lot easier to deal with. Or you can choose to kill as many as you want, and the world will become a darker and scarier and harder one. On a low chaos play through you may find a safe place to loot. That same place on a high chaos play through may have a swarm of rats, or other obstacles to get through. These choices change your game, and the ending so they are important to think about. Plus there is an achievement for going the whole game without killing anyone. Only recommended for diehard fans, but there it is lol.

2. Scavenging- Take everything you find, its all useful. A very cool thing about this game is that those valuable but useless items are automatically cashed out, so it just becomes money you can use to but the stuff you want later. So you don’t have to worry about finding the right merchant to unload all that stuff you can’t use but want to trade. Also there are other items that stay in your inventory such as ammo, keys, rewire tools, elixirs, etc. These you should store up on because you never know when you are gonna need them later.
3. Take Your Time- Listen to people talking, they may have important information that could prove useful later. Look around, read the posted signs, notes, books. Information is power as they say, and will change conversations you have, and how you tackle a particular problem.
4. Equip the Heart to your hand- The heart will whisper secrets to you if you have it equipped at the right time. It also lights up and beats harder as you get closer to runes, or bone charms, no matter what is in front of you.
5. Go after and get the Runes, and Bone charms they are important if you want to get new or upgrade your powers.


 
POWERS

1. BLINK- The only free power you get, and easily the most useful. Blink allows you to teleport to a nearby location: behind a foe, out of a foes range, from one ledge to another, plus it has really low mana consumption. While the 1st level is free, the 2nd level which lets you teleport much farther away will cost you 3 runes, which is well worth it.
2. BEND TIME- Level one slows time so you can sneak passed, or assassinate someone. It is good dealing with a crowd of bad guys. This power is especially helpful when needing to deal with a well guarded position such as a control box. You can slow time run over and rewire the box to attack the guards but not you, then get out of the way and enjoy the carnage. The 2nd level is very expensive costing 8 runes. But it actually stops time and all enemies, security is unaware of you. Also any attack you do counts as a one-strike assassination, which is very useful in a crowd of enemies. The only drawback is this power will drain your mana dry.
3. DARK VISION- 1st level is one rune. Lets you see in the dark, see living creatures through walls, their field of vision, and you are able to see the noise you make. 2nd level is 2 runes but now you can also see important objects, and the wiring of security devices through walls. Also this power has low mana consumption
4. VITALITY- 1st level-1rune, 2nd level-3 runes. Highly recommended if you are playing high chaos. Either way it is always good to have health right. 1st level raises your max health. 2nd level is when it really gets good as your max health goes up, and you regenerate much faster. No mana consumption which is good.
5. AGILITY- 1st level-2runes, 2nd level-3 runes. Also highly recommended if you are gonna play a more combat style game. 1st level increases the height you can jump, and reduces the damage you take from falls. 2nd level increases the speed of all attributes; running, jumping, swimming, etc. No mana consumption
6. DEVOURING SWARM- 1st level 3 runes, 2nd level 4 runes. Easily the creepiest, most disturbing, power, yet it also useful. As it can be used to devour corpses getting rid of evidence of your crime. It will also attack the nearest living thing if that’s what you chose. The second level add more rats to your group and they do their business faster. The mana usage is high but not as bad as bending time or Possession.
7. POSSESSION- 1st level 3 runes, 2nd level 5 runes. This power is a must have if you are choosing to be a more stealth styled game. The 1st level allows you to posses animals and use them to pass through small spaces, sneak passed security, or move at high speeds. But it does need to be noted that enemies will attack your animal form if you stop in front of them, but will ignore you if you keep moving. Also if they die, you die. Also when moving in small spaces if your time runs out you will morph back into yourself when you reach a space big enough to become yourself again, unless you do it manually in which place you die. 2nd level is a lot more fun as you can now possess those pesky enemies, allowing you to walk right passed security, just don’t possess a civilian and try to sneak in because you will be killed. Also note that when you leave the person’s body you will be behind them as they take a moment to recover. This give you time to take them down, or escape. This has a very high mana consumption.
8. WINDBLAST- 1st level 3 runes, 2nd level 4 runes. Level one lets you knock several enemies off there feet, making it easy to rush in and hack and slash after doing so, or knock your foes off ledges and to their deaths, blow out fires, and destroy wooden doors. Level two adds to the power of the blast and kills foes who fly against walls. Note this does know knock Tallboys to the ground like I hoped it would.
9. BLOOD THIRSTY- 1st level 2 runes, 2nd level 3 runes. Lets your Adrenaline build up from inflicting damage, blocking, or from assassinations. When it maxes out, a blood fog overcomes you and you can one-hit kill the enemy you choose, these can be rather nasty kills as well. 2nd level allows you to double tap the button giving you multi one hit kills, your adrenaline gains faster, and you get more nasty kills
10. SHADOW KILL- 1st level 2 runes, 2nd level 4 runes. This is a very nasty power, that can be useful to both the High/Low chaos styles. Level one allows unaware enemies turn to ash when they die making hiding the body a moot point. Level two kills any enemy during using this power to ash.

OTHER ITEMS TO KEEP AN EYE OUT FOR

1. Bone Charms- You start off after the tutorial with the ability to carry up to 3 charms at once. Later in the game you can purchase the ability to carry more, up to 6 at once. While these aren’t as powerful as finding runes, they are very important, and have many benefits. Such as adding health, increasing mana, sword is faster, choke is faster, various enemies give more mana, or you can attract certain creatures you might want to possess, etc.
2. Blueprints- Found through out the game. These allow Piero to make more advanced hardware for you to use on future missions.
3. Weapons- Always be on the lookout to upgrade, or find better swords, pistols, crossbows. Each has its right use, note pistols are not silent.

*Big note* You can adjust your difficulty during the game. Especially helpful if you have backed yourself into a corner and can’t find a way out of a situation no matter how hard you try. Also if you think the enemies are too easily then why not kick it up a notch.

Mission One-Dunwall Tower

-You are Corvo Attano, Royal Protector and Master Assassin. You have been away traveling to all the other cities on orders to seek help with the rat plague that is destroying your homeland. You start the game on a city boat. Nothing to do really but listen in on the men next to you. Once the water level rises on the lock then you can disembark. Once you are on land you can now look around a bit if you want. Once you leave the building and enter the palace gardens you run into the Empresses daughter Emily. She want to know if you want to play hide and seek. If you choose yes, she is usually under the stone bridge. After playing with her climb the stairs to see Anton Sokolov painting a portrait of the High Overseer Campbell. Engage either in conversation to learn more about your home city. When you are done go and wait for the Empress to finish talking to her spy, then greet her. The meeting is interrupted when two masked men approach from the right side. Cut them down as quickly as you can with your sword, they aren’t very powerful and shouldn’t put up much of a fight. If you are going for the no kills achievement then you can just block and block till you win. Then deal with another attack from the left, then this mission ends and be prepared for a cut scene.
 
*Note*- From here on I will be giving you a low chaos, Ghost path walkthrough. You can still use this to go high chaos as well, if stealth is not your style, and you just want to bring death and destruction to your enemies. Or if you want to go halfway, because knocking everyone out is hard sometimes, and maybe you just want to kill a couple now and then, etc.
 
The Ghost/Stealth Style= The bodies you knock out. When you drop them either from killing or choking they go down silently, but be careful when moving bodies not to throw them, or they will make noise alerting everyone to your presence. Don’t forget to loot the unconscious. The Path of Least resistance is usually up high. Most of the City Watch doesn’t look up unless on alert, and you have time to plan what you are gonna do. Always find way to isolate targets, so you can take them out without any fuss, or alerting the others. Be careful where you place bodies as noises can adjust patrol routes. There are many ways to enter a building, doors, windows, sewers, etc, so just because a building looks well fortified doesn’t mean every entry point is. Never pass up an opportunity to take out a lone patroller, as just sneaking passed them could lead to getting caught at the wrong time. You also have to plan out when using a sleep dart on someone. If they are up high they may fall to their death there by messing up a clean run. Also people falling from the sky have a way of alerting their buddies who find them. Also there are times that if you do everything right and it still goes wrong, so safe a lot and often.

Mission Two-Escaping Coldridge Prison
 
-You are now in a cell being held for killing the Empress
-Walk to the front of your cell and eat the meal left for you, and find the letter, and key.
-Unlock the door and sneak into the hallway.
-Take the City Watch Sword & 25 coins from the table nearby. Time to carefully explore the area, with an eye out to see what your up against.
I. Escaping Prison
-Three City Watchmen on ground and One on the ramp to deal with
   A. Two of the three are talking and not paying attention to the third who is near the door. Knock him out and drag him out of sight. Make sure non are visible from the platform above.
   B. After the other two have finished talking and split up choke the one star out the window.
   C. The last can be done one of two ways. 1. After knocking out the 2nd quickly take out the third, this has to be timed right or you will get caught. 2. Hide the 2nd ones body, and just wait for the right opportunity with the third.
   D. Use the jump command to climb up and up to the walkway. Enter the small room up top. Now loot the room quietly taking two health elixirs, food, coins, and a pistol(a loud and last resort weapon for Ghost). Sneak up to the door and look through the keyhole. There is a member of the city watch with his back to you. Open the door and choke him out, remember to take the key from his belt. You can pickpocket it before knocking him out. Don’t worry about his body its out of sight from anyone.
   E. Unlock the door to the yard, then head to the narrow hallway where a member of the watch is close. Use cover and take quick peaks to wait and find him with his back turned. Then knock him out, loot him, and take him with you.
   F. Head to the Interrogation room and lay the body gently in the back room, if you want you can read the report, listen a audio, then open the safe take the explosive, and don’t forget to grab the book "The Trials of Aptitude" on the shelf just right of the safe with the explosives, at the bottom behind a bottle.
   G. Now head into the prison yard. There are many guards socializing near the middle, and a new guy who comes in from the far door. You need to steal one of these guards keys to get out, so using the shadows, and wall sneak up and pickpocket one. Then quietly head up the stairs to the far door, remaining alert because there are possible enemies behind you. Now enter the hallway to the outer yard.
   H. There are 3 Guards to worry about. So wait for the roamer to turn his back to you and scale the ledges and pipes up. Sneak along the pipes to the far side behind the 2 Member of the Watch. The drop down (not too close) and take out the higher one, then jump off the railing, and hug the wall to get behind the lower guard before choking him out and grabbing his body. There is a small dark Alcove which is the perfect hiding place for both unconscious guards. No one will notice them, and they are protected from the blast keeping your body count down. Up above is some food, elixirs, and ammo. Now use the gate Now use the gate control lever near by and close up the way you just came. Set the explosives, and find cover
   I. As soon as a hole is blown in the wall run as fast as you can through it and dive off the ledge into the water and stay underwater so no one can see you. Make your way to the sewers quickly staying underwater as long as possible. If your quick enough no one will be alerted to you.
   J. Open the gate and head to the large room. You will find a letter, read it. Then climb the boxes to reach the bars above the room. Sneak on top of the bars and pause to listen to the guards below. They will soon have a few problems worth watching. Keep creeping till you get to the end of the tunnel, then drop down.
   K. Head down the hall with a water in the center. Best option is to dive into this muck to avoid a swarm of rats devouring a corpse and swim to the other side. There is a journal, and a few coins to be found after getting out. Now climb up to the dead body over a wheel. Grab the body and set it down. Then use the wheel to open up the gate and go on.
   L. The next part is tricky. There is another gate, and another wheel, except this one has a swarm of rats on it. If you try to get to it, they will attack and you may survive, you may not. But why not let use your brain, and grab one of the bodies near the pipe from the ceiling and leave it near the floor of the room. Then move out of the way and circle around to the wheel as they feed. Be quick and open the gate and go through. Keep moving till you find a chain that will let you climb to the higher section of the sewer. After climbing up make sure to grab the coins, and food you find as nasty as it sounds lol. There are a lot of traps up here so move slowly and cautiously to avoid them.
   M. A small bridge to the right has a trap, avoid it and collect the goods at the end of the passage. Then continue down till you find a chest that was left behind for you by the mysterious person who helped you escape. Inside you should find a new blade a crossbow, and a key. The key opens the gate a few feet away. Now be careful there is a trap, which can be set off by using a bottle from a distance.
   N. Now back along the main section there is note on the left side with a clue about whiskey. There is a safe, but the combination is behind the whiskey sign behind the safe. Enter the number you found and complete a special action. Climb the boxes to get passed the blocked area, make sure to search for coins, and loot in the vehicle.
   O. Notice and listen to the man down below, now slip into the water, only surfacing for air under bridges, and being very careful because you will be noticed if a City Watch gets too close to you. Now head to your next objective and meet Samuel. Before leaving the sewers you can drop down into the water and swim to the right and find a footlocker for some money.

The Hounds Pits Pub

-This is not really a mission, but more of an introduction to your home base.
-Follow Samuel to the Pub
-If your game sneak around the front and get onto the top of the awning. Sneak into the open window to scare Lydia. You can pickpocket a key from her to the Admirals room to learn more about your new friends than anyone planned.
-You can now sneak into the Admiral’s room and pocket his diary which updates throughout the game.
-Follow Wallace and Cecilia before meeting the Loyalist to listen in on their conversation to learn more about what they have to say about you.
-Meet the Loyalist in the Bar
-Go and meet Piero near the docks. Piero is an important person who can get stuff you will need for future missions. During your first meeting one of his machines loses power. So head up stairs and grab a whale oil tank and bring it down and instal it. Then talk to him again to see if he has anything you might want worth trading.
-Trading depends on your style. Blood and Destruction styles will want to load up on more ammo, and upgrading your weapons for better damage. Ghost Style players will want to get sleep darts, etc.
-Now leave the inventor and explore a bit if you so chose to listen in on some interesting conversations
-When your done move onto your Chambers and get some sleep or not.
-While sleeping you awake in a strange place that doesn’t feel right. Take the stairs outside the room your in and talk to the Outsider and get some goodies.
-Equip the Blink power as your offhand ability, now walk to the platform and target the next ledge over, then blink to the next platform and pick up Piero’s Spiritual Remedy (Mana elixir). Now its time to learn how to blink in various instances as some you have to get a running start and blinking in mid air. At the platform with the girl and two men there is a letter to read. You will find a mana elixir from a dresser.
-Beneath the building is another mana elixir, and use the heart to lead you where you should go. Keep blinking over the large gaps till you get to your goal the rune.
-Runes are very important as they can be used to unlock new Powers, or upgrade your current ones.
-Then you wake and find out it was all a dream, or was it as all the cool stuff you got is with you.
-Head down and speak with the Admiral, then travel with Samuel to your first real Mission.
-When you get a chance to look around after the dream and before a mission do so. There are 9 books, and a rune to be found.

Mission Three-Distillery District and The Overseer

I. Eliminate High Overseer Campbell
   A. As you leave the boat you will see men throwing bodies off a bridge and one member of the City Watch. This is a good time to hone your blink power. Blink behind the Watch guy, and choke him out. Hide the body if you want, there are many places, but no real reason to do so. Now look out on the water, and blink, swim, etc to the broken end of the bridge. Climb the chain to a small alcove with a bone charm in it. Then head back down, and back across the water.
   B. Sneak up the steps and peer around the corner to find a lone guard. Blink behind him, or wait for a good opportunity and choke him out. Hide the body, then blink up to the pipes against the wall. Then move to the rooftop a look around. Find the Wall of light and notice all the guards on patrol.
*Special Action* Note Completing this optional objective requires you to kill, so it will ruin a non lethal run. Also note you cannot kill her as of yet, she is immortal. Near the 1st wall of light you will find Granny Rag’s apartment, just blink to the open balcony, and find her on the floor below. Part One=She asks you to deal with the three gentlemen at her door. You have many ways to complete this. 1.You can just go out there and kill them, watchful of the fire breathing (nothing like high proof whiskey). This is best sneak killing the 1st, shooting the second, then dealing with the last one on one. 2. You can use your best sneak and non lethal moves which is hard. 3. You can use a mixture. Either way don’t get in close. Now head back to get your reward, get the rune upstairs, also there is another rune if you search the area under her apartment. Part Two= Now you get to a decision that will kill a non lethal run. She want you to poison a lot of people, the reward is good, but what about your soul man. Break into Doctor Galvani’s office which is near the wall of light along the main road, just use the front door. Inside you have to deal with three Members of the watch on the first floor. Take down the first with ease, then the second the same, the third is in a room to the right along with some loot. There are plenty of things to read about the Doc and his experiments, remember to check the cabinet in the Watchman room and get the ammo. When your done climb to the 2nd floor and wait for the Guard to finish with the maid. Don’t kill her killing civilians sends you to immediate high chaos. Take him out and get his key. Now sneak and pickpocket the key from the maid as well. You might want to choke her out which doesn’t count as killing. You should now have the run of the place. Use the nearby documents to deduce the docs favorite date which opens up the safe, and get the valuables, now up to the third floor and remember to search everywhere for loot. In the main office use the fake book to open up the secret lab and get the Rat Viscera you need. When done go to the Distillery way on the other side of the map, but close to Granny Rags. Inside you will find a good fight if you don’t feel like being sneaking and isolating them, or bypassing them. Get the Distillery key on the left side of the yard. Inside are a lot of gang member to deal with. A few rooms ahead is a gate that can only be gotten through by turning a valve and slowing time to slide under before it closes, or you can just blink to the top. There use the pipes to avoid them, or from here open up with your ranged weapons. Keeping in mind that you will now have to kill them all. Finally now into the back area where the barrels are stored. Take out the one patroller, from above or how ever. Now be mindful of traps there are a couple of them down the hallway. Finally to the still under the stairs. Now before you poison the whole vat, WAIT!. Grab up to three empty vials and make yourself some health elixir. Now drop in the poison, get out of there and go get your reward you mass murderer you.
*Special action2*- Rescue Griff. He’s a former Merchant in the good days now turned to scavenger who’s having trouble with gang members. He’s farther down the Granny Rag’s street. If you take out the two Gangsters troubling he can be another place to trade with. You will have to break down the boards on his door to talk to him. He will move further down the alley up some stairs to set up shop. Remember to search his old house for a bone charm. He has some interesting buys 2 blueprints, rewire tools, sleep darts, ammo, elixirs, etc.
   C. Now you can drop down and take them out all one by one, or you use the ducts to cross the street, and blink to the stairwell, then blink from cover to cover till you get above a large group of plague rats. Ahead there is a group of gang members arguing with each other. You can either blink passed them while they fight, or wait they are done and choke them out as you make your way passed them. Climb the stairs.
   D. While climbing the stairs blink to the green ledge above you and take a look around. There are several guards, a small guard shack, and the next waypoint. This is a good place to get the lay of the land, and a great place to hide unconscious bodies. Blink or sneak behind all of the guards and choke them out, then hide their bodies, before heading to the shack to find a rune. Then take the gate to Holger Square.
*Note*-Sparing Captain Curnow during this mission counts as a Special Action.
   E. There’s a man in stocks being tormented by a lone Overseer. Sneak up behind him and choke him out. Talk to the man who is Overseer Martin, then release him. Then blink over the gate, and stop and listen to two overseers talking about the "Heretics Brand", a non lethal way to make even the most powerful overseer an outcast, so you can accomplish your mission without killing anyone if your going for that no kill achievement. Now you can blink behind them one by one and choke them out.
   F. Over the Gates the best approach is through the kennels, open the door and be very quiet as this is full of wolf hounds who can’t be choked, are a pain to fight, but do go down with sleep darts. The first room you enter has an overseer and his wolfhound, as soon as their backs are turned head to the room on the right passed the incinerator and into the next room. There is a lone overseer who needs to be choked out immediately. Then stash the body on the pipes above you. You can open up cell E which gets you the handle to cell F which has loot, and text on the seven Strictures which comes in handy later.
   G. Move on to the next waypoint with a door to the right with a lone overseer. This guy is fairly noisy, but be careful of the overseer with the wolfhound is still in the area. There is a lot of loot, and a note about a cache in the Incinerator. Read the note well before heading back to the Incinerator to get it.
   H. Head to the basement of the High Overseer’s office, take the door to the main hall, and make your way up the staircase. Notice the statue. If you chose to knock over the glasses later don’t push the eye yet. If you are switching them, or gonna let it play out then go inside and get the large amount of loot, and a rune.
   I. Avoid any confrontations if possible, and hide bodies if you do. Blink to the open window above him or sneak around and knock him out and stash him. At the next section there is two guards talking and one walking around. Use the large light fixtures to blink to each completely by passing the guards till you get to a open window. Use the ledge to get to the branding room. After reading the instruction return back to the light fixtures to avoid the watch.
   J. The Archive room has more branding instructions, but is a core patrol spot for a lot of guards. Camp out and take them out one by one, remembering to take their bodies with you and stash someplace. A good place is to get to an open window and stash them on a ledge. Eventually you will clear the halls. If you get them all one of them should have the key to the Interrogation room. Make sure not to leave until you have the instructions on giving the Heretic Brand.
   K. Now backtrack to the meeting room. This room has a rune in it. Now you have a choice, you can
        1. Do nothing. Captain Curnow drinks poison, dies, and then you can do what you want with the High Overseer.
        2. Pour out all the glasses which causes Campbell to invite Curnow down to the secret room to try and kill him. Follow them, and choke out Curnow, and then choke out Campbell carry him back upstairs and brand him. Which causes him to lose his position, and live on the streets begging for coins and hiding from rat swarms. Then find Captain Curnow and move his unconscious body to the nearest window and put him in a safe location. Which turns out to be a dumpster. Just remember to take your time and let guards pass, because taking them out with an unconscious man is hard.
        3. You can switch the glasses and Campbell will accidentally commit suicide(very much recommended).
   L. Make your way to the nearby backyard and search for two bone charms, and a rune. In the next area a guard is being accosted because of his sister. If you chose to intervene take out the overseer at the top of the stairs, then his buddy. You will learn the combination to the bunkhouse safe as a reward. Make your way through the building and out the window. Climb down the long chain to meet up with Samuel.

Hounds Pit Pub

-Return to the pub. If you saved Captain Curnow his niece Callista is there to reward you.
-Visit Piero and buy some goods. Eavesdrop on some of the Loyalist
-Look around for some of the loot you didn’t get last time.
-Then get a good nights sleep.
-When you wake find the Admiral near the sewer entrance. -Talk to the Admiral and then take the key to the Sewers.
-Drop down into the sewers and find the two Weepers. If your going non-lethal you can take both of them out from a distance with sleeper darts, you can also take them down with a crossbow, or quickly with a sword they don’t put up much of a fight.
-Before heading back to the surface to report, search the last section of the tunnels to find two runes. One beside the water, the other one a quick swim away.
-Head out a side door, and up a chain and report to the Admiral on what you found.
-Find Samuel to start your next mission

Mission Four Eliminate The Pendletons and Find Emily

-Go to the Golden Cat
-You will notice that the death or removal of High Overseer Campbell has scared the City Watch. There is now a new hulking automated WatchTower.
-Wait under the stairs for the walking patrolman to come down the stairs and blink behind him and choke him out before leaving him under the bridge.
-If you want blink to the top of a nearby wall then blink to the top of the Tower. You can rewire the box so that it only attacks guards, or go non lethal and pull out the Whale Oil tank that powers the machine.
-As you walk up to the distillery, Slackjaw’s men inform you that their boss would like a word with you. Take them up on the offer and enter the Distillery and look around. No one will attack you so go ahead and loot all you want. Make sure you grab the key in the room to the right behind a metal shutter, and the schematic for Incendiary Bolts.
-Meet Slackjaw further in the Distillery with a proposition for you. He wants to know the fate of his missing informant. In return he offers a rooftop approach to the Golden Cat.
I. Eliminate the Pendletons and find Emily
   A. Creep out the exit to the back alley and look up. There are two assassins watching the alley, one in a window to the left, and a higher one with a bone charm near him. Start by blinking to the ledges and making your way through the side window. Then blink directly behind the Assassin and choke him out. If you have the sleep dart head to the window and knock out the other when he turns his back to you, or you can blink your way over and take him out the old fashioned way.
   B. Now blink to the where he was. Now a third Assassin is watching the alley from the rooftop of Griff. Take him out with a sleeper dart, or blink your way over behind him and knock him out.
   C. Now climb to the top of the wall check out the area. You are looking for the three story building directly across the street, that’s Galvani’s. Use the ducts and ledges to make your way toward the 2nd story guard. Take him out with a sleep dart and enter the building. There are two guards on the 2nd floor and 2 on the 3rd after this. Take your time and take them out, being careful to hide the bodies and not be seen. When all four are down head back to the 2nd floor and find Galvani’s bedroom, inside find out what his favorite day is and use it to loot the safe nearby. Make sure to check out the false book in the bookcase by Crowley’s body to get a rune. Then loot the place and grab the Audiograph.
   D. Head back to the distillery and talk to Slackjaw, who has a proposition. An art dealer at the Golden Cat has a tough safe to crack, and he want you to get the combination. In exchange he will deal with the Pendletons. Leave and take the Captains Hotel key ring.
   E. Cross the roof behind the Griff and use the ducts and pipes to make your way to the waypoint. If you look down below you will see four to five weepers and a tunnel that leads to Granny Rags and a bone charm. They can be taken out many ways, from possessing one of them and moving it out of the way of the other, sleep darts, or other ways of isolating them. Also bending time is an option. You can just evade them by staying high, but then you will miss out on the tunnel. When done head down the alley and up the stairs towards the right.
   F. You will find two guards messing with a woman, if you come to her aid she will reward you with a key to the backdoor of the Art Dealer, very handy so this is recommended. Continue down the alley and to a staircase that is exactly across from the Captain’s Chair Hotel. Then you will get a chance to check all the guards, and a watchtower. Get to a ledge as soon as possible, then blink to the top of the guard shack. Get the patrol routes in your head as soon as you find a hole blink to the front door of the Hotel and go in quickly.
   G. The Hotel has no human enemies, but does have rat swarms. Behind a mattress on the 1st floor is a bone charm. At the stairs a swarm of rats will try to swarm you, so blink passed them and head to the top floor and out onto the roof that leads to the Golden Cat. This is a great Vantage Point, you can see the whole layout of the Golden Cat. Pull out your heart and find the rune in one of the apartments. Blink to the balcony and steal it, then return to the roof.
II. Now you have a choice to make. Take Slackjaw’s offer or deal with the Pendleton’s yourself
   A. Blink from roof to roof till you can get to the window perch underneath the rooftop guard. Now stop and listen as the Madam talks about Emily’s location, and then the Pendleton’s location. Now back out the window to the window with the second metal shutter. Open it and blink across to the ledge on the other side of the room. You are near a rune so take out your heart and grab it. Then back to the ledge. Now move towards the Art Dealer.
   B. Either way there is no reason not to get the combination to his safe and the large amount of money it has. Become a thief in the night or Batman and jump from ledge to light fixtures, etc till you either reach the Art Dealers room. His room is the Silver room, wait for all clear then enter. This is easy and fun, the Art Dealer is blindfolded, and all you have to do is pull the lever in this soundproof room and wait for the option to extort him comes up. Now you can go kill the Pendletons using the light fixtures and ledges so you can keep the money, or give Slackjaw the combination later and let him and his thugs do the deed.
   C. Head back to the Madam’s office, sneak up and quietly subdue her and loot the room for a master key and Emily’s location. Head up stairs and equip the heart, there is a bone charm, and a rune on the desk of an unobservant whore. Then use the key to unlock Emily’s room and save her. Then follow her out the VIP Exit, she will head to Samuel.
   D. Now you have one or two things left to do.
        1. Head to the Art Dealers back door, keeping in mind that any street gang member who see you will attack. Inside his house, loot all his goodies, making sure to get all three of the Sokolov paintings. If you did the deed yourself then use the combination to get the cash, and a party invitation that comes in handy. Or leave it.
       2. If you chose the non lethal at least by you path head over to Slackjaw and give him the combination. He will then tell you exactly how nasty he will be to the Pendleton twins. Then make your way to Samuel and Emily and back to the Pup.

Mission Five The Royal Physician

-Anton Sokolov has been reported near Kaldwin Bridge, and the Loyalist want him taken.
I. Abducting Sokolov
   A. Make you way over to Drawbridge Way. Find a ramp of wood and use that to blink over to the other side then climb up the ducts till you see Member of the Watch. They are covering the area like its Fort Knox but luckily one of them just likes to stare out over by the water all by his lonesome near the warehouse. Choke him out then dump him in the dumpster like you did the Captain while back and enter the warehouse.
   B. Surprisingly there isn’t any guards actually in the warehouse so loot all you want as long as you don’t get too loud. Must get the blueprints on the desk upstairs, they will make super quiet boots for you later.
   C. Take a peek at the barred area to take a look at the amount of guards in you way. One way is to follow the rails across, you just have to be very careful because any mistake means you are taking on a lot of bad guys. Another takes a little more work but is well worth it. Blink to the upper area and grab the whale oil tank and plug it into the socket for the conduit. Then jump into the cart, pull the lever and ride across. If you have your heart attached you will notice a rune and a bone charm. So blink to the balcony and quickly go to the outside window of the apartment to avoid the watch. There’s a chain in the back that will let you into a locked room to find the rune. The bone charm is nearby, you can blink to it by crossing the waterway when the watchman isn’t looking, or choke him and his friend out and lowering the bridge. The Charm is guarded by a Weeper who needs to be choked out. Now return to the main street and go through the door leading to the drawbridge spotlights when the coast is clear.
*Special Action* - Upon entering the Drawbridge area you will see Lord Pratchett talking to a member of the watch about ways to make more money during the curfew. Blink behind him when he enters his house then knock him out. His house is full of valuables, and even stuff to upgrade your heart, along with a message about what order to view paintings in order to find the truth giving you the combination to his safe. Once you are done make your escape to the rooftops and use your heart to find another rune guarded by a very quick and very mad man guarding another rune. Take him from a distance, then take his rune.
*Special Note*- Arc Pylons are Nasty, it doesn’t have a blind spot, and it isn’t fooled by being quiet. Dark vision with the ability to see wires to find the whale oil and unplug them is recommended, or level 2 possession while being very quick.
   D. Use the crazy guy’s balcony to get back to the rooftops and go roof to roof till you hit the checkpoint by the bridge. Here you have a slow and hard choice, or a quick by risky one. If you can posses humans then you can try jumping down and possessing a member of the watch and getting passed the security before it wears off, or you can slowing disarm each pylon giving it a wide berth.
   E. Either way when ready climb the bridge and use a level to bring it all the way up, a loud alarm will sound when it raises. Don’t worry this has no effect on the guards or anyone so don’t panic. Then make your way to the door beneath the bridge. There are two members of the watch there, wait for them to split up then take each out. The closest door has the power supply to the arc pylon on top of the bridge so knock that out. Then climb the chain to the upper levels. Find the Watch Officer and choke him out to take his key, then climb up high and get a feel for the guards you are about to go through when you cross the bridge.
   F. Creep across the bridge, then blink over to the whale oil that feeds the giant search lights on top. Disable those bring some much needed darkness to the area. Take a look down from the edge and look at all the people who would kill you without a second thought. Now blink over to the a large curved girders that support the bridge and walk down. You can now do the special action or ignore it and make your way to the road to Midrow Substation.
*Special Action*- Underneath the bridge on the far side is a cell with a prisoner in it. If you are gonna do this side quest, then you will need to clear the area of all watch because this will be quite noisy. Take out the watchman near the cell then free the scavenger. You can help him escape now and leave or follow him for more treasure. He leads you to a group of River Krusts by the water. A loud, venom spitting creature that has very large and valuable pearls in it. From here it is very important to take out all the watch in the area. Once that is done use your crossbow on the River Krusts and don’t get too close till dead. Now that you have done all this work for him he will lead you into an ambush, as he turns on you and attacks. We he turns hostile this kills your Ghost run by the way.
   G. Enter the door at the Substation on the other side is a small apartment with a rune on it, and some stuff to read. Creep out cautiously to it keeping in mind there is a patrolling watch on the street below. The area outside is heavily patrolled, all of them can be taken out slowly with a lot of patience. The waterways are useless in ghost style because there are a bunch of River Krusts and they are very loud like alarms. Head to the right, blink to the left on a ledge where near an officer. Follow the ledge around, then blink up to the raised area of the Control booth and wait for him to show his back then take him out. Then back into the Control booth, and shut down the machinery giving you a way over to a tank of whale oil that powers the wall of light.
   I. Now through the wall of light head of to the balcony on the left, and enter the building for some looting, the out the door on the north east. The alley leading away is empty of enemies shocking I know lol. Head left and make your way up to the roof on the left. There is a note inside the building having to do with playing around with sinks to open up some secret stash if your interested. Use your heart to find the bone charm in a room that can only be accessed from a balcony near the roof.
   J. Now back on the roof, look around till you see a wall of light with some guards and some imprisoned citizens. If you want you can take out the guards, deactivate the wall of light, and free them with the award of knowledge of a safe, and the combination. Or you can just bypass it and head to Sokolov’s house.
   K. Sokolov’s house is blocked by a wall of light, so the best approach is use the rooftop to sneak over it and to the house. The Easy way is to use the broken building around it to blink, climb your way to the top then blink over to Sokolov’s rooftop Lab. There is only one guard patrolling the ledge. Take him out and go find Sokolov, but you will miss one of his paintings. If your looking for a thrill start from the bottom floor and work your way up. This house is very open and hard to isolate the many patrols of Watchmen guarding it. There is an overseer with a music box that when played nullifies your powers. Don’t forget to nap one of his paintings.
   L. Dealing with Sokolov is fairly easy, just sleep dart him. As much as you may want to torture him for a while, now is not the time, and he has too much in his head. Grab his key, loot the lab, a rune, blueprint, and make sure you free the prisoner in the back room. Then make your escape.
   M. Head back to the rooftops with Sokolov over your shoulder, now head to the extraction point and meet Samuel and the boat on the water.
 
Hounds Pit Pub

-Upgrade weapon, buy stuff
- Check in on Cecilia, or Emily
- Get some sleep
- Next time its time to get the info you need from Sokolov.
   A. You can scare him with plague rats or
   B. Buy some nice Brandy from Piero and use it to bribe him.
- Either way get the info you need to start the next mission
- Time to go to the Boyle Estate.
-Talk to Lord Pendleton he will give you the money he owns you if you went non lethal on the twins, and has a note for you to give Lord Shaw on the Mission.
- When your ready go find Samuel and start your mission

Mission Six The Boyle Estate

I. Party Crasher
   A. You will get let off very close to the Estate, which is great. There are a lot of Tallboys all over the place which stinks. They are not to be messed with unless your ready for a real fight. Hopefully by now you got the shoe upgrade which lets you run silently, if you haven’t what is wrong with you (just kidding). You should equip your heart for there are many runes along the way which can open up some cool stuff. Your best option is to ghost and remain unseen and not start anything.
   B. Getting into the Estate.
        1. You have the invitation from the Art Dealers safe.
        2. There is an invitation in the Guard Quarters.
        3. You can posses a fish and swim through the bars and swim on in and start under the Estate, deal with a rat swarm, blink to the rafters, open the cellar door and join the party. From here on in once you make your way into the party, you will not be harassed. You are free to talk to anyone you like, as long as no one see’s you pickpocketing, or you pull your weapon. Up stairs there are guards once you head up there its back to sneak time.
*Special Action* If you chose to deliver Lord Pendleton’s letter to Lord Shaw it says that you have been offered in his place as his Champion for a duel ( I know what a guy right). Head to the spot, on the count of three turn and fire. Remember you can cheat and bend time. Also if you are going for the no kill whole game achievement then just use sleep darts. If not why not fire a pistol for the first time without having to worry about guards hearing. Another cool thing is killing him does not count against your Ghost run. Afterwards make sure to take the money from his wallet as payment for this set up.
II. Deal with Lady Boyle.
   A. At the party your job is to find the correct Lady Boyle. Now I could tell you who it is straight off and be totally wrong, I found that out the hard way. It changes each play through which is kind’ve awesome.
   B. All you need to know in a nutshell
       1. Talk to Lord Brisby to learn which Lady Boyle you are looking for. Also he has some interesting info on a non lethal run. Which is a fitting end for the lass.
       2.Get a drink for Miss White to find out what color dress each Lady Boyle is wearing.
       3.Or if you came in upstairs just find the diary, and find out all you need to know from that
       4.You can head upstairs and choke out a lot of guards and hide their bodies to find a lot of valuables.
       5.There are many ways to get the right Lady Boyle to the cellar
           a. Tell her you are here to save her life, that a message awaits her in the cellar
           b. You can posses her and walk her to the cellar.
           c. You can knock her out and carry her to the cellar. People will notice and things will get hostile
       6. Once in the cellar if that’s what you choose choke her out, then deliver her to Lord Brisby as he tell you what will happen to her lol
   C. Time to escape. If you came up from the sewers just head back down and use the crank to open the bars and swim over to Samuel because its hard to find a fish to posses.

Mission Seven Dunwall Tower Part Two

-Make sure to stock up on what you need before going.
- There’s no pressure on you now, just the future of an entire nation. Your just going after the guy who designed your own world of personal pain, he’s the reason your Empress is dead.
- Arrive as close as Samuel can get you near Dunwall Tower, just under the waterlock.
I. Assault time
   A. Blink and climb your way all the way to the top, and blink over to the balcony. Whatever you do don’t go through the door, unless you want to end this mission quick as there is a Wall of light ready to dust you on the other side. Instead look up and jump blink to the mossy alcove, then use the pipes to bypass the City watch. The pipes lead to a side area with crates for cover. Use them while you plan your path. There is a Tallboy guarding so be very weary.
   B. Finally when the time is right blink up towards the metal bridge that is over the Tallboy. Now look around to see just how many bad guys stand in your way. A true challenge if you suddenly chose to go all blood and destruction. Me I say why not sneak around them.
   C. Look around and find a stone wall with metal post leading away from it. Find the area with all the broken equipment and head to that area, and then to the small opening to the left. Now climb up into the guard quarters, and take out the lone patroller, and grab the rune under the bunk. Now find the moat with a lot of fish, posses one of them and then slip through the bars and into the main part of the Tower. You can also get to the ledge above the moat, just have to deal with the guard on the walkway, and get through a vent, but there is a greater chance of being seen.
*Special Note* If you have been playing this as a mostly non-lethal, low Chaos game, and haven’t set off any alarms, then this mission is a lot easier from here on.
   D. Go inside and blink to the higher ledge as the Regent talks to General Tobias. This is great chance to see how all you have done has effected the state. If you have been low chaos then the Regent feels free to go to his bed chambers after done. If high chaos causes the Regent to stay in his heavily guard room. Now you have Two Choices.
       1. Kill the Regent. Blink to the Chandelier then a long blink to his bed chamber. Quickly loot the room then blink to the top of the bed to hide. After he has a short word with some men outside the door he enters and its time to send his soul to hell. Hide the corpse on top of the bed.
       2.Non lethal way is to reveal his true nature to everyone and for him to get what he had planned for you. You can do this by heading up to the upper level that has the broadcast control room. If you got the skeleton key at the Boyle estate you can unlock the door and unhook the whale oil tank that feeds a Pylon further up, or posses a watchman, or stop time to pass through it. Then head upstair to meet the Propaganda officer who tells you about a safe in the Regents bedchambers. Inside is a audiograph that has all the evidence of his evil in his own words, and he even gives you the combination. Now head passed the dead pylon and out the door. One long blink to the left leads to the bedchamber. Quickly open the safe, and loot the room, there’s a rune in the chest before he arrives. Then head back where you came and play the audiograph. The Regent now has no friends, only enemies, he will be arrested and eventually executed for his crimes.
*Note* The rest is optional and you can skip to G if you just want to get out.
   E. The music room has a Sokolov in it, if you feel like making your way through guards to get to it. Then just passed the General’s quarters is bone charm behind an unlit fireplace. Turn on the light on the wall to unlock a secret room with a bone charm and a personal message from the Empress to her daughter.
   F. Head upstairs and hide, General Tobias patrols close to the stairs. The best move is posses a rat and go through a duct on the left, or blink to the half opened window. Then stay out of sight of the Tallboy guarding the entrance. This is a tough one. The best move is to stop time and blink over get the rune and to the safety of the upper floor. Personally all of this isn’t worth the gamble because more guards show up after exiting.
  G. Make your way back to the waterlock, Samuel and a ride back home.

Mission Eight Betrayed and Captured

-After falling asleep in your bed at the pub you awake weakened on a boat. You are discovered by an Assassin and taken to their leader Daud..look familiar?
-He has you stripped of your possession and beaten.
-There is a short visit by the Outsider
-Daud messed up leaving you alive
I. Escape and get your gear
   A. Get out of the pit by possessing a rat and moving down the drain to freedom. A nearby staircase has a weak but useful blade, and notes on what’s happening in the city. Upstairs there are two Assassins patrolling. Wait till the separate then choke them out in isolation style.
   B. Two Assassins patrol the rooftops, use caution and choke them both out, when done blink to the small apartment overlooking the area, and find the key to Daud’s base. Now to the Greaves refinery and your stuff.
   C. The place is crawling with Weepers, and one of them is an old friend. Best option is to stick to the high places as you move around. You are trying to blink all the way to the roof of the control tower. There find the scaffolding, there are many ways to get to up. Grabbing a whale oil tank, or jumping up and blinking, etc. Creep along the pipes around the factory with your senses on high alert for two Assassins talking, wait until they leave then head into the entrance of the factory. Break through the wood to get deeper into the factory, filling one of the tanks opens the way to go deeper. Now its time to go down.
   D. One the middle level there are a couple weepers roaming, but what you are looking for is at the bottom, your gear which should be next to a well known Weeper if you chose to brand High Overseer Campbell then he is there with a special message about his fate. Don’t kill him, his fait is just too good, possessing him is better, or waiting for him to get out of the way. Either way get your gear and get ready for some revenge.
II. Revenge on Daud.
*Special note* Taking out Assassins up high with sleep darts can be fatal to them as they might slip and fall to their death if your going totally non lethal.
   A. Central Rudshore is covered with Assassins who seem to prefer the great visibility it affords. Get to the rooftops and use broken building to hide yourself and you make your way. Be calm and cautious only taking them when they are alone, steady eliminating is the best way. Now that the path is clear, head to into the base by way of the wood they were guarding.
   B. As soon as you enter take cover, there are two assassins. Listening to them reveals clues about a secret tunnel that Daud has a key to. When they split up move in and knock them out, then loot the room. Up ahead there are Assassins talking about the art of stealth show them what you got by stopping time and passing them or possessing a rat.
   C. Using the pipes and vent climb to the next window, there wait for the right opportunity to take out the lone Assassin leaning against a bookshelf. If you have been very sneaky and not alerted anyone then you will soon overhear that Daud has no idea where you are, how you escaped, etc. Which is very funny for a Master like him
   D. First get rid of Daud by possessing each one walking him out and then knocking him out at the right place. Repeat until he is alone, now you have several options left to you on how you deal with him
        1. You can chose to attack, he will duel you. (Low Chaos he fights fair sending his backup away)
        2. You can choose to drop Assassination him
        3. You can choke him out letting him spend the rest of his life wondering when you are coming for him, and having to live with the fact that there is someone alive better at everything than him. I like 3 the best
-Either way make sure you take his stuff, key, and blueprints for better armor, then leave via the super secret tunnel that the Assassins were talking about.
III. Escape time
   A. The tunnel takes you to a waterway, make your way to the rooftops, and find a rune. Along the way when climbing the broken buildings you find a plague survivor with some info and plague charts that might be handy, then take that rune. Now you have two options, one head back to ground level to save some civilians in a special action or continue onto your goal
*Special Action*- In a Low Chaos playthrough, you will be given the opportunity to save some civilians from certain death. There are non working flood lights, Tallboys, and guards. Take down the guards and head into the nearby apartment building and talk to Blake. He ask you to save them, or at least help them out. He advises getting a view from high up, so do so. Blake was nice enough to give you a key to the balcony overlooking pylons. Here it is best to blink from one tank to another pulling out the whale oil as quickly as possible. You may also need to slow/stop time if you run into trouble. When that is done give the civilians the all clear, even though there are Tallboys to watch out for. The only real option is to posses any that do, and walk them away. Just remember to have them facing away from everyone and have a quick escape route while he recovers. After they are out of immediate danger, the rest will be up to them, they may still die some other way, but you did your part.
   B. Now make your to high near the gate and just posses another Tallboy which you should be good at by now if you did the Special Action, pull the lever and quickly walk through the Wall of light, make sure you turn to facing the other way from the door you are fixing to go through. As there is nothing like an angry one. Now creep over and get through the side door to the Old Port Outskirts.
   C. Now make your way down the alley and into the first building you can get into now keep climbing till you get to an open window, now blink to a covered area and make your way to the cover to the sewers. Open it using the nearby valve and get in quickly before it closes. Now down here there isn’t much in your way but River Krust unless you have been killing too much then there are rat swarms and weepers, either way head to the tunnels.
   D. Talk to a Street thug to learn about the Struggle between Granny Rags and Slackjaw. Which is important since they have the sewer key you need to continue, shocking I know. Make your way down the side passage dealing with the River Krust as you see fit avoiding. There is also a safe of note which can be opened by finding two notes near to it that have the combination.
*Special Action* You must decide to help either Slackjaw or Granny Rags. Both are in the middle of a power struggle for control of the underworld. You can just steal the key from Granny Rag’s belt if you don’t care and just walk away now.
   1. Choosing to help Slackjaw- Steal the key, he tell you of a cameo in the furnace room that must be destroyed before she can truly be killed as you free him. Just light the furnace, and she is now vulnerable. Still going totally non lethal, hit her with a sleep dart, or try to keep Slackjaw alive until he can finally kill her for you. Which means killing all the rats. For those trying to stay on the Ghost path then you will have to kill the rats from inside the furnace room using Dark Vision and a lot of bolts. Just reload if you goes hostile towards you. You may also have to reload if Slackjaw fails which does happen as you don’t control him, or avoid all the stuff by sleep darting her.
   2. Choosing to side with Granny Rags- Talk to Granny, then go over and execute Slackjaw, use the key to unlock the bonds with the key and lever, then dump his remains in the tub. Get your reward and take all the loot and move on. Can’t go non lethal on this choice.
   E. Head back to the main sewer tunnel, passed a few isolated Krust, and then passed a group of survivors on low chaos, or weepers on high chaos, then a big room full of a lot of Krust and a bone charm. Incase you haven’t noticed before and missed it Krust, rats, etc don’t count on the lethal, non lethal checklist, so feel free to kill them all in anyway you choose. Take your bone charm then open the door to the pub. There’s a future Empress that needs you to save the day.

Mission Nine The Battle of the Hounds Tooth Pub

-Leaving the sewers you will find many new people and most of them don’t like you. Talk to Cecilia and find out what to do next.
I. Time to get to the Pub and find Emily
   A. Leave Cecilia and leave her safehouse and immediately hide yourself among the plants behind the metal wall. Stay here and listen to the conversation between two members of the watch, when the Tallboy turns down the street towards the Tower, blink to the awning, and then to the streetlights, to find the watchman patrolling the roof. A sleep dart is best, but wait till he’s near the middle so he doesn’t fall to his death thereby ruining a non lethal run, and also giving away your position if he falls. Now use the roof to access your old room. Watchmen are having a conversation, hide by the area near the door and listen in as they talk about Piero and Sokolov, which opens up a special action of freeing them.
   B. When an enemy comes near use one of your powers to get behind them and then choke them out, and stash them in the area near the door you were hiding. Once the two watchmen are done talking hunt down the remaining patroller and knock him out.
   C. When the coast is clear head to your old room. A letter from Emily and her last drawing which will also give you a hint to the ending. Finding them constitutes a special action so bravo to you. The note also tell you where you can find her, and a means of signaling Samuel.
   D. Now head down to the pub, keeping in mind that you need to subdue all the men on the second floor. Bye the way your room makes a nice place to hide unconscious bodies. When it is all clear get to the Admirals room and find the blue prints from the waste basket. Now blink over to Piero’s workshop,
*Special Action* The balcony on the riverside has an open window, and a rune out in the open. Now head down to find the two Inventors. If you didn’t go to Havelock’s room earlier you will now have to do it and bring it back to them. Get an oil tank and fill it. Get to window and to the roof, where you will see three spots for oil tanks. Pull the shield release lever and plug your tank in the only open slot, and then watch. The machine goes to full power and releases a wave in brilliant flash that should put all the remaining bad guy asleep
   E. If you did the last special action the pub should be quiet minus the snoring. Now you need to get up to the tower and Emily’s room. Announcer yourself to Callista who will let you in unless you on high chaos, then the key is in the yard behind the pub. Inside launch the flare signaling Samuel to come. Time for one last mission to set things right.
- Before you go talk to Piero and load up, upgrade etc. This is the last time you will need to and your last chance to do so.

Mission Ten The Final Battle

-Samuel will take you to where you need to go. The Island of Kingsparrow where Emily is being held.
-Note High Chaos changes the conversation you have with Samuel as the who island seems to be alerted to your presence before you have even really arrived. Low Chaos Samuel bids you farewell as he drops you at the docks.
-Note there are many ways to proceed, but I am choosing to go by way of the beach which just felt stealthier to me, as long as you take your time.
I. Get to Emily
   A. Take the elixirs and move cautiously toward the beach using the water and various rock as cover. As long as you move slow and quietly you will be ok, if not you will die because there is a lot of weapons that will be trained on you rather fast. Finally when you see the Arc Pylon take cover and survey the landscape.
   B. There are a lot of options, but the best is to stay unseen, and without engaging anyone. Blink from cover to cover till you get below the man guarding the oil tank to the Pylon. Then jump to the stone ledge behind him, now blink up to the walkway above him. Now use the access hatches to either side of the walkway as cover if you need. Use the one farthest from the watch tower which has you by a small docked boat with a lone guard and a sewer that leads inside. Be quick and use one of your tricks to take him out and take him with you into the sewer.
   C. Make your way to the gatehouse drainage point, take out the Watchman and hide his body. A chain in the Maintenance room leads down to the only rune on this island. You can’t use the drainage pipe, so make your way to the courtyard. But be careful as there is a guard waiting for you that is hard to take out. Best bet is to posses him or bend time to get behind him, etc. Now take cover under the walkway in the courtyard.
   D. This section is full of enemy’s, so maybe its time to blink up higher like the stairs, etc till you are on top of the inner wall. This gives you a good view of the area and also a easy way into the gatehouse control room without alerting anyone. Blink over to the upper gatehouse, then use the small bridge to blink over to the other gatehouse without having to worry about guards. Use the left metal bridge support to get up. Posses the lone guard of the elevator and take him out when best. Using any kind of projectile will see him falling and dying or alerting someone. You can also try and be cute, crazy long blinks and stopping time to get behind him, etc.
   E. Blink on top of the elevator and up the girders, etc till you get to the rear entrance. Strangely Martin and Pendleton sit in their chairs, they don’t bother to attack. Admiral Havelock makes his excuses and regrets to the fire. You can confront him and he will get you the key to Emily’s cell, you can kill him if you want, but what kind of example would that leave Emily. Whatever you decide make it, and go get Emily
   F. The whole game has been a road to get her to where she belongs the Throne as the new Empress. If you did it Low Chaos then the world has hope maybe a chance to get passed the Plague and to a new age of Light. If you chose the High Chaos then she has learned from you that the world is brutal and will lead as such. A world of darkness will only get darker.

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