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Once inside, unpossess the guard and either assassinate or choke them, but be sure to stay underneath the catwalk, as there is a guard patrolling nearby. A better method to avoid this guard is by using Blink to move to the second level's door and continue.
 
Once inside, unpossess the guard and either assassinate or choke them, but be sure to stay underneath the catwalk, as there is a guard patrolling nearby. A better method to avoid this guard is by using Blink to move to the second level's door and continue.
   
To the right of the door is [[Farley Havelock]]'s room and the blueprints for the [[Ark Pylon|Arc Pylon]], however there may be a guard or two patrolling this area. Once Corvo has the blueprints, take the staircase at the end of the hallway to the top of the pub and sneak out the window toward Emily's tower, but keep in mind there are two guards patrolling Corvo's room.
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To the right of the door is [[Farley Havelock]]'s room and the blueprints for the [[Ark Pylon]], however there may be a guard or two patrolling this area. Once Corvo has the blueprints, take the staircase at the end of the hallway to the top of the pub and sneak out the window toward Emily's tower, but keep in mind there are two guards patrolling Corvo's room.
   
 
Once outside, drop down into [[Piero's Workshop|Piero's workshop]] and choose whether to sing the guards an electric lullaby or burn them to ash. After this, Corvo can move around unhindered.
 
Once outside, drop down into [[Piero's Workshop|Piero's workshop]] and choose whether to sing the guards an electric lullaby or burn them to ash. After this, Corvo can move around unhindered.

Revision as of 03:06, 27 October 2012

The Loyalists is a mission in Dishonored, in which Corvo Attano must visit the Hound Pits pub in search of Emily Kaldwin.

Briefing

You've returned to the Hound Pits Pub to pick up the trail of your old "allies" and find out where they have taken Emily.

Cecelia tells you what happened to everyone, death and betrayal waits.

Infiltration

There are three sections to the patrols; the backyard, the front, and inside. With level 2 Blink, it is easy to travel from the apartment to the top of the bar's sign. Afterwards, Corvo can move from the vents to the interior, where he can knock out the guards. Following this, he is practically safe to do anything, since the guardsman in the back will not notice him on the roofs or paths, unless Corvo is too reckless. Dark Vision can also help in telling where all the guards are situated inside the building.

Depending on which level Corvo goes to first, there will be two guards conversing about Anton Sokolov and Piero Joplin's workshop in either the establishment's bar or Corvo's room. It is suggested to trigger this via the first floor, so that Corvo can travel to his room and easily take down or bypass the two guards there.

A quicker method to consider completing the mission is to use Possession level 2. When Corvo first exits the abandoned house, he should possess one of the guards at the front door, walk into the pub, grab Havelock's note, and then make his way to the hallway door.

Once inside, unpossess the guard and either assassinate or choke them, but be sure to stay underneath the catwalk, as there is a guard patrolling nearby. A better method to avoid this guard is by using Blink to move to the second level's door and continue.

To the right of the door is Farley Havelock's room and the blueprints for the Ark Pylon, however there may be a guard or two patrolling this area. Once Corvo has the blueprints, take the staircase at the end of the hallway to the top of the pub and sneak out the window toward Emily's tower, but keep in mind there are two guards patrolling Corvo's room.

Once outside, drop down into Piero's workshop and choose whether to sing the guards an electric lullaby or burn them to ash. After this, Corvo can move around unhindered.

Side objectives

Rescue Piero and Sokolov

When reaching Piero's workshop, Corvo will be informed of their nearly-completed project, a new kind of Ark Pylon. If Corvo acquires the blueprints from Farley Havelock's room, the weapon can be completed. Corvo can then either choose to set the power level high enough to incinerate all the remaining enemies, or to harmlessly render them all unconscious. This includes tallboys, who can otherwise only be killed or avoided.

Find out Havelock's plans

There is a note on the bar about where they are. The objective is optional, but since Corvo doesn't have any other information about Emily's whereabouts, it must be taken.

General mission notes

  • There are a total of three tallboys patrolling the area.
  • Other than the guards outside the pub, there are several more inside the building itself, with a large concentration near to the second floor bunks.
  • Cecelia will attempt to flee after the Ark Pylon is activated, leaving a note for Corvo that explains her actions.
  • The blueprints Piero needs for the Ark Pylon are found in a trashbin in Havelock and Martin's office. It is recommended that Corvo retrieves them before seeing Piero and Sokolov to avoid having to go back inside.
  • Callista Curnow will be alive in the low chaos instance to open the door to Emily's room. Otherwise, the key has to be collected from her corpse. According to her, Havelock spared her because he "owed [her] uncle something".

Low chaos walkthrough

High chaos walkthrough