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(→‎Gallery: Tempted to make the description: Two Whalers getting their asses handed to them.)
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[[File:Dishonored-Assassin Render.png|right|180px|A Whaler.]]
 
[[File:Dishonored-Assassin Render.png|right|180px|A Whaler.]]
The '''Whalers''' are a group of assassins in ''[[Dishonored]]'', led by [[Daud]]. They wear industrial gas masks used in [[Whale Oil|whale oil]] processing plants,<ref>[[The Whalers]]''<nowiki/>''</ref> presumably to protect themselves from the [[Rat Plague|rat plague]] and conceal their identities. Their [[Daud's Hideout|base of operations]] is the former Chamber of Commerce in the [[Flooded District]].
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The '''Whalers''' are a gang of supernatural assassins in ''[[Dishonored]]'', operating in [[Dunwall]] and led by [[Daud]].
   
  +
==Details==
Before being recruited by Daud, they were mercenaries, street kids and refugees. They appear at times to attack [[Corvo Attano]] and were involved in the assassination of the Empress, [[Jessamine Kaldwin]]. There are three different ranks of Whalers during the game: novice assassins wearing gray outfits, master assassins wearing dark blue outfits, and unique leader assassins such as Daud and [[Billie Lurk]] wearing dark red suits. All members make use of the same weapons and masks.
 
  +
Daud founded the Whalers some time after his arrival in Dunwall, in [[Timeline#1810|1811]].<ref name="timeline">[[:File:Artbook2.jpg|Timeline]] in ''[[Dishonored: The Dunwall Archives]]''</ref> He recruited mercenaries, [[Streets of Dunwall|street]] kids and refugees, trained them in the arts of stealth and assassination and shared with them some of the powers granted to him by [[the Outsider]]. They were united by the desire to cleanse the city of its undesirables and turn a profit in the process.<ref>''[[Dishonored: The Corroded Man]]'', p. 33</ref> Their targets included criminals, city officials and even [[aristocrats]]. In 1829, Daud met [[Billie Lurk]] who, after years of training, would become his greatest protégé.<ref name="timeline"/>
  +
 
The group's name came from the industrial gas masks they wear to conceal their identity, which are used in [[Whale Oil|whale oil]] processing plants.<ref>[[The Whalers]]</ref>. They are separated in three different ranks: novice assassins wearing gray outfits, master assassins wearing dark blue ones, and unique leader assassins such as Daud and Lurk wearing dark red suits. All members make use of the same weapons and masks.
  +
  +
During the [[Rat Plague|rat plague]], the Whalers established their [[Daud's Hideout|base of operations]] in the Chamber of Commerce of the [[Flooded District|Rudshore Financial District]], left abandoned after the flood devastated the area in 1836. The place offered a strategic and discrete position, even though the Whalers had to chase off the survivors living in its ruins.<ref>[[Martha's Journal]]</ref>
  +
  +
After Daud leaves [[Dunwall]], the Whalers splinter, some creating new factions, others turning against each other, and some simply retiring.{{Cite}} [[Thomas]] stepped up and attempted to keep the group together, recruiting new members from some of the smaller street gangs,<ref>''[[Dishonored: The Corroded Man]]'', p. 34</ref> but eventually he too disappeared and the remnants of the gang disbanded.<ref>''[[Dishonored: The Corroded Man]]'', p. 62</ref> In 1851, [[Zhukov]] and [[Galia Fleet]], a former Whaler, reform the gang of assassins for a short time, using a [[Whales|whale]] slaughterhouse in [[Slaughterhouse Row]] as their new base of operations.<ref>''[[Dishonored: The Corroded Man]]'', p. 71</ref>
   
 
==Equipment and skills==
 
==Equipment and skills==
Assassins possess [[Supernatural Abilities|supernatural abilities]], including [[Blink]] - which they refer to as "transversals"<ref name="ReporttoDaud">[[Report to Daud]]</ref> - and [[Pull]] - known to them as tethering,<ref name="ReporttoDaud" /> which pulls an object or target towards the caster.
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Assassins possess [[Supernatural Abilities|supernatural abilities]], including [[Blink]] which they refer to as "transversals" and [[Pull]] known to them as tethering<ref>[[Report to Daud]]</ref> which pulls an object or target towards the caster.
   
 
The Assassins' transversals have a much greater range than Corvo's Blink ability, but whether this state is based on function or practice is unknown. Transversals also seem to work differently, requiring the user to think of the locale instead of seeing it, as revealed in a conversation during [[The Flooded District]]. It is also stated that looking at and focusing on the destination while performing a transversal limits the potential of the power. Assassins often use transversals in combat, blinking next to targets and attacking them directly.
 
The Assassins' transversals have a much greater range than Corvo's Blink ability, but whether this state is based on function or practice is unknown. Transversals also seem to work differently, requiring the user to think of the locale instead of seeing it, as revealed in a conversation during [[The Flooded District]]. It is also stated that looking at and focusing on the destination while performing a transversal limits the potential of the power. Assassins often use transversals in combat, blinking next to targets and attacking them directly.
   
Tethering is used to snare and pin targets, and is not limited by physics; tethered targets can be lifted and held in the air, as performed on Corvo during the attack on the Empress. Though a target is still able to move while tethered, moving against its pull is met with great resistance.
+
Tethering is used to snare and pin targets, and is not limited by physics; tethered targets can be lifted and held in the air, as performed on Corvo during the attack on [[Rulers of the Empire of the Isles|Empress]] [[Jessamine Kaldwin]]. Though a target is still able to move while tethered, moving against its pull is met with great resistance.
  +
  +
Assassins gain their powers through Daud's [[Arcane Bond]]. This means they also have access to [[Vitality]], [[Shadow Kill]] and the ability to move through Daud's [[Bend Time]] if he chooses to let them.
   
 
In addition to the use of their [[swords]], Assassins use their [[Wristbow|wristbows]] to perform ranged attacks.
 
In addition to the use of their [[swords]], Assassins use their [[Wristbow|wristbows]] to perform ranged attacks.
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*They will frequently try to knock Corvo back in order to make better use of their wristbows, but Blink can be used to minimize this.
 
*They will frequently try to knock Corvo back in order to make better use of their wristbows, but Blink can be used to minimize this.
 
*Be careful not to get ambushed when passing Assassin territory. [[Dark Vision]] is a helpful ability to locate any possible Assassins lurking in the area. Also, getting to high ground significantly decreases Corvo's chance of being ambushed.
 
*Be careful not to get ambushed when passing Assassin territory. [[Dark Vision]] is a helpful ability to locate any possible Assassins lurking in the area. Also, getting to high ground significantly decreases Corvo's chance of being ambushed.
*Assassins will often teleport behind Corvo, or pull him into bad positions through their supernatural abilities. [[Bend Time]] is a good way to turn the odds in Corvo's favor.
+
*Assassins will often teleport behind Corvo, or pull him into bad positions through their supernatural abilities. Bend Time is a good way to turn the odds in Corvo's favor.
 
*It is inadvisable to directly confront groups of Assassins, as their powers make their attacks hard to predict or even block. Even on a high [[chaos]] approach, it is advised to single them out before attacking.
 
*It is inadvisable to directly confront groups of Assassins, as their powers make their attacks hard to predict or even block. Even on a high [[chaos]] approach, it is advised to single them out before attacking.
 
*When attacking Assassins with [[:Category:Ranged Weapons|ranged weaponry]], it is advised to catch them off-guard, otherwise they will often teleport or dodge, thus making Corvo waste ammunition.
 
*When attacking Assassins with [[:Category:Ranged Weapons|ranged weaponry]], it is advised to catch them off-guard, otherwise they will often teleport or dodge, thus making Corvo waste ammunition.
 
*Assassins are much harder to shake off than normal guards due to their teleportation ability. When playing a low-chaos approach, often [[Sleep Darts|sleep darts]] are the only way to knock them out once alerted.
 
*Assassins are much harder to shake off than normal guards due to their teleportation ability. When playing a low-chaos approach, often [[Sleep Darts|sleep darts]] are the only way to knock them out once alerted.
*If an Assassin is hit with [[Windblast]], they will teleport, nullifying the damage. However, their mana must recharge afterward, so if Corvo uses Windblast again before their mana recharges, they will not be able to teleport in time.
+
*If an Assassin is hit with [[Windblast]] or a [[Sticky Grenade|sticky grenade]], they will blink, nullifying the damage. However, their mana must recharge afterward, so if Corvo attacks again before their mana recharges, they will not be able to blink in time.
*Unlike [[Warfare Overseers|Overseers]], their masks do not grant them any protection. Thus, Assassins can be killed by a [[Crossbow bolts|crossbow bolt]] to the head.
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*Unlike [[Warfare Overseers|Overseers]], their masks do not grant them any protection. Thus, Assassins can be killed by a [[Crossbow Bolts|crossbow bolt]] to the head.
 
*If tethered, whether by Daud or an Assassin, Corvo can blink away to escape the effects of the ability. Alternatively, he may charge the caster, turning their own ability against them.
 
*If tethered, whether by Daud or an Assassin, Corvo can blink away to escape the effects of the ability. Alternatively, he may charge the caster, turning their own ability against them.
   
 
==Trivia==
 
==Trivia==
*Assassins are immune to certain poisons.<ref name="Job">[[The Brigmore Job]]</ref> This is, however, not applicable to the [[Sleep Darts|sleep darts]] utilized by Corvo.
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*Assassins are immune to certain poisons.<ref name="Job">[[The Brigmore Job]]</ref> This is, however, not applicable to the sleep darts utilized by Corvo.
 
*Although Whalers wear gas masks, they are not immune to the bottles of [[River Krusts|river krust]] acid thrown by the [[Dead Eels Gang|Dead Eels]].
 
*Although Whalers wear gas masks, they are not immune to the bottles of [[River Krusts|river krust]] acid thrown by the [[Dead Eels Gang|Dead Eels]].
*The Assassins' magic is bestowed upon them by Daud, rather than directly gifted by the Outsider.<ref name="Job" />
+
*The degree to which the Assassins share in Daud's powers is beyond his control, with some of them failing to receive any powers at all.<ref>[[Daud's Journal: Billie Lurk]]</ref>
 
**If an Assassin leaves the Whalers, their powers will fade over time.<ref>''[[Dishonored: The Corroded Man]]'', p. 38</ref>
**The degree to which the Assassins share in Daud's powers is beyond his control, with some of them failing to receive any powers at all.<ref>[[Daud's Journal: Billie Lurk]]</ref>
 
**If an Assassin leaves the Whalers, his powers will fade over time.<ref>[https://twitter.com/kabizashi/status/488786396060987392 Developer Commentary - Billie Lurk and powers]</ref>
 
*If an unconscious Assassin is hidden underwater, they will still be able to breathe, meaning that they will not count as being killed.
 
 
*Assassins do not talk or shout during combat, even while on fire, but do speak upon spotting Corvo or while patrolling.
 
*Assassins do not talk or shout during combat, even while on fire, but do speak upon spotting Corvo or while patrolling.
*The [[Overseer Music Box|Overseer music box]] prevents Assassins from performing Transversals and Tetherings in much the same way it inhibits Corvo's magic use.
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*The [[Overseer Music Box|Overseer music box]] prevents Assassins from performing transversals and tetherings in much the same way it inhibits Corvo's and Daud's magic use.
*The Assassin in-game model recycles an old design that was originally intended for Corvo.
+
*The Assassin in-game model recycles an old design that was originally intended for Corvo.{{Cite}}
*[[The Heart]] has great difficulty learning the secrets of individual Assassins. It mentions that ''"It is as if there is a cloak around him, and I cannot see through it"'' and that they have ''"Secrets so well kept - even I cannot discern the truth.''"<ref>[[The Heart/Quotes#Whalers|The Heart Quotes: Whalers]]</ref>
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*[[The Heart]] has great difficulty learning the secrets of individual Assassins. It mentions that ''"It is as if there is a cloak around him, and I cannot see through it"'' and that they have ''"Secrets so well kept - even I cannot discern the truth"''.<ref>[[The Heart/Quotes#Whalers|The Heart Quotes: Whalers]]</ref>
*According to [[Harvey Smith]], "The Whalers [believe] that Daud [is] absolutely unstoppable, and their powers - extensions of his - [make] them arrogant," meaning that some of them are not as afraid of Corvo as they should be.<ref>[https://twitter.com/Harvey1966/status/625968683400187904 Developer Commentary - The Whalers' thoughts about Corvo]</ref>
+
*According to [[Harvey Smith]], "The Whalers [believe] that Daud [is] absolutely unstoppable, and their powers - extensions of his - [make] them arrogant," meaning that some of them are not as afraid of Corvo as they should be.{{Cite}}
  +
*The Whalers are equipped with a poison needle in their gloves, used to end their lives if they are captured and interrogated.<ref>[[Whaler Assassin Interrogation]]</ref>
*After Daud leaves Dunwall, the Whalers splinter, some creating new factions, others turning against each other, and some simply retiring.<ref>[https://twitter.com/Harvey1966/status/623235128001720320 Developer Commentary - The Whalers after Daud]</ref>
 
  +
*The filters in the Whalers' mask give the air a "rubbery, chalky smell", and the masks are rather hot.<ref>''[[Dishonored: The Corroded Man]]'', p. 68</ref>
  +
*Whalers appear in the ''[[Dunwall City Trials]]'' challenges [[Back Alley Brawl]] and [[Assassin's Run]].
   
 
==Gallery==
 
==Gallery==
   
  +
<div class="scrollbox">
<div style="height:575px;width:675px;border:1px solid #683B35;font:16px/26px;overflow:auto;">
 
 
<gallery captionalign="center" position="center">
 
<gallery captionalign="center" position="center">
 
assassin's mask.jpg|Assassin's mask - concept art.
 
assassin's mask.jpg|Assassin's mask - concept art.
 
whalers image.png|An image depicting two Whalers.
 
whalers image.png|An image depicting two Whalers.
 
whaler model 1.jpg|Whaler concept render.
 
whaler model 1.jpg|Whaler concept render.
acr.jpg|Assassin.
 
 
whaler close up render.jpg|Whaler close up render.
 
whaler close up render.jpg|Whaler close up render.
  +
Whaler dunwall tower.png|Whalers confronting the Lord Protector.
 
Fight whaler prologue.png|A Whaler in the gazebo at Dunwall Tower.
 
Fight whaler prologue.png|A Whaler in the gazebo at Dunwall Tower.
 
Corvo fighting a Whaler.jpg|Corvo fighting a Whaler at Dunwall Tower.
 
Corvo fighting a Whaler.jpg|Corvo fighting a Whaler at Dunwall Tower.
Assassin HoP1.png|An Assassin lurking on a balcony during ''House of Pleasure''.
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Assassin HoP1.png|An Assassin lurking on a balcony during House of Pleasure.
 
Assassin HoP2.png|An Assassin on a rooftop near Griff's Curio Shop.
 
Assassin HoP2.png|An Assassin on a rooftop near Griff's Curio Shop.
Assassin HoP3.png|An Assassin watches Bloodox Way during ''House of Pleasure''.
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Assassin HoP3.png|An Assassin watches Bloodox Way during House of Pleasure.
 
Thug9.png|An Assassin facing down thugs.
 
Thug9.png|An Assassin facing down thugs.
 
assassin3.png|An Assassin is hit by a fire ball.
 
assassin3.png|An Assassin is hit by a fire ball.
  +
Thugvswhaler.png|An Assassin fighting two thugs.
  +
1ThugtoKillThemAll.png|Whalers slain by the Thugs of Bottle Street.
  +
Assassin Coat.png|A dead Whaler's dark blue coat.
 
assassin03.png|An Assassin uses tethering to pull Corvo toward him.
 
assassin03.png|An Assassin uses tethering to pull Corvo toward him.
 
Fd01.png|Whalers find Corvo in the Flooded District.
 
Fd01.png|Whalers find Corvo in the Flooded District.
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screens02 assassins2.png|An Assassin fights Corvo up close.
 
screens02 assassins2.png|An Assassin fights Corvo up close.
 
corvokillingassassin.jpg|Corvo killing a Whaler.
 
corvokillingassassin.jpg|Corvo killing a Whaler.
  +
Flooded district, whalers protecting daud.png|Whalers protecting Daud.
 
Dunwall-City-Trials AssassinTraining.jpg|An Assassin in ''Dunwall City Trials''.
 
Dunwall-City-Trials AssassinTraining.jpg|An Assassin in ''Dunwall City Trials''.
  +
Dunwallcitytrials 616.jpg|Whalers in Assassin's Run.
 
Back alley brawl whaler.png|A Whaler in Back Alley Brawl.
 
Back alley brawl whaler.png|A Whaler in Back Alley Brawl.
 
Whalers dunwall castle.png|The Whalers arrive at Dunwall Tower.
 
Whalers dunwall castle.png|The Whalers arrive at Dunwall Tower.
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None like her, Corvo.png|Two Whalers fighting Corvo.
 
None like her, Corvo.png|Two Whalers fighting Corvo.
 
Surge04.jpg|A captive Whaler.
 
Surge04.jpg|A captive Whaler.
  +
Whaler Assassinated Hume.png|A Whaler after assassinating Leonard Hume.
 
assassins01a.png|A group of Assassins with a captive Overseer.
 
assassins01a.png|A group of Assassins with a captive Overseer.
 
Knifeofdunwallflooded.jpg|Whalers and a few captured Overseers.
 
Knifeofdunwallflooded.jpg|Whalers and a few captured Overseers.
blurry whaler waking up daud.png|A Whaler wakes Daud from his dream.
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Choosing your mark, corvo whaler.png|A Whaler wearing Corvo's mask.
  +
Blurry whaler waking up daud.png|A Whaler wakes Daud from his dream.
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Choosing your mark, Daud mistreats a whaler.png|Daud attacks a Whaler upon being woken up.
 
assassinz03.png|An Assassin in a gray and purple uniform.
 
assassinz03.png|An Assassin in a gray and purple uniform.
 
Cym03.png|Assassins talking about Daud.
 
Cym03.png|Assassins talking about Daud.
  +
Choosing your mark, waiting overseers.jpg|Two Whalers and their unmasked prisoners.
  +
Choosing your mark, overseer.jpg|A Whaler leading a captured Overseer.
 
Summoned whaler01.png|A summoned Whaler.
 
Summoned whaler01.png|A summoned Whaler.
 
Summoned whaler fight.png|A summoned Whaler fights Daud's enemies.
 
Summoned whaler fight.png|A summoned Whaler fights Daud's enemies.
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</gallery>
 
</gallery>
 
</div>
 
</div>
  +
   
 
==References==
 
==References==
 
{{Reflist}}
 
{{Reflist}}
 
 
{{Navbox Enemies}}
 
{{Navbox Enemies}}
 
{{Navbox character Knife of Dunwall}}
 
{{Navbox character Knife of Dunwall}}
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[[ru:Китобои]]
 
[[ru:Китобои]]
 
[[es:Los Balleneros]]
 
[[es:Los Balleneros]]
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[[it:Balenieri]]
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[[pl:Wielorybnicy]]
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[[zh:捕鲸人]]
 
[[Category:Enemies]]
 
[[Category:Enemies]]
 
[[Category:Allies]]
 
[[Category:Allies]]
[[Category:The Knife of Dunwall]]
 
[[Category:The Brigmore Witches]]
 
 
[[Category:Supernatural]]
 
[[Category:Supernatural]]
 
[[Category:Gangs]]
 
[[Category:Gangs]]
  +
[[Category:Dishonored]]
 
[[Category:The Knife of Dunwall]]
 
[[Category:The Brigmore Witches]]
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[[Category:The Corroded Man]]
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[[Category:Neutral Characters]]

Revision as of 13:18, 14 August 2020

A Whaler.

The Whalers are a gang of supernatural assassins in Dishonored, operating in Dunwall and led by Daud.

Details

Daud founded the Whalers some time after his arrival in Dunwall, in 1811.[1] He recruited mercenaries, street kids and refugees, trained them in the arts of stealth and assassination and shared with them some of the powers granted to him by the Outsider. They were united by the desire to cleanse the city of its undesirables and turn a profit in the process.[2] Their targets included criminals, city officials and even aristocrats. In 1829, Daud met Billie Lurk who, after years of training, would become his greatest protégé.[1]

The group's name came from the industrial gas masks they wear to conceal their identity, which are used in whale oil processing plants.[3]. They are separated in three different ranks: novice assassins wearing gray outfits, master assassins wearing dark blue ones, and unique leader assassins such as Daud and Lurk wearing dark red suits. All members make use of the same weapons and masks.

During the rat plague, the Whalers established their base of operations in the Chamber of Commerce of the Rudshore Financial District, left abandoned after the flood devastated the area in 1836. The place offered a strategic and discrete position, even though the Whalers had to chase off the survivors living in its ruins.[4]

After Daud leaves Dunwall, the Whalers splinter, some creating new factions, others turning against each other, and some simply retiring.[citation needed] Thomas stepped up and attempted to keep the group together, recruiting new members from some of the smaller street gangs,[5] but eventually he too disappeared and the remnants of the gang disbanded.[6] In 1851, Zhukov and Galia Fleet, a former Whaler, reform the gang of assassins for a short time, using a whale slaughterhouse in Slaughterhouse Row as their new base of operations.[7]

Equipment and skills

Assassins possess supernatural abilities, including Blink – which they refer to as "transversals" – and Pull – known to them as tethering[8] – which pulls an object or target towards the caster.

The Assassins' transversals have a much greater range than Corvo's Blink ability, but whether this state is based on function or practice is unknown. Transversals also seem to work differently, requiring the user to think of the locale instead of seeing it, as revealed in a conversation during The Flooded District. It is also stated that looking at and focusing on the destination while performing a transversal limits the potential of the power. Assassins often use transversals in combat, blinking next to targets and attacking them directly.

Tethering is used to snare and pin targets, and is not limited by physics; tethered targets can be lifted and held in the air, as performed on Corvo during the attack on Empress Jessamine Kaldwin. Though a target is still able to move while tethered, moving against its pull is met with great resistance.

Assassins gain their powers through Daud's Arcane Bond. This means they also have access to Vitality, Shadow Kill and the ability to move through Daud's Bend Time if he chooses to let them.

In addition to the use of their swords, Assassins use their wristbows to perform ranged attacks.

Combat

Assassin1

A Whaler attacking Corvo.

  • Much like City Watch Officers, Assassins will often dodge Corvo's sword attacks even after being countered.
  • They will frequently try to knock Corvo back in order to make better use of their wristbows, but Blink can be used to minimize this.
  • Be careful not to get ambushed when passing Assassin territory. Dark Vision is a helpful ability to locate any possible Assassins lurking in the area. Also, getting to high ground significantly decreases Corvo's chance of being ambushed.
  • Assassins will often teleport behind Corvo, or pull him into bad positions through their supernatural abilities. Bend Time is a good way to turn the odds in Corvo's favor.
  • It is inadvisable to directly confront groups of Assassins, as their powers make their attacks hard to predict or even block. Even on a high chaos approach, it is advised to single them out before attacking.
  • When attacking Assassins with ranged weaponry, it is advised to catch them off-guard, otherwise they will often teleport or dodge, thus making Corvo waste ammunition.
  • Assassins are much harder to shake off than normal guards due to their teleportation ability. When playing a low-chaos approach, often sleep darts are the only way to knock them out once alerted.
  • If an Assassin is hit with Windblast or a sticky grenade, they will blink, nullifying the damage. However, their mana must recharge afterward, so if Corvo attacks again before their mana recharges, they will not be able to blink in time.
  • Unlike Overseers, their masks do not grant them any protection. Thus, Assassins can be killed by a crossbow bolt to the head.
  • If tethered, whether by Daud or an Assassin, Corvo can blink away to escape the effects of the ability. Alternatively, he may charge the caster, turning their own ability against them.

Trivia

  • Assassins are immune to certain poisons.[9] This is, however, not applicable to the sleep darts utilized by Corvo.
  • Although Whalers wear gas masks, they are not immune to the bottles of river krust acid thrown by the Dead Eels.
  • The degree to which the Assassins share in Daud's powers is beyond his control, with some of them failing to receive any powers at all.[10]
    • If an Assassin leaves the Whalers, their powers will fade over time.[11]
  • Assassins do not talk or shout during combat, even while on fire, but do speak upon spotting Corvo or while patrolling.
  • The Overseer music box prevents Assassins from performing transversals and tetherings in much the same way it inhibits Corvo's and Daud's magic use.
  • The Assassin in-game model recycles an old design that was originally intended for Corvo.[citation needed]
  • The Heart has great difficulty learning the secrets of individual Assassins. It mentions that "It is as if there is a cloak around him, and I cannot see through it" and that they have "Secrets so well kept - even I cannot discern the truth".[12]
  • According to Harvey Smith, "The Whalers [believe] that Daud [is] absolutely unstoppable, and their powers - extensions of his - [make] them arrogant," meaning that some of them are not as afraid of Corvo as they should be.[citation needed]
  • The Whalers are equipped with a poison needle in their gloves, used to end their lives if they are captured and interrogated.[13]
  • The filters in the Whalers' mask give the air a "rubbery, chalky smell", and the masks are rather hot.[14]
  • Whalers appear in the Dunwall City Trials challenges Back Alley Brawl and Assassin's Run.

Gallery


References