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[[File:Dishonored-Assassin_Render.png|right|180px|An Assassin.]]
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[[File:Dishonored-Assassin Render.png|right|180px|A Whaler.]]
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The '''Whalers''' are a gang of supernatural assassins in ''[[Dishonored]]'', operating in [[Dunwall]] and led by [[Daud]].
The '''Assassins''' (nicknamed "the '''Whalers'''" by denizens of [[Dunwall]]), are a group of killers in ''[[Dishonored]]'', led by [[Daud]]. They wear industrial gas masks that are stolen from whale oil processing plants, presumably to protect themselves from the [[rat plague]]. Their base of operations is in the [[Flooded District]]. They appear at times to attack [[Corvo Attano]], and were involved in the attack on the Empress, [[Jessamine Kaldwin]].
 
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==Details==
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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"/>
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  +
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.
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  +
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>
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  +
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>
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==Dishonored: The Corroded Man==
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In 1851, [[Zhukov]] and [[Galia Fleet]], a former Whaler, reform the gang of assassins for a short time, recruiting mercenaries and using a [[Whales|whale]] slaughterhouse in [[Slaughterhouse Row]] as their new base of operations.<ref>''[[Dishonored: The Corroded Man]]'', p. 71</ref> Eventually the revitalized gang was once again brought down by [[Corvo Attano]], following the deaths of Zhukov and Galia.
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==Known Members==
  +
===Leader===
  +
*[[Daud]]
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===Second-in-Command===
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*[[Billie Lurk]]
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===Important Members===
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*[[Thomas]] - Scout
  +
===Others===
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*[[Galia Fleet]]
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*[[Rinaldo Escobar]]
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*[[Sierra Esquivel|Sierra Esquivel's]] Father
  +
*[[Summon Assassin/Names|Summoned Assassins]]
   
 
==Equipment and skills==
 
==Equipment and skills==
Assassins possess the [[supernatural abilities]] of Transversals and Tethering and are also known to utilize crossbows for ranged combat, though they also tend to teleport next to Corvo and use melee attacks.
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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.
   
Transversals were a form of teleportation, similar to Corvo's [[Blink|own power]], but with much greater range. Transversals also worked 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 seeing the destination during a Transversal limits the potential of the power.
+
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 comprised of dragging objects and people towards them, as well as holding them in the air, which was demonstrated on Corvo during the attack on the Empress.
+
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.
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  +
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.
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  +
In addition to the use of their [[swords]], Assassins use their [[Wristbow|wristbows]] to perform ranged attacks.
   
 
==Combat==
 
==Combat==
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[[File:assassin1.png|thumb|200px|A Whaler attacking Corvo.]]
*Be careful not to get ambushed when passing Assassin territory. Assassins have a habit of teleporting in right behind Corvo's back, or pulling him into bad positions through their supernatural abilities. [[Time Bend]] is a good way to turn the odds in Corvo's favor.
 
  +
*Much like [[City Watch Officers]], Assassins will often dodge Corvo's sword attacks even after being countered.
*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 is advised to single them out before attacking.
 
  +
*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.
*When attacking Assassins with ranged weaponry, it is advised to catch them off-guard, otherwise they will often simply teleport or dodge. Thus making Corvo waste ammunition.
 
*Utilize [[Dark Vision]] to find the hiding spots of assassins. Also getting to high ground significantly increases Corvo's chance's to avoid ambushes.
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*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 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.
+
*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.
*If an Assassin is hit with [[Windblast]], they will teleport, nullifying the damage. However, their Mark must recharge after the use of powers just like Corvo's, meaning if you hit them with another Windblast before their Mark recharges, they won't be able to teleport in time.
 
 
*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.
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*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]] 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.
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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.
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*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==
 
*Some 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.
*During the mission [[House of Pleasure]], an Assassin appears in a room attached to one with a [[Weepers|weeper]] in it. Peculiarly, the weeper doesn't attack the Assassin, despite them being aggressive to Corvo and other non-player characters.
 
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*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]].
**This weeper will only appear if Corvo places rat plague in [[Slackjaw]]'s still.
 
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*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>
*In one of the letters found in the game, it is mentioned that Assassins are immune to certain poisons. This is, however, not applicable to the [[sleeping darts]] utilized by Corvo.
 
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**If an Assassin leaves the Whalers, their powers will fade over time.<ref>''[[Dishonored: The Corroded Man]]'', p. 38</ref>
*The Assassins' magic is bestowed upon them by Daud, rather than directly gifted by the Outsider.
 
*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.
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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 names for their abilities, 'Transversals' and 'Tetherings', are mentioned in the [[Report to Daud]]. It is mentioned that the [[Overseer Music Box|Overseer's music box]] prevented them from performing these abilities.
 
*The Assassin's in-game model recycles an old design that was originally intended for Corvo.
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*The Assassin in-game model recycles an old design that was originally intended for Corvo.{{Cite}}
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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>
*If you choose to spare Daud in the low chaos choice, Assassins in the Flooded District will no longer act hostile towards you. They will, however, push you aside if you stand in their way.
 
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*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}}
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*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>
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*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>
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*Whalers appear in the ''[[Dunwall City Trials]]'' challenges [[Back Alley Brawl]] and [[Assassin's Run]].
   
 
==Gallery==
 
==Gallery==
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<div class="scrollbox">
 
<gallery captionalign="center" position="center">
 
<gallery captionalign="center" position="center">
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assassin's mask.jpg|Assassin's mask - concept art.
MtCsEh.jpg|A close-up image of an assassin.
 
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whalers image.png|An image depicting two Whalers.
GasMaskEnemies.jpg|Multiple assassins.
 
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Whaler Early Concept.png|Early concept art with bird masks.
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whaler model 1.jpg|Whaler concept render.
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whaler close up render.jpg|Whaler close up render.
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Whaler dunwall tower.png|Whalers confronting the Lord Protector.
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Fight whaler prologue.png|A Whaler in the gazebo at Dunwall Tower.
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Corvo fighting a Whaler.jpg|Corvo fighting a Whaler at Dunwall Tower.
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Assassin HoP1.png|An Assassin lurking on a balcony during House of Pleasure.
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Assassin HoP2.png|An Assassin on a rooftop near Griff's Curio Shop.
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Assassin HoP3.png|An Assassin watches Bloodox Way during House of Pleasure.
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Thug9.png|An Assassin facing down thugs.
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assassin3.png|An Assassin is hit by a fire ball.
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Thugvswhaler.png|An Assassin fighting two thugs.
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1ThugtoKillThemAll.png|Whalers slain by the Thugs of Bottle Street.
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Assassin Coat.png|A dead Whaler's dark blue coat.
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assassin03.png|An Assassin uses tethering to pull Corvo toward him.
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Fd01.png|Whalers find Corvo in the Flooded District.
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mr assassin01.png|A closeup of an Assassin.
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mr assassin02.png|A Whaler stands over Corvo.
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mr assassin03.png|An Assassin rows a boat while others wait.
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assassinsroof.png|Assassins on a roof.
 
Assassin Training.jpg|An Assassin being trained.
 
Assassin Training.jpg|An Assassin being trained.
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screens02 assassins2.png|An Assassin fights Corvo up close.
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corvokillingassassin.jpg|Corvo killing a Whaler.
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Flooded district, whalers protecting daud.png|Whalers protecting Daud.
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Dunwall-City-Trials AssassinTraining.jpg|An Assassin in ''Dunwall City Trials''.
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Dunwallcitytrials 616.jpg|Whalers in Assassin's Run.
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Back alley brawl whaler.png|A Whaler in Back Alley Brawl.
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Whalers dunwall castle.png|The Whalers arrive at Dunwall Tower.
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Whaler roof run.png|Whalers run along the roof of the water lock at Dunwall Tower.
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None like her, Corvo.png|Two Whalers fighting Corvo.
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Surge04.jpg|A captive Whaler.
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Whaler Assassinated Hume.png|A Whaler after assassinating Leonard Hume.
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assassins01a.png|A group of Assassins with a captive Overseer.
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Knifeofdunwallflooded.jpg|Whalers and a few captured Overseers.
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Choosing your mark, corvo whaler.png|A Whaler wearing Corvo's mask.
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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.
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assassinz03.png|An Assassin in a gray and purple uniform.
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Cym03.png|Assassins talking about Daud.
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Choosing your mark, waiting overseers.jpg|Two Whalers and their unmasked prisoners.
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Choosing your mark, overseer.jpg|A Whaler leading a captured Overseer.
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Summoned whaler01.png|A summoned Whaler.
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Summoned whaler fight.png|A summoned Whaler fights Daud's enemies.
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Thomasthetankengine.png|An Assassin blinking.
 
GasMaskEnemies.jpg|Multiple Assassins.
 
</gallery>
 
</gallery>
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</div>
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==References==
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{{Reflist}}
 
{{Navbox Enemies}}
 
{{Navbox Enemies}}
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{{Navbox character Knife of Dunwall}}
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{{Navbox character Brigmore Witches}}
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[[ru:Китобои]]
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[[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]]
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[[Category:Allies]]
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[[Category:Supernatural]]
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[[Category:Gangs]]
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[[Category:Dishonored]]
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[[Category:The Knife of Dunwall]]
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[[Category:The Brigmore Witches]]
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[[Category:The Corroded Man]]
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[[Category:Neutral Characters]]

Latest revision as of 18:50, 16 March 2023

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]

Dishonored: The Corroded Man

In 1851, Zhukov and Galia Fleet, a former Whaler, reform the gang of assassins for a short time, recruiting mercenaries and using a whale slaughterhouse in Slaughterhouse Row as their new base of operations.[7] Eventually the revitalized gang was once again brought down by Corvo Attano, following the deaths of Zhukov and Galia.

Known Members

Leader

Second-in-Command

Important Members

Others

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

  • Some 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