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Mission #2

HIGH OVERSEER CAMPBELL

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"Mostly Flesh and Steel" Achievement Guide​

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Dishonored does not have a No-Powers mode. This achievement is unlocked by completing the game using only Blink. You may not purchase any other powers or upgrade to Blink II. You may use any bone charms without penalty. Blink is 95% of what you need for stealth gameplay, so there is little difference.

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"Zero Residual Presence" play style

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It is possible to get through most of Dishonored â€‹even without Blink, and even by not interacting with any NPCs at all: no powers, no kills, no detections, no bodies found, and no nonlethal takedowns, either! While there's no achievement for this, I think it's fun to play this way, especially on harder difficulties. Whenever the guide suggests using Blink, you can always simply walk and jump instead. For a slightly easier challenge, instead, you can get the passive boost "Agility" with the first two runes: the first level is quite enough.  

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Clavering Boulevard

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  • Via the boat on the water, go right to the promontory at the end of the bridge. Climb up the chain. Stun or evade the Weeper. Get a bone charm (1/5).

  • Get down on the other side of the bridge and up from the banks at right. Go upstairs and right into Clavering Blvd.

  • Go all the way right and climb up into Granny Rags' apartment. Get a rune (1/7) from the Outsider Shrine (1/1) in the back alley and speak to Granny Rags to get her first side quest.

  • Go up to the second floor. Shoot a dart in the street to get the gentlemen callers search the place, then sleep-dart them all, starting with the one in the back and making your way forward.

    • alternative #1: open the front door and hide in the side room: choke or sleep-dart the gentlemen callers as they file in one by one, again starting with the one in the back

    • alternative #2: open the front door and walk to the end of the hallway (they won't be alerted the first time they see you): sleep-dart one gentlemen as he walks toward you, then quickly sleep-dart the one outside, and finally choke the one who walked into the side room

    • make sure the two bystanders in the street don't see you stun the gentlemen callers!

    • ZRP. These nonlethal takedowns are mandatory to do Granny's side quests.

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  • Go back to Granny Rags to get your reward rune (2/7) and her second quest.

  • Go through the archway and hang left. Save Griff the scavenger from the Bottle Street Gang thugs: wait until they're done intimidating him and then choke or sleep-dart them when they separate.

    • ​Special Action: Rescued Griff the Scavenger

    • ZRP. These nonlethal takedowns are mandatory to get this special action and get access to Griff's stocks.

  • Get a bone charm (2/5) from the apartment where Griff was holed up.

  • Buy the Lens Magnification blueprint from Griff. Get sleep darts from the apartment on his right.

  • Go up behind Griff and follow the pipes to the left. Follow the vent shaft around the plaza, behind the billboard and to the other side. Enter Galvani's offices from the second floor balcony.

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Dr. Galvani's Offices

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  • Ignore the safe for now. Exit the office through the large glass doors.

  • Blink left while the maid and the guard talk, or wait until they're finished and sneak around them.

  • Loot Galvani's chambers on the left. The book on the table has the clue to the safe combination: 287.

  • Return to the office and loot the safe, avoiding the maid along the way.

  • Go up to the third floor via the stairwell; alternatively, go outside and climb up to the third-floor balcony.

  • Pickpocket one of the guards in the lab to get Galvani's Lab Key.

  • In Galvani's lab, pull the book from the bookcase to open it. Get the rat viscera inside.

    • if a guard is very close to the bookcase, opening it will alert him, so make sure he's walked away first​

  • There's very little loot on the ground floor. If you do want to loot, most of it is in the locked cellar with rats inside.

  • Exit from a balcony and return to the archway. The entrance to the Distillery is between Griff and Granny Rags.

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Distillery

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  • Climb or blink up to the scaffolding. Cross the yard via the pipes and the roofs. Loot around at will.

  • Get the Distillery Master Key from the table just outside the distillery, by the thugs playing dice.

    • you can also get the same key inside the distillery: blink past the tripwire on the catwalk, then go right to the balcony and get the key from on the hook on the wall

  • There is significant loot in the warehouse behind the valve-operated door.
  • Cross to the other side of the distillery via the pipes near the ceiling. Go down and through the cellar door on the catwalk at left. In the cellar, get a bone charm (3/5) from the beams up on the right.
  • Go downstairs and crawl under the barrels to Slackjaw's office. Infect the bootleg elixir and leave.

  • Choke or sneak past the guard, collect some loot from the lockers, and go right, either blinking past the tripwire or climbing over the barrels to avoid it. Go up the pipes and leave the distillery the way you came.​

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Clavering Boulevard

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  • Go back to Granny Rags and get another rune (3/7). Now that you have four runes, you can acquire Blink II.

    • ​Special Action: Helped Granny Infect the Bottle Street Gang

    • MFAS/ZRP. Obviously, do not acquire Blink II or any other powers.

  • Go back to the main plaza via the pipes behind Griff. This time, blink up to the top of the large vertical billboard on the right. Climb up on the roofs and drop down to the other side, past the second wall of light.

    • MFAS/ZRP. Take a long running jump from the pipe to land on the slanted decoration strut just below the roof, and from there you can climb up to the roof itself.​

  • There's minor loot throughout this area. In the dark alley on the left are three thugs killing one another; intervene or leave them be and then loot the survivors.

  • Be sure to get a rune (4/7) from the guard post near the entrance to the alley: blink inside or drop down through the hatch on the roof and snatch it before the guard sees you.

  • Exit the area from the door at the very end of the street, taking care not to let the two patrolling guards see you.

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Holger Square and High Overseer Office​

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  • Choke the Overseer talking to Martin. Free Martin. Climb up on the post and go across the closed gate.​

    • ZRP. This nonlethal takedown is mandatory to continue the game.

  • Enter the guard house at left via the small window. Sneak behind the Overseer checking the shelves.

  • Run down the stairs and enter the sewer pipe on the right. Shoplift 100 coins from the Overseer standing on the grate above. Climb up the chain and go into the kennels.

    • alternatively, you can go straight to the High Overseer palace, but I do not recommend it

    • you can also cross the front yard and enter the basement through several small windows, including one that allows you to peek into Campbell's private room, but again this is more trouble than it's worth

  • In the kennels, stay up on the pipes the entire time. Collect some loot here or just get to the door on the other side.

  • The clue to the cellar's combination is in two places: (1) the book of the Seven Strictures in a cell; and (2) a note with three of the Strictures in the bunkhouse. The code is 217.

  • You can also open all the kennels and let the hounds kill the Overseers. This doesn't change your final score.

  • Once you're out of the kennels, push the eye on Holger's bust. Enter Campbell's secret room. Get a rune (5/7) and the painting (1/1) of Campbell himself that Sokolov was painting in the introduction.

  • Take the stairs up into the palace. Avoid the patrolling Overseers and go left. Climb upstairs to the balcony.

  • Open the doors and blink or jump up to the chandelier. Use chandeliers, pipes, and vent shafts as much as possible.

  • In the archive are some loot and information on the Heretic's Brand, which is in the adjacent interrogation room.

  • Get a rune (6/7) on the fireplace in the meeting chamber. Now you can purchase Bend Time I, if wanted.

  • When Campbell and Curnow enter the chamber, use Bend Time, blink behind Curnow, choke him and pick him up, and quickly sleep-dart Campbell. He will notice that something is wrong, but he won't have time to spot you.

    • MFAS. ​Spill the glasses before Campbell and Curnow enter. When the meeting ends, choke Curnow from behind. Ignore Campbell: he won't detect you or notice the body. Hide Curnow's body on the ledge outside the window. Find Campbell in his secret room in the basement. Stun him and bring him back upstairs.

    • ZRP. Follow Campbell and Curnow to the secret room. When Campbell is about to kill Curnow (see the picture below), stun him from behind. Curnow will thank you and get himself to safety. Obviously, the Campbell nonlethal takedown is mandatory to continue the game.

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  • Take Campbell to the interrogation room. Place him on the chair and brand him as a heretic. Stun the Overseers and the guard who are patrolling the hallway outside the interrogation room, or they'll find Campbell eventually.

    • ​Special Action: Branded Campbell as a Heretic

  • If you stunned Curnow, take him with you for this last part; if you rescued him in the secret room, no need.

  • Leave through the side window in the meeting chamber. Stay on the ledge around the roof.

  • Drop down past the large gate on the right. If you have Curnow, hide him in the dumpster.

    • ​​Special Action: Spare Captain Curnow

  • Take the door on the far right to go to the backyard.

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Backyard

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  • Save the Overseer's sister by choking the two Overseers. Get the bunkhouse safe combination (203) as a reward.

    • ​​Special Action: Saved Elsa from Zealous Overseers
    • the combination is also on a piece of paper in the refectory by the bunkhouse, on a table near a sleeping hound
    • ZRP. These nonlethal takedowns are mandatory to get this special action. but not for the safe combination.

  • Go up the vents and stay on the roofs. The warehouse on the far left has a bone charm (4/5) below.

  • In the main backyard, break the workshop glass roof and drop down. Get a rune (7/7) and some loot, including the Workshop Chest Key from a bottle on top of the rightmost workstation. Use it to open the cabinet for loot.

  • ​Loot the safe in the bunkhouse while the execution happens. Leave via the side window and go left to the harbor.

  • Get up on the rightmost roof and drop down to the vent shaft on the other side. Go through the window and collect a bone charm (5/5) next to the dead Overseer.

  • Blink down to the sea or rappel down via the chain, and leave with Samuel.

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Hound Pits Pub #2

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  • Get Callista's reward for saving Curnow. Go to sleep.

  • Speak with Havelock. Get two runes (1-2/3) from the sewers. Choke, sleep-dart, or avoid the two Weepers.

  • Speak with Martin and Havelock to get our next objectives, and then with Pendleton.

  • From Piero, buy a rune (3/3) and whatever items you need, prioritizing the upgrades of course.

  • If playing with powers, don't spend any Runes yet: save them for later.

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Mission #3: House of Pleasure

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