"My dear Corvo. What a sad hand fate has dealt you. The beloved Empress dead, and everyone thinks you're the killer. But we know what really happened, don't we? You don't want to end your life to the sound of idiots cheering as your head hits the muck, do you? Let's see if we can do better."Dishonored
— The Outsider
is a first-person stealth-based game set in an alternate world resembling Steampunk Victorian London
, with gameplay resembling a mix of Thief
, Deus Ex
, and The Chronicles of Riddick: Escape from Butcher Bay
with an artstyle done by Half-Life 2
's art director. You play as Corvo Attano, bodyguard to the Empress of the Isles, the land in which the game is set. You've just returned from a diplomatic mission to other neighboring countries, looking for help in dealing with the city of Dunwall's current problems with an epidemic of a deadly, rat-borne plague. Unfortunately, the Empress is killed by an unknown murderer at the beginning of the game. Corvo is framed by the corrupt Royal Spymaster, who captures the princess and installs himself as Lord Regent.
Six months later, before Corvo is executed, a group of loyalists opposing the new Lord Regent arranges for his escape. After barely escaping with his life, he is visited in his dreams by a being called the Outsider, who gifts him his Mark, granting Corvo the ability to use supernatural powers. Corvo joins and serves the resistance as a Professional Killer
in order to take revenge upon the Lord Regent and his corrupt, villainous government. Donning a horrific mask designed to strike terror into his foes, and using a variety of supernatural powers and practical weaponry, Corvo carves a path of terror through Dunwall. His actions, whether merciful or bloodthirsty, will decide his path- and the fate of all who live within the City.
Released in North America on October 9, 2012. The UK and Australian release dates were October 12 and 11, respectively.
Three pieces of Downloadable Content have been released, with the second and third being story-driven campaigns.
The first DLC pack, Dunwall City Trials
, was released on December 11 for $4.99 (400 Microsoft points) in North America and on December 19 in Europe. It consists of 10 challenge maps which will test and track your combat, stealth and mobility skills. There are 10 distinct trials - such as an arena battle against AI enemies, timed races, and a gravity-defying run of drop assassinations. The DLC features a new set of achievements/trophies and a global online leaderboard.
The second and third DLC, Knife of Dunwall
and The Brigmore Witches
have you instead play as Daud, the assassin who murdered the empress and one of the game's last targets. Taking place before and during the main game, it concerns Daud receiving a message from the Outsider about his end, and the possibility of him changing his fate, ultimately leading to the encounter with Corvo in the original game.
Arkane also announced the Void Walker's Arsenal
on May 3rd, 2013. It is a compilation pack of all the Pre-Order Bonus
content originally only available through pre-ordering the game at select retail outlets. It was released on May 14th for $4/320 Microsoft Points.
A Game of the Year Edition
was released in October 2013, containing all four of the DLC packs. Just like the original release, a Themed Tarot Deck
was available as a Pre-Order Bonus
A sequel has been rumoured to be released in 2016, with the possibility of Emily Kaldwin being the new protagonist instead of Corvo
Tropes to be found in the game:
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- 100% Completion: The game tells you how many collectibles you found in each level, down to the individual coins. Don't attempt this on your first playthrough, because unless you are intimately familiar with every iota of the sprawling, gigantic levels, you'll never get them all. Finding all bone charms and runes is at least doable thanks to the heart pointing them out, though, and the final level of Dark Vision shows some hidden trinkets.
- Action Bomb: Mentioned, but never seen; the Abbey wanted to use wolfhounds as these, but their hound trainer refused to go along with it. You can do this to rats if you load one with a springrazor, even more so if you stop time, possess it, and move toward some unfortunate schmucks, and leave the body before it blows.
- Air-Vent Passageway: Justified. You only get to use air vents when you're possessing something the size of a rat. On the flipside of things, you often see external vents on the sides of buildings and you can clamber onto them, using them as a makeshift staircase. Played straight with Dunwall Tower, which has a vent that Corvo can use to enter its interior without resorting to possession.
- Alien Geometries: In the Dunwall City Trials mission "Burglar", one of the hidden passages is a dead end filled with insane scribbles of the Outsider; turning around reveals a new, different passage to a creepy Outsider shrine, and, after turning your back again, the room returns to normal with treasure.
- Alignment-Based Endings: You get different endings based on how many people you killed during your playthrough, also known as Chaos.
- All Crimes Are Equal: The game actually lampshades this at one point. A guard asks if he should attempt to arrest curfew-breakers, and his superior tells him that their orders are to just kill anyone who's not a guard on sight.
- All Myths Are True:
- Granted, there is some exaggeration involved, but pretty much every mystical tale people mention is true; specifically, most stories tied to the Outsider seem at least partially accurate (though not completely).
- Lampshaded after saving Slackjaw from Granny Rags. Slackjaw recall growing up hearing rumors that she was a witch and dismissing them as he grew up. He's horrified to discover it was always true.
- All Your Base Are Belong to Us: The penultimate mission has Corvo sneak or fight his way through the Hound Pits, which are now overrun by the Watch.
- Annoying Arrows: Played with.
- Regular bolts fired from Corvo's crossbow or Daud's wristbow are by far the weakest weapons in their respective arsenals, namely because a bolt fired from a crossbow the size of a pistol wouldn't be very powerful. Unless you put a bolt directly into your targets' brains or sink it in them while they're unconscious, shooting an enemy three times in the chest will only make them angry. Compared to the pistol, the crossbow not only does less damage per shot, but also reloads slower and arcs over a distance; the only advantages that regular bolts have over pistol rounds is that they can quietly take down enemies and can sometimes be retrieved from enemies or whatever object they lodge themselves in. That being said, Corvo's crossbow makes up for its lack of stopping power with versatility. It can fire two types of specialized ammunition: sleep darts that can knock an enemy unconscious and incendiary bolts that light things on fire. Moreover, the crossbow can also be upgraded to have superior accuracy and range to the pistol, allowing them to pick off enemies at longer ranges, especially when combined with the image magnification lenses on Corvo's mask. Another upgrade, the automatic loading mechanism, essentially turns it into an Automatic Crossbow, completely eliminating one of the weapon's major disadvantages.
- Enemies that use pistols (higher-ranked Watch officers and most Overseers) are much more common than Assassins, who use wrist-mounted crossbows. On higher difficulties, getting shot at by a pistol will take off a good chunk of your health and knock you back a few feet, while a crossbow bolt fired from an Assassin's wristbow will do less damage and fail to slow you down. However, this is offset by the fact that pistol-wielding enemies take some time lining up their sights before firing off a shot, whereas Assassins can quickly fire at Corvo without stopping for more than a second and can fire again without taking any time to reload. In-universe, this discrepancy has not gone unnoticed: a written report found in the Overseers' workshop notes that the Assassin crossbows they found are inexplicably inferior to those actually being wielded by the Assassins, and suggests that the Overseers stick to using weapons they are more familiar with.
- In the case of the Tallboys, this trope is completely averted: they wield compound bows that fire deadly incendiary arrows with greater range and power than any other weapon in the game.
- Another Dimension: The Void. To Corvo and Daud, it appears as an endless expanse of an unnaturally bright, blue fog with islands, structures and various other objects floating around. Here, time and space don't always behave as you would expect. Many people seem to be able to enter the Void while dreaming, but are rarely able to remember any details about it. Few, namely Corvo and Daud, are actually able to remember everything about their visits and can even enter the Void while awake. The place appears to be the home of the Outsider, who appears to have the power to shape it as he desires, though it seems to unconsciously reflect happenings in the waking world or events that somehow involve the observer. It is also the only known source of magical powers in the world, only granted by the Outsider to those he considers to be special. Throughout the game, there are various hints that the world emerged from the Void and will eventually end up being absorbed back into it.
- Anti-Magic: The Overseers have special music boxes that can cancel out the powers granted by the Outsider wherever the music can be heard.
- Apocalyptic Log: Several notes and journals written by plague sufferers can be found, almost all of them in close proximity to the bodies of those who wrote them.
- Applied Phlebotinum: Whale oil. Apparently, this universe has a way of treating it so as to turn it into 'trans', the most fuel-efficient substance known to man. By the time the game begins, it's used to power everything from ships to cars to stilt-walkers to lights to guns. It might have something to do with the "whales" in this world not being very much like our own. The most funny thing is: No one knows how it works. It doesn't help that there's boatloads of hinting that the 'whales' are magical.
- The use of whale oil as an essential resource is also something of a Historical In-Joke: by the mid-19th century, whale oil lamps were cheap to make, but whale oil itself was expensive. Companies would sell lamps with a small quantity of oil for cheap or even give them away for free, driving out other providers of artificial lighting with a product that burned cleaner and brighter, but turned out to be very expensive to maintain. This coincided with the dawn of Yankee capitalism, which is a running theme of the game.
- Artifact of Doom: Nine times out of ten, if you find a Rune or Bone Charm which has or had a human owner, they will be insane, plague-ridden and/or dead. Quite a few even have an Apocalyptic Log nearby to further reinforce it.
- Artificial Stupidity:
- The first time you approach a Wall of Light at Lady Boyle's party, a nearby guard will warn Corvo (who is in disguise as a guest) that the wall is dangerous. He will do this even if Corvo has used Possession to take the form of a rat. Awfully nice for him to be so concerned for the safety of the local vermin.
- Admiral Havelock in the Hound Pits Pub will do the same. Apparently he doesn't mind giving missions to (and lauding the deeds of) rats.
- Any enemies who find a dead body will take it as a sign that you're nearby and search for you...even if they're the ones who killed the person in the first place.
- Enemies with ranged weapons will open fire on their target even if there is an ally in front of them. As such victims are considered to be killed by Corvo himself, it can be quite frustrating to fail a Pacifist Run because a guard (who didn't even noticed you) shot a comrade while trying to kill rats.
- Artistic License – Biology: Rats would certainly not be capable of stripping a body to nothingness in seconds unless there were a LOT more than twenty or so. This is not addressed at any point in the game.
- Asshole Victim: The targets, of course. Each of them embodies some flavor of Dunwall's staggeringly corrupt aristocracy.
- High Overseer Campbell is corrupt, venal and cruel, regularly breaking the strictures of the Abbey and keeping his position through blackmail.
- Lords Morgan and Custis Pendleton are slave-owners who work people to death in their mines and regularly torment their younger brother in ways he barely escapes from alive.
- The Ladies Boyle are distinct, and each has her own nasty secrets. As a unit, though, they manipulate their high places in society to destroy inconvenient people and exploit their servants to live in ostentatious luxury and decadence while the world decays. Their immense wealth allows them to buy and sell the law.
- The Lord Regent is a dictatorial, paranoid ruler in a state of constant outrage over being unable to personally control every single aspect of Dunwall and the Empire. His brutal policies have bought the city closer to ruin with every month they exist. He had the Empress killed because he feared her approach to the plague's victims was too soft but the irony is that he brought the plague himself, trying to weed out the poor and criminal elements of the city.
- Daud is the man who killed the Empress. Because he was paid and it was a job. However, while Daud is a ruthless and violent man, he has begun to fall apart with guilt over the death of the Empress and her daughter's kidnapping. His observation of Dunwall's collapse, knowing it was his own fault for helping the Regent take power, gnaws at him.
- The Loyalists too, as if betraying Corvo out of lust for power was not enough.
- Martin's past as a vicious criminal break through his exterior piety, and he resorts to murder to defend his own hide.
- Pendleton is ultimately weak and petty. In his last moments he abandons his noble propriety to hurl insults, offer bribes, then reveal that he has squandered his wealth.
- Havelock - much like the Lord Regent - becomes wildly paranoid and totally unreasonable, mad with power. In Low Chaos, he will poison Martin and Pendleton out of fear and ramble to himself in confusion over his plan falling to pieces, knowing that Corvo will come. In High Chaos, he will attempt to kill both himself and Emily by leaping from the lighthouse into the sea and dragging her down with him.
- Authority Equals Asskicking:
- Very slightly with the City Guards, who have their officers being stronger and more competent than lesser ones. Justified, as the secret-revealing Heart describes the officers as being well-trained members of a military aristocracy.
- Generally averted with the assassination targets; while all of them will fight back if attacked, most are about as good with a sword as the lowest level guard (in other words, not good at all). The Lord Regent and especially Admiral Havelock turn out to be very good fighters if confronted head-on, but have no Contractual Boss Immunity or boss-like health and thus can be taken down quite quickly regardlessly.
- Corvo himself was an example before his disgrace: as the Royal Protector, one of the most esteemed positions in the Empire, he practiced his combat skills by fighting entire squads of guards on his own and winning. Justified in that prior to meeting the Empress, Corvo must have already been a very accomplished fighter in order to be selected as the Empress' bodyguard, especially as he is the first Royal Protector in history to have been born outside of the Isle of Gristol. Moreover, given the fact that the selection process generally takes place when the monarch is twelve years old and the apparent lack of any major age differences between Corvo and Empress Jessamime, it may be that Corvo became qualified for the position when he was no older than a teenager.
- Automatic Crossbows:
- The Assassins' crossbows are this, though their skill with the weapons may also be a factor - a report by an Overseer artificer notes that their attempts to use captured examples of the weapons could not replicate their range, accuracy, or firing speed.
- Corvo can have his crossbow upgraded to fire quickly as well, with an mechanism that automatically rewinds the weapon and loads a fresh bolt after each shot.
- Awesome but Impractical:
- Creative use of your powers can lead to some truly spectacular ways of taking out Mooks such as slowing down time when someone shoots at you only to possess your assailant and make them stand in front of their own bullet; however, these are needlessly theatrical and horrifically mana-draining ways to kill one enemy, and being stealthy is ultimately the safest and most efficient thing to do in almost any given situation.
- This one isn't especially creative, but it's both extremely helpful and insanely wasteful — the Bend Time/Possession combo. It's useful in virtually any situation you can name, but you shouldn't rely on it unless you've got loads of Piero's Remedies. This is actually subverted if you are playing for the Clean Hands (no kill) award. Both are highly useful for stealth runs, particularly in crowds.
- Beat Them at Their Own Game: Assassins are just as surprised as anyone else when you blink out of thin air before giving them a very primitive tracheotomy. Directly referenced if you manage to get through the Flooded District without being seen, in fact. You can over-hear an Assassin inform Daud that not a single one of them saw Corvo progress through the area - said leader retorts that Corvo "knows [their] game better than [they] do".
- Benevolent Architecture: Sun shades than can support the weight of two people, and large air vent passages. Although most building designers probably wouldn't factor in teleportation.
- Big Bad: Hiram Burrows, who deliberately caused the plague to wipe out the poor, orchestrated the destruction of the legal government, the murder of the Empress, the abduction of the Empress's daughter and the framing of Corvo, all so he could gain power (or cover up his involvement in the plague). Once you eliminate him, Havelock takes his place, styling himself the new Lord Regent.
- Big Fancy House: Anton Sokolov owns a very impressive house slash laboratory slash workshop on Kaldwin's Bridge (though he actually only appears to use a few small rooms of it as actual living space) and of course there's also the Boyle Estate in the rich district of town which really is a big, fancy house complete with its own private art gallery and expansive wine cellar, both of which Corvo can loot with impunity.
- Bodyguard Betrayal: What everyone believes happened to the Empress. However, Corvo cannot do this while possessing a target's bodyguards, because during a possession, Corvo is too clumsy to use his hosts' weapons.
- Bodyguard Crush:
- Much of the interaction between the Empress Jessamine Kaldwin and her Royal Protector Corvo Attano suggests they had a very close relationship. So close, indeed, that speculation exists both in-universe and out that Emily is the daughter of Corvo and Jessamine. In fact, Emily draws pictures which you can find between missions at the Hound's Pit Pub. One drawing of the Empress is labeled Mommy. A drawing of Corvo is labeled Daddy. Even The Outsider broadly hints at it.
- Before the Empress' assassination, Emily will innocently wonder if, since you can't marry the Empress, if you can marry her.
- Boring but Practical: Many options are less interesting than "possessing a man into walking into his own bullet" or other Rasputinian Deaths, but are far more useful and efficient. Corvo's pistol, crossbow, sword and grenades all do what they were designed to do pretty much as advertised and generally don't require turning every map inside out searching for Runes, expending costly amounts of mana, or making lots of noise. Their ammunition is also cheap and readily accumulated just about anywhere.
- Boss In Mooks Clothing: This applies to most characters who have communicated with The Outsider like Corvo:
- The Royal Interrogator, who can be found in the basement of Dunwall Tower, has a huge amount of health, deals enormous damage and resists Bend Time.
- Granny Rags, who is able to use Blink, Windblast, Rat Swarm, and unable to die until you destroy her cameo and then kill her or knock her out.
- Daud, who uses Blink and Bend Time while being immune to to time powers himself, summons mooks, and can both deal and take huge amounts of damage.
- Black and Gray Morality:
- Considering you have to either kill your target or destroy their life, Corvo fall under this trope. Lampshaded as the Good Ending achievement/trophy is called "Just Dark Enough".
- Then there's the conflict between Slackjaw and Granny Rags. Slackjaw is the leader of a criminal gang that specializes in brewing and selling watered-down elixir to scalp desperate families and pick on locals who can't defend themselves, while Granny Rags is a murderous, cannibalistic, Axe Crazy Humanoid Abomination that doesn't really think twice about spreading the plague to get what she wants.
- Blue and Orange Morality: The Outsider, whose only discernible reason for appearing before a human and giving them otherworldly power is because he finds them amusing.
The Outsider: Sokolov believes there are specific words and acts that can compel me to appear before him. ... But if he really wants to meet me, he could start by being a bit more interesting.
- Booze Flamethrower: Slackjaw's Bottle Street Gang members have this as a unique ability. If you lure some Assassins to attack the thugs just outside the distiller, it's pretty much all they'll do against them.
- Bread, Eggs, Milk, Squick: You'll find female survivors and maids who say this:
"He says to bring a bottle, I bring a bottle. He says to bring food, I bring food. He says to undress... I undress."
- Call a Smeerp a "Rabbit":
- The "Whales" of the Dishonored world, occasionally called "Leviathans," are enormous HP Lovecraft-esque monstrosities with blubber that serves as a fantastical energy source that powers entire empires.
- "Wolfhounds" are dogs with a bit of giraffe and crocodile thrown to mix things up. The term "dog" is never used to refer to them, always "hound".
- Not entirely true, as Samuel mentions that old kennel contains nothing but dried dog poop. Might be just design oversight by developers however.
- Canned Orders Over Loudspeaker: Constantly. This is one of the things that make it stand out against most comparable steampunk quasi-Victorian settings, and also one of the areas its Half Life 2 inspiration becomes clear. You can meet the guy who does these announcements in one of the later missions — he helps you take out the Lord Regent non-lethally. If you kill him, he gets replaced for the rest of the game by a woman (Carrie Fisher, in fact).
- City Guards: The primary Mooks of the game, in three versions of increasing power and authority.
- Clear My Name: Corvo must get the Empress' daughter back to prove he didn't murder the Empress.
- Climax Boss: Daud, if you choose to fight him. He's encountered late in the game, is the man who killed the Empress, and is one of the few characters who knows Corvo is connected to the Outsider. He is extremely difficult to take by surprise, and using powers near him will instantly alert him, prompting him to stop time so you can fight uninterrupted.
- Church Militant/Cape Busters: The Overseers are a martial branch of the Abbey of the Everyman, who are dedicated to combating those empowered by the Outsider. They wear dark navy uniforms, scary facemasks, and make use of special sound devices that disrupt Outsider-based powers. They're reminiscent of the Hammerites from Thief.
- Combat Pragmatist:
- Almost by default, especially when Corvo is up against the average guard. When you've been given supernatural powers by a Humanoid Abomination that allows you to do things like summon a Swarm of Rats to eat people alive, there's really no such thing as a fair fight. Also enforced by design: Corvo isn't really equipped to fight several attackers conventionally, so he has to use pragmatism. Attempting to go toe-to-toe with multiple enemies, even if you block and counter perfectly, usually ends up with Corvo getting chipped away by any enemy with a ranged attack while guards swing harmlessly through each other to hurt you.
- This can be used with your standard weapons as well: most regular enemies will only use a sword. One can run up to you, do a lot a feinting back and forth and making a big show with their weapon, then you can just pull out your crossbow, shoot him in the leg, then stab him to death after he falls to the ground clutching his injury. Or, you can dose him with a sleep dart, let him fall asleep in front of you, then kill him however you please while he's defenseless.
- Contractual Boss Immunity: The major boss fights in the game and DLC, Daud, Billie Lurk, and Delilah, are all immune or resistant to the majority of powers and gadgets, and also cannot be one-hit-killed except with stealth attacks. The Torturer also resists most of Corvo's powers and gadgets, though not to the same extent as the other "boss" characters.
- Outside of characters empowered by the Outsider, all major antagonists are easy to kill, but heavily protected and hard to reach, similar to a real politician.
- Cool Mask: Corvo's mask. It defends against The Plague, as well as providing a zoom function when upgraded.
- Corrupt Church: Ever since the death of the empress, the Overseers from the Abbey of the Everyman have become corrupted. The High Overseer intentionally breaks every one of the seven strictures every day as his own little joke.
- Crapsack World: The game's world has a plague running rampant, insta-kill Disintegrator Gates forcing average citizens to stay in the infected areas, infected areas filled with Weepers who cry blood and attack other people, and the wealthy using their money to throw extravagant parties rather than using it to solve any problems. The whole world is like this, really. Civilization, as far as we know, only exists on a handful of islands out in the middle of the ocean, separated from the "Pandyssian Continent" by a treacherous stretch of water that people have only recently begun to navigate. The continent itself is uncharted, unexplored and suspected by most to be either barren or teeming with murderous monsters (though there are coastal settlements that tend to have everyone in them go insane). This paranoid suspicion of all things outside of the Isles Empire is shared by a good part of the population; this is a world where people are scared. Even the state religion, the "Abbey of the Everyman", is based on the belief that the Universe is an unknowable Lovecraftian expanse, "swarming with all manner of dangerous spirits and forces, most of which are hostile to man’s existence", and foremost among these is the Outsider. This bleakness even extends to the academia of the world, Sokolov's writing on cosmology state that the world is "adrift in a sea of howling chaos" and "all heavenly bodies orbit a devouring core" (possibly the Void) which will, in time, consume every star and all of their planets.
- Crapsaccharine World: For the wealthy, it's more this kind of world. They have nothing to do but gossip, bully and threaten to kill each other, and indulge in soulless, materialistic parties where they do much the same.
- Becomes A World Half Full if you get the good/low chaos ending. A new golden age begins as the conspirators are brought to justice, Sokolov and Piero cure the rat plague, Dunwall rebuilds, and Emily grows up to become a benevolent ruler.
- Creator Thumbprint: The Half Life 2 lineage becomes particularly apparent when you look at the shape and architecture of the angular metal guard booths installed around the city.
- Creepy Children Singing: Present in the theme tune to the game, a variation on "The Drunken Sailor" called "The Drunken Whaler".
- Cruel and Unusual Death:
- Cruel Mercy: Yes, you can do a Pacifist Run and let your targets live. Of course, you still need to "neutralize" them, which could mean anything up to and including having them kidnapped, disfigured, and put to work as slaves in their own mine until they die. In some ways this ties into both the game's title, and its theme of revenge. Either way you're getting you revenge on those responsible for destroying your life, but you can either kill them outright, or dishonor them, in the same way they did to you.
- A run-down of Cruel Mercies: One branded a heretic and cast out of society, to be found later dying of plague. Two condemned to horrific slavery as described above. One given over to her creepy stalker to be his wife. One condemned to die by his confession, broadcast over the PA, and taken away to sweat it out awaiting his execution rather than a quick end. Only one can be spared any kind of real retribution at your hands.
- Cult: The Outsider dismisses the Abbey of the Everyman as "that cult dedicated to loathing me," though they're a state-sponsored, long-established, heavily militarised set of traditions with a lot of political pull. He's powerful and old enough that something like that just looks like a passing fad.
- Cute and Psycho: Emily, in a High Chaos run. She talks about filling two ships with people and slamming them into each other, For the Evulz. Callista notes that she's become violent and creepy, especially when Corvo is around.
- Damn You, Muscle Memory: In most stealth games, sneaking revolves around staying in the dark, and you can often hide from someone by standing in a shadow even if they're looking right at you. Sneaking in Dishonored is based on line of sight, with light and noise being secondary, which requires a different mindset and takes some getting used to.
- Death by Irony: The pacifist options, which typically result in the villains getting their comeuppance (such as the Pendleton twins ending up as slaves in their own mines).
- Death from Above: Drop-assassination. Just jump down on an enemy, attack them as you fall and watch the blood fly. It's also possible to drop hanging objects on guards by striking them with your sword.
- Death World: Every non-domesticated animal life form you encounter can easily kill you. All fish are more akin to piranhas (with a bit of moray eel thrown in) and bite you when you step into nearly any body of water, there are carnivorous rat packs, horrible mollusks called "river krusts" that spit acid gather on the undersides of waterways and it's stated that this is all just the tip of the iceberg. Accounts of the Pandyssian Continent state it's full of even more hostile wildlife, such as porcupines that are poisonous enough to kill you with one sting. People in this world have a "everything wild is trying to kill us!" mentality, mirroring similar 18th-Century European sentiments, except here it's true.
- Despair Event Horizon: Havelock either poisons his co-conspirators to protect himself, or the two of them commit suicide in fear of Corvo's retribution. It's left ambiguous, although Havelock is clearly raging against the world. When you come across the bodies, the admiral can be heard ranting about how all the defenses and troops in the world will do nothing to stop Corvo. Sooner or later, he'll breach the defenses and find them.
- The Dev Team Thinks of Everything: Zig-zagged. The developers have put a lot of thought into what a player might do (variety of entry routes, violent to pacifist runs, etc), yet a lot of things they didn't consider (deflecting missiles with wind, "I just made a level designer cry!" platforming, etc) are still mechanically possible. However, a fair number of very interesting things can happen, given the circumstances:
- You can hack a Wall of Light so it is harmless to you but disintegrates guards. If they pursue you, the first one will get fried, but his buddies will stop and start chucking rocks at the gate so that eventually the whale oil runs out and it powers down. The same happens if a swarm of rats gets steered into the gate, and you can even see the whale oil container's contents dwindling by degrees until it's empty.
- Try throwing something (or shooting) at a Wall of Light just as a guard is walking through it.
- In a humorous moment, if you drink the cider next to High Overseer Campbell during the prologue as he's getting his portrait painted by Sokolov, when you eventually find it again as a Sokolov Painting treasure item it will be missing the cider bottle at the lower left side. Sokolov even mentions that the cider was there to draw attention away from Campbell, and that he needs to paint over it since Corvo took it.
- Also notable is that every level can be completed without killing anyone (as per the "Clean Hands" achievement/trophy which only allows you to neutralize targets). Even if the player manages to get high chaos whilst remaining pacifist, the final map in the dark ending, which urges the player to kill the remaining villains, can be done without killing anyone; Pendleton is wounded in a dispute with Martin, and will die from his wounds; Martin will commit suicide by pistol if approached alone; and Havelock will jump to his death if Corvo does not intervene.
- During the mission to neutralize Campbell, pretty much any possible outcome is accounted for, up to and including you preemptively stealing the Solokov painting in Campbell's secret room before he leads Curnow down there - which itself only happens if you smash both wineglasses. Additionally, Curnow will attack you if you show yourself at any point during the mission. Unless you smash both wineglasses, follow the two down to the secret room, remain unseen, and wait until Campbell draws his sword to kill Curnow before you take Campbell down. If all of those conditions are met, Curnow will acknowledge that you have saved his life, and instead choose to look the other way and flee the compound rather than alert the Overseers to your presence. Even the official guide doesn't mention this.
- Sometimes guards will notice that other guards are missing and even briefly patrol in the area where they know their friend ought to be. Never consider any place "cleared" unless there really are zero guards!
- In one late game mission, one assassin is training another assassin, who looks away for a lengthy time as part of the training. If you take out the instructor and hide the body, the trainee will return to where he last saw his master, draw his sword, and immediately (and quietly) begin looking for the intruder.
- If you have Slackjaw take care of the Pendleton brothers in House of Pleasure and then cause the death of a thug or weeper in his territory, you get a non-standard game over because you just became enemies with the only person who can handle the Pendleton brothers.
- If you kill Slackjaw when you see him, Granny Rags will thank you for killing him and saving her the trouble when you need to get the key from either him or Granny Rags in The Flooded District.
- Certain areas have walls covered in posters of all sorts. The posters present (and their content) will vary depending on how the game has been played. For example, if the Pendleton twins are disposed of non-lethally, missing persons posters reporting their disappearance and asking for information will appear rather than the bounty for their murderer.
- If you empty Art Dealer Bunting's safe before giving the combination to Slackjaw (who plans to do the same), the latter will call you a "cheater" next time you meet him.
- In Lady Boyle's Last Party, the Outsider's dialogue will change if you retrieve the rune from the shrine after eliminating Lady Boyle. Likewise if you take the rune from Granny Rags's shrine after dealing with Campbell during the High Overseer mission - indeed, any time you can take a rune and complete a major objective in either order, the Outsider will have different dialogue depending which you do first and how.
- Daud's final comment will be altered if Corvo wanders off before Daud actually finishes talking, or if Corvo walks away entirely after Daud's speech concludes. Additionally, if you spare said character with Low Chaos, their guards are no longer be hostile toward Corvo and will let him walk around freely.
- Should the player backtrack to the gatehouse at Lady Boyle's party and eat the apple in front of the guard, he will comment "My apple! Who do you think you are?" CORVO!
- If you don't release Griff during "High Overseer Campbell", then when you return to the area during "House of Pleasure", you'll find that he has become a Weeper.
- If you commit a crime after returning to Dunwall (but before giving the letter to the Empress) and commit a crime such as jumping on a soldier's head, the game ends and says that Corvo was arrested for committing a felony.
- In a high chaos run of the last mission, Pendleton is trapped in Martin's siege of Kingsparrow Island. They provoke each other until Martin pulls out his gun and goes for a shot. There are several ways for this scene to end:
- Straight through the script: Martin misses his shot, is further provoked by Pendleton and moves up to his quarters to devise a plan on how to get to him.
- While hidden, you shoot and kill Pendleton before Martin fires his gun, surprising him and asking around who made the shot.
- You make your presence known by shooting and killing Pendleton while out in the open (or by going to his hiding place to execute him there), wherein Martin will acknowledge your presence.
- You shoot and kill Martin before he leaves, wherein Pendleton will congratulate you on dispatching him and then immediately offer a bounty on your head.
- You shoot Pendleton in the head and kill him at the same time Martin would miss with his shot, wherein Martin will say "Nice shot!"
- When you're introduced to the Hounds Pit Pub, should you decide to first enter the place by climbing through the servant room window (it must be your first ever time entering the building), it'll trigger some unique dialogue from Lydia as you startle her.
- Late in the second mission, it is possible to find three Overseers and a woman arguing. One will be trying to defend the woman, who is his sister, while the others believe she's a witch and are attempting to kill her. If you let the scene play out, both the woman and the defending Overseer will be killed. If you attempt to intervene before they've finished talking, all three Overseers will turn on you because there was no immediate danger. If you intervene after they've finished talking, disable both attacking Overseers but manage to keep the defending Overseer and his sister alive, they'll thank you and reward you with a nearby safe combination.
- Several powers work together and are best used in combination. Possession and Devouring Swarm allows you to summon a rat to possess anywhere you like. Bend/Stop Time and Blink together create enough speed to get you out of almost any trouble you can imagine. Blood Thirsty and Vitality will make you unstoppable in blade combat.
- If you kill the Announcer in the Sixth mission, then he will be replaced for the rest of the game by a woman.
- Devil but No God: The Abbey of the Everyman views the Outsider as an evil, corrupting influence, but there's no mention of a "good" counterpart in their dogma. In fact the Outsider is closer to serving the functions of both Satan and God - corrupter, inspiration, agent of creation as well as that of destruction, and general observer of the machinations of life with a side of Blue and Orange Morality. He gives humans powers to see what they'll do with them, and basically acts as a sort of trickster god rather than an arbiter of morality.
- Difficulty Spike: There are many examples of this. The introduction of Tallboys, The Flooded District guarded by assassins that teleport here and there as a part of patrolling. Justified in that taking advantage of how easy it is to simply kill and alert everything rather than stealth causes high chaos which affects the difficulty of the final level.
- Didn't See That Coming: Invoked by the Outsider if you spare Campbell.
The Outsider: I'm older than the rocks this place is built from, and even I didn't see that coming.
- Down in the Dumps: The worst possible kind: not a garbage dump for trash, but for all the bodies that are stacking up because of the plague. A new train keeps coming to dump dozens more each minute.
- Dowsing Device: The Heart. Which is, in fact, a human heart, with some mechanical additions courtesy of the Outsider. It speaks. It's implied that the Heart came from the late Empress.
- The Dragon: Played with. The High Overseer is in on the conspiracy with the Lord Regent, but he's also the first target eliminated. Daud may also qualify for this role, as the man who actually carried out the Empress' assassination, but he was only hired for that job and is not encountered again until after the Lord Regent is defeated. Of course, in hindsight this might make sense when you realize YOU'RE the villain's Dragon.
- Dragon with an Agenda: Daud certainly has his own objectives unrelated to the Lord Regent. And of course, Corvo is only interested in rescuing and protecting Emily, not Havelock's ambitions.
- Dramatic Unmask: The player has the option to do this if they kill the Regent personally in his saferoom, or if you talk to him on the videoscreen.
- Dresses, Gowns and Skirts: Interestingly, there are almost no skirts in this setting. Even the Empress and Princess Emily wear regal, formal-looking pantaloons. The courtesans at the The Golden Cat are an exception, but given their profession, it's expected.
- Driven to Suicide:
- Edmond Roseburrow, the natural philosopher who invented trans. After he approved of a project to make trans into weapons, and those weapons were used to oppress and subjugate the populace, he took one of his new creations, and used it to put a bullet into his brain.
- During the mission "The Flooded District", a wounded thug tells you where to get a key. In the high chaos version of the mission, you hear a gunshot when you get far enough away from him. Turning back reveals that the thug shot himself. Given who he just fought, what he witnessed, and the amount of rats swarming everywhere, it was for the best.
- Teague Martin, if you confront him in the High Chaos final level without attacking.
- Drowning My Sorrows: Samuel alludes to this when Corvo and him return from Lady Boyle's last party.
Samuel: Hmm, Lord Pendleton said he would meet us here. I'd check the wine cellar. Losing family gives a man a thirst.
- Dystopia Is Hard: One of the way that the Loyalists plan to whittle down the Lord Regent's power is to remove his financial backing. Throughout the game you witness evidence that your enemies don't quite have the manpower they'd like patrolling key areas, and those that they have tend to be so underpaid that the low-ranking guardsmen sometimes tend to supplement their paltry elixir ration with the black-market stuff.
- Earn Your Bad Ending: Sort of. On higher difficulties violent path becomes significantly harder while stealth remains the same. Getting High Chaos ending is much harder and requires much more save scumming that way.
- Earn Your Happy Ending: High Chaos gives you either a Downer Ending or a Bittersweet Ending, depending on a choice made in the final level. Low Chaos gives you a much happier one.
- Elite Mooks:
- The Assassins. They're much more alert than other enemies, move more quickly and have a few magical abilities of their own - including Blink, which makes their patrol routes much less predictable.
- Slightly lower than them on the scale are Overseers, particularly the Overseers with an anti-magic instrument on their chest. In addition to disrupting your powers, the thing is so big it blocks pretty much all frontal attacks. All Overseers also wear big metal masks that prevent frontal headshots.
- Also, Tallboys. Who walk on stilts, preventing melee attacks (unless you Blink up to them), wear thick armor that makes them sleep dart proof, use shields that stop ranged attacks, and use bows with explosive arrows.
- Empathic Environment: Getting seen, leaving witnesses and murdering people will lead to high chaos, which increases the spread of the plague in later levels through panic and death. Taken Up to Eleven in the level at Kingsparrow Isle Lighthouse; while having low chaos will lead to a standard level, having high chaos means the level is in a heavy storm, there are more guards, and there is a much darker, cynical ending.
- End of an Age: Invoked by The Heart. "I can feel a great age ending..."
- Et Tu, Brute?: The non-lethal way to deal with Burrows is to broadcast his evil boasting publicly, which leads to a scene where his own guards arrest him for fear of backlash. Also invoked in the late plot with the Loyalists, who decide Corvo is better off dead and try to assassinate him.
- Everything Trying to Kill You: You can find part of a log Sokolov made about an expedition to the continent. Apparently, there are schools of quite literal flying fish that attack and poison anything they can touch, winds strong enough to throw people off the deck, massive flying serpents, rats that can eat people alive, and prairie moles that can poison people. In addition to that, there is potentially magical whale-song that drives people mad, and at least one person who was found dead from nothing identifiable, but with a look of absolute terror on his face. Less than half the crew survived the crossing. And apparently that was one of the better expeditions.
- Evil Is Easy: Somewhat zigzagged. On one hand, with Corvo's impressive arsenal of lethal weapons and spells, it's considerably easier (and tempting) to complete the game with a High Chaos run where you kill every guard you come across than it it is than it is to take the pacifist or even Low Chaos route and abstain from using the cool stuff. On the other hand, going the High Chaos route will also make the world more dangerous, filling it up with more rats, weepers, and higher security measures.
- Exact Eavesdropping: Averted. Random guards could be seen talking about a girl they met, but chambermaids or personal bodyguards could talk about important information regarding targets.
- Exact Words: Corvo can utilize this trope during the "Lady Boyle's Last Party" mission if he talks to Lord Brisby first. Corvo then has the option of telling Lady Boyle that someone is there to assassinate her, but that he knows of a way to save her life. He's entirely correct, and hasn't twisted the truth in the least. He's just leaving out the part where the assassin is himself.
- Exposition Fairy: The Heart, although it only gives you backstory information, and that only on command.
- Extremely Short Timespan: Discounting the prologue, the entirety of the main game (which involves usurping almost the entire government of a kingdom) takes place within only a few days, helped by the fact that Corvo is sent out onto another mission almost always immediately after the last one up to three times in a single day.
- Fantasy Counterpart Culture: Arkane states that Dunwall is based on London circa 1666, just after the Great Fire, during the last parts of the Black Plague - timeshifted to the 19th Century. Culture counterparts range further outside Dunwall, in the rest of the Isles - there's a fantasy Mediterranean, Scandinavia, Africa, Celtic Isles and others, and generous cultural swapping between all of them.
- Gristol - where Dunwall is and the effective capital of the Isles - is Britain and especially England, while some of the accents and the dominant role it plays have shades of the US and Canada.
- Serkonos is "Greece or Italy" with at least some Spanish, judging on the local names. Corvo's place of origin as well as Daud's.
- Morley is Scot Ireland.
- Tyvia is Scandinavia, with - if Sokolov is any indication - at least tinges of Russia.
- The Isles as a whole - from their advanced technology, relatively small size, and all-encompassing hubris about being the only "civilized" land - are a good fit for the Western world circa the 1800's.
- The Pandyssian continent is mostly unknown, but is probably a good fit for the non-Western world pre-colonization, particularly Darkest Africa given what descriptions we have of it.
- Face Death with Dignity:
- In the second mission and with low Chaos, a plague-bearing overseer can be seen asking his friends to kill him, as he does not wish to spread the disease. They oblige him via sword as he kneels and recites the seven strictures.
- Daud is quite dignified if you choose to confront him after defeating him.
- Face-Heel Turn: Martin, Pendleton, and Havelock attempt to have Corvo killed and establish Emily as their own puppet once the Lord Regent is taken out.
- The Faceless: Played With through Corvo; his face can be seen on several occasions: on some wanted posters throughout the game; the difficulty screen; as a secret drawing by Emily, which is unlocked if you're a pacifist; and during the endings.
- Fake Ultimate Mook: The Tallboys. Extremely imposing, incredibly powerful, and able to be taken down in one shot from a stealth kill, or shot from behind.
- Fate Worse Than Death:
- Ironically, a Pacifist Run will actually result in far more gruesome fates for the conspirators than just death: High Overseer Campbell is excommunicated, and the next time you see him he's a plague-infested weeper in the Flooded District; Lady Boyle spends the rest of her life as a prisoner, separated from her sisters and held captive by a man who's obsessed with her; the Pendleton twins get their tongues cut out and are forced to work in their own silver mines; Burrows is arrested by his own guards and shot dead; and Daud spends the rest of his life tormented by the memories of his crimes.
- The whispering Heart that the Outsider gives you is implied to be the heart of the late Empress with her soul still trapped inside it .
- After you take down the High Overseer, an audio file found in the Admiral's room has him wondering if Corvo might be dangerous to him due to his obvious skills.
- Reading his diary earlier than that will net you one giant foreshadow: he ponders if he could just take power for himself.
- When Corvo visits the Void upon meeting the Outsider for the first time, he sees Emily with the Pendleton twins in the Golden Cat.
- If you talk to Cecilia, she may say that if the City Watch invades their hideout, she'll "know how to hide". When Havelock and Co. have betrayed you and killed all the servants, guess who's the only one still around?
- The music box found on the first real mission and the various documents surrounding serve to forewarn the player about the music box carrying overseers encountered later in the game.
- Right after you finish off Campbell, search Pendleton's room before and after you go to bed and you'll find a letter and an audiograph pertaining to his brothers, and if you talk to him before heading down to deal with the weepers in the sewer he'll ask Corvo if he has siblings. Guess who your next targets are. Also, throughout the first two levels you can find tidbits about a party thrown at the Boyle mansion, and an invitation in Bunting's apartment, which alludes to where you'll have to go after dealing with Sokolov.
- For Halloween, I Am Going as Myself: One hit takes place during a Masquerade Ball. Once he's inside, Corvo can mingle freely among the guests, some of which will compliment his costume. For bonus points, you can even sign the guest book with your real name... which will be commented on as possibly "a sick joke" in a note later in the game.
- Force-Field Door: The "Pillars of Light" made by Sokolov, a lethal electrical field that fries anyone who the device hasn't been attuned to (or vice-versa). While they're usually flat vertical "doors", there are mobile emitters that will fry anything coming inside its Instant Death Radius.
- Friendly Fireproof:
- Averted for the player in all cases other than Emily, though you'll get a Non Standard Game Over if you kill allies that are still important to the plot.
- For the mooks, played straight with swords, but averted when it comes to guns. Getting a pistol-wielding guard to accidentally shoot one of his buddies several times is an achievement, even!
- Averted with Arc Pylons. While normally (meaning they have not been hacked by the player) they will avoid targeting anyone designated "friendly" (like guards) and only target unknowns (like the player) it will not hold its fire if a friendly is between the Arc Pylon and its target. An unaware guard might find himself vaporized by a pylon he thought himself safe from if the player decides to juuuuuust creep into the pylon's targeting range...
- Full-Circle Revolution: After helping the Loyalist Conspiracy topple the corrupt regime that rose to power by using Corvo as the fall guy, the Loyalists then insert themselves into the now empty positions and use him as the fall guy again in order to legitimize their claim to power.
- Gameplay and Story Segregation:
- A minor example, but it's there; if you choose to eliminate your targets non-lethally in an otherwise High Chaos run, wanted posters will still say you murdered them, and character dialogue about your past targets will act as though you did them in. Possibly Lampshaded by Pendleton, who rewards you for not killing his brothers, but says that he doesn't want to talk about it.
- You can use the zoom function, even if Corvo isn't wearing his mask.
- Gas Mask Mooks: A number of guardsmen can be seen wearing surgical masks. Actual gas masks are worn by the Assassins, probably because their hangout is Plague Central.
- The Ghost:
- Dr. Galvanni. You can go to his office twice, you find various logs he's written on studying the plague, but the man himself never shows up.
- Some animals are mentioned but never appear. Kingsparrow feathers can be found, but the actual birds can't (presumably because possession would allow flight, which would be broken). The mysterious Whales don't appear (alive) either, meaning possession can't reveal their secrets.
- A live whale makes an appearance in The Knife of Dunwall. Conveniently, the protagonist of that scenario lacks Corvo's possession ability.
- Go Mad from the Revelation: In the third Tales from Dunwall, Piero starts to have visions of death (or maybe the Outsider), which leads to the invention of Corvo's mask.
- Gone Horribly Right:
- Good Is Not Nice: A "Hands Clean" playthrough will, among other things, see you condemn a priest to living in the gutters, catching the plague, and turning into a Weeper; having two men hideously disfigured and sent into a life of slavery; and handing an unconscious woman over to a man who says he's going to keep her locked up for the rest of her life. Corvo may be on the side of right but do not cross him.
- Government Conspiracy: Corvo's goal is to take one down. On both sides.
- Guide Dang It: The best outcome of some quests requires some specific actions that aren't immediately obvious; you can stumble upon them by chance, or you can consult the wiki...
- Guilt-Based Gaming: Dishonored excels at making the player feel like a complete and total monster if they kill anyone but the specified target. You killed that maid because she caught sight of you and was about to start screaming? You get to hear her boyfriend talking to his buddy about how he's going to propose to her. You killed that Overseer who was about to attack you in perceived self-defense? He might have been the one who warned his friend about the friend's sister about to be accused of being a witch and that she needs to run. You killed that guard who yelled for help? You get to hear his friends snarling that you just made his wife a widow. Nice work, You Bastard.
- Hazardous Water: Fish will sometimes attack Corvo should he be in the water with them.
- His Name Is...: One of Slackjaw's lackeys tries to investigate who's been murdering his gang members and records an audiograph as a message once he finds out. He spends way too much time saying "I can't believe who it was!" and by the time he gets around to the actually useful part of the message the murderer has caught up with him.
- Hoist By Their Own Petard:
- One common tactic: when an enemy fires a projectile at you, freeze time, possess them, have them run in front of their own projectile, leave the body, and unfreeze time. Hilarity Ensues.
- When you go after the Lord Regent, if an alarm sounds, he will hide in a safe house at the top of his castle. It's possible to circumvent the Wall Of Light that serves as his last defense, use a rewiring tool to turn it deadly to enemies instead of you, knock the Lord Regent unconscious, then toss him into the wall that was supposed to protect him from you. Or you can go to his saferoom first, before the alarm is sounded, subvert the wall, then set off the alarm deliberately. He will naturally enough race to his saferoom and immediately get vaporized on the way in. Or rewire the Walls near to the staircase and then expose his crimes - which is normally the pacifist route for this mission. The guards will arrest the Lord Regent and march him out of the mansion through the rewired Wall, incinerating the Regent in front of them. This is counted as Corvo killing the Lord Regent for Chaos purposes, though.
- When leaving to assassinate Campbell Callista informs you that he's planning to poison her uncle because he's not corrupt like his other men. When you arrive to the meeting room before the men enter, you can switch their glasses, and Campbell end up being poisoned by the very same concoction he had ordered to be shipped for his own, dirty deeds.
- Hollywood Darkness:
- Shadows are much, much less pronounced than in Thief (or Splinter Cell, for that matter), even with a relatively low gamma setting. They're also less central to the game's stealth mechanic, which relies more on avoiding line-of-sight than hiding in darkness.
- Oddly enough, averted in one scene that is a direct homage to Thief, where an Assassin watches an apprentice make his way through a shadowy obstacle course.
- Humans Are the Real Monsters: Invoked by the crappy situation Dunwall is in, as well as by the Outsider himself indirectly: he only ever grants powers to people who interest him, but every single example in the game of a person with magic (including possibly Corvo) seems to abuse these powers heavily rather then using them for decent purposes. The Outsider himself actually doesn't compel them to do this in any way, instead leaving it up to them exactly what they do with them. In fact, should Corvo spare Daud, the assassin who killed the Empress, he will mention that he finds Corvo even more fascinating, because when he had the chance to take his revenge he did not do so.
- Humanoid Abomination: Two in the game, one more up front than the other.
- The Outsider, according to the Abbey of the Everyman. Considering that we know nothing about him, and considering what he can do, they may be right.
- Granny Rags, while she may have once been human, appears to have left her humanity somewhere behind her. Until late in the game, it is impossible to kill her, and she possesses some of the same powers Corvo has.
- Humiliation Conga: What you inflict on High Overseer Campbell if you go the non-lethal route. First, you use a chemical brand to mark his face forever. Next, he is banished from his luxurious and decadent lifestyle, forced to scrounge for scraps to survive as it is literally a crime for anyone to try to help him. Finally, he contracts the plague and lives out his final days in squalor and agony, cursing your name. To top things off, you can choose to kill him or just knock him out again if you happen upon him.
- Hyperactive Metabolism: Eating unspoiled food will restore small quantities of lost health. Certain bone charms can enhance this. By contrast, eating spoiled food will reduce small quantities of health.
- Worship of the Outsider is considered witchcraft and heretical by the Overseers in the Abbey of the Everyman. Keeping runes or bone charms is a sign of witchcraft. Accusations of worshipping the outsider are levied against troublemakers to discredit them. Yet almost every person who is rich or in a position of power keeps runes of the Outsider amongst their most precious possessions.
- Campbell, the High Overseer, breaks every single one of the Seven Strictures every day. According to The Heart, it is his own little joke.
- After Corvo brings Campbell's little black book of blackmail info back to the Loyalists, Teague Martin (an Overseer himself) bemoans how the High Overseer used blackmail to control the Abbey of the Everyman. Continue talking to Martin and he will, without the slightest dissonance, enthusiastically begin to explain how the Loyalists can use Campbell's blackmail info to bend the Abbey to their cause.
- Idiot Ball: Corvo is forced to hold this when the crown loyalists betray him. He is forced to drink from a poisoned cup in a rather suspicious cutscene, which could be understood. However, right after drinking the cup his vision goes blurry and if he even knocks out the traitors that clearly just poisoned him it causes a game over.
- Interestingly, in that very same scenario, the Loyalists might hold it as well, depending on your Chaos (more pronounced on Low). Trying to kill a supernatural assassin you outfitted with a huge arsenal of useful and deadly gadgets who has proven to be ludicrously effective and is fiercely protective of your future puppet ruler (already a questionable idea)? You should make absolutely, completely sure that it works the first time, because you won't get a second try. And who do they choose to deliver the poison? Samuel, one of the most ethical and honest people in the game. Depending on what you did up until then, this can border on Too Dumb to Live.
- I Don't Like the Sound of That Place: Pandyssia's name means, roughly, "all that is bad" ("pan" as in Pangaea, "dys" as in dystopia). It's a supercontinent full of hideous and dangerous wildlife that will gladly snack on any humans they find, and people who visit tend to die or go mad and then die.
- Impoverished Patrician: It is rumored that the Pendletons recently became this with suggestions that the family's silver mines are almost out. In the High Chaos ending, Pendleton admits that he is broke.
- Infant Immortality: Averted in the Worst Ending, as failing to stop Havelock results in Emily's death. Played straight in that you can't kill or harm Emily (you can kill other allied NPCs, though doing so causes an instant game over).
- Insistent Terminology: Daud's Whalers always refer to their "Blink" ability as "Transversals".
- Item Amplifier: Certain bone charms give increase the health and magic received when you use restorative elixirs.
- Item Crafting: Implied but not actually used, at least not for you, the player. You find various valuable items all around the city and collect them, but they just get converted to instant cash for your convenience. Pierro explains that he sells anything you find on the "black market." However, there's a letter to Pierro from Havelock that saying "We can't give you copper wire and Kingfeathers! Go find your own!" and these two items happen to be two of the common Vendor Trash items you collect. It's possible an earlier version of the game had you collect this stuff for more direct item crafting rather than a simple cash exchange.
- Just Following Orders: Eavesdrop on guards and you'll find they tend to range from true believers to just happy to not have the plague.
- Just Ignore It:
- This has become the upper-class policy for dealing with the plague. As long as the plague remains isolated to everyone who isn't wealthy and/or noble, they pay no mind to it, and let the government deal with it. This is essentially a national policy mirroring Masque Of The Red Death.
- Following the Red Death comparison, and given that Corvo can summon armies of plague rats, it is possible to bring the plague to the dinner party of at least one major noble, making it a good deal harder to ignore.
- Kansas City Shuffle: One way of taking out Lady Boyle non-lethally is to warn her that there is a plot to assassinate her. You can then advise her to take shelter in the cellar, where you can then knock her out and leave her for Lord Brisby.
- Karma Houdini: Annoyingly, you get no option to call Pendleton out on sending you to fight a duel to the death with Shaw without in any way warning you that was what was about happen. Admittedly he doesn't do too well in the long run anyway, but it's still irritating.
- Karma Meter: There is a "Chaos" stat that basically tallies how many people you kill. This will directly affect what kind of ending you get and the state of the next stage. The in-universe justification is that more bodies means more rats, and more rats means more plague. Indeed, leave enough dead bodies around, and rats come a-feastin' (but the ability that turns the bodies into dust doesn't help). The Chaos meter also determines how much rioting there is - again, it makes sense that the guard will be tighter and more violent the more people, especially guards, are dead.
- Kick the Son of a Bitch: You can do this of course, if you don't opt for Pacifist Run
- The pacifist solution to Lady Boyle seems to be going over remarkably well despite it being a Fate Worse Than Death.
- Kill 'em All: Corvo can slaughter everyone in a level, and the game will recognize this is one option of leaving no witnesses. Of course, it'll seriously affect your Chaos stat.
- Kill the Poor: The Lord Regent's motivation.
- Kleptomaniac Hero: Corvo can steal a variety of items for cash to buy upgrades/supplies. This includes large paintings several times his size. The game even tells you exactly how much coins-worth of items you left behind.
- Knight Templar: The Overseers in general, they are known to practice Burn the Witch! and will abduct anyone who they suspect to practice witchcraft or have anything to do with the Outsider. Their base even has torture implements they use to interrogate captives.
- Kung-Fu Proof Mook: Those Overseers with music boxes can nullify your ability apart from doing massive damage themselves. Normal backstab and choke still work normally though. Still, that huge music box will give you a massive Interface Screw should you decide to carry them away to be hidden.
- Lady and Knight: As the Royal Protector, Corvo serves as the knight to Jessamine's lady. With her death, Emily becomes the new lady he is sworn to protect.
- La Résistance: The Loyalists, who break Corvo out of prison and help him take down the Lord Regent.
- Laser-Guided Karma: In a no kill run, Corvo is this trope embodied: The High Overseer is branded as a blasphemer against his own faith and forever expelled, forced to live as a begger for what little remains of his life. The Pendleton brothers are disfigured and forced to live as slaves in their own mines. Lady Boyle, a well known woman of loose virtues who is financially backing the Lord Regent, is forced to live as essentially the sex slave of one of her admirers. The Lord Regent is taken away to be tried and executed for his manifold crimes. And Loyalists all come apart, tearing themselves to shreds due to the same selfishness and blind ambition that led them to try to kill Corvo.
- Le Parkour: Climbing, running, and sliding, helped with the Agility and Blink powers.
- Lighthouse Point: Kingsparrow Island has a heavily fortified military base with a huge lighthouse in the center of it, with the base's war room located at the top of it. You climb the thing in the final mission.
Following the success of Dishonored
, a second and third set of DLC campaigns were released, which both
follow previous Anti-Villain
Daud and his team of superpowered assassins "The Whalers". They were collectively dubbed The Knife of Dunwall
and The Brigmore Witches
, and notably provide a Perspective Flip
on the instigator of the main plot.The Knife of Dunwall
, the first of the two packs, opens as Daud's team performs what should have been a routine job: subduing Corvo and killing the Empress
. Jumping ahead 6 months, around the time Corvo first escapes, Daud has had plenty of time to reflect on his actions, and realizes the repercussions of killing the Empress
. Contacted again by The Outsider, Daud is given an ultimatum: unravel the mystery of the name "Delilah" before his time runs out.
The final pack, The Brigmore Witches
, picks up immediately after the first pack, and concludes Daud's storyline. Learning the secret of Delilah, Daud and the Whalers soon come up against a coven of witches. Soon uncovering a dark secret, Daud must hurry to stop a sinister plan that would shake the very foundations of Dunwall. The pack also adds more features and, if the player has a save file from The Knife Of Dunwall
, Daud's abilities, weapons and Chaos will carry over.
Both DLCs act as a backstory expansion, offering several new missions, locations, enemies, and weapons, as well as a new perspective on the main plot
Tropes to be found in the Daud Storylines:
Knife of Dunwall
- All Your Base Are Belong to Us: The final mission requires Daud to take back his base from the Overseers.
- As You Know: This scene on entering the Legal District:
Billie: There's an equipment stash on a nearby roof. We've been planning a hit on Timsh for some time now. A lot of people want him dead.
- Arson, Murder, and Jaywalking: This little "To do list" found in a Hatter hideout.
Loot that one place.
Get even with Craxton.
The key we nicked from the Watch can get us inside the Legal District.
Brush my teeth this week.
- Big Bad: Delilah.
- Brick Joke: A common piece of Enemy Chatter in the main game consists of one guard asking another if he thinks he will get his own squad after what happened last night. The Knife of Dunwall features a guard who actually did get his own squad because of what happened last night.
- Another one from the main game is mooks asking each other if they are in for "whiskey and cigars tonight". In here, you can hear a mook asking another "Whiskey and cigars? Is that all you can think about?"
- The Coroner Doth Protest Too Much: If you leave Rothwild unconscious in a room with Abigail for too long, then you will return to find him dead. Abigail says she has no idea how an awl wound up embedded in his skull. Getting knocked unconscious must have caused a heart attack or something.
- Corrupt Corporate Executive: Rothwild tortures his workers into obedience, has a brutal crew of enforcers and uses the number of industrial accidents and fatalities as a safe code. He's also amused by the "songs" of the tortured whales, which drive his less sociopathic employees mad.
- Crate Expectations: Beating Rothwild and his butchers non-lethally requires locking him in a crate and shipping him several continents away.
- Cruella to Animals: Rothwild and his whale slaughterhouse. Whales are initially eviscerated alive to drain oil from them; once their oil secretions begin to plummet, they're milked for additional oil through a slow death by gradual electrocution to cause extra secretions.
- Additionally, the "Butcher" enemy type. Not only are they required to carve up both living and dead whales with enormous buzz saws, they are pretty much required to be psychopaths (especially considering most other thugs complain they hear whale songs and screams in their sleep).
- The Dev Team Thinks of Everything:
- Daud notes that he could just torture Abigail Ames for information, rather than blow up the slaughterhouse in exchange for it. Players have the option to do so, as knocking her out means you can strap her in the shock chair and just electrocute it out of her.
- Which ends up having consequences if you decide to purchase a bone charm from her after zapping her with ten thousand volts. They don't call it a dead drop for - *SPONTANEOUS EXPLOSION!!!*
- Looking at the statue of Delilah on the top level of Barrister Timsh's house with Void Gaze level 2 will make it yellow, the same colour of living beings.
- Difficulty Spike: The first two levels aren't all that hard to get through with good amounts of skill or patience; nice open spaces, enemies that patrol alone, and plenty of areas where Daud can get above everyone. The third level, however, is much, much harder: tight, confined areas, enemies that patrol in groups of two or even three, few areas where you can get above the enemy, and Anti-Magic music boxes freaking everywhere.
- Dirty Old Man: Barrister Timsh, who pretty much holds a maid hostage just so she would stay with him that night.
- Electric Torture: Rothwild set up a chair with wire attachments in his slaughterhouse's meat locker for precisely this purpose, using it on stubborn or disloyal employees, shocking them until they are willing to sign contracts pledging to never try any collective bargaining methods. Daud can throw a couple of characters in the chair to get information out of them including Rothwild himself.
- Exposition Fairy: Billie plays this role, using Blink to appear next to you, talk about something relevant, then vanishing again.
- Gameplay and Story Integration: In the main story Daud can grant powers to others. In the DLC this appears in the form of the Arcane Bond Daud possesses by default, which grants powers to the assassins he summons. Unlike in the story, however, he can upgrade this power so that assassins are immune to the time stop power he uses to force a duel.
- Daud's assassin organisation also helps him in gameplay by arranging "favors" via its intelligence network and aids in battle through the Summon Assassin power.
- DLC Escalation: Word of God states they wanted to make this harder than the main game.
- Et Tu, Brute?: Billie, Daud's greatest student, is responsible for the assault on their base, and has been working with Delilah behind his back.
- Evil vs. Evil: Bundry Rothwild vs Abigail Ames. Rothwild is a hybrid of a Corrupt Corporate Executive and a Mob Boss who remorselessly exploits his workers, uses torture to keep them in line, and indulges in animal cruelty to maximize his profits. Abigail Ames seems like a saint at first, in comparison if nothing else, but she's really a professional rabble-rouser who's been hired by Rothwild's competition to sabotage his business. She is disdainful of the workers she's rallying, despises Rothwild for being a low-born commoner who rose above his station, has no qualms about murdering a man while he's unconscious, and is perfectly happy to demolish a warehouse while fully aware - even gleeful - that several dozen men will "die screaming" within. Though they are Asshole Victims.
- Foreshadowing: Billie, who has had your back through two missions, is suspiciously absent just as Daud's base is under attack in High Chaos.
- Grand Theft Me: It's hinted that the Brigmore Witches are capable of inflicting this on others. According to a poem written by Delilah, her next victim will be Emily.
- Hoist by His Own Petard: Arnold Timsh is a corrupt barrister who makes money evicting and bankrupting anyone who doesn't hand themselves in immediately upon suspected infection. Should Daud non-lethally dispose of him, the player must cause him to inadvertently confess to breaking these laws, resulting in him losing everything and his arrest by his own corruption.
- Klingon Promotion: In the High Chaos ending, Billie Lurk duels Daud for leadership of the Assassins.
- Leeroy Jenkins: Overseer Hume, who leads the attack on Daud's base, despite orders to hold back until he has enough reinforcements. Daud successfully breaks Hume's shaky hold on his territory, disables Hume, and learns from Hume's notes that the Abbey is planning to make another strike (which is most likely why, in the game proper, Corvo encounters a squad of dead Overseers in the Flooded District when he arrives there). Many characters scoff that his recklessness and impatience doomed not only his first push, but also any attacks that came after him.
- Madness Mantra: A letter you found right next to the empress in the void is just written with "YOU KILLED HER" over and over.
- This is also a Continuity Nod to the main game's plot, where, when Corvo first meets the Outsider, the letter next to the dead Empress repeats "YOU CANNOT SAVE HER".
- The Mafia: The Butchers, who are both criminals and slaughterhouse staff.
- Mercy Kill: Daud can deliver one to an eviscerated whale that is being slowly killed for its oil.
- Miles to Go Before I Sleep: Daud is told by the Outsider that his story is soon coming to an end, but he can accomplish one last thing before he meets his fate. The Outsider doesn't actually bother to specify what this fate will be, or whether Daud can avoid it, or if this last task has anything to do with either of those things, but really, none of that concerns him. Only Daud.
- The Mole: Billie reveals that she has been working with Delilah because she believes Daud lost his edge to guilt after killing the Empress.
- Multiple Endings: Á la the main plot; all endings include The Reveal that Billie is The Mole, but with a twist depending on the player's actions.
- Lowest Chaos: Billie admits to her betrayal, and requests honorable execution. Daud spares her, and she leaves Dunwall forever, and spreads Daud's legend; the epilogue shows Daud turning to meet Corvo as he approaches.
- Low Chaos: Billie admits to her betrayal, and requests an honorable execution. Daud, with Billie's help, stabs and kills her; the epilogue notes Billie redeemed herself, but questions if Daud has done the same.
- High Chaos: Billie fights Daud in the belief that his abilities as a leader are slipping and he's become weak. Daud defeats her and either executes her or knocks her out; the epilogue shows Corvo approaching Daud's back.
- My God, What Have I Done?: Daud's opening monologue has him explaining that the Empress was meant to be another routine hit, and yet he has seen dreadful repercussions for his awful actions.
- Non Standard Game Over: Killing Lurk or NPCs who have information needed to advance the plot gives you a game over with the message "irreconcilable hostilities."
- No OSHA Compliance: Pretty much the Rothwild Slaughterhouse. Guard rails missing and employees being outright killed. This is pretty much the reason the employees went on strike.
- One Steve Limit: The only clue the Outsider gives Daud is the name "Delilah". Nearly six months later, he gets his first lead, in the form of a ship called Delilah, which turns out to be named after the woman the Outsider was referring to. You'd think he'd have found another Delilah by that point.
- Remember the New Guy: Billie Lurk. Despite being the second-in-command of Daud's Assassins, she's never mentioned in the game proper. Justified - she's either dead or banished by Daud for her betrayal by the time Corvo finally reaches the base, and it seems a sufficiently painful event that Daud would rather not talk about it.
- Redemption Equals Death: In Low Chaos, Billie realizes her mistake in working with Delilah and allows Daud to kill her as penance.
- Shock and Awe: You now get mini arc and stun mines that electrocute anyone unfortunate enough walk by them.
- Silent Protagonist: Averted. Daud talks even out of cutscenes.
- Smug Snake: Overseer Hume, who assumed he could take down the Assassins and Daud despite being ordered to hold back. You can even listen in on him gloating, or you can cut him off mid-sentence.
- Super-Powered Robot Meter Maids: The Butchers in the whale slaughterhouse are armed with big saw blades powered by whale oil and have face masks that prevent head shots. Their saws are so big they can block bullets and sword strikes, you can't defend against them very well, and the saws even have a metal chip ejector that shoots rapidly, effectively making these guys the only ones in Dunwall who have machine guns. They're one of the toughest new enemies in the whole city; their boss even says they're probably the toughest fighters in Dunwall. Yet their only ostensible job is chopping up whales.
- Title Drop: Abigail Ames calls Daud the Knife of Dunwall if you wait a while after meeting her. The Outsider also uses the name in the High Chaos ending.
- The name of the final DLC, The Brigmore Witches, is also dropped in the low chaos version of Daud's hideout, when Billie tells you of her betrayal and Delilah appears.
- To Be Continued: The DLC ends with the Overseers routed and the traitor either dead or banished, but Delilah, the one that the Outsider put Daud on the trail of, is still out there, still planning to take Daud down, and the Brigmore Witches still need to be dealt with.
- Tomboyish Name: Billie Lurk.
- Touched by Vorlons: The Outsider mentions that there are only eight in the world he has gifted in this way. This comment is made chronologically before Corvo gets empowered.
- Villain Protagonist: Although, just how much Daud remains one is up to the player. If you want, you can play through the entire DLC non-lethally (just like you could in the main game) and follow the story path of Daud redeeming himself after the murder of the Empress (which, of course, is Low Chaos). Alternatively, you can hack through every living thing between you and your goals and leave a bloody swath marking your path through Dunwall in a High Chaos playthrough where Daud accepts his murderous self. The trophies/achievements for each ending explain it best: Redemptive Path for Low Chaos and No Regrets for High Chaos.
- You ALL Look Familiar: One could be forgiven for thinking that the whale-processing facility employs clones of the same narrow-chinned, dark haired, wide-eared guy as laborers.
The Brigmore Witches
- And I Must Scream: The nonlethal method of defeating Delilah is to trap her within a painting of the Void, which is itself hidden in the Void. It seems Daud shares Corvo's penchant for Cruel Mercy.
- Antagonist Title: It's named for Delilah's coven, and she's not that keen on Daud.
- Artifact of Doom: This DLC introduces Corrupted Bone Charms, which provide a powerful boost but also inflict a negative secondary effect when equipped.
- Daylight Horror: Daud visits Brigmore Manor on a ridiculously bright day. The place is filled to the brim with witches and hellhounds.
- Deadly Gas: What Daud will face should he kill the Geezer. An anti-toxin which will protect him for the duration of the mission is available, however, if one searches carefully.
- Decoy Damsel: In the sewers beneath the Textile Mill, Daud finds a young woman hiding from Weepers. Approaching her gets him ambushed by witches.
- Deliberate Injury Gambit: Thee frontal kill animation for Delilah; after being stabbed by Daud, she deliberately pushes herself further onto the blade to claw at his face.
- Duel to the Death: According to a biography of Nurse Trimble, Trimble and Piero's rivalry eventually got so heated that they decided to settle it with a pistol duel. They were both such crappy shots that both of them managed to walk away completely unscathed. They eventually settled things with a coin flip. Piero won.
- Evil Versus Evil:
- High Chaos Daud versus Delilah. Mass-murdering assassin versus ambitious and ruthless witch.
- The gang war between the Hatters and the Dead Eels.
- Eye of Newt: Delilah lists various unique ingredients as she performs a ritual in the final mission.
- Eye Scream: Wakefield's unique execution animation involves getting a sword slowly pushed into his left eye.
- Final Boss, New Dimension: The final confrontation against Delilah takes place in the Void.
- Fingore: Lizzie Stride holds no grudge against the gang members who sided with Wakefield and decides not to kill them. Provided that they each give her a finger. Two fingers if they complain.
- Foregone Conclusion: Daud will at least survive the DLC so that he meets his fate at the hands of Corvo.
- Foreshadowing: If Billie was spared at the end of Knife of Dunwall, Daud can find a letter she's sent him in his headquarters before the first mission containing a book with various ports of call outside Dunwall, which foreshadows Daud's own flight from Dunwall after a Low Chaos Corvo spares him, which happens if Daud maintains his Low Chaos run in Brigmore Witches.
- Back for the Finale: This instead happens if Daud adopts a High Chaos run while having spared Billie. Despite being absent for the entirety of the game outside of the aforementioned letter, Billie returns in The Stinger to the High Chaos ending, to mourn at Daud's Viking Funeral following his assassination at the hands of Corvo.
- Garden of Evil: Brigmore Manner is a place with flower beds placed on many open surfaces, filled with soil and growing mysterious, glowing plants that cannot be natural. Inside, it is full of vines and growing creepers that snake over floors and up walls.
- Grand Theft Me: Delilah plans to use her powers to possess Emily and control the Empire through her.
- The Greatest Story Never Told: Daud saves Emily from Delilah, but no one else besides the Outsider (who won't tell anyone) knows.
- Hellhound: "Gravehounds" who patrol around Brigmore Manner. They are composed of the skull of a wolfhound imbued with arcane energies, such that it reanimates a body. Said body is skinless and exposes the bare skull. If they are damaged, the body will disappear, only to reappear shortly after. Destroying the skull is the only way to keep them down.
- Human Shield: You can use mooks to this effect thanks to the Pull power. In fact, there's an achievment for that particular use of it.
- Hyper Competent Sidekick: Thomas, who provides Daud with reconnaissance as well as arranging supply drops.
- Jack Bauer Interrogation Technique: A witch tries to ambush Daud with a Wounded Gazelle Gambit. If Daud is made aware of this beforehand, he instead grills her for information by shoving his blade into her forearm and twisting it.
- Kick the Dog: Exploring Delilah's mansion, players can find an unconscious Overseer whom the witches have tortured. Waking him causes him to scream and begs not to eat any more — on further inspection, he's visibly surrounded by chunks of raw meat and human bones.
- Laser-Guided Karma: Determines Daud's ultimate fate at the end of the DLC. If Daud attempts to change his ways via a Low Chaos run, then Corvo will ultimately spare him at the end of his DLC. But if he decides to simply accept he is who he is via High Chaos, then Corvo kills him. Daud even alludes to this during his final monologue just before the ending cinematic of his fight with Corvo, by saying that people's actions will have consequences they can't always see.
- Living Statue: Daliah is a talented painter and sculptor, and she works this into her magic. She makes statues of herself that can be used to commune with her, speaking through them. The ones around Brigmore Manner act as sentries, screaming when an intruder goes by.
- Make Me Wanna Shout: The witches activate their powers by screaming.
- Mercy Kill: Possible with the Geezer (Mortimer Hat), who is being kept alive on life support by his nurse, Trimble. Since Trimble runs the gang by pretending his orders are from his patient, he also keeps the Geezer locked away from the gang, and connected to lethal gas emitters to deter the merciful — as such, the Geezer begs Daud to learn the poison gas antidote so he can pull the plug and let him die.
- Mind over Matter: The DLC's new power is Pull, which Daud and his Assassins used in the regular game against Corvo.
- Mob War: Going all out in the all but abandoned Draper's district. Traditionally the domain of the Hatters gang, the Dead Eels have recently put into port nearby making the situation tense. After the Hatters steal something the Dead Eels need, the tension explodes into all out warfare, with both sides taking out stragglers of the other and keeping a standoff on either side of an old channel.
- Multiple Endings: There's only two of them this time around. There is also an after-credits scene that changes appropriately according to Chaos level.
- Low Chaos: Even though Corvo doesn't know that Daud redeemed himself by saving Emily from Delilah, he spares him anyway. The Stinger shows Daud laying his sword atop the Empress' tomb.
- High Chaos: Corvo ignores Daud's pleas for mercy. Daud's redemption was for nothing. The Stinger shows the cremation of Daud's body in the Flooded District; if Billie was spared in Knife Of Dunwall, she will appear among the mourners.
- Non Standard Game Over: In addition to the "irreconcilable hostilities" message if you kill plot-critical NPCs, you also get a game over if Delilah successfully completes her ritual.
- Nostalgia Level:
- Daud pays a visit to Coldridge Prison, which has beefed up its security extensively since Corvo escaped in the vanilla game's first mission.
- The DLC also opens with Daud's perspective of the fight between him and Corvo. It turns out to be All Just a Dream.
- Old Save Bonus: Daud's powers, weapons, Chaos level and some key decisions can be carried over from Knife Of Dunwall if the player has a save file - if there are several files with differing Chaos levels, the game lets you choose which one you wish to import.
- Sanity Slippage: Daud shows signs of this in High Chaos, such as mistaking one of the Assassins for Corvo and nearly killing them in panic.
- One of Delilah's statues acts like a Weeping Angel when you pick the bone charm placed on front of it.
- The nonlethal solution to eliminating Delilah plays out the exact same way the Trickster is defeated in Thief: The Dark Project. By letting her complete her ritual after you've pulled the old switcheroo on the item necessary to pull it off. In this case, a painting.
- Taking You with Me: Done by one of the witches who was captured by the Watch while infiltrating the Dunwall Tower. Rather than giving up her secrets, she does... something. When Daud arrives to the scene, he finds the interrogation room in ruins, the witch's charred corpse in the interrogation chair, no sign of her guards unless you count the massive bloodstains and a bunch of the plants associated with the witches' magic, which apparently grew with such ferocity they punched holes in the walls and the ceiling.
- Timed Mission: Once Delilah finishes her painting of Emily, you have roughly 60 seconds to kill her or sabotage the ritual.
- Took a Level in Jerkass: In an imported High Chaos save, changes in Daud's dialogue are used alongside Dishonored's usual You Bastard elements. In the opening levels, Daud uncharacteristically gloats about his murder of the Empress as he faces off against Corvo in his dream. His later conversations with the Assassins show that he has gone from being A Father to His Men to The Neidermeyer, with some of them talking openly about betraying him.
- Uriah Gambit: One of the witches accuses Delilah of this in the sewers, offhandedly; she says that Delilah is putting her strongest witches in the most danger because when the master plan is complete she'll want the weakest witches near her. Since Delilah would be inhabiting the body of a child, she may have a point there…
- Video Game Caring Potential: On the revisit to the prison, it's possible to see the execution of Corvo's rescuers. Rescuing them is especially difficult as powers are unavailable in the area, but doing so gets you information.
- Video Game Cruelty Punishment: If you tortured Abigail for information on The Delilah in the previous DLC, she sells you a favor in this one. Said favor turns out to be a bomb set to go off a few seconds after Daud approaches it.
- Villain Protagonist: Daud returns in the final DLC pack.
- Wake Up Fighting: Daud grabs an unfortunate Assassin's throat as he is waken up in his bed in the High Chaos path.
- What You Are in the Dark: The Outsider narrates at the end of a Low Chaos route that Daud's tale, as the man who saved the Empire, will never be told. It's implied that had Daud not gone after Delilah, she would have left him and the Assassins untouched when she stole Emily's body to rule in her place.