MISSION COLLECTIBLES

House of Pleasure contains:

5 Runes

5 Bone Charms

3 Sokolov Paintings

0 Outsider Shrines

4,084 Coins

And because we’re trying to build a thorough playthrough, we’re going after the important stuff while completing the Clean Hands route.

Let’s get moving.


BEFORE LEAVING THE HOUND PITS

Don’t immediately leave with Samuel.

Explore first.

There’s a rune available in the Hound Pits sewer area during this mission.

Use the Heart whenever you’re unsure where a rune or bone charm is hiding.

Then talk to the Loyalists, prepare your equipment, and meet Samuel.

We’re heading back to the Distillery District.

Again.

I’m starting to think Corvo should just rent an apartment here.


PART 1 — VISIT SLACKJAW FIRST

Once you arrive, don’t immediately head for the Golden Cat.

Go to the Dunwall Whiskey Distillery.

We’re looking for:

SLACKJAW

Talk to him.

Slackjaw wants us to discover what happened to one of his men, Crowley.

Agree to help him.

This is EXTREMELY important for our Clean Hands run because completing Slackjaw’s jobs unlocks the nonlethal solution for the Pendleton twins.

So apparently our plan for avoiding murder is…

Doing favors for a gang leader.

Perfect.


PART 2 — FIND CROWLEY

Head toward Dr. Galvani’s offices.

We’ve been here before.

And yes.

We’re going back inside.

Get upstairs while avoiding or nonlethally dealing with the guards.

You’ll find Crowley’s body with guards nearby.

Wait for a good opportunity rather than rushing into the room.

Nearby is an audiograph containing the information Slackjaw wants.

Grab it.

There’s ALSO a rune in Galvani’s secret laboratory on the third floor.

Get that before leaving if you’re collecting everything.

Now return to Slackjaw.


PART 3 — SLACKJAW’S SECOND OFFER

Give Slackjaw the information.

He’ll reward us with access that makes reaching the Golden Cat easier.

Then he’ll offer us another job.

There’s an art dealer named Bunting.

Slackjaw wants the combination to Bunting’s safe.

And in exchange?

Slackjaw will deal with the Pendleton twins…

WITHOUT KILLING THEM.

WAIT.

So you’re telling me we can:

Rescue Emily

Keep Clean Hands

Neutralize both Pendletons

AND

Get access to a giant safe full of valuables?

Slackjaw…

You have my attention.


🚨 CLEAN HANDS WARNING 🚨

From this point onward:

DO NOT KILL THE PENDLETON TWINS.

Don’t attack them.

Don’t accidentally cause their deaths.

Don’t decide you’re tired of doing side quests and take the shortcut.

Slackjaw’s plan requires them to remain alive.

We’re doing this the complicated way.

Because apparently that’s our life now.


PART 4 — TOWARD THE GOLDEN CAT

Head toward the Golden Cat.

Completing Slackjaw’s first job gives us access through the Captain’s Chair Hotel, providing a useful route toward our destination.

Keep using the Heart as you explore.

There are several bone charms and runes scattered around this mission, including collectibles in the Distillery District, Captain’s Chair Hotel, nearby buildings, and the Golden Cat itself.

Don’t assume everything is inside the main objective building.

Dishonored LOVES putting something valuable approximately six feet away from where you were planning to walk.


ENTERING THE GOLDEN CAT

Once inside, slow down.

We’re looking for THREE things:

1. EMILY

2. BUNTING

3. COLLECTIBLES

Notice who isn’t on that list?

The Pendleton twins.

We’re not touching them.

Slackjaw can handle that problem later.


PART 5 — FIND BUNTING

Bunting is located in the:

SILVER ROOM

When we find him, he’s restrained as part of an unusual setup involving an electrical device.

We need information from him:

THE COMBINATION TO HIS SAFE.

Interact with the controls enough to make Bunting realize something isn’t normal.

Eventually, he’ll tell Corvo the safe combination.

WRITE THAT NUMBER DOWN.

Seriously.

Write it down.

The safe combination can vary between playthroughs.

So unlike some other safes, I’m NOT putting one universal number here and pretending it’ll work for everybody.

Bunting gives us the correct combination for our playthrough.


CLEAN HANDS CHECK

Bunting stays alive.

Pendleton #1 stays alive.

Pendleton #2 stays alive.

Everybody stays alive.

We’re doing great.

Somehow.


PART 6 — FIND EMILY

Now find Emily Kaldwin inside the Golden Cat.

Once Corvo reaches her, she’ll recognize him.

Rescue her and help her leave the building.

She’ll eventually make her way toward Samuel’s boat.

That’s our MAIN rescue objective completed.

But we’re not leaving yet.

We have unfinished business.

And by unfinished business, I mean:

WE’RE ABOUT TO ROB SOMEONE.


PART 7 — THE ART DEALER’S APARTMENT

Remember Bunting’s safe combination?

We’re using it.

Head to the Art Dealer’s Apartment.

Be careful because Bottle Street thugs inside the apartment can become hostile toward Corvo.

Sneak past them or use nonlethal takedowns if necessary.

There are also THREE Sokolov paintings associated with this mission, and all three are inside this apartment:

Painting #1 — Second floor

Painting #2 — Third floor

Painting #3 — Inside Bunting’s safe

So if we’re working toward collecting every Sokolov painting, this building is extremely important.


THE SAFE

Reach the third floor.

Find Bunting’s safe.

Enter the combination Bunting gave us.

And now…

Take the valuables.

Especially the Sokolov painting if you’re collecting them all.

Why are we robbing the safe BEFORE talking to Slackjaw?

Because doing this unlocks:

THE ART OF THE STEAL

The requirement is essentially:

Get Bunting’s safe combination for Slackjaw…

then rob the safe yourself before giving Slackjaw the combination.

That’s incredible.

Slackjaw:

“Get me the combination.”

Corvo:

“Absolutely.”

Five minutes later

Slackjaw:

“Did you open it first?”

Corvo:

“That wasn’t part of the question.”


PART 8 — RETURN TO SLACKJAW

Once you’ve finished looting the apartment, return to the distillery.

Give Slackjaw the combination.

And that’s it.

We DO NOT have to kill the Pendleton twins.

Slackjaw agrees to take care of them nonlethally.

Mission targets neutralized.

ZERO KILLS.

And…

Uh…

Let’s just say Slackjaw’s plan for them isn’t particularly pleasant.

Dishonored continues proving that:

“Nonlethal” and “nice” are VERY different words.


DISHONORED RULEBOOK CHECK

You know what?

I think we’ve just discovered something worth remembering.

We already have:

RULE #1:

IF THEY’RE UNCONSCIOUS, THEY’RE NOW OUR RESPONSIBILITY.

But Mission 3 has taught us something else.

Every time somebody offers Corvo an “alternative” solution, it sounds great…

until they explain what the alternative actually is.

So we’re adding:

DISHONORED RULE #2:

NONLETHAL DOES NOT MEAN NICE.

Campbell learned that.

The Pendleton twins are about to learn that.

And somehow I have a feeling they will NOT be the last.


BEFORE LEAVING — COLLECTIBLE CHECK

House of Pleasure contains:

□ 5 Runes

□ 5 Bone Charms

□ 3 Sokolov Paintings

□ Up to 4,084 Coins

□ 0 Outsider Shrines

Important collectibles include a rune in Galvani’s secret laboratory and another inside Bunting’s safe.

Bone charms can be found in locations including the Distillery District, Granny Rags’ newer hideout, the Captain’s Chair Hotel, and the Golden Cat.

Use the Heart before permanently leaving an area.


ACHIEVEMENT CHECK

This route can help us accomplish several things:

CLEAN HANDS

We’re maintaining zero kills toward completing the game without killing anyone.

THE ART OF THE STEAL

Rob Bunting’s safe BEFORE giving Slackjaw the combination.

And our actions involving Slackjaw also matter later in the game.

So we’re not just completing Mission 3.

We’re setting things up for the future.


END-OF-MISSION CHECK

Before continuing:

CHECK THE STATISTICS SCREEN.

We want:

✓ DIDN’T KILL ANYONE

If you see that:

Beautiful.

Clean Hands survives Mission 3.

If you DON’T:

STOP.

Reload.

Somebody died somewhere.

And remember Rule #1.

There’s a decent chance it’s somebody we knocked unconscious and then completely forgot existed.


MISSION 3 CHECKLIST

Before continuing, we want:

✓ Crowley’s information recovered

✓ Slackjaw’s first job completed

✓ Bunting’s safe combination obtained

✓ Emily rescued

✓ Art Dealer’s safe robbed BEFORE giving Slackjaw the combination

✓ All 3 Sokolov paintings collected

✓ Safe combination delivered to Slackjaw

✓ Pendleton twins neutralized nonlethally

✓ ZERO KILLS

✓ Clean Hands intact

And finally:

✓ Dishonored Rule #2 discovered

RULE #2:

NONLETHAL DOES NOT MEAN NICE.