MISSION 4
By Caleb Irvin / September 30, 2026 / No Comments
PART 1 — KALDWIN’S BRIDGE
Samuel drops us on the south side of Kaldwin’s Bridge because the City Watch has powerful floodlights covering the river.
Our first job is disabling those lights.
You’ll encounter City Watch guards almost immediately.
But we’re doing Clean Hands.
So don’t fight unless you absolutely have to.
Stay crouched.
Watch patrol patterns.
Use Blink to reach alternate paths.
And remember:
YOU DON’T HAVE TO KNOCK EVERYBODY OUT.
Rule #1 has already taught us the problem with that.
Every unconscious guard becomes another person we have to keep somewhere safe.
Sometimes the best takedown is…
not having a takedown.
Walk around them.
CLEAN HANDS WARNING
This mission contains Arc Pylons and Walls of Light.
Those things are dangerous.
For this run, we’re treating electrical defenses with the same philosophy we use for everything else:
DISABLE THEM.
Don’t turn dangerous machinery into somebody else’s problem.
We’re trying to get through.
Not convert Dunwall’s electrical grid into Corvo’s personal security system.
PART 2 — PRATCHETT’S HOUSE
Eventually you’ll reach Drawbridge Way.
You’ll see Pratchett arguing with a City Watch officer.
Nearby is:
PRATCHETT’S HOUSE.
We’re going inside.
Because there’s a safe.
Obviously.
Make your way upstairs.
On the third floor you’ll find the safe and a note containing the clue.
The combination is hidden using numbered paintings throughout the house.
If you’d like to solve it yourself, inspect the paintings and use the clue.
If you just want the answer:
SAFE COMBINATION: 4 — 7 — 3
Open it.
Inside you’ll find:
A RUNE
and valuables.
Excellent.
We’ve successfully advanced our supernatural abilities through burglary.
Again.
PART 3 — THE OUTSIDER SHRINE
There’s another house near Pratchett’s.
You’ll recognize it partly because there’s a man yelling from a balcony.
Completely normal Dunwall behavior.
Inside this building you’ll find our mission’s:
OUTSIDER SHRINE
And on it:
ANOTHER RUNE.
Be careful while exploring because the occupant can become hostile.
Remember our solution:
Avoid.
Sneak.
Escape.
Nonlethal takedown only if necessary.
PART 4 — KEEP CLIMBING
As we move farther onto Kaldwin’s Bridge, we’re going to start going UP.
And up.
And…
Why are we still going up?
Dishonored really looked at a gigantic bridge and said:
“You know what Corvo needs?”
VERTICALITY.
There are routes above the normal streets that can help us avoid guards.
Use Blink carefully and explore elevated paths.
There’s even an achievement/trophy called:
KING OF THE WORLD
for reaching the top of Kaldwin’s Bridge.
So if you’re comfortable exploring and want the extra achievement, this is where you can go for it.
Just remember:
We’re extremely high above the ground.
Rule #1 applies.
If you knock somebody unconscious up here, DO NOT leave them somewhere they can fall.
🚨 RULE #1 REMINDER 🚨
IF THEY’RE UNCONSCIOUS, THEY’RE NOW OUR RESPONSIBILITY.
We’re on a bridge.
There are ledges everywhere.
You know EXACTLY why I’m bringing this up.
Don’t leave unconscious guards balancing beside a giant drop.
Put them somewhere secure.
If you look at where you’ve placed somebody and think:
“Eh… he’ll probably be fine.”
MOVE HIM.
PART 5 — DISABLE THE FLOODLIGHTS
Eventually you’ll reach the machinery controlling the bridge lights.
Our objective is simple:
SHUT THEM DOWN.
Once they’re disabled, Samuel will be able to travel farther along the river and eventually meet us on the other side.
Do this carefully without killing any nearby guards.
And congratulations.
We’ve successfully defeated…
LIGHTING.
Anton Sokolov must be terrified.
OPTIONAL OBJECTIVES
There are several optional encounters while crossing the bridge.
One involves a Bottle Street thug named Alec, who’s trapped in a cage.
He’ll offer us a reward for helping him.
However…
For our Clean Hands route?
We’re keeping this simple.
SKIP ALEC’S QUEST.
It can turn into another hostile encounter later, and we don’t need additional opportunities for somebody to accidentally die.
Remember:
We’re not trying to complete every possible interaction during the Clean Hands run.
We’re trying to collect the important items and get through with:
ZERO KILLS.
Sometimes the safest optional objective…
is the one Corvo decides is none of his business.
PART 6 — MIDROW SUBSTATION
Continue toward the Midrow Substation.
There’s another:
RUNE
in the building you enter when arriving in this section.
Use the Heart if you’re having trouble locating it.
You’ll eventually encounter another Wall of Light blocking your progress.
Again:
Disable it.
Don’t make the security system lethal to somebody else.
Just remove the obstacle and continue.
SAVE THE SURVIVOR
There’s also a survivor trapped by plague rats in the lower area of an abandoned building.
You can help her and gain access to a:
BONE CHARM.
This is optional.
If you’re collecting everything, it’s worth investigating.
Once she’s safe, speak with her so she can leave.
And there we go.
Corvo Attano:
Royal Protector.
Former bodyguard.
Masked vigilante.
Kidnapper.
Occasional pest-control technician.
PART 7 — NORTH END
Eventually we’ll reach the north side of the bridge.
We’re getting close to Sokolov.
But there’s another optional rescue opportunity.
Near Sokolov’s safehouse are captives being held behind a Wall of Light.
We can release them.
And because we’re apparently incapable of walking past imprisoned civilians anymore…
we’re doing it.
Disable the Wall of Light and let them escape safely.
They can provide us with the combination for another hidden safe.
The combination is:
2 — 9 — 4
The safe is hidden behind a painting in a nearby ruined building.
Inside are valuables.
PART 8 — SOKOLOV’S SAFEHOUSE
We’ve finally arrived.
Anton Sokolov is inside.
Remember:
SOKOLOV MUST LIVE.
We’re not looking for an alternate assassination.
We’re not looking for an environmental accident.
We’re not looking for a clever loophole.
We need this man:
ALIVE.
Sneak through the safehouse.
Avoid the guards wherever possible.
There’s also a captive woman being used as one of Sokolov’s test subjects.
You can release her.
Doing so fits perfectly with our low-chaos approach.
THE SOKOLOV PAINTING
Don’t leave without grabbing this mission’s single:
SOKOLOV PAINTING.
Yes.
We are stealing a Sokolov painting…
from Sokolov.
Imagine waking up later and realizing your kidnapper also stole your artwork.
Corvo isn’t just ruining your evening.
He’s redecorating.
THE FINAL RUNE
There’s also a rune in Sokolov’s laboratory.
Use the Heart and grab it before leaving.
If we’ve been following our collectible route, this contributes toward the mission’s total of:
5 RUNES.
PART 9 — CAPTURE SOKOLOV
Now we deal with Anton himself.
Approach carefully and incapacitate him NONLETHALLY.
Once Sokolov is unconscious:
Pick him up.
And guess what?
RULE #1 ACTIVATES.
Sokolov is unconscious.
Therefore:
SOKOLOV IS NOW OUR RESPONSIBILITY.
Do not drop him somewhere stupid.
Do not leave him near a ledge.
Do not forget where you put him.
We’re carrying him to Samuel.
THE GREAT SOKOLOV TRANSPORTATION SERVICE
Now begins one of my favorite types of Dishonored objective:
CARRY THIS UNCONSCIOUS MAN ACROSS THE MAP.
We’re sneaking.
We’re avoiding guards.
We’re carrying a famous scientist over our shoulder.
And somehow this is still going considerably better than our assassination career.
Take Sokolov toward Samuel’s boat.
If you need to temporarily put him down:
PUT HIM SOMEWHERE SAFE.
I know.
I sound like somebody’s mother.
But Rule #1 exists for a reason.
DELIVERY COMPLETE
Reach Samuel.
Bring Sokolov to the boat.
Samuel takes us back to the Hound Pits with our extremely unwilling guest.
Mission accomplished.
Sokolov:
Alive.
Corvo:
Zero kills.
Samuel:
Probably wondering why Corvo keeps bringing unconscious men onto his boat.
COLLECTIBLE CHECK
Before finishing The Royal Physician, the mission contains:
□ 5 Runes
□ 3 Bone Charms
□ 1 Outsider Shrine
□ 1 Sokolov Painting
□ Up to 3,623 Coins
And:
□ Pratchett’s Safe — 473
□ North End Safe — 294
ACHIEVEMENT CHECK
Completing The Royal Physician unlocks the story achievement/trophy:
CAPTURING GENIUS AND MADNESS
You can also pursue:
KING OF THE WORLD
by reaching the top of Kaldwin’s Bridge.
And most importantly:
CLEAN HANDS
continues.
END-OF-MISSION CHECK
You know the ritual.
Before continuing:
CHECK. THE. STATISTICS.
We want:
✓ DIDN’T KILL ANYONE
Hostiles killed:
0
Civilians killed:
0
If everything says zero:
Beautiful.
We’re moving on.
If there’s mysteriously a 1 somewhere:
We’re not ignoring it.
Reload.
Find out what happened.
Rule #1 demands an investigation.
MISSION 4 CHECKLIST
Before continuing:
✓ Bridge floodlights disabled
✓ Sokolov captured ALIVE
✓ Sokolov delivered to Samuel
✓ Zero kills
✓ Clean Hands intact
For our collectible run:
□ 5 Runes
□ 3 Bone Charms
□ 1 Outsider Shrine
□ 1 Sokolov Painting
□ Pratchett’s safe opened
□ North End safe opened
Optional:
□ Survivor rescued
□ Captives released
□ Test subject released
□ King of the World obtained
