BEFORE LEAVING THE HOUND PITS

Don’t immediately sprint toward Samuel.

We’ve got things to do.

Use the Heart to locate the rune around the Hound Pits area.

Piero also has another rune available for purchase.

This mission contains 7 runes total, so we’re going to keep our eyes open.

Before boarding Samuel’s boat, talk to Callista Curnow.

She’ll tell us that her uncle, Captain Geoff Curnow, is meeting Campbell and ask us to protect him.

Accepting this gives us the optional objective:

SAVE CAPTAIN CURNOW

We’re absolutely doing it.

We’re attempting Clean Hands.

We’re already protecting every guard we knock unconscious.

Apparently we’ve now expanded into protecting people we haven’t even met yet.


ARRIVING IN THE DISTILLERY DISTRICT

Once Samuel drops us off, don’t rush straight toward Campbell.

This area contains optional objectives, collectibles, alternate routes, and several opportunities to make our lives considerably more complicated.

Use the Heart frequently.

It’ll help us track nearby runes and bone charms.

And remember our basic Clean Hands strategy:

Sneak around enemies whenever possible.

If someone absolutely has to be removed from our path, use a nonlethal takedown and leave them somewhere safe.

We’re not starting a collection of unconscious people in dangerous locations.

Coldridge already taught us why that’s a terrible idea.


FREE OVERSEER MARTIN

One of our objectives is rescuing Overseer Martin, who’s being held in Holger Square.

Find him and release him.

You don’t need to turn the surrounding area into a battlefield.

Get Martin free and continue toward the Office of the High Overseer.

Nice and simple.

Which means something horrible is probably coming.


OPTIONAL EXPLORATION

This mission has quite a bit of side content.

You can encounter Granny Rags and begin her optional objectives.

You can also explore Dr. Galvani’s offices.

Galvani has a safe upstairs.

The combination is:

2 — 8 — 7

You can discover the clue in his building rather than simply entering the numbers from this guide.

And that’s how I want to handle safe combinations going forward:

We’ll give you the combination so you can use it immediately, but we’ll ALSO tell you where you’re supposed to discover it.

Because sometimes solving the puzzle yourself is half the fun.


ENTERING THE OFFICE OF THE HIGH OVERSEER

Eventually we’ll reach Campbell’s headquarters.

Now things get serious.

Campbell is meeting Captain Curnow.

And Campbell isn’t exactly planning on sending him home with a gift basket.

Our objectives are now:

Protect Curnow.

Neutralize Campbell WITHOUT killing him.

Don’t kill anyone else.

And preferably don’t have the entire building chasing us.

Easy.

Probably.


🚨 CLEAN HANDS WARNING — CAMPBELL 🚨

We’re NOT killing Campbell.

We’re going to use his special nonlethal elimination:

THE HERETIC’S BRAND

Information explaining the branding ritual can be found inside the Office of the High Overseer, including in the archives and interrogation room.

The actual Heretic’s Brand is located in the interrogation room.

Remember that location.

We’re coming back.


SAVING CAPTAIN CURNOW

Campbell’s meeting with Curnow can go several different ways.

Our objective is to make sure:

CURNOW SURVIVES.

Don’t simply sit around assuming everything will work itself out.

This is Dishonored.

Things working themselves out is generally how we end up reloading a save.

Keep watch over the meeting and interfere before Campbell’s plan succeeds.

Once Curnow is safe, we can concentrate completely on Campbell.


NONLETHAL CAMPBELL

This is the important part.

We need Campbell alive and unconscious.

Once you’ve safely knocked him unconscious, carry him to the:

INTERROGATION ROOM

Inside is a special interrogation chair.

Place Campbell into the chair.

Then retrieve the Heretic’s Brand from the room.

Use it to complete Campbell’s nonlethal elimination.

And there we go.

Target eliminated.

Kills:

ZERO.

Apparently Dishonored’s definition of mercy is:

“We’re not going to kill you. We’re just going to completely destroy your position within the organization you lead.”

I am beginning to understand what kind of game we’re playing.


WHY THE BRAND WORKS

The Abbey reserves the Heretic’s Brand for disgraced members.

Once Campbell receives it, he’s effectively cast out.

That means we have successfully removed the High Overseer…

WITHOUT KILLING HIM.

It also counts toward another achievement/trophy called:

POETIC JUSTICE

That achievement involves neutralizing the game’s key targets using their special indirect methods.

So our Clean Hands route is already helping us work toward another achievement.

Two birds with one stone.

Except we’re doing Clean Hands, so please don’t actually throw stones at the birds.


COLLECTIBLE CHECK

Before leaving the mission, remember that High Overseer Campbell contains:

7 RUNES

5 BONE CHARMS

1 OUTSIDER SHRINE

1 SOKOLOV PAINTING

3,794 COINS

We’re not necessarily going to require every single coin for Clean Hands, but the important collectibles will be included throughout our guides.

If you’re trying for a completionist run, use the Heart before leaving an area.

Nothing is worse than reaching Samuel and suddenly realizing:

“Wait… why does the Heart say there’s something 200 meters behind us?”


ANOTHER SAFE

The Overseer’s Back Yard contains another safe.

Its combination is:

2 — 0 — 3

You can also discover this combination in the mission rather than using the answer immediately.

Again:

Answer provided.

Puzzle still available if you want it.

Everybody wins.


ESCAPING

Once Campbell has been branded and Curnow is safe, make your way toward Samuel.

Continue using stealth.

Don’t suddenly start taking unnecessary risks just because the main target has been neutralized.

We’re not losing Clean Hands in the final two minutes because somebody decided:

“You know what? I think I can take all six of those guys.”

No.

You cannot.

Well…

Maybe Corvo can.

But Clean Hands Corvo isn’t going to find out.

Reach Samuel and leave the area.


END-OF-MISSION CHECK

Here comes the most important part.

CHECK YOUR STATISTICS.

We want:

✓ DIDN’T KILL ANYONE

If that’s checked:

Excellent.

Clean Hands survives another mission.

If it isn’t:

DO NOT IGNORE IT.

Something happened.

Reload an earlier save and figure out where the death occurred before continuing the playthrough.


MISSION #2 CHECKLIST

Before moving forward, we want:

✓ Overseer Martin rescued

✓ Captain Curnow saved

✓ Campbell neutralized nonlethally

✓ Campbell branded as a heretic

✓ Zero kills

✓ Clean Hands intact

For collectible hunters:

□ 7 Runes

□ 5 Bone Charms

□ 1 Outsider Shrine

□ 1 Sokolov Painting

And if you’re going for everything:

□ Up to 3,794 coins