WE’VE BEEN BETRAYED

Apparently the Loyalists have decided that Corvo is no longer useful.

Their solution?

Get rid of him.

After EVERYTHING we’ve done.

Campbell.

The Pendletons.

Lady Boyle.

Sokolov.

Burrows.

All without killing anybody.

And THIS is our thank-you?

I’m beginning to miss Coldridge Prison.

At least those guys were honest about wanting us gone.


AND THEN THINGS GET WORSE

Corvo wakes up somewhere completely unfamiliar.

His weapons are gone.

His equipment is gone.

His mask is gone.

And standing nearby is someone we’ve been waiting a LONG time to meet:

DAUD.

The assassin responsible for killing Empress Jessamine.

And then we learn something else.

Daud has powers.

Blink.

Supernatural abilities.

Assassins working for him.

Oh.

So apparently the Outsider has been handing these abilities out to other people.

I thought we were special.


OUR OBJECTIVES

This mission is going to be enormous.

We need to:

Escape captivity

Recover Corvo’s equipment

Cross the Flooded District

Reach Daud

Deal with Daud NONLETHALLY

Escape through the sewers

Handle the Granny Rags/Slackjaw situation

Collect the final Sokolov paintings

And obviously:

KILL NOBODY.

Because if you think we’re abandoning Clean Hands NOW…

Absolutely not.

We’ve come too far.


PART 1 — ESCAPE

Once you regain control, Corvo doesn’t have his normal equipment.

Use Blink and the environment to escape.

This section is a good reminder of something we’ve been learning throughout the game:

Corvo doesn’t actually need all his equipment to be dangerous.

Stealth and Blink are enough to get us moving.

Explore carefully and work your way out.


GETTING OUR EQUIPMENT BACK

You’ll eventually have the opportunity to recover Corvo’s stolen gear.

This is technically optional.

But…

Excuse me?

They stole our mask.

They stole our equipment.

They threw our stuff away.

WE’RE GETTING IT BACK.

Follow the optional objective toward the Greaves Refinery.

You’ll have to navigate the ruined industrial area to reach it.

Eventually you’ll find Corvo’s equipment.

Grab everything.

Mask?

Back.

Gear?

Back.

dignity?

…

We’re still looking for that one.


RULEBOOK CALLBACK

Remember Rule #3?

IF YOU HAVE AN INVITATION, APPARENTLY EVERYTHING IS FINE.

Well…

We don’t have an invitation anymore.

We don’t even have friends anymore.

So apparently we’re back to climbing through windows.

Good.

I was starting to miss it.


PART 2 — CENTRAL RUDSHORE

Continue through the Flooded District.

The environment is completely different from the wealthy areas we’ve visited previously.

Everything is ruined.

Flooded streets.

Abandoned buildings.

Weepers.

Assassins.

And lots of vertical paths.

Use rooftops whenever possible.

We don’t need unnecessary confrontations.


🚨 CLEAN HANDS WARNING — WEEPERS 🚨

Remember something VERY important:

WEEPERS ARE STILL PEOPLE.

Don’t treat them like monsters that don’t count.

We’re doing Clean Hands.

Avoid them.

Sneak around them.

Use nonlethal methods if absolutely necessary.

We’re maintaining:

ZERO KILLS.

Even here.


SOKOLOV PAINTING #9

The Flooded District contains THREE Sokolov paintings.

That’s huge because we’re approaching the end of our:

ART DEALER

collection.

The first Flooded District painting can be found while exploring the ruined buildings around Rudshore.

Search the elevated apartments carefully.

Use Blink to reach balconies and upper floors.

Once you find it:

TAKE IT.

Painting #9 secured.

Two remaining.


PART 3 — DAUD’S TERRITORY

Eventually we’ll reach the area controlled by Daud’s assassins.

This is where things become VERY interesting.

These aren’t ordinary guards.

They have supernatural abilities.

They can Blink.

They can move across rooftops.

And suddenly…

we understand how annoying WE have been for the entire game.

Oh.

Oh no.

WE’RE FIGHTING OURSELVES.


DISHONORED RULEBOOK POTENTIAL

I’m writing something down.

Not making it official yet.

But I’m writing it down.


APPROACHING DAUD

Sneak through Daud’s territory.

Avoid his assassins whenever possible.

Remember:

We’re not here to wipe them out.

We’re here for one person.

DAUD.

And even HE is surviving.

Eventually we’ll reach Daud’s headquarters.


THE MAN WHO STARTED EVERYTHING

Here we are.

Daud.

The man who murdered Jessamine.

The man whose actions helped put Corvo in prison.

The man who changed Emily’s life forever.

Dishonored has spent the entire game building toward this confrontation.

And we’re doing Clean Hands.

Which means:

DAUD LIVES.


🚨 CLEAN HANDS — DAUD 🚨

Do NOT kill him.

We’re going to defeat Daud without killing him.

There are different ways the encounter can develop depending on whether he detects Corvo.

For our Clean Hands route, the safest approach is stealth.

Get through his headquarters without turning the place into a battle.

Our goal is to acquire what we need from Daud and leave him alive.

This also contributes toward another achievement:

MERCY IS THE MARK

for sparing Daud’s life.

And honestly?

After everything we’ve done…

This might be Corvo’s biggest act of restraint yet.


RULE #2 RETURNS

NONLETHAL DOES NOT MEAN NICE.

Except…

For once?

This actually feels different.

We’re not handing Daud over to somebody.

We’re not branding him.

We’re not destroying him through some bizarre alternative punishment.

We’re simply:

NOT KILLING HIM.

Character development!

Dishonored finally discovered regular mercy!


TAKE DAUD’S KEY

We need Daud’s key to continue.

Acquire it while keeping him alive.

Once we have what we need:

Leave.

That’s it.

Daud survives.

Corvo walks away.

And Clean Hands remains intact.


ACHIEVEMENT

Sparing Daud earns:

MERCY IS THE MARK.

Another achievement fitting perfectly into our playthrough.


SOKOLOV PAINTING #10

After dealing with Daud, we’ll eventually reach the large chain used to descend farther into the district.

DON’T immediately ride it all the way down.

Partway down, look for broken floors you can Blink onto.

One of these areas contains:

SOKOLOV PAINTING #10.

Grab it.

Now we have ONE painting left.

And unfortunately…

Guess who’s involved?


PART 4 — THE SEWERS

Continue into the Old Dunwall Sewers.

If we’ve correctly followed the side-content route from earlier missions, we’ll eventually encounter a Bottle Street thug who tells us something has happened.

SLACKJAW IS MISSING.

And there’s a locked route deeper into the sewers.

Follow the objective toward the master key.

This leads us somewhere extremely familiar.


GRANNY RAGS.

Oh no.

Remember Granny?

Remember Slackjaw?

Remember all those optional missions?

They’re back.

And they’ve brought DRAMA.


🚨 IMPORTANT — SAVE YOUR GAME 🚨

Before entering the final Granny Rags/Slackjaw encounter:

MAKE A MANUAL SAVE.

Seriously.

Do it.

This encounter has different outcomes, and some of the associated side-mission achievements conflict with the Clean Hands route we’re prioritizing.

Our MAIN playthrough is:

CLEAN HANDS.

We’re not sacrificing that for another achievement.


GRANNY RAGS AND SLACKJAW

Eventually we’ll discover:

Slackjaw has been captured.

Granny Rags wants us involved.

And her proposed solution?

…

Yeah.

No.

We’re doing Clean Hands.

Nobody is getting killed.


THE MASTER KEY

We need access through the sewer.

The safest Clean Hands approach is to obtain the key we need while avoiding a lethal resolution to their confrontation.

If necessary, use stealth and pickpocketing rather than choosing an option that requires somebody to die.

Once we have access:

We’re getting out.

Granny and Slackjaw can resolve their family disagreement without Corvo becoming the referee.


SOKOLOV PAINTING #11

But BEFORE leaving this area:

STOP.

This is why we’ve been paying attention to the Granny Rags and Slackjaw questlines.

There is a Sokolov painting in this hidden section of the sewers near Granny’s area.

Find it before leaving.

Pick it up.

And if we’ve followed our guides correctly…

ART DEALER UNLOCKED.

ELEVEN paintings.

Across seven missions.

We robbed apartments.

We infiltrated mansions.

We stole artwork from Sokolov himself.

We attended a masquerade party.

We explored ruined buildings.

And now we’ve found the final painting in a sewer.

Corvo has officially completed his transformation from Royal Protector into:

SUPERNATURAL ART COLLECTOR.


IMPORTANT ACHIEVEMENT NOTE

There are achievements associated with finishing Granny Rags’ and Slackjaw’s questlines.

However, their final confrontation creates complications for our Clean Hands run.

So we’re prioritizing:

CLEAN HANDS.

Later, if we want a separate achievement-cleanup playthrough, we can come back specifically for mutually conflicting objectives.

We’re NOT destroying our zero-kill run this late in the game.


GET OUT OF THE SEWERS

Once we’ve collected the final painting and obtained access through the sewer:

Leave.

We’re heading back toward the Hound Pits.

And after everything that’s happened…

I genuinely don’t know what we’re going to find.


END-OF-MISSION CHECK

Here comes the ritual.

CHECK YOUR STATISTICS.

We want:

✓ DIDN’T KILL ANYONE

Hostiles killed:

0

Civilians killed:

0

If we have zero?

Excellent.

Clean Hands survives one of the hardest missions in the game.

If there’s a mysterious kill?

RELOAD.

We are NOT losing this achievement now.


MISSION 7 CHECKLIST

Before continuing:

✓ Escaped captivity

✓ Corvo’s equipment recovered

✓ Crossed the Flooded District

✓ Daud encountered

✓ Daud SPARED

✓ Daud’s key obtained

✓ Mercy Is the Mark earned

✓ Granny Rags/Slackjaw area reached

✓ Sewer access obtained without killing anyone

✓ ZERO KILLS

✓ Clean Hands intact

For our painting collection:

✓ Sokolov Painting #9

✓ Sokolov Painting #10

✓ Sokolov Painting #11

And if we’ve followed every guide:

✓ ART DEALER

ALL SOKOLOV PAINTINGS COLLECTED.