OUR FINAL OBJECTIVES

We need to:

Infiltrate Kingsparrow Island

Reach the lighthouse

Find Havelock

SPARE Havelock

Rescue Emily

Finish with ZERO kills

And finally:

UNLOCK CLEAN HANDS.

Nine missions of babysitting unconscious guards have brought us here.

Let’s finish this.


COLLECTIBLES

Good news.

Our final collectible hunt is tiny.

The Light at the End contains:

1 RUNE

0 BONE CHARMS

0 OUTSIDER SHRINES

0 SOKOLOV PAINTINGS

187 COINS

So we have one final Rune to grab.

After that?

We’re done.


PART 1 — KINGSparrow ISLAND

Samuel drops us near the fortress.

Because we’ve maintained Low Chaos, Kingsparrow is much calmer than it would be after a violent playthrough.

There are still guards.

There are still Overseers.

And there are still plenty of opportunities to screw up Clean Hands approximately twenty minutes before the credits.

So:

DON’T GET COCKY.

Use Blink.

Use high ground.

Use alternate paths.

Avoid enemies whenever possible.

We’ve spent the entire game learning how Dishonored’s environments work.

This is our final exam.


SAMUEL

Before moving on…

Take a moment.

Samuel has been with us since Coldridge.

He’s transported us everywhere.

He’s watched Corvo dismantle an entire conspiracy without becoming a killer.

And now he’s brought us to the end.

For once, Samuel:

THANK YOU.

I take back SOME of the things I said about you during the bridge mission.

Some.


ENTERING THE FORTRESS

We need to get inside Kingsparrow Fort.

There are multiple approaches.

For our Clean Hands route, we’re prioritizing:

STEALTH.

Look for paths around the main defenses instead of charging through them.

A sewer/drainage route provides one useful way into the fortress.

And somewhere in the gatehouse area is something we’ve been looking for.


THE FINAL RUNE

Inside the:

KINGSPARROW GATEHOUSE

there is a maintenance/drainage area.

Explore it carefully.

Use the Heart if necessary.

And eventually we’ll find:

THE FINAL RUNE OF OUR PLAYTHROUGH.

Pick it up.

That’s it.

No more Rune hunting.

No more suddenly stopping halfway through an assassination mission because the Heart started beating through a wall.

We’ve got the last one available in the final mission.


CLEAN HANDS WARNING

We’re at the end.

That makes this the WORST possible time to become impatient.

Don’t start unnecessary fights.

Don’t use environmental hazards against people.

Don’t leave unconscious guards somewhere dangerous.

Remember our very first rule:

RULE #1:

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

One mission.

One lighthouse.

We can do this.


PART 2 — THROUGH KINGSPARROW FORT

Continue working your way upward.

Our destination is:

THE LIGHTHOUSE.

Guards patrol the fortress and the routes leading toward the elevator.

Use elevated paths whenever possible.

We’ve spent the entire game climbing pipes, balconies, roofs, windows, chandeliers and structures that no normal human being would consider a walkway.

Why stop now?

If you see a perfectly normal staircase…

there is probably a pipe somewhere that Corvo would rather use.


THE LIGHTHOUSE ELEVATOR

Eventually we need access to the elevator that takes us toward the lighthouse.

A nearby guard can have the key we need.

Remember:

We’re not killing him for it.

Avoid him or acquire what we need without killing anybody.

Then get into the elevator.

Ride it upward.

And prepare yourself.

Because we’re about to meet the last member of the Loyalist conspiracy.


PART 3 — THE LIGHTHOUSE

We’ve reached the top.

And something is immediately strange.

Where’s Martin?

Where’s Pendleton?

Where are all the guards?

Then we discover the answer.

HAVELOCK HAS ALREADY DEALT WITH THEM.

Martin and Pendleton are dead.

Havelock poisoned them.

Which means:

THOSE DEATHS ARE NOT OUR KILLS.

Don’t panic when you find them.

Our Clean Hands run is still intact.

We didn’t cause their deaths.

Havelock did.

Rule #1 does NOT apply.

For once, the unconscious-looking people are absolutely not our responsibility.

…

That felt strange to say.


HAVELOCK’S FINAL LOG

Before finishing everything, you can explore the lighthouse and find Havelock’s final journal/log material.

It’s optional.

But after everything that’s happened, it’s worth reading if you’re interested in the story.

It gives us more insight into Havelock and what his conspiracy eventually became.

He wanted to save Dunwall.

Then he wanted power.

Then he became terrified of losing it.

And eventually…

he destroyed his own conspiracy.

Sound familiar?


RULE #4 CALLBACK

NEVER RECORD YOUR OWN CONFESSION.

Different situation.

Same basic lesson:

Maybe villains in Dunwall should stop leaving incredibly useful documentation everywhere.

Corvo has defeated approximately half this conspiracy through paperwork.


PART 4 — ADMIRAL HAVELOCK

Here we are.

The final target.

FARLEY HAVELOCK.

The man who helped us.

The man who betrayed us.

The man who poisoned Corvo.

The man who kidnapped Emily.

And the final person standing between us and finishing the game.

So naturally…

WE’RE NOT KILLING HIM.

Because at this point, killing Havelock would be the funniest possible way to ruin an achievement we’ve spent the ENTIRE GAME earning.

No.

Absolutely not.


LOW CHAOS CHANGES EVERYTHING

Because we’ve maintained Low Chaos, this confrontation is dramatically different from the High Chaos version.

Emily isn’t dangling over the edge of the lighthouse.

Havelock isn’t threatening to jump with her.

Instead, Emily is locked safely in another room.

Havelock has the key.

That makes our job considerably simpler.

We need:

THE KEY.

Not Havelock’s life.


NONLETHAL HAVELOCK

The straightforward Clean Hands solution is:

Approach Havelock carefully.

Get behind him if possible.

Then:

CHOKE HIM UNCONSCIOUS.

That’s it.

No elaborate punishment.

No branding.

No gangsters.

No kidnapping deal.

No public confession.

Just…

Go to sleep, Havelock.

We’ve had a very long week.


RULE #2…

Wait.

NONLETHAL DOES NOT MEAN NICE.

Except this time…

we’re just knocking him unconscious.

Daud got mercy.

Havelock gets mercy.

Are we…

Are we actually becoming nicer?

Character development!


TAKE EMILY’S KEY

Once Havelock is safely unconscious:

Loot the key.

And because Rule #1 remains in effect:

PUT HAVELOCK SOMEWHERE SAFE.

I know.

I KNOW.

He poisoned us.

He betrayed us.

He kidnapped Emily.

But we have approximately THREE MINUTES LEFT in Clean Hands.

Put the man somewhere safe.

We’re not arguing about this.


PART 5 — EMILY

Use Havelock’s key.

Open the locked door.

And there she is.

EMILY KALDWIN.

Safe.

Alive.

Talk to her.

And that’s it.

We’ve done it.


LONG LIVE THE EMPRESS

Rescuing Emily earns:

LONG LIVE THE EMPRESS.

Emily is safe.

Havelock is alive.

Corvo didn’t become the monster everybody claimed he was.

And because we’ve maintained Low Chaos, we’re heading toward Dishonored’s hopeful ending.


BUT WAIT.

We’re missing something.

Something we’ve been working toward since Coldridge Prison.

Something that has dictated almost EVERY decision we’ve made.

The game ends.

The final statistics are calculated.

And then…

CLEAN HANDS.

Complete the game without killing anyone.

Achievement unlocked.

WE DID IT