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Game help · Tips & secrets

Immersive Sim · First release 2012

Dishonored

Corvo’s main campaign, key alternate and nonlethal routes, safes, all eleven Sokolov paintings, and ending variations.

WindowsPlayStation 3PlayStation 4Xbox 360Xbox One

Guide chapters
12
Puzzle and code entries
14
What this guide covers

Corvo’s main campaign, key alternate and nonlethal routes, safes, all eleven Sokolov paintings, and ending variations. Corvo’s main campaign in the original and Definitive Edition. Daud’s standalone campaigns have different missions.

Story routes, decisions and endings may contain spoilers. You can show or hide marked sections.

Search for puzzles, codes and locations across games

Check your edition

Editions & platforms

EditionPlatformDifferences & notes
2012 · Definitive EditionWindows, PlayStation 3, PlayStation 4, Xbox 360, Xbox OneCorvo’s main campaign in the original and Definitive Edition. Daud’s standalone campaigns have different missions.

Ghost, Clean Hands and chaos

This guide follows Corvo’s base campaign, which the Definitive Edition also includes. Daud’s campaigns and Dunwall City Trials have their own objectives.

Check Ghost and Clean Hands independently on each results screen. Make a save before major areas and target encounters. Use roofs, awnings and pipes to pass patrols. For isolated guards, choke them from behind or use sleep darts.

Leave unconscious bodies flat in protected interiors. Water, high ledges, powered security devices and rats can kill them later. Check the zero-kills and never-detected results before advancing. Consistently taking non-lethal routes helps keep chaos low.

Prologue · Returning Home

Take the boat to Dunwall Tower. Emily meets you and offers to play hide-and-seek. To progress, go to Empress Jessamine’s pavilion and deliver the report.

Defend yourself during the scripted attack until the sequence advances. Jessamine’s death, Emily’s abduction and Corvo’s arrest lead into the next mission.

1 · Dishonored

In Coldridge Prison, inspect the food in the cell and take the hidden key. Open the cell. Study the first patrol from cover and move along elevated pipes and ledges. Continue to the interrogation room and take the explosive from the safe.

Reach the outer gate through the prison yard. Plant the explosive on the gate and take cover before it detonates. Run through the breach and jump into the water. Swim to the sewer entrance and pick up the supplies left by your allies, including the crossbow.

The first combination safe is beyond the supply cache. Use elevated surfaces to avoid rats and watch for sewer tripwires. Samuel waits at the exit. At the Hound Pits Pub, meet the Loyalists and Piero. Sleeping leads to your first encounter with the Outsider.

2 · High Overseer Campbell

At the pub, talk to Callista before departing if you want to save Captain Curnow. In the Distillery District, use side routes and rooftops to bypass Walls of Light. Release Teague Martin in Holger Square. Inside the Overseer’s building, the meeting takes place upstairs. Side entries, windows and the kennels offer alternatives to the front door.

For the non-lethal route, break both wineglasses before the meeting. Follow Campbell and Curnow to Campbell’s secret chamber. Wait for Campbell to draw his weapon and incapacitate him before he strikes. Take his blackmail journal, carry him to the interrogation chair and apply the brand. Leave through the backyard and return to Samuel.

To trigger the optional Granny Rags encounter in the Flooded District, complete at least one of her jobs here and speak to Slackjaw in mission 3. Her first job concerns the three men outside her door. The second concerns the distillery. A false book in Galvani’s lab opens the compartment with the rat remains. Take the remains to the Bottle Street Gang’s still if you want to complete the job.

You can also rescue Griff from the thugs and protect Berthold and Elsa from Overseers in the backyard. To open Campbell’s secret chamber, press the eye on the Holger bust in the basement. A Sokolov painting hangs inside.

3 · House of Pleasure

Visit the distillery first and talk to Slackjaw. Find Crowley at Dr. Galvani’s building and take his audiograph back to Slackjaw. The follow-up job is to retrieve the art dealer’s safe code, which unlocks the non-lethal route for the Pendleton twins.

You can reach the Golden Cat via the streets and side entrances. Slackjaw’s key gives you a shortcut through the Captain’s Chair Hotel. Find Emily in the upper rooms, speak to her and escort her toward the VIP door. If you lack the key, locate the club’s madam and take it from her.

Bunting is in the Golden Cat’s interrogation room. Operate the lever of his electric chair until he reveals the safe code. Open his safe before returning the code if you want the theft achievement. Then give Slackjaw the code and let him remove both Pendletons. Meet Emily and Samuel at the boat.

4 · The Royal Physician

Pass the outposts on the way to Kaldwin’s Bridge. Balconies and bridge supports offer high routes around guards. Pratchett’s house before the bridge contains a safe with a rune. See the safe section for the combination puzzle.

Climb the bridge structure to its searchlights and remove their whale-oil tanks. Samuel needs darkness for the pickup. Beyond the bridge, you can free Alec and help the prisoners near Sokolov’s estate. Deactivating their Wall of Light leads to the wall safe.

Enter Sokolov’s residence via balconies or roofs. Find him in his upper-level laboratory. Incapacitate him, keep him alive and carry him to the dock. Return to the pub with Samuel.

5 · Lady Boyle’s Last Party

Before departure, visit Sokolov at the pub. Buying brandy from Piero is one way to secure his cooperation. An invitation helps you enter the Boyle estate. If you took Bunting’s invitation in mission 3, it can be used here.

At the party, find Lord Brisby, the guest wearing a rat mask. He names the target sister. The outfit-to-sister assignment varies between playthroughs. Speak to Miss White and bring her a drink to match names to outfits. The private upstairs bedrooms contain further clues if you can search without being seen.

For Brisby’s solution, lead the correct Lady Boyle into the cellar, incapacitate her away from witnesses and carry her to his boat. You can lure her to the cellar through dialogue. Then withdraw to Samuel by water. To earn Well Mannered, blend into the party and avoid open confrontation.

6 · Return to the Tower

Climb from the water using pipes and ledges on the outer waterlock. Watch the Wall of Light and patrols around the tower. Balconies and windows offer alternatives to guarded doors. Once inside, head to the broadcast station first for the non-lethal route.

Talk to the propaganda officer. Open the safe in Burrows’s private quarters with 935, take his confession and play it at the broadcast station. This completes the objective without killing Burrows. If alerted, he retreats to his rooftop safe room. Broadcasting the confession remains an alternative to chasing him.

Return to Samuel after resolving the objective. Attend the Loyalists’ reception back at the pub. The following sequence takes you to the Flooded District.

7 · The Flooded District

Escape captivity and use Blink to reach the upper parts of the buildings. You can recover Corvo’s gear at the Greaves Refinery. This is optional for progression, but it restores the crossbow and equipment upgrades. Central Rudshore contains a submerged safe.

Sneak through Daud’s hideout. Watch patrols and slow or stop time to pickpocket his key undetected. This lets you spare him. Use the key to continue through the tunnel toward Rudshore Gate, the corpse dump and the sewers.

If you met Granny Rags’s and Slackjaw’s prerequisites, the sewer route brings you to their confrontation. Steal the sewer key and slip away to bypass the fight. To free Slackjaw, take the cameo from the upper room, burn it in the furnace and only then incapacitate Granny Rags. Jelly’s separate sewer safe lies farther through the district.

Near the corpse dump, you can help survivors escape. Keep your distance from river krusts and use elevated routes to pass them. The sewer exit takes you back to the Hound Pits Pub area.

8 · The Loyalists

After speaking with Cecilia, unlock the hideout exit. The pub is occupied. Use open windows and rooftops for cover. Emily’s clue is on the desk in Corvo’s room. Wait outside the window for the guards to disperse after their conversation.

Optionally, reach Piero and Sokolov in the riverside workshop. Retrieve the blueprint from Havelock’s room and give it to Piero. Choose the sleeping setting for the arc pylon. Get an empty tank, fill it at the whale-oil station and fit it to the pylon on the workshop roof.

Reach Emily’s tower and fire the signal flare for Samuel. Meet him on the beach behind the tower. At low chaos, Callista is in Emily’s tower. At high chaos, circumstances in the pub change.

9 · The Light at the End

Story details & possible consequences

On Kingsparrow Island, service routes and areas beneath walkways bypass parts of the fortress garrison. Trace Wall of Light cables to their whale-oil tanks when you need to disable a barrier safely. Reach the lighthouse and make a save before the final confrontation.

At low chaos, Havelock waits inside the lighthouse. Bypass him or choke him from behind and take the key to Emily’s room. Release Emily. This ending depicts her reign and Dunwall’s recovery.

At high chaos, Havelock holds Emily on the exposed catwalk. Approach from cover with Blink and stopped time if you have those abilities. If Emily is hanging from the edge, pull her up immediately. Her survival leads to a darker reign. Her death leads to the other high-chaos ending.

All 11 Sokolov paintings

Collect the paintings in one playthrough. Mission 2: one in Campbell’s secret chamber behind the Holger bust. Mission 3: three in the art dealer’s house, across the upper floors and inside his combination safe. Mission 4: one in the lower studio area of Sokolov’s building.

Mission 5: two in the Boyle estate, one in a private bedroom and one in the upper gallery area. Mission 6: one in Dunwall Tower above the fireplace in the music room with the grand piano.

Mission 7: three in the Flooded District. Search the upper floor of a waterfront building before the refinery. Use Daud’s key on the door near his hideout entrance and descend the chain to the second painting. The third is in the small room upstairs from Granny Rags’s hideout. For the shrine, complete at least one of her jobs in mission 2 and speak to Slackjaw in mission 3. Check the per-mission totals of 1–3–1–2–1–3.

Sewer safe · 451

1 · Sewers beyond the supply cache

Look behind the empty bottles.

Show solution
  1. Step 1

    Continue from the supply cache to the safe area.

  2. Step 2

    Read 451 on the wall behind the bottles and enter it on the safe.

Galvani’s safe · 287

2 and 3 · Galvani’s residence in the Distillery District

His journal and the laboratory chalkboard lead to the same answer.

Show solution
  1. Step 1

    Enter Galvani’s house and locate the safe on the middle level.

  2. Step 2

    Enter 287. The laboratory chalkboard with the whale drawing provides another way to check the number.

Kennel door · 217

2 · Kennels beneath the Office of the High Overseer

The note points to three of the Seven Strictures.

Show solution
  1. Step 1

    Look near the kennel cells for the loot-cache note.

  2. Step 2

    Match the named strictures, in note order, to their numbers in the book. The result is 217.

  3. Step 3

    Enter 217 at the locked kennel door.

Backyard barracks safe · 203

2 · Overseers’ bunkhouse

The note under the bed gives the code.

Show solution
  1. Step 1

    Enter the backyard bunkhouse. Look under the bed left of the safe, or help Berthold and Elsa first.

  2. Step 2

    Enter 203.

Campbell’s brand and Curnow’s rescue

2 · Meeting room, secret chamber and interrogation room

The right moment is when Campbell draws his sword.

Show solution
  1. Step 1

    Speak to Callista at the pub first. Break both glasses in the meeting room before either man drinks.

  2. Step 2

    Follow both men. Once Campbell is about to attack, choke him from behind or use a sleep dart.

  3. Step 3

    Take the blackmail journal. Place Campbell in the interrogation chair, get the brand from the desk and apply it.

Bunting’s safe · variable code

3 · Golden Cat and art dealer’s house

The owner knows the combination for your run.

Show solution
  1. Step 1

    Complete Slackjaw’s Crowley job and take the follow-up. Bunting is in the Golden Cat interrogation room.

  2. Step 2

    Use the chair lever and let him finish speaking between interactions. Ask for the safe combination when the option appears.

  3. Step 3

    Visit his home. The balcony offers an alternative to the front door. Open the safe with the code from your current run. To get the theft achievement, loot it before returning to Slackjaw.

Pratchett’s painting puzzle · 473

4 · Pratchett’s house before Kaldwin’s Bridge

The note gives the order of the three scenes.

Show solution
  1. Step 1

    Find the paintings and read the digits in the order indicated by the note: crowded place, shipping yard, whaling ship.

  2. Step 2

    Enter 473 at the upstairs safe. It contains a rune.

Safe behind the painting · 294

4 · Ruined building by the prisoner pen in North End

The prisoners know the combination.

Show solution
  1. Step 1

    Deactivate the Wall of Light at the prisoner pen near Sokolov’s residence and free the prisoners.

  2. Step 2

    Look behind the painting in the ruin by the pen. Enter 294.

Identify the correct Lady Boyle

5 · Ball at the Boyle estate

Two conversations give you the name and outfit.

Show solution
  1. Step 1

    Speak to Lord Brisby in the rat mask. Remember which of the three sisters he names.

  2. Step 2

    Bring Miss White a drink and listen for the outfit assignments. Alternatively, read the clues in the bedrooms.

  3. Step 3

    Approach the sister you identified. For Brisby’s route, lure her downstairs, incapacitate her away from guests and take her to the boat.

Burrows’s confession · 935

6 · Dunwall Tower

The propaganda officer knows about the safe and transmitter.

Show solution
  1. Step 1

    Find the propaganda officer in the broadcast station.

  2. Step 2

    Open the safe in Burrows’s private quarters with 935. Take the audiograph.

  3. Step 3

    Play it at the broadcast station to publicly expose Burrows.

Submerged safe · 428

7 · Central Rudshore near the start of the area

Check below the waterline on the approach to the bridge.

Show solution
  1. Step 1

    Locate the partially flooded building near the start of Central Rudshore.

  2. Step 2

    Dive to the safe and enter 428. A clue can be found in an abandoned building near the river krusts past the bridge to Daud’s base.

Jelly’s sewer safe · 528

7 · Old Port District sewers

Compare the note with the book on the thirteen months.

Show solution
  1. Step 1

    Find the note and the book by the safe.

  2. Step 2

    Translate the named months into their month numbers, preserving the order in the note.

  3. Step 3

    Enter 528 to collect the bone charm.

Granny Rags’s cameo and sewer key

7 · Sewer hideout

While the keepsake is intact, she can return after being incapacitated.

Show solution
  1. Step 1

    To trigger the encounter, complete at least one Granny Rags job in mission 2 and speak to Slackjaw in mission 3.

  2. Step 2

    To bypass the fight, stop time, steal Granny Rags’s sewer key and Blink toward the exit behind her shack. Unlock it outside her sightline.

  3. Step 3

    To free Slackjaw, take the cameo from the upstairs room and burn it in the furnace. Then incapacitate Granny Rags, release Slackjaw and take the key.

Set Piero’s arc pylon to sleep

8 · Piero’s workshop and Havelock’s room

You need both the blueprint and a filled tank.

Show solution
  1. Step 1

    Enter the workshop from the waterside balcony. Retrieve the blueprint from Havelock’s room and give it to Piero.

  2. Step 2

    Choose the sleep setting in dialogue. Dispense an empty tank and fill it at the nearby station.

  3. Step 3

    Carry the tank to the workshop roof and fit it into the arc pylon.

Unlocks & rewards

Sokolov paintings

Collect the eleven paintings in the main campaign. The guide lists their individual locations.

Dishonored

Your checklist

0 / 26 guide tasks completed

Ticks are saved on this device for each game and carry over when you change language. The counter measures guide tasks and does not alter your game save.

Sources & editorial date

Independently written game guidance. The following sources support quest routes, mechanics and edition notes. Editorial date: 12 November 2026.

In-game names may differ between language versions. Report a correction.

Game help

How do I neutralize Campbell without killing him and save Curnow?Dishonored (2012) · Mission 2 · Spoilers

Brand Campbell in the interrogation room. Then take Curnow to the marked safe drop-off.

  1. Read about the branding in the Overseer archives. Take an interrogation-room key from a guard and find the branding iron in that room.
  2. Spill both wine glasses in the meeting room. Wait for the men, then sedate them somewhere you can carry them away safely.
  3. Put Campbell in the interrogation chair and use the iron. Carry Curnow separately to the marked drop-off, then return to Samuel.

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