Wednesday, November 28, 2012

Dishonored Story Playthrough: Mission 2 - Killing The Religion: Corruption

I find Overseer Martin chained up in humiliation. I free him and he thanks me. I wander around the streets, then find I can Blink up to the 3rd floor of Campbell’s house. I sneak in through the window and quickly take out 5 guards in succession. This stealth thing is getting easier. I then find a book that details how to place a mark on an religious member who is an outcast. I realize I can use this on Campbell, but don’t want to; this corrupt bigot needs to die.

      Having found his room, I hear him talking to Callista’s uncle. I quickly run to the glasses of poison, and switch the drinks. I want the Captain on my side. I go out the window and watch the action. Campbell starts talking, then suddenly chocks and realizes he is dying. Campbell begs the Captain to get his journal, but doesn’t finish his sentence. Then, the Captain calls forth help, and demands that they close the place down to find a murderer. The Overseers say they will control their own house, and the Captain and one of his men fight off the Overseers and escape.

      I explore the rest of the house and find Campbell’s secret room that you can only access by pushing a button in a status of himself. I’m glad this guy is dead. He has a hidden room in the basement with a mattress where he meets with woman. Hilariously, one of the Overseer’s has been watching him through the window and was warned to stop in a letter I found.

      I enter the back of the Campbell house and find many guards patrolling with dogs. I also see the sheer evil of the Overseers. One of their own has a sister accused of witchcraft. The others say they don’t get special treatment just because she’s related to one of them. They kill their overseer member and his sister gets away. Then, I come across an Overseer who starts coughing. The other 2 members near him accuse him of hiding the plague from them immediately. He says he’s fine, and coughs again. They kill him while he tries to defend himself verbally.

      Listening to their stupid fears of the plague, I wonder if anyone even knows the symptoms of this plague. It is just coughing? He could have had the common cold, but everyone is so freaked out. Since I’ve been in prison, half of the city has died, and now it looks like the other half will too, but not from the plague.

      In one room I find a device that Sokolov has invented; it plays a musical tone that renders my powers useless. This is very disturbing and I hope I don’t see much of these in the future. I explore many of the houses around here even though my boatman is only a straight line from the door I entered to get here. I can’t help it; there is gold here to use so that I can buy better upgrades in addition to finding ammo and other gear to help me in the future.

      As I get to the boat, I am almost spotted by someone. However, as soon as I hide, they seem to take a page from the guards in Thief and say, “Must have been rats,” and “must have been the wind.” Maybe it’s just a natural thing to say when you don’t know what a noise is.

Continue To "Mission 2.5 - Hearing My Allies' Thoughts / Searching Everywhere"

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Thursday, November 8, 2012

Dishonored Story Playthrough: Mission 2 - Kill The Religion: The City

Mission 2 – Kill The Religion:  The City

     One of the first things I see now that I am released from prison, and it’s the City Watch dumping bodies from a bridge into a boat below.  One of them says “I think that one moved,” but they toss it over anyway.  “Well, it’s not moving no more.”  Great.  I’m so glad I used to work with these type of people.
       I see a Wall of Light, which is a wall of electricity that will disintegrate anything that walks in front of it.  I instead go the other way and find two guys just walking about.  I don’t know why they are here when the City Watch is just a few paces away.  I point my heart at one of the men and it says he reports his friends to the Lord Regent.

     I make my way into a house and find Granny Rags, an old woman who has her house suddenly attacked by the Bottle Neck Gang.  She says if I help her, she’ll give me something, so  I place a springwire trap on the ground then open the door.  It kills one, and then I quickly make short work of the others with my sword 
     Granny Rags gives me a bone charm, then asks if I can help her take care of the street gang itself by poisoning their illegal elixir they make.  I think about it as I make my way through the city.  I walk through the city streets, avoid people, and end up accidentally saving a shopkeeper, who gives me some good deals; even the heart agrees with me on that one.  I further explore the city and find two thugs having a disagreement with two other thugs (they think one of them is stealing money from a City Watch corpse), with the group that was doing the accusing killing the two they accused.  This city has gotten so disgustingly evil since I’ve been gone.  I decide to end the lives of the two people remaining.
I make my way to a scientist’s house who has some rat poison I can steal to poison the elixir supply of the street gang.  There are also questions about how the rat plague appeared, since most rats seem to have started in the inner city instead of the docks.

     Leaving the scientist’s house, The Blink power comes in handy when jumping around out of view, but I still take the time to enjoy the scenery and look for any possible wall I can mantle and climb over.  I constantly look for other ways to walk, jump, fly, & yes, even fall. 

I make my way back to the Distillery.  I am told that I should not enter, and retract my steps.  Luckily, I find that I can walk on the pipes above and sneak past them all (no one ever looks up).    I hear people talk about someone who could move very fast and wears a mask; but I haven’t been here yet, so I don’t know who they’re talking about.  The Outsider has given many people these powers before, but for what purpose?   I quickly find some secrets inside, steal many valuables, then search for the elixir to poison.  I finally do the deed then quietly escape without being noticed.

     I return to tell Granny Rags the news, and find she has built a totem to the Outsider.  The Outsider suddenly appears out of nowhere.  Is he following me everywhere and watching me non-stop?  Is he tracking everything I do to make sure I complete a task for him?  In Thief, the Trickster watched over Garrett for a while so he could get him to steal an artifact for him (both creatures are enemies of the church and considered the true evil by them, mind you) so I am suddenly worried he is keeping tabs on me for a reason.  But, he speaks so calmly it’s almost like he cares about Granny Rags when he says she used to be very famous, so much so that many people vied for her hand in marriage.
     I have fun knocking out guards in the middle of the street, and then I reprogram the 2nd Wall of Light and purposely cause a commotion.  Two guard runs toward me and are quickly vaporized.  Another guard looks at me and tosses a grenade, but it evaporates.  He walks slowly, then stops, slowly, then stops, slow, then stops.  Hello, you’ve seen 2 friends and a grenade vaporized; do you really want to come after me?  Finally, after his 3rd stop, he growls impatiently, draws his sword, and runs directly at me in a rage.  I watch his body explode into ash.  These guards are not very smart.   Anyway, with the street now mine, I make my way to the Overseer property.

Continue To "Mission 2 - Kill The Religion: Corruption"

Return To "Mission 1.5 - Secrets & Stealing"

Thursday, November 1, 2012

Dishonored Story Playthrough: Mission 1.5 - Listen To People’s Inner Secrets & Steal Their Stuff

Mission 1.5 – Meet The Allies / Search People’s Rooms

Playstyle 1: Whatever

      I am told to meet the man in charge of the group still loyal to the Empress (Loyalists). Instead, I swim around the entire docking area. I am immediately damaged by sources unknown. Are there piranhas in the river? I swim around the left tower, but find nothing but colorful scenery (I’ve been in prison for 6 months, I needed to partake in the air and view the surroundings I had missed—though finding rare items washed upon the shore seems plausible, too). I then start searching the entire Loyalist house and steal people’s things (I told you, I can’t help myself). The gold is so tempting, and so shiny– and when I get close to it, IT GETS EVEN SHINIER!

      I also start reading through everyone’s personal journals; I do want to know about the people that have helped me. A poor whaler was defeated by the struggles of city life (was that the boatman?). I also learn that they wanted to free me for some time. Am I just an instrument to further the plot—their plot against this new nation?

      I meet up with Admiral Havelock (the leader of the Loyalists) and a noble named Treavor Pendleton. Pendleton says everyone is equal here, but I heard on his Victrola (I’m sorry, Audiograph; damn, I really read those Thief novels too many times while I was in prison) that no one understands he has problems, even though he’s heard ordering champagne from his servant as he says this.

      Admiral Havelock tells me they fight to take back the city from the Spymaster, who is now the Lord Regent and ruler of this city. I want to believe these people, but I could just be used again. Havelock tells me to talk to their inventor and get some rest, as if I’ve already decided to join them. I want to speak up for myself and tell him just because he busted me out doesn’t mean I’m going to instantly join him, but I find that, after having not talked to a single person in prison for so long, that I can no longer speak.

      I speak to the inventor, Piero. He has a bit of an ego trip. Reading all his papers, I find that he thinks himself superior to Sokolov, and believes his plague elixir is better. His papers give off lots of aggressive tendencies and hostility at not being recognized, as well as displaying feelings of inadequacy. I wonder if the Loyalists know how much of a dangerous man they are harboring. It is only a matter of time before he invents something dangerous (like robots that run on steam and shot canons from their arms) or turns into a villain to fight against us just to show us all how brilliant he is. I’m going to get close to this guy so that when he snaps he still considers me a friend.

      He shows me lots of tools and gives me a mask. Sweet; like Garrett, I now have a mechanical eye that zooms. This will be helpful is spotting whether or not people are facing me when I try to sneak by them. Since I am famous in the city, he recommends I wear it. He also has lots of tools that seem tailor suited to fit me. Has he been building all this since I was in prison, just for me?

      I find a letter from Havelock stating to Piero that they don’t have much money, and to stop requesting so many things. At least now I have a reason to justify my klepto ways; I can now say it’s for the greater good (new sweet gear). I already angered Havelock when I stole some of the gold from his bar and started chucking bottles into the air. Though why Peiro couldn’t find out that an item he needed was in the dumpster in the alley next to his house, I’ll never know (how long had it been there? It looks like this trash has been this way since the plague started—leave your workshop and explore the outside world around you!). I also run into Callista, who says her Uncle is the Captain of the guards, and wants to know if I could save her Uncle from Campbell’s plan to kill him. Apparently, he is the only person in the City Watch that is uncorruptable. I wish I knew if she were telling the truth, as I feel that I should know this since I did travel with this man for 4 months.

      I then try to explore the tower, but there is no way inside. Realizing I’m completely trapped, with no doors to leave and find out how this connects to the city, and no walls to mantle over, and realizing that I did just break out of prison and was running for life and am possibly exhausted, I go to bed. Hopefully, tomorrow, I can begin my quest to look for Emily and keep my promise to Jessamine.

      I wake up, but as soon as I walk outside, I find that the entire world is gone. All that exists is a blue haze filled with crumbling buildings and…a whale? It is here I meet the Outsider of legend. He gives me a power called Blink, which allows me to move at distances with great speed. I use it to explore the back of every building, and even the rocks near every building and corner. However I am not careful and fall into the abyss. Luckily, the Outsider teleports me back, saying that I cannot die here in my dreams.

      I see a construction of Jessamine’s death. Why are you showing me this? I also see Emily being held by 2 guys, and the Lord Regent playing with a map as if controlling everything like a chess game. All of them are completely frozen. What are these images? A few are just people getting killed or crumbling buildings and I wonder what they have to do with anything. The Outsider also gives me a magical heart that tells me the secrets of places and people when I point it at them. Garrett had a talking body part on his adventure–an Eye–but luckily, my magical talking object doesn’t make sarcastic quips at me; it just tells me the truth. It also tells me where magical runes and charms are so that I can call forth other magical powers. The Outsider says I have the potential to change this city, and looks forward to watching my actions.

      When I awake, I find the tattoo still on me. And, I move incredibly fast though the air. I now have powers, powers which I can use to save Emily and avenge my Empress.

Continue To "Mission 2 - Kill The Religion: The City"

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