Skip to main content

Dishonored: Mission 8, "The Loyalists"

Following the lengthy trip back from The Flooded District, Dishonored's penultimate mission is very short - not least because it takes place entirely in an area that has functioned as your hub and pre-mission downtime area until recently.

Corvo returns to The Hounds Pits pub, which is crawling with guardsmen as well as three Tall Boys. Havelock, Pendleton and Martin have murdered everyone and left, although Samuel, Piero and Sokolov have managed to survive. All you need to do is get up to Emily's room - if you're in low chaos, Callista will have been spared and will let you in. In high chaos you have to get the key from her body. You can also work with Piero and Sokolov to upgrade the arc pylon and non-lethally stun the guards in one go.

There isn't much to say about the level itself. Its verticality favours the player now that it is hostile, as getting above the Tall Boys is key to taking them out if you want to do so, and a reasonably dense number of guards in and around the pub and its environs may make quick Blink-based escapes necessary.

It is pretty neat to have the area recontextualised and think about how the designers made it with its eventual function as a 'level" in the more traditional sense in mind. The long staircase winding up through the tenement building where the pub is located is a pretty good place to set up ambushes and work through the guards prowling the place, especially as there's lots of side rooms to lurk in and retreat to.

It is also a clever reversal of a pacing mechanism the game has relied upon so far, where the need to exfiltrate each location requires Corvo to re-traverse at least part of a level back to Samuel and escape. In those instances the familiarity you've developed with the area and enemy arrangements allows you to get back much quicker in most cases, and to be more confident in how you engage with the level. In this mission however you have to treat a formerly non-threatening area with care and move slowly through it. Good stuff.

Non-lethal solution:
Get into Piero's workshop, then get the blueprints from Havelock's chamber
The arc pylon can then be used to take out the guards without killing them


Comments

Popular posts from this blog

Dishonored 2: Mission 4, "The Clockwork Mansion"

"Welcome to the final mystery, Jindosh." The Clockwork Mansion is the point at which Dishonored 2's level design goes from being simply magnificent in scope, detail and intricacy, to being also conceptually awe-inspiring. Lady Boyle's Last Party is very clever - this is very clever and an engineering marvel on the part of the developers. While still retaining all the opportunities for different avenues of ingress, exploration and optional side activities, this mission eventually draws aside the curtain to reveal a central conceit both unforgettable and ingeniously disruptive to the playstyle you might have been developing. The very structure of Jindosh's residence will move around you as you pass through it, and although the concept is kind of given away in the mission's name there is no preparing for how impressive this is and how it informs the way you'll engage with this environment. Having rescued (or eliminated) Dr. Hypatia, the protagonist and

Dishonored: Mission 5, "Lady Boyle's Last Party"

Lady Boyle's Last Party, The Clockwork Mansion, A Crack in the Slab, The Bank Job. It's the canon of talked-about, acclaimed Dishonored series levels, the moments where ingenious design, absorbing environments and great stories are considered to come together strongest in already consistently rock-solid games. In this level Corvo has to infiltrate a fancy party, find out which of three wealthy scions is in conspiracy with his enemies, and assassinate them. The clever complication is that the sisters are all in masks for the party, and that the level randomises which of them is the real target each time you play. Because the guests think your mask is a costume in poor taste (much to their delight) and you freely walk around the party, this feels like a Hitman 2 mission that you can still play like a Dishonored level if you want. Once inside, you can do everything by talking. Anyway, despite the fact Sokolov's extraction had been highly chaotic on my first r

Dishonored Death of the Outsider: Mission 2, Follow the Ink

The Outsider is the only true assassination target in this game, and is uniquely able to immediately take an interest in Daud and Billie's mission and talk directly to them. He appears in Billie's cabin, taking her eye and right forearm from her again and replacing them with a Sliver (of what will become clear later) and the Black Shard Arm respectively. These gifts grant Billie the powers she'll use for the rest of the game. Displace is her version of Blink, Foresight is an out-of-body version of Dark Vision, and Semblance lets Billie disguise herself as any NPC she can get close enough to, for a time. The Black Shard Arm communes directly with the Void, removing the need for Billie to refill her mana with Addermire Solution or Piero's Spiritual Remedy and regenerating it after a short time instead. This contributes hopefully to a faster paced and more experimental approach, as players no longer need to worry about resource management where powers are concerned. Daud h