Skip to main content

Dishonored: The Brigmore Witches Mission 1, "A Stay of Execution for Lizzy"

What a shame Agent 47 doesn't have the ability to stop time at will and arrange sticky fates for would-be pursuers and aggressors. 

The Brigmore Witches, Dishonored's second DLC released almost a year after the base game, opens with a revisit to Coldridge Prison. This was the setting of Dishonored's introductory level, where an escaped Corvo either flitted past or carved through the guards and made for the sewers. Following his absconding security has been upped, and Daud faces more manpower as well as familiar security systems like alarms and arc pylons.

Fortunately you are likely to be more than equipped to handle it all, with Arkane's "the designers thought of everything" signature flourish on even the mission prep this time round. If you have played The Knife of Dunwall you can choose a save file to continue with which carries over your equipment and powers - I even had the choice of my high chaos and low chaos files. As well as that, you spend a few minutes at Daud's base, where you can not only scrounge up a couple of runes and a bunch of money but some really good readables. Whatever you choose to do, you should already have or be able to purchase some gear and so forth to help you.

Apart from that, you can take an Agent 47 approach to this level and buy a (very reasonably priced) disguise in the pre-mission upgrade store and shop. This lets you enter in the guise of an Overseer, meaning the guards won't be hostile and will let you into the interrogation room. This recalls the social stealth of Lady Boyle's Last Party, with more of the tension of a Hitman mission since you have fewer areas you can safely explore without drawing attention to the fact you might not be who everyone thinks you are.

This also puts you in a position to have some easy fun with the deactivated arc pylon the guards have got set up near the entryway. Stopping time and going into the guard station to rewire the circuitry, then bringing over a bunch of whale oil from near the interrogation room leads to much cheap hilarity as everyone haplessly runs over to get disintegrated.

There is also a handy switch inside the same guard post, which closes the door - if I hadn't already turned everyone in the prison into either arc pylon dust or rat food in keeping with my high chaos playthrough this might have been useful too. Either to ominously shut the door and let Daud basically become the Predator, or stop time as it closes while carrying Lizzy Stride out to stop pursuers catching up. Again, if you enter in the disguise it means your entry and exit for this level will most likely be very different in terms of pace and what is happening around you, which is very neat for a series that offers such varied gameplay.

I don't think I have ever resented revisiting a map in the Dishonored series - from this, to the Flooded District, to the Royal Conservatory, I've only ever developed more of an appreciation for the environmental design and the subtle changes that have been put in to tell a story or change the gameplay. Scouring the prison and seeing how things have been changed after Corvo's ultimately very public escape, and soaking in the atmosphere of paranoia that now hangs over the place, is nothing but cool. It makes me want to immediately go back to the original Coldridge Prison level to look at it all again with fresh eyes.




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