Skip to main content

Dishonored: The Knife of Dunwall Mission 3, "The Surge"

The final mission in Dishonored's first DLC expansion features a return to a familiar area, as Daud comes back to the Flooded District to find it has been assaulted by the Overseers and his assassins captured. This means infiltrating some familiar spaces but on different terms - you start with Daud's key, obviously, and it is the first thing you use. Almost as if the game is telling you that actually this is Daud on his home turf.

I like this mission concept as firstly, going back over familiar territory in new contexts is pretty fun in these games - like in the return to the Hound Pits in the base game, and later in the series the trip to Karnaca's Royal Conservatory as Billie. Secondly I like the idea that from now on whenever I play The Flooded District in the base game I will have a much stronger association between it and Daud, how he would move around in it, and his approach to defending it.

So you blink around the crumbling rooftops of Dunwall's formerly thriving financial sector, now sunken into sodden disrepair, dealing with teams of Overseers guarding your captive assassins and murdering various individuals of note. You can climb straight up into the top floors of the commerce building where you closed in on Daud as Corvo, or take a trip around the other buildings and streets first. In high chaos, this was a perfect opportunity to get rid of the various munitions and weaponry I had allowed to build up in my inventory, whereas in low chaos I was reminded why this is such a fun stealth sandbox with its jutting walls and the dense layout inside Daud's layer itself.

I'm able to make the comparison despite having played this level for the first time today because I immediately ran through the DLC again in low chaos to see the alternate (and also canonical) fate for Billie Lurk, my favourite Dishonored character. Took an hour plus. I enjoyed playing them again so quickly in part because the maps are memorable as ever for the series. The sense of place that seems to be held as a value in the game worlds Arkane Studios design comes through strongly on replay, when you can spawn into the level and immediately have a mental map in front of you. That's not a possibility for many games for me, absentminded and poor at directions as I am, so I attribute that to strong design. I ended up playing the slaughterhouse mission twice back to back since I wanted to see what it was like blowing the place up, which the game considers a high chaos action. 

Delilah shows up at the end and it turns out she and Lurk have been in conspiracy. A murderous Daud loses the respect of his best lieutenant, while a cleaner-handed approach sees her balk at betraying him. So depending on your actions so far you can see how events line up for Billie's storyline in Dishonored 2 and Death of the Outsider in low chaos, while high chaos gives you a boss fight with her. She blinks around quite a lot but otherwise is very susceptible to Bend Time unlike Daud when you fight him as Corvo, which is quite a neat little nod to his still stronger connection to the Outsider.

Next week, the Brigmore Witches.

Non-lethal solution:
Shoot Overseer Hume with a sleep dart or otherwise knock him out rather than kill him and take his letter
In low chaos Billie will offer her life which you can choose to spare




Comments

  1. Played through all of Knife of Dunwall today! Eminent Domain is still the best mission of the DLC, but this was a great ending to the first episode of Daud's story. His voice gives him a really strong sense of character in a way I wished Corvo had in the base game.

    ReplyDelete
    Replies
    1. Nice! Yeah Michael Madsen kills it as Daud.

      Delete

Post a Comment

Popular posts from this blog

Dishonored 2: Mission 9, "Death to the Empress"

Dishonored 2's final level's central message is not subtle. At the beginning of the game you descended from a great height, perhaps as a whirlwind of vengeful bloodshed, perhaps as a shadow flitting from doorway to doorway. Now you'll climb back to where you started, and again the choice of violence or evasion is yours. You might find your playstyle causes you to consider how your approach has changed. Did you take care to avoid casualties when leaving Dunwall, only to have found by your return that the most straightforward route to victory really does lie along a blade? Did you leave bodies in your wake before, but come to shun collateral damage after seeing how much misery had already been allowed to build up throughout the Empire of the Isles during the Kaldwins' reign? Death to the Empress actually contains a version of the map for A Long Day in Dunwall as well as a new rendering of the Return to the Tower map from the original game. On this visit the tower and su

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

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