Skip to main content

Dishonored: The Brigmore Witches Mission 3, "Delilah's Masterwork"


"Who have your victims been Daud? Civil servants? The housekeeping staff? Drunken boys on watch duty and frail old aristocrats? None like me."

The initial impression of the Delilah's Masterwork level is akin to an Elder Scrolls game. Shades of verdant green are a rarity in the gloomy world of Dishonored, and this is quite a striking first blush for the finale of these expansion packs.

The hulking gothic facade of the manor is imposing and acts as a centrepiece to multiple battles with the witches on its lawns. The Riverkrusts are back and seem to act as a sort of alarm system, and there are more tripwires than anywhere else in the game. You can find the front door key or get in through the crypt, and I recommend at least visiting the crypt. Like much of the interior spaces in the level it features drooping vegetation that seems to glisten with an arcane light, like something from a Bloodborne chalice dungeon, and it has a wonderful jump scare that, although predictable, is amazing nonetheless.

The highlight and main meat of the mission is creeping around the building's menacing interior. The macabre trophies, overheard conversations between the witches and winding routes create a surreal vibe even before the trip to the void that we are building up to. Tight corridors, large hallways allowing for more pitched battles or careful assassinations, and some crumbling areas where natural growth is reclaiming the building reminiscent of A Crack in the Slab or a ruin in an Uncharted game all make for a space complex enough to keep things interesting, but not a drag to navigate or re-cross.

You also get all the runes in this level quite quickly if you're using Void Gaze to track them down as a priority, so whether or not you played through The Knife of Dunwall first you should have plenty of ways to deal with the encounters.

The level has one of my favourite gameplay devices in the series actually - when you find Delilah's artist's loft you acquire a weird lantern with which you can illuminate the formerly blank painting in the manor's West Wing. This reveals some splendid colours and transports you to one of the most fabulous renderings of The Void yet for a boss fight with Delilah that foreshadows the eventual confrontation with her in Dishonored 2. With a number of copies of Delilah to deal with you have a fun excuse to empty your arsenal and use up all your Piero's Spiritual Remedies if you haven't already. Or, you can sneak around and replace her painting to trap her. 


Both these expansion packs have been terrific and I'm glad this write-up project gave me the excuse to finally get to them. Levels like this one, the slaughterhouse and the legal district really are everything I want out of Dishonored and it all drives home what a massively ambitious, creative and lovingly crafted title this was, delivering on the promise of both its engine and lore in a really terrific way.


I will start playing through and writing up the levels for Dishonored 2 soon.

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: 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 former...