Dishonored
Dishonored

Lore & Story Summary

Delve into Dishonored's lore and story. Understand the Empire of the Outsider, Corvo Attano's journey, and their impact on the Chaos system.

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Lore & Story Summary

Welcome, aspiring assassin, to the grim, gaslamp-lit world of Dishonored. This section provides a comprehensive overview of the game's rich lore and the pivotal events that shape Corvo Attano's journey. Understanding the narrative depth will not only enhance your playthrough but also inform your choices, particularly regarding the game's dynamic Chaos system.

The Empire of the Isles

The game is set in the Empire of the Isles, a sprawling archipelago nation known for its advanced, whale-oil-powered technology and its rigid class structure. The capital city, Dunwall, is a bustling metropolis plagued by the Rat Plague, a devastating epidemic that has ravaged its populace and left its streets teeming with disease-ridden rats and desperate citizens. The Empire is ruled by the Empress Jessamine Kaldwin, a benevolent but ultimately vulnerable leader.

Key Factions and Organizations

  • The Loyalists: A clandestine group of influential figures dedicated to restoring order and placing Emily Kaldwin on the throne. Led by Admiral Havelock, Lord Treavor Pendleton, and Farley Havelock, they are your initial allies, though their true motives may be murkier than they appear.
  • The Abbey of the Everyman: The dominant religious institution in the Empire, the Abbey preaches strict adherence to the "Seven Strictures" and actively persecutes those who practice magic or show signs of the Outsider's mark. Their Overseers are formidable foes, equipped with anti-magic technology.
  • The City Watch: Dunwall's primary law enforcement, corrupted and largely ineffective against the rising tide of chaos and the plague. They enforce the Regent's tyrannical rule with brutal efficiency.
  • The Whalers: A notorious gang of assassins and criminals, often found in the Distillery District and other less savory parts of Dunwall. Their leader, Daud, plays a significant, albeit ambiguous, role in Corvo's story.

The Prologue: A Betrayal Most Foul

The game begins with Corvo Attano, Royal Protector to Empress Jessamine Kaldwin, returning from a diplomatic mission seeking aid for the escalating Rat Plague. Upon his arrival at Dunwall Tower, a sudden, violent attack unfolds. You, as Corvo, witness the assassination of Empress Jessamine Kaldwin by mysterious, supernaturally-gifted assassins. Before her last breath, the Empress entrusts her daughter, Emily Kaldwin, to Corvo's care. However, the Lord Regent, Hiram Burrows, swiftly frames Corvo for the Empress's murder and the abduction of Emily. You are then imprisoned in Coldridge Prison, awaiting execution.

Walkthrough Tip: During the prologue, your actions are largely scripted. Focus on observing the events unfold to grasp the gravity of the situation. There are no collectibles or hidden paths during this initial sequence.

Corvo's Escape and the Outsider's Mark

After six months of wrongful imprisonment, Corvo is contacted by the Loyalists, who facilitate his escape from Coldridge Prison. During his escape, Corvo encounters the Outsider, a mysterious, ancient entity who grants him supernatural powers, marking him as his chosen champion. This mark bestows upon Corvo abilities such as Blink, Dark Vision, and Possession, which are crucial for his quest for vengeance and redemption.

Key Item: The Outsider's Mark appears on Corvo's hand, signifying his new abilities. Strategy: The escape from Coldridge Prison (Mission 1) serves as a tutorial for your newfound powers. Experiment with Blink to traverse rooftops and avoid guards. Dark Vision is invaluable for spotting enemy patrols and security systems like Arc Pylons and Wall of Light barriers. Consider using the "Choke" non-lethal takedown on guards to conserve resources and maintain a low Chaos rating.

The Path to Redemption: A Summary of Key Missions

Corvo's journey involves systematically eliminating those responsible for the Empress's death and Emily's abduction, all while navigating the political machinations of Dunwall. Each mission presents a primary target and multiple ways to neutralize them, often with non-lethal alternatives that significantly impact the game's Chaos system.

  • Mission 2: High Overseer Campbell: Your first major target, a corrupt religious leader complicit in the Regent's plot.
    • Location: Holger's Square and the Abbey of the Everyman.
    • Non-Lethal Option: Brand Campbell with the Heretic's Brand in the interrogation chamber beneath the Abbey. This requires retrieving the Brand from his secret room.
  • Mission 3: House of Pleasure: Eliminating the Pendleton twins, two more Loyalists whose greed and depravity make them targets.
    • Location: Bottle Street and the Golden Cat Bathhouse.
    • Non-Lethal Option: Sell the Pendleton twins into forced labor in the mines by speaking with Slackjaw in the Distillery and retrieving the Golden Cat Master Key from Madam Prudence.
  • Mission 4: The Royal Physician: Retrieving Sokolov, the brilliant but morally ambiguous inventor, to create an antidote for the plague and gain information.
    • Location: The Distillery District and Sokolov's Laboratory.
    • Strategy: Sokolov is not a target, but his capture is essential. Be wary of Tallboys and Arc Pylons guarding his estate.
  • Mission 5: Lady Boyle's Last Party: Infiltrating a lavish masquerade to identify and eliminate one of the Boyle sisters, another conspirator.
    • Location: Boyle Estate.
    • Non-Lethal Option: Deliver Lady Boyle to Lord Brisby, who will take her away to a remote estate. You'll need to identify the correct Boyle sister first by observing their behavior and conversations.
  • Mission 6: Return to the Tower: Confronting the Lord Regent himself in Dunwall Tower.
    • Location: Dunwall Tower.
    • Non-Lethal Option: Broadcast the Regent's confessions over the city's PA system. This requires finding the incriminating audiograph in his private quarters.

The Betrayal and the Climax

Following the elimination of the Lord Regent, the Loyalists reveal their true colors. They poison Corvo and abduct Emily, planning to seize control of Dunwall for themselves. Corvo, weakened but alive, is rescued by Samuel the Boatman and must then confront his former allies.

  • Mission 7: The Flooded District: Pursuing Daud and his assassins to rescue Emily.
    • Location: The Flooded District.
    • Strategy: This mission features a direct confrontation with Daud. Your approach to him will have consequences in the "Knife of Dunwall" DLC.
  • Mission 8: The Loyalists: Confronting Admiral Havelock and the remaining Loyalists at Kingsparrow Island.
    • Location: Kingsparrow Island.
    • Outcome: The final confrontation with Havelock determines Emily's fate and the ultimate ending of the game.

The Chaos System and Endings

Dishonored features a dynamic Chaos system, which tracks your lethality and detection throughout the game. High Chaos results from frequent kills and being detected often, leading to a darker, more plague-ridden Dunwall, increased guard patrols, and a more somber ending. Low Chaos is achieved by prioritizing stealth and non-lethal takedowns, resulting in a healthier city and a more hopeful conclusion for Emily and Corvo.

Impact of Chaos:

  • High Chaos: More Weepers (plague victims), more rats, increased guard presence, and a generally bleaker narrative outcome.
  • Low Chaos: Fewer Weepers, reduced rat populations, lighter guard patrols, and a more optimistic resolution.

Your choices throughout the game, particularly in how you deal with primary targets and even minor enemies, directly influence the Chaos level and, ultimately, the fate of Dunwall and its inhabitants.