Dishonored 2 – The 6 Strangest Moments In The Transforming Mansion

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Laser Time recently had the opportunity to spend an hour in one of Dishonored 2’s craziest stages in the sneaking shoes of its new protagonist. Check out the awesome and awkward moments we encountered!

I consider myself a pretty big Dishonored fan. It was one of the few games I gave a 9 or higher when I was reviewing vidjagames for magazeens back at OXM, and I enjoyed the two extensive DLC campaigns just as much. So when the opportunity to play the long-awaited Dishonored 2 came around, I snapped it up immediately.
That was back in late 2012. The last time I played a Dishonored game was when I wrapped up the DLC in August of 2013. So while the fond memories are fresh in my mind, my skills have suffered somewhat. I played a little over an hour of Dishonored 2 and pulled off some cool maneuvers, but also made rusty mistakes that will likely manifest in mocking YouTube comments on my playthrough below.

Exacerbating things was the stage Arkane and Bethesda chose to show off; the clockwork mansion made for some astonishing visuals, but also afforded the opportunity to get SUPER LOST. In Dishonored 2’s defense, this is the fourth mission in the game and most powers were blocked off; perhaps with a few hours and additional skills under my belt, I wouldn’t mix my sweet kills with stupid moves. So this listing of the demo’s biggest moments consist of wonder and blunder alike!

1 – MEETING THE MANSION’S MAKER

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The original Dishonored was all about the sick freaks you’d encounter and the (potentially) nefarious means you can use to murder or indefinitely punish them. The Clockwork Mansion’s owner was a fella named Kirin Jindosh, who is keeping Anton Sokolov (an ally inventor from the original game) hidden in his shifty mansion.

No, it doesn’t have a bad mortgage or mold, it’s LITERALLY shifty. Pulling levers throughout the abode moves the walls and floors, and it’s best shown when Kirin taunts you by crossing a transforming bridge to greet you through a locked door. It’s like a more sinister version of Gene Wilder’s introduction in Willy Wonka and the Chocolate Factory!

2 – GETTING HEAD

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I must confess, I played the original Dishonored EXTREMELY stealthily, even though some of the coolest powers were violence-based. Since this was a one-off demo, I decided to go gory, and boy was I rewarded. The first human enemies I encountered fell quickly to new protagonist Emily Kaldwin’s crossbolt, and accurate headshots somehow dislodged their heads from their bodies.

Throwing distraction items in stealth games is a pretty standard trope; you can bet there will be an empty bottle around and that the noise of it breaking will ALWAYS draw attention from hapless guards. But throwing a spike-filled head of a guard at another guard adds a new level of insanity to the proceedings.

3- KILLING TWO BIRDS WITH ONE SPELL

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There was a pair of new skills that demo-ers could test during the demo session. If playing as original Dishonored protagonist Corvo Altano, you could decimate enemies by sending a mini-tornado out to tear baddies to shreds. I chose to try out new hero Emily’s power called “Domino,” which binds targets together so that taking out one inflicts the same fate on the other.

When a transforming room brought a pair of mansion visitors into view, I immediately hid from their gaze, cast Domino on the duo, and killed the pair by offing one with my revolver. In retrospect, they were seemingly innocent NPCs, but it was still a pretty cool two-for-one kill!

4 – BRAVING THE MAZE

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Kirin’s entire house is a tough puzzle, but the basement dungeon hiding Sokolov is just a scotsh trickier. While the rest of Kirin’s casa transforms at the pull of a lever, Sokolov’s cell is hidden by a series of walls that can only be moved by stepping on panels.

Making things even more stressful is the inclusion of clockwork soldiers, Kirin’s top-level guards that tower over Emily (or Corvo, who is also playable as a protagonist). Braving the maze rewards you with a heartfelt reunion with Sokolov, plus the opportunity to peek into his cell chamber pot afterwards. Gross!

5 – THROWING ANTON ABOUT

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Okay, here’s where things went weird for me. The next objective required I bring Sokolov out of the mansion to safety, but I got a bit mixed up with the controls. When I encountered a new slew of guards, I panicked and threw the poor captive RIGHT AT the aggressors. Fortunately, it lent me just enough time to slice a guard’s head clean off!

6 – KILLING KIRIN

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I spent a bit of time exploring the mansion after Sokolov returned to safety, climbing through some secret passageways and flipping switches to change the makeup of each floor. It took awhile (and some developer hints) to finally find the way to negate the deadly Wall of Light blocking the passageway to Kirin’s last line of defense. In that room, I quickly took out the remaining clockwork soldiers with my most heavy-duty firepower, but I *attempted* to take Kirin alive.

In the original Dishonored, the non-lethal path for the big baddies is usually a fate worse than death; why kill the abusive owner of a coal mine when you can cut out his tongue, change his appearance, and put him to work there too? So I originally attempted to bring Kirin out with me, but the game wouldn’t let Kirin be taken out the front door, so I gave him the ignoble death of getting tossed into one of his protective electric gates and frying the jerk.

Were you a fan of the original Dishonored? What were some of your cooler (and crazier) moments? Tell us about them below! Buying Dishonored 2? Shop Amazon through Laser Time to support us!

2 thoughts on “Dishonored 2 – The 6 Strangest Moments In The Transforming Mansion

  1. Dave’s commentary as he continued to throw doctor guy really got to me. In a good way. Good work Dave.

    Also interesting to see you guys getting some actual, dare I say, gamz jarnilism? As long as it’s you guys getting to cover the stuff you’re interested in I think it will continue to be great.

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