the cutting room mirror

Dishonored

To do:

Dishonored is a stealth-action game where the "action" part isn't all that necessary to progress, set in the Victorian England-inspired city of Dunwall, part of the "Empire". As Corvo, you try to get revenge for being falsely accused of killing the Empress, with a little help from fellow loyalists and the G-Man Outsider, who happens to have his own shrines all over the city.

Cut Characters#

Jonathan Russel#

In the Localization folder, there exists a file Twk_Pawn_JonathanRussel.int. Jonathan Russel is a cut character who was part of the Loyalists but later merged with Havelock since his role became redundant. Apart from this, his face model was repurposed for a Watch Officer.

Rowena#

In Startup.upk, there exists a reference to a character named Rowena as "Twk_ID_Rowena". Nothing is known about said character.

Executioner's Sister#

In the game, there is a character named Lydia Brooklaine who works at the Hounds Pit Pub. Interestingly enough, her head texture is named ExecutionerSisterHead_d. It is unclear whether she was supposed to be the Executioner's sister or an entirely different character.

Unused Items#

Books#

Kaldwin's Bridge#

Found in WrittenNotes_twk.int is an unused book excerpt, detailing the history of Kaldwin Bridge. Presumably would have been found in "The Royal Physician", set in that location.

While this book was cut from the game, it is featured in the "Dishonored: The Dunwall Archives" art book.

[Excerpt from a larger work on Dunwall's architecture]

Though an earlier, smaller bridge existed on the same spot in Dunwall for generations, it was the renown Emperor Kaldwin himself who commissioned a public works project dedicated to creating the monumental version of the Bridge we know today. And since it was Emperor Kaldwin, the father of our late Empress, who initiated this great construction, it bears his name.

Kaldwin's Bridge spans the Wrenhaven River at one of its widest points, and is home to a number of the city's luminaries from the worlds of commerce and art. Popular with poets and lovers, the bridge is featured prominently in bar songs and paintings. Until recent times, travelers from other cities across Gristol, and even from the other Isles, journeyed for vast distances, all for an evening strolling along the Bridge.

It wasn't until the plague crisis and the murder of the Empress that the curfew was instituted on Kaldwin's Bridge. Under the guidance of the Lord Regent, recent security modifications were added out of fears that an Ocean-based attacking force might someday assault Dunwall.

The Isle of Gristol#

Another unused book excerpt found in WrittenNotes_twk.int, this time about the game's island of Gristol. It was also featured in the "Dishonored: The Dunwall Archives" art book, and was even partially quoted in the "Dishonored: The Return of Daud" novel.

[Excerpt from a volume on the geography and culture of Gristol]

Known for its rolling green hills and foggy meadows, Gristol is the largest of the Isles and is home to half the population of the known world. While most are simple people living in rural areas where sheep, blood oxen and gazelle are raised for their hides and meat, there are also five major cities spread out across the nation. Notably, the capital city of Dunwall is located at the southern end of Gristol.

In general, the people of Gristol are a merry, hard-working lot, fond of fish dishes, sheep pies and beer. The Abbey of the Everyman has a strong presence in Gristol, with the faithful congregating weekly and for all significant religious holidays. The Imperial Navy, while made up of men from across the Isles, is well regarded in Gristol, where some families hold to the tradition of enlisting at least one boy from each generation, back for long years. 

In addition to farming, shipping and the whaling trade, there are several large mines scattered across Gristol, each controlled by one of the more established aristocratic families, such as the Boyles, Pendletons, or Brimsleys.

Blueprints#

Rewire Tool#

An unused blueprint that would have allowed the player to buy Rewire Tools from Piero's workshop. In the final game, no blueprint is required to buy this item.

[AbstractItems.RewireTool_AbsItm DisAbstractItem]
m_ItemName="Rewire Tool"
m_PluralItemName="Rewire Tools"
m_Description="Allows you to rewire technological circuitry and turn security systems to your advantage. Consumed on usage."

Wall of Light#

Another unused blueprint. The player doesn't need any blueprint to rewire security installations, or the Walls of Light in particular, in the final game. Of note is that all blueprints in the final game are visually based upon a Wall of Light schematic.

[HackManual.BP_WallOfLight_AbsItm DisAbstractItem]
m_ItemName="Wall of Light Circuitry"
m_PluralItemName=""
m_Description="A schematic of the Wall of Light used by the City Watch. Piero can use this to teach you to disable Walls of Light."

Unused Audio#

Weepers#

The disease that Weepers suffer from was supposed to have different stages. During the early stage, they were still able to talk. Both male and female Weepers still have voice lines for this stage.

Sound

Subtitles

Do you ever hear your name, in the buzzing of the flies?

Ever find yourself forgetting things? Simple things?

We've last a while. Think we'll get better?

Are your eyes still bleeding?

Did you find anything to eat?

Does scratching make it better?

Do you feel any better?

Did that remedy help?

No, not really.

I wish.

Yes.

No.

Unused Text#

DishonoredEditor.int#

A localization file containing text strings for an editor. Dishonored doesn't come with any sort of editor, rendering this text unused.

[UnrealEd]
NewSpawnerPawnsVarUsing=New 'Spawner Pawns' Var Using `~
NewSpawnerPawnsVarsUsing=New 'Spawner Pawns' Vars Using `~
DialogForceExportWarning=WARNING! FORCE RE EXPORT WILL DELETE ALL GENERATED FACE FX & RECORDED AUDIO FOR ALL THE NODES OF THIS DIALOG TREE.\nASK VALIDATION FROM YOUR LEADS.\nARE YOU SURE YOU WANT TO DO THAT?
eDisVoiceSessionImportLang_English_OldFormat=English(Old Filename syntax : *_Wave)
DialogTreeEditor_Conversations=Conversations
DialogTreeEditor_ConvNodeProperties=Node Properties
DialogTreeEditor_ConvProperties=Conversation Properties
DialogTreeEditor_DialogHooks=Dialog Hooks
DialogTreeEditor_FindOwner=Find Dialog Tree Owner
DialogTreeEditor_FindOwner_Desc=Finds the owner of this dialog tree in the perspective viewports of the level editor.
DialogTreeEditor_ExportAll=Export Everything
DialogTreeEditor_ExportAll_Desc=Exports all text in the entire dialog tree, but only if they need to be.
DialogTreeEditor_ExportAll_Forced=Export Everything (Forced Rebuild)
DialogTreeEditor_ExportAll_Forced_Desc=Exports all text in the entire dialog tree whether they need it or not.
DialogTreeEditor_ExportSelected=Export Selected Only
DialogTreeEditor_ExportSelected_Desc=Exports all the text found in the current selection, but only if they need it.
DialogTreeEditor_ExportSelected_Forced=Export Selected Only (Forced Rebuild)
DialogTreeEditor_ExportSelected_Forced_Desc=Exports all the text found in the current selection whether they need it or not.
DialogTreeEditor_DialogError=Dialog Tree Error
DialogTreeEditor_ConvError=Conversation Error
DialogTreeEditor_ConvWarning=Conversation Warning
DialogTreeEditor_NoDebugStreamError=No debug capture stream found with dialog events for this tree. Make sure to play the game in PIE using 'debugdialog' mode first.
DialogTreeEditor_AddHookError=Dialog hooks can only be added to the dialog tree, not to conversations.
DialogTreeEditor_AddConvRefError=Can't add a conversation reference to itself.
DialogTreeEditor_DeleteFullFolderWarning=This folder has conversation data in it. Are you sure you want to delete? Conversations will be lost!
DialogTreeEditor_HookDescPrefix=Hook Description: 
DialogTreeEditor_Debug=Debug
DialogTreeEditor_StartDebug=Debug Last Play Session(s)
DialogTreeEditor_StartDebug_Desc=Launches the dialog debugger using information captured from PIE play sessions
DialogTreeDebugger_StepForward=Step Forward
DialogTreeDebugger_StepForward_Desc=Step One Step Forward into the capture stream.
DialogTreeDebugger_StepBack=Step Back
DialogTreeDebugger_StepBack_Desc=Step One Step Back in the capture stream.
DialogVoiceEditor_VoiceDataError=Dialog Voice Data Error
DialogVoiceEditor_ExportImport=Export/Import Tools
IniBrowser_SaveSelected=Save
IniBrowser_SaveSelected_Desc=Save the selected ini file.
IniBrowser_SaveAll=Save All
IniBrowser_SaveAll_Desc=Save all dirty ini files.
IniBrowser_AddRemove_Desc=Add/Remove Ini Keys
IniBrowser_ShowUserInis=Show User Specific INIs.
IniBrowser_ShowUserInis_Desc=Show the user specific INIs that are not checked into Perforce.
IniBrowser_ShowAll=Show All
IniBrowser_ShowAll_Desc=Show all 'config' properties.
IniBrowser_ShowKeyedOnly=Show Keyed Only
IniBrowser_ShowKeyedOnly_Desc=Only show 'config' properties that have a key in an ini file.
IniBrowser_ShowUnKeyedOnly=Show Unkeyed Only
IniBrowser_ShowUnKeyedOnly_Desc=Only show 'config' properties that do not have a key in an ini file.
IniBrowser_ShowMenu=Show
IniBrowser_FileMenu=File
IniBrowser_WriteError=File
IniBrowser_CouldNotSave=Couldn't save ini file!
IniBrowser_SCC_Prompt=Ini file is ready only. Attempt to check out the file from source control?
IniBrowser_SCC_CouldNotCheckOut=Couldn't check out ini file!
IniBrowser_SCC_Error=Source Control Error
IniBrowser_Title=Ini Browser
ContactSystemEditor_Title=Dishonored Contact System Editor
ContactSystemEditor_Preview=Contact Preview
ContactSystemEditor_Striker=Striker
ContactSystemEditor_Struck=Struck
ContactSystemEditor_New_Desc=Create a new contact intersection.
ContactSystemEditor_Copy_Desc=Copy this sub-intersection.
ContactSystemEditor_Paste_Desc=Paste into this sub-intersection.
ContactSystemEditor_Delete_Desc=Delete this contact intersection.
ContactSystemEditor_GoTo_Desc=Go to this intersection.
ContactSystemEditor_ComesFrom=Comes From
TweaksEditor_TweaksTree=Tweaks Tree
TweaksEditor_FallbackTree=Fallbacks
TweaksEditor_QuickErrorCheck=Quick Object Check
TweaksEditor_FullErrorCheck=Full Object Check ('Tools->Refresh Tweaks' to Update)
TweaksEditor_Undo=Undo
TweaksEditor_Undo_Desc=Undo any Tweaks changes.
TweaksEditor_Redo=Redo
TweaksEditor_Redo_Desc=Redo any Tweaks changes.
TweaksEditor_Edit_Menu=Edit
TweaksEditor_Tools_Menu=Tools
TweaksEditor_Refresh=Refresh Tweaks
TweaksEditor_Refresh_Desc=Refreshes changes from Tweaks fallbacks and updates the full object check.
TweaksEditor_Fallback_Incompatible=Fallback Tweaks must be a compatible type.
TweaksEditor_Fallback_FatalLoop=Cannot set Fallback because it creates a fatal loop.
TweaksEditor_Title=Dishonored Tweaks Editor
TweaksEditor_NewErrors=There are new errors in the full object check. Still want to exit?
Soiree_PlayerLookAngles_Min_Pitch=Min Pitch
Soiree_PlayerLookAngles_Max_Pitch=Max Pitch
Soiree_PlayerLookAngles_Min_Yaw=Min Yaw
Soiree_PlayerLookAngles_Max_Yaw=Max Yaw
Soiree_PlayerLookAngles_Error=Player Look Angles Error
Soiree_PlayerLookAngles_Yaw_Error=Invalid range for yaw.
Soiree_PlayerLookAngles_Pitch_Error=Invalid range for pitch.
Soiree_PlayerLookAngles_AddKey=Add Key

E3Tweaks.int#

[Pwn_E3Thug_MTall_1 DisTweaks_NPCPawn]
m_BusyText="This character is busy"
m_CannotStealMessage="You can't carry more ammo of this type"

[Pwn_E3Thug_MTall_1:DisTweaks_InteractableInterface_33 DisTweaks_InteractableInterface]
m_Name="Thug"
m_InteractText=""
m_AltInteractText=""
m_UseMessage=""
m_AltUseMessage=""
m_CannotUseMessage=""

ExampleGame.int#

An empty text file mistakenly included with the game. Likely an engine leftover.

izerraf_LocTest.int#

[TheWorld:PersistentLevel.DishonoredTestLocalization_0 DishonoredTestLocalization]
m_Message="m_Message = Sauerkraut!"

jlake_objectives.int#

A text file consisting of some test objectives made to test the objective system, obviously. "jlake" refers to Arkane Studios gameplay programmer Jeff Lake.

[TestObjective2 DishonoredObjective]
m_Description=Mr. Test Objective

[TestObjective2:DishonoredTask_Collect_0 DishonoredTask_Collect]
m_Description=Get one of them daggers

[TestObjective2:DishonoredTask_Kill_0 DishonoredTask_Kill]
m_Description=Waste one of those dudes

[TestObjective2:DishonoredTask_Use_0 DishonoredTask_Use]
m_Description=Use the Super Switch

[TestObjective2:DishonoredTask_Goto_0 DishonoredTask_Goto]
m_Description=Go get into that blue volume

Daud cutting Corvo's hand#

During the Flooded District intro, Daud was supposed to cut Corvo's left hand instead of throwing his equipment away. There are still subtitles and voice lines left.

Sound

Subtitles

The blade's sharp. You won't feel it much.

See that this is cauterized. Properly, mind you. Put him to sleep and move him into the warehouse across the street.

The Outsider:
Your missing hand is lying at the base of an oil-soaked tower across the street. 
I suggest you awaken and go find it, because I happen to know you'll need it.

Dr. Galvani's Office#

During the House of Pleasure mission, Slackjaw sends Corvo to Dr. Galvani's Office to find out what happened to his informant. There, Corvo finds him, Crowley, dead and his last words recorded on an audiograph. Apparently, there was an idea of Corvo meeting Crowley while he was still alive, but barely. There are even subtitles and developer commentary leftover.

Commentary:
Crowley's last words to Corvo--keeping this convo just in case we go away from the Audiograph version of this quest. OLD UNUSED ETC.

Subtitles:
Who's that? I'm not long for this world, stranger.  Will ya (cough) do something for me? Take my bone charm to SlackJaw, he'll know it's from me.  And tell him this: Tell him (cough) he was right.  Someone is out to get him. Wants to take over the (cough, cough) whole operation. Couldn't believe my own eyes. Needed to be sure, didn't I? (Cough) And look what it got me! (Cough) It's (Cough, cough), it's (Cough) Errrr. (Dies).

Unused Textures#

In the game files, there's a texture of a door which features a French version of the game's logo. Since Arkane Studios is based in Lyon, it is not surprising.

Bear Pits Pub#

During early development, the Hound Pits Pub was called the "Bear Pits". In the game files, cubemaps still exist depicting an early version of the place.

Unused Models#

Placeholder/Dev Models#

Env_Blockout#

A group of basic shape models found in various pack files, intended for level designers to block out levels before environment artists can decorate them with all sorts of details.

Other Models#

Note that "dlaurent" and "yguilloud" refer to Arkane Studios artists Damien Laurent and Yoann Gilloud, respectively.

Obsolete Doors#

Some early/obsolete door models that can be found in L_Bridge_Part1a_Audio.upk, a pack file that stores sound effects. The wooden doors also have their own associated gib models.

Southside Gate sign#

An unused street sign intended for the Southside Gate at Kaldwin's Bridge. Despite Southside Gate being labeled as such in maps of the area, the street signs themselves refer to the area as "North End", for some reason.

While the mesh itself is used for the other street signs, the Southside Gate sign still has its texture in the game files, unused. Note that part of the texture is reused.

Unused Game Over screen#

An unused game over screen that was supposed to be triggered if the player possessed Emily Kaldwin at the Golden Cat. In the final game, she cannot be possessed. It can still be manually activated via the level-specific "re EmilyGameOver" command.

References#


  1. https://bethesda.net/en/game/dishonored↩︎