Dishonored Lore: Inventions and Technology

Dishonored Lore: Inventions and Technology

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Roseburrow's discovery breathed  new life into Dunwall. Even now   he visualizes the next invention. In his day  Anton Sokolov fired the engines of industry.   He dreams of an army of mechanical  soldiers. An alchemist. But her mind   is...troubled.   When we first enter the world of Dishonored,  the Empire of the Isles stands at the dawn of   a new age of technology and invention brought by  the whale oil industry. The process of refining   and using the semi-magical substance has  opened a literal floodgate of innovation   that revolutionized life in Dunwall and beyond.  Here is a brief overview of just some of the  

technologies and machinery that have developed as  a result of this new age. This is not meant to be   an exhaustive list, so if I leave out anything  you think is important, please comment below. The technology revolution began when Esmond  Roseburrow discovered the immense energy   density of refined whale oil. Before this,  whaling was a minor, tangential industry.  

Available lore doesn’t tell us precisely when  this occurred, but it must have been sometime   in the early 1800s. Raw oil is rendered by  boiling, then likely filtered and distilled to   concentrate its energy. The Roseburrow Prototype  is the forerunner of all whale oil technology,   and is on display at the Royal Conservatory  in 1852. What this device does is not stated,   but it may have to do with converting the volatile  liquid into usable power, likely electricity.   Before whale oil, electrical experiments and  devices would have been primitive curiosities,   much like in our world in the 18th century.  This device was likely a generator capable   of aerating and combusting the oil in a  controlled fashion to generate electrical   current. It was probably similar to the first  internal combustion engines in our world,  

but much more sophisticated to reflect the  higher energy density of refined whale oil. But before discussing electrical machinery,   there are several inventions using whale  oil that rely on direct combustion. Raw whale oil had long been burned for heat  by riverbank denizens. As we see throughout  

Dishonored, lamps and lanterns also burn  refined oil for light. We see wall-mounted   lighting as well, and it’s not clear  whether these are powered by burning oil,   in a manner similar to Victorian gaslight, or  by electricity. We do see that with the rise   of Roseburrow Industries, indoor lighting  becomes commonplace in even poor districts   throughout Dunwall. Radiators are seen  even though fireplaces are still common,  

so we can also infer the recent invention  of another type of power: steam. It’s been explicitly stated that before whale  oil, ships were things of wood and sail,   but afterward of iron driven by steam.  The smelting of such vast amounts of   iron probably couldn’t rely on whale oil alone,  but it’s likely that the explosive power of the   oil allowed industrial scale mining of coal in  order to produce so much metal. I theorized once  

that it might’ve been the rising steel industry  that drove the timber-based Brigmore family to   bankruptcy. These new ships could likely burn  coal, but it’d be more space efficient to use   whale oil to turn their massive steam turbines  to drive ships to far-off destinations like   Pandyssia. Given the age of the Dreadful Wale, it  seems that steam ships were an early innovation,   both feeding back into the whaling industry and  making Gristol’s navy the dominant sea power,   including modern marvels like the ISS Jessamine. Given human nature, it’s no surprise that one  of the first innovations using whale oil was   weaponry. Emperor Euhorn Kaldwin created the City  Watch in 1809, but it was only later that their   pistols were upgraded to shoot bullets powered  by whale oil. These cartridges use oil instead  

of gunpowder to propel the bullet, but advanced  versions contain a second charge inside the bullet   itself, creating an explosive bullet. The same  design can be used to create explosive crossbow   bolts. Pistols can be upgraded with advanced  optics for range and accuracy, as well as   revolving magazine chambers for rapid shooting and  quick reloading mechanisms. Cartridges can also be  

loaded with shot or possibly hollow point bullets  for a spread damage effect. After realizing the   oppressive uses to which his inventions were put,  Roseburrow took his own life with a whale oil gun. Of course the generation of electrical current  exponentially increases the possibilities   for technology and machinery, from Samuel’s  little Amaranth to wheels the size of houses. Audiograph players are capable of both  recording and playing back up to a minute   or two of sound using punch-card sheets as a type  of digital storage medium. They are self-powered,  

so they may be spring-wound in a manner  similar to early Edison phonographs,   or have an internal battery for an electrical  system. A simple lead-acid battery would certainly   be possible for this time, or even a miniaturized  Roseburrow device that uses whale oil. The data   density needed for such recordings should be far  higher than what we see on the cards with just a   few holes punched in them, but audiographs may in  fact employ a more advanced system than we know,   akin to wax cylinders or even vinyl records,  with grooves that are too small to see. Throughout Dishonored 1 and 2, propaganda is  broadcast via a system of loudspeakers. These   devices certainly use whale oil, since when  their cables are cut they fall to the ground   and explode. The lines are therefore probably used  for voice transmission, and it’s not some type of   radio system. In our world, the first loudspeaker  was invented in the 1860s, with practical  

quality systems coming several years later. The  electroacoustic transducer that allows speakers to   work requires only knowledge of coils and magnets,  so would have been well within the capabilities of   Sokolov or another from the Academy of Natural  Philosophy. But it’s the energy of whale oil   that allows the necessary amplification of  signal for a high-volume speaker system. Oddly enough, the rail wagons and street-level  cars we see in Dishonored do not seem to use   internal whale oil combustion for power, and  are completely electric. You will learn this   very conclusively if you touch the charged  rails. The Dishonored Fandom Wiki states   they are whale oil powered, but I’m not certain  what the source for that is. There do seem to  

be internal fluorescent lights, so some parts  of the cars may be oil powered. These private   cars transport the elite all over Dunwall without  regard for anything or anyone in their paths. In   the beginning of the game you can see one parked  on the grounds of Dunwall Tower, so they may have   oil powered engines just to maneuver onto or off  of electrical rails. Trains are also electric,   and are usually suspended above street  level. These transport cargo and plague   dead over longer distances. Such a large-scale  electrical grid implies the existence of a   power plant somewhere, using either coal  or whale oil, or a combination of both.

Kaldwin’s Bridge uses a massive vertical-lift  system to raise the bridge deck upward to allow   passage of large ships. In our world vertical-lift  bridges were invented near the turn of the   century and typically use counterweights and  hydraulic jacks to raise and lower the decks.   This bridge was constructed during Euhorn  Kaldwin’s city-wide restoration program   following the Morley Insurrection and the  end of the Olaskir dynasty in 1803. Again,  

electric motors are likely used, with  the electricity generated by whale   oil in areas such as Midrow Substation. The  floodlights are electrical and powered by oil,   as are the rat lights found all over the  city. Many houses and businesses lie along   the bridge, including the cannery baron  Pratchett’s house, Sokolov’s apartments,   and one mad survivor. According to the Heart,  many people died in the bridge’s construction.

Most players will be more familiar with  the technology they must overcome to   complete the missions, and most of these  were invented by Anton Sokolov himself. The first of these is the water lock. Large  hydraulic pumps raise and lower the water level   in the lock housing to allow or deny access  to Dunwall Tower from the river. There’s no   other way to get onto the Tower grounds from  this direction, so it’s an effective defense.   It’s implied that there are other water  locks in the Empire, but this one is the   highest at 120 feet. A series of water locks  can be seen in Karnaca at Dead Man’s Bluff,   though these are stepwise rises. In our world,  locks of this type existed in the 1830s, using  

boilers and steam engines to pump water. However,  these locks rose only around 15 or 20 feet. The   highest today is 138 feet, in Kazakhstan, so  Sokolov’s water lock was quite an accomplishment. Up to now, all the technology discussed has  existed in our world, or has some corollary. But   walls of light venture more into the fantastical  when it comes to the principles of operation.   These barriers create arcs of electricity of  such intensity that they disintegrate anyone   not authorized to pass through. This invention  of Sokolov’s was used extensively during Hiram  

Burrows’ regency, and continued thereafter  throughout the Empire. The walls feature two   coils on either side of a passageway. The  voltage across the coils must be just high   enough not to arc on its own, so that when  when a person or animal passes between them,   they decrease the gap distance enough that  the current can arc through them. The current   must be extremely high, explaining the large  amount of whale oil they use. In our world,  

channels such as StyroPyro’s show extreme arcs,  how they can obliterate certain materials and how   humans can trigger arc flashes. Please do not  try these experiments at home or you will die.   It’s not possible to vaporize a person, but it can  certainly do some damage. More puzzling is how the   wall allows certain people to pass unharmed  after touching a charger. In Dishonored 2,   walls have a camera-like device above them,  which may be some kind of sensor that can detect   whether a person has been “polarized” in some  way that momentarily disables the electricity.  

It may be akin to grounding yourself to prevent  getting a static shock, temporarily decreasing   the electric field across a person’s skin  just enough that the wall coils will not arc. Arc pylons are essentially giant Tesla coils that  function in a similar manner to walls of light. A   normal Tesla coil produces extremely high voltages  which create its characteristic discharges,   but at very low currents. Arc pylons discharge at  currents high enough to vaporize a person, again   a practical impossibility in our world. In this  way, a given area can be protected from intruders,   as once again touching the device before operation  allows it to “recognize” a person without   triggering it. They were invented by Sokolov in  1833. Both walls of light and arc pylons can be   rewired to affect previously recognized persons.  However, if a recognized person is standing  

between an arc pylon and an unrecognized  person, it will still trigger, implying   that the process actually blinds the device to  a person rather than actually recognizing them. Arc mines are smaller, single-use versions of  arc pylons. They were developed by Sokolov for   use against striking workers and rioters.  They were extremely expensive and came with   a high risk of accidental discharge, so they  did not continue to be in much use after the   Rat Plague. Stun mines are similar devices  but deliver only enough electrical shock to  

incapacitate a target. Again, they seem to  be triggered by the proximity of a living   being’s electric field, or perhaps  the vibrations of their movements. Watchtowers are automated weapons that surveil  an area and fire on unauthorized targets. Its  

floodlight turns red when it acquires a target.  How it functions is another mystery, but it may   be a form of infrared detection, where recognized  persons are tagged in a way similar to arc pylons,   effectively blinding the tower to them. They  can also be rewired to invert the recognition. Not all the inventions around this time were  electricity-based. Chokedust is a nonlethal weapon   that uses raw whale oil and a small explosive  charge to generate a large amount of acrid dust   that disorients targets temporarily. It will kill  rats, however, so it likely contains some toxins. A springrazor is a shrapnel weapon containing many  sharp pieces of metal that can cut a person to   bits. It is constructed around a tightly wound  metal coil, storing a great deal of potential  

energy in a small space. It’s triggered by nearby  vibrations, specifically those of an approaching   target. Rats do not produce strong enough  vibrations to trigger therm, so they can be placed   on rats and used and sent toward an enemy. In the  game, the player’s own movements do not trigger   the device, though this could be explained away  by the player character intentionally avoiding   making too much of a disturbance near it. They  can also be placed on bolts while using Bend Time. Sokolov’s Health Elixir and Piero’s Spiritual  Remedy are inventions that help prevent the   plague, but do not cure it for the already  infected. These medicines also restore general   health and mana for the player. These  restoratives likely contain a mixture  

of multivitamins that boost the immune system,  and may also contain small amounts of antibiotic   compounds. In our world, bubonic plague, which  is a partial inspiration for the Rat Plague,   is transmitted by the yersinia pestis bacterium,  so it’s possible that antibacterial agents may   be effective in preventing infection. However,  it’s implied that the health elixir is at least   partially homeopathic, a pseudo-scientific  notion that diluting a medicine actually   increases its effectiveness. In the world of  Dishonored this may actually be true, since   Slackjaw’s watered-down bootleg elixir is just as  effective as the official stuff. Piero’s Remedy  

includes ingredients derived from river krusts, so  perhaps their deadly toxin can be transmuted into   beneficial forms, in the same way that snake venom  is used in preparing antivenom. These potions may   thus also be primitive forms of inoculation. By  1852, these two products had been combined into   one. Hypatia’s Addermire solution seems to be  based on similar principles, but formulated   locally to include protection from bloodfly fever  and possibly lung infections from mine dust.

Perhaps one of the more advanced examples  of practical technology is the imager,   seen only once during the infiltration of  Dunwall Tower. It appears to be a form of   television. However, it in fact uses a  complex system of lenses and mirrors to   reflect an image all the way from Burrows’  rooftop office down to the palace lobby,   as well as the other way. This  explains the poor quality of the image. Tallboys are special units of the City Watch that  walk on long stilts high above rats and weepers,   wearing heavy armor, shooting explosive  bolts and drugged into apathy. These   were also invented during the plague  to control crowds, infected or not.  

They cannot be taken down nonlethally. The curved  leaf spring suspension shape is meant to assist   the user in lifting and moving forward, providing  stability with minimal weight. They're likely   some exotic alloy similar to titanium-aluminum. In  our world, stilts of similar appearance do exist,   but are much more fragile, not suitable  for armored combat. Tallboys may use some  

unknown hydraulic or gyroscopic stabilization  mechanism we can't see to aid in their movement. By 1852 and the events of Dishonored  2, improvements have been made in   several inventions, and some new ones have  appeared thanks in part to Kirin Jindosh. The electrified floor is used to protect large  areas from intruders, such as in banks and private   collections. Here, voltage is applied across  small nodes on the floor. Similarly to arc pylons,  

anyone not tuned to the device triggers an arc  discharge. Since, once again, a person’s mere   presence is enough to complete a circuit across  a large air gap, the applied voltage must be   extremely high. The discharge can be lethal  or merely incapacitating. A full discharge   triggered by one person uses up a quarter tank of  whale oil, and a Clockwork soldier a whole tank. Another security feature found in Dolores  Michaels’ bank is the central vault,   which rises and lowers to prevent or grant access.  This device uses hydraulics powered by whale oil.

The Clockwork Mansion is of course one of the  most impressive inventions in the Dishonored   series. Here, an entire house has been fitted  with movable configurations, reforming whole   rooms with the pull of a lever. This is more of an  engineering marvel than a technological one, since   the basic machinery seems to use gears and lifts  based on electricity and hydraulics. The waterfall   found in the middle of the residence provides  most of the power via hydroelectric turbines,   saving it from massive expendages of whale oil. In  fact each room has only two configurations, with   walls folding in on themselves, ceilings moving  up and down and furniture appearing out of the   floor. The entire place is fitted with pressure  plates that allow Jindosh to track the movements  

of anyone within. Unless of course one gets into  the space behind the walls, in which case they   can move undetected. It is possible to get trapped  there, as Stanislaw Shepherd fatally discovered.   The system is prone to malfunction,  and can be used to confuse guards.

Jindosh’s proudest invention  is the Clockwork Soldier,   an autonomous killing machine capable of  independently seeking out and engaging   enemies. They guard his mansion as well  as the Duke’s palace, and less expensive   sentinel versions prowl Dolores Michaels’  bank. Several were used in Delilah’s coup,   and even afterward two appear in the novel The  Return of Daud. They have long blades as arms,   use strong electrical discharges as attacks,  and are equipped with advanced optics in front   and behind that can recognize enemies. They  also possess very sensitive acoustic detectors   that can hear all but the quietest movements.  Their appendages are magnetically attached,   allowing reconfiguration for various purposes,  with two or four arms. When active, electrical  

signals allow control of arm and leg movements.  Sentinels use creepy, ceramic humanoid faces,   but updated soldiers have a wooden bird-like  face, which Jindosh decided was more intimidating.   They can be rewired to attack allies, but  will overheat and explode soon afterward.   Jindosh uses recordings of his own voice to  indicate the unit’s status and what mode of   aggression it’s currently in, whether searching,  recharging or fighting. Dolores Michaels refitted   her sentinels with her own voice, which of course  includes advertisements. If the head is destroyed,  

it cannot tell friend from foe, and will attack  anything in its range. Multiple stun mines will   destroy them completely. Extremely expensive,  only around forty of the Clockwork soldiers   were made. Still, members of the Grand Serkonan  Guard protested the “clankers” taking their jobs. Coming full-circle, so to speak, the final piece  of technology to discuss is the wind power used   in Karnaca. The Wind Corridor was constructed  back in 1810, exploiting gusts from Shindaerey   Peak. It’s likely this was first used for  simple machines such as mills and pulleys,  

but was quickly adapted to the new inventions  coming out of Dunwall after the whale oil   revolution. With the increasing rarity of  whales and their precious oil, alternative   forms of power generation became more and more  necessary. With the use of its wind turbines,   which we see power walls of light and other machines, Karnaca is well-positioned to   ascend in power both electrical and political,  perhaps even eclipsing Dunwall itself in time. Technology in the world of Dishonored is a curious  mixture of both real-world practical machinery   and fantastical, magical contraptions.  The extreme energy density of whale oil,   which as I discussed in my video on the  whales might derive from the Void itself,   allows great feats of both creation and lethality.  This ability to amplify humanity’s best and worst   qualities to an absurd level is part of the charm  of the games and their enduring popularity. Like  

fossil fuels in our world, whale oil has been a  crutch that’s allowed for incredible advances,   but it won’t last forever. Perhaps the ultimate  test of the Empire’s ingenuity will be whether   it makes the leap to more sustainable  ways, or remains mired in smoke and grime.

2025-02-22 11:42

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