Dishonored: The Brigmore Witches guides

Dishonored: The Brigmore Witches Tips - Daud DLC Survival Guide

Spoiler-light Dishonored: The Brigmore Witches tips for Daud powers, chaos, favors, corrupted bone charms, witches, traps, and mission prep.

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The Brigmore Witches is Daud’s final Dishonored DLC chapter, following The Knife of Dunwall and ending his arc around Delilah. Treat it as a continuation of the Daud campaign, not as the base Corvo story, Dishonored 2, or Death of the Outsider.

Content warning: Dishonored packages that include this DLC are rated Mature 17+ for violent and adult themes. This guide stays non-graphic and focused on stealth, powers, resources, and mission decisions.

This is a spoiler-light systems guide for getting through the DLC cleanly. It avoids route-perfect collectibles, exact achievement routing, and final-choice instructions.

Essential Tips

1. Start From the Right Save

Your previous Daud choices can matter.

If you played The Knife of Dunwall, use the compatible continuation option when it is available. Your powers, weapon and item upgrades, chaos level, and prior actions can carry into The Brigmore Witches. Starting fresh is playable, but it changes the resource picture: fewer upgraded tools, less comfort with Daud’s kit, and less continuity in how the game frames your run.

2. Decide Your Chaos Goal Early

The DLC rewards consistency more than improvisation.

Before you leave Daud’s hideout, decide whether this is a low-chaos, nonlethal, ghost-style, or aggressive run. The same level can support several approaches, but switching halfway through often wastes supplies. If you want a cleaner ending profile, avoid unnecessary deaths, hide bodies, use sleep darts and chokeouts, and let powers create routes instead of turning every room into a fight.

3. Use Void Gaze as a Routing Tool

Runes and charms are easy to miss in vertical spaces.

The DLC hides upgrades in rooms, rooftops, water, ruined structures, locked containers, and side spaces. Pulse Void Gaze after entering a new area, after climbing to a roof, and before leaving a mission hub. It is especially useful in Drapers Ward and Brigmore Manor, where the path can fold above, below, and behind your first line of sight.

4. Respect Corrupted Bone Charms

Every upside has a cost.

Corrupted charms are one of The Brigmore Witches’ signature additions. Do not equip one just because the bonus looks powerful. Movement speed, sword damage, Pull range, ranged defense, or damage reduction can all be useful, but the penalty can break your plan if it hits your stealth, mana recovery, movement, or durability. Build around one or two tradeoffs instead of stacking risks blindly.

5. Buy Favors for the Route You Actually Plan

A good favor saves more than it costs.

Favors can open stealth angles, place supplies, or reduce friction before a mission begins. Pick them based on your goal. A stealth entrance is more valuable on a ghost run than extra combat supplies; a cache matters more if you expect to spend darts, mines, and remedies. Do not buy every option automatically if you are saving coin for upgrades.

Most hard rooms become easier from above.

The Brigmore Witches leans heavily on balconies, broken ceilings, rooftops, scaffolds, ledges, and alternate windows. Blink is not just a gap closer; it is your best way to leave bad sightlines, bypass patrol clusters, hide bodies, and choose the first angle of contact. When a room looks crowded, look up before you spend ammunition.

7. Save Bend Time for Problems, Not Convenience

Time control is strongest when it preserves a clean run.

Bend Time can trivialize a risky crossing, a witch patrol, a trap pickup, or a body movement, but it is expensive enough that casual use can leave you dry. Save it for moments where being seen, hit, or forced into combat would damage your run. If you are not aiming for a strict stealth result, you can lean more on Pull, assassins, mines, and direct tools.

8. Treat Witches as Mobility Threats

They are not ordinary guards with different clothes.

Witches can pressure you with movement, ranged attacks, and sudden repositioning. Do not duel them in the open unless you are ready for a noisy fight. Break line of sight, isolate one at a time, use high ground, and leave yourself a Blink exit. If you are playing nonlethal or low chaos, patience matters more than speed.

9. Watch for Traps and Gravehound Skulls

Brigmore Manor punishes tunnel vision.

Tripwires, projectile launchers, skulls, witches, and cramped interiors often overlap. Slow down before grabbing an obvious charm or entering a decorated room. Void Gaze, crouching, vertical movement, and careful disarming can prevent a clean route from turning into panic. If you hear or see a setup that looks staged, assume it is not just scenery.

10. Leave Collectible Perfection for a Route Run

A first clear should teach the space.

There are runes, bone charms, corrupted charms, blueprints, coin, and achievement-related objectives across the DLC. You can collect plenty with Void Gaze and careful exploration, but do not turn your first pass into a checklist if you are still learning patrols. Finish the mission with your chosen chaos profile intact, then return with a dedicated route plan.

Mission Prep and Powers

Prep ChoiceBest HabitWhy It Matters
Carryover saveContinue from The Knife of Dunwall when availableKeeps Daud’s build and choices coherent
Chaos planChoose low-chaos, ghost, nonlethal, or aggressive before buying gearPrevents mixed priorities
FavorsBuy only what supports the planned routeSaves coin and reduces mission friction
Void GazeCheck new areas before leavingFinds upgrades and hidden paths
BlinkPrioritize vertical exits and body movementControls sightlines
Bend TimeSave for high-risk crossings and witch-heavy roomsProtects clean runs
Corrupted charmsEquip around penalties, not just bonusesAvoids self-inflicted weaknesses
WristbowKeep sleep and lethal options separated mentallyReduces accidental chaos mistakes

Stealth and Combat Habits

Coldridge Prison, Drapers Ward, the waterfront, the textile mill, the sewers, and Brigmore Manor all reward scouting before action. Pause at the edge of a new space, tag useful exits in your head, and decide where you will retreat if the first move fails. A clean route usually starts with one good perch, not one perfect takedown.

Use the environment before using expensive tools. Bottles, ledges, rooftops, doors, water, shadows, and patrol timing can solve problems without spending mana or ammunition. Save darts, mines, grenades, and remedies for enemies or rooms that genuinely block your plan.

When combat is unavoidable, make it short and controlled. Pull can disrupt or reposition targets, Summon Assassin can create pressure, and mines or wristbow bolts can stop a fight from spreading. Against witches, avoid flat open ground. Against traps and security devices, disarm or bypass before the room becomes active.

Body handling matters. A sleeping or dead enemy left in a patrol lane can undo careful work. Blink bodies to upper levels, dark corners, or rooms you have already cleared. If you are carrying an objective character, think about the return path before you pick them up.

Common Mistakes to Avoid

  1. Starting without checking your carried-over build - Review powers, upgrades, charms, ammunition, and chaos expectations before the first real mission.

  2. Equipping corrupted charms for the bonus alone - A penalty to mana, visibility, movement, or damage taken can ruin the exact route the bonus was meant to help.

  3. Buying favors that do not match your plan - Stealth entrances, supply drops, and caches are only valuable when they serve your intended approach.

  4. Crossing courtyards at ground level by default - Look for roofs, balconies, windows, and broken ceilings before walking through patrol space.

  5. Spending Bend Time on easy movement - Save it for moments where detection, combat, traps, or witch patrols would otherwise break the run.

  6. Fighting witches like normal guards - Break sightlines, isolate them, and keep a Blink escape instead of trading attacks in open rooms.

  7. Ignoring trap language around valuables - Charms, runes, keys, and studio rooms can sit near tripwires, launchers, skulls, or ambush paths.

  8. Forgetting to hide bodies after clean takedowns - Patrols and blinking enemies can expose a body you thought was safely out of the way.

  9. Letting collectible hunting override the mission goal - A missed charm is easier to fix later than a broken low-chaos or ghost attempt.

  10. Treating this as Corvo’s campaign - Daud’s powers, allies, gear, and save carryover change the rhythm of planning and movement.

Summary

CategoryTop Tip
ScopePlay it as Daud’s continuation after The Knife of Dunwall
ChaosPick your run style before buying favors or upgrades
PowersUse Void Gaze for routing and Blink for vertical control
FavorsSpend coin on the route you actually intend to take
CharmsBalance corrupted charm bonuses against their penalties
WitchesIsolate them and avoid open duels
TrapsCheck valuables and manor rooms before grabbing items
CollectiblesSave route-perfect cleanup for a dedicated pass

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Sources

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Every factual claim in this guide was checked against at least two independent sources before publication. These are the references used for Dishonored: The Brigmore Witches.

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  2. xbox.comOfficialxbox.com
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