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It used to count for all rat swarms, whether they were already existing or if they were created. However, that's been patched out. These days, it only counts as a kill if the rat swarm was one you created with the requisite power, and I'm not sure if KoD even HAS that power.
It doesn't. That power is only used by Corvo and, technically, by Granny Rags.
OP has already stated that this couldn't be the case, as they're moving all unconscious guards away from danger areas. Besides, they're seeing this only in the last stage of the game. The only places where this could happen are earlier than that.
Knife of Dunwall ends with Daud's hideout in the Flooded District, though. That's the last mission in that DLC.
Yeah, but Daud's base is in a pretty dry section of the Flooded District. There's not a lot of water there, at least, none that I can remember.
There is water along the very bottom of the map and there is a few patrolling Overseers along with a few around a captured assassin down there.
And now I want to check that mission. See if having those Overseers collapse in the water can kill them or not. Mind you, this might not be necessary if the OP 100% for certain made sure every single one they grabbed still had the unconscious tag on them.
And, needless to say, if you play these games for hundreds of hours like myself, knowing if someone died because a body moved slightly due to bend time being used, or reloading a save, or terrain changing based on distance traveled due to the LOD system, deaths that occur after the end of a level can just leave you frustrated in Dishonored 1.
I just replayed Dishonored 1 recently after reaching 820 hours on the second game, since I was curious about some lore dealing with the Void and Void entities that existed before the Outsider's birth, and I apparently killed one person in the Lord Regent mission. That is a long mission to replay, so many guards, secret rooms, loot, dialogue, etc. and I just lost it.
No non-lethal tools? I beg to differ on that. The sleep darts are only lethal if the baddie is where he could fall into water or from high up. As long as you take care to avoid those situations, the sleep darts are perfectly fine.
Also, in the Knife of Dunwall and Brigmore Witches DLC, Daud has access to a few non-lethal gadgets that Corvo doesn't get. Stuff like Chokedust Grenades and Stun Mines. Which I love the former of those two.
Game says 4 dead! Damn
So I start it up from the prison again and I am so very careful to check any knocked out guards and the pop up says "unconscious" after I pile them in a dark corner.
Finish the sewer and get to samual and .. says 3 dead!! ARGH.
I think I am taking a hit for the two guards that get eaten by Rats when they are chit chatting but I tried a half dozen different ways and I cant seem to interfere in their rat death and since I didnt summon the rats being without rat power, I dont know if I take a hit for that.
I did place an unconscious guard in the dumpster near where you place the explosives and I think the one extra death may be him. Damn the dumpster should have protected him. I even closed the lid :)
I gave up and moved on.
Generally, keep any bodies well away from that door. Also beware water as if anyone you knock out falls into sufficiently deep water then they'll drown. Same goes for heights. Ultimately, the safest bet is usually to bypass guards by sneaking by them. Only in the prison proper you pretty much have to knockout or kill guards to bypass them. Anything after, in the sewers, you can bypass.
Those guards that get killed by rats in the sewer don't count towards your kill total, as that's scripted. Those two guards are always gonna die, and there's no way around it.