Dishonored
Jtoascho Mar 22, 2018 @ 2:52pm
Dishonored alarms
Alright, so I am trying to get ghost, clean hands and mostly flesh and steel but on the second mission where you have to bring Campbell into the interrogation room, (I havent been spotted or killed anyone) and the alarms get set off which voids me from getting ghost.. how can I prevent this from happening as I dont have rewiring tools etc
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Showing 1-8 of 8 comments
Zekiran Mar 22, 2018 @ 3:26pm 
What did you do with Curnow? If you left him somewhere, he was found.
bvguthrie Mar 22, 2018 @ 7:57pm 
It is certainly possible to knock out Curnow and Campbell, hide Curnow in the appropriate dumpster, and brand Campbell without being spotted. However, the most elegant way to take care of the situation is to spill the glasses in Campbell's office so that they will both go down to the secret room in the basement. Follow them, then turn off the music box in the room the moment Campbell pulls out his sword. Assuming you did it in time, Curnow will turn around, see Campbell about to kill him, and kill Campbell instead. This kill is not charged to you, and Curnow becomes friendly to you so him seeing you doesn't count as a detection.
Jtoascho Mar 23, 2018 @ 1:40am 
Originally posted by Zekiran:
What did you do with Curnow? If you left him somewhere, he was found.
I spilled the drinks and they went to the secret chamber and I saved him and he ran off so he shouldnt be the problem
Jtoascho Mar 23, 2018 @ 1:42am 
Originally posted by bvguthrie:
It is certainly possible to knock out Curnow and Campbell, hide Curnow in the appropriate dumpster, and brand Campbell without being spotted. However, the most elegant way to take care of the situation is to spill the glasses in Campbell's office so that they will both go down to the secret room in the basement. Follow them, then turn off the music box in the room the moment Campbell pulls out his sword. Assuming you did it in time, Curnow will turn around, see Campbell about to kill him, and kill Campbell instead. This kill is not charged to you, and Curnow becomes friendly to you so him seeing you doesn't count as a detection.
The problem isnt that Curnow was already friendly after I saved him and I went to use the heretics brand on curnow in the interrogation chamber and as I leave about 5mins later the alarms get set off
snake_angel_18 Mar 23, 2018 @ 6:56am 
The problem is that there is an Overseer that patrols through the interrogation room (I'm sure there is a set schedule, but it seems random to me.)

If he sees you branding Campbell he will set off the alarm by the interrogation room. The way to stop this is to knock him out before you brand Campbell.
Xautos Mar 24, 2018 @ 7:46am 
Originally posted by snake_angel_18:
The problem is that there is an Overseer that patrols through the interrogation room (I'm sure there is a set schedule, but it seems random to me.)

If he sees you branding Campbell he will set off the alarm by the interrogation room. The way to stop this is to knock him out before you brand Campbell.

That particular guard patrols the immediate dead end hallway with the doors to both library and interrogation room, he heads out the left wing main corridor with the windows looking out into the courtyard, he heads down that corridor to the locked door that leads up the observation dome overlooking the interrogation room. He turns from there back into the interrogation room. that is his patrol path.

it is impossible to get campbell to this point with such a patrol path and those overseers have fairly keen perception as well. you will have little choice but to knock out that overseer, there is just no way you can work your magic with such a tiny window of opportunity.
Mr.Falconscript Mar 25, 2018 @ 1:01pm 
1. Honestly, if I'm doing a stealth and nonlethal playthrough, I'll make sure I have Bend Time (Level 1) and a number of tranquilizer darts.

2. Then I eliminate all the patrolling Overseers out in the hallway and hide them in the elevated control "loft" of the Interrogation Room -- the door to that area is locked; enemies cannot enter through locked doors without specific scripting by the developer. You *don't* have to unlock the door to access that area. You can simply Blink over the prison bar-like partition between the loft and the main interrogation floor while carrying an unconscious Overseer and deposit them in that area. Blink back out and repeat with the next Overseer.

3. Regarding Cambell and Curnow: One should then perch up on the ventilation slot above the door to the Curnow and Campbell's meeting room (facing the long side of the table). Both men will then enter the room for drinks and walk around to the side of the table closest to you where the wine is.

4. This is an excellent time to activated Bend Time and swap to the tranquilizer darts. I prefer to time my knockout shots when the two men are still walking to the wine. This way, Campbell is facing away from Curnow and shooting the first man won't count (potentially) as a body found. Tap Curnow first as he's behind Campbell and then quickly tap Campbell.

5. You should still have a couple of second of Bend Time left as well as several more seconds before the Overseers enter the hall from the back room to investigate if Curnow is dead. Blink down, pick up Curnow, and carry him through the open window to the left out onto the ledge. You can quickly deposit him behind one of the massive floodlights overlooking the courtyard down below. There's an extremely limited chance of him being seen there by the Overseers down below.

5.2. Depending on who you want to deal with first, you can either climb back in the window and quickly grab Campbell's body and also take it out onto the ledge to keep it out of sight until you're ready.

6. Alternatively, if you're like me, you'll climb back inside, grab Campbell, and Blink back up onto the ventilation slot over the door. Now, I don't recall whether the Overseers that enter the Meeting Room are the same ones that will also enter the Interrogation Room. If that's the case, you might want to hide Campbell in a good spot temporarily (such as the same elevated area in the Interrogation Room) until you're ready to brand him.

7. If necessary, eliminate the Overseers, brand Campbell, and then retrieve Curnow from the ledge. You can easily follow the ledge all the way around the exterior of the Abbey and just Blink down into the dumpster where you need to deposit him.

8. Done. :)
Valden21 Mar 25, 2018 @ 5:25pm 
With a Mostly Flesh and Steel playthrough, using Blink is allowed, as long as you don't upgrade it. So Blink above the guards, and from there, Blink between the light fixtures.
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Date Posted: Mar 22, 2018 @ 2:52pm
Posts: 8