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I've never gone in through the actual doors. I've gone in through the outside windows, or the open windows above the doors.
Once something happens to the Overseer and/or Captin, guards will get suspicious and an alarm will be sounded. The way things progress and whether your detected or not depends on how you approched the task.
So far, I've usually knocked both of them out and stashed the Captin out on the ledge, then brand the Overseer.
My first playthrough, I busted the glasses, and the Overseer knew something was up and took the Captin down into his secret rooms near the dog kenel entrence where he was going to kill the captin more directly. I followed and had to knock them both out (the Captin will attack you! He doesn't know your trying to save his life!) before I could deal with the Overseer and get the Captin out.
I'm not sure if that helps or not.
If it happens the moment you enter the main boardroom with windows along one side, not the secondary room (let them come out of that one), then it may be some kind of weird glitch. But, it's the first time I've heard of it.
Searching for Campbell in this forum yields a ton of threads with this issue. No one's found a fix for it. :-(
I wish I had some ideas on how to help.
Or at least starting that area from scratch?
I played this mission twice, and I am coming up to this part again now for my third playthrough. I never saw this before, and I am now hoping it doesn't happen this time.
The other thing is, when they come out of the inner set of double doors, don't do anything until those double doors close completely. (Their are guards in their with them.)
I used "Stop Time" to trank them both. Then, I hide the Overseer up on the pipes above the doors. Then I quickly hide the other guy out the window on the ledge for later.
Once I got the bodies hidden, I start taking out the remaining gurards. Once they are delt with, I brand the Overseer, then save the captain by taking him to the dumpster by way of the leadge.