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If I progress to "The Old Dunwall Sewers" which is the next area, I get the message that I failed "Creating a Safe Haven"
1:Disabled the electric pylons
2:knocked out the guard that patrols that area
3:Talked to the people in the nearby building and escorted them to that area untill it said it was complete
thats all i did.
Well I did exactly that. So it's glitched. Greeeat.
1) Go upstairs and then blink to the building next door. Use the access from this building to turn off the pylons.
2) Kill or disable the guard next to the pylons
3) Stand in the area labeled "Threat zone" when you enable quest tracking (to enable quest tracking, go to the quest screen and press Shift while hovering over the quest you want to track)
4) BUGGED STEP: Go back into the building that they came from, and pick up the corpse named "Weeper" and carry it to the area the other survivors walked to. I named it bugged step because I noticed that she speaks to you if you bang on the wall with a sword next to her, so I wonder if maybe she's supposed to be able to walk to the new area by herself.
I know you posted this several days ago, but I hope this is still useful or relevant to you, and if not to you.. to somebody somewhere.
I had used Bend Time to disable the pylons and knock out the guard. I then told Blake it was safe, without killing the tallboys, and just used my body to block the door whenever the tallboy was heading to the alley.
I believe that the characters have to go through the "Threat Zone" waypoint in order for it to register properly, so when I blocked them from leaving the building it must have interfered with their waypaths. Somehow, just bringing the Weeper's body causes the objective to register as a success as long as none of the others have been hurt.
No way to distract the Tallboys?
The spotlights outside, alas cannot be moved or pointed elsewhere to make the Tallboys go there.
I want to do this without killing anyone, plus not getting detected either. But apparently that is not possible? (other than exploit the Weeper "bug").
It is perfectly possible. To shut down the pylon use stop time, and use possession on blake to fix the quest when guards aren't looking you don't have to walk all the way to the threat marker to fix it either (while possessing blake), everything else is basic non-lethal playthrough stuff.