Calista's Uncle? (Spoiler)

Post » Fri Nov 16, 2012 9:31 am

In the first mission where you have to assasinate or at least get the journal from Campbell, Calista asks you not to kill her Uncle so I didn't. I put him to sleep and got the objectice. But when I return to the pub Calista's says he's dead and she never heard back from him and shouldn't have expected anything else. This a glitch?
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lucile
 
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Post » Fri Nov 16, 2012 5:52 pm

Anyone?
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Laura
 
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Post » Fri Nov 16, 2012 7:49 am

1.) Use a more mysterious title (something like Question about the first mission where...)

2,) Put it in the Cheats, Hints, and Spoilers section.
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Makenna Nomad
 
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Post » Fri Nov 16, 2012 3:04 am

That's because he needs to get away,putting him to sleep,he would probably get killed by the other guards.
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SEXY QUEEN
 
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Post » Fri Nov 16, 2012 10:55 am

Yeah.

He can survive if you don't put him out.
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Kelly Osbourne Kelly
 
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Post » Fri Nov 16, 2012 5:06 am

OK, thank you. I'll remember that for my next playthrough.
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Lil Miss
 
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Post » Fri Nov 16, 2012 4:25 am

In the first mission where you have to assasinate or at least get the journal from Campbell, Calista asks you not to kill her Uncle so I didn't. I put him to sleep and got the objectice. But when I return to the pub Calista's says he's dead and she never heard back from him and shouldn't have expected anything else. This a glitch?

i knocked him out, and put him in the trash container. as soon as i closed it it said objective complete (inform calista of her uncle).. it is possible to do this when knocking him out. when i tried not to he set off the alarm and attacked me
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Spencey!
 
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Post » Fri Nov 16, 2012 6:02 pm

Ya, you need to move him outside of the grounds to a safe location after you knock him out.
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Amy Smith
 
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Post » Fri Nov 16, 2012 3:38 pm

Heh - I thought I would be able to talk to him, after the Overseer keeled over, but noooo, he runs for the guards. Fortunately, I had suspected that might be the case, so I had saved just before the Overseer and what's his name had a drink. Reloaded, watched him be all WTF Overseer (I swapped the drinks), then just dropped down behind him and knocked him out. (I was up on those pipes that go through the rooms - although as I also found out, if you don't stay perfectly still up there, both get aware and can spot you. Once again, yay for saving often.

You get a map marker for "Safe Location", so you have to drag his unconscious ass all through the Overseers digs. That was actually pretty fun. I kept stashing him in corners to scout ahead and take care of things.
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Phillip Hamilton
 
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Post » Fri Nov 16, 2012 10:53 am

Is it possible to do both saving the uncle AND branding the target leaving him alive?
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Charleigh Anderson
 
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Post » Fri Nov 16, 2012 12:41 pm

Is it possible to do both saving the uncle AND branding the target leaving him alive?
Yes it is you can knock both of them out and then take the one guy to get branded and take the other guy to the trashbin. Or you can knockout the guy you are going to brand and let the other guy escape on his own. He will run for the hills but can be killed by guards who see him escape but I have seen him make it on his own without my help and then go brand the unconscious guy.
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james reed
 
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Post » Fri Nov 16, 2012 4:41 pm

Is it possible to do both saving the uncle AND branding the target leaving him alive?

That's what I did. I knocked over the poisoned wine glasses, so the Overseer was forced to move the mission to another
location. When they were leaving the room, the Captain is trailing behind the Overseer, so I snuck up on him and
choked him unconscious, then quickly moved on to the Overseer. After branding the Overseer, I picked up the Captain
and transported him to the safe location.
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Mrs shelly Sugarplum
 
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Post » Fri Nov 16, 2012 3:44 am

That's what I did. I knocked over the poisoned wine glasses, so the Overseer was forced to move the mission to another
location. When they were leaving the room, the Captain is trailing behind the Overseer, so I snuck up on him and
choked him unconscious, then quickly moved on to the Overseer. After branding the Overseer, I picked up the Captain
and transported him to the safe location.

I did the same thing, only difference is I waited till they got to the hidden room. I slowed time, knocked out the High Overseer, hide where the beds were thrown about, then the captain just walked out of the room, and eventually left the Abbey.
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Channing
 
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Post » Fri Nov 16, 2012 3:14 am

That's what I did. I knocked over the poisoned wine glasses, so the Overseer was forced to move the mission to another
location. When they were leaving the room, the Captain is trailing behind the Overseer, so I snuck up on him and
choked him unconscious, then quickly moved on to the Overseer. After branding the Overseer, I picked up the Captain
and transported him to the safe location.

Well done. That's a pretty difficult way to go about it - seems like it's almost impossible to choke them both out without the Overseer getting spooked and running off.

I did KO both of them using Sleep Darts, while they were standing in front of the wine glasses. After shooting the Overseer, you have just barely enough time to put a second dart in the Captain before he sprints for the security device and puts the whole building on lockdown.
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victoria johnstone
 
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Post » Fri Nov 16, 2012 8:48 am

You don't even need to knock them out both. Spill the drinks, follow them to the Vault, and when the Overseer is about to kill the captain, just use the Slow Time ability and choke the hell out of him. You can then carry his body away before Curnow even realizes that he's alone.

After some time, the Guard Captain should leave on his own, making the sidequest sucessfull.
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Nathan Barker
 
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Post » Fri Nov 16, 2012 2:50 pm

See now.... that's what I like about this game (among other things).... How many different ways there are to approach a problem :)
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Nicole Mark
 
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Post » Fri Nov 16, 2012 6:04 pm

ACtually, in the secret chambers, you don't need to slow time, nor you need to stay out of sight of the captain. Wait for the Captain to go in front on the painting, and for the High Overseer to unsheathe his sword. Quickly move behind the traitor, choke him, and *carry him immediately*. This will trigger a dialogue from the captain, thanking you for saving his life, and then telling you that he will act as if nothing happened here and go his separate ways, thus not raising any alarm and not even counting as a detection for the final stats.
If you let the body fall on the ground, it still won't trigger any alarm and the captain will walk away, but he won't say a word. Little glitch, I believe.
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Madison Poo
 
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Post » Fri Nov 16, 2012 9:25 am

its simple just take your time and clear all the guards outside, actually just inside the mansion should suffice I guess coz I just darted campbell, he ran away and just when he stepped outside the mansion I got the notification that objective is complete he is safe (did that have to do something with ghost? dies he "detect" you? coz thats the only mission where I couldn't be ghost)
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John N
 
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Post » Fri Nov 16, 2012 8:23 am

its simple just take your time and clear all the guards outside, actually just inside the mansion should suffice I guess coz I just darted campbell, he ran away and just when he stepped outside the mansion I got the notification that objective is complete he is safe (did that have to do something with ghost? dies he "detect" you? coz thats the only mission where I couldn't be ghost)

That's definitely a detection, yes. Just think that, at this point, there is absolutely no reasons for him to believe Campbell is trying to kill him, so he is not really more than a regular guard/npc, reacting to an aggressive action against another npc.
You would either have to nab Campbell without the Captain noticing ( which is very hard considering campbell is always in front of the Cap' ) or very quickly dispatch them both.
As I stated, the most 'clean' way imo is to wait for them both to go in the secret chambers, wait for campbell to reveal its intentions, and take him out at that moment. This way the captain knows you are an ally and no penalties will ensure ( other than having to haul Campbell's ass back to the interrogation room if you're going the non-lethal way ).
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Peter P Canning
 
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Post » Fri Nov 16, 2012 4:20 pm

That's definitely a detection, yes. Just think that, at this point, there is absolutely no reasons for him to believe Campbell is trying to kill him, so he is not really more than a regular guard/npc, reacting to an aggressive action against another npc.
You would either have to nab Campbell without the Captain noticing ( which is very hard considering campbell is always in front of the Cap' ) or very quickly dispatch them both.
As I stated, the most 'clean' way imo is to wait for them both to go in the secret chambers, wait for campbell to reveal its intentions, and take him out at that moment. This way the captain knows you are an ally and no penalties will ensure ( other than having to haul Campbell's ass back to the interrogation room if you're going the non-lethal way ).

i see thats why thats the only mission without ghost! on another thread a user posted useful info on detection. He has only three white bars and not red meaning it was level 3 detection so that shouldn't count right? well I'll try again thanks for the heads up
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ruCkii
 
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Post » Fri Nov 16, 2012 1:41 pm

i see thats why thats the only mission without ghost! on another thread a user posted useful info on detection. He has only three white bars and not red meaning it was level 3 detection so that shouldn't count right? well I'll try again thanks for the heads up

Can't say for the bars, I hid the whole interface right from the start... But I *think* it means that they are definitely aware something is going on, but they haven't your location yet. They know you're here, which is enough to mess up the Ghost stat... I guess.
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Honey Suckle
 
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Post » Fri Nov 16, 2012 1:56 pm

I will try using the different ways as mentioned above since that being the first mission I spent my runes on fully upgrading dark vision and next blink so had no other option and tough.
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Kay O'Hara
 
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Post » Fri Nov 16, 2012 3:31 am

I swapped the poison; Campbell died and i used sleep dart on Calista's uncle. Carried him and trashed him in a trashbin just outside the High Oversser building. I remebered very clearly the trashbins are located right in front of the Oversser main front door but I still get "My uncle's dead" result. Where did i went wrong?

I replayed and tried carrying him to the safe location where Samuel is and it seems i can't go to the new area when i'm carrying the uncle; I had to drop him then i can enter...is that a glitch?
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Loane
 
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Post » Fri Nov 16, 2012 8:27 am

There are several trashbins..... but only one, by the entrance to Backyard, is labeled as "safe location".... did you put him
in the right one?
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JaNnatul Naimah
 
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Post » Fri Nov 16, 2012 3:05 am

I swapped the poison; Campbell died and i used sleep dart on Calista's uncle. Carried him and trashed him in a trashbin just outside the High Oversser building. I remebered very clearly the trashbins are located right in front of the Oversser main front door but I still get "My uncle's dead" result. Where did i went wrong?

I replayed and tried carrying him to the safe location where Samuel is and it seems i can't go to the new area when i'm carrying the uncle; I had to drop him then i can enter...is that a glitch?

What Sylthia said. It's one specific dumpster, the one located right next to the doorway where you leave the area to go meet Samuel in the Back Yard. If you have quest markers on it's labeled as "Safe Location." You don't exit the area carrying the unconscious body, you dump it in the bin right near that doorway. HTH
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Jamie Moysey
 
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