What happened to Campbell Dishonored?

The Bitter Fate of High Overseer Campbell: From Power to Plague in Dishonored

High Overseer Thaddeus Campbell, a figure of religious and political authority in Dunwall, meets a variety of possible ends in Dishonored, depending on the player’s choices. While Corvo Attano has the option to outright kill Campbell during the mission High Overseer Campbell, the non-lethal route leads to a far more tragic and arguably cruel fate. If spared, Campbell is branded as a heretic, stripped of his position, and cast out from Dunwall society. Later in the game, he can be found as a plague-ridden Weeper, reduced to a pathetic, diseased figure, highlighting the devastating consequences of societal rejection and the spread of the Rat Plague.

Campbell’s Downfall: A Detailed Look

Campbell’s position as High Overseer makes him a key target in Corvo’s quest to clear his name and rescue Emily. He represents the corruption and conspiracy at the heart of Dunwall’s problems. Therefore, deciding his fate carries significant weight.

The Lethal Route

The most straightforward option is, of course, killing Campbell. This can be accomplished through direct combat, poisoning his drink during the meeting with Captain Curnow, or ambushing him in his secret chamber. Regardless of the method, death is final. While it ends Campbell’s immediate threat, it contributes to a high-chaos playthrough, potentially affecting the game’s ending and the overall tone of Corvo’s journey.

The Non-Lethal Route: Branding and Exile

The non-lethal approach is more intricate, requiring careful planning and execution. The steps are as follows:

  1. Locate the Heretic’s Brand: This is found within the Overseer’s compound.
  2. Sabotage the Meeting: Spill the Tyvian Red drinks in the meeting room where Campbell and Curnow are conversing. This will trigger Campbell’s paranoia.
  3. Follow Campbell and Curnow: Campbell, suspecting Curnow of betrayal, will lead him to his secret chamber located in the basement of the compound, accessible via a hidden mechanism.
  4. Branding Campbell: Once in the chamber, incapacitate Campbell (preferably with a sleep dart). Then, use the Heretic’s Brand on him, marking him as an apostate.
  5. Escape: Leave Campbell branded and unconscious in his chamber.

The Weeper’s Fate

The truly grim aspect of sparing Campbell is revealed later in the game. After being branded, Campbell is excommunicated and left to fend for himself in a city ravaged by the Rat Plague. The final ignominy lies in encountering him as a Weeper, one of the infected, barely recognizable and completely broken. This serves as a stark reminder that sparing a life doesn’t always equal mercy, and the consequences of societal ostracization can be just as devastating as death. This also showcases how choices made early in the game can have lasting and impactful repercussions later on. Such moral dilemmas and the exploration of consequences are excellent discussion points in the context of game design and learning, as seen in the research shared by the Games Learning Society. You can find more about this at GamesLearningSociety.org.

Thematic Implications

Campbell’s fate, whether he’s killed or branded, highlights several of Dishonored’s central themes:

  • The Nature of Justice: The game questions whether simple execution is truly justice, or if there are more nuanced and morally complex ways to deal with enemies.
  • Consequences of Power: Campbell’s downfall is a direct result of his abuse of power and his involvement in the conspiracy against the Empress.
  • The Impact of the Plague: The plague serves as a constant reminder of the fragility of society and the devastating effects of unchecked disease and corruption.
  • Moral Ambiguity: There are no easy answers in Dishonored. Each choice carries weight, and even seemingly merciful actions can lead to tragic outcomes.

Frequently Asked Questions (FAQs)

1. What happens if I poison Campbell?

If you poison Campbell’s drink during the meeting with Curnow, he dies. Curnow becomes hostile, and the mission continues, but it counts as a lethal takedown.

2. What is the Heretic’s Brand and where do I find it?

The Heretic’s Brand is a tool used to mark individuals as heretics, effectively excommunicating them from the religious order of the Abbey of the Everyman. It can be found within the Overseer’s compound, specifically near Campbell’s office.

3. How do I access Campbell’s secret chamber?

To access Campbell’s secret chamber, you need to spill the drinks in the meeting room, then follow Campbell and Curnow to the basement area. Look for a bust with a shiny eye and push the eye to reveal the secret passage.

4. Does killing Campbell affect the game’s ending?

Yes, killing Campbell contributes to a high-chaos playthrough, which can lead to a darker ending with more rats, increased security, and a less optimistic outcome for Dunwall.

5. Can I prevent Campbell from becoming a Weeper?

No, there is no way to prevent Campbell from becoming a Weeper if you choose the non-lethal branding option. His fate is sealed by the game’s narrative.

6. Is it possible to save both Campbell and Curnow?

No, it is not possible to save both Campbell and Curnow completely unscathed. However, there are ways to ensure Curnow survives the encounter. For instance, if you alert Curnow to the danger right before Campbell attacks, Curnow will kill Campbell himself.

7. What happens if I ignore Campbell altogether?

You cannot ignore Campbell altogether. He is a mandatory target in the mission, and you must either kill or incapacitate him to progress.

8. Why doesn’t Corvo contract the Rat Plague?

The game provides hints that Corvo’s consumption of health elixirs, which double as plague protection in lore, might contribute to his immunity. Also, gameplay mechanics necessitate that the protagonist is not easily afflicted.

9. Does sparing Campbell count towards a “ghost” run (no kills, no detections)?

Sparing Campbell by branding him allows you to maintain a low-chaos and possibly a ghost run, as it’s considered a non-lethal takedown.

10. Is branding Campbell the “good” option?

Whether branding Campbell is considered “good” is subjective. While it avoids direct killing, it leads to a tragic fate for Campbell and raises questions about the ethics of such punishment.

11. What are the combination codes in the Overseer’s compound?

The combination for one locked door in the Overseer’s compound is 217. These codes can often be found through exploration and eavesdropping.

12. How does Campbell’s fate compare to other targets in the game?

Like other targets such as the Pendleton twins or Havelock, Campbell’s fate showcases the game’s nuanced approach to morality. Some targets can be dealt with lethally or non-lethally, each leading to unique consequences.

13. Who is stronger: Corvo or Emily?

Generally, Corvo is considered better suited for stealth and evasion due to his Blink ability, which offers superior maneuverability compared to Emily’s Far Reach. However, both characters possess unique strengths and playstyles.

14. What happens to Corvo after Dishonored 2?

After the events of Dishonored 2, Corvo continues to serve as Emily Kaldwin’s Royal Protector and Spymaster, ensuring her reign is secure. If the player achieves a low chaos ending, Corvo eventually dies of natural causes, leaving behind a legacy of loyalty and protection.

15. What is considered the canon ending of Dishonored?

The low chaos ending, where Corvo saves Emily and restores her to the throne, is generally considered the canon ending of Dishonored. This results in a more positive outcome for Dunwall and aligns with the narrative setup for the sequels.

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