This page of the guide to Deathloop has a walkthrough of the Visionary Lead/mission Ballad of Ramblin ' Frank. It explains where to find fireworks, how to prevent a fire in Otto's workshop, how to open a container in Karl's Bay, how to sabotage fireworks, and how to infiltrate Frank's club (with and without a pass).
- Unlocking the mission
- Find the fireworks
- Visit Otto at noon or later
- Prevent the fire
- Find the code
- Open the Container
- Find Frank's blind spot
- Sabotage the Flaps
- Epilogue - Frank's death after sabotaging fireworks
Unlocking the mission
You can start this mission after completing Chaos Theory, that is, after dealing with Harriet Morse in hangars 2 in Karl's Bay district.
In the same part of the hangar where Harriet was, there is a Minicom, and one of the messages stored on it is the correspondence between Harriet and Frank.
Find the fireworks
Fireworks can be found in Updaam district. To do this, you have to visit Otto's Workshop adjacent to the main road leading to the castle.
Inside the building, you will find Minicom, and from the message on it, you'll learn that the fireworks are stored in a container in Karl's Bay.
Go to the Karl's Bay district and examine it in the morning or afternoon hours.
You have to get to the back of hangar two. You'll find there a locked fireworks container. Read the note Keep Out attached to it.
Visit Otto at noon or later
You have to go to the Updaam district again. According to the description of the mission, you can choose any time of the day except morning. Get to Otto's Wakshop and find message to Otto. From it, you will learn that there will be a fire in the building and you have to prevent it.
Prevent the fire
You have to return to Otto's Workshop the next day. Leave the Updaam District, advance to the next day, and go to Updaam in the morning hours.
After entering Otto's Workshop, find the fireworks machine from the above picture. Interact with it to get a closer look.
Overloaded transfer cases are responsible for the fire, which is expected to happen later in the day. You'll have to find them, and that means you have to follow large cables. They lead to several different locations, and you have to expect opponents in some of them.
Especially dangerous can be in the library to which one of the cables leads. This is a secure location with many enemies and security systems, which you should hack.
If you do not want to take a risk by choosing the main entrance to the library, you can, for example, use the Shift to teleport to one of the upper shutters. In addition to enemies, there will be at least 1 turret. You can also additionally use Aether to make it easier to reach the transfer case. The box from the library is under the stairs.
After approaching each cases, you have to destroy it. It would be enough to shoot it with any weapon. Repeat this pattern until you get rid of them all.
Find the code
After preventing the fire, you have to leave the Updaam district. You have to return to Updaam the same day. You can choose any time of day except morning - mid-day, afternoon or evening.
Once again, get to Otto's Workshop. You have to find Minicom and read the message on it. It will include a combination (in our case, it was 7766, but you can draw a different code).
Open the Container
You can go back to the tunnels. Another location to visit is Karl's Bay. Get to this district in morning or afternoon hours.
Once again, you have to reach Otto's container, which, as a reminder, is located at the back of hangar 2. Enter the recently acquired code to open the container.
Inside the container, examine Fireworks Launcher. You'll have to figure out what changes to make to sabotage the fireworks show successfully.
Find Frank's blind spot
Return to the tunnels and move to Fristad Rock in the morning. You're going to take care of the major mission objective, which is infiltrating Frank's club, one of the larger buildings in this district, which is shown in the picture above.
On your way to the club, you can hack the turret to distract or eliminate some opponents.
Unfortunately, Frank's club is not a public location. You can only enter there with the ClassPass. You can get it from a station, but be aware that the pass prevents you from using powers. They will not be able to use any active Slabs (Shift, Karnesis, etc.), and the Reprise power will also become unavailable, so Colt will only have "one life" - if you lose, the loop will end.
If you still want to take on the challenge, you can use the lower entrance to the club or (better idea) get through by using Shift to reach the roof of the club. There is an alternative entrance shown in the picture, which will allow you to enter the club closer to the current mission objective.
There's also a way to get into the club without a pass., preserving all the powers of the main character. In this case, explore caves to the right of the main entrance to the club.
There, look for an area with shallow water. Quickly run through the tunnel from picture 1 to limit water damage. You will reach the area with the lasers from picture 2. Turn the lasers off or bypass them with Shift. Then climb to get to the toilet on the ground floor of the club.
While going through the club, sneaking is advisable but not mandatory. Use Hackamajig to make it easier. You can use it to hack sensors, turrets (an excellent way to eliminate enemies -look for suitcases), and, if you used the passage to the toilet, the antenna above the door (to open the ones opening with the pass).
You have to get to club floor. You can use the main staircase, teleport to the top, or enter the club from the entrance on the roof mentioned above.
On the club floor, you have to go the opposite direction. Expect to encounter more enemies along the way. Hacking, using powers, and eliminating enemies with stealth will help you in dealing with them.
The objective is Frank's studio, and two doors lead to the room adjacent to the studio. We suggest you choose the left corridor - there is the shutter above the left door shown in the picture, which you can reach with Shift or a double jump. That will allow you to get to the top floor of the club, above the opponents.
You'll find new suitcases with turrets near Frank's studio, and it would be a good idea to hack them. If you used a pass, you can sneak downstairs and open the door to the studio, attack Frank and his companions by suprise.
If you don't have the pass, show yourself to Frank to start fighting. Be aware, however, that he will call for reinforcements. It's good to go back upstairs and attack them when they try to use the stairs.
Frank should be among the killed enemies. It is worth checking the body of the Visionary - he will leave behind a legendary gun Automat Constancy, which is linked to the Arsenal LeadAll Night Long.
In the end, you have to take care of examining Frank's studio - the smaller room in which the eliminated Visionary was before the fight. There, you will find a recording (Fishing for Fireworks), from which you will learn how to sabotage fireworks effectively.
Sabotage the Flaps
You need to leave the club and the district and then head back to Karl's Bay. As before, visit it in the morning or afternoon.
Get to the container, open it and interact with the fireworks machine. Select flaps from the list - that's the second option.
Epilogue - Frank's death after sabotaging fireworks
The described task will end at this point, but if you want to see the results of your efforts, then visit Updaam on the same day. Choose evening hours.
Go along the shore and wait until the fireworks show starts in the distance. If you have done all the steps correctly, there should be a powerful explosion in which Frank will die (you do not need to perform any additional actions).
Note - sabotaging the fireworks machine and visiting Updaam in the evening have to occur on the same day. After advancing to the next day, the fireworks machine "resets". Fortunately, you can skip all the steps of the mission except for the last one - you can immediately reach the container and sabotage the flaps.