Where is overseer campbells secret room
Go through the kennel to the door on the other side. After exiting the kennel through that door, Holger's statue will be right next to you. There are other, simpler ways to reach the sanctum, but that's just how I found it. If you're upstairs, go down the east stairs. At the bottom is a door on the north wall. If you look at the map at the top of the stairs it's listed as 6. Go down the stairs and through another door. There you'll find a door to the kennels.
Don't go there. Look around the room until you find a bust with a sparkly eye and give it a poke in that eye. A sealed door will open leading to Campbell's Secret Chamber. OR If you're in the backyard, go up the stairs near the alarm to a well lit room. Go through the door there, 5 on the map, and horseshoe around to your left and go through the next door, 6.
Go down the stairs and through the door. Go through either to find two more doors, one leading to the sewers and one to the kennels. Take the door to the kennels and go to the other exit not the locked door, combination at the end of the hall. This will take you to the room at the bottom of the stairs leading from door 6. Don't go that way. Look around for a bust with a shiny eye and push the eye to access the Secret Chamber.
You can also figure it out by attacking him without killing him. He will run straight to his secret room. No I just found it eventually. There is actually a clue in the backyard, in the room where the guards sleep. One of them has received a warning from the High Overseer telling him to stop looking for the chamber, and stop fidling with the statue.
Skip to content. This guide shows you where the secret room is: One of the ways you can enter the area is through the Kennels. All you have to do is push the eye of the statue: This is the video that shows you how to get there from the main entrance:. Rate this:. Share this: Tweet. Share on Tumblr. Like this: Like Loading Bookmark the permalink. She wants you to poison the Bottle Street gang 's illegal distillery. To do that, you need to enter Dr.
Galvani's offices, take some rat viscera, and drop it into the distillery's vat. The next few sections assumes you complete some other tasks while attempting to commit an act of bio-terrorism. Griff is a merchant of ill-repute in Dunwall. Rescuing him from the Bottle Street gangsters in the High Overseer Campbell mission will allow you to purchase items from him in that mission and the following mission House of Pleasure.
The two thugs will split up after a little while. One thugs publicly urinates at a dumpster while the second walks around the corner to have a smoke.
Choke out the smoker first, drop his body, and take out the pisser before he finishes. You can then break Griff out of his "prison" and deal with him as you would Piero. Note that Griff sells two blueprints. You can skip the Sokolov Elixir blueprint if you like you can find it for free a few missions later, in Sokolov's lab. However, you should know your performance will be saved to the "Mission Saves" on your storage device.
The doctor's office is marked on your map if you take up Granny's offer. Galvani is not home, but his place is occupied by four guards one personal guard and three City Watch and he has a maid.
Three of the City Watch are on the first floor, patrolling different hallways. The personal guard will move to the third floor after he is done speaking to the maid. The maid seems to move into the bedroom first, then elsewhere. Taking out all five NPCs will give you a free run of the place. There's nothing really of note in Galvani's office except the diseased rat viscera.
However, the items in the home bullets, potions are helpful and lets you build up a stock of those items. The viscera is in his secret lab, which you can open using a fake book on a bookshelf. Galvani's Safe Combination is The Distillery is heavily guarded, and if you proceed past the guard at the bottom of the stairs, you start a gang war. Instead, take the pipes that lead you up and over the main yard and to the entrance of the brewery building. For Ghost , you may want to skip this mission altogether, although there is a charm to be grabbed if you bypass all the security.
And if you proceeded that far, you're in a good spot to complete Granny's mission and then escape. For Clean Hands , you simply need to out-choke all the enemies in the building or at least the majority of them to access the distillery. Before you decide to poison the whole batch of "fake" Sokolov Elixir, if you need a few bottles of red potion, fill them up now and stock them.
Otherwise, poison the whole batch and leave for Granny. Speak to her and she'll give you her final rune for this mission. The only entrance to the Overseer Compound area is the front door, so do your best to avoid the thugs past the underpass, or disable the second Wall of Light. For Ghost , the underpass is the best option, unless you are absolutely sure you can choke out the City Watch by the forcefield so you can yank out the power cell.
Before entering the Overseer's base and change maps , it would be prudent to check around using the Heart once more. There should be something out of this world nearby. Overseer Martin, an ally of the conspirators, will need to be rescued, or you cannot complete the mission Campbell never opens his meeting chamber doors. Choke out the Overseer guard and operate the lever to free Martin.
Blink over the gate and enter the Overseer base. If you completed Granny's missions, you should have enough runes to purchase Agility at the basic level and be able to jump pretty damn high. Couple that with Blink to reach the ledges on the side of the building to gain entry. You will bypass the basement, the kennels, and most of the first floor of the base. Alternately, you can try sneaking past the complex's guardhouse; outside, there is a sewer drain running under the street in front of the Overseers complex that leads to the kennels see below.
As yet another option especially if you Blinked to the second level ledges , you can Blink across the street use the streetlights and ledges as Blink destinations to go past the main entrance and into a side street or alley that leads to the "Backyard" map. From the backyard, you can gain entry into the Office of the High Overseer; in fact, the map portal connecting the backyard to the compound's interior is right next to the stairs which has the portal between the kennels and the compound.
The kennels are an optional area for exploration. There are a few loose items in the storage cage, and the locked door, but probably not worth the trip if you do not wish to be detected. If you don't care about detection, you may want to drop by to loot the place. Campbell has a secret Bat-cave room in the map "Overseer Compound". Locate the door from the compound to the kennel; directly across from the door is a statue's head.
Press the left eye to open the chamber. Locate the door to the kennel in the Overseer Compound and click on the eye of the bald moustache guy statue to open a secret door. The rune is inside. Discrediting Campbell - instead of repeatedly shoving a sharp metal object through his body - will require you to read about the "branding" process in the Archive or the Interrogation room the latter's key is on a guard who patrols near the room's entrance.
Once you have the instructions, take the brand from the Interrogation room, and clear a path on the second level of the Overseer Compound. You need to clear a path knock out or kill all enemies since you will be carrying an unconscious Campbell to the interrogation chair to brand his ass.
Naturally, you will want to prepare a path before you enter the Meeting Room, or you will have to fight while carrying Campbell to the "incredibly comfy chair".
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