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".
Entering the meeting room where Curnow and Campbell are talking will trigger a timed event. You have only a few seconds to decide how you want to handle Campbell. For sure, you will want to find a place to hide motionless under the table where the wine cups are is a good spot. Using a sleep dart on Campbell is also a good idea, if you can't wait to see where he goes.
Hiding under the table where the wine cups are placed puts Corvo in a good spot to pick-pocket the journal without much trouble. For the meeting room, opt to switch the glasses of poisoned wine killing Campbell , or spill the wine saving both for Clean Hands. The latter option will usually have both men retire to Campbell's secret Bat-cave.
Saving Callista's "Uncle" Curnow may require you to clear some Overseers outside and inside. For the most part, he's very capable of fleeing pursuers, but lucky shots from alerted Overseers may kill him. Disabling alarms in the hallway using Rewire Tools will go to great lengths to stemming the tide of enemy spawns.
Once Uncle Curnow leaves the front gate of the Overseer compound and steps into the stockade area that Martin was being held, you complete this task. With Campbell's journal in hand, you can escape the mission by locating Sam the boatman in the base's "backyard". However, there is plenty more loot and Outsider relics to collect. The "backyard" is accessed in the Overseer Compound's first floor; the door can be Blink'ed to to avoid detection by the tour group.
The Overseer Workshop has a ton of material for you to take. The safe is in the second area, 'Drawbridge Way', of the misson. Blink or climb up the building. The safe has a rune in it, so you can follow your heart. The safe is behind a painting in the destroyed building outside the Sokolov mansion where the prisoner pen is. If you help the prisoners escape they will tell you where it is and give you the combination.
Inside the building that safe 6 is on the outside of. After getting safe 6, either blink or climb around and go down one floor. The safe is lying on it's back and is unlocked. The safe is under water in the abandoned building near the start of the second area where Duad's base is. When walking on the wooden bridge, look down on the left. You can see bubbles coming up above where you need to jump into the water and dive down, following the stairs and though a door, then down another level while under water.
The safe is in Old Port District sewer. It has a Bone Charm inside, so easy to find with your Heart. Mobile Version Contact Privacy. This is the Dishonored 1 Guide, For the Dishonored 2 guide, click here. A training dummy is used as a placeholder for the apparition. When Corvo Attano first enters the bunkhouse, three Overseers will be inside, one of whom has the plague.
If Corvo's chaos is low, the infected Overseer will beg the others to kill him, and they will do so as a show of mercy. If Corvo's chaos is high, the infected Overseer will try to deny his illness, and the other two will viciously murder him.
Searching the compound, the bunkhouse in particular, will reveal much about the internal politics of the Abbey and interactions between Overseers. A note found in one of the bunkhouse post boxes hints at a possible homosexual relationship between an Overseer named Windham and a civilian named Darion.
Another note from Thaddeus Campbell to an Overseer named Edmund reveals the location of Campbell's secret room, as well as the function of the Heretic's Brand. Several drafts of a letter to High Artificer Bartholomew from an Overseer named Humphrey can be found crumpled beneath one of the bunks.
A note from Hound Master Warton to High Artificer Bartholomew reveals that Corvo came very close to having to contend with exploding wolfhounds. Yet another note found in the workshop reveals that the Overseers have been able to obtain several of the crossbows used by Daud's assassins. However, the Overseers are not competent with them, so efforts to integrate them into the Abbey's arsenal have been scrapped.
A letter in one of the post boxes warns an Overseer named Overseer Berthold that evidence of his sister's "involvement in witchcraft" has been discovered, and urges him to flee the city with her. If Corvo visits the walled-off area of the back yard, he will witness Berthold attempting to protect his sister from fellow Overseers that have come to abduct her.
Corvo can choose to intervene, but will have a limited amount of time to do so. The combination to the safe in the bunkhouse can be obtained in three different ways: it can be found in a note in the mess hall, under the bed next to the safe, or if Corvo chooses to save Berthold and his sister from the Overseers, they will tell him the combination as a gesture of thanks.
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