Infiltrating the High Overseer Campbel's building | Mission 2 - High Overseer Campbell Dishonored Guide
Last update: 11 May 2016
You can infiltrate the High Overseer Campbell's building in many different ways. The most obvious is using the main entrance (the above screenshot). It is not as bad an idea as it may seem, because the main entrance is not guarded by anyone.
A very interesting way to infiltrate the building is to reach the window sill on the first floor (the above screenshot). You may do it by climbing up on the left of the main entrance. What is even better, some of the opened windows lead directly to the meeting room, so you should choose this way of handling matters if you want to deal with Campbell quickly.
I definitely advise against taking the Back Yard located to the left of the Overseer's building. The point isn't that it is guarded by two guards, because you can easily go around them or overpower them. The point is that you will have to cross the yard anyways on your way back, after you eliminate Campbell. As a result, that's when it's the best time to decide for a thorough exploration (more about that in the Reach the Yard subsection).
I recommend reaching the building through sewers, especially that the entrance to the sewers is located right next to the precinct and the large gate that you have just gone past (the above screenshot). Do not forget to loot the enemy standing on the grate, on your way through. He has as much as 100 pieces of gold (requires using teleportation). Also keep your eyes peeled for bolts and a Sokolov's health elixir.
You should eventually reach a basement room (you can also reach it going from the side of the square) and there's also a door leading to Kennels (the above screenshot). I recommend going there, because not only will you reach the Overseer's building, but also you'll find a considerable loot.
The Kennel is patrolled by three guards, but only one of them will prove to be a formidable opponent, since he is accompanied by a hound (the above screenshot). The main difficult is that the dog remains behind the guard at all times, so you cannot get it from behind to kill it or overpower. I recommend dealing with this type of situation by neutralizing the guard with a sleeping bolt, and then, immediately, take care of the dog (it's also highly recommendable to use a crossbow)
If you do not want to eliminate the enemies occupying the Kennel, you fortunately, can walk along pipes hanging below the ceiling (the above screenshot) and reach the location's other side.
If it's possible, you should definitely explore the entire Kennel. You should notice that, by using levers on the walls, you can open individual cages. Note-you should be careful with cages with hounds in them. I recommend eliminating the dogs (with your crossbow or pistol) before you open them, thanks to which you will avoid fights at close quarters. Turn your attention especially to the cage with a sick hound in it, in the corridor to the right. You can open the cage and wait for the dog to kill all of the enemies.
The list of the things to be found in the Kennel is considerable, and it includes food, gold, bolts, two spring razors, ammo, Sokolov's health elixir, Piero's spiritual remedy, a warning(Do Not Use This Lever), a note (Sick Hound), a letter (Loot Cache) and three books. It is worth noting that, initially, two of the cages are inaccessible. You need to get to one of them from the ceiling's side (by walking on pipes. The other can be accessed only if you find a loose lever and put it into the right slot.
Your attention will also be drawn to the locked door located to the right of the starting point (the above screenshot). The combination required to open the door is contained in the documents you found I the Kennel - it's 217. Warning - behind the door there are rats and its best to get out of their way once they get out. I also recommend hiding the bodies of dead/unconscious guards in cages, just in case the rats got at them. In the locked room there are a rewire tool, bolts, gold,sleeping bolts, Piero's spiritual remedy and two Sokolov's health elixirs. Regardless of how much time you devote to explore the Kennel, you eventually need to reach the other end of the locationto find the door leading to the High Overseer Campbell's building.