Graphics by ixii.

If you have any questions or comments, please visit the discussion thread 

OVERVIEW:
** Difficulty Note: The 5/10 difficulty rating is not for difficulty in the common sense, but rather in just discovering all of the clues, finding all of the necessary routes, etc., on your own, without any guide or outside source.

 
Please see the Vampire: The Masquerade – Swansong ~ Complete Walkthrough for a full game Walkthrough that takes you through the whole story, including all possible choices and routes, and so much more!


INTRODUCTION:
Vampire: The Masquerade – Swansong, developed by Big Bad Wolf Studios (creator of the recent, highly-reviewed episodic game The Council) and published by Nacon, is a very unique title when compared to the others in the Vampire: The Masquerade series and the greater World of Darkness universe in general. This is especially true when compared to both Bloodlines and the –of New York VN series. In overall style and gameplay, Swansong appears to be a mix of elements from both, their RPGs and VNs. Like in RPGs, you control your character; explore and interact with the world around you; have character customization like Attributes, Skills and Abilities, Traits; and more. And like VNs, the game is heavily story-based and is primarily told in dialogue (the vast majority of the game is spent simply talking to people), with multiple dialogue options and several decisions that lead to different outcomes, and, eventually, different endings.

Overall, while Swansong's greater story setting and world information fits in quite nicely into the World of Darkness framework, it's a completely unrelated story to any of the other previous titles.

Throughout the game, you will take turns playing 3 different characters: Emem, a female Toreador who dislikes the Court and can be brash; Galeb, the Ventrue protector of the Camarilla (the main group of vampires in Boston); and Leysha, a mother and Malkavian seer whose visions are important to the Camarilla's leader, Prince Hazel. Each has their own tale to tell, but how they act and respond to the world around them, and whether they survive, thrive, or fall, is entirely up to you.

GLITCH WARNING [UPDATED 07/02/22]: Due to the fact that there are numerous glitches in this game, they are too many to be named here, so please see the V:TM-Swansong's Master List of Glitches thread for a complete list. ​​​UPDATE: On July 2, 2022, Patch 1.05 was released that fixed many (but not all) of the various glitches in the game, supposedly including the game-breaking glitch in Scene 07. So as long as your game is up to date, you should be okay. Any remaining glitches are mostly small things that are easily fixed.


WALKTHROUGH:
Swansong's gameplay is split rather equally between exploration and dialogue scenes. The only thing close to combat that exists here are "Confrontations", which is just basically a conversation with correct and incorrect answers, most of which have serious consequences for winning and losing (see Polite conversation trophy_silver.png for more). As a game without combat or platforming, the controls are simple enough to understand. The game has many puzzles to solve in the sense of finding the right codes needed, putting together clues, using your abilities on the environment to discover secrets, and much more. To get as much story as possible, you should speak to every character you can, and go through each dialogue option; and click on every interactive part of the environment, as well as taking every item you find. 

A major part of how you interact with the world at large is your powers; your Attributes and Disciplines. These give you both in-world powers that affect exploration, as well as dialogue powers that have several important effects, such as getting new information or making a character do what you want, and more. Both Attributes and Disciplines really determine how you play and have an effect on every part of the world and its gameplay.

Each character has their own Attributes, Disciplines, Talents, and Traits, all of which offer new options in dialogue; for example, having points in Persuasion, Intimidation, and more, all give you unique opportunities in conversations, Confrontations, and in the game as a whole. In addition, during your introduction to the game, you will be able to choose between a few pre-made playstyles (Investigator, Jack-of-all-Trades, or Veteran) and "free", which lets you choose whatever you want to do with your 130 starting XP points. For more information on all of this, please see the Powers & Abilities section in the Swansong – Complete Walkthrough guide.

When you first begin, for the duration of Scene 01, the game will automatically switch between the 3 playable characters. After that, the game gives you the option of which Scenes to do in what order. Once you've completed all 3 characters' first individual scenes, the game returns to the 3-in-1 for Scene 05, but from that point on, all Scenes will be purely individual ones.

This is the breakdown for all Scenes (aka Chapters) in the order this Guide follows:
(Click the link to take you to that Scene's section in our Complete Walkthrough guide.)
  1. Scene 01: All – Prince's Quarters
  2. Scene 04: Emem – "Unknown" (Jefferson Library)
  3. Scene 02: Galeb – Moore's Apartment
  4. Scene 03: Leysha – Loft
  5. Scene 05: All – Prince's Quarters
  6. Scene 08: Emem – Anarch Domain
  7. Scene 06: Galeb – Long Island
  8. Scene 07: Leysha – Red Salon
  9. Scene 10 Part 1: Leysha – S.A.D. Base
  10. Scene 11 Part 1: Emem – S.A.D. Base
  11. Scene 09 Part 1: Galeb – S.A.D. Base
  12. Scene 11 Part 2: Emem – S.A.D. Base
  13. Scene 09 Part 2: Galeb – S.A.D. Base
  14. Scene 10 Part 2: Leysha – S.A.D. Base
  15. Scene 11 Part 3: Emem – S.A.D. Base
  16. Scene 10 Part 3: Leysha – S.A.D. Base
  17. Scene 09 Part 3: Galeb – S.A.D. Base
  18. Scene 12: All – Epilogue
  19. Clean-up Phase: Characters' Endings
(The Scenes marked "All" are the ones in which the game will decide which character you play and when.)

NOTES:
Cloud-Save Method: For the Platinum, you would need to play through at least twice, but this can be greatly shortened by using a specific cloud-save method to redo each major decision, choosing the opposite of your choices during your first run. First, you'll need to turn off your auto-upload to the cloud. When the time calls for it, you'll: 1) Save and quit the game, 2) upload your save to the cloud, 3) go back in and make whatever choice to get the trophy, then 4) quit the game and re-download the save, and finally 5) go back and choose the next decision. Rinse and repeat as needed.

SPOILER WARNING: The trophy descriptions contain quite a few spoilers, especially those for the important decisions made throughout the game.

DLC ITEMS: There are 3 DLC items you can buy, all of which can be purchased individually or as part of the Primogen Edition. #1: is an outfit pack with 1 for each character (equipable via Menu > Settings > Bonuses), #2: A piece of gear for each character, which you'll get after Scene 01. #3 is the Victoria Ash DLC; this introduces an extra NPC character to the game for you to meet, who gives you a quest to do that is otherwise not present in the game. You'll meet her periodically throughout the game with your first meeting coming in the very first Scene. She's not involved in any trophy though, but it's a nice, small addition that gives you a handful of extra story about the rest of the world outside just the Boston Camarilla where you're based.


Step 0: Play blindly. (Optional)

If you have the time and want to truly experience this amazing game and get the real challenge of solving the puzzles on your own, which I highly recommend, then complete a playthrough blindly without a guide. While this will add on several hours to the Platinum time, once you complete the game for the first time, you can use Skip (hold square.png) to skip all dialogue and cutscenes. Between that and Level Select further shortening the necessary clean-up, it's absolutely worth playing for real, on your own. However, I would suggest noting down the important decisions you've made so that you can get the alternative choice's trophy later on.

PS: If you want to solve puzzles yourself, a notebook is really handy to use, as this game has a lot to keep track of, and many subtle clues or codes hidden everywhere.

Step 1: Play the game as you please, but either use the cloud-save method to get multiple decision trophies in one go, or leave it for a second playthrough.
Play the game however you want to, making whatever choices you want to, whether that's in your attributes or skills, or in conversations. If you're going to skip doing the save method and instead leave alt routes for the clean-up or a second playthrough, just make sure to note down or remember which decisions you made so that you can quickly make the opposite choices later on.

For the fastest Platinum and/or to get as much story as possible, you should follow our Complete Walkthrough as you play. There are many missable trophies, so among many other things, this Walkthrough ensures you won't miss anything, and gives you the best way to get the alternate routes without needing a second playthrough.

To avoid a potential major headache in the future, one thing you should really focus on in this Step is to: Make sure you don't miss any Safe Zones for “Meet me there” trophy_bronze.png, as it is definitely the easiest to miss and hardest to clean up, due to the way the game's Scenes, Level Select, and saving functions all work.

You should also keep the 3 trophies relating to maxing out a Skill's level and a Discipline's level in mind. You only need to max one of each, though, so getting these shouldn't be too difficult.

By the end of this step, you should have earned:

A gathering of beasts trophy_bronze.png 
“Are you scared now? You should be.” trophy_bronze.png 
World of Darkness trophy_bronze.png 
Swansong trophy_gold.png 
Neonate trophy_bronze.png 
Ancilla trophy_bronze.png 
Elder trophy_bronze.png 
Road of the Beast trophy_bronze.png 
’Proper’ vampires frown on this trophy_bronze.png 
Polite conversation trophy_silver.png 
You are what you eat trophy_bronze.png 
“Meet me there” trophy_bronze.png 
Parley trophy_bronze.png 
Mom of the Year trophy_bronze.png 
How could I forget? trophy_bronze.png 
No survivors trophy_silver.png 
Precision job trophy_silver.png 
The right dose trophy_bronze.png 
Black Rattlers trophy_silver.png 
The enemy of my enemy trophy_bronze.png 
A hard pill to swallow trophy_bronze.png 
I never want to see you again trophy_bronze.png 
Don’t pet the dog trophy_silver.png 
For the dead travel fast trophy_silver.png 
Detective trophy_silver.png 
Face the music trophy_silver.png

Eat the liches trophy_bronze.png 
Promotion trophy_bronze.png 
“You’ve gone too far” trophy_gold.png 
My flesh and blood trophy_bronze.png 
Eternal Protector trophy_bronze.png 
“My time has come” trophy_bronze.png 
“Let us show them the power of immortality” trophy_gold.png 


Step 2: Get the individual bad Leysha endings as well as the game's Bad Ending.
Now that you've completed your first playthrough and gotten the game's main, good ending, it's time to get all of the remaining alternate endings and the game's overall Bad End. The number of remaining individual endings is highly dependent on whether you followed our Complete Walkthrough and used the cloud-save method to do the alt routes on the spot, rather than saving them for a second playthrough.

You'll need to start by using Level Select to go to Scene 10 Part 3: Leysha – S.A.D. Base, where you'll have to do 2 different bad endings in a row to get the Despair has its own calms trophy_bronze.png and From one prison to another trophy_bronze.png trophies.

Then, for the Bad Ending for “We will never forget them” trophy_gold.png, all 3 have to die. The fastest way to get them is by:
  1. Starting at Scene 10 Part 2: get Leysha's death via the Werewolf,
  2. Continue to Scene 11 Part 3: Emem's death via S.A.D. soldiers, and
  3. Finish with Scene 09 Part 3: Galeb's death via losing the Confrontation. (See the trophy for a complete walkthrough.)

By the end of this step, you will have earned:

Despair has its own calms trophy_bronze.png 
From one prison to another trophy_bronze.png 
“We will never forget them” trophy_gold.png 
Methuselah trophy_platinum.png



Step 3: Clean-up using Level Select.
Once you're completely done with the game the first time and have earned Swansong trophy_gold.png, you now have access to all levels via Level Select. If you missed any alternative decisions & routes, and/or did not use the cloud save-method, then now's the time to use Level Select to go back to the relevant important choices and this time go the other way. If there are any at all, those should hopefully be the only trophies left to earn, but if for whatever reason you missed some others, such as Safe Zones, you can also do those via Level Select.

Vampire: The Masquerade - Swansong Trophy Guide

Printable Guide
Show completed trophies
Show secret trophies

37 trophies ( 24  24  )

  • Unlock all the trophies.

    As always, earn all other trophies on this list.
  • Scene 1 complete.

    Story-related and cannot be missed.

    This trophy is for completing Scene 01: All – Prince's Quarters, the game's first level. See Scene 01 in our Complete Walkthrough for a detailed guide to seeing & getting everything you can in this Scene.

    Technically, you'll begin the game with a Prologue, but it's tied together with Scene 01; you can't load one without the other.

    You'll get this trophy after you've finished all 3 characters' parts, which will be soon after you get Galeb's Scene 01 Character Overview screen, the last of the 3.

    Afterwards, there will be one final cutscene to watch in which they each get their marching orders. Once it ends, you'll get this trophy, a final Overview screen, and then get to choose which character's level to do next.

    In this Scene, there are 2 Safe Zones for you to find for “Meet me there” trophy_bronze.png  You'll find both of them while playing as Emem, very early on. After you fill out her Character Sheet, you'll be given your marching orders from the Prince: find Journey and bring her to the Prince. After that discussion ends, you will be automatically transported to their in-house Bar or Lounge.

    Safe Zone #1 (Alcove): Both of these are small alcoves, each lined with red sofas, located within the Lounge area, off to the sides of the bar. The 2 Safe Zones are facing each other. All you have to do is take a couple steps inside each to 'discover' them.
    Safe Zone #2 (Alcove): (See above.)

    Now that Scene 01 is over, you will be able to choose which Scene to do next. The order in which you choose to complete these levels does not matter, as you will eventually do all 3. Feel free to choose a different order, but this Guide & Walkthrough follows the order they are presented to you in-game: 
    1. Scene 04: Emem – Unknown (Jefferson Library)
    2. Scene 02: Galeb – Moore's Apartment
    3. Scene 03: Leysha – Loft

    The game presents Scenes in the order of Emem > Galeb > Leysha, but for some strange reason, it does not number them in that same order, but rather Galeb > Leysha > Emem. Still, this whole Guide always follows the order presented by the game, not by the Scene's #s.
  • Story-related and cannot be missed.

    This trophy is for completing Scene 05: All – Prince's Quarters. See Scene 05 in our Complete Walkthrough for a detailed guide to seeing & getting everything you can in this Scene.

    Once you've finished doing Scenes 02, 03, & 04 in whatever order you choose, all 3 main characters will converge back at their headquarters for this Scene. 

    There are two very important notes regarding this Scene:

    READ BEFORE BEGINNING – GALEB: If you want to go for the Best Ending, you'll have to choose Berel over Kaius (explained below), and you'll have to win a Confrontation against Berel. To do that, you will need either Intimidation Lv.2 or Rhetoric Lv.4 Obviously, the Lv.2 in Intimidation is much easier to have, as it requires far less XP points, so it's definitely better to go with Intimidation here, unless you have already been working on his Rhetoric and just really want it.
    So at the start of this Scene, when you're filling in your Character Sheet, just make sure you have what is required, whether you choose Intimidation or Rhetoric, otherwise you won't be able to win; the decision in question comes during the final Stage, and losing the final Stage will always cause you to lose the whole Confrontation.

    READ BEFORE BEGINNING – LEYSHA: At the end of her portion, you will be given a choice: Take the treatment (and lose Halsey), or refuse and keep Halsey with you. The game does not give you any hint as to what will happen, but it does have a very substantial effect, beginning in Leysha's next Scene (Scene 07: Leysha – Red Salon). You can choose whatever you want to. If you choose to take the treatment, Halsey will disappear. To fully experience everything in the story however, you'll want to choose the "NO, Halsey stays with me!" option. It could very well have an effect on future trophies, so it's best to keep Halsey.
    ***
     
    In this Scene, there are 4 Safe Zones in total for you to find for “Meet me there” trophy_bronze.png. You'll find the first 2 while playing as Galeb, and the second 2 while playing as Emem. Actually, Safe Zones 1 & 2 are the same exact ones as 3 & 4, but you have to get them both times, as they're not counted as their own when found on a different character.

    GALEB—
    You can get Safe Zones #s 1-2 as Galeb at the very beginning of this Scene. You'll begin the Scene as Galeb, standing in the Lounge, speaking to Feng. After your conversation ends, go to both ends of the bar to get the Safe Zones:

    Safe Zone #1 (Alcove): Both of these are small alcoves, each lined with red sofas, located within the bar/lounge. They're the same kind of room you discovered back in Scene 01 as Emem, but this time, the 2 Safe Zones are on opposite ends of the room. All you have to do is take a couple steps inside each to 'discover' them.
    Safe Zone #2 (Alcove): (See above.)

    After you get the Safe Zones and walk out of the Lounge, you'll get a call asking you to visit Kaius. You won't be able to do both, so you'll need to choose. As mentioned above, it's highly recommended that you choose to go to Berel instead, but it's entirely up to you, as it won't affect the trophies. If you choose Berel though, here are the correct answers to win the Confrontation: 

    Confrontation with Berel: (2 misses allowed)
    1. Stage 1: Option 4: I know he saw her here!
    2. Stage 2: Option 1: Let me worry about her.
    3. Stage 3: Option 1/2: Defend if you can, if you have a high enough Psychology level. If not, choose Don't defend and take the miss.
    4. Stage 4: Option 3: He's being disloyal.
    5. Stage 5:
      1. Option 1: Because I might lose my temper. (Intimidation Lv.2)
      2. Option 2: It would not be in his interest for this to get out. (Rhetoric Lv.4)

    EMEM—
    When you get to Emem's portion of the Scene, don't forget to get Safe Zones #s 3 & 4:

    Safe Zone #3 (Alcove): Both of these are small alcoves, each lined with red sofas, located within the bar/lounge. They're the same exact rooms you unlocked with Galeb, earlier in this section. They are across the room from each other; one to the left of the bar, and one to the right of the bar.
    Safe Zone #4 (Alcove): (See above.)

    Note: When you leave the bar, you'll have 2 options. Leave the Court immediately, or check out the Prince's apartment. Obviously you will lose out on both a ton of story, and a lot of XP if you simply leave now, so it's far better to stay and explore everything first. However, once you visit the Prince's office, you won't be able to come back down, so don't do that right away, especially as there are a few secret objectives in Emem's section, and doing them will reward you with a lot more XP points: snooping on both Berel and Hilda. 

    For Berel, you're going to want to first visit Abigal's office down in the semi-cubicle-like offices. Interact & read everything there, and you'll discover problems brewing between Berel and Abigail, as well as a nasty letter. On top of that letter is a key. Grab it, then head up to Berel's room upstairs. All you have to do is unlock his door with that key and the objective completes.

    For Hilda... While you're in the bar getting the Safe Zones, don't forget to speak to Hilda. When the option arises, choose to tell her about the memories you recovered back in Scene 04, because doing so will reward you with a Trait. When you finish talking to Hilda, she'll sit at the bar and she places a key next to her. However, you can't simply pick it up. You'll need to use Celerity Lv.2. (If you don't have Lv.2, you can use a Tremere Concoction consumable to level you up for just that 1 action. You should have several.) First, turn on Celerity vision by pressing l2.png (L2), then click on the key to take it, which will cost 2 Hunger. Once you've got it, head to her office and snoop around. Explore and interact with everything, especially Hilda's computer desk, a note on it, and her cell phone in the desk's drawer. It's locked, but all you have to do is drag the dots to form a backwards N. (Make sure you drag the line through each dot that's along the path of that N, otherwise it won't work.)

    Also, when you get to the end and go up to the Prince's room via the private elevator in April's office, if you saved Miley back in Scene 03: Leysha – Loft, you'll find her sitting on the Prince's bed. After you unlock and read the secret documents, go back to Miley and she'll fill you in a little more about each one you found.

    Prince's Room Puzzle:
    1. Inspect the sheet music and make note of the letters there, as this will come into play soon.
    2. Head upstairs and into the Prince's bedroom. After you've spoken to Miley and read the note nearby, grab the golden Miniature Swan from the shelf behind the bed.
    3. Go back out and place the swan in the empty circle in the Swan statue. Doing so will unlock a side panel with a key.
    4. Grab the key and use it to unlock the glass case that holds the books on her wall.
    5. Remember those letters from the sheet music? It was a code. The letters in order: BFDAC. Press the books in that order.
    6. It will unlock a secret panel below. Interact with the spot just below the books and a secret panel slides out, with 3 secret documents.
    7. After you've read each document, return to Miley and she will give you more information on each document you read.

    LEYSHA—
    Lastly, when you get to the end of Leysha's section, remember that the choice of treatment vs. Halsey is a very important choice, and you must choose Halsey if you want to experience the whole game and get this Platinum in the fewest playthroughs.

    When you do, you'll also get the Childer United Trait: -30 to the next experience cost for any Knowledge Attribute Skill. (Not certain whether there's a similar Trait reward if you choose the Treatment option instead.)

    Now that Scene 05 is over, you will be able to choose which Scene to do next. The order in which you choose to complete these levels does not matter, as you will eventually do all 3. Feel free to choose a different order, but this Guide & Walkthrough follows the order they are presented to you in-game: 
    1. Scene 08: Emem – Anarch Domain
    2. Scene 06: Galeb – Long Island
    3. Scene 07: Leysha – Red Salon
  • “SAD base” scene began.

    Story-related and cannot be missed.

    This trophy will pop automatically when you begin Scene 09 Part 1: Galeb – S.A.D. Base and view the opening cinematic.

    Despite the trophy's description, this is not your first Scene set in the S.A.D. Base. In fact, this will be your third, after Part 1 of Scenes 10 and 11, in that order.
  • Complete Vampire the Masquerade: Swansong.

    Story-related and cannot be missed.

    You'll get this trophy by completing the game for the first time, no matter which Ending you get, whether it's the Good or the Bad End.

    See our Complete Walkthrough for a detailed guide to seeing & getting everything you can in this game.
  • Increase a Discipline or Skill to level 3.

    Disciplines are special abilities you can unlock with experience points that grant you various powers in exploration as well as conversations and dialogue Confrontations. See Elder trophy_bronze.png for more on Disciplines and leveling them up.

    Skills refer to Attribute Skills, which you also unlock with experience points. These Attributes are divided between Dialogue, Exploration, and Knowledge Attributes. See Ancilla trophy_bronze.png for more on Skills and leveling them up.
  • Increase a Skill to the maximum level.

    Note: See the Powers & Abilities section in our Complete Walkthrough for a detailed description of each Attribute, Attribute Skill, and more, as well as tips on the best ones to use.

    Your character's Attribute Skills greatly affect your play-style as they give you access to far more dialogue options, interactions, and many opportunities to succeed in various ways, such as in Confrontations, and can very much affect your entire game. For example, your Security or Tech Attributes will determine your access to many safes & computers that often include vast amounts of information or items related to optional objectives, and the same goes for your Deduction and Education abilities.

    As mentioned earlier, Attribute Skills are split into 3 categories, based on function: Dialogue, Exploration, and Knowledge.

    To get this trophy, you'll need to level any Attribute Skill to the max, level 5, using experience points. In all likelihood, you'll get this in the last few Scenes of the game; probably somewhere around Part 3 of Scenes 09-11.

    All Attribute Skills start at 0 points* and have 5 levels. All in all, you'll need a total of 350 points to reach Level 5 in any Attribute Skill. (Level 1 costs 10 XP, Level 2 costs 30, Level 3 costs 60, Level 4 costs 100, and Level 5 costs 150.) That said, you'll never actually spend that much, because all 3 characters will receive numerous bonuses throughout the game that reduce the XP cost necessary for various Attributes and Disciplines. These bonuses usually come from Traits and Resonance bonuses.

    You gain experience points by completing objectives, but you don't get to use your XP and level up your Skills anywhere you want. Firstly, you will only receive the XP points at the very end of a Scene, as part of a Scene Overview screen which lists, among other things, all of your successful and failed objectives and bonuses. You gain XP for all items shown in the Successes list.

    Secondly, the only time you can use said XP is in Character Overview screens. These Character Overview screens only show up at the very beginning of each Scene, and only there can you use the XP you gained to unlock more Attributes and Disciplines.

    Dialogue Attribute Skills:
    1. Rhetoric: Identify and react to social conventions with ease.
    2. Intimidation: Bend your opponent's will, pressure them verbally, or even use physical force or threats.
    3. Persuasion: Convince others to agree with your point of view with logical arguments or by appealing to their emotions.
    4. Psychology: Convince others to do what you want by playing off their emotional weaknesses and behaviors.

    Exploration Attribute Skills:
    1. Security: Ability to pick locks and open mechanical safes.
    2. Technology: Level of familiarity with electronic equipment. Allows you to hack these devices to go undetected or gain access to information.

    Knowledge Attribute Skills:
    1. Deduction: Ability to make accurate inferences from one or more clues in the environment or in a dialogue.
    2. Education: Breadth of knowledge about human and vampire society, as well as the formal and occult sciences.

    * Note: The starting level of your Attributes depends on whether you chose one of the pre-made profiles (Investigator, Jack-of-all-Trades, or Veteran) or if you chose "Free" instead, which comes with all Skills at 0, and allocated your own points. All of the pre-made profiles come with points already distributed, so the starting point for each Attribute is different for each pre-made profile, whereas the "Free" one comes completely blank.
  • Increase a Discipline to the maximum level.

    Note: See the Powers & Abilities section in our Complete Walkthrough for a detailed description of each Discipline and more, as well as tips on the best ones to use.

    See Ancilla trophy_bronze.png for more about how to gain experience points and where and how to use them.

    Disciplines are special vampiric abilities which are usually dependent on Clan. Because of that, you don't choose; each character has their own 3 Disciplines which you can level up. Each character has 1 special Discipline that only they have, and 2 other Disciplines that are shared with 1 other character, adding up to a total of 8 Disciplines across the 3 characters. Each Discipline comes with its own small skill tree with several related abilities that you can unlock.

    To get this trophy, you'll need to level any Discipline to the max (level 5) using experience points. In all likelihood, you'll get this in the last few Scenes of the game; probably somewhere around Part 3 of Scenes 09-11.

    All Disciplines start at Level 1 and have 5 levels. (Level 1 is free, Level 2 costs 45 XP, Level 3 costs 90, Level 4 costs 120, and Level 5 costs 180.) Counting just the base costs, you would need a total of 435 points to reach Level 5 in any Discipline. That said, you'll never actually spend that much, because all 3 characters will receive numerous bonuses throughout the game that reduce the XP cost necessary for various Attributes and Disciplines. These bonuses usually come from Traits and Resonance bonuses.

    All Disciplines:
    1. Auspex (Emem, Leysha): Supernatural perception. Once activated, it heightens your 5 senses and allows you to see possible futures and read your enemies.
    2. Celerity (Emem): Discipline that allows you to traverse the environment at high speed and slows down your perception of time.
    3. Presence (Emem, Galeb): Discipline tied to charisma. Ability to influence the emotions of those around you.
    4. Dominate (Galeb, Leysha): The ability to command others and turn them into puppets.
    5. Fortitude (Galeb): Physical and mental supernatural resilience.
    6. Obfuscate (Leysha): Discipline that allows you to move around undetected and to mimic someone else.
  • Start and win a confrontation while you’re hungry.

    Note: See the Confrontations section in our Complete Walkthrough's Glossary for a detailed walkthrough on Confrontations.

    Your Hunger meter is the second meter at the top-left of your screen, represented by purple drops, and is also known as "Vitae". The more drops you have, the higher your level of Hunger. You get hungrier each time you use a Discipline's ability, and how many drops you earn each time is dependent on various factors, primarily your Skills & Disciplines and their levels.

    It is vitally important that you do not allow your Hunger meter to max out, otherwise your character will lose control and attack and kill random people, almost certainly exposing you to suspicion and a possible breach of the Masquerade, depending on location. The only way to lower your Hunger is by feeding on blood. In most cases, that will come from luring "vessels" (AKA humans who are often specifically sourced [read: trafficked] for this purpose) to Safe Zones to feed on them. You can also feed on rats (see ’Proper’ vampires frown on this trophy_bronze.png), but aside from doing it for the trophy, that is usually a last resort when there aren't any humans around, since rats remove far fewer Hunger points than feeding on humans does.

    For this specific trophy, you're going to need to start a Confrontation while you're at a high hunger level and win. (See Polite conversation trophy_silver.png for more on Confrontations.) It seems anything above 5 Hunger should do the trick.

    It's quite easy though, and, in all likelihood, you'll get this naturally as you play, so you shouldn't worry about it. In fact, you will likely get it during Stage 03: Leysha – Loft while you are investigating the crime scene at the party.
  • As the description states, you'll need to sate your hunger by feeding on a rat. The first time you can earn this trophy is relatively early on, in Emem's first solo level, Scene 04: Emem – "Unknown" (Jefferson Library)

    After you've finished Scene 01 (see A gathering of beasts trophy_bronze.png), you'll be given the option to play as one of the 3 playable characters. You can do these in any order you want. Once you start Emem's level, the Scene begins with her locked in a prison, desperately hungry. Look around the room and you'll find a rock on the floor by the left wall (facing the door). Press cross.png to examine it and 3 rats will come running out. Feed on all 3 so that you can replenish your Hunger and drop it down to 2 purple drops. As soon as you feed on the first rat, this trophy will pop.

    While the game will tell you that feeding on rats will increase your Suspicion meter, you can safely ignore that. Despite eating many rats throughout the entire game and remaining high on the Suspicion meter, nothing ever happens and it's nigh impossible to actually reach the end of the meter. Plus, once you've eaten enough rats, you get bonuses that greatly negate the additional Suspicion, all the way up to completely erasing it entirely.

    In addition, it's far better to gain additional Suspicion or a negative trait than it is to max out on your Hunger and lose control of "the beast" and kill something, so you should definitely feed on them if your Hunger meter gets high, and don't worry about any negative effects.
  • Win a confrontation without using a Discipline.

    Note: See the Confrontations section in our Complete Walkthrough's Glossary for a detailed walkthrough on Confrontations.

    "Confrontations" are essentially this game's form of combat, just without the combat. Think of it like a card game's combat, but purely by text. Many times throughout the game while you're in a conversation, some of your options will involve using your attributes, Skills, and/or Disciplines to win against the other person's attributes, powers, etc., to get the outcome, or something you want, such as information, and these options are often tied to optional objectives or bonuses. A Confrontation is similar, but a more intense version, and each one can have a large impact on the story. 

    To win or lose a Confrontation involves many factors, but Attributes & Disciplines offer a variety of ways to improve your chances at succeeding. For this trophy however, you will need to win a confrontation without using a Discipline. It won't be that hard, although it can depend on your Attributes and Traits. More than likely, you will need to use your Focus to win certain Stages, which costs Willpower points, so keep an eye on your meter (the first meter on the top-left of your screen, made up of a row of blue diamonds).

    Every Confrontation has "Stages", the number of which is different in each one. Each Stage ends with either a Success or a Loss/Miss. There is a maximum number of misses allowed for each one, and if you exceed it, you lose the whole Confrontation. According to the game's little tutorial, "To win a Confrontation, you must make it to the Final Stage and win. In the case of a Miss during the Final Stage, the Stage is repeated until the Confrontation is won or lost." Essentially, if you get a miss in the Final Stage but haven't lost yet (you haven't gone over your max misses yet), you will enter a "Last Chance" Stage. If you succeed in it, you'll win. If not, you will keep going until you either win or run out of misses and thus lose.

    A good majority of Confrontations offer 1 correct white answer per Stage (i.e. answers that don't require any Attributes or Disciplines), so this trophy should be pretty easy to get. Generally speaking, if a Stage doesn't have a correct white answer, 99% of the time it's a Confrontation that allows more than 1 mistake, so you can lose that Stage without losing the entire Confrontation.

    Either way, when you win a Confrontation without using a Discipline, you'll get this trophy. Remember, options that use the blue Attribute Skills like Intimidation or Education, which cost Willpower, are fine; only options that use the purple, Hunger-causing Disciplines are forbidden for this trophy.
  • Get one resonance with each character.

    You earn resonance bonuses by feeding on people, so to get this trophy, all you have to do is use Feed on a human once on each main character. Note: See the Feeding & Hunger section in our Complete Walkthrough's Glossary for a detailed walkthrough on Feeding and the Resonance bonuses.

    You'll earn this trophy by the time you've finished each character's first individual Scenes (i.e. Scene 02: Galeb – Moore's Apartment; Scene 03: Leysha – Loft; Scene 04: Emem – "Unknown"), assuming you Feed on at least 1 person in each level.
  • Find all the Safe Zones.

    HIGHLY MISSABLE – Probably the easiest trophy to miss and the biggest pain to clean up if missed.

    TIP: If you follow along with our Complete Walkthrough, you should easily get all Safe Zones in your one playthrough.

    Safe Zones (marked by a green diamond) are places where you can feed safely, without worrying about others seeing you and breaking the Masquerade. (Note: You can only Feed once per Safe Zone.) There are a total of 24 Safe Zones in the game. You'll find the first one automatically as part of the introduction, not long after you begin.

    For the most part, you can tell how many Safe Zones exist in that level, how many you've found, and how many have already been used (i.e. contain victims you have fed on), simply by opening the Pause Menu (press Options) at any point. They will be listed on the top-right side of your screen. Green diamonds mean found and unused Zones, red diamonds are Zones you've found and already used, and black diamonds are undiscovered Safe Zones.

    However, please note that only Safe Zones in discovered areas will show up on the list. There are a handful of Scenes that have multiple areas, and so undiscovered Safe Zones in areas you have not yet been in will not appear on the list, so don't blindly depend on it. Despite that, the pause list is still definitely worth checking, at minimum before you leave any Scene to make sure you've gotten them all. 

    See the list below for all Safe Zones: 

    NOTE: As usual, the following list is in the Emem > Galeb > Leysha order that's presented in game, not based on Scene #, so that it remains consistent with the rest of this Guide and a full game Walkthrough.

    SCENE 01: ALL – THE PRINCE'S QUARTERS: (Total: 2)
    Safe Zone #1 (Alcove): After you finish speaking to Prince Hazel, you'll head to Sylvie for a drink in their Lounge Bar. There you will get your introduction to Safe Zones. This one is a little Alcove, a small room lined with red sofas on either end of the Lounge.

    Safe Zone #2 (Alcove): The second Safe Zone is the other alcove facing the first one.


    SCENE 02: GALEB – MOORE'S APARTMENT: (Total: 3)
    Safe Zone #3 (Gardening storage): Galeb's first level. Looking towards the body, go to the back of the room and turn left. The hallway has a ton of plants and a door leading towards the garden/greenhouse. On the wall opposite of the plants, the first door is the bathroom, but the second (& last) door at the end leads to this Safe Zone. It has some potted plants on shelves.

    Safe Zone #4 (Archives): First, you'll need a Key to the Archives, which you'll find in the top drawer of Moore's desk, located in Moore's office. In the Archives room, there's another door at the end. Go through there and you'll be in the Safe Zone. Note: Immediately to your right upon entering, you'll find one of the items for your objectives: Dajan Saka's file.

    Safe Zone #5 (Staff locker room): This one is located down in the parking garage, so first get the Elevator Key from Moore's caretaker. (If you want to get the Parley trophy_bronze.png trophy, remember to head down to the garage and do all this before discovering Moore, as doing so ends the Scene.) Go to the very end, there'll be an arrow pointing at the door. Go through there, then straight to the door on the opposite wall in front of you.


    SCENE 03: LEYSHA – LOFT: (Total: 4)
    Safe Zone #6 (Dressing room): When you start this Scene and walk down the hallway, it's the very first door to your right. It's just before the two offers blocking your way under the crime scene tape.

    Safe Zone #7 (Bathroom): In the hallway just before the scientists wearing hazmat suits, with a neon triangle lit at the end. The door to the left leads to the kitchen, and the bathroom Safe Zone is the door at the end, on the right.

    Safe Zone #8 (IT room): Immediately to the right just before the wall that you use Remove Obfuscate on to unveil a door, wherein you discover a couple dead people and Natalie.

    Safe Zone #9 (Laundry room): You'll get this one automatically as part of the story. When you cross under the second set of crime scene tape by copying & using a Hazmat disguise, Halsey will pull you into this room for your 3rd Confrontation with her. (See Mom of the Year trophy_bronze.png for more.)


    SCENE 05: ALL – PRINCE'S QUARTERS: (Total: 4)
    Safe Zones 10 & 11 are the same exact ones as Safe Zones 12 & 13. The only difference is you'll get the first set while playing as Galeb and the second set as Emem. (They're also the same type of rooms as the very first Safe Zones you got in Scene 01.)

    Safe Zone #10 (Alcove): You can get Safe Zones #s 10-11 as Galeb at the very beginning of this Scene. You'll begin the Scene as Galeb, standing in the Lounge, speaking to Feng. After your conversation ends, go to both ends of the bar to get the Safe Zones. Both of these are small alcoves, each lined with red sofas, located within the bar/lounge. They're the same kind of room you discovered back in Scene 01 as Emem, but this time, the 2 Safe Zones are on opposite ends of the room. All you have to do is take a couple steps inside each to 'discover' them.
    Safe Zone #11 (Alcove): (See above.)

    Safe Zone #12 (Alcove): Now as Emem, go back to the bar and go to the same exact rooms as Safe Zones 10 & 11.
    Safe Zone #13 (Alcove): (See above.)


    SCENE 08: EMEM – ANARCH DOMAIN: (Total: 2)
    Safe Zone #14 (Storage room): When you first begin this section, after the initial cutscene and discussion with Baron, exit the hall and you'll be standing on one end of the upper level/catwalk. Head to the opposite end and enter the middle door.

    Safe Zone #15 (Room at the back of Hangar 19): Head to the warehouse Hanger 19, which you'll notice as it has the numbers 19 written on the building in very large numbers. You'll basically see a handful of drugged-out junkies just hanging around there. Go to the very back of the room for this Scene's second Safe Zone. (Note: You'll find a corpse in a large wooden crate in this room that you can use Auspex's Psychometry on if you have the skill.)


    SCENE 06: GALEB – LONG ISLAND: (Total: 3)
    All 3 of this Scene's rooms are in the second part of this Scene, after you descend into the S.A.D. Base. In the final section, there are 3 wings; the Medical/Clinic Department, the Treasure Department, and the Pyre Department. Each Department has 1 Safe Zone

    Safe Zone #16 (Cold storage): Going in order, this first one is in the Clinic Department. You will find this room naturally as part of the Chiara's implant story-line. After you attempt to take her implant the first time, she gives you the keycard to the cold storage and instructs you to go get her another piece of the patient's cerebellum from this room. (Go into the other doctor's lab and then to the locked room on the opposite side of the room.)
    • Note: There is a very important key item in this room that's easy to miss if you don't look around. As soon as you enter the room, go to the very first set of shelves directly to the right of the door. You'll find a Security key on one of the shelves there.
    Safe Zone #17 (Equipment storage): The second one is in the Treasure Department. It's easy enough to find. Go all the way in, to the very back of the room. There's a door on either side of the back wall, both of which lead to a room with a bunch of (unmovable) movable shelves. In the middle, between 2 shelves, is another door, leading to the Safe Zone equipment room.

    Safe Zone #18 (Chemical storage): The last one is in the Pyre Department. It's in a locked room, the door to which is right in front of you immediately when you head down the stairs into the department. You can forcibly unlock it if your Security Attribute is high enough, but there's another easy way to get it open. You have to repair the broken valve on one of those large green decontamination chambers. When you first enter this section, speak to the female mechanic. She isn't all that helpful yet, but look around the room and find a red valve on one of the other tables. Attach it to the broken barrel and turn it on. Turn the valve now, opening it and allowing the acid to decontaminate the cylindrical chamber, and do the same for the other two barrels nearby. Speak to the mechanic once more, and now she'll be a lot more amenable. Now when you ask her to open the nearby door, she will, thus giving you access to the Pyre Department's Safe Zone.


    SCENE 07: LEYSHA – RED SALON: (Total: 1)
    Safe Zone #19 (Storage room): The only Safe Zone in this Scene is in the basement. After you take the elevator down, head to the left, then just walk all the way straight until the end. Take the very last right (just before the temp-controlled Trajax room on the left) and open the door. 
    • Note: There are several items in this room. There's a consumable, a valve you can't grab yet but that will come in handy in the second phase, and, most importantly, an Infrared Scanner key item that you'll need to scan a few of the boxes before you remove their labels.

    SCENE 10 PART 1: LEYSHA – S.A.D. BASE: (Total: 2)
    Safe Zone #20 (Storage): After the cutscene ends and you gain control of Leysha, you'll be standing in front of a guard, blocking access to the next section. Immediately look to your left and you'll see a set of double doors, which is the storage room.

    Safe Zone #21 (Archives): As soon as you convince the guard to let you into the next area, however you do so, this room is literally located just a couple steps in, past the big door. This Safe Zone is in the first door to your right.


    SCENE 09 PART 1: GALEB – S.A.D. BASE: (Total: 1)
    Safe Zone #22 (Torture room): When you regain control of Galeb, you come to in an interrogation room. (Make sure to interact with everything present and grab all of the items you can before leaving, because there are several very important things in this room.) When you're ready, head out of that room and turn to your left. There's only one door there as it is a dead end, so it's hard to miss.


    SCENE 09 PART 2: GALEB – S.A.D. BASE: (Total: 2)
    Safe Zone #23 (Toilets): This bathroom is in the very last door on the right wall, after a few patient rooms. Should be easy enough to spot, but it can be overlooked because it's all the way in the top-right corner of the room.

    Safe Zone #24 (Recording room): In the next door after Stanford's office. It has a red/green light above the door, which shows if it's unlocked or not. You have to unlock it from Stanford's office. In the office, in the top right drawer is an implant-locked box. You should still have your red implant from Scene 06, but if for whatever reason you don't have it, you can create one here, using the implant code from a dead soldier, which you'll find in the blue notebook near Stanford's monitor. 
    • Note: If you picked up the voice recorder from Michelle Davis's cell back in Scene 06, you can grab the SD card from the camera in this room and listen to it using that recorder from your inventory. It will give you important information for the Confrontation in the next room.

    If you didn't miss any, you should get the trophy here, in Scene 09 Part 2. If it doesn't pop here, it means you have missed at least 1 Safe Zone somewhere. Thankfully, you can get it using Level Select, but depending on how many you missed, it can be a big problem.

    The easiest Safe Zones to miss are those in Scene 05, because the game does not tell you that you have to get the same exact Safe Zones twice, once on each character, and it's completely understandable to think otherwise and not realize that you have to get the bar Safe Zones again, despite getting them in Scene 01, let alone that you have to get them twice in the same Scene! Because of that, if you're missing Zones and you're not sure which ones, and/or not 100% certain you got both of Scene 05's Zones twice, I recommend starting there.

    The main problem with missing Safe Zones and using Level Select to clean up is that the way the game's save system and Chapter system works makes things unnecessarily complicated. This means... Let's say you've finished the game and need to go back to grab some Safe Zones, so you load up Scene 06. You grab the one you missed here, but you have others you've missed in later Scenes. You cannot now exit and load a later Scene, because now the new save file (you must leave 1 file for your Completed save) is only up to Scene 06; you can't forward to a later Scene, you can only go back. You would have to re-select your completed save, and then from there choose Level Select again, but whether the Zone you just got on the other save file will count is unknown.

    I have not been able to test this, but theoretically, you might be able to get around this by going backwards from the last-missed Safe Zone and work your way back to the earliest. That way, each Scene you load will always be a previous one, which would (theoretically) allow you to continue going backwards and backwards on that save. Whether this would actually work and give you the trophy is unknown.

    Because of all this, if you're following this Guide and want to get your Platinum in the least time possible, I greatly recommend making absolutely sure you've gotten all available Safe Zones in an area before leaving, and before clicking on any option that has the point of no return-icon (the crossed-out u-turn icon) on it.
 

Secret trophies

  • Galeb didn’t kill anyone while exfiltrating Moore from his apartment.

    HIGHLY MISSABLE Follow along with our Complete Walkthrough of Scene 02 to make sure you don't miss anything.

    This trophy takes place in Scene 02: Galeb – Moore's Apartment. This is somewhat of a secret, so it's easily missed. To get it, you have to locate Moore and then get him out alive, and without killing anyone.

    DO NOT DO ANY OF THIS UNTIL YOU ARE 100% DONE WITH THE REST OF THIS LEVEL. Finding Moore is a point of no return and instantly moves you into this Scene's ending sequence.

    The first step for this trophy is to find Moore. If you explore the area thoroughly and read all of the documents lying around, you'll come across a few papers that clue you in to the possibility of secret safes and panic rooms in the house. 

    However, finding Moore will automatically begin the ending sequence for this level. Because of that, you should only go to him after you have already fully explored everything and done everything you want to do, including going down to the parking garage to grab the final Safe Zone down there (there are 3 in total in this Scene; see “Meet me there” trophy_bronze.png). Also, you'll need to make sure you have enough Hunger to complete this, so make sure you have at least 9 Hunger points free, or use a consumable that reduces your Hunger.

    In the Parking Garage, you'll find Wyatt. Don't talk to him right away. Instead, go for the Safe Zone first, then head into the nearby room that has a bunch of locked white garbage bins. After you try to open one, go talk to Wyatt. You'll begin a Confrontation to get him to unlock them.

    Confrontation with Wyatt: (1 miss allowed)
    1. Stage 1: Option 4: I found blood in the garbage chute
      • Note: You'll need to have found the blood in the garbage chute back up in the kitchen for this option to be available. Otherwise the only other correct options are Attribute-required ones.
    2. Stage 2: Option 2: Why are you being so difficult?
    3. Stage 3: Option 3: I don't have to answer to him.
    When you win, go back to the garbage bins and open them to find Wyatt's lab and some items you can take.

    When you're ready to leave, head back to Moore's bedroom and into his adjoining personal bathroom. Interact with the smart mirror there and tab over to the Phone icon. 

    If you've looked through everything, you may have noticed seeing the words "PURA VIDA" all over Moore's apartment. This is, in fact, a code. Type in the numbers that spell Pura Vida: 7872 8432. Press Call and a secret door in Jason's closet will open up.

    Head in when you're ready (you'll notice the crossed-out u-turn icon if you look at the door; this is the game's "point of no return" icon). You'll find a badly injured Moore. Go through the whole conversation, and at the end, he will get up and follow you out.

    Now comes the second part of this trophy: without killing anyone. As you lead Moore out, you will run into 4 different groups of cops. In all 4 times, you'll be provided with 2 options while on a timer, and to get this trophy, you'll need to choose the correct, non-lethal option each time. The first two are obvious, but the second two are a little trickier with their wording. 

    These are the correct options to choose:
    1. Deceive Him (+3 Hunger)
    2. Erase her Memory (+3 Hunger)
    3. Neutralize Him (+3 Hunger)
    4. Take Him Hostage

    Finally, after you descend the elevator, you'll have one more decision to make, but how it happens depends on what you did previously: 
    1. If, earlier in the level, you told the female Ghoul Cop to leave the premises, Moore will beg you to let him go. You'll have to choose to Take him with you.
    2. If you didn't and she's still there, you'll run into her here. You'll get the option to either hand Moore over to her, or refuse and take him with you. You must choose to give her Moore. If you don't, Moore ends up dying, and you'll void the trophy and have to redo the level.

    If you do all of that successfully, once the scene ends, this trophy will pop.
  • Leysha was able to reassure Halsey throughout her entire mission at the Loft.

    MISSABLE

    This trophy takes place during Scene 03: Leysha – Loft. See Scene 03 in our Complete Walkthrough for a detailed guide to seeing & getting everything you can in this Scene.

    Throughout this level, Leysha will occasionally be overcome by all the blood strewn everywhere. It also has an effect on Halsey, making her afraid.

    To reassure and soothe Halsey, you will have a total of 3 Confrontations with her throughout this level and you'll have to win each one. All of them contain riddles that you will have to solve. Because each of them does not allow ANY misses, you will have to get each of them correctly on your first try. 

    Note: If you plan on attempting to solve these on your own, because of the fact that they do not allow misses, it is recommended to close your game, upload your save to the cloud first, and then go back in and answer it. This way, if you get it incorrectly and it saves after, you can simply download that file from the cloud and go again, now with the correct answer. Otherwise, if you miss any single answer, you would have to restart the entire Scene to get this trophy.
    These are the correct answers for all 3 Confrontations:

    Confrontation with Halsey #1: (0 misses allowed)
    1. Stage 1: Option 4: Let's take a time out.
    2. Stage 2: Option 4: I think...
      1. Option 3: Fire

    Confrontation with Halsey #2: (0 misses allowed)
    1. Stage 1: Option 3: I know...
      1. Option 2: The cold

    Confrontation with Halsey #3: (0 misses allowed)
    1. Stage 1: Option 2: I know...
      1. Option 1: Her childe

    Once you have finished the third Confrontation with Halsey and you reassure her further regarding Richard (such as telling her you love her for the last option), the trophy will pop.

    Note: This is unrelated to this trophy, but there are 2 ways to end this level. In my opinion, it's best to choose the Save Miley path over the Use Olsen's Doppelganger & Find Stanford one. Miley will come into play later, and this decision may affect certain things in future Scenes, whereas the alternative option doesn't offer much and has no effect on the rest of the game.

    If you want to save Miley, she is in the KI2 coffin: The only body that the game gives you clear proof of is LR3: Viktor Chen; you can find this in a note left out on the balcony, close to the hot tub. If you explore and interact with everything you see in the entire loft, including activating trails with your Auspex powers, the game does give you clues you can piece together, allowing you to make your best educated guess on whether Miley is in KI2 or EB2. The correct answer is KI2.
  • Emem found the memories she lost at the Chantry.

    HIGHLY MISSABLE — See Scene 04 in our Complete Walkthrough for a detailed guide to seeing & getting everything you can in this Scene.

    This is a highly missable trophy. This trophy takes place during Scene 04: Emem – "Unknown" (Jefferson Library), her first individual level. In this Scene, you will have to find and recover all 7 of her memories.

    Once you begin this level, you'll notice almost holographic images of yourself. These are Emem's memories, which have been taken by memory magic and the Dimension itself (the area you're stuck in). Throughout this massive area, you'll have 7 different memories to find, and they are anything but obvious. The reason this is such a missable trophy is that there is nothing driving you towards the memories. You could easily enter and leave this area almost instantaneously without seeing more than 1-2 memories. The only way you'll find all of them is if you explore every inch of the area and interact with everything you can. 

    When you find the right item and interact with it (press cross.png), it will teleport you to a circular elevator, in the center of a circular room. On the opposite wall, there are 7 doors spread equally around the room. Each time you are transported here, only one door will be accessible. You can tell which door it is by looking at the floor; the correct door will have glowing light emanating from the space under the door. Find the correct door and go in. Once you walk in, the memory will begin to play on its own. There's nothing to find in these rooms; no easter eggs, no lore, etc. There is just the memory, and that's it. Once you finish watching the memory, a portal will appear for you to walk through and return to where you were. 

    Once you've found all 7 memories, this trophy will pop. The final memory is that of Emem's little 'trial' in front of the previous Prince, Quentin King, where Hilda stands up for her. If the trophy does not pop for you at the end of that memory, it means you've missed one. You can return to explore more, as long as you don't enter the final portal on the 4th floor as it's the spot of no return. Once you go in there, there is no way to go back out. Also...

    DO NOT EXIT THE 4TH FLOOR WITHOUT REACHING THE 5TH FLOOR FIRST, or else you'll have to repeat the entire game from this Scene on. See Face the music trophy_silver.png for more information & puzzle solutions first.

    NOTE: There are some memory-like things you can find, depending on the Disciplines you have, that do not count towards this trophy. For example, you can find both a premonition and 2 memory visions by using Auspex powers in the room with medical equipment and the next room, the blood-covered room with a body at the end. These are just more story bits to understand what happened here to Kurt Densch. 

    Here are the locations of all 7 of Emem's memories:

    MEMORY #1 – LIBRARY NAMEPLATE (EMEM'S CAPTURE): The first one will come automatically as part of the story. Once you load in and the game introduces you to Blink, follow the path and Blink across the way to the bridge below. Walk forward to the end and you'll see the broken plaque that reads "Jefferson Library." The game will cut to a cutscene and teleport you to the hall of doors. Go into the correct one, then head up the stairs to the right and follow the linear path, Blinking across the room a few times until you reach the end and view this memory. This memory is the only recent one out of the bunch; it's of Emem being hit on the head by the Chantry folks and captured.

    At some point, you will reach a crossroads that leads to the large tower in the center of the area and, on the opposite side, a luxuriously-furnished, large circular office. In addition, just outside the office are tunnels on each side that lead to all of the jail cells in the area. When it comes to directions in this trophy, consider the following:
    1. The Tower = North
    2. The Circular Office = South
    3. "Left Row" of Cells = West
    4. "Right Row" of Cells = East
    So, when determining which row of cells is left or right, it will always be from the perspective of facing the tower.

    Inside the large circular office, note that there are 3 switches on the wall. The middle switch is broken, but the other 2 control all of the cell doors. The switches on the side unlock the opposite side's row; i.e. the left switch unlocks all of the right-side row of cells, and the right switch unlocks all of the left-side row of cells.


    CELL ROW TO THE RIGHT OF THE OFFICE ROOM: (Facing tower)
    To unlock and reach these cells, first activate your Celerity mode by pressing l2.png (L2), then stand in front of the left switch (facing the entrance to the room/the tower) Just before you flip the switch, press r1.png (R1) to activate your "Fleetness" ability to slow time around you, then quickly run out of the room and into the right tunnel before the gates close.

    MEMORY #2 – BOTTLES (NIGHT CLUB): In the second cell. When you enter the correct cell and as you get closer to the wall, you'll hear the faint sounds of a nightclub's techno/dance music. The source is a bunch of beer bottles on the ground, just to the left of some candles. Interact with the bottles to view this memory. (This memory is about Emem & Journey at a nightclub.)

    MEMORY #3 – MATTRESS (ASSAULT): In the blood-soaked room, there is a mattress on the floor in the top-left corner of the room, in the opposite corner to the body. Interact with the mattress to view this memory. (This memory is about the previous Prince's men capturing and attacking Emem.)


    CELL ROW TO THE LEFT OF THE OFFICE ROOM: (Facing tower)
    To unlock and reach these cells, first activate your Celerity mode by pressing l2.png (L2), then stand in front of the right switch (facing the entrance to the room/the tower) Just before you flip the switch, press r1.png (R1) to activate your "Fleetness" ability to slow time around you, then quickly run out of the room and into the left tunnel before the gates close.

    MEMORY #4 – RADIO (WW2): In the second cell, which is empty. It has a nightstand with a lantern, newspaper, and old school radio on it. Interact with the radio to view this memory. (This memory is about Emem & Hilda listening to France's surrender to Germany in the 40s.)

    MEMORY #5 – BROKEN WALL (BREAK-UP): From within the last cell in this row, use Blink to get to the bridge across the way. Follow it to the end, where there is a small, empty room, which has just a chair, a rug, a broken wall, and a couple rats. Interact with the wall to view this memory. (This memory is about Emem's break-up with Hilda.)

    MEMORY #6 – CANDLE (EMEM'S EMBRACE): Standing just outside the large office room, facing the broken bridge that leads to the center tower, stand just to the left of the bridge and look down. You can Blink down to the lower level. Do so, then head to the left and walk down the stairs, where you'll see a solitary blue candle. Interact with it to view this memory. (This memory is about Emem and Hilda, possibly having sex, with Hilda giving Emem "the embrace" – in other words, making Emem a Vampire.)
    • NOTE: #6 is the last memory in this area. Make sure you've done everything you want to do in this section before moving on. You can come back via the elevator in the tower, but, as mentioned above, once you enter the portal on the 4th floor, you can't come back out & it will end the level.

    MEMORY #7 – FIRE POKER (TRIAL): Head to the tall, slim tower in the center and solve the puzzles until you reach the 4th floor. At the top, there is only 1 brazier that is lit. That brazier also contains a branding rod (looks like the top of a slim fireplace poker) in the fire. Interact with it to view this memory, which will be your final one. (This memory is about Emem's informal "trial", led by the former Prince, Quentin King.)

    Remember, do NOT leave the 4th floor until you visit the 5th floor. See Face the music trophy_silver.png for more information & a walkthrough on how to get there.
  • Galeb eliminated all the high-ranking members of the Society of St. Leopold.

    MISSABLE

    Note: See Scene 06 in our Complete Walkthrough for a detailed guide to seeing & getting everything you can in this Scene.

    This trophy takes place during Scene 06: Galeb – Long Island. To get this trophy, you'll have to kill 3 different people; the head of each department:
    1. Chiara Favarone – Head of the Clinic Department
    2. Joseph Manneh – Head of the Treasure Department
    3. Ella Gallagher – Head of the Pyre Department
    To get both of this Scene's trophies in the same run, please see Precision job trophy_silver.png for a walkthrough. Additionally, you're going to need to use the cloud, so make sure you TURN OFF auto-upload, otherwise the game may update your save early and make you have to redo the entire level to get both.
  • Galeb found the right implant on Long Island on his first try.

    MISSABLE

    This trophy takes place during Scene 06: Galeb – Long Island. See Scene 06 in our Complete Walkthrough for a detailed guide to seeing & getting everything you can in this Scene.

    Basically, there are 3 red implants, one for each Department's head. However, it turns out that despite being the same color, only one of them has the clearance necessary to actually be used to locate Stanford: Chiara Favarone's. To get this trophy, you'll need to get hers first and immediately use it to locate Stanford, without getting Josephs and/or Elle's implants.

    If you want to get both of this Scene's trophies (with No survivors trophy_silver.png) in the same playthrough, you're going to need to use the cloud-save method. Make sure you TURN OFF auto-upload, otherwise the game may update your save early and make you have to redo the entire level to get both. The Walkthrough explains you to get both trophies at the same time, step by step.

    PLEASE NOTE: Even though you will switch saves later on, everything you do up until STEP 13 will be carried over/continued from, so while you should be following these steps, you should still look around every room you go in (at least until Step 13), as not every single thing you can interact with/read will be mentioned here.

    trophy_silver.png Precision Job Trophy:
    This trophy is a little deceptive, because the description makes it seem like it ought to be for getting the correct implant from the soldiers without trying any others. It's not. Later in the Scene, your main objective is to get all 3 Red-clearance level implants from the 3 Heads of their Departments. For this trophy though, you have to get just 1 of them, Chiara Favarone's, and push the story forward, rather than getting all 3. If you get any other implants, even if you don't use them, it will still void this trophy. You have to get Chiara's first and use it immediately.
     
    • STEP 1: Once you load in and finish the cutscene, before you do anything else, immediately turn to your left and take the blinking, blue implant out of the hanging bowl above the covered corpse.
    • STEP 2: Take it to the implant station to your left, at the back of the room, and implant it in yourself.
      • Check out the cabinet underneath the sink to the left of the implant station. You'll find some documents there detailing Operation Swansong and how implants work.
    • STEP 3: Continue as you normally would, exploring everything, until you get to the closet. Interact with the electrical panel and it will tell you that you need a higher clearance.
    • STEP 4: Once you exit the closet and run back to the center, a cutscene will trigger and you'll talk to one of the doctors. You'll have the choice to charm or kill her. It doesn't really matter which one you do; you'll just get a little extra story from her if you don't kill her and talk to her instead. Either way, pick whatever you want for the conversation, and then once it's done, grab the Scalpel* item lying on a steel tray in the middle of the hallway. 
      • * NOTE: This is very important, because the Scalpel will come into play in a future Scene as well.
      • BONUS ITEM: Go through the room the woman came out of and through the door on the other side. You'll find a Tremere Concoction consumable item on a steel tray by one of the brown stretchers.
    • STEP 5: Go back to the morgue you were in, and use the scalpel to take the blinking green implant from one of the dead soldiers. Now return to the same implant station and choose to upgrade your implant to Green.
    • STEP 6: Finally, once you've completely finished exploring this floor, go back to the closet and scan your new implant and it will take you down an elevator. (This is a point of no return for this floor, so make sure you've done whatever you want to here. There really isn't much to see, though.)
    • STEP 7: Explore everything here, read the documents, talk to whoever. After you first speak to the agent, he will move to another desk and open a console. After he does that, then interact with the large monitor on the wall. Once you do that, he will move away from the desk.
    • STEP 8: Interact with the desk. Read all the stuffs to understand. The idea is you need to flip the right switches to reach a total of 220V (while 770V should work based on the documents, the total you can reach is 585, so that leaves 220V being the only possible solution here). Once you get it, move your camera to the right and press the red lever, opening the large blast door. There are numerous solutions to this, not just one, but here is one example: 

    CLINIC DEPARTMENT — Chiara Favarone
    • STEP 9: Go to the Clinic first, which is the door on the left. The first room you'll enter is the patients room, but there's not much to find here, just a couple documents. Look around, then head to the end of the room where there are 2 doors. Take the door to the right first. In it, you'll find a lone researcher. You can speak to him if you want to and hear all about how Chiara is a pain in the butt, but the important thing you need here is to read his emails on the computer monitor. One of the emails mentions his "lucky patient". Make note of that patient's number: 1492.
       
    • STEP 10: Once you've got that, exit the room back into the patients room, then take the other door, the one that was straight ahead. A brief cutscene will play with Chiara, after which you'll be in a viewing booth. Take the door to the left and head into the locker room. You won't be allowed into the lab the way you are, though; you'll need a biological containment/hazmat suit. There's 1 locker you can interact with, which belongs to the researcher you just met. Put in his lucky patient's number (1492) to unlock the locker and take the suit within.
       
    • STEP 11: Now that you've changed into the yellow hazmat suit, you can enter Chiara Favarone's lab, where she appears to be experimenting or operating on a severed human limb. Go up to her. When you're done talking to her, inspect her hands, where you see the blinking red implant. Interact with it, and you'll be able to choose "Take Implant". It won't work the first time, but she'll give you the Access Key Card for the Cold Storage Room (the Safe Zone) and tells you to get a cerebellum (piece of a brain) from there that's from the same patient. (She gives you an Organ Reference note that you can read from your inventory to check the patient ID number, if you need it.)
       
    • STEP 12: Take the key card from her, then leave the area and go back to the researcher's lab. (You'll have to remove your hazmat suit on your way back out.) Cross the room to the locked door on the opposite side and use your new key card to unlock it. This is Safe Zone #1 (Cold storage)
      • First, as soon as you enter the room, look at the shelf that's just to the right of the door as you walk in. There is a shelf with an empty space ("Jobe CARVER"s shelf), where you'll find a small key. Inspect the shelf to take the Security key. This key is very important for later on in the Scene, so make sure you don't forget it. 
      • Once you've done that, find Jara Drory's boxes. They're on the second to last shelf on the right, all the way at the other end of the room. Interact with box #2 on Jara's shelf (JD-F-03-120) and take the item within it.
    • STEP 13: Take it back to Chiara, put it on her tray, then interact with her arm and press "Take Implant" once again. This time you will get it and she dies.
     
    • STEP 14: Now, this is where the two trophies diverge. Before you do anything else, make sure the game saved, then exit out. Press Options on the game on the PS5 Home Screen and go to the "Upload/Download Saved Data" section. 
    • STEP 15: Upload your new save file to the cloud.

    IMPORTANT!!: Make sure you have auto-upload turned off before you do anything else, so that a new save will not overwrite this. If it does, you will have to redo this entire level for the second trophy, No survivors trophy_silver.png.
    • STEP 16: Go back into the game now. Leave the Clinic area and head to the Implant station back in the middle room, and upgrade your implant to Chiara's red one.
    • STEP 17: Walk back upstairs to the large control room and interact with the large monitor. As you'll notice the small icon, this is a point of no return. Press it anyways, and the trophy should pop immediately. Precision job trophy_silver.png earned!

    Don't bother continuing. It's much better to leave what's about to happen until you properly finish this level and get back here, because there will be quite a bit missing from the scene without all of the other information you discover through the level.
    • STEP 18: Quit the game, go back to your Save Files, and now re-download the previous save from the Cloud.
    Once that's done; you've gotten the trophy & reloaded the game with the previous save, now you can play this Scene as you usually would & as it's meant to be played.


    trophy_silver.png No Survivors Trophy
    When you load back in, you will have just killed Chiara and taken her implant. Like you did last time, go to the implant terminal and upgrade your implant to Chiara's red one. You'll have 2 more St. Leopold members to kill, and both of their sections are quite short.

    Before we move on to another wing though, go back into the Clinic wing and back to the lab room where you met the disgruntled researcher. You'll likely have noticed before that there is a third door in that room. From the door you entered, go into the other door to your left as you come in. It'll lead you into a dark narrow hallway with cages along the wall. Go to the very end, and, with her implant, you'll be able to walk into the locked area where Chiara is. You can read a few interesting emails on her computer and grab a Tremere Concoction consumable item off of a steel tray by her body.

    With that finally done, head back out and to the center door, which leads to the Treasure Department.

    TREASURE DEPARTMENT — Joseph Manneh
    Next up: Treasure Department! Turn around from the implant station and go through the center door.

    There are 2 different ways you can initiate a conversation with Joseph Manneh, the next man on your hit-list. Because you've already upgraded to Chiara's implant, you can use the thermostat controls from the beginning and raise the temperature to damage the books, as that'll make quick work of this portion. That's essentially a shortcut. The normal way...

    First, walk up to Manneh and inspect the book he's working on. It will show you parts of a title, but not the full title. It's a clue! Next, head further in. Go through either side's door, of course do a little exploration here, look around, read the various literature, etc.

    Walk all the way in and to the back wall. There's a door on either side of the wall. Go in either one, doesn't matter which, and you'll come into a room with a bunch of (unmovable) movable shelves. There are a couple documents you can read here, but more importantly, there's a Safe Zone here.

    Safe Zone #2 (Equipment storage): In the middle, between two of the shelves, is another door. Go in and you'll get this wing's Safe Zone. Once you get it, head back out into the main room.

    When you're ready to proceed, enter the door found in the back of the middle section. In there, you'll see a metal chute and a control panel. It allows you to order books by using their unique ID code, and sends you the book down the chute. If you look to your left, you'll also see a very large list hanging on the wall underneath a lamp. Interact with it and you'll see it lists every single book they have, along with their ID code. The point of this section is that you need to figure out what book Manneh was working on out front and put the book's Reference Code into the machine, thus enticing him out of his room.

    Technically, if you already know the code, you don't have to do anything else. You don't need to actually find it yourself; you can just look at the code in the spoiler and go directly to the panel and type it in and immediately begin the conversation & Confrontation.

    If you want to skip over solving this bit yourself and want to just punch in the code, the correct title, author, and reference code is:
    Title: Guardians of the Faith
    Author: Dr. Seamus Sloan
    Reference Code: 8070.

    Once you punch that into the terminal, Joseph will come out. He instantly knows you're a vampire, and the two of you have an interesting conversation. At the end, Galeb tries to convince him to work together, so you enter a Confrontation.

    Note: Even though the trophy requires you to kill all 3 members, that does not mean you have to fail the Confrontation. You have to win and kill him, as the option will present itself immediately after the Confrontation ends.

    Joseph Manneh Confrontation: (2 misses allowed)
    • Stage 1 **: Option 3: I've seen their experiments on our kind.
    • Stage 2 *: Option 3: Because his kind will condemn him as a heretic.
    • Stage 3: If you have enough points in Psychology, feel free to defend yourself. If not, choose don't defend. 1 miss is fine.
    • Stage 4 *: Option 4: Would he rather I go speak to his colleagues?

    * Note: It's far better to choose the Presence options for both Stage 2 and Stage 4, because using your Skills/Disciplines is always better than choosing the white options, but as mentioned earlier, the Walkthrough only puts the correct white choices, as not everyone will share the same Attribute & Discipline choices. That said, most people will have 1 point in Presence, so you should be able to choose it, and it has a base 100% success rate, so no Focus needed.
    • Stage 2: Option 1: (Presence) He would have so much to gain from it
    • Stage 4: Option 1: (Presence) Convince him it's the right thing to do.

    ** IMPORTANT: Many Confrontations may have more (or less) options available depending on a number of factors, such as previous choices in that Confrontation or in a previous conversation, certain actions you may have taken earlier on, and, most importantly and most commonly, the different Attribute Skills and Disciplines you have. Due to that, the Option Number listed in Confrontations may not be exactly the same, so you should make sure to fully read the correct option, before clicking on it solely based off of the order number listed.

    At the end of this Confrontation, you're given the choice to spare him or kill him. To complete the No survivors trophy_silver.pngtrophy, you must kill him. (Remember, you have to kill all 3 Department heads: Chiara Favarone, Joseph Manneh, and Elle Gallagher.)
     
    After you kill him, enter his office. There are a few books you can check out, but the most important thing is in the locked box on his desk. Since you have already upgraded your implant to Chiara's, you don't need to upgrade to Joseph's, you can use her implant to open the box. Go ahead and take the red stone trinket within, which is a gear item you can equip.
     
    Finally, leave the room and go back out to the first area. Before you leave the Treasure wing entirely, interact with the temperature control on the wall to the left of the large glass window. Scan your implant below the temperature gauge, then interact with it and choose "Change settings". Doing this will destroy all the books within the office, not only giving you a bonus for removing a Suspicious Item, but also rewarding you with the Trait: Censor: Suspicion increases -25% more slowly. (The grammar makes understanding its effect a little confusing, but based on context, it should have said Suspicion increases 25% slower.)
     
    Once you've killed him and you're done exploring this area, head back out to the central room and, finally, enter the last area you haven't been in; the final remaining wing; the Pyre department.

    PYRE DEPARTMENT — Ella Gallagher
    This one is the quickest and easiest of the lot, for sure.

    When you first enter this section, speak to the female mechanic. She isn't all that helpful yet, but look around the room and find a red valve on one of the other tables. Attach it to the broken barrel and turn it on. Turn the valve now, opening it and allowing the acid to decontaminate the cylindrical chamber, and do the same for the other two barrels nearby.
    Speak to the mechanic once more, and now she'll be a lot more amenable. Now when you ask her to open the nearby door, she will, thus giving you access to the Pyre Department's Safe Zone.

    Assuming you explored thoroughly and/or followed this Walkthrough, you will have found the Security Key during the Clinic section. All you have to do is enter the room, which automatically begins a very short cutscene showing Elle testing a weapon in the room below.

    Before you do anything else, go to the other door in the room, very close to the one you came in from. It's locked with an imprint scanner, but since you have Chiara's active, the door should unlock for you. Go in and grab the pliers. Go back out and use those pliers on the red electrical panel on the wall to fix the wires.

    Walk over to the desk and inspect the section that has a red button encased in glass. Press the green button FIRST, because doing so will protect an item in that room. After you do that, place the Security Key you got earlier into the key slot, which will remove the glass, and then press the red button. This turns the room below into a giant furnace and kills Gallagher. Just like that, she's dead, and all you have to do is go down to her and take her implant!

    The only other thing in this room is a book on a pedestal. If you pressed the green button first, that protected and shielded it, allowing you to interact with the book, giving you some extra, important information. If you didn't, and pressed the red one first instead, that book will have been turned into ashes & be unrecoverable.

    With all 3 high-ranking members of the Society of St. Leopold dead and the 3 red implants in your possession, it's time to move on and locate Stanford.

    FINDING WALTER STANFORD
    With the 3 red implants in tow, head back to the command center and up to the large monitor. As you're using Chiara's implant, when you use it on the monitor, you'll also get a short voicemail from her to Stanford, declining a promotion. Once that's over, Galeb will notice someone come up behind him, and you will be drugged and kidnapped rather swiftly.

    As soon the next bit begins, you'll be immediately thrown into a Confrontation with Monsignor Stanford himself. Not just any old Confrontation, either, but a timed Confrontation. Of course, the easiest way around it is to simply pause while you're reading/deciding.

    IMPORTANT: This Confrontation is also the first time you'll discover Stanford's special power: Any and all Disciplines do NOT work on him as Stanford is immune to ALL Disciplines. He is the only character in the game with that power. Attribute Skills like Persuasion, Rhetoric, and so on work fine on him; Disciplines are the only thing he is immune to.

    Confrontation: Monsignor Walter Stanford: (2 misses allowed)
    • Stage 1: Option 4: Tell the truth.
    • Stage 2: Option 5: Tell the truth.
    • Stage 3: Option 6: Give him Joseph Manneh.
    • Stage 4: Option 3: Give him the address.

    Note: If you have Fortitude Lv.2/Lv.3, you can choose the "Take it" option for each Stage and it still counts as a win, because this is a Discipline you use on yourself, not on him.

    Once the Confrontation and Scene end, assuming you successfully killed the 3 leaders, the No survivors trophy_silver.png trophy should pop.
  • Leysha freed the uncooperative vessel at the Red Salon.

    MISSABLE

    NOTEThis is probably the longest Scene in the game, and it has multiple phases and a lot of things to do. To make sure you don't miss anything important, follow along our Complete Walkthrough – Scene 07 for a detailed guide to seeing & getting everything you can in this Scene.

    This trophy takes place during Scene 07: Leysha – Red Salon. Thankfully, this is the only trophy for this Scene, but unfortunately, this Scene has several bugs, including one game-breaking glitch

    GLITCH WARNINGS [UPDATED]: As of July 2, 2022, Patch 1.05 was released to fix many of the glitches, including both Scene 07 glitches (Wyatt glitching & Halsey not running away). As long as your game is up to date, you should be fine. However, if you're playing on an unpatched game, or if something happens, see our V:TM-Swansong's Master List of Glitches for more information. 

    To get this trophy, you have to find a way to get the uncooperative vessel to leave the room in which she has barricaded herself. When you enter the 2nd bar room (the blue room), you'll see 2 NPCs standing to the left of the bar, having an argument. Wait for them to finish talking before you do anything else (i.e. don't speak to Halsey until you speak to them), then approach the woman who stayed behind & talk to her. When you're done with that, then talk to Halsey, then go into the room marked 'Manager's Office'. If you read the notebook and the message on the old-school computer (on the center desk), you'll learn a bit more about Trajax. Interact with the monitor displaying the feed from a security camera, then press Cross on the microphone icon to speak with her. She is displaying paranoia, so from reading the 2 documents mentioned above, you can deduce that she is a Phlegmatic Resonance, which means that she needs Trajax MG, and that she's at -2, meaning she needs two vials to calm her down. (Also, while in the office, take note of the 2 pneumatic tube stations, one to the left, by the security cam monitor, and one to the right.)

    With this information, after you're done looking around the office and interacting with everything, head back out and now go to your right and enter the room marked "Staff Only". You'll need the Security keycard you took earlier from the bar. Swipe it on the keypad and enter, then head to the back and down the elevator. 

    Ignore everything else for now and go straight to the Safe Zone: the last door on the right. Grab the Infrared Scanner key item, and the Lockpicking Tool consumable item. (Also note the location of a red valve item, on the shelf above the lockpicking tool, as you'll need to come back to this later on.) Go back and now go to the Trajax Lab room, which is the last room on the left.

    Read the notebook on the table, and it explains that the Trajax formula is incredibly sensitive to temperature. It also gives you the specific temperatures they must be stored in (make note of this for later). Now, check out the movable fridges. You need the third to your left, so move the 1 in front of it, then open the doors.

    Remember, Trajax is very sensitive. From the moment you open the fridge doors, you only have a couple minutes before it expires. Also, you should not leave the fridge doors open long, so quickly grab 1 vial of Trajax MG, bring it to the pneumatic tube station, and send it. Quickly return to the fridge and grab a second vial of Trajax MG, and do the same thing and send it.

    Leave now and make your way back to the Manager's Office. The 2 Trajax MG tubes are sitting in the pneumatic station to the right of the door. Grab one, bring it over to the other station, right by the monitor, and send it. Do the same for the 2nd vial. Once you've successfully sent both, interact with the monitor again and speak to her using the microphone icon. She calms down and accepts to leave, and the trophy should pop there.

    Note: Leave the Manager's Office after she agrees to leave, and you'll see the female NPC talking to the vessel as they leave that room. Go into the room the vessel had been staying in (the Medical Room), and grab Halsey's Mister Teddy toy from the chair in the middle, and bring it to Halsey.
  • Emem left the Anarch camp with Cerys, Rafa, and Saule.

    MISSABLE

    This trophy takes place during Scene 08: Emem – Anarch's Domain and is the only trophy for this area. Note: This is another long Scene with a ton of things to do and to possibly miss, so you should follow along with our Complete Walkthrough's Scene 08 section for a detailed guide to seeing & getting everything you can in this Scene.

    When you begin the Scene, you meet up with Saule and she leads you to talk to the leader of the Anarchs, Baron Thane. You try to convince him to join forces, but he refuses.

    No matter what you choose during your initial conversation with the Baron, he will inevitably refuse you. After a short discussion with Saule, you have a new plan: Convince the other 2 heads, his lieutenants, Cerys and Rafa. Saule will join at that point and eventually Baron Thane will acquiesce and you will have the people you need for the raid. Note: You can leave without Cerys or Rafa, but obviously for this trophy, you must have both.

    Safe Zone #1 (Storage room): When you first begin this section, after the initial cutscene and discussion with Baron, exit the hall and you'll be standing on one end of the upper level/catwalk. Head to the opposite end and enter the middle door.

    TIP: The following is a walkthrough for how to get Rafa and Cerys (and the Safe Zones) and nothing else, so it doesn't include all of the other things in this level that you can and should explore and interact with. Take your time to look around everywhere, as, size-wise, this is a rather large level, so there's a lot to see.

    Recruiting Rafa:
    There are 2 ways you can reach him, but the best way is via the docks. Leave the warehouse you're in and walk outside. You should see a wooden signpost pointing to the docks. Head there. You can speak to the two men guarding the barge if you want, or you can bypass them entirely. (If your Presence Discipline is high enough, you can convince them to move aside, but you would need to have Presence Lv.3) If you can't/don't talk to them and get them to move, there is still a simple way to get on that barge.

    To the left of the men, walk a little ways down the alley and you'll find a large grey steel box on its own, which controls the crane above it. Open the electrical panel on the right side of the box and try to turn the crane on. It fails as there is no power. You'll notice there are thick yellow cables that run to/into the box. Follow those cables to the end of the alley and you'll find a yellow generator. Open the panel and turn the power on. (You have to try to turn on the crane first, as the generator won't give you the option to turn the power on until you do.) Return to the box now, and this time when you interact with it, the crane turns on and lifts a large box. 

    Climb up the ladder that's just behind/to the right of the box, and activate your Celerity view (press l2.png). Walk to the edge and teleport across to the hanging crate using Blink, then once more to the roof of the barge. Climb down and open the door of the little room you landed on. There is quite a lot to look through and interact with here.
    1. Right as you come in, there is a garbage can just by the door. If you look at the crumpled paper inside it, you'll notice a drawing of the 3 large posters on the wall (but without any arrows on the images themselves), along with various arrows underneath each one. Ignore those arrows; they're mostly there to tell you to look at the arrows on the posters themselves. The posters say: "What if... everything... was connected?" That's a little hint to you to put all 3 posters together, with the arrows on them. This is a code for the secret room. Ignore it for now, but just keep it in mind. (See Item #9)
    2. In the filing cabinet, one of the drawers will give you a registration-like document regarding a boat named Gladys. Remember its registration number as that will be a password for one of the computers: 3764.
    3. There is a phone on the edge of the first desk to the left as you walk in, right after the filing cabinets. Its background lock wallpaper is that of an astronaut on the moon, which is the hint for the password; the year the first man stepped on the moon: 1969.
    4. The next desk has a computer with 3 images on the monitor that you can look at. Honestly, not sure why those are there. They look like pictures of crime scenes.
    5. On the next desk right next to that, there is a note with a password hint; they reset it to Gladys' registration number. Interact with that computer and type in the code 3764. There are 2 images to view.

      –Skip the back wall of the room for now as that's part of the story, so better to finish exploring first.–
       
    6. Turn around and go to the opposite wall to the opposite desk (in other words, the last desk on the right-hand wall instead). There is a sticky note on the laptop with the password hint: "Stupid people, stupid password." Interact with the laptop and put in the following password: 1234.
    7. On the next desk is a sticky note on a hard drive and a couple monitors showing progress deleting files. (Neither are important, just stuff to see.)
    8. Finally, go to the shelves that are next to the entrance door. In the tray that has a bunch of condensed air spray bottles, there is a key hidden behind them. You'll have to play with the angles some to get the prompt to take it. Use it to open the small electrical safe that was atop the filing cabinet for a consumable.

      –That's it for this part, so head to the back wall of the room now.–
       
    9. If you have the Auspex power that allows you to see visions, you can turn on Auspex (l1.png) and interact with the wall. You'll get a hologram memory of Rafa attempting to input the code. This gives you the first 3 points of the code, but it's unnecessary, so if your hunger is high, don't bother with it. 
    10. On the bookshelf on the wall, you'll notice an item that's kind of censored or half-there, and you can clear it up with Pierce Obfuscate. It is a keypad. Remember those arrows on the posters on the wall? This is what they were for. The code is: Down, Left, Right, Down, Up, Right
      1. Note: This is NOT LIKE A NUMBER INPUT TYPE. You have to Hold l1.png to drag the cursor with a line to connect the dots.
      2. Note: Make sure your Auspex is on (l1.png), otherwise you won't be able to see the keypad.
     
    1. Filing cabinet has a document that mentions the door model. Second page of the document includes a code to reset the door: 56 89 74
    2. Cabinet by the door has a box at the bottom that contains a floppy disk, newspaper, and a couple unimportant items. Take the disk and read the newspaper. Note the date: 05/16/91*.
    3. Put the floppy disk into the old computer. There are 2 files, a chatlog and a grainy CCTV-like image. Read the first one thoroughly, as it contains very important information with regards to Rafa. (Not including as it is a spoiler.)
    4. There's a phone on the middle desk and it is (surprisingly) unlocked, so no password necessary. The very first text the phone opens up on (to Chance) mentions that the computer's password is "THAT night. You know what I mean." The night they are referring to is the same night mentioned in the Newspaper *.
    5. Go to the laptop and input the code, which is the date listed on the Newspaper: 05 16 1991*. There is only 1 file and it is about Miley, the Prince's childe.
      1. When you put in the passcode and read the file, you will be rewarded with the Trait: The Apple Doesn't Fall Far From the Tree: -50 to the next experience cost for any Exploration [Attribute] Skill.
      2. * Note: 05/16/91 – This seems like a mistake in the game. That is the date of the Newspaper article, however the article specifically mentions that the events took place on Wednesday night. The 16th is Thursday, so logically the password should have been 05/15/1991, but it's not.
    6. You can look at the large monitors in the middle, but there's nothing to interact with.
    7. If you're done, head to the keypad that is on the door. Remember the document about the door's model? Input the following reset code: 56 89 74. This will cause a cinematic to start, where Rafa approaches you. After a few brief sentences, a Confrontation will begin. 
      1. Note: Once you punch in the door code, you won't be able to come back to this room, so make sure you're done before you do that.

    As soon as you enter the door code, Rafa will show up and a conversation will begin. After a short talk, you'll enter a Confrontation with him that you must win to recruit him.

    Confrontation with Rafa: (1 miss allowed)
    1. Stage 1: Option 4: He doesn't want to anger his sire... does he?
    2. Stage 2: Option 2: Because they're next on the Second Inquisition's list.
    3. Stage 3: Option 4: We can win if there are more of us!
    4. Stage 4: Option 1: I'll protect him with my place in the Primogen.

    Once you've got Rafa secured, it's time to work on Cerys's recruitment. Thankfully hers is quite short.

    Recruiting Cerys:
    You can choose to do as Yardley says and plant the evidence in Cerys's safe, or you can tell her what's happening. If you choose Yardley and delay her, it'll be quick, he will kill her and you will have your "recruit militia" objective complete. If you decide to tell her the truth, you'll enter into a Confrontation with her where you will negotiate. Unlike Rafa, neither Cerys nor Yardley have any real effect on your game in the future levels. That said, you must choose Cerys for the Platinum, as this trophy says you must leave with both Rafa and Cerys. If you choose to back Yardley instead, this trophy will be voided.

    Once you finish with Rafa, head straight to the Boxing club (it has a large neon sign above the main entrance, so you can't miss it) and go to the very end of the room and into the last door on the left; Cerys's office. She won't be there, so read the note on her table. It's really important as it will come in handy for the Confrontation. (If Cerys happens to be there for whatever reason, it's fine; you can still interact with it and explore her office before or after you have a brief conversation with her.) The note mentions that Cerys finds the vessels Yardley has sourced and the warehouse they stay in disgusting.

    Head to the warehouse Hanger 19, which you'll notice as it has the numbers 19 written on the building in very large numbers. You'll basically see a handful of drugged-out junkies just hanging around there. Go to the very back of the room for this Scene's second Safe Zone.

    Safe Zone #2 (Room at the back of Hangar 19): Pretty much exactly what the room is called; a room at the back of Hangar 19.

    Go back out and go talk to Cerys. She will refuse to join you, but after you talk to her, a guy will get your attention and beckon you over. It's Yardley, and he has a proposition for you: Help him get rid of Cerys, allowing him to take control in her stead, and he will agree to join you with the now-his militia. However, this trophy requires you to recruit Cerys, so you can't do what he wants. Even so, when he asks you if you're willing to join his plot, you must agree so he'll give you the fake documents.

    Even though you're not going to do what he asks, you should still head to the room with her safe so that you can grab and interact with all the other items in that room. Also, if you use Celerity vision and use Pickpocket on Yardley, you can grab the key to his safe, and you can learn his true motive for getting rid of Cerys. (Doing so opens an option in your future Confrontation with her.)

    If you picked up the J91 Key earlier in Thane's office, open the corresponding safe and grab a good piece of gear you can equip.

    Go back to Cerys and show her the documents proving that Yardley tried to overthrow her. She'll thank you, and you'll insist on her joining up in return. She refuses, but you can negotiate, beginning a Confrontation. You must win it to get her to join you.

    Confrontation with Cerys: (1 miss allowed)
    1. Stage 1: Option 4*: A deal on the blood trade.
      • * Note: You can choose Option 1: Expand their territory for Stage 1, but the blood trade deal is better. However, you will only have the blood trade option if you read the note sitting on Cerys's desk.
    2. Stage 2: Option 1/2: Defend if you can, if you have a high enough Psychology level, or choose Don't defend yourself and take the miss.
    3. Stage 3: Option 1: I'm in the Primogen. I can protect her.

    Once you've won this Confrontation, you're done. Feel free to continue exploring as there is a lot to find here, but whenever you're done and feel ready to leave, head to Saule. Find the fenced area that has a bunch of motorcycles sitting outside. Go there and walk all the way in and you'll find her working at a table. Speak to her and tell her you recruited the others and the ending sequence will begin.

    Just before you enter Thane's office to talk to him again, the game will give you one last time to change your mind. You'll be given a choice between backing out and going alone, or continuing with the Prince's plan. Obviously for this trophy, you must choose the option to Continue with the Prince's Plan. Once you finish talking to Thane and the scene ends, this trophy will pop.
  • Galeb freed the werewolf in the SAD base.

    MISSABLE

    This trophy takes place in Scene 09 Part 1: Galeb – S.A.D. BaseNote: See Scene 09 Part 1 in our Complete Walkthrough for a detailed guide to seeing & getting everything you can in this Scene.

    There are two ways you can end this Scene, depending on who you rescue. You can either rescue a vampire named Michelle Davis, or you can rescue a Werewolf. While you're free to choose either option, you MUST rescue the Werewolf for the Platinum. Not only just for this trophy, but also to get one of Leysha's trophies, Don’t pet the dog trophy_silver.png, and to later kill Leysha for the Bad Ending, “We will never forget them” trophy_gold.png

    Because of that, it's recommended to avoid speaking to Davis entirely, because if you don't have a high enough level in certain Disciplines/Skills, you may be forced into an option you don't want. If that happens, you may have to restart & redo the entire level to get the Werewolf instead. Davis is located in one of the bottom-level cells on the left. 

    Note: There is 1 Safe Zone in this Scene, and, if you're coming out of the interrogation room where you loaded in, the Safe Zone is the room immediately to the left of it; the last room, by the dead end.

    To be able to win the Werewolf over, there is one piece of information you should get. You can win him over without it, but you would need a minimum of Psychology Lv.4. Instead, while you're exploring the control room (the room in which you unlock the cells using the 2 keys), make sure to read a report, sitting on the desk to the right of the door as you enter, that mentions that the S.A.D. have tracked a Werewolf pack to Mount Greylock.

    Whenever you want, after you found that information and have unlocked the doors from the control room, head to the Werewolf's cell, all the way at the end of the 2nd floor (the floor you load in on), past a metal gate. Speak to the Werewolf and convince him to join you. This shouldn't be too hard, especially if you found that document mentioned above. (When the option comes up, choose Option 2: "I discovered that the SI has tracked down his pack.")

    After he agrees, press the red button on the wall, opening his cell. He will transform and clear the way for you to safely follow. 

    When you're sure you're done, have explored everything, gotten the Safe Zone, etc., and are ready to leave, head to the end of the first floor, and grab your clothes & items from the Security desk.

    Note: You'll find Berel on the first floor, locked in Cell #07, first cell on the right past the metal gate you enter that area from. You can choose to release him or leave him there to die, it's up to you. Your choice does have an effect on some of the story, but not on any of the trophies, so choose whichever option you want to. 

    (Spoiler)
    PS: Also, if you chose Kaius instead & did not confront Berel back in Scene 05, or you did but lost your Confrontation with Berel, he will tell you now that he went behind your back and embraced Feng. If you did confront Berel back then and won it however, Feng will remain untouched and you will be able to choose whether or not to embrace her at the end of the game.
  • Leysha succumbed to her rage and destroyed Richard Dunham.

    MISSABLE

    This trophy takes place in Scene 10 Part 1: Leysha – S.A.D. Base. Note: See Scene 10 Part 1 in our Complete Walkthrough for a detailed guide to seeing & getting everything you can in this Scene.

    Like several others on this list, this trophy is for choosing one of the major story decisions over another, and there are trophies for both options, meaning you'll need to do both at some point. 

    There will be many instances in which you will be given important decisions. These are obvious because, unlike normal dialogue decisions, the normal dialogue menu goes away and two options will appear on-screen in its stead. These are often timed, too, so be aware of that. If absolutely needed, you can pause the decision by opening the Main Menu (press Options button).

    During Leysha's Scene 10 Part 1, you will be given the choice between killing Richard or sparing him. For this trophy in particular, you'll have to kill him to get it. You'll need to do the opposite action for I never want to see you again trophy_bronze.png. Obviously, you can't get them both in the same playthrough, but using the save-method mentioned many times in this Guide, you can do this very quickly.

    Before you do anything, choose which one you want to do and stick with for the remainder of your playthrough. The following walkthrough will be structured to end with, and continue from, keeping Richard alive. If you want to kill him instead, just switch which one you do here:

    Note: There is 1 Safe Zone in this Scene, and it's in the room directly facing the room in which Richard and Olsen are, on the opposite wall.

    First things first, after you remove the Obfuscate on the door but right before you go in, force the game to save (go into the nearby Safe Zone and press Options > Settings and just tab back and forth and press Apply, and you should see the save icon appear. You don't even have to change any Settings to force it). Once you do, quit the game, upload your save file to the Cloud, then go back in.

    There are a few things to read in this room, but hold off, because you would have to do it twice.

    GLITCH NOTE: I am unsure what causes the glitch, but what is supposed to happen as you walk in the room is that Richard kills Olsen. For some reason, that may not happen, and Olsen's avatar stayed in the room the entire time. I could not speak to him, but could take his identity if I wanted (seems the unlock carries over, in this case from Scene 03). Later he stood there levitating a couple feet off the ground. It's fine though, it won't affect your game, as you can still get the important item from him: the key on the ground, under his levitating feet.

    FIRST TROPHY – A hard pill to swallow trophy_bronze.png:
    Go into the room and talk to Richard. Go through the conversation as normal, choose whatever you want when dialogue options appear... and then at the end of your conversation, the game will give you the option to kill him or leave him. Choose "Destroy him".

    Once the cutscene ends and the A hard pill to swallow trophy_bronze.png trophy pops, quit the game, then re-download your previous save file from the cloud.

    SECOND TROPHY – I never want to see you again trophy_bronze.png:
    Go back in-game and back into that room. Since this is the playthrough you will continue with, feel free to look around first. There's a key on the ground where Olsen stood, by their feet. Take it and you can unlock the drawer in the desk, which holds an audio recording of Halsey's transfer and the agent's suicide. Other than that, there are a small handful of papers to read & items to interact with in the room.

    Speak to Richard again, and this time, when the option appears, choose "Let him leave". After some more cutscenes, you should get the I never want to see you again trophy_bronze.png trophy.
  • Leysha spared Richard Dunham after hearing the truth.

    MISSABLE

    See A hard pill to swallow trophy_bronze.png for a full walkthrough on how to get both of these trophies in the same run, or follow Scene 10 Part 1 in our Complete Walkthrough for a detailed guide to seeing & getting everything you can in this Scene.

    This trophy takes place in Scene 10 Part 1: Leysha – S.A.D. Base. Like several others on this list, this trophy is for choosing one of the major story decisions over another, and there are trophies for both options, meaning you'll need to do both at some point. 

    During Leysha's Scene 10 Part 1, you will be given the choice between killing Richard or sparing him. For this trophy in particular, you'll have to spare his life to get it. You'll need to do the opposite action for A hard pill to swallow trophy_bronze.png. Obviously, you can't get them both in the same playthrough, but using the save-method mentioned many times in this Guide, you can do this very quickly.
  • Leysha escaped from the werewolf at the SAD base.

    MISSABLE

    This trophy occurs in Scene 10 Part 2: Leysha – S.A.D. Base, and requires Galeb to have saved the Werewolf in Scene 09 Part 1. See The enemy of my enemy trophy_bronze.png for more on that. If you did not save the Werewolf, you will skip this Scene entirely. 

    Note: See Scene 10 Part 1 in our Complete Walkthrough for a detailed guide to seeing & getting everything you can in this Scene.

    IMPORTANT NOTE: Even if the game appears to save, such as if you try the force-save method (opening the Settings Menu), it doesn't matter – if you restart at any point in this Scene, you will have to start over from the very beginning. There are no checkpoints either.

    As soon as you load in and then crawl underneath the first crawlspace, the Werewolf will show up. You'll have to use the various crawlspaces around the room to make your way to the control room first to unlock the doors, then to the electrical breaker room to turn on the power, and then, finally, to leave the area, all without getting killed by the Werewolf.

    If the Werewolf catches you, you won't die right away, but you will gain 6 Hunger. He can kill you in 2 or 3 hits, depending on how many Hunger points you began the Scene with. If you die, you are PERMANENTLY dead for the remainder of this playthrough, so make sure you restart the Scene as many times as it takes you to complete it successfully. There are many more trophies that involve Leysha that will obviously void if she dies here.

    Remember, on your first (and main) playthrough, you'll be aiming for “Let us show them the power of immortality” trophy_gold.png, which is to complete the game with all 3 main characters (Emem, Galeb, and Leysha) alive. (Note: You'll also have to do one where all 3 die, but that will come during the clean-up phase.)

    You may get lucky and get it on your first or second try, but if you're on attempt #15, don't feel bad, you're not alone. There's definitely an element of luck here, but there is a correct path to take. You just have to be very quick.

    This is a little tough to describe by text, so you should absolutely watch the video of this level first:
  • Leysha managed to get to Halsey in time to save her.

    MISSABLE

    This trophy takes place in Scene 10 Part 3: Leysha – S.A.D. Base. This is a complicated and important level, because it's tied to 4 of Leysha's individual endings, as well as 4 different trophies (5 if including her death for the Worst Ending), so it's recommended to follow our Complete Walkthrough's Scene 10 Part 1 section for a detailed guide to seeing & getting everything you can in this Scene.

    All endings you can get in this Scene & their trophies:
    1. For the dead travel fast trophy_silver.png: Leysha managed to get to Halsey in time to save her. 
    2. My flesh and blood trophy_bronze.png: Leysha escaped from the SAD base with Halsey. 
    3. Despair has its own calms trophy_bronze.png: Leysha is locked up in the Vatican, unable to forget Halsey’s destruction.
    4. From one prison to another trophy_bronze.png: Leysha was unable to escape and is locked up in the SAD base.

    Unfortunately, no matter what, you can't get all of them in the same playthrough, even using the cloud-save method. All of the listed trophies other than this one do not pop until you see the very last scene in the game, just before the credits, and all of them are mutually exclusive.

    Right now, the only thing to do is to get the first 2 trophies (For the dead travel fast trophy_silver.png and My flesh and blood trophy_bronze.png) as you work toward the Best Ending. 

    Later on, during the clean-up phase, you can come back using Level Select to get the other two, both of which are for separate bad endings.

    When you begin Scene 10 Part 3: Leysha – S.A.D. Base, you'll find Halsey in a locked incineration chamber, and you only have 10 minutes in which to do so. To get this trophy and For the dead travel fast trophy_silver.png, you'll need to save Halsey in time. 

    Don't worry; 10 minutes is more than enough to do so and to explore everything. There's also a way you can pause the timer for several minutes, if you need to. (Grab a wrench from the red toolbox in a corner and use it on the cables behind Halsey's incinerator.)

    The basic steps to save her (i.e. not including all of the extra things you can see & do in this Scene) are as follows:
    First, head to the desk right in front of the incinerator. Open the top drawer and grab the Blue Keycard key item. Head to the console by the incinerator and use the keycard to open the glass covering the keypad. When you do that, as soon as you back out, you'll be immediately thrown into your first Confrontation with Halsey.

    Confrontation with Halsey #1: (0 misses allowed)
    1. Stage 1: Option 2: She knows it's me.

    You'll have to figure out the code for the incinerator. If you want to solve this puzzle yourself, skip to the Halsey Confrontation #2. Otherwise...

    Code puzzle solution: If you want to figure out the puzzle yourself: Behind a yellow screen in one of the corners of the room, you'll find a dead scientist. Interact with her body to take a Key from her. Go to the desk in the bottom-right corner of the room and use the key to unlock the top-right drawer. 

    In it, there's a document that lists the codes for all the different models of incinerators. When you look at the back of Halsey's incinerator, you'll notice the beginnings of a model number, but the last bit is scratched out. You know it's one of the CLA 9000s, but which? If you look at all the other models around the room, you'll notice all but 1 model # is present: the CLA 9000L. (The correct code is: 260296.)

    Punch in the numbers into the console, and you'll get the second Confrontation:

    Confrontation with Halsey #2: (0 misses allowed)
    1. Stage 1: Option 4: You need to trust Mommy, Juliette...

    Finally, you just have to unlock the incinerator. Head back to the center desk that's in front of the incinerator and interact with the computer monitor. On the first tab, the Container Data tab, move your cursor into the screen and press Cross on "Open container". The incinerator will open and you'll have to beat one last Confrontation:

    Confrontation with Halsey #3: (** misses allowed)
    1. Stage 1: Option 1*: To get my little girl.
      • * Note: For Stage 1, if you got her teddy bear in Scene 07 – Red Salon, you can also choose: Option 2: To bring you Mr. Teddy.
    2. Stage 2: Option 3: I'm here now.

    ** Note: The number of misses you're allowed here depends on how well you did in the previous 2 Confrontations. If you won both, you'll have 2 misses; if you won 1, you'll have 1 miss; and if you lost both, you'll have 0 misses.

    Once you've won this last one, the Scene will end and you'll get this trophy. You won't get My flesh and blood trophy_bronze.png right away, but if you did the above and saved Halsey, you will get it when you see Leysha's final scene after the game ends.
  • Emem found all the clues about the informant at the SAD base.

    HIGHLY MISSABLEThis trophy is highly missable, in part because it takes place over multiple chapters and it also has a few pre-requisites. The Scenes in question are Scene 11 Parts 1, 2, & 3: Emem – S.A.D. Base AND also Scene 10 Part 1: Leysha – S.A.D. Base.

    Note: See our Complete Walkthrough for a full guide to each of those Scenes, including further details on how to get each clue.

    Pre-requisites:
    1. While doing Emem's Scene 08 – Anarch Domain, you must have recruited Rafa.
    2. While doing Scene 10 Part 1 on Leysha, you must move the crane.

    There are several clues you'll need to pick up in all 3 Parts of Scene 11.

    SCENE 11 PART 1:

    CLUE #1: You'll be in the same area that you previously did in Scene 10 Part 1: Leysha – S.A.D. Base. If you moved the crane back then, you will be able to walk on the long yellow crane up above the room. While you're walking across, turn on your Auspex vision (press l1.png; otherwise you won't see the prompt), and as you walk across, you'll be able to use Auspex to eavesdrop and listen in on 2 NPCs talking. There are 2 groups of 2, but the important ones you want for this are the ones all the way on the other side, dressed in red, standing where the crate was that Leysha lifted with the crane. That conversation counts as one clue.

    CLUE #2: A bit later on, when you're lifting up a trap door/hitch, you'll look down and listen to a SAD soldier and an agent having an argument, then once the agent leaves, jump down to kill the soldier. The agent will come back in, and, when the option appears, you'll need to use your Presence to get him to tell you what he knows about the traitor; that there is a second traitor as well; an accomplice.


    SCENE 11 PART 2:

    CLUE #3: Once you've dropped down and can explore the 4 offices, this first clue is found in the Safe in the L3 Office. Currently, the only way to solve the puzzle yourself & discover the code is if you have Auspex Lv.2: Psychometry. (There might be another way to find the code, but not sure.) If you do, you can use it on a desk found in the L1 Office, which will show you a vision of a worker placing something secretly up on the ceiling grate, back up in the crawlspace area. Head back up there to discover the piece of paper and the code written on it. If you don't have the Psychometry ability, that's fine. The code is: 050211

    Either way, open the safe, take the Tremere Concoction for yourself, and look at the note. Read it first, which tells you about the informant's name, Corvus. Once you've read it, interact with it again and, since you ought to have Rafa in your group, you'll get the option to contact him. Do so, and after a little back-and-forth, he'll inform you that he needs some more information about the server. (Note: If you don't have Psychometry, the piece of paper with the code will not be there.)

    CLUE #4: In the L4 office, look around and find the 1 computer monitor that has a red sticky note attached to it. Read it and contact Rafa to give him the info. He'll say he'll get back to you. Look around the room if you haven't yet to see the other things, and once you open the door to leave, Rafa will contact you and drop a rather startling bomb about the informant(s).


    SCENE 11 PART 3:

    CLUE #5: When you reach the laptop to install the virus, you're going to want to not submit the virus right away, otherwise you'll miss the remaining clues. On the computer, you'll have a selection of words that are search terms. Combine 2 terms and press Confirm Search to see the results. Each time you search, new terms will unlock for you to use. 

    Remember, this is a timed section, so be quick. You can use l1.png to look over your shoulder & see their progress breaking down the door. If you are too slow and the soldiers get through, Emem will die for good. If that happens, restart the Scene and do it again. (That said, not only is this Scene very short, but the time you're given is quite long; you really shouldn't have a problem with it.)

    STEP 1: First, put in Administrator and Password. The document it unlocks will tell you that the password is the date the S.A.D. organization was created.

    STEP 2: To find the date, punch in Organization and Creation. Using the date and content of the emails, you'll discover that S.A.D. was created on September 09, 2015. Thus the code for the laptop is 09092015. Once you unlock the laptop, you'll be able to submit the virus, but DON'T.

    STEP 3: Now it's time to search for more clues to the identity of the traitor. Type in the following Search combinations and read all of the documents provided:
     
    1. Informant & Interrogation
    2. Nomenclature & Interrogation
    3. Accomplice & Informant
    4. Terrorist & Capture
    5. Informant & Code Name
    6. Identity & Corvus
    7. Interrogation & Jara Drory

    The last one will open a sound file, which is the recording of Drory's interrogation (read: torture). Listen to it and you will discover the traitor. If you found all the other clues, the trophy should pop here.

    Finally, when you're done with all that, submit the virus back on the Peripherals & Drive tab and end the Scene.
  • After freeing Kurt from his prison in the Chantry, Emem defeated Kurt at the SAD base.

    MISSABLEThis trophy is highly missable, in part because it takes place over multiple chapters. The Scenes in question are Scene 04: Emem – "Unknown" (Jefferson Library) AND also Scene 11 Part 3: Emem – S.A.D. Base.

    Note: See our Complete Walkthrough for a full guide to each of those Scenes, including further details on how to get each clue.

    To get this trophy, the first thing you'll need to do is to discover and free Kurt from the top of the tower in the Jefferson Library Scene. (See How could I forget? trophy_bronze.png for more on that Scene.)

    To find him, you'll have to reach the 5th Floor, which is a very secret area that is easily missed if you don't know what to do to get there.

    Once you've finished the Scene, have found 6 of the 7 Clues (i.e. all of the ones in the cells section), and are otherwise ready to go, head to the tall tower in the center of the area. To get the elevator to move, you'll have to solve the Blood Maze puzzle on each floor. Essentially, you'll need to rotate plates on the ground so that you get an unbroken line from the center pillar to the console you use to control the plates, allowing the blood to flow through to it.

    However, the secret and easily missable bit is that you actually have to solve TWO puzzles per floor. You might notice that there is a rune etched into the floor underneath your feet when you're standing at the console. Once you solve the first puzzle, that rune lights up. You'll need to look at it, then find the rune that matches it in the center. You'll have to then rotate the plates again, so that the blood can flow from the center pillar to that particular rune in the outer circle.

    After you've solved all 6 Blood Maze puzzles, both the 4th and 5th floors become available. Go to the 5th floor first; do not go to the 4th.

    When you reach the 5th floor, you'll walk into what looks like an absolute nightmare. Among all of the hideous bodies, you'll discover a vampire that appears to be held in place by some very powerful magic. To get this trophy, you have to wake him up, so that he can escape, so interact with the blood-red circle and choose Option 1: Erase the symbol

    After the cutscene is over and Kurt runs away, head down to the 4th floor now and grab the 7th (and final) Memory for How could I forget? trophy_bronze.png by interacting with the fire poker sticking out a lit brazier. 

    With all that done, you don't have to worry about this trophy all the way until you reach Scene 11 Part 3 in the S.A.D. Base. This is the Scene where Emem installs the virus into the laptop and discovers the identity of the traitor.

    If you rescued Kurt in Scene 04, you will run into him in the beginning cutscene for this section. When the cutscene ends, you're immediately thrown into a Confrontation with him. If you lose, you die. You must win the Confrontation, otherwise you'll not only lose this trophy, but will void the Ending trophy you're going for, as well as several more of Emem's future trophies.

    Confrontation with Kurt: (1 miss allowed)
    • Stage 1: Option 1/2: Defend if you can, if you have a high enough Psychology level (Lv.4). If not, choose "Shut up!" and take the miss.
    • Stage 2: Option 1: I know how to get what I want.
    • Stage 3: Option 1: He's going to end up like Jara.

    When you win the Confrontation, Emem will defeat Kurt and this trophy will pop.
  • Emem left the Camarilla.

    MISSABLE

    This trophy takes place in Scene 12: Epilogue, and is for one of Emem's individual endings. This ending in particular is for Emem deciding to leave the Camarilla and go on her own.

    Note: See Scene 12 in our Complete Walkthrough for a detailed guide to seeing & getting everything you can in this Scene as well as this ending.

    Emem has multiple endings tied to this Scene, as well as 3 different trophies for them. To be able to get all of them in one run, you'll need to use the cloud save-method employed in this guide many times before, so make sure your auto-upload is turned off. Exit the game, upload the save to the cloud, then reopen the game.

    IMPORTANT: You will need to have at least Celerity Lv.4 to be able to win the Confrontation and get all 3 of this Scene's trophies.

    First, decide whether you want Emem to join the Primogen or leave the Camarilla for your overall ending. This guide will operate with Emem joining the Primogen as the main end, so the first one done that will be overwritten is to leave the Camarilla. (If you prefer the opposite, just switch the order in the following walkthrough.)

    During the Epilogue, when it is Emem's turn, Hilda will immediately approach you as you enter the room. She will ask you to come to her room, and you'll be given the following 2 options: Go with her to her Rooms, or Avoid her and go see the Prince. To get everything in the shortest time, choose Option 1: Go with her to her Rooms.

    (Note: If you choose the latter, the game will end right there. You will get one of Emem's ending trophies (Promotion trophy_bronze.png), but you'll miss the others. Plus, it's not necessary, because you will still get that same trophy later on. Due to that, it's highly recommended to avoid that decision and choose Go with her to her Rooms instead.)

    Assuming you did everything and discovered that Hilda is the traitor back in Scene 11 Part 3, at the end of your conversation with Hilda, you'll be presented with 3 options: 
    1. Go along with Hilda's plan, 
    2. Report her to the Prince, or 
    3. Quit the Camarilla 

    Eat the Liches Trophy:
    For your first time, choose Option 3: Quit the Camarilla. Once you pick it, Hilda will attack you. Obviously, you must win, otherwise Emem will die, for good. As mentioned above, you must have at least Celerity Lv.4 to win against her (Lv.5 is not necessary). It's all part of a cutscene though, so you don't have to actually do anything yourself; you'll automatically win. Once you do, you'll receive both “You’ve gone too far” trophy_gold.png for defeating Hilda, as well as Eat the liches trophy_bronze.png for leaving the Camarilla.

    Note: If you did everything right, everything according to this Walkthrough, you will also receive “Let us show them the power of immortality” trophy_gold.png, which is the trophy for the Good Ending (see below).

    Don't watch the next scene, though, because you still have to go back and redo this. So as soon as you receive those 3 trophies, immediately quit the game, re-download the save you made upon starting Emem's section from the cloud, and start the game again and press Continue.


    Promotion Trophy:
    After the conversation, once you've returned to the moment of the decision, this time choose Option 2: Report her to the Prince instead. You'll have to go through the fight scene again, but once it's over, you'll receive Emem's final trophy, Promotion trophy_bronze.png, as a result of her joining the Primogen.
  • Emem joined the Primogen.

    MISSABLE

    This trophy takes place in Scene 12: Epilogue, and is for one of Emem's individual endings. This ending in particular is for accepting your promotion and joining the Primogen Council.

    Note: See Scene 12 in our Complete Walkthrough for a detailed guide to seeing & getting everything you can in this Scene, including this ending.

    Emem has multiple endings tied to this Scene, as well as 3 different trophies for them. To be able to get all of them in one run, you'll need to use the cloud save-method employed in this guide many times before, so make sure your auto-upload is turned off. Exit the game, upload the save to the cloud, then reopen the game.

    See Eat the liches trophy_bronze.png for a full walkthrough on how to get all 3 trophies in one run.

    Note: You will need to have at least Celerity Lv.4 to be able to win the Confrontation and get all 3 of this Scene's trophies.
  • Emem defeated Hilda and stopped the British invasion.

    MISSABLE

    This trophy takes place in Scene 12: Epilogue, and is part of Emem's ending. Note: See Scene 12 in our Complete Walkthrough for a detailed guide to seeing & getting everything you can in this Scene, including this ending.

    To get this trophy, you'll need to defeat Hilda when she attacks you, which will happen if you choose anything other than going along with her plan.

    See Eat the liches trophy_bronze.png for a full walkthrough on how to get all 3 trophies in one run.

    Emem has multiple endings tied to this Scene, as well as 3 different trophies for them. To be able to get all of them in one run, you'll need to use the cloud save-method employed in this guide many times before, so make sure your auto-upload is turned off. Exit the game, upload the save to the cloud, then reopen the game.

    Note: You will need to have at least Celerity Lv.4 to be able to win the Confrontation and get all 3 of this Scene's trophies.
  • Leysha escaped from the SAD base with Halsey.

    MISSABLE

    This trophy takes place in Scene 10 Part 3: Leysha – S.A.D. Base, and is for one of Leysha's 5 individual endings.  This one is part of the main, good ending, and is for saving Halsey from the incinerator and escaping the base. However, the trophy itself won't pop until the very end of the game, after the end of Scene 12: Epilogue.

    Note: See Scene 10 Part 3 in our Complete Walkthrough for a detailed guide to seeing & getting everything you can in this Scene, including this ending.

    To get this trophy, Leysha needs to save Halsey from the incinerator and escape alive. See For the dead travel fast trophy_silver.png for a complete walkthrough on how to get both trophies.

    As stated above, although this trophy is for actions taken place in Scene 10 Part 3, the trophy itself won't pop until the very end of the game, after the end of Scene 12: Epilogue, when you get a brief cutscene of Leysha and Halsey together.
  • Leysha is locked up in the Vatican, unable to forget Halsey’s destruction.

    MISSABLE

    This is one of two of Leysha's bad endings that come from Scene 10 Part 3: Leysha – S.A.D. Base. This one in particular is for Leysha failing to turn off the incinerator to save Halsey, and goes mad from the memory of Halsey's death. However, the trophy will not pop until the very end of the game, after the end of Scene 12: Epilogue.

    Note: See Scene 10 Part 3 in our Complete Walkthrough for a detailed guide to seeing & getting everything you can in this Scene, including this ending.

    If you're following this guide and walkthrough, you should leave this trophy for your post-game clean-up phase and use Level Select.

    To get this trophy, you need to fail to save Halsey from the incinerator back in Scene 10 Part 3. This is really simple to do. Just load in, walk forward to begin the timer, and then stand there and do nothing for 10 minutes. Really, that's it. When time runs out, the incinerator will automatically turn on and Halsey will die.

    As mentioned above, you won't get this trophy right away, but rather at the end of Scene 12: Epilogue. Fast forward through the rest of the game using Skip (hold square.png at all times during dialogue/cutscenes except when making decisions), making whatever choices you want along the way, and you'll reach the end of the game in 5 minutes or less. Once the game ends, you'll get a brief cutscene showing Leysha in prison, and the trophy will pop.
  • Leysha was unable to escape and is locked up in the SAD base.

    MISSABLE

    This is one of two of Leysha's bad endings that come from Scene 10 Part 3: Leysha – S.A.D. Base. This one in particular is for Leysha succumbing to Halsey's powers and then getting captured by the S.A.D. However, the trophy will not pop until the very end of the game, after the end of Scene 12: Epilogue.

    Note: See Scene 10 Part 3 in our Complete Walkthrough for a detailed guide to seeing & getting everything you can in this Scene, including this ending.

    If you're following this guide and walkthrough, you should leave this trophy for your post-game clean-up phase and use Level Select.

    Load Scene 10 Part 3 and complete it as you normally would, but this time, make sure you LOSE all 3 of the Confrontations with Halsey. (If you need it, see For the dead travel fast trophy_silver.png for a walkthrough.)


    Here are some (not all) examples of incorrect answers you can choose to lose each one:

    Confrontation with Halsey #1: (0 misses allowed)
    1. Stage 1: INCORRECT Option 1: She doesn't know what she's talking about!

    Confrontation with Halsey #2: (0 misses allowed)
    1. Stage 1: INCORRECT Option 2: You're in danger.

    Confrontation with Halsey #3: (0 misses allowed)
    1. Stage 1: INCORRECT Option 3: To avenge the Kindred.
    2. Stage 2: INCORRECT Option 2: To get better.

    Each Confrontation you lose hurts Leysha, and once you've lost all 3, Leysha collapses. (Despite what some sites say, and although it looks like it, Leysha does not die this way. She can only permanently die during the Werewolf fight in Scene 10 Part 2.)

    Like the previous one, you won't get this trophy right away, but rather at the end of Scene 12: Epilogue. Fast forward through the rest of the game using Skip (hold square.png at all times during dialogue/cutscenes except when making decisions), making whatever choices you want along the way, and you'll reach the end of the game in 5 minutes or less. Once the game ends, you'll get a brief cutscene showing Leysha locked up, and the trophy will pop.
  • Galeb reported back to the Prince and returned to his place in the Camarilla.

    MISSABLE

    This trophy takes place in Scene 12: Epilogue, and is for one of Galeb's individual endings. This one in particular is for Galeb deciding to remain in the Camarilla rather than follow the Beckoning.

    Note: See Scene 12 in our Complete Walkthrough for a detailed guide to seeing & getting everything you can in this Scene, including this ending.

    Galeb has 2 endings, and thus 2 trophies, tied to this Scene. However, because the Scene is so short and does not have any checkpoints, you don't need to use the usual cloud-save method here. Closing & restarting is enough.

    First, decide whether you want Galeb to remain with, or leave, the Camarilla for your overall ending. This guide will operate with Galeb staying with the Prince for the main end, so the first one done that will be overwritten is to leave and follow the Beckoning. (If you prefer the opposite, just switch the order in the following walkthrough.)

    Galeb's Epilogue varies depending on your choices made throughout the game, namely whether or not you Confronted (and won) Berel back in Scene 05, and whether you saved Berel back in Scene 09 Part 1 – S.A.D. Base or left him to die. If you saved him, it will be Berel who approaches you, and if not, it will be Feng instead.

    After you finish talking to Berel & making whatever choices you want, you will have to make a very important decision: Will Galeb Heed the Beckoning or will he Stay with the Prince

    First choose Option 1: Heed the Beckoning and earn the “My time has come” trophy_bronze.png trophy.

    Once the cutscene finishes, it'll move into Emem's epilogue. Don't continue. Instead, close the game and reopen it. Choose Level Select > The Prince's Chambers (the last option), and you'll begin the level again. (You can also restart the game without closing it by pressing Options > Restart.)

    When you reach the choice again, this time choose Option 2: Stay with the Prince, and you'll get the Eternal Protector trophy_bronze.png trophy.
  • Galeb left the Camarilla to heed the Beckoning.

    MISSABLE

    This trophy takes place in Scene 12: Epilogue, and is for one of Galeb's individual endings. This one in particular is for Galeb deciding to follow the call of the Beckoning.

    See Eternal Protector trophy_bronze.png for a walkthrough on how to get both trophies.

    Note: See Scene 12 in our Complete Walkthrough for a detailed guide to seeing & getting everything you can in this Scene, including this ending.
  • Emem, Leysha, and Galeb survived the attack on Boston.

    MISSABLE

    This trophy is for getting the game's True/Good Ending, and it's really very simple. All you have to do to get it is to keep all 3 main characters (i.e. Emem, Galeb, and Leysha) alive.

    Galeb and Leysha each have 1 Scene in which they can die (Scene 09 Part 3 and Scene 10 Part 3, respectively), and Emem has 2 (Scene 11 Part 3 and Scene 12). As long as you survive those scenes, you'll get this ending, no matter what other choices you've made throughout your game.

    Because this is likely the first ending you'll get, you'll also probably get Swansong trophy_gold.png here as well
  • Emem, Leysha, and Galeb were all destroyed in the attack on Boston.

    MISSABLE

    This trophy is for getting the second of the game's main endings, the Bad Ending, which requires the death of all 3 main characters in the end.

    Note: See the Bad Ending section of our Complete Walkthrough for a detailed guide to getting this ending.

    Because you'll be going for the Good Ending (“Let us show them the power of immortality” trophy_gold.png) during your main playthrough, you'll have to do this one using Level Select. All deaths take place during Scenes 09, 10, & 11 though, so it shouldn't take too long.

    Galeb and Leysha each have 1 spot they can be killed, whereas Emem has 2 different locations. However, one of them is during the Epilogue, after the attack, so whether or not it would count towards this trophy is not confirmed. Due to that, it's best to stick to her S.A.D. Base death, just to be sure.

    Here is the fastest route to kill all 3
    1. Load Scene 10 Part 2: Leysha – S.A.D. Base to start, assuming you rescued the Werewolf (if not, you'll have to start from Scene 09 Part 1). Just run out and stand right in front of the Werewolf and let him hit you. Do this 3 times, and on the third, he will kill Leysha.
       
    2. In the next Scene, Scene 11 Part 3: Emem – S.A.D. Base, make your way to the laptop. When you get there, you'll have to interact with it first, and click on the Peripherals and Drives tab. Only then will the soldiers begin and your timer starts. Once that happens, just stand there; don't bother doing anything on the laptop, and wait for the soldiers to bust through and kill Emem.
       
    3. When you load in as Galeb in the next Scene, Scene 09 Part 3: Galeb – S.A.D. Base, go straight to Stanford and fail the Confrontation, letting Stanford kill him.
       
    4. You're done! Watch the ending & get the trophy.

    Once all 3 are dead, you'll immediately move into the Bad Ending and get this trophy. This will likely be your last trophy, in which case you'll also get the Platinum Methuselah trophy_platinum.png at the same time.

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