Vampire: The Masquerade - Swansong

Vampire: The Masquerade - Swansong

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VtM:S Walkthrough [Good Ending]
By Kośtiźky
Vampire: The Masquerade - Swansong focuses on story and keeps the player on their toes with constant decision making. Each character has their own attributes, disciplines, talents, and traits, offering new options for dialogue and level exploration.

If you don't have enough experience points, the game will wear you down. You'll feel weak and always hungry, waste your consumables, and be locked out of your preferred choices.
This walkthrough may seem overwhelming, but it isn't intended to be. Each of your approaches is admirable. Play as you wish. Make your own mistakes. This is a great work of art!

There is almost always a solution to most locks and puzzles in the game without using a skill. Keys or codes to open most containers are found by exploring. This walkthrough won't give you all the achievements either, but I will try to point out some things, even if it's not our way to get the best ending. I'll be highlighting passwords, alcoves, etc. and other bonus things to keep in mind.

This guide is probably not for your first walkthrough, but hopefully it will help you progress in the game when you get stuck, and I really hope you enjoy reading it as much as I enjoyed writing it, because I tried my best to make this walkthrough a work of art as well.
Cheers!
   
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[Scene 00] Prologue
The Boston Court is in turmoil. Code Red alert has been issued, which means a major crisis has occured. Emem, Leysha, and Galeb are summoned by the Prince.
The prologue is mainly here to show you the different aspects of the dialogues (not all of them, though), so I will leave some short notes as a help if you have decided to have a look at this guide before you have finished the game on your own.

As Emem, you will learn how to use attributes in dialog and attribute skill checks during your first conversation with Journey (-3 Willpower points).
To make a long story short, you'll notice a lot of dialog options with Attribute prefixes that have a white icon of empty willpower diamonds with a white marker (cost) on top. These are non-mandatory options that don't affect the game either way, but give you much more story, lore, and role-playing feel.
During the conversation with the Prince's assistant, April, you will be forced to learn how to use Disciplines in dialog because you don't actually have any Rhetoric points to use the attribute skill check, leaving you with the choice of using the Presence discipline, which you will fail.
Using dialogue choices that use Attributes or Disciplines will give you Willpower bonuses after the conversation ends. If you have enough Willpower, it's worth using these options. The bonuses often restore a lot of Willpower, and the responses usually feel brighter.
You didn't pass, but you'll still get your first Trait called Put In Her Place which reduces the next experience cost for the Mental attribute by 10 points.
This shows that sometimes you can get different Traits by making different choices, and even failing your checks.

Just go to the central circular foyer, and you'll be introduced to the second playable character, Galeb. You'll switch back to Emem as Hilda MacAndrews approaches, and in this conversation you'll learn about Focus in dialog.
Focus your Rhetoric check to level 2 (-5 Willpower) and let Hilda win, because I'm not sure you can pass this check no matter what - if you boost to level 3, you have a pretty good chance of passing the check (30% chance of success), but you still can't.
The Focus mechanic helps players succeed at certain actions, but you may be surprised to learn that characters can also use Focus to improve their own abilities during dialogue.
So you might end up in a situation where you're at skill level 3 against the character at skill level 4. But after the Focus, you get to the 5 vs. 5 case and fail on the dice roll. Now you're back where you started because you didn't pass the dialog option, and you've lost a lot of your Willpower.
However, all of these efforts impact your Talents (not Traits!). These include bonuses that are permanent, such as reducing Willpower cost for that Attribute, increasing maximum Hunger meter, and so on. They also include temporary bonuses that lower costs to upgrade specific Attributes and Disciplines.

You don't have anything else to do here, but you can chat with the characters nearby. When you're ready to move on, just go forward to the elevator that will take you to the Prince. That's where all three of our characters' plot lines, along with the third, Leysha, meet.
[Scene 01: Emem] Prince's Quarters
Choose "Free" option for your Emem's character sheet.
Auspex ··
Deduction ·
Education ·
Mental ··
Rhetoric ·
Social ··
Psychology ··

First, you should feed Emem.
Don't eat the girl; instead, feed on the male vessel. Leave the second one for later.

Talk to Sylvia Ortyz to find out that Journey has visited one of the alcoves on the right side of the bar, opposite the first two safe zones you've already discovered.
Safe Zones #1: Alcove in the bar
Safe Zones #2: Alcove in the bar

Talk to Alexandra Ash. You can pass a Rhetoric check (-5 Willpower, WP further on), which will leave you with 6 WP at the end of this conversation. You'll learn more about her interests in the business with Tremeres. She will also ask you to do her a favor on the first Emem's mission (Scene 04 - Jefferson Library).

Go into the alcove Journey visited and learn about Auspex's ability to sniff other creatures' scent and talk to the short-haired girl near the exit named Abigail Nurmi. Then, exit through the bar entrance to the main foyer where you started the game.

Talk to Dajan Siaka to learn more about his involvement with Tremeres. He can also direct you to Journey's office.

Go to the Archives section, which is located across the bar on the same floor, just behind where Dajan is standing. Don't let the intimidating Berel Underwood mess you up, and choose "Drop it" in the conversation. This will save your WP points for later.
We didn't increase our Physical attribute during the creation step. That's why even Tie will have a 24% chance of success after putting 5 WP into the Focus. However, if we use the trick of exiting to the Main Menu and then pressing Continue, we can brute-force this check to find out that he doesn't know anything in particular. He is just provoking you with his attitude.
We are also not interested in buffing talents in the Intimidation tree, as I think this dialog skill check is very rare.
Xu Feng won't tell you anything useful, but you can listen to the conversation between Keltoum Hamdan and Lazarus Sheridan with Auspex to find out that Abigail Nurmi (the short-haired lady from the bar) tore some pages from the file in the archives. Worth investigating!

So start exploring every office in this section.
It's important to explore and collect everything. Your items and inventory will carry over to the next Scene, and some items will be useful in the future. If you miss something in the previous Scene, you won't be able to get certain bonus objectives, items, or even entire routes.
Go to Abigail Nurmi's secretary office first. It's across from the office where you listened to Keltoum Hamdan and Lazarus Sheridan talk.
There's a dead laptop we can't use and a pager we can't hack on the shelf next to the wall. There is also a folder with documents about financial recommendations regarding Red Salon.

These documents will tell you more about the small rearrangements in the game later when you reach Red Salon with Leysha.

The main goal in this office is to find the burning page, which was discussed earlier in the conversation. It can be found on the desk in the golden plate. You'll be given an additional task here to find out where the torn page came from.
We already know where it came from, but we need to go to the archives to finish this task.

Go to the office at the front of the office you're in now.
Emem will say she shouldn't be here, but that's definitely not true. Take the [Magnetic Key Card] to the right side of you. It leads to the archives.
You can also vacuum-clean the office, but that won't give you any useful insight. Head out of the office and go to the final unexplored room, the office of Journey.

Right near the entrance, you can look at the checklist of the party that was mentioned before (where the assault occurred) and the guest list. Abigail is raising more questions than before. To get the [Club Business Card], look for it near the red and yellow document folders that are next to the guest list.
You'll find these Consumables as you play through the game. These will restore 5 WP points, but they will carry over to the next Scene for all your characters, so don't use them right away, even if Emem is almost out of WP points.
Look at the emails on the Journey's PC. Read the email "To: Abigail Nurmi" to make her your person of interest in this Scene.

You can find April Bosley's office at the other end of the office section. You should be near it now. You can find out more about the Red Salon situation and speak with April about Journey's current risks with Prince.
You will need to pass the Psychology check as we continue to increase our Psychology Talents. However, it will be at a cost of (-6 WP).

You can leave the office section now and go to the archives' door.
It's right near Xu Feng at the end of the office section we just entered.

Swipe your card and enter the archives. Toggle your Auspex (if you turned it off earlier) and you will easily find the document you're (well, not exactly...) interested in. After that, there will be an objective to speak with Abigail Nurmi.

If you look just opposite that drawer, you'll see another interactive drawer that's a bit low. Open it and read the red sticky note. It says that the code remains the same: 9138.

If you go to the right section of archives, you'll see a computer with a list of people who have borrowed articles from the archive.
To the right of the computer, another interaction with the drawer and use of Deduction will tell you that someone borrowed files about the reunification party, it was Jara Drory.

There is also a safe in the middle of the drawers nearby.
To open the safe, enter the code 9138, and you will find another [Club Business Card] inside. Use one of them now.

Go back to the bar and talk to Abigail to accuse her of being sneaky cookie.
Remember to drink another male vessel in the bar, grab a bite on the way, so to say.
It's always good to finish the Scene satisfied, but currently we're doing this not for the Hunger, but for the Blood Resonance (-20 XP cost for the Celerity) + (-20 XP cost for the Auspex).
Then, go back to the April Bosley office doors and turn left. Go down the hall and on the left you will see the stairs leading to the Primogen Apartments floor.

Go upstairs to the big, open conference room where Hilda is.
There are several old-looking books on the walls. You can interact with them to learn more about the history of the Camarilla and the Tremere. However, we don't have enough Education at the moment to learn from one of them.

You have to talk to Hilda there and get the first Talent Rhetorician I in Rhetoric by passing the dialog check with her (-6 WP).
On the other hand, I'm not sure this conversation will have any effect on your friend later, since we're following the path of obedience.

Go back to the hall and follow the sign that says "Jara Drory and Dajan Siaka."
You can't go to the other side of the building in this Scene. You also can't enter Dajan's apartment, so don't waste your time looking for the key. It's not needed for Emem's part of this Scene.

Look at the door marked "Jara Drory" and look at the interaction icon. This will show where you can't go back after interacting in the Scenes.
In the conversation, choose "Take Journey to the Prince" when that option appears.
[Scene 01: Leysha] Prince's Quarters
Choose "Free" option for your Leysha's character sheet.
Auspex ··
Deduction ·
Persuasion ···

After talking with Prince, you will be in Jara's office.
After we take control of Leysha, we will have two options: keep spying in the Obfuscate, or see the vision. As Emem, we chose not to force Journey to run away, so there's no reason to be a snitch. Choose the option on the right, "Take a Premonition".

You will gain a Trait called Introspective, which reduces the next experience cost for the Auspex Discipline by 20 XP.

Look at the table in the living room. It's to the right of the door to the apartments.

You'll see a piece of paper with the emotional letter from K. Kurt Densh on it. Just move your camera to the photo on the table, and you'll see a handwritten number: 1841. Remember these numbers, as they will be useful in the room at the end of the corridor in Jara's apartments.

Go back out of the front door and head to the farthest room in the apartments that is open.
Look at the bed and take the [Jara Drory's Notebook] next to it by opening the locked box. These are the documents Prince asked you to bring.

Next, interact with the black folders on the shelf to the right of the whiteboard on the wall by pushing the right black folder. You'll see that the thin red folder will be available to take.
These are the documents Journey was looking for, [File on the Unification Party Planning]. They'll help you clear her name, so grab them, too.

There is a password-protected laptop on the table in this room, but we already found the password. Interact with it and enter 1841 and look for emails on it, but now the only thing you'll find out is more information about how Jara behaves in cybersecurity, which actually failed completely as we can, well, you know, read.

Now let's go out of Jara's apartment to investigate a bit more.
Go left to Dajan's apartment. You already know where it is.

The most important item in the first room, besides the articles and memos about Tremere rituals, is [Polaroid Photo], which is used like [Club Business Card] in the Emem's inventory and restores 5 WP per use. I guess I don't have to tell you not to use it. Don't use it, if any.
You can find it right next to the table with the tarot, on the drawer.

In the next room you'll find a dead raven and a skull covered in blood. Pass the Deduction check and find out that it was a warlock ritual.
In the previous room we can find out that it was the ritual of concealment, i.e. obfuscation. This should tell you to use Auspex in the second room.

Approach the opened dress drawer and toggle Auspex to see the hidden item, a note, that's where you can use Pierce Obfuscate by spending 2 HP (Hunger Points, remember).
This note will give you a little insight into Dajan's behavior later on.

Leave Dajan's apartment and go right. Unlock the door, cross the hall with the glass partition and you'll come to another wing of apartments.

Now we can use Leysha's second Discipline called Obfuscation (Mailkavian stuff, you know), it allows you to be a sneaky snitch, peering at the things in the game world but not interacting with any of them. You will automatically obfuscate yourself if you want to wabble around in places you shouldn't be.

Turn left to the open door to enter Hilda's apartments, Sire of the Emem.
All we can do here is turn on our Auspex again to listen to Hilda muttering about her favorite Childe.
Go to the bedroom and read the note to find out that Hilda is not only the sire of Emem, but also her ex (Toreador stuff, you know).

Leave Hilda's apartment and go to Berel Underwood's apartment, listen to Leysha's hilarious comments about Berel's persona, and check the black folders on the table near the wall to find out that Berel has a personal interest in Xu Feng (report by Jason Moore), then turn off Obfuscation. You may also be interested in the letter from the medical center to find out that Berel is actually making a side profit by supplying the bloodless bodies for research.
It's time for some real violence! We will roam with Berel Underwood in the flesh!

We increase our Persuasion skill to lvl. 5 (-6 WP).
We find out that Berel was not interested in the attack, because he lost a lot of finances, and possible prestige of Prince.

After that we should be on our way to Richard Dunham's apartment for a meeting with Halsey.
While there, do not interact with Halsey right away, but check all interactions in the office to find out that there is an old PC with the floppy drive, and there is no information on the PC itself.
You can find [Dr. Dunham's Floppy Disk] in the second room, bedroom, on the red sofa, in the briefcase. Go back to the PC and insert it, read the report and talk to Halsey.

Agree to return to Prince (point of no return).
Besides the found files regarding Hartford Chantry, do not forget to choose an option regarding security and all the measures Journey has taken for the party to gain a new Trait called Merciful, which increases your chances of winning in the Rhetoric Tie by 10%.

You can keep the information that you were unable to hear from Journey and Emem, but after all the information we spit in Prince's face, we get a new Trait called Bootlicker, which reduces the next experience cost of any Exploration skill by 30 points.

After that, we can move on to the Results of this scene for Leysha and Emem.
Leysha will receive 125 XP + 5 XP left after character creation, which will add up to 130 XP in the next Scene.
Emem will be granted 75 XP + 5 XP left after the character creation which will sum up to 80 XP in the next Scene.

Let's move to the Galeb's character creation.
[Scene 01: Galeb] Prince's Quarters
Choose "Free" option for your Galeb's character sheet.
Fortitude ··
Persuasion ··
Technology ·
Social ··
Deduction ·
Education ·

After the conversation with Prince we find ourselves in the security center of our Court.
Continue along the corridor and face your Childe, Berel Underwood. He faced the situation where the creatures around him were not influenced by his desires.

Do not make any checks with him and wait for the easy choice to make.
Put all your Focus on the Persuasion check to defend yourself with 39% chance of success in the conversation (-6WP), you may even not use your Discipline in dialogue for this confrontation.
If you didn't pass, just use the Main Menu - Continue trick to brute force this check.
You will gain a Trait called My lips are sealed, which reduces the next experience cost for the Fortitude Discipline by 20 points.

Examine the folder on the glass table with a Deduction check, and talk to the nearby servant.
After that you can enter the room. You'll see a rather large room with two sections, choose the left one with black folders on the table.

Below the monitor, to the right of these folders, you can find the [High-Security Key] in the small wooden box. Investigate this room and go to Kai Leto's office, it's a small black door to the left of this room when you enter it after the conversation with Berel.

On the wall to your left you'll see paintings, underneath is a steel safe which can be opened with the [High-Security Key] you obtained earlier.
Open it to get the [Old Coin], which can be used to replenish 5 WP points, like the same type of item in Emem and Leysha's inventories.

There's a tricky laptop in Kai Leto's office. If we had Technology lvl 2, we could hack it with Focus boost, but we don't have that level of Technology.
You will notice that you can only boost as many levels as you have in Skills and Attributes. For example, if we have 1 level of Technology, we can focus it to the 2 level (1+1). If we have 2 levels of Technology, we can focus it to 2 levels (2+2), etc.
Now, what about this laptop, you can only find a code under certain circumstances, if we visit this room in Scene 05 before we talk to Berel.
Leave it alone, it won't reveal any information now, but if you want to check it here, you should know that it can be accessed with code 4965.

After that, leave Kai Leto's office and go right to the opposite side of the Sewer Rats room to get to the server room.
We need to hack the interactive PC on the tables near Kai Leto. Use your Focus-boosted Technology skill (you don't need to manually increase your technology level for this) (-5WP). You will find out that Kai is indeed investigating the strange activity he wrote to Jara Drory about. If you use your Education on the folder on the nearby table, you'll also find out that Dajan Kiaka doesn't trust the Regent of the Hartford Chantry, Dennis Osborne.

After that talk to Kai (point of no return) and finally finish your first Scene in the game.

Galeb will receive 125 XP + 10 XP left after character creation, which will add up to 135 XP in the next Scene.

Now you can choose which Scenes you'd like to play first.
If you're more into detective stuff right now, choose Galeb. For more psychic stuff, choose Emem. For the sneaky investigator stuff, choose Leysha.

By the way, the table below shows the Blood Resonance type and Discipline upgrade discounts for each character:

Emem
Choleric Blood Resonance
Celerity (20 XP reduced cost)
Phlegmatic Blood Resonance
Auspex (20 XP reduced cost)
Sanguine Blood Resonance
Presence (20 XP reduced cost)
Galeb
Melancholic Blood Resonance
Fortitude (20 XP reduced cost)
Phlegmatic Blood Resonance
Dominate (20 XP reduced cost)
Sanguine Blood Resonance
Presence (20 XP reduced cost)
Leysha
Phlegmatic Blood Resonance
Auspex (20 XP reduced cost)
Choleric Blood Resonance
Dominate (20 XP reduced cost)
[Scene 02-1: Galeb] Moore's Apartment
After the Code Red was issued, Hazel Iversen, the Prince of Boston, mobilized all her resources to try to understand the situation and assess the extent of the danger.
All contact with the individual who issued the alert has been lost. Galeb must go to Jason Moore's home to find out what has happened and bring Moore back to the Prince
.
We increase Galeb's skills and attributes:
Psychology ·
Mental ··
Deduction ··
Education ··
Dominate ··

When you start in the elevator lobby, you'll receive the following items:
[Galeb's Azimuth Compass] (Gear, don't forget to activate it in your inventory)
[Pouch of Treated Blood] (restores HP, +1 to Dominate for the Scene, increases Awareness(!))

Talk to Lieutenant Anderson, she will tell you more about Moore (got it, huh?).
All right, our financial expert has a really big house to search, so let's start with a little orientation about the place. We have three floors to search, including the parking level.

We're in the main hall, in the corridor to your left is the garden area, in front of you is the living room, to your right is the kitchen and the elevator hall leading to the parking lot.

Start by investigating the main hall, where the statue and the aquarium are. And the headless corpse, of course.
Here you'll be introduced to Galeb's Auspex ability to sense the unseen, but it won't help you pierce obfuscations or track down stinky fish, it'll help you see an aura and tell if it belongs to a human or non-human creature.

As before, we vacuum-clean everything in a counterclockwise path, moving from the garden through the living room to the kitchen.

In the main hall interact with the dead man and other stuff around, then leave this room and turn left into the garden area. Do not forget to switch your Auspex vision and check the aura-soaked documents of Moore near him. (do not use Sense Aura)

In the garden area there will be two wooden doors on your left. The first one will lead you to the bathroom, but the second one will lead you to the first safe zone on this level:
Safe Zone #3: Gardening Storage
Now enter the greenhouse right in front of you and continue your investigation into the living room, interacting with items in the greenhouse along the way.

There will be a large family portrait on the wall, with his wife and daughter. Note that the corpse we found has an MIT ring on its right hand, and the picture on the wall shows us that Jason had a ring on his left hand, although it's your deduction, not the in-game one.
Talk to the caretaker at the sofa area. We should try to get the Talent in Psychology (-3 WP, don't Focus).
Get the [Caretaker's Magnetic Key Card] by asking about the garage, not passing the Rhetoric check, and not asking about Lydia's loyalty.

Now enter the dining area. You can see it from where you're standing by the lit fireplace on the wall. There is a small coffee table near the policeman, look at it, you will notice the writing: In case of emergency call PURA VIDA. Go into the kitchen.

You will notice garbage bags on the table with blood stains on them, right next to the waste disposal chute in the corner. Approach it and you will see blood on the wall, open it to examine more blood inside. Leave the kitchen area through the door with the magnetic lock behind you until you see the stairs to the floor above. Climb up to the second floor.

After the stairs turn right.
In front of the huge room at the end of the passage you'll notice a library with the police girl reading the books. Go there, reading the Fortress Security catalog on the way.
Approach the girl to take part in your first Confrontation in the game. It's time to activate your Auspex to find out that Dana Lehane in front of you is a ghoul, a retainer, which is strange because Galeb was sent to the apartments alone.

She will hand you a suspicious item.
These items will increase the Awareness if they are not carried away or destroyed. Awareness has painful debuffs, as the first threshold will affect your Psychology checks, then Intimidation checks, then it will lower your Disciplines.
This is where we're going to reach for the Talent in Persuasion and Dominate.
The options to be selected are the following:
1. [Persuasion: 3] Convince her it's best to talk. (-5 WP)
2. [Persuasion: 3, [i]Walls of the Mind[/i] active] Defend. (-5 WP, +3 HP, + Eloquent I in Persuasion)
3. [Dominate: 2] Give them to me! (+3 HP)
[Dominate: 2] Make her read the text message about the mission. (+3 HP, + Brute I in Dominate)

We find out that she has been ordered to kill Jason Moore if it is impossible to capture him. She's also ordered to destroy some files on Cautopates which is actually the figure of the ancient Roman cult of Mithraism.That's why it's better to blow her away from the scene of the crime by using Dominate again.

We received a file written by Jason Moore on Jara Drory.
Read it from your inventory to find out that Jara Drory sniffed out the transactions for three companies: BNL Corp (Berel Underwood), Rosewood Society (Hilda MacAndrews), and Von Kraft Holding (never heard of it, though).
You can't read an [Appendix to Report on Jara Drory], but it's also in your inventory.

Let's continue to a huge office of Moore.
Note that we're Hungry (9/12 HP), which gives us a -10% chance of success in Psychology Tie, and we only have 9 WP. It won't allow us to do another Confrontation like this, so it's better to have a snack later.

When you enter Moore's office, turn right into a small room with a pile of documents.
This is where our Auspex will finally get into your hands. Besides other interactions and the closed door that can be opened with a key, you have to search this room with the Auspex switched on to see additional interactions available. They won't be useful though, as we already found a dog that sniffed all those papers.

Examine the center of the office and walk over to the computer on the desk in front of the window.
There is a photo on the desk with Pura Vida written in the sand. It's very unlikely that "Call Pura Vida" means a place with a landline phone waiting to answer the call.
Open the right-hand drawer and take out the [Key to Jason Moore's Archives]. Push the red button at the bottom of the desk to open the safe behind the photo on the wall.
A 6-digit code is required, containing only 1, 4, 9 and 0. We haven't seen anything like it yet. Pick up [Old Coin] from the coffee table in the middle of the leather chairs.

Emails on Jason's PC don't look like he's a financial advisor, and show that he talked to Barel (BNL Corp again), and there's a booking for a charter flight from Boston to Hong-Kong, where people seem to like Moore, judging by the pile of expensive gifts in his office. So, Moore was going to leave Boston.

That's all here for now, head upstairs to the office to meet Officer Baker, who Mia Anderson told you about upon your arrival.
Talk to Baker, where we need to increase our Psychology effectiveness, so choose the Psychology check in conversation with him (-3WP).

Look at the monitors and pick up the [Magnetic Key] on the table right below them.
We are picking up such an item for the first time, so the short info is that this item will increase your Technology by 1 level for the next interaction only.

Let's go downstairs.
[Scene 02-2: Galeb] Moore's Apartment
You have to approach the first locked door we saw when entering the office, it leads to the archives and unlocks 2/3 of the safe zones on this level:
Safe Zone #4: Moore's Archives

Get the [Report about Dajan Siaka] to find out that he's making Salem Chantry his backup.
Now it's feeding time to regulate our inner powers. Just outside the archives you can find a policeman with the prey icon. Use it as your vessel for hunting and gain - 20 XP cost for the next Fortitude enhancement.
Keep in mind that you can restore up to 7 HP by drinking from a mortal vessel without killing it.
Leave the archives again and then Moore's office.

Cross the second floor to another wing of Moore's apartments. You will find yourself at the crossroads in the series of rooms in front of you: on the left - Lydia's office, on the right - June's room, directly in front of you - Moore's room.

Let's go to June's room first, it's on the right. Her room is a treasure trove of useful information.
Look at the photo wall on the right wall when you enter the room. Look at the photo that says "Happy Birthday, June! 04/09/2015".

On the desk in the drawer is grimy June's diary.
Look at the entries from 05/07/19 and 06/26/19 to confirm that June has indeed cracked the passcode of her father's phone and has drawn it on the board so she won't forget it.
Then, 07/10/19, where June writes that these types of codes that Mag sends her are to be cracked with the phone's keyboard. The last two records will reveal their details later. But the suspicion is already very strong. :(

Turn around and look at the chalkboard where June drew the passcode to Moore's phone. We haven't found it yet, but it should be nearby. The passcode is the letter M, keyed 7415369 on the screen keypad.

Leave June's room and go to Lydia's office. It's opposite to June's room.
Look at the drafting table - Casa "Pura Vida", pure life home, if Pura Vida is actually a lifestyle in Costa Rica. Pick up Lydia's phone near the table and examine it. How could she leave Boston without it?

Anyway, you find out that the code to the safe in Moore's office has been changed to June's birthday. In June's room, Galeb told us that on the photo June is celebrating her 4th birthday, the date was 04/09/2015, so 04/09/2011 is her birthday, and 040911 is the 6-digit password for the safe.
The audio message from Jason on Lydia's phone will confirm the suspicion, as these words of a man trying to cope with himself and somehow get his words to the wife who is not there anymore.

Leave the office and follow the bloodstains to the last room in this wing on the second floor, Jason and Lydia's bedroom.
Pick up the [Old Coin] from the glass table near the window. Nearby you can find a book called "La hija de las flores" by Gertrudis Gómez de Avellaned, a real Hispanic playwright.

On the bed you will find [Report about Berel Underwood] and packed bags of clothes. On the last page you'll read that Berel's company is actually involved in armed conflicts to destabilize governments in countries that are hostile to his business. Do not miss the [Car Key] lying near the coat rack.
On the other side of a bed you will find Jason's phone, unlock it by drawing an M sign starting with the number 7, as we saw in June's room.

The grim darkness thickens, on the phone you find a photo of a dead Lydia. Then there's a voice message from June, saying that a man picked her up after school and told her that she was going to see her mother. It confirms the caretaker's words that Moore's family is not here.
Bloodstains will lead you to the bathroom, where you'll see another confirmation that Jason really did escape somewhere in the apartments to treat his wounds.

Well, it doesn't add up anyway.
And now, by seeing the picture in the bathroom, it's not understandable how Jason was decapitated in his lobby.

We have to leave the parents' bedroom and go back to the Moore's office now that we know the code to the safe. Go there and enter 040911 to open it.
Grab the [Report about Dr. Dunham] to finally understand where Von Kraft Holding comes from, but their finances are still pretty shady even from the file.

The nearby Fortress Security file almost certainly reveals the secret. Moore's family had some kind of security system installed in the house, and so far we haven't seen anything that would require the password change mentioned in the file. So it's something hidden in the apartment.

Now we need to take the elevator down to the basement floor to check another piece of evidence (blood in the kitchen, remember?) and collect leftover files on Primogen members.
It's near the kitchen on the first floor, as you remember, go there.

At the parking lot you'll find out that we want to talk to Wyatt, the parking lot guard.
The black SUV 44Y 568 in front of you can be opened with a key you took from Moore's bedroom.
Get [Report about Hilda MacAndrews] and read it to know that Hilda asked Berel to organize some side project. Hilda also asked Moore to write her will.

Follow the skid marks on the concrete and make your way to the security door, but don't go there for now.

If you talk to the nearby policeman, you will notice his strange behavior, as if he had been seduced or something. If you use Auspex near the window outside the security office, you'll notice that the bottle on the table glows with the same aura as the documents of Moore near the corpse on the penthouse floor.

Take the fire exit door on the right instead. Go past the garbage room and into the door directly in front of you to find the last safe zone on this level:
Safe Zone #5: Staff Locker Room

Return and enter the garbage room to find that Wyatt has closed the containers again (hint in the safe zone). It requires an education to read the "Closed" sign on each of them, unfortunately you should try to open them to make an in-game mark.

Exit to the parking lot and now enter the security door to talk to Wyatt Alvarez, a thin-blood, to find out that he's working on Berel. During the conversation you'll come to the second and last Confrontation in this Scene when you ask to unlock the dumpsters.

The options to be selected are the following:
1. I found blood in the garbage chute.
2. Why is he being so difficult?
3. [Psychology: 2] Does he really think I'm interested in this? (-5 WP, + Puppet Master I in Psychology)

More information about Wyatt's case will only be revealed in the following Scenes.
Leave the office, grab the [Key to the Parking Attendant's Car] near the exit and go to the cherry-colored sedan. Open its trunk and grab the [Thin-Blood Watch] (Gear that is not removed from the scene counts as a missed suspicious item!).

Return to the dumpsters. There are only two that concern you.
Use Auspex to find the dumpster where Wyatt keeps his brew and take [Lockpicking Tool] and [Quentin King's Vitae] from there.
Both are consumables, the latter will grant you a temporary Trait called Voice of a Time Gone By, which will generate one less hunger if you use Dominate Discipline till the end of the Scene.

Even if it looks helpful to keep it to smash the face of a boss with your persuasive and powerful words later on, you will automatically lose [Quentin King's Vitae] at the end of the Scene, so drink it now.

The second dumpster, which reveals the whole scheme, is located near the left wall.
[Scene 02-3: Galeb] Moore's Apartment
After the cutscene everything adds up, because it's not Jason Moore's head in the dumpster, it's his bodyguard Wu. For the next activity in the game, we should satisfy our Hunger and get the Talent in the Controlled Hunt tree.

We already know our perfect vessel for our snack, so leave these maintenance rooms in the parking lot area and find the dominated policeman who acted strangely earlier when we talked to him.
Drink him for 5-6 HP, get the Talent and the Blood Resonance, which gives you -20 XP cost when improving Presence Discipline.

UPDATE: After my walkthrough, I found the better option, but unfortunately I didn't replay more than half a game and didn't rewrite this walkthrough to reflect this change.
Leave the dominated policeman in the parking lot and choose the one near the window in the dining room where you found Lydia's planner. His Blood Resonance will give you a Dominate discount instead of the completely useless Presence.


Return to talk to Wyatt and choose Persuasion check to increase its effectiveness (-3 WP), and return to the penthouse.
By the way, in the Galeb's Hunt tree, there is no tree about eating rats. This is because Tremere, due to their aristocracy and blue blood, can't feed on parasites and vermin. However, there are rats in the parking lot near the exit where the car crashed into the wall.

I don't want to draw any logical conclusions from what we found in this Scene. If you did not follow this guide completely, it would still be enough to understand that Jason Moore is alive.

According to the Fortress Security documents, there is a hidden panic room in the apartments, and I'm sure you already know where it is, because such a wound rarely ends up in the one room if the person decides to run through the house in a hurry.

Even if you think this assumption is far-fetched, remember the file in the Moore's office safe containing the password memo to the installed security system, and the note Jason left for his dead (not yet at that moment) wife in her planner, with the text message to follow if she saw it.

A panic room in a house like this can't be far from its hosts' bedrooms, so it should be in the wing where they sleep, so the panic room is in Lydia and Jason's bedroom, in the room free of interactive objects.

We just have to find a way to open it.
If you did not manage it earlier, the control panel is in the bathroom, on the big mirror. Interact with it and select the last option on the panel below which shows the Calls icon.

In case of emergency, call Pura Vida. Remember the code June cracked, it's a numeric passcode where one letter represents one digit on a phone keyboard.
Don't think too much here, just press the button when you see a letter, it's 78728432.
If we leave the building and go to Prince, assuming that the headless body in the main hall is Jason, we will find out that Jason not only left town and burned the bridges with the Camarilla in Boston, but also took all their money and left them bankrupt.
Press the call button and approach the secret door (point of no return) and wake up a little, because there is an action time waiting for us.

Go downstairs to the room where Jason is hiding and you will receive a Trait called Detective, which reduces the next experience cost for Deduction by 15 XP.
Talk to him to find out the truth behind all these shady schemes.

Choose Psychology check and don't boost it, although it doesn't really matter anymore since it's the end of the WP interactions and we're doing it for Psychology effectiveness.
After the conversation, we'll go to the good (but still pretty dark) ending to clean up all this mess.

For the best outcome, we need to choose the following options when we're forced to:
1. [Dominate] Deceive him
2. [Dominate] Erase her memory
3. [Dominate] Neutralize him
4. Take him hostage
5. Take him to the Prince
All of these choices are time sensitive, so do not sleep during this activity, as the game will choose the worst option if you do not have time to do it yourself.
Do not fail for deception, and do not choose Dominate in all of the options you have. Otherwise, there is a deadly option you can choose that will ruin all your efforts.
You will gain a Trait called Make No Waves, which increases your Rhetoric Tie success rate by 15%.

You will receive a rare achievement called Parley: Galeb did not kill anyone while exfiltrating Moore from his apartment.

Galeb will receive 215 XP + 5 XP left after the upgrade, which will add up to 220 XP in the next Scene.
[Scene 03-1: Leysha] Loft
After the Code Red was issued, Hazel Iversen, the Prince of Boston, mobilized all her resources to try to understand the situation and assess the extent of the danger.
The Prince allows Leysha to go to the scene of the party to investigate. Leysha hopes to find her psychiatrist, Richard Dunham, and Miley, the Prince's Childe, at the scene
.
We increase Leysha's skills and attributes:
Psychology ···
Mental ··
Social ··
Security ·
Education ·

When you start in the elevator lobby, you'll receive the following items:
[Leysha's Embroidered Handkerchief] (Gear, don't forget to activate it in your inventory)
[Pouch of Treated Blood] (restores HP, +1 to Obfuscate for the Scene, increases Awareness(!))

As soon as you get off the elevator, walk towards two police recruits and turn into the door on your right to find the first safe zone on this level:
Safe Zone #6: Locker Room

Leave the room and approach the entrance to the loft to find that you obviously can't enter the crime scene. The game will introduce the Obfuscate ability to copy the uniforms of the NPCs.
We don't want to waste our HP here, so go back to the safe zone and activate Obfuscation to become invisible.

Return to the recruits and go into the room behind them.
Copy the uniform of the policemen (Homicide Officer) inside (+2 HP) and return to the safe zone to apply it to Leysha away from the prying eyes.
Enter the room and start your short investigation here, as the main purpose of staying here is to talk to the blonde policeman, Officer Newman.

Enter the next room over the yellow tape.
You will start your first Confrontation with Halsey to calm her down. We're going for a rare achievement here:
Mom of the Year: Leysha was able to reassure Halsey throughout her mission at the Loft.

All Confrontations with Halsey in this Scene can and should be passed with white options, don't fall for the attribute check with her. At all times you should be able to solve her riddles without breaking a sweat, because other options than the right ones are silly.

The options to be selected are the following:
1. Let's take a time out.
2. I think it's..
3. Fire.

Leave the TV room after the examination to have a look at the lounge.
To your right is the main part of the loft with the living room, the balcony, the bedrooms and the kitchen. You can't go left at the moment, so go straight ahead.

Examine fireplace surrounds, walking counterclockwise until noticing Richard Dunham's portfolio on the sofa. Take [Dr. Dunham's Floppy Disk] and [Personal Note №3] from the portfolio.
We don't have Auspex lvl. 3 here, but you can increase it if you replay this level later, use it and see premonition (+2 HP).

Otherwise, that's all there is in this place. Go back and turn left where there are a lot of cops.
Even though my Leysha doesn't have a lot of Deduction, it's possible to achieve one of our main goals at this level just by reading and listening.
Watch the cutscene to understand that after the massacre, the federals take over the case, and those large boxes are actually coffins containing captured, staked vampires. The previous conversation with Officer Newman told us that the federals showed up unexpectedly early, even the police couldn't see the whole crime scene.

Begin investigating the crime scene to find that the staked vampires were outlined and initialed where they were found. For example, right in front of Captain Paulson, there's an outline of someone's body marked with the LR3 code. It's not initials, though, so it won't help us much, it's just an ID.

There's an open envelope with Himiko Izanami's business card underneath the broken TV, with her title as Queen of Ropes. There is also an invitation letter from Jara Drory to someone named Edward, which tells us that Jara and Himiko liked bondage together.

A conversation with Captain Paulson will tell you a bit more about the events. Use Psychology check (-3 WP) as well to boost it further, although 3 points in it as we have now is probably overkill at this point. Some Kindred were killed in the assault.

As you've already found out, it's forbidden to interfere with the federal agents' activities on the balcony, so we're going deeper into the apartments.
Go to the bloody corridor right where there is another yellow tape with guys in hazmat suits and follow the blood trail.

You will once again experience the Beastly Urges and face another Confrontation with Halsey. I'm not counting HP for these scenes because you'll get it back when you give the correct answer to each of Halsey's riddles.

The options to be selected are the following:
1. I know..
2. The cold.
3. Yes..

In this hallway the door on the right leads to another safe zone in this Scene:
Safe Zone #7: Bathroom

Enter, this is an important location for our mission.
Among other interactions, examine two purses near the sink, on the table. The white one belongs to Miley, Prince's Childe we're supposed to find. She likes cigars, the kind we saw in Jason Moore's apartment as Galeb. But there is not much for it to be a coincidence.

Read the note in this purse, and then take it with you, as it contains names that are better not known by people who actually raid the entire apartment, killing everything in their path.
You will receive a suspicious item in this level, one of not many, [Miley's Speech].

The second purse belongs to Himiko Izanami, who is a kind of bondage queen, as we already know. Leave the bathroom and go to the other door in this hallway, the kitchen.

Listen to the conversation and then you can talk to the policeman to find out that he found a bill left by Moore with the address of the Red Salon. There is a risk that Masquerade will be broken like other stuff in the apartments.
We know that Jason fled the scene without very important documents for Berel Underwood (Scene 02), so the briefcase the policeman found must not fall into the wrong hands.

From the kitchen go into the connected room.
Someone marked KI2 has been captured here on the floor.

Continue to the wooden shelf with the wine labeled "Pinot noit" on the right. Turn right twice from this shelf to find a corpse and a phone. Examine it and you'll find that the code to open the briefcase is 6159.

Turn around and go to the overturned fridge on the right side, there will be another wooden shelf with wine on the right, grab the [Thin-Blood Watch] (Gear that is not removed from the scene counts as a missed suspicious item!).

Now, return to the briefcase in the kitchen. Enter the code 6159 and take [Red Salon File] with you.
If you have Obfuscate lvl. 2, you can just cast Cloak of Concealment (+2 HP), similar to what Dajan Siaka did with the note in his apartments, but then you won't be able to read the contents of the documents inside. Although, we already know what's there from Scene 02.

Turn around and go to the crack in the wall, where one of the forensic specialists is close enough for us to copy the uniform (+2 HP). Exit the kitchen and make your way back to Officer Paulson in the living room.

Look to the left side of the loft, which was impossible to enter before, now there is no container blocking the way. Go there and open the door on the right to find another safe zone in this level:
Safe Zone #8: IT Room

Take the [Lockpicking Tool] from the drawer and go outside into the hallway.
[Scene 03-2: Leysha] Loft
In the hallway near the IT Room, toggle your Auspex to see that there is not a wall, but the hidden passage.

Pierce Obfuscate (+2 HP) and enter the hidden room.
It appears to be some kind of preparation room where the vessels have been injected with a special drug to enhance the blood's taste. You can see a dead vessel, an armored dead (and) S.A.D. soldier body, and the one person who's still moving.

Approach Natasha, Richard Dunham's servant, to start the cutscene.
She will give you some insight into the events and then die. Activate your disguise by using the forensic uniform.
Pick up the [Polaroid Photo] from the table behind her and run to the main hall, then to the yellow tape with the forensic specialists behind it.

Cross the yellow tape to experience Beastly Urges again and follow Halsey to the room she entered. This will be the last Confrontation with Halsey in this Scene, and this will be quite strange and different.
The correct answer is "Her Childe", though.

You will get a rare achievement called Mom of the Year: Leysha was able to reassure Halsey throughout her mission at the Loft.
This room also contains the last safe zone in this Scene:
Safe Zone #9: Laundry Room

Leave the room and talk to Specialist Solenson in the corridor, she tells you that there is a corpse with the stake in the chest in the right room, and on the left there is another corpse that is completely messed up.

We'll go to the right room and find Richard Dunham, Leysha's Sire. Is it Michael Shannon?..
Leysha will free him from the unfortunate circumstances, and Richard will reveal more information about the attack. For those who are not into the Vampire roleplaying system, being staked is merely paralysis. The Kindred is awake and able to receive information through all active senses. Mental powers that don't require blood can still be used, and the mind is fully active and alert.

Talking to him will bring you to the Confrontation, we go for increasing our soft skills, which we didn't get from confrontations with Halsey.

The options to be selected are the following:
1. [Psychology: 4] He's afraid I'll turn my back on him. (-5 WP)
2. [Psychology: 4] She told me about his treatment. (-5 WP, + Puppet Master I in Psychology)
3. [Persuasion: 4] I'm not sick anymore. (-5 WP)

Richard will give us a potion to drink that will give us the temporary Trait called Elusive, which allows us to completely copy a person in the scene (not memories, of course).

He will tell you that Miley was with him at the time of the attack, and that she managed to escape down the hallway, which is not helpful to us at the moment, because all the IDs we saw earlier fit that. But Miley is alive, Richard can sense her.

Go to the bathroom in the same room where Richard was found, enter the alcove with the shattered glass and take the [Polaroid Photo]. You can leave the room now.

We go to the room opposite the one we are in now.
Well, well, looks like we found a bedroom Jara prepared for Himiko and Edward. Apparently Edward didn't mind hanging out with them.

There was another Kindred captured, initialed EB2. It makes sense now, this identifier is a room where the vampire was captured. LR - Living Room, EB - East Bedroom, KI - Kitchen.
Near the EB2 is an empty vial of fibrinogen. It's actually a real protein that's involved in the formation of blood clots in the body, and is responsible for clotting and the haemostasis process.. Inspect the roped body. You'll see that he's actually still breathing.

In the bathroom, you will notice another label, EB1, near the torn off hand of the S.A.D. soldier. Leysha will tell us that Jara is capable of showing such strength.
Well, we already know that Jara Drory and Himiko Izanami had fun together, it means that EB1 and EB2 are Jara and Himiko.

Speak with a forensic specialist and pass another Psychology check (-3 WP).
Go back to Richard's room and leave through another passage with yellow tents. Remember the premonition you took when you infiltrated Jara Drory's apartment to eavesdrop on Emem and Journey? It's this place.

Approach the agent to copy his uniform (+2 HP), as police officers don't have access to this area. Return to the safe zone in the Laundry Room and apply your new disguise. Return the same way or leave this area through the yellow tape to the main hall and go to the balcony.

Either way, you should now be in the balcony area.
Directly in front of you near the edge of the balcony are three coffins: LR3, KI2, EB2. There's a man nearby who will ask you which one you want to evacuate (point of no return}, but don't do it yet as we haven't finished our tasks.

On the right is an entrance to the yellow tent from your premonition, Leysha will tell you that she's even kind of scared. We won't take this path for Leysha, as it will not tell us anything we won't know in the future, and she won't benefit from it.

While exploring the roof you should find a file on crates near coffins.
Actually, it's enough to make a guess. EB1 and EB2 are Jara and Himiko, so KI2 or LR3 should contain Miley, since Richard told us that he still feels her.
Read the file to know that LR3 didn't resist while KI2 has a lot of bullet wounds. Richard told us that Miley ran into the hall, so we can assume that the gunfire wounded her as she burst through the wall into the kitchen where she was eventually caught.

A little to the right of a file is a first aid kit with an adrenaline syringe in it.
We can use it to stabilize the living victim of the bondage party we saw earlier. It can be opened with the Security check, but I suggest saving your WP for other interactions.
In the middle of the balcony area, you can find an opened medical crate, pick up the [First Aid Kit Key].

There is a strange federal agent with sunglasses near the jacuzzi in the middle of the night. Near him is the last suspicious object in this Scene. Talk to him and insist that you check these files. Don't waste your HP to Dominate, choose Persuasion check (-3 WP, + Eloquent I in Persuasion).
UPD: Dear abukarar mentioned in the comments that, due to a strange required sequence, you can only get the Dominate option with him. It turns out you need to talk to Emmett Olsen before trying to grab the files. After that, everything should work fine.
Retrieve [Study Files], return to the medkit and take [Syringe of Adrenaline].
Return to the bound victim in the Jara's room and inject him with adrenaline to wake him up. However, we won't learn any new information from him.

Return to the tent and go to the entrance and let the agent stop you until Leysha tells us that she'd better be Olsen to go through. Return to Novice Olsen on the balcony to start the copying process.

Use one of the [Polaroid Photo] from your inventory and talk to him.
Choose all available options that result in -3 WP on the Psychology check, the white option, and +3 HP on the Dominate check.

Because of our HP, we go back to the beginning, drink a cop for -20 XP to Auspex, go back to Olsen, copy him and get a trait called Foresighted, which reduces the cost of Dominate for 20 XP.

Now finish this Scene by talking to the agent near the coffins and tell him that you have to evacuate KI2 where Miley is trapped.

At the start of the next scene, Leysha will receive 175 XP.
[Scene 04-1: Emem] Jefferson Library
After the Code Red was issued, Hazel Iversen, the Prince of Boston, mobilized all her resources to try to understand the situation and assess the extent of the danger.
The unification agreement is in danger. Faced with mounting doubt and suspicion from both sides, Emem must meet with Deneb Osbourne to clarify the situation and ensure that the alliance still stands
.
We increase Emem's skills and attributes:
Auspex ···
Skip Celerity lvl. 2 until you return to the Prince's Haven. This ability will help you with your second visit to the Prince and your second quest, but it's not needed for the first one.
As we see in the cutscene at the beginning of the chapter, Emem was captured by the Hartford Chantry because they suspected the Boston Camarilla of being responsible for many of the deaths of Tremere in Boston. There was a file in Leysha's inventory showing that there was quite a long list of Hartford members in the loft.

We are barely conscious - we are hungry and we do not remember anything.

When you start in the holding cell, you'll receive the following items:
[Emem's Harlem Hellfighter Badge] (Gear, don't forget to activate it in your inventory)
[Pouch of Treated Blood] (restores HP, +1 to Celerity for the Scene, increases Awareness(!))
However, we are not going to use either of them.

The game will tell you that you need to toggle your Celerity, but first inspect your cell.
There is a moving rock under the wall that will release three rats into your cell if you remove it.
Try to eat all the caged rats as Emem in her first and second missions, it will increase their blood effectiveness (Rat Eater)which will have a big impact in her last mission.

Eating a rat for the first time earns us the Proper Vampires Frown on This achievement, but you know what they say - you'll never forget your first.
Feed to restore 8 HP from these furry critters, and go to the ledge to observe the location and toggle your Celerity to learn how to use the Blink ability.

You have to Blink down to the broken bridge below (+3 HP). Note that these violet vaporizations are spots for Blink use, so if you see them, you can Blink from them to another location.

Continue a little further to find yourself in the elevator and exit to the elevator lobby.

Now a little note: This elevator lobby is like a container for the metadata left behind after files are deleted. You can see that there are seven doors to unlock, that is, seven memories to restore. An opened door can be seen by the light underneath it.

First Memory (Capture):
Follow Emem from your past deeper into the library, to the room with the red carpet, and view scenes from your recent past. After that go back to the room with the stairs and go up, use Blink a few times while going deeper into the library.
You'll get this memory back in the last room, where past-Clyde Moses will hit past-Emem on the head to capture her. Exit through the portal.

We are under the Tremere's Memory Magic, which the Hartford Chantry is now eagerly practicing, according to the one document we found earlier. You can see that your knowledge-based skills like Deduction and Education are 0. Don't worry, it's just for now.
I can't get out of explaining to players that the Memory Magic lore in the game is not exactly accurate. First of all, there is a common Thaumaturgy practice that can actually affect something like memory - the Mnemosyne Crystal. It's used with the Dominate ability The Forgetful Mind, which rewrites memories. In this case, Emem's memories would have been trapped in one of those crystals, and could only be restored by destroying it. From my point of view, what we see here is only a trace of Dominate powers, such as Forgetful Mind, and more common for Tremere - Oberon's Grail.

Let's look around. We have three different paths to follow from where we are.

Take the one on the right, which is the horizontal undestroyed bridge to the wall below the holding cells. There you will find a headless corpse and two rats. Eat them to gain the Rat Eater I Talent and +2 Awareness.
Note that there are no safe zones in this Scene, and those three rats at the start of this Scene won't increase the Awareness. However, there is definitely one rat that will tell the other rats in this level about our feeding, because it's a rat, you know.
Get [Torn Page] near him and examine the body. This is part of the side quest from Victoria Ash that she gave us in the Prince's Haven earlier.

Return to where you restored your first memory, don't stop and keep going, it's the left path we didn't take, it's near the "Jefferson Library" plaque.

You have to use Blink twice here, but it counts as one use to where we have to jump now.
After targeting the nearby platform, you have to choose where you want to land - in the holding cell on the left, or near the damaged stairs on the right. Choose the right path.

Directly in front of you is the Tremere Library, behind you the stairs to the main puzzle of this level. Left and right are cell blocks. There are also two rats under your feet, but keep them for later as we are well fed for now.

Go straight ahead and enter the library. Let's go counterclockwise and inspect the surroundings.

The first table on the left as you entered contains the most important item for us in this level - [Tremere Potion]. It will allow us to slow down time. It will not reduce our HP consumption on our Celerity abilities, but drink it as soon as you pick this up.
You will gain a temporary Trait called Tremere Concoction, the effect of which I've just described.

There is a letter from Clyde Moses to Charter stating that they have someone trapped in the tower on the 4th floor, and to use the elevator we need to use a combination found on the pedestal. Duly noted, Clyde.

There's a book with captured humans and vampires on the next table, there's a record from February 17th, 2009 about an extremely powerful Nosferatu they captured. According to the security measures, it's our prisoner from upstairs.

The next document will reveal a lot of information about where we are, why we're experiencing such visions, and the nature of such selective memory loss. There's also a small notebook with orders in the form of terms for the headless corpse that we found earlier for Victoria Ash.

After completing the full circle in the library, approach the three levers on the wall.
On the barrels nearby, you can find two [Tremere Concoction], which will be very useful later in the game, so don't waste them until the third Emem's mission.

I'll explain the levers.
To understand which side of the cages opens, let's act out a play. I'm sitting in the library behind a caged door, and you're outside it facing the cage. You yell that I need to open the left cages, I pull the left lever. If right cells are needed, I pull the right lever.
Turn on your Celerity, toggle Fleetness (slow motion) and pull the right lever.
Run out of the library and turn left before the cage closes.

This cell block has three holding cells. The first has a vessel for your Hunt. Note it and continue moving. The second has another memory to restore. Use the radio on the coffee table.

Second Memory (Departure):
Leave the elevator, find the door with the light under it, and watch the scene where Emem and Hilda leave France in World War II for London, with Camarilla's help. Exit through the portal.

Leave the holding cell.
[Scene 04-2: Emem] Jefferson Library
There is a pretty big story behind this memory, if I may clarify the situation a bit.

There was a bookcase in the room where we found Hilda smoking in the Prince's Haven when we played Emem, it was full of books in the glass about Camarilla, including one that told us about London Court.
Hilda's Sire was Marie-Marguerite Carreaux de Rosemont and her Sire was Adelaide Labille-Guiard des Vertus. Marie has been punished for embracing Hilda too early. Adelaide adopted her to prevent her death (a Childe without a Sire faces Final Death).
Adelaide helped Hilda contact the London Court, where Lady Anne Bowesley, Queen Anne, was the Prince.
Queen Anne allowed Hilda and Emem to go to Massachusetts (a colonial territory of England) and Boston is in Massachusetts. Queen Anne was a successor to the betrayed Prince of London named Mithras, and Cautes and Cautopates were torch bearers depicted attending the god Mithras in icons of the ancient Roman cult of Mithraism.

In this block we have one last cell to visit.
There is a corpse on the ground and the [Tremere Brooch] (Gear that is not removed from the scene counts as a missed suspicious item!).

Toggle your Auspex and interact with the body, Revealing Psychometry (+2 HP).
I'm not sure, but it seems that these Tremere have studied how torpor works.

Eat one rat underfoot, there will be no increase in Awareness because they can't leave their cell to tell others. Obvious! Toggle your Celerity and Blink to the other side of the gap (+3 HP).

Continue your way to the room and examine the crack in the wall to restore your third memory.

Third Memory (Break-up):
Leave the elevator, find the door with the light under it, and watch the scene where Emem and Hilda finally ended their relationship amidst anger and sorrow. You will find out the reason for this conversation later. However, the real reason for Hilda's victim blaming is much worse, and it will be revealed to Leysha, not to Emem. Leave through the portal.

Return to the ledge of the cell you jumped from with two Blinks (no HP wasted).
Eat a rat (ha, ratsucker!) and leave this cell block back to the library, pull the lever to open the block, but do not enter the library, as we will take a little detour to the place we could have seen from the first cell with the vessel.

Left of the bridge to a central tower is a spot where you can use your Blink (+3 HP).
When you are down, continue your way to the blue lit cande. Examine it to restore your fourth memory.

Fourth Memory (Embrace):
Leave the elevator, find the door with the light under it, and watch the scene where Emem was embraced by Hilda. Hands on the table, you! Leave through the portal.

We have lost a temporary Trait called Amnesia, so our Knowledge-based skills have been returned to us.

Go back up and return to the library. Return to levers.
Turn on your Celerity, toggle Fleetness (slow motion) and pull the left lever.
Run out of the library and turn right before the cage closes.

There are four cells in this cellblock to investigate.
In the first one you will find another vessel to drink from and the spot for your Blink back to the location with "Jefferson Library" plaque. The second cell leads to Emem's holding place.
This is where she found herself at the beginning.

Between Emem's cell and the fourth cell with the vessel to drink there is another cell that can't be reached from this block, we'll get to it a little later. Go to the fifth cell.

Here you'll find another vessel and hear the sound of dance music as you approach the wall with candles on the floor. Interact with them to return your fifth memory.

Fifth Memory (Club):
Leave the elevator, find the door with the light under it, and watch the scene where Emem is dancing with Journey in the nightclub, emotionally appreciating her support. Leave through the portal.

Leave the cell and go to the end of the cellblock, turn left into the passage and reach the end of the ledge with the flashlight nearby. Blink down (+3 HP) and back again, as we are currently at 8/12 HP, and we need 9 HP to fully investigate the future location.

My advice is as follows:
Go back to the cellblock and find the rats in the corridor near the cracked wall between Emem's cell and the fourth cell.
Eating them both will give us another talent in the Rat Eater II tree (-50% to Awareness points), and they won't increase Awareness either.

Return to the last Blink spot at the end of the cellblock and continue your descent into the bloodstained room. Take the [Magnetic Key] from the barrel on the right.

Approach the doctor's chair with the smoke from it and turn on your Auspex.
Use See Premonition on the chair (+2 HP) where you see Galeb screaming, tied to a chair with fire pokers aimed at him.
Use Reveal Psychometry on the nearby medical wagon (+2 HP) to find out that this extremely dangerous prisoner of Tremere is Kurt Densch himself, Jara Drory's mentor and lover who mysteriously disappeared more than ten years ago!

Use Blink twice to jump over the gap to the room that someone tried to paint scarlet (+3 HP) (Tremere stuff, you know). Use Reveal Psychometry on the chain on the wall (+2 HP) to see that Tremere has been feeding someone with the living vessels they've captured. Was it Kurt Densch? That silhouette doesn't look like him, though.

Interact with the mattress in this room to restore the sixth memory:

Sixth Memory (Blood Bond):
Exit the elevator, find the door with the light under it, and watch the scene where Emem is captured, tortured, and most likely violated by Pro Bono's "Knights of Quentin King". Leave through the portal.
[Scene 04-3: Emem] Jefferson Library
You have to go all the way back to the isle with the "Jefferson Library" plaque. There is the last path we didn't take on this level before the final sequence, which is a small puzzle.

On your way back you need to get another snack, but this time it should be a human, so we can get the Talent in the Controlled Hunt tree. And it better be with the Blood Resonance, which will lower the XP cost for the Celerity upgrade, unfortunately there's no such prey in this level.

There is only Phlegmatic Blood Resonance available for feeding in this Scene (unless I missed something), just drink someone you like more from the herd, because we are not going to upgrade our Auspex any higher.

Now follow the damaged bridge between the one with the headless corpse and the one we landed on when we left the prison cell Emem was in at the beginning.
Use your Blink (+3 HP) to see that we have entered the cell with the broken wall that we saw in the second cellblock we visited. There is a coffee table in front of you.
Pick up the [Lockpicking Tool] and pass the Education check with the old coin on it. Emem says there is an aura, but your Auspex shows nothing.

Okay, we can go and get the hell out of here.
Now take the stairs in front of the library that lead to the central tower and use Blink for the last time in this Scene (+3 HP).

You should find yourself in a large circular room with stone disks on the floor and a pedestal. Read the small note on the wall near the pedestal. The control panel for the elevator itself is in the center of the room, we only interact with it when we manipulate an elevator to go up or down.

Now let me explain three things that are important in this puzzle.
1. The elevator can go up or down (no lower than the 1st floor we are currently on) after the center is filled with blood from the control reservoir we are manipulating to move the drainage channel on the stone disks toward the center.
2. From the document in the library, we know that to reach the prisoner, we should fill not the center, but the symbol on the pedestal we're standing on. So we should move the drain to fill the center first, then redirect the flow to the symbol underfoot on each floor we go up.
3. On the first floor we move all three disks as one, on the second floor we move smallest and medium as one after the first fixation, and on the third floor we move all three disks as one after the second fixation.
I don't want to take screenshots and attach them here because they sometimes disappear from the list of screenshots in the guides, so I'll try to explain the solution verbally.
Since we are standing on the circle, we can easily imagine that we have a clock face in front of us, with the blood reservoir we are standing near at 6 o'clock.

On the 1st floor, just rotate all the disks until the drainage path from the right drain in the middle goes down to 6 o'clock. Then confirm the position of the disks.
The runes on the outer circle will glow red, as will the rune under your feet. You'll find the same one at 9 o'clock on the outer circle.
Use reservoir to manipulate disks again and rotate them until the same drainage path from the left drain in the middle goes left to 9 o'clock. Then confirm the position of the disks.
After that, the correct rune near the reservoir (pedestal) will glow, as will the only correct rune on the outer circle, other runes will be dim.
It means that this floor is finished correctly, so go to the center and send an elevator to the second floor.

Another hint for you: if the first part of the puzzle makes you move drainage paths to the left drain in the middle, then the second part of the puzzle will make you move paths to the right drain, and vice versa.

On the 2nd floor, as I said before, you will move the smallest disk, after the fixation you will move the smallest and the middle disks together, and after this fixation you will move the biggest, outer disk separately. You can check it yourself, just move the disk a bit and fix it, move and fix it, etc.
Fixing the smallest disks with the middle one first and then aligning them together with one of the two possible drains in the middle is the smartest move here.

Connect the 6 o'clock drain to the center this time, you'll see how easy it is. The drainage path should start from the left drain in the center and go down to 6 o'clock. Then confirm the position of the disks.
The runes on the outer circle will glow red, as will the rune under your feet. You'll find the same one at 12 o'clock on the outer circle. This time, drainage path will lead through the right drain in the center. Repeat the same actions as on the previous floor until the correct rune near the reservoir (pedestal) glows, as well as the only correct rune on the outer circle.

On the 3rd floor you move the smallest disk, after the fixation you move the smallest and the middle disk together, and after the second fixation you move all three disks together. Check it yourself, just move the disk a bit and fix it, move and fix it, etc.
Filling the center is quite tricky, although the second part of this floor is very easy. Just use the experience you gained on the second floor and you'll be fine.

Now go to the pedestal in the middle and interact with it, choose the 5th floor instead of the 4th to meet Kurt Densch in the flesh.
We're about to make an important decision in the game, let's think about it, especially if we have time.

We can assume that Densch is an extremely powerful vampire, we saw Jara's powers in the loft when we played Leysha, and he is her mentor.
We haven't found any reports of his interrogations by Tremere, which is odd, so we don't really know why he was in the Hartford Chantry in the first place. We can also assume that he will be here for a long time if we decide to leave him in the Tremere blood cage.
Read the biography of Jara Drory in your Codex to learn more about her relationship with Kurt. It's very likely that Kurt will avenge his captivity and Jara's captivity as well, so we may have a possible ally in freeing him.

Our conversation is going to be difficult when it turns out that the Herald of the Prince, who was sent to negotiate the whole situation and to secure the alliance, has freed the tortured vampire who is almost two hundred years old.

Even though it's not the best decision by any means, we free Kurt Densch. I'll give more insight and explanation later, but I still think it's a better solution in terms of the overall plot.

You will obtain a Trait named Friend or enemy?, which grants +10% success rate in Psychology Ties, and -10% success rate in Rhetoric Ties.

Send the elevator to the 4th floor and interact with the poker in the brazier to restore the last memory.

Seventh Memory (Court):
Exit the elevator, find the door with the light under it and watch the scene where Emem has been captured and brought to Quentin King for trial for her revenge on Pro Bono. Watch as Hilda is unmercifully punished instead of the rebellious Emem. Exit through the portal.

Go through the portal on this floor (point of no return).
When the cutscene starts, you'll gain a rare achievement named How Could I Forget: Emem found the memories she lost at the Chantry.

This is the end of the Scene for Emem. And the end for Hartford Chantry.

Emem will receive 230 XP + 10 XP left after the upgrade, which will add up to 240 XP in the next Scene.
[Scene 05: Galeb] Prince's Quarters
We increase Galeb's skills and attributes:
Fortitude ···
Psychology ···
Rhetoric ··
Mental ···

This scene begins with the dialog with Xu Feng in the bar.
Pass the Psychology check with her (-3 WP) to further increase her effectiveness. Berel tends to show unusual interest in Xu Feng, our ghoul, which everyone notices, so we want to cut it once and for all.

Do not leave the bar right away, there are still things to do.
First of all, discover the safe zones here as Galeb:
Safe Zone #10: Alcove
Safe Zone #11: Alcove


Pick up an [Old Coin] from the bar counter and talk to Sylvia Ortiz, the bartender, if you forgot who she is. She will tell you that Jason Moore's bodyguard has been taken to the interrogation room, it's on the same floor where we talked to Kai Leto.

Jason should be there too, since we decided to take him to the Prince in the Galeb mission. Don't be too discrete, as she is actually a nice woman to talk to from time to time.

Leave the bar not in the elevator area, as we did with Emem, but through the entrance near one of the available alcoves.

You'll get a message from Kai Leto asking you to help him, so we'll have to decide what to do, because there's only one way to go, because if we help Kai we won't catch up with Berel, and vice versa.

As for now, once we have left the bar to the hallway with paintings, turn right and take the stairs to the upper floor where the Primogen Council members' apartments are.
Do you remember the lounge room where Hilda smoked, with a lot of rare and old books behind the glass? Let's go there.

You can look at the books again, because some things will come to you like pieces of a puzzle. For example, take a look at the Boston Camarilla history book to see that Hazel Iversen, the current Prince, was actually in the KOL before her domain rose to dominate Boston.
Kurt Densch came to Boston as part of the British Camarilla invasion forces and then recruited Jara Drory to be a spy in the KOL, Kindred of Liberty.
Prince Quentin King ruled the Camarilla of Boston, but was considered a puppet of the British Camarilla. So there is an interesting point - the former Prince was somehow dethroned and Boston was freed from his close allies by the KOL, the KOL became the Boston Camarilla, and most of the former KOL members, including double agent Jara Drory, became the Primogen members of Prince Iversen.

Talk to Victoria Ash near the windows for an interesting conversation.
Actually, Victoria Ash is a 400-year-old vampire, and she should have looked like a 20-year-old girl. A beautiful Toreador, embraced in her 26th year.
Victoria Ash and the aforementioned Tegyrius took part in Vermilion Wedding, which resulted in the alliance between the Camarilla and Ashirra. We know this from her conversation with Emem.
Victoria wanted to control the blood market (in Atlanta, not Boston), so she ordered Crawford to steal formulas from the Hartford Chantry. As Emem, we found the headless body of Crawford in the Hartford Chantry Dominion in the previous mission.
There are novels about Gehenna that tell the story of a widespread Armageddon among the beings of the WoD. And unfortunately, Victoria's fate is rather grim, as she was murdered by the associate of Becket, the Gangrel archaeologist and historian we meet in VtM: Bloodlines.


When you talk to her about your Sire, choose the Psychology check to defend and get a Puppet Master II in Psychology (-3 WP).
You will also learn that she overheard Feng and Berel's conversation, so choose the Persuasion check to learn more about it (-6 WP). Victoria will confirm our suspicions about Berel's interest, and so did his documents when we visited his office as Leysha (Jason Moore's report on Xu Feng).

After the conversation you can go to Dajan Siaka's apartment to talk to him as well.
You'll find out that he was against the alliance with Hartford, and after the events he wants to leave Boston to keep himself alive.

Now we'll go to the elevator, it's near the apartments you're in, and from there we'll take the elevator down to the security HQ, to The Cave. You might want to stop by and have a talk with Hilda. Don't say anything about the file you found, and listen to what she has to say about the choices Childes made. That was unpleasant.

Go to the control center and follow Kai to his office, but do not talk to him. Remember his safe? Open it with the key, as before, and pick up another [Old Coin].
Now go to the hallway where the server room is, but this time turn right and take the stairs to the interrogation rooms.

On your left is James, a bodyguard, you might be interested in calming him down with a Psychology check (-3 WP). Jason is on the right.
Finish talking to them. Return to the elevator.
Choose the same floor you were on before, Council's Quarters.

By the way, we're not going to help Kai in this walkthrough, but you can still dig into his investigation if you haven't cracked his laptop in Scene 01.
To do this, enter the server room and find the red toolbox near the engineer, open it and read the note, the last page of which contains a password for Kai's laptop: 4965.
He found out that there were encrypted transmissions from Jara's PC, so he asks Galeb to infiltrate her apartment and download information directly. Inside, Galeb will meet with Densch, who will tell him that the Boston Camarilla deserves what's coming to them. Rude. :(

Upstairs, go right and through the first door on the right leading to Berel's apartment.
Keep your distance from Berel and do not approach. We want information.

Enter with your gaze forward. You will see a couch and two chairs. In between are wine glasses and a magazine. Use Auspex to sense the aura of the wineglasses and examine them to know Feng was here (+4 HP).

Get ready for the boss battle!
To slap that arrogant bastard in the face, we'll swallow two [Old Coin] (should be 15 WP available) from your inventory and check our Gear. Make sure you have equipped [Thin-Blood Watch].

Go to Berel, say nothing at first and decide to confront him. Correct options are:
1. [Psychology: 4] This feels like one of his manipulations. (-4 WP)
2. Let me worry about her.
3. [Psychology: 4] Defend. (-4 WP)
4. He's being disloyal.
5. [Rhetoric: 4] It would not be in his interest for this to get out. (-6 WP)
Confrontation bitterly won, congratulations. Leave Berel to his solitude..

Go downstairs to the archive room to read some files. One of them is some sort of resume for Galeb, who hunts targets for the Boston Camarilla as a Scourge. Scourge is a vampire directly subordinated to a Prince.
Talk to April Bosley in her office and get Puppet Master III in Psychology.

Return to the bar and drink both girls to obtain Controlled Hunt II Talent and the Sanguine Blood Resonance. Exit and take the elevator to the Prince.

In your report, you can either agree (Predator: +10% success rate in all Rhetoric ties, and -10% success rate in all Psychology ties) or disagree (Compassionate: vice versa) with the Prince's decision to kill Moore. I leave this choice to you.But Hazel will execute him anyway.

Galeb will receive 230 XP + 15 XP left, which will add up to 245 XP in the next Scene.
[Scene 05-1: Emem] Prince's Quarters
Remember that we don't have [Thin-Blood Watch], so we should guarantee Celerity lvl. 2, the most common checks to pass in the conversations, and points for Celerity lvl. 3 in the next scene.
We increase Emem's skills and attributes:
Celerity ··
Persuasion ···
Psychology ···
Social ···
Deduction ··

This Scene begins with Emem quietly paying her dues for the Hartford Chantry events. Because, you know, Hilda has another cheek for a lit fire poker to brand her from another side of her face.

So there's a traitor in our ranks, and we know from Galeb's conversation that Prince thinks it's someone from the Primogen Council. Well, I don't want to say it out loud, but that's what happens when you surround yourself with double-triple-quadruple spy agents, kingmakers, and greedy men.

Prince certainly knows how to flatter people. Unfortunately, they won't give you a boat to swim to Long Island because of your fiasco with Hartford Chantry, for sure. Luxury ships only for Galeb, with all the comforts and everything. All right, jokes aside.

As a result of this conversation, you will receive a [Computer Virus] in your inventory.
Our next mission will be dark as night, as we will be negotiating with Anarch's domains to help the Camarilla attack the Second Inquisition's base. Except for one thing we shouldn't tell anyone - there will be no Camarilla on the battlefield.
Maybe they're not chaining another bloodthirsty ancient vampire in there?

As soon as you leave Prince's office, Hilda will be waiting for you in the elevator lobby to invite you to the bar. While talking to her, try to pass the Psychology check without boosting it with your WP and ask her what she has against the Prince (-3 WP, Puppet Master in the Psychology).

What's more important to discuss in this conversation are your memories you saw in the Hartford Chantry. If you tell her about all of them, you will be rewarded with the Trait Get It Off Your Chest, which will reduce your next Social Attribute update by 20 XP.

You can pass another Psychology check with Hilda to find out that she has some sort of a backup plan if Prince's plan fails, also without boosting, but it's pretty hard to pass (-3 WP).

In the end, you don't fall for this cozy conversation of ex-lovers and choose to defend by increasing your Persuasion to maximum (-5 WP).
You can't trust anyone in this Court.

When you're able to control Emem, pay attention to the sound that Hilda makes when she places her keys on the counter of the bar. Now be a sneaky cookie, activate your Celerity's Fleetness (slow motion) and Snatch (+2 HP) those keys.

Discover the safe zones here as Emem (yes, again):
Safe Zone #12: Alcove
Safe Zone #13: Alcove


It won't be available to you along with the vessels, though, because we did it with Galeb.

Leave the bar through the same entrance that we took with Galeb, turn to the right after the pictures and go up the stairs to go to Victoria Ash.
Reveal any information about the task she gave you - the Emissary is dead, these are the formulas he stole, they don't work. There's nothing for you to gain or lose from Victoria, except the ominous thought that you've not only destroyed Boston's Camarilla ally, but also given valuable research to the other party. Ouch.

Focus your Rhetoric to lvl. 2 and pass the Rhetoric check with her asking about the Prince (-4 WP). If you ask about the London attack, you can eat [Club Business Card] to add WP, raise your Persuasion to lvl.4, and pass the check (-4 WP) to know that during the London attack, vampires were caught in their daylight sanctuaries. Someone tipped them off, too?
You can find more information about this in the Fall of London, which is a VtM sourcebook.

Finish talking to Victoria. We're not Hungry, but we only have 6 WP, which is a total lack.
We need to go down from the other side we came from, to the archive section, and find more cellulose to eat.

There's a bug that happens to me all the time - after the conversation between the secretaries and April Bosley ends, they pile up at the door to the archives, so it's not possible to go in and pick up the [Club Business Card].
There is a [Club Business Card] in Journey's office, however, go get it and talk to Journey as well.

Don't leave this area just yet.
Go to Abigail Nurmi's office and notice that her laptop is now available for use. Nearby is a note with the [Ornate Key] on it. You'll get a side-quest to find out what door this key opens, but from the note it's obvious that it belongs to someone from the Primogen.
You can find a very intense conversation between Berel and Abigail about Berel's attempts to force Abi to reveal some of the sensitive files. Woah.

Leave the office, turn right to the archive door with a bunch of NPCs trying to remember the script and turn right again, into the foyer.

You will see Berel talking to Feng after the Galeb told him not to. But hang on... In fact, it seems that it wasn't Berel who approached Feng, it was Feng from the beginning!
Talk to Xu Feng and pass the Psychology check with her (-3 WP). Some of her words just make me suspect that she was interested in alternatives in the case of Galeb's death and the events Emem told her.

Go back to the Primogen floor (it's the same floor with Victoria).
Go to Dajan Siaka's apartment and find the farewell letter from him. So he really left after the conversation with Galeb.

Now go to the most important part of this floor - the other wing of the apartments, where Hilda's apartments are. Unlock her door with a key that you borrowed from the bar and go inside.

Approach the portrait of Emem, read the note, turn on your Auspex and Reveal Psychometry (+2 HP). Well, it's pretty disturbing. It doesn't look like an act of concern for the Childe at all.

Go into the bedroom. On the table you will find an invoice for Cautopates.
The ship is called Cautes and contains 45 secured containers. Surely Emem doesn't know it, but we, as observers of events from different angles, already know what it is and what it means.

As I mentioned earlier, Cautes and Cautopates are companions of the god Mithras in the icons of the ancient Roman cult. So there could be no doubt what's in those containers - it's Mithras, ex-Prince of London Camarilla, or at least his followers.

Check her laptop to see the strange response to the strange event in the next month. Right now, it doesn't look like the current Prince will live to see that moment.
Open the drawer and pick up Hilda's phone. Damn, it's locked! Oh, the uncertainty!-

I'm kidding. Unlock it with her signature, which she probably leaves all over the place.
It's 1475369, just draw this symbol by connecting the dots on the keyboard, just like you unlocked Jason Moore's phone before as Galeb. Who the heck is P?

You'll put [Hilda's Phone] in your inventory, and Emem's words that Hilda won't be angry if she doesn't know that someone was there is total nonsense, since we can't return the key to the bar, and now we've taken her phone, which is forbidden to have in the Prince's Haven. FIN.

Leave Hilda's apartment and enter Berel's apartment.
The [Ornate Key] you found opens this door, but there is nothing to be found except old files we have already seen. Enter the apartment to complete the side quest.
[Scene 05-2: Emem] Prince's Quarters
Note that this is a sort of point of no return, as any quests you forgot to finish will be failed when you ascend to the second floor.
Go downstairs to April Bosley's office and take the elevator to the Prince's apartments.

On the small table to your right when you enter, you'll find a letter and another [Club Business Card]. Pick it up and read the letter from Hazel to Dajan Siaka.

Now check the violin at the bottom of the stairs to the upper floor. There is a music notation on the stand right next to it, use your Auspex and Reveal Psychometry (+2 HP).

You'll see that Hazel can indeed play Tchaikovsky on the violin. Look at the notation, it's Swan Lake.
Look at the letters in the red circles, the notation is to be read from left to right on each row from top to bottom, so it means that the letter massive would be B, F, D, A, C. Doesn't look like anything unimportant to you, so remember that.

Go upstairs and have a look around.
You'll find a document with Kai Leto's report on Berel Underwood for Prince Hazel. So even without Galeb's suspicions being said out loud, she asked Kai for the report on Berel due to the events of last night. How old is this letter?

To the right of where you found this document is a bookshelf with blue books behind a glass with letters on it. Ha, hidden door, for sure! Unfortunately you can't open it without a key.
Take a look at the pedestal at the front of the room and pass the Deduction check, it needs something to be placed underneath the swan figure.

Go to the corridor at the back, to the bedroom.
You'll find Miley Sellers, the Childe of the Prince, badly injured in the attack on the reunification party and successfully rescued from the hands of the St. Leopold Society by Leysha.

Pass the Persuasion check without Focus to tell her that Hazel sent you (-3 WP, + Eloquent I in the Persuasion tree). You will gain a Trait called Childer United, which gives you a 10% success increase in all Persuasion ties.

Examine the bedroom.
In the far right corner is a stool with a letter from Jara Drory about Dajan's Bloodline. It explains a lot. Nearby is a bookshelf, pick up the small swan figurine, [Miniature Swan]. It's definitely for the swan statue in the previous room.
Wait a minute... Big swan, little swan, Tchaikovsky. Is it a Matryoshka reference?

Near the bathroom entrance, there is another stool with the report from Delsin Coates, Prince's Sheriff, about the destruction of Erlantz Cardiel.

Erlantz tried to negotiate with Delsin after he realized what was happening. Unfortunately, Delsin was not interested in talking to him. When Delsin saw that Erlantz had fallen into a torpor, he set fire to the warehouse.

There's nothing to interact with in the bathroom, but you can enter and look around anyway.

Now leave the bedroom to the previous room with a swan statue and place a swan miniature at the bottom of it. A hidden drawer in the pedestal will be opened, take a key out of it, [Silver Key].

A glass case on the bookshelf can now be opened with this key.
Interact with the books using the combination we found earlier - BFDAC. The shelf underneath this glass case is actually a hidden safe, open it up.

Look at all three documents inside.

The file on the left tells you that Hazel wanted to expand her influence by acquiring nightclubs in Boston, including the ones Emem owns.
There is a letter from Berel Underwood to Hazel that reveals Berel's real interest in Xu Feng at the beginning.
In it, he tells Prince how to keep Galeb on the needle, waiting for Hazel's approval to Embrace Feng, like a loyal old dog waiting for treats.

The next letter is as grim as it could be - Richard Dunham, Leysha's Sire, writes about orders from Hazel to execute Halsey. And Dunham reports that it was done.. Leysha's memories have been the subject of manipulation since that time.
It explains that the Confrontations with Halsey during the loft mission, when her attributes were increased with Leysha's, couldn't have been won.
Woah, this Scene is too overwhelming.

Go back to the bedroom and talk to Miley Sellers again.
She will give you more information about each letter you read.

Especially there is more information about Leysha. Miley will tell you that she was dangerous.
We found a note in Dunham's office when Leysha was in his apartments, it was about mass psychosis among the Kindred in the Court with Dunham's notes that these cases were investigated and solved.
It seems that it was Leysha who caused them, and the reason for them was her memory.

Go back to the elevator and leave in disgust and with the realization that you have been manipulated to get the people who trust you to go to the slaughterhouse instead of the others.

At the start of the next scene, Emem will receive 140 XP to spend.
[Scene 05: Leysha] Prince's Quarters
By returning Miley to the Prince, Leysha gained a Trait called Loyal, which reduces the experience cost of the next Rhetoric upgrade by 20 XP.

We increase Leysha's skills and attributes:
Security ··
Education ··
Social ···
Persuasion ····

You wake up in Richard Dunham's apartment, in his bedroom. What the hell is going on here? Or is it just me, folks?

Pick up the [Polaroid Photo] on the coffee table next to you and leave the room to meet Halsey in Richard's office. Don't talk to her yet, instead use your Auspex vision and Reveal Psychometry of a red leather armchair (+2 HP).

It's a conversation between Hazel and Richard about her frustration that Richard didn't bring back any evidence of Halsey's destruction. In this vision, we learn that she forced Richard to do this, probably by knowing some of Richard's shady deeds to manipulate him like others.

In Scene 05, we're free to rest and reflect. Here's some lore for you to read.

If you're wondering if vampires have kids like us, I can say they don't.
True Kindred don't have biological systems, including reproduction. Thin-bloods might sometimes have kids, but their children are always human or dhampir. Thin-bloods lack the blood potency from which low-generation vampires derive their powers, but their limited abilities also give them some human advantages; one of these is fertility.

Ghouls occasionally have pregnancies, but since they aren't full-blooded vampires, the child usually comes out ghouled. Such children are known as revenants (or dhampir).
Unlike normal ghouls, revenants are born, not created by drinking Kindred blood.

Dhampirs also share traits with ghouls and can even learn and use the most common disciplines, including Celerity, Fortitude, Potency, Auspex, Dominate, Obfuscate, and Presence.
And we know that Halsey is using Obfuscate Discipline a lot.

But that's not our case, because we know that Leysha and Halsey are vampires, not ghouls, thin-bloods, or revenants.

Over the years, half-vampires have become disturbingly common. Their presence is considered one of the harbingers of Gehenna, a widespread Armageddon among WoD's supernatural beings.
That's why they are hunted by the Scourges (that's who Galeb is), which limits their numbers along with the thin-blooded.

Okay, you guys had a bit of a rest?

From the party in the loft we borrowed another disk from Richard's portfolio.
Go over to his computer and insert the second [Dr. Dunham's Floppy Disk] into the PC under his desk. Interact with the monitor and read the second file.
It's definitely Leysha who caused those mass psychosis cases in Prince's Haven!

Talk to Halsey (point of no return) to have Richard burst into his office to talk to you.
How many times has Leysha had her memory erased?

Go to the Prince and accuse her of lying about seeing Halsey. Pass the Psychology check with her to gain Puppet Master II in Psychology (-3 WP).
In my case, I've accused her every time I could in this conversation to see how her manipulative nature trembles at the possibility of somehow losing such an asset as a visionary, even if it's only the possible one.

However, it doesn't really matter what you say to her after Halsey tells you about the vision of the Prince's death. You have to make a much more important decision later, after the discussion.

You have to decide whether Halsey is real or not.
Well, it's not some kind of complex mathematical problem to solve, of course, but there are a lot of contradictions in all the events we've seen so far.

What could it be? Is it really just an evil footprint, the voice of your deranged mind after God knows what multiple memory erasures? An image caused by a trauma so painful that the brain made it real?
Then what is in the bottle Richard gave us? I hope to find out later, when the time comes to see Richard again to learn more.

For now, I'm not really interested in the empowered abilities of Leysha in her condition, but Halsey is her daughter and she's not causing any trouble.
Could there be such a level of cloaking that even Prince can't see Halsey? The Unseen Passage and Ventriloquism may do it, but I'm not sure others would not notice, since Leysha is not a high generation vampire.

However, I decide to keep Halsey with us, because even though it's not an easy thing to believe, I personally don't trust Hazel and Richard anymore.

So if you're with me, then choose the "No, Halsey stays with me!" option and finish Scene 05 with a Trait called Difficult Patient, which reduces the next experience cost of any Knowledge-based attribute upgrade by 30 XP.
Otherwise, you will get a Trait called Moving On, which reduces the next experience cost of a Social upgrade by 30 XP.

At the start of the next scene, Leysha will receive 150 XP.
[Scene 06-1: Galeb] Long Island
With the threat identified at last, the time has come to strike back. Hazel Iversen has devised a daring plan to outsmart the mortals.
Galeb infiltrates the base on Long Island disguised as a corpse. His assignment is crucial: he must eliminate the head of the Society of St. Leopold in Boston, Walter Stanford.
We increase Galeb's skills and attributes:
Social ···
Persuasion ···
Psychology ····
Education ···

A new mission we have is infiltration and assassination.
We find ourselves in a sort of local morgue, where the members of the Second Inquisition end up after their encounters with supernatural beings.

After a brief survey of your surroundings, you will meet the local ACS. Access Control System is a set of software and technical security tools that provide restriction and registration of entry and exit of objects in a given area through access points: doors, gates, checkpoints.
You'll soon find out that the security works with the NFC implants in the hands of members of this organization as they blink right near the thumbs on their hands.

So when you try to leave the room, you'll find that you need to have the device implanted in order to continue.

You need to take a [Blue Implant] that is blinking slowly in the pan near the autopsied body under the blood blanket near the implant station.
You can learn more about the local ACS terminals by opening the left drawer under the sink and reading the note. Then go to the implant station and place an implant in the slot under the tablet with the warning.

After that, the console will light up green, ready to install, so move the camera back up to the main circular device and install the implant using the needle that protrudes into the center.

A blinking implant means the user is most likely dead. Which is true.
But as you approach the door, Galeb will add some color to his pale face, your implant will begin to work, and you'll be granted permission to leave the morgue.

You can investigate the sick-bed in the corridor on the left with the Education check, but the only door you can open is a small technical room behind the reception on the right.
There's a strange electrical box you can use, and after that you'll examine that there's another control system that won't let you use it due to the insufficient security level of your implant.

We saw green light implants in the corpses in the morgue, maybe they come in hand?
The station can upgrade these implants to other colors, so this is probably how it works. Let's get back to the station.

On your way back, you'll come across the first living person in this area and decide whether to kill her or use the Dominate to calm her down.

Dead people usually don't talk, so I decided to spare her and calm her down (+3 HP).
Right after that you can do a Psychology check on her (+2 WP) and find out that the really important stuff in this place is somewhere downstairs and runs with red implants, but to move freely in most areas the green one would be enough.

We still have no talent in Rhetoric, so we pass the Rhetoric check with her to get Rhetorician I (-3 WP).
Kim has a box of green implants in the safe at the reception, and she will tell you that the code to this safe is 423.

Now follow her into the passage behind her back and check the tray to get the [Scalpel].
Enter her office and cross to the door on the opposite side. In the same passage you'll find another tray, but this time with the [Tremere Concoction] on it.
Go back to Kim's office and investigate. Next to her is a note with the surveillance reports. So, S.A.D. really suffered a lot of losses, nice.

Enter the combination of the safe code to open the safe in this room, which is 423. Take the green implant from it and note that red implants are for members of the St. Leopold Society.

Return to the implant station and upgrade your blue implant to the green one. Afterwards return to the electrical box you tried to use before to find it accessible for you this time.
If you've decided to kill Kim, you could have used the [Scalpel] to cut out her implant instead. If you return to the agent's body in the morgue before you get the green implant from the safe or Kim against her will, you'll cut out the broken green implant.
Finally we are on the elevator to the base.

The S.A.D. soldier will stop you from advancing, so try to Dominate him (+3 HP) to notice something strange - it's impossible to use your Disciplines on him. You'll eventually find out the reason for this embarrassing situation.
Since we're not interested in the intimidation at all, we choose the Persuasion check with this soldier (-3 WP) to gain the Eloquent II Talent in Persuasion.

Go to the scanning room (it's strange that there's only the scanner of implants, but I guess it's not that simple after the events that will happen in the future) and pass the check, enter the huge bunker room.

In front of us is a massive mechanical door, which we find closed because the agent here has somehow lost his access rights and can't open it.

Check the central computer to find out that red implants are different. DO NOT ATTEMPT TO SCAN YOUR IMPLANT.
We can track down Stanford using GPS location (let me be a douche here, because it's not GPS, but probably proximity sensors with door panels that track that the particular door was opened with the particular implant) with only one red implant available, and there are unknown symbols for three of them.

So there are only three red implants in this area, which means that there are three members of the St. Leopold Society (SoL, for short, because that's their old name) in this building.
For your ease, there is a map of the L-2 level of this base with three departments (how convenient of them) - Clinic, Treasure, and Pyre (what the hell is that?..).

In the right corner of this map is a list of three members of SoL. Behind the map is a letter on the console that tells us this:
Chiara Favaronne is the Head of the Clinic Department. Joseph Manahhe is the Head of the Treasure department. Elle Gallagher is the Head of the Pyre Department.
Take the [Memo - Arrival of the Society of St. Leopold] with you.

Now we have to break the Hexagone door into the Central Hub where the Elevator is.
Talking to the technician, don't pass any checks - there's nothing wrong with the door, it's just being serviced. There is an agent sitting right next to a controller, you can find it by the multimeter attached to it and the beeping sounds.

There is a message on the multimeter screen that Test 254 has been successfully completed.
There is also a note on the screen of a controller saying that this system has LVA, alternating current. There is a book at the bottom of the screen with the Test 254 procedures.

So they're changing the voltage from the standard, running tests, and then the voltage should be returned to the standard for the system to work as it should.
So we need to deactivate some fuses and return the voltage of this controller to 220 V.


Deactivate all the fuses and look at the table I provide below to activate only those which will give you 220 V in the sum:
75V
25V
5V
50V
15V
200V
120V
95V
On the same screen, activate the fuses shown as underlined in the table and pull the lever to the right of the controller.

Follow the agent inside. We're finally in!
[Scene 06-2: Galeb] Long Island
To the right of the entrance is a note from E.G., on top of the container box, it's from Elle Gallagher, asking the personnel to give feedback on new tactical gear in their helmets that synthesizes ambient sounds to prevent mental manipulation by the supernatural beings.
That's how this soldier ignored our use of Dominate! They work!

If you approach an elevator and try to use the scanner, you'll find that you don't have the necessary clearance to go down, so the elevator needs a red implant to work.
There's also a security agent you can drink that has Sanguine Blood Resonance, so he's not of any interest to us on this level.

In case you're not much into the Codex section of the game, let me tell you a little bit about the Second Inquisition. It's not just any organization, it's the whole covert multinational conspiracy that includes several intelligence agencies and other groups, including the Vatican, that actively (and quite effectively, I might add) hunt down the supernatural beings in WoD.
Modern hunters use modern high-grade technology with the most effective ways to gather and consolidate all the information they can find.

There's a lot of gray morality behind this, because in the "black or white" paradigm, we can think that we're playing good guys who were attacked by the bad guys, who killed close friends of our characters, and so on, but it's actually the Second Inquisition that can be perceived as good.
However, the cases can show you that you can't fight an evil without the same evil. Torture, dissection, deception, threats to families, betrayal, collateral damage.

When we talk about the United States' part of SI, it's about three pillars with Firstlight at the top of all of them. Firstlight works with many security agencies around the world, it gathers an intel and passes the targets to IAO, SAD or other agencies to eliminate.
IAO stands for Information Awareness Office, which leads strikes and conducts military operations or calls in private contractors. It's also the biggest cash cow for SI because it can get money from the government budget for "at any cost" operations.
SAD stands for the FBI's Special Affairs Division, which uses its influence mostly in law enforcement and detective work. It's them who usually not only eliminate their targets, but hunt for anything they can capture to use later - artifacts, assets, finances, etc.

And now there are also members of the Society of St. Leopold on this base. These guys are much more organized in their vampire hunting, but they're also twisted as hell, as they're known for their darkest human natures, which have proven to be their own failures in the past.

We already know there's only one red implant we need to find to track down Stanford, and the game only allows you to get that one, but we're going to rip them all out, destroy as much as we can, and leave. Let's start our hunt.

Let's go to the Clinic.
In case you didn't notice and don't remember the map, you can read the names of the departments on the concrete walls above each door in the Central Hub.

The note on the white couch, almost to the right of where you enter, will tell you what the clinic is actually here for. Leysha pointed out the real reason at the loft - they're collecting remains of Kindred to dissect and study.
There is also a contract at the table in the far left corner of this room, where someone has volunteered to be studied as a victim of dark creatures infiltrating our society.

Enter the room directly opposite the one you've entered in the clinic.
In the cutscene you will see Chiara Favarone behind her work. On the chair to your right you'll find a note from someone who was fascinated by her skills.

Enter the room on the left.
It's a locker room, there is a particular locker that can be opened, it belongs to Professor Henry. Behind the glass case there are also bacteriological sutis which can only be opened with the red implant. Behind this door is a smart decontamination room which can detect that there are no suits in it. All right, we can't get in here, let's go find this Henry guy, maybe he can shed some light on this.

Go back to the patient room and enter the door near the guard.
You'll find yourself in the cabinet with another employee. Let's try to reach Chiara through the another corridor, so take the door to the left of you.

There she is, right behind the glass, but the door to it requires the same security clearance.
Now examine the huge, menacing looking dog in the cage right in front of the glass.

Examine it with Education to find out that this dog is actually suffering from Argyrism, or Argyria. It's an old known condition of a creature that has consumed a lot of silver dust or silver compounds. If the exposure to silver continues, silver atoms build up in the body and cannot be removed from the skin and other tissues, causing the pupils and the skin to turn purplish gray.

Turn on your Auspex and see that this dog has an aura.
Use Sense Aura (+2 HP) on it to understand that it's actually the result of an experiment to make a werewolf out of the dog. It's now poisoned with the silver and will die slowly.
On the table near the door to her prep room is a letter from Chiara in which she insists on changing the supplier of lab gloves. Whoosh.

Go back and talk to an employee in the cabinet we came through.
The man in this room is called Dr. Henry, he's the one we're looking for.

Pass the Rhetoric check with him (-3 WP) to find out that Chiara is almost the top person here, and don't ask him to open his locker to avoid another awkward situation. It needs Presence or Psychology to pass the checks, so don't waste your resources on them.

Instead, let's examine his workspace, because as we've seen many times before, there's one hole in every security system - it's the people who use it.
More passwords - more sticky notes on their desks and boards with the need to write them down in order not to forget.

There is his PC, unlocked. Dr. Henry really can't stand Chiara anymore, and there's also information about some patients, and emails about the biological suit that Henry keeps somewhere, and it's somewhere in his locker.

There is a stenogram of Chiara's thoughts about the experiment she told Henry to focus on, about strange cellular regeneration of the severed limb. It's patient case #1492. Is it the breakthrough he was talking about?
Another document here is about attempts to use research on regenerative abilities to give them to a human being. Well, we can write it down - experiments on living people. Theoretically, it's not good for a resume.

There's a note from Henry to his colleague that to borrow his suit, he needs to use the lucky patient's case number, which is 1492. We will check this combination immediately, but now switch your Auspex again.

There's blood on the ground, use Sense Aura on it again (+2 HP).
There is another aura, vampire, and probably tortured or something.

We can't open any other doors in this room, so go back to the dressing room and open the locker with the combination you got, it's 1492. Put on the suit and walk through the decontamination area.

Oosh, what a warm welcome this Chiara Favarone has, I think we'd be doing everyone a favor if we tried to rip out her windpipe. Approach her and try to take her hand.

Galeb will drop something on Chiara's hand and she will not only bounce back, but also order us to get the creature's cerebellum from the fridge in her favorite tone. Nice job, Galeb.
[Scene 06-3: Galeb] Long Island
Approach a tray and pick up the [Access Key Cord fo the Cold Storage Room] and [Organ Reference]. You can either look at the organ reference or the container on the table to see that the creature's code is JD-F-03-320.

Return to the dressing room through the decontamination area and take off your fancy suit by interacting with Henry's locker. Go back to his lab to open the locked door.

You'll find the first safe zone available on this level:
Safe Zone #14: Cold Storage

After that you will hear Chiara again telling us that she unlocked the right container for us, but we still should find it by ourselves.

Turn right and find the keys on the shelf next to the containers containing Jobe Carver. At least partially.
Turn on your Auspex and you will see the same aura as on the blood on the floor before. The vampire tried to escape and hid the [Security Key]? Pick it up from the shelf and continue inside the fridge.

On the wall to your right is an anatomical poster that tells us how to read the last part of the organ reference. The last three digits are an anatomical part of the body, and the cerebellum is 120. We need to find a container JD-F-03-120.

On the opposite side is a shelf with Wiktor Chen. It's Tremere from Hartford Chantry, who was at the party and was captured in the living room, LR3 was his code.
If you don't have your Auspex on, switch it back to Sense Aura (+2 HP). It has almost the same color of aura, but it's more pale blue, it's a different person.

As you probably noticed, we're hungry, so we'll make a little detour here, since we found a safe zone. Leave Dr. Henry's office and go to the patient's room where you will find a nurse walking around.
This guy has Melancholic Blood Resonance, which is helpful, so go and drink it for 8 HP. You'll find yourself in the same fridge room.

Continue with your Auspex turned on and Sense Aura.
Colm Brook (+2 HP) has the same aura as a werewolf dog, on the other side is Himiko Izanami (+2 HP) with the green aura we haven't seen yet, and the last aura we see is Jara Drory (+2 HP) with a yellow aura. What an ending...
Jara Drory is our JD, female, in the third area of the fridge, and Jara is now just JD-F-03.

Pick up the [Jara Drory's Cerebellum] from the JD-F-03-120 and return to Chiara Favarone. Put it onto the tray in front of the glass window and slit Chiara's wrist.

You will receive [Chiara Favarone's Red Implant], now leave the Clinic and go back to the Central Hub. You will see the elevator going down.
Enter the implant station and upgrade your implant to the red one.

Now you can go back through the hallway with the werewolf dog. Enter Chiara's lab and examine everything there. You will find a book about Unit 731 in Chiara's room, it explains a lot.
Unit 731 is a Japanese research team notorious for its human experimentation during its existence during WWII. Thousands prisoners died in the cruel biological experiments and medical procedures performed by the brightest medical students, scientists, researchers, and personnel of the Imperial Japanese Army.

Take [Tremere Concoction] from the medical tray in front of you and check her PC. There's an email from Elle Gallagher to Chiara that she suspects Joseph Manneh of empathizing with the creatures they're fighting.
But it's more useful than you think - look at Elle's signature, it's a red circle with an X, so we only have two red implants left that can track Stanford - Joseph's and Chiara's.

Since Elle was the one who caught our eye, return to the Hub and go to the Pyre.
After entering you'll hear a conversation between two technicians. Don't talk to them yet and examine the room.
There's not much to see here, but there are some notes about some equipment Elle is preparing, and you can also see what the cylindrical chambers were used for.

If you switch your Auspex, you'll see a garment with the same aura we saw splattered on the floor in the clinic and the hub. There is blood on the ground, Sense Aura of it (+2 HP).
It's orange, hmm. Galeb tells us that this Kindred has probably starved to death. Pick up the [Red Valve] from the nearby barrel and attach it to the barrel near the first cylindrical chamber.

Open the valves for all three, and the head mechanic will open the closed door for the second mechanic in this room, Rakhim. Inside the door she opened, we find the second safe area on the base, which we will use immediately:
Safe Zone #15: Chemical Storage

Rakhim has Sanguine Blood Resonance, which is no help to us, but his blood is, as we have reached 12/12 HP. So drink him, take the [Magnetic Key] from the barrel in the storage, go back to the chambers and open the door to the test polygon on the right.

In the cutscene you will see Elle in the polygon. Watch her for a moment to understand (if you didn't already) that this woman is responsible for the weapon improvements to kill Kindred more effectively, and now she's testing her new development - incendiary bullets.

This one will be easy.
Check the control panel right in front of you - this is the one that was reported broken, and it is. The button for the security box container doesn't work when you press it, it's the green one.
Step back from the console and look at the room from the outside - there it is, a glass container with a book in it. We definitely need to see what it is.

On the console to the right is a notepad with reports about weapons that were decommissioned after testing. Nearby is a red electrical box, open it and check the contents.
Pass the Education check to find out that the cables have been eaten by either acid or corporate rats. Enter the room near the box.

Nice, a weapons room! Pick up [Electrical Pliers] from the workbench on the left and examine the room. There is a letter of evaluation on three SoL members from Stanford to Vatican. Such talents were made to die in agony!

On Elle's PC is an email from Olsen, the Novitate we met as Leysha in the loft. He has the same mark in his signature, but we already know that this is probably the lower rank in SoL.

Check the lockers at the far wall of this room, take the [Lockpicking Tool] and go to the red electrical box in the previous room. Why not take the weapons? Too modern for the old-school rivet like Galeb?

Use a pair of pliers to connect the cables inside the box and then return to the control panel.
Press the green button to make sure it works, close the glass case inside the polygon, and now move your eyes to the more interesting red button with the wonderful word Pyrolisis written underneath it.

To unlock the safety glass to access this button, you'll need a key you got from the fridge. I'm sure there's a little story behind this, but it seems that humans have such an aura color, and this is just some engineer from the Pyre Department.
Unlock the glass with the key and press the red button to give Elle some warmth and ignite her passion in this cold and dark world full of hungry creatures dwelling in the darkness.

You will earn a Talent called Library Rat, which will reduce the cost of your next Education upgrade by 30 XP. Well, we're already educated enough.
I guess there were my screams of perfectionist wasted XP points before this talent was earned.

Unlock the security container, toggle your Auspex again to see the orange aura leading to the polygon, and enter. Read the book with the glowing orange aura, rip out the red implant and leave this part of the department with a satisfied grin.
[Scene 06-4: Galeb] Long Island
This book is called "The History of the Society of St. Leopold" and there are some icons that the central computer had. So, this icon, the emblem we saw is the rank - we need Councillor to track down Stanford.

In fact, we know that Elle was not the one we need. Only Chiara and Joseph remain.
Let's remember a letter from Stanford to the Vatican, which is a great help to us, saying that Chiara is a diamond and Joseph can be promoted.
Higher ranks are special, no one can be promoted to them only with the evaluation letter, so Chiara is the Councilor.

Nevertheless, let's make an acquaintance with the keeper of the lore.

On your way back to the Hub you can start the conversation with Hoover, the main mechanic, and she will be quite aggressive towards people who distract her.
Don't defend yourself and leave before using the Presence to get +1 WP, which is small, but you know, a penny saved is a penny earned.

Enter the treasure room to see quite a collection they have in there.
In the cutscene and after you'll be able to see Joseph behind the glass window.

The first area here is an artifact display, so you can walk around and look at stuff, it's pretty cool.
Switch your Auspex and you will see the same orange aura - so that is where the book is coming from! Puzzle solved - the book has been checked out of the library! No waaaay..

Among the interesting things I want to point out is the emblem of the Boston Arcanum. It's a reminder that all who fight evil supernatural beings end up dead, just like all other beings. That was profound.
Now, Arcanum is a secret society of scholars that pursue knowledge of the supernatural. Agents act as hunters, pursuing esoteric lore rather than destroying supernatural creatures, and members include occult scholars, hobbyists, and even some of the elite. They have more occult resources than the Vatican and SAD, and their sorcerous knowledge aided in the downfall of Vienna.
Boston Arcanum was founded in 1888 but destroyed in the Boston Fire and rebuilt after.

After your tour of the exhibit, find the blonde woman nearby.
Pass the Rhetoric check with Villeneuve (-3 WP), and she will tell you that Joseph rarely leaves the Preservation Room, so only an emergency situation can get him out. But that is not entirely true.

In addition, there is a thermostate that controls the temperature and humidity in Joseph's room, which contains very old and rare books useful to the Inquisition. You can make the connection with the Deduction check, but it's almost obvious.

Let's go to the door on the right and inspect the book section by moving counterclockwise. There isn't much in the right section, but there is a book with the addresses of all Arcanums known to the Inquisition, and the note from Joseph with his book reviews on Goodreads, I think.

Go to the back wall and enter a room with some shelves. There are some documents you can read here, but more importantly there is the last safe zone of this level behind the door between the shelves:
Safe Zone #16: Equipment Storage

There's nothing inside for you to take, so return to the previous room.
There is an [Old Coin] on the set of shelves near the painting.

Scan your implant by interacting with the PC in this room and check the backup program text file.
It appears to be a list of available readings from Joseph:
Commentary on "The Thief of Eternity" by Rossi "They Feed on Blood and Hope" by Simon "The Strangers of the Wood" by Skulason "Guardians of the Faith" by Sloan "Men Without Faith" by Troyes
There is a signed letter from the Vatican with information that in 2014 Chiara Favarone was the Tertiary, and then was promoted to Councillor, as we already know in their hierarchy.

Talk to a woman nearby and pass the Rhetoric check with her by asking about problems with SoL members in the base (-3 WP) to gain the Rhetorician II talent in Rhetoric.
Ask her about the book that Elle has borrowed, and make a Persuasion check with her without focusing (-3 WP).
Don't ask her about Elle Gallagher, though, because we can tell Burgos more about Elle's current state than she can tell us.

Note that this researcher Burgos has Phlegmatic Blood Resonance here and leave the room for now, we will return later to have a snack before this scene ends.

Outside, between two doors to this storage room, there is another bookcase with an orange aura, where you can find a sticky note with the information that Elle borrowed the book from the shelf. We already figured that out, thanks.

Now explore the part of the library you haven't visited yet, inspect the surroundings and walk around Joseph's room and enter it. Once inside, you'll see a metal shelf and a control panel.
It allows you to order books using their unique code, and Joseph will send you the book in the tray.

However, there is a poster next to the tray stating that if the book you ordered is being restored at that moment, Joseph will personally deliver the book to you.
To find out what book it is, go back to the exhibition section.

Now let's turn on our tricks and inspect the book he's working on. It has the Faith in its name.
So, according to the procedure for borrowing rare books, to actually lure Joseph out, we need to ask to borrow "Guardians of the Faith" by Sloan from the consultation room, as we saw it in the text file on the PC.

Look for the book reference codes on the marker board when you enter the consultation room. We need the code for "Guardians of the Faith" by Dr. Seamus Sloan: 8070.
Now approach the control panel and enter 8070. You will meet Joseph Manneh.

He knows you are a vampire. The two of you have a polite, unusual conversation.
Galeb tries to convince him to work together, which leads to a Confrontation.

According to the resources we have now and the talents we should gain from this conversation, these are options to choose:
1. [Persuasion: 3] They're trying to destroy us. (-3 WP)
Eat an [Old Coin] from your inventory.
2. [Rhetoric: 3] Humans are no better. (-4 WP)
3. [Psychology: 4] Defend. (-2 WP)
4. [Presence: 1] Convince him it's the right thing to do. (+3 HP)

He will confirm that Chiara has the necessary access to track down Stanford.
Well, that was a pleasure. Joseph has certainly come to understand that both sides of the conflict have their points of view and opinions, and the Inquisition's methods are often not humane at all. Even the case of Jason Moore - dead wife, captured and probably dead child.

Can we blame a cleaner in SI or offices of SoL, SAD, etc. that he cleans rooms and toilets to not let people die slipping on piss near toilets or on garbage in kitchen areas?

It's up to you to decide, as well as to think about possible options if Joseph is promoted and becomes a twisted, modern-day inquisitor who can become a more bloodthirsty being than a vampire.

We can spare him and use his help later, but I won't.
Select the "Kill him" option and receive the [Joseph Manneh's Red Implant].

You will get rare achievement called No Survivors: Galeb eliminated all the high-ranking members of the Society of St. Leopold.

Enter the preservation room behind and examine the books on the shelves.
Approach the table and open the steel container by scanning your implant first. Pick up the [Tremere Brooch] inside and have a snack in the room where the researcher Burgos is.

Be careful to drag her away from her spot when no one is around, because otherwise your Awareness level will increase by 4 points.
[Scene 06-5: Galeb] Long Island
Go to the exhibition area of the the Treasure Department.

Approach the thermostatic panel that controls the temperature and humidity in Joseph's room, unlock it with your implant and change the settings.

You will gain the Censor Trait, which reduces the amount of Awareness points you gain by 30%.

Of course, it could have been used earlier to lure Joseph Manneh out of the preservation room without any detective work.

Now we make a little detour to the Pyre Department and talk to Hoover, the main mechanic, again. Our goal here is to get the Presence Talent since we can't use Dominate on her anymore. Use Presence check (+3 HP) to get the Charmer I Talent, then leave.

Actually, I've lost my chance to get the Brute II talent in Dominate because this check appears when you force her to open the door to a safe zone without cleaning the chlorine chambers with valves. Read more in the afterword if you want to replay this Scene properly.

Let's go and locate Stanford.
Return to the Central Hub and go up to the Hexagone area. Let's check the resources first: 7 WP, 3/12 HP. In this case, we don't need to use anything to restore them.

Approach the central computer and use it.
Select the "User Session" tab and scan Chiara's red implant (point of no return).

You will obtain a rare achievement called Precision Job: Galeb found the right implant on Long Island on his first try.
You will also obtain a Trait called Surgical Precision, which reduces experience cost for the next Knowledge-based skill by 30 XP.

Watch the cutscene. So Walter Stanford actually wanted to ask the Vatican to approve Chiara's promotion, but she refused.
She is more of a vivisection enjoyer, you know, torture porn lover and latex connoisseur. A true gem for the Second Inquisition, really.

Now we're about to meet the real interrogator of the Society of St. Leopold, Monsignor Walter Stanford himself.
It seems that these implant scanners aren't the only devices installed on the base, or maybe it's not that hard to track that your colleagues' implants show that their previous owners died one by one. Well, who had any idea, really. (' '_)

Now, everything you need to know about this particular Confrontation with Stanford.

All of your available choices are timed, so it's more stressful than other Confrontations before. Also, Walter Stanford has True Faith.
True Faith is a rare trait in WoD. While many mortals believe in higher powers, few possess the strength to repel supernatural creatures like vampires. True Faith can affect vampires, werewolves, etc., not just as a symbol of faith.

So all of your disciplines applied to Walter Stanford will not work. Who is the 400-year-old vampire against the torture-loving fanatic with a flaming cross on the end of a poker, right?

But the Fortitude isn't being applied to another creature, it's being applied to the "caster," which is Galeb. Let's choose the option to take a hit every time we see it.

In case you need an explanation, there are options to choose from:
1. [Fortitude: 2] Take it. (+2 HP)
2. [Fortitude: 2] Take it. (+2 HP)
3. [Fortitude: 2] Take it. (+2 HP)
4. [Fortitude: 3] Take it. (+2 HP)

You gain the Trait called Burned by a True Faith, which reduces your chance to succeed in any Discipline Tie by 10%. We didn't say anything, and we also made our implant to stay hidden.

Remark from the author:
This level could have been completed with much more precision than described in my walkthrough, of course.
You don't have to use the ability Sense Aura at all, it can be used to find Jara Drory's organs on the shelf, and that's probably the only useful application here.
Instead, it eats up a lot of your Hunger Points and does not give you any additional pleasure by revealing some side story behind it. So it's better not to use it and not to waste your resources on it, but for the opposite of Moore's mission it's more applicable here than there.

There's also a way to get a Dominate experience cost reduction that I missed, but if we're talking about which disciplines are important for Galeb, it's the Fortitude that's really important for not screwing things up at this point in the game.

Also, you're not forced to do anything in this level except get Chiara's implant. You can skip all the other killings of Joseph and Elle, you can get Joseph to help you, and so on.

I still hope I've described all the possible choices in this scene for you to decide which way to go.


Galeb will receive 300 XP + 20 XP left after the upgrade, which will add up to 320 XP in the next Scene.
[Scene 07-1: Leysha] Red Salon
With the threat identified at last, the time has come to strike back. Hazel Iversen has devised a daring plan to outsmart the mortals.
Leysha goes to Richard's blood bar, the Red Salon, where she hopes to find him. She seeks answers to her questions about her identity, her past, and her daughter
.
We increase Leysha's skills and attributes:
Deduction ··
Rhetoric ··
Psychology ····
Mental ···

Leysha heads to the compromised Red Salon. People scramble, trying to pack and scrub important items before the Second Inquisition arrives.

As soon as you enter the room, you will be faced with Berel Underwood, who gives orders here, but not Richard Dunham. Do not pass the Rhetoric check with him, because we will find out what sensitive information he came to clean up anyway.

He told us to send Wyatt down to him if we saw him.
So Wyatt really does work here, we know him from the parking lot security office at Jason Moore's apartments.

Just wait in the reception area. While you're waiting, you can overhear the conversation between the receptionist and the caretaker.
Please read this important note:
This level is incredibly buggy even after all these years since the game's release, but I suspect it was even worse. So it's always better to wait until all the characters in that Scene have finished their conversations BEFORE you start talking to any of them.
Take a look at the entrance you used at the beginning of this level. You'll see our old friend Wyatt coming through the door of the Red Salon.

Stop him from going any further into the Salon and talk to him.
Force him to see Berel with the Dominate check to get the Brute I talent in Dominate (+3 HP) and fail even if it was successful.
That's because your sire, Richard Dunham, has ordered Wyatt not to talk to Berel and to focus on saving the vessels instead.
Hmm, there seems to be some kind of confrontation between two managers of the Red Salon.

Since we already know that Richard's office is downstairs, let's continue into the salon.
There's nothing to talk to the receptionist about, so go through the main door with the rules on the wall near it.

You will come to the main room of the famous Red Saloon, so start walking around a bit to explore this room before moving on to more interesting places here.

Of all the important things here, you need to take some consumables first, so approach the bar counter and walk around to pick up the [Tremere Concoction] on the bar table with the bottles on it, and the [Staff Access Card] on the far left corner of the counter (if you look towards the main room when you enter).

Let us do a little research and talk to the people here.
You will find a group of women in front of the painting on the wall, near the piano. Talk to the right woman in their company.
She will tell you that they can't leave without a girl, a vessel named Clarisse, who has problems with her mental state. She locked herself in the salon somewhere.

Apparently, all of these vessel preparations require some doses of the special serum called Trajax. There are different types of it that enhance the Blood Resonance of the vessels, and that's what Hazel Iversen was interested in in Richard's research program.
I guess with the help of the Tremere, it could've been enhanced even more.

There's a worker trying to stop the bar counter from falling with his posture. He's not a talkative guy, but there are others nearby who may be more interested.
Pass the Education check while talking to another employee in this group to find out that these vessels cost a lot of money as they are very popular to enjoy.

And there is another group right across the room from this group, so have a quick talk with them as well, and move on to the next room.

DO NOT talk to anyone or anything (Malkavian stuff, you know) until the conversation between two people is over. When the conversation is over, you can have a chat with Halsey.
Damn, what a great place you guys have here.

So, (imaginary?) Halsey tries to find her (imaginary?) teddy bear toy. Why is it here in the first place? Anyway, agree to help and go talk to the woman who's the human manager of this place.
She knows you somehow, and the pieces of the puzzle are falling into place.

Ask Betty to tell you more about Clarisse, who is locked up in the next room. She will tell you about the slaughterhouse, where they throw away used and dead vessels.
Berel Underwood is in charge there, and now it seems clearer what he's doing here.

Remember the letter and the envelope with the money in it in his office? So Wyatt is working for Berel to sell the dead bodies of the vessels to medical companies for their studies and probably organs.
Richard knows this all too well, and has forced the Wyatt's mind to cut off Berel Underwood's potential profit and make him help clean things up instead.

Pass the Psychology check with her (-3 WP) and Betty will ask you to get rid of all the compromising stuff in the Red Salon, including the vintage vessel Clarisse.
Since we already have an access card in our inventory, approach the door and talk to the girl inside.

Do another Psychology check on Clarisse (-3 WP) to find out that she has become completely paranoid and even afraid to use Trajax because it can be poisoned.
All right, we can't poison Trajax here, break down the door, and retrieve her body to get rid of it, but we're interested in the Second Inquisition not catching her, because their vivisection methods will totally screw up the whole blood business Camarilla set up in the Red Salons.

Examine the room with the gorgeous well you're in now, pick up another [Tremere Concoction] from the bar. Now enter the room with the Manager's Office plaque.
Explore this room and use the PC on the table to find the vessel dossier files.

There's only one Clarisse, Clarisse Harstrom, who has the Phlegmatic Blood Resonance.
Check the Protocols tab to see that Phlegmatics are positively injected with Trajax MG.
To understand how many doses we need, refer to the notebook near the video wall in this room and try to summarize all the conversations we had regarding Clarisse. She is definitely at level: -2, so she will need two doses of Trajax MG to return to her calm state.
By the way, if you look at the Melancholic tab, you will see that Trajax R7 should not be injected into Phlegmatics, as it gives them the permanent dark thoughts. If you have tried it, please write in the comments what happens to Clarisse.
We can leave the office and make our way to the basement.
Leave this room and go to the room with the "Staff Only" sign, swipe your card and take the elevator down.

Turn left into the technical corridors, as the right doors are useless at this point.
The first metal door on the right leads to the Tremere room where they store their artifacts. They're probably left over from Dajan Siaka.
There was an effort to preserve the blood qualities of the vessels improved by the Trajax.

There is a container with the word "Cautopates" written on it. And it can only be opened with the Security check, so let's open it and see what's inside (-3 WP).
Inside you will find the [Tremere Broch] (I assume you remember that not finding Gear on the level counts as a missed suspicious item).

Leave the room and go to the opposite wall with containers on the shelves.
Do not touch anything for the moment and examine the QR codes on them, Leysha will tell you that there should be a scanner for this kind of stuff nearby, and there really is one.
[Scene 07-2: Leysha] Red Salon
You can walk a little further and take a look at the discreet water passage. It's strange that it's not secured anyway, since Hazel and Delsin know that SAD has the resources to call in armed boats.

Go to the second metal door with the "Restricted Area" sign nearby to meet Berel Underwood again. Examine the notepad left on the table to confirm our assumption that he's selling bodies to the Boston Medical Center and the VA Boston Healthcare System.
Woah, now we know where to send dead SAD guys, that's a pretty good amount of cash per corpse.

There's a keypad on the wall and a fortified metal door that we can't open anyway, so we need to talk to Berel and get him to reveal what's behind it.
It will lead to the Confrontation with him, and as you may know by now, it's not an easy task to win it against Berel. Just insist on his explanation if he tries to shoo you away.

This Confrontation could be won without much effort, but we need to push our conversational skills further, so there are options to choose from:

1. [Persuasion: 4, do not Focus] This is Richard's territory, so it's my business! (-3 WP)
2. [Psychology: 3] He is afraid. (-3 WP)
3. [Persuasion: 4] Defend. (-3 WP)
To show Berel that you mean business, eat a [Polaroid Photo] in front of him.
4. [Persuasion: 5 with Focus] He'll never manage on his own! (-4 WP, + Eloquent II Talent in Persuasion)
After that, he'll open the door for you to see what's inside. What a terrible secret.

If you'd like to win this Confrontation without using any abilities, choose the following options:
1. Because he's putting us all in danger!
2. Trafficking in bodies?
3. Don't defend.
4. Hazel has to stay out of it too?

Make sure you read the blue notebook on the table, otherwise you won't get the right options!
Note that this walkthrough is based on the upper variant I've described for winning the Confrontation, not the spoiler variant.

In the room Berel opened for you, you will find yourself in front of a nearly drained vampire with no limbs. You have to decide on his future, but I'll interrupt your thoughts by telling you that this creature counts as a suspicious item, so it has to be destroyed to complete the side quest.

However, if you decide not to follow my walkthrough and spare the creature, there are Traits you can get with both solutions:
Destroy It: True Death Trait: +15% success in all Psychology ties, and -15% in all Rhetoric ties. Don't Destroy It: Lines that Must Not be Crossed Trait: +15% success in Rhetoric ties and -15% in Psychology ties.

We offered Berel our helping hand, and this creature doesn't have any hands attached anyway, so choose "Destroy It".
Damn, there are two glasses for wine in this room and a pretty cool glass table. Turn on your Auspex and approach the creature you've just killed.

Use Reveal Psychometry (+2 HP) to uncover another terrible secret.
Emem's Sire, Hilda MacAndrews, visited this place to cut off this creature's limbs one by one. Is it someone from her blacklist we found in her apartment? One of the "Knights of Quentin King"?

Leave this room and talk to Berel again to uncover another terrible secret behind the previous terrible secret. That thing we just killed was Quentin King himself.
Now we know exactly how Wyatt got his hands on Quentin King's blood.


Talk to Berel some more and leave this room.
What you could have done here, you've done.

Continue along the corridor and turn right to enter another metal door to find the only safe zone available on this level:
Safe Zone #17: Storage Room

Examine this room and take the [Infrared Scanner] from the lockers on the right, the [Lockpicking Tool] from the shelf opposite the lockers, and remember where the valve is.
The main rule of video games is that if you see a valve somewhere, there is probably a place to attach it.

In the dead end of this part of the basement is a refrigerator room with a Trajax store. We need to get Trajax from it for Clarisse to lure her out, and then destroy other Trajax compounds in there.

BE WARNED,
There is a huge bug that will prevent you from doing this, as you will not be able to destroy the storage afterwards. DO NOT TOUCH THE RACKS, DO NOT OPEN THEM, AND DO NOT MOVE THEM.
Enter this room and look at the pneumatic tube on the left, it leads to the tube in Richard's office upstairs. We need to get two doses of Trajax MG and send them upstairs.

I have a fun task that will shake you up, so leave this room and read carefully.

Remember that pneumatic tube in the refrigerator room, that's our Point B.
Let's go to Point A of our little race.

Return to the shelf of containers with QR codes on them.
The top container contains doses of Trajax MG, this is our Point A. Point C is the manager's office upstairs, Richard's Dunham's office. Let's consolidate:

Point A
Top container with QR code near the port
Point B
Basement cold room pneumatic tube
Point C
Upstairs manager's office pneumatic tube

We need to get a dose of Trajax from the container (point A),
deliver it to the pneumatic tube in the cold storage room (point B),
go back and get another dose of Trajax from the container (point A),
deliver it to the pneumatic tube in the cold storage room (point B),
and then take an elevator up to the manager's office, pick up doses from the tube (point C),
and put them on another pneumatic tube to give to Clarisse.
You will then need to use a PC with a video wall and speak to Clarisse through the microphone.

Now, the difficulty here is that Trajax is unstable and degrades quickly once it's out of the refrigerator. Another difficulty is that we can only have one dose of Trajax in our inventory before we're able to pick up another dose.

As far as I can tell, you don't have to close the container lid after you take a dose of Trajax out of it, but if the dose of Trajax you take stays out of it for too long, it will be (ruined).
If the game says "Trajax MG (ruined)" when you put it in the tube, it means you failed.

I hope you got the plan and we can start our little race.
When you're ready to begin, use Security check (-3 WP) to pick the lock on the container, open it and grab your first dose of Trajax MG and begin the procedure above.

It's not that hard to do, really.
Assuming you've done everything correctly, go to the video wall and talk to Clarisse on camera 1 by pressing the microphone button at the bottom of the room image screen.

You will get rid of a suspicious item on this level.
You will also get a rare achievement called The Right Dose: Leysha freed the uncooperative vessel at the Red Salon.

There's not much to examine, except for one strange thing - there's a teddy bear sitting on the doctor's chair in the middle of the room. What the...?
Take the [Halsey's Teddy Bear], leave this room and talk to Halsey outside.

Then take the elevator back down, we still have to clean up.
We won't be coming back to this floor.

Return to your favorite containers and scan all three QR codes first without tearing them off the containers. You gain a Trait called Traceability, which reduces the experience cost of your next Exploration-based skill by 50 XP.
Since my Leysha lacks such skills, this is useful.
[Scene 07-3: Leysha] Red Salon
It's time to rip off those codes and turn off the refrigeration.
You should see two notifications that suspicious items have been removed - one for the QR codes and one for the refrigeration.

The right container is reserved for Wyatt and contains the blood of Quentin King; it can be opened with a Security check (-3 WP).
Unfortunately, Wyatt left with the group of vessels to evacuate, so we can't ask him, but we already know the answer since Galeb saw and drank his brew.

We have one last thing in this section of the basement - the Trajax warehouse.
We need to get rid of all the remaining vials so that the Second Inquisition doesn't get the formulas.

Go to the cold room at the end of the basement.
I will consolidate for you information on storage and preservation of compounds, which you can get by reading the notebook in the cold room:

Compound
Temperature interval, F
Molecular breakdown
Trajax MG
48-50
upper threshold
Trajax DA
44-50
upper threshold
Trajax R7
57-62
lower threshold
Trajax 5HT
35
upper threshold

As you can see, it would be enough to destroy all the compounds if you set all the temperatures on the control panel to 55 degrees. Well, you'll get rid of the suspicious item when you start to change the temperature for Trajax 5HT higher than 36.
The LED will turn orange (and be labeled F10), and when you've entered all the values, it will turn red (and be labeled F00).

All right, it's done, you can go back to the elevator and enter the double doors.

Enter the white corridor and turn on your Auspex.
You'll notice the colorful picture on the wall, and Leysha will tell you that she's been here before. Use your ability to See Premonition (+0 HP).

This corridor is very familiar to us - we have seen it many times in Leysha's visions.
Enter the first room on the right to reach Richard's study.

As soon as you enter, there is a chest of drawers on the right with the cassette holder on top.
Pick them all up. You will get [Cassette #7], [Cassette #12] and [Cassette #28].

On the coffee table is a medical record for a patient, which is considered a suspicious item. On the opposite side of the study is another chest of drawers with the documents on it.
To get rid of suspicious items, read them and collect all three.

Richard writes that almost all of his patients' deaths were caused by Patient 0, who was frustrated by Patient 1's departure at one point in the study.

Approach the desk with the PC on it and examine the desk.
Take the [Polaroid Photo] and [Batteries] from the left drawer.
Read the notes on the PC.

Notice that the right drawer is locked and can only be opened with Security check or a key. Since we don't have any WP left, we should find a key. It's easy, because the key to this drawer is hidden in the clock in the same room.

Approach the clock, open its' lid and Pierce Obfuscate (+2 HP).
You will reveal the key you need, pick up the [Black Key], return to the desk and open its right drawer.

Inside you will find the medical record of Patient 0, someone named Juliette.
There is also information about the incident in which Patient 1 appeared. Very interesting reading, I'll tell you more later.

Now leave the study and go to the room at the end of the corridor.

Read another medical file from the coffee table in front of you.
Use the tape recorder on the same table to listen to all the cassettes you've found.

The most valuable information is on Personal Record #3. After Richard's assistant leaves, Richard uses some hidden mechanisms to play the second act of Swan Lake on a mechanism like a musical box.
It doesn't make much sense - Prince Hazel Iversen plays this on her violin, and now Richard has Swan Lake in his music box? What's wrong with them, and who started this?

Approach the bookshelf and look at the collection of Freud with 5 tomes in it.

Remember the notes on Richard's PC in his study where he writes that he thinks the correct reading order of Freud is 5th, 3rd, and 4th volumes, and we've also heard three clicks on the tape recorder.
Interact with the books on the shelf by pressing 534.

Ah, for goodness sake, another mechanism.
This one is easy too, don't worry - it has four swans that can look in eight directions:
North (up), South (down), West (left), East (right), and directions in between, i.e. N, NE, E, SE, S, SW, W, NW.

There was a note in Richard's PC, let me quote it:
"The original myth of Oedipus will show the way to a solution to the one who can interpret it."
I still can't understand why the hell Richard is into Freud when he's more into blood enhancement than psychology. And now Oedipus? Seriously?

Nevertheless, look at the paintings in this room.
Let me consolidate it for you again (YES, I LIKE SPREADSHEETS):

Painting
Direction of Oedipus' hand
#1 - Oedipus showing his fear
West, W
#2 - Oedipus pointing to the object of shame
South-West, SW
#3 - Oedipus indicating suffering
South, S
#4 - Oedipus showing the way
South-East, SE

So the solution of the music box is: W, SW, S, SE.
Now enter the hidden door you've unlocked (point of no return).

The Second Inquisition started their assault on the Red Salon.

Once you're able to control Leysha, you will gain the True Death Trait: +15% success in all Psychology ties and -15% in all Rhetoric ties.

At the desk on the right, read the last medical record to gain the Leave No Trace Trait, which reduces the amount of Awareness you gain by 25%.

We've almost got the whole picture now. You can summarize it all by yourself or read the spoiler section below if you'd like:
Embracing kids is seen as taboo, though it does happen, so Halsey's case is rare and tragic.
Most people think Halsey is Leysha's Childe, and that she embraced her own daughter. Instead, Halsey is Richard's Childe, and she embraced her own mother.

Halsey, aka Juliette, came into the world while Leysha (Marie) was still mortal and in an asylum under the care of Richard Dunham.
Marie was Richard's favorite patient, so Richard cared for and protected both of them. When World War II broke out, Richard secured passage for Marie and Juliette to Boston.
On the trip, Juliette contracted typhus and Richard embraced her to save her life. However, Juliette, only eight years old, could not cope with being a vampire, only feeding in a frenzy and then blocking her memories. A few days later, Juliette fatally drained her mother, Marie, then Richard slit Juliette's wrist and forced her to feed blood to Marie.

Neither could cope, so Richard erased their memories, renamed them Leysha and Halsey, made himself Leysha's Sire, and spent eighty years using them in experiments, systematically erasing their memories when things didn't go as planned.
[Scene 07-4: Leysha] Red Salon
Pick up the [Magnetic Key] from the same table. Proceed through the doors in this room.

Continue down the corridor and check the patients' rooms.
Approach the keypad at the end, open the cell and go through the door.

Richard didn't kill Halsey for the reasons given in the spoiler section.
We see that she drained the vessel given to her by Richard because she only eats in a state of frenzy. A vampire experiences a frenzy when the Beast takes over the vampire's personality, typically resulting from extreme stress such as great rage or hunger.

It's my theory, but it seems that this medicine Richard gave Leysha is some kind of blockator, because the bond between Leysha and Halsey is so strong that Halsey can actually project herself into Leysha's mind with some kind of Psychic Projection, Auspex ability.
It also affects her premonitions, which can be enhanced with their mutual powers.

And now we let the frenzied vampire out of the cell she's been in for too many years. Let's get rolling!
Also look at her drawings on the wall, there are many pictures of a woman in a red costume that Hazel Iversen has, so I'm biased.

Follow Halsey outside and get out of the lab.
The SAD soldier will catch her, confirming that she exists. So it doesn't matter what you chose earlier when you decided to take a pill or not - Halsey will appear at the end of this Scene because she's locked up in that cell, not in your imagination.

Now you are locked in the room with yourself (in the stylish costume, why can't we have that?) to remember things. By this point, you should know how to answer your questions correctly, but if you don't and you haven't read the spoilers section, the correct options are as follows:

1. I don't know..
2. Maybe my name is Marie?
3. Halsey's sire?
4. Is she Juliette?

Keep in mind that this Confrontation is timed as well!

Listen to the rest of the conversation with yourself to find out more about the story, which I've described in the spoiler section.

Now go to the area where the elevator was to find out that it's been blown up.
Approach one of the soldiers and Сopy his uniform (+2 HP). After that, proceed further.

Richard also disguises himself and leaves the Red Salon by boat with other SAD soldiers. It's risky, but we'll try to do the same. There's a steam leak, which is useful for us since we can't simply lean against the wall and sneak past the guards, but when you check the control panel, you're told there's not enough steam pressure in the pipes.

WARNING: Don't come any closer to these two soldiers, otherwise you'll get caught!
As you know from Galeb's infiltration mission, there are implants in the hands of all employees of the SAD base, so if you talk to the soldier on the right, he will try to scan your hand and he will find nothing, which will lead to the loss of your disguise and you will skip the whole part of the next Scene.

Go to the safe zone on this level, turn off your cloak, and put on the uniform.
Remember the valve? Pick up the [Valve] from the shelf and go outside, not bothering with the eating rats on the floor (leave it to Emem).

Approach the agents near the cold storage room and enter.
On the left is a row of refrigerators that need to be moved away from the wall. Move them all to the right to reveal the hidden pipe, turn the valve.

Go into the room where you met Berel.
There is no Berel inside, did he get himself caught? Doesn't matter now, approach the entrance to Quentin King's holding cell and look to the left, there is another pipe without a valve attached to it. Attach the valve you found and turn it to increase the pressure.

Now go to the Tremere room, the one with the occult artifacts on the floor.
You'll find an agent there who's scratching his head about what the hell is going on here, but don't fall for the feeding symbol.

Instead, you'll notice a steam pipe management system if you look to your left as you enter.
That's another little puzzle you have to solve. You need to rotate the valves so that all three gauges show the critical level of pressure, which is the end of the red zone on the gauges.

The problem is that if you rotate one of them, it will have an effect on the other two as well. Of course! You can either bruteforce it with rotates, or you can use the little guide to figure out what you need to do:
1. Turn left valve clockwise once.
2. Turn center valve clockwise twice.
3. Turn right valve clockwise once.

Leysha will withdraw from this system when it is successfully resolved.
Now you're free to have a snack in this room, so drink the agent to restore your 8 HP.

Run back and stop at the front of the room you just left to have a snack.
Inspect the machine with a big red valve near you and push the red button to release the pressure (point of no return) and give Leysha a chance to leave this place without a trace.

Have we developed such technical and seemingly useful skills as boating?

Leysha will receive 250 XP + 35 XP left after the upgrade, which will add up to 285 XP in the next Scene.
[Scene 08-1: Emem] Anarch Domain
With the threat identified at last, the time has come to strike back. Hazel Iversen has devised a daring plan to outsmart the mortals.
Emem is sent to parley with the Boston Anarchs in order to negotiate a false alliance. She'll need their help if she hopes to survive on Long Island
.
We increase Emem's skills and attributes:
Celerity ··· (Speed, to reduce HP cost)
Education ··

We meet with Saule and attend the meeting with the Anarch Baron, Thane, to hear his refusal to help no matter what we tell him. Man, you don't know how right you are.
This Scene is even longer than Galeb's, so if you're here after Galeb's and Leysha's missions, you're good to go. If you chose this as your next mission after visiting the Prince, then you have my condolences.
From now on, you'll notice another interesting thing - your hunger points are taken from the point at which you left Prince's Haven as Emem.

We can't leave after this response from Thane. It's probably hammer and anvil - we know how the Prince treats her assets when they're of no use to her.

Saule suggests that we negotiate with the gang leaders instead of Thane, who are Cerys and Rafa. Cerys is responsible for the militia and brute force, and Rafa is responsible for the hacker team.

But first we must find them.
This level has its own bugs that can make certain zones unavailable to you, so let's play it cool and not rush into interactions we don't want at this point.

Both doors behind you are closed, including story, because you can't leave this level this way.
I'll explain it to you later, but for now, go to is a door to the right of you.
There's not much to examine, except for the Cuban mahogany round table and the set of beds. This tells us that this is some kind of hostel for Anarchs.

Leave this room to the hangar deck and don't take the stairs down, instead go around to reach three doors on your left, on the opposite side of the metal catwalk you're on.
The nearest door is closed, so go to the left and inside, it's the Thane's office.

There's a letter on the drawers, but it's not clear - did they really want to buy a dinosaur skeleton?
Approach the desk and start opening its drawers one by one, because it's neutral territory, what are they going to do to you?

Inside the left one are markers for highlighting lines in documents - respectful, but useless for us. Get the [J61 Key Card] from the middle drawer and check the document, then check another document in the right drawer.
It's from Jobe Carver to Randall Thane, and we actually know what happened to Jobe Carver, he was chopped up for the Second Inquisition studies. What a convenient way to get rid of people who threaten you without the direct approach.
Can Thane hide more knowledge about the SI than he has shown us?

When you're ready to leave, pick up the [Key to the Tunnels] from the key holder on the wall near the door. Now enter the central door to find your first safe zone in this Scene:
Safe Zone #18: Storage Room

Go downstairs and enter the door opposite you. They really bought a dinosaur skeleton!
On a small table on the right, you'll find a note and a key to the closed room upstairs. Pick up the [Key from Quote] and then go outside.

There's not much to see here either (except the huge cool-looking dinosaur!), since the only thing you can do is interact with the guy in the mask in front of the big TV screen, Royce. Since we don't need any buffs in Persuasion, or Presence, you can skip the dialog with him.

When you're done with the hangar, just leave it outside on the street.
Let's take a look at the place and talk about the paths we can take at this level.

To the left of you is the boxing club building, where you'll find Cerys.
To the right, there's a biking club with Saule in it, a pier with the ship where Rafa is, and another hangar. Underground, there are sewers.

Cerys isn't at her usual spot at the moment, but her part of this level is buggy, so I think it'd be better to start there. You can talk to the street artist right now. He is painting the wall in front of you, on the other side of the street.
Cerys is currently arguing with her right-hand assistant, so you can listen to the conversation or go elsewhere to do business.

Wow, they don't seem to like each other very much.
Where was I? Let's check out the area.

You don't need to go to the area where the argument was, because there is an entrance to the sewers there, and there are many other entrances.

Go inside the fenced area between the couple on the couch and the garbage containers.
Talk to the girl, Cathrin, at the poker table to learn more about the Anarchs' territory and their Baron.

Go to the hangar near the couple on the couch.
Don't go in yet. Walk around the building to find rats to recover your HP, I have 6/12 HP after visiting the Prince's Haven.

Remember: we need to eat three more rats before the next Scene, but we shouldn't use any of Tremere's potions here because there are many options for food. However, if you're following the walkthrough, you'll only be able to eat two of them, leaving the third rat as a witness to your vampire atrocity. It will raise the Awareness, but you shouldn't go beyond the initial limit.

Go further to find your first descent to the sewers.
Use the ladder to climb down and find the dead body below. Look at it closely to see that it has broken legs, which means that it fell from the ladder you just used.
Take the [Magnetic Key] from the hand and go up.

Go through the doors you passed by.
You're in the hangar, which is actually a warehouse full of containers and drugged vessels.

Upon entering, you will immediately hear a homeless woman, Batel, in the middle of the warehouse between the star bars. She has Sanguine Blood Resonance, which isn't useful for us much since we don't use Presence.

Continue further into the warehouse. To your left, you will find a box containing the [Pill Bottle] and a medical report on the table nearby.
Anarchs are also pursuing blood enhancements, but they lack Richard Dunham's resources, so they use drugs instead.

You will find something at the far end of the warehouse that will interest you. You will see containers marked with the word "Cautopates." Read the letter on the top of one of them.

Enter the next room and find another safe zone on this level:
Safe Zone #19: Room at the back of Hangar 19.

Examine the room more thoroughly. You will find a strangely placed piece of clothing on the floor near the coffin-shaped container. Activate your Auspex and open the container.
You will find another dead body inside. Okay, just tell me how many dead bodies you have around. Beside the dead dinosaur, he's cool.
Reveal Psychometry (+2 HP) and watch the scene.

This Yardley made another vampire, most likely thin-blood, to make an appointment with some girl to receive the shipment of containers we saw before. Then he killed this guy, Finn, and hid him in the box. What a trustworthy person.

It's clear that this Yardley has contacts with Hilda. These types of suppliers, no matter what's inside the containers, are not good.

There's no reason to stay here - go to the boxing club and make a personal meeting with Cerys.
[Scene 08-2: Emem] Anarch Domain
Examine the main part of the club and speak to people here for small talk.
There are also lockers that can be opened for your observation on the neutral territory where almost everyone hates you, but this is okay. We are as cool as dead bodies lying here and there.

Look at the map on the opposite side of the club.
It's clear that Anarchs are planning to expand. Brighton is highlighted in particular.

Enter the Cerys office to your left when you're ready. Read the letter on her desk.
Talk to Cerys to make it clear that our proposal isn't going to fly.
As we exit her office, we finally meet Yardley, who invites us to talk to him.

This is classic treachery.
Yardley is clearly trying to set up Cerys, saying that she works with Crimson Oaks and handles their logistics. But we've already seen everything: the letter, the warehouse, the dead witness. It's clear that Yardley is the one trying to jump higher.

I insist that we play along. We can do treachery too.
Yardley knows only part of the whole picture. He told us about Crimson Oaks, an organization involved in plots against Hazel Iversen. After London, Crimson Oaks leaders fled, but some members stayed and went underground.

Kai Leto has been trying to investigate the Crimson Oaks activity in Boston, which makes it clear that Yardley doesn't know what he's gotten himself into when trying to frame Cerys due to his ambitions.
By the way, if I remember correctly, Kai's investigation was interrupted by Jara Drory. Could she be the girl Finn mentioned? I don't think she stopped being a double-agent after leaving her brittish friends and Kurt Densch.
She should've known about Crimson Oaks's activity in Boston, as she is such a convenient spy in Camarilla.

After our conversation we obtained the [Yardley's Magnetic Key Card], the [Magnetic Key Card to Cerys' Safe], and the [Fake Files].

Don't go away. Toggle your Celerity and take a look at the blue vapor in the Yardley's pocket. Use Pickpocket to grab the [F34 Key Card] (+2 HP), which is the key to his safe.
Look closely at his living space. There's nothing of particular interest.

Now, let's discuss our options.
Randall Thane refused to help us, and loyal people to him refused our proposal. We haven't checked Rafa yet, but he's probably on the same side.

If we talk about Cerys, we can oppose her by helping her best brute to frame her, or we can use this situation to expose this rat to Cerys to obtain her respect, which will require more effort from us.
No matter what Cerys is hiding, I don't think she's involved in the treachery in the Court. These documents are part of the Yardley's plot to take his place and become closer to the head of the Anarchs. We must explore all options and make an informed decision.

We should take advantage of the opportunity provided by Yardley and use that door to access the second floor of the boxing club.
Go back into the building and take the door on the left from Cerys' office. You'll see a "Private" sign on it. Go upstairs.

Enter Room C1 and you will see a lot of open boxes inside. Go to the next door, in the same room.
Read the document about orders sent. Unfortunately, it doesn't reveal much. All these names seem unrelated.

If you leave this office through the other door, you will see a guard in the hallway. The guard will not let you go to the room we are looking for.
Now is the time to act on our sneaky nature. We should speak with him and choose the Persuasion check. Don't Focus (-3 WP). EZ.

He will let you pass through, go into Room A1, and look around. Then, go back to the hallway and go to Room B1. That's the room we were looking for.

You can see a fire exit ladder at the end of Room A1, near the shelves. It's used for one of the ways to get to B1. We took the direct approach, but we could also have used the roof access with the Blink use (+2 HP), or taken the path in the sewers (much more HP wasted).

In Room B1, you'll find safes N79, V5, and H2 on the left side. On the right side of the vault, you'll find safes J61 and F34.
Take the [N79 Key Card] from the table in front of the weapon racks. Let's commit the robbery.

Let's open all the other safes except for this one. Then, we can put all our loot into another spreadsheet.

Safe
Content
Safe
Content
N79
Notes on the last deliveries seen in Room C1.
V5
Empty safe.
J61
[Thin-Blood Watch] (Gear)
F34
Yardley's is safe. More information is below.

It's not nice, but it's true. Cerys and Yardley were both involved in Cautopates business of the Crimson Oaks. Yardley contacted someone to take over Cerys' deals, and he wants to push her away.

There's also someone named Patrick Bohn, who was intimidated by the same way as Jason Moore was - his wife and child were captured.
Maybe it wasn't SAD who killed Lydia and captured June? Perhaps it was the Crimson Oaks who tried to capture the Camarilla's cash flow? Did they do it with Jara Drory's help?

Patrick did what he was supposed to do, though. The port will be free on October 22nd.
Free for what? That shipment we read about on Hilda's PC?

Let's take a look at what's inside Cerys's safe.
First, look at the documents inside. Now, be careful not to put fake files in the safe.

It's Crimson Oaks again. One of the dead men is named Daniel.
So Yardley not only tries to get himself in between these deals, he's also a backstabbing scum who kills his own people loyal to Cerys.

It's time to explain what would happen if you helped Yardley and framed Cerys.
We already know that Yardley is a scheming traitor who lies, kills, and frames for his lust for power. And he will not stop at a few votes to make Cerys leave her post. He will kill her in cold blood, and when there is no militia to protect the Baron, he will also kill Randall Thane.
[Scene 08-3: Emem] Anarch Domain
Go to the elevator, call it, and go down to the first floor.
There is another entrance to the sewers, but don't go in there. Pick up the [Club Business Card] from the shelves near the door and go back into Cerys' office.

Now that we have the [Thin-Blood Watch], I suggest that you equip it.
If you didn't get a letter from Cerys on her desk, read it now. It's important to have one more option in the conversation with her.

Before the Confrontation with her, you need to reveal everything about the scheme.
So choose the following options:
  • Her Second wants to get rid of her.
  • Yardley wants to get rid of her.
  • And that's not all!
After these answers, there will be a short Confrontation with Cerys.
The best options here, based on our research, are:

1. A deal on the blood trade.
2. [Psychology: 3] Defend. (-3 WP, + Puppet Master II in Psychology)
3. Im in the Primogen. I can protect her.

Our attempt to be honest led us to tell the biggest lie instead..
Hans… are we the baddies?

Okay, we can leave the boxing club building so we can go see Rafa.
When you leave the club, return to Hangar 19 to the same spot where we ate rats.

For some reason, the third rat is gone, so we're going to investigate the sewers. Use the ladder to get down. Follow the tunnel. Open the cage with the key and turn right.

There you are, my favorite furry pouches. Eat one of them to get the Rat Eater III talent, which is essential for the rest of the game.

Get back on the street and go left until you see a ship on the pier.
There are two men blocking the way.

You can observe the ship called Gladys from the right side of the pier.
Look at the mural with the Education check to hear a reference to the Watch Dogs series from Emem. This pier is a nice place.

Go over to the two guys who are standing together. One of them was at the meeting earlier. It should be Rafa, but he isn't.
It looks like Rafa is out of town, and Chance is his second-in-command.

He is a very eelish man, though, so let's make the Persuasion check on him (-3 WP).
Now, use the Deduction check to push him and ask a reasonable question, because we saw a letter for all his team coming to the meeting with Thane.

Okay, we definitely need to check out this ship.
These guys won't let us through, so we need to find another way, and there are plenty.

Look at the left side of the pier.
You will see yellow cables that lead to the generator and the crane control panel.
When you try to unlock the controls, you will find that they are busted with the electricity. You need to fix it with the generator. Just follow the yellow cables to it and turn power on again.

Return to the crane control to learn from your previous mistake: don't push buttons recklessly. This task requires Technology skill.
It's awesome that we collected so many of these magnetic cards, which boost our tech skills if we eat them. Yeah, magnets!

Eat one of the [Magnetic Key] consumables in your inventory and power controls on (-3 WP).
I don't think you actually expected us to end up using one of them, did you? (' '_)

Now, use the crane ladder to go up and head to the ledge with the container nearby.
Toggle your Celerity, find the spot to use Blink and jump three times (three times! sick moves) to get to the ship.

Jump down from the special spot painted yellow for everyone who jumps down, so they know where to jump. All these Auspex premonitions are nothing compared to that guy who actually paints all those spots for Emem.

We're finally on the ship, so let's go find Rafa. He might be in one of those boxes in the warehouse too.
Go around this huge container you were on and check out the open doors that lead inside.

Hey, congrats on checking out the escape room!
There are so many devices to unlock that I don't know where to start when it comes to giving advice.

There's a box with spray paints to your right. If you move the camera around, you'll see that you can take the [L81 Key Card] behind the sprays.

There's a safe on the drawers on the opposite wall. You can open it with this key card.
Take the [Club Business Card] in and keep exploring the room.

Now go ahead and open the drawers under the safe.
In the top drawer, you'll find Gladys' registration license.
There's nothing in the bottom drawer, and the book on C# (C# Bible) is in the left one.

There's a locked smartphone on the table behind you. You can either hack it with your Technology skill, which you don't have, or you can try something else.
My game bugged, which is why I was able to hack it. I'm thinking that the magnetic card I ate earlier that was still valid made it work.

Put it back for now, and check out the desk across from where you're standing.
There's a deletion process happening, which is strange. A hard drive is on the table with a note on it. "Never trust tech to keep a secret".. Hmm..

Let's take a look at the laptop over here.
There's a note on the desk that says this laptop can contain sensitive information.
The note on it says that stupid folks use stupid passwords. Is it 1234?
Alright, it's actually 1234.

Mattapan? Hyde Park... Another drug test.
I don't recognize any of this. Nothing rings a bell.

The interior of this container looks smaller than it does on the outside.
Turn on your Auspex and use the Reveal Psychometry skill on the wall (+2 HP).

Chance tried to open the obvious hidden passage by entering the code on the obfuscated panel on the bookshelf. Come to this panel from the vision and Pierce Obfuscate to reveal it (-2 HP).

This is another keypad that uses the gesture combination. Let's leave it be for now.
Take a close look at the last pair of desks you see. You'll see a PC with the photos taken in the loft by SAD agents.

The note on the table clearly states that the computer password has been reset to the Gladys registration number. We've already found that document.
If you don't want to check again, the code is 3764.

Did someone spy on Hazel Iversen from outside her tower?
Could drones be the case? Was it Rafa?

Okay, so we have a phone that's locked and a hidden door that's locked too.
I have an idea, though. If you look closely at the locked phone, you'll see that the wallpaper is different from the other phones we saw in the game.
There's an astronaut with the U.S. flag on his shoulder. It looks like it's from the Apollo 11 mission. Let me look it up on Google. It was 1969, so let's try this.

Well, I'm not sure if all phones are worth hacking, but it's unlocked now. The code for it is 1969.

Now, the door. What was Chance trying to do? Down, left, right, and failed.
I'm not sure why someone would need to do this, but the answer should be on the posters on the wall.

The solution is in the words.
No matter which direction you take, you'll see that everything connects at the center.
Nah, that won't work. Let's start with number 2. It worked!

Here's the combination:
The sequence is 2–5–4–5–8–5–6. Just draw a cross with it. It's clearly a cross or a reference to C+. Those IT nerds are always confusing things like this.

Open seasame!
Enter the secret room. You will find yourself locked in it.
The panel nearby shows that we need a 6-digit code to open it. I had no intention of leaving anyway. :'(

Woah, this node is receiving an impressive amount of big data. I'm not sure what the image is showing, though.

Emem can't do anything about her urge to grab unnailed things, so pick up the phone from the table in front of you. It's unlocked! You're playing with fire, boys! There are no security measures at all.
[Scene 08-4: Emem] Anarch Domain
The whole team recently changed their phones.
That's odd. Rafa asks Chance to delete a folder with some girl in case he disappears.
The password to the computer is "that night." Which night?

Look at the computer on your left. It requires the 8-digit passcode to unlock it.
The message on the phone says that this is the date.

Now check the drawer on the right.
Look in the bottom drawer for the technical details about the security door that trapped you inside. The second page has a code for it. The code is 568974. What's the catch?

Now let's check the big cabinet near the keypad. Here they are - sweet recon drones!
There is a box at the bottom of the cabinet that you can take out.

There is an [Old Signet Ring] with some marks that look like fire on it. There is also an old cell phone or a radio, but I'm not sure. There is an old jacket, and there is a [Floppy Disk] with the bad word on it.

There's an article in the newspaper about the warehouse fire on Offenbach Street in South Boston. It does remind me of something. The article was published on May 16, 1991, so it's almost 35 years old. Could that be the night they're talking about? What does it mean for them?

Let's check, shall we? Approach the computer (not old one) and input the 05161991. It worked! What the...? Replace him? Did Miley replace Rafa?

I guess we're in trouble. I don't know how Rafa can agree to help us kill everyone on SAD base according to the Prince's plan. After all, Rafa is her first child, Erlantz Cardiel. Hazel tried to have him killed, but he survived the fire Delsin set.

You will obtain a Trait called The Apple Doesn't Fall Far From the Tree, which reduces experience cost for the any Exploration-based skill upgrade by 50 XP.

Go to an old computer and put a floppy disk into it.
That's what happened between Rafa and Hazel..
Erlantz joined his Sire, Hazel, in the Kindred of Liberty, KOL. A mission went awry and led to him exposing himself. Hazel realized that this would lead back to her, so she told him in the text to go to a warehouse for safety, where he was supposedly killed.

And now Rafa is gone? Missing? Dead? Chance was worried that we wanted to see Rafa.
Perhaps he thought Hazel had found out that her first Childe is alive.

Let's go outdoors because this situation isn't going well for us.
Go to the keypad and use the code we've seen before: The code is 568974.

Watch the cutscene. Rafa is alive, but he's been hurt a lot because of Delsin.
Even after more than thirty years.

As I said, it's not going to end well for us. Now, go fast! Punch him in the balls and push out another eye! Rat powers make us stroooong!-
Alright, I had no intention of fighting anyway. :'(

After some small talk, you will confront Rafa.
You need to choose the answers below:

1. He doesn't want to anger his Sire... does he?
2. [Education: 2] He's not afraid of the Second Inquisition?
and then 2. Because they're next on the Second Inquisition's list.
3. [Pesuasion: 5, Focus] Because when Hazel holds a grudge, it lasts.. (-6 WP, + Eloquent II in Persuasion)
4. [Deduction: 2] Does he have a better idea?
and then 4. We can win if there are more of us!
5. I'll protect him with my place in the Primogen.

Nice, we signed two teams to a suicide mission. Leave the ship by going around the container, down the stairs, and through Chance and Ozzy at the entrance. Like a boss.

We are going to meet Saule. She is in the biker club to the left of you.
Let's finish up. Talk to the other characters here. You didn't talk to them before.

Before we leave we should restore our HP, though.
Head to the Hangar 19 and drink both homeless people standing near the entrance. Avoid Batel - you've had enough of the bad blood in you. You will obtain Controlled Hunt II Talent.

Then, go and meet Saule deeper in the garage.
Report to her about what you've achieved, then go to Thane (point of no return).

You have the option to go alone, and this is the most harmless decision for Anarchs. It also won't affect Emem's future Scene. However, it will have a significant impact on Galeb's mission because there will be more soldiers on the base.
The game made it clear: if you're not with the Prince, you're with the others, and many people want her dead or banished. It's hard to tell who isn't plotting against her.

Saule should not have paid the price for her trust in Emem. Other Anarchs, with the exception of Cerys, who is directly involved with Crimson Oaks deals, should not have to do the same. They are just trying to survive.

This mission leaves a bad taste.
Choose to stick to the Prince's plan to shrink the Boston Anarchs, regardless of whether they are guilty in something or innocent.

You will get the rare achievement called Black Rattlers: Emem left the Anarch camp with Cerys, Rafa, and Saule.

Emem will receive 290 XP + 20 XP left after the upgrade, which will add up to 310 XP in the next Scene.
[Scene 10 Part 1-1: Leysha] S.A.D. Base
Despite the unforseen obstacles, Emem, Galeb, and Leysha have all managed to make their way into the enemy hideout.
Halsey exists but has been captured. Leysha wants to save her from the S.A.D's clutches at any cost!
.
We increase Leysha's skills and attributes:
Security ···
Rhetoric ···
Obfuscate ··· (Doppelhanger)
Dominate ··

At the start of the scene in the docks, you'll encounter a contradictory situation if you didn't choose to be caught in the previous Scene.
You no longer need any implants to pass the security checkpoint and enter the base. Instead, you should use your ID and full name to authorize yourself.

Choosing the wrong name or wearing the wrong uniform will result in an instantaneous shot, ending you at the level's start as if you had been caught during the mission in the Red Salon.
If you like to save your progress in the game, you should make copies of your saves on this level. Later events in the game will give you achievements based on the choices you make and the actions you take, including both successes and failures.Your characters can even die during them.
We're already familiar with this place. When we took an elevator in the storage room as Galeb and descended to Hexagone, we passed this floor. It was visible from the elevator.

The game gave you a hint right from the start: even though the security protocols have been changed, the guard near the big door we should pass knows the captain and will let him through no matter what. That's the goal for our old-new ability Doppelhanger.
As you may remember, it lets you completely copy someone's appearance, but you need to know that person a little better than you do when using Copy Uniform.

This Scene is easy to complete quickly, but you'll miss out on a lot of interesting content and won't be able to assist other characters in their missions.
We will follow the path of Doppelhanger. This path allows us to speak with many people and gain insight into SAD activity on the base.

Turn left at the massive door and go into the room. This is your first safe zone in this Scene:
Safe Zone #20: Storage

Leave the room and look around. In front of you is the building with the captain. To your right are the docks, and more to the right are the stairs to the control room.

Let's go upstairs to the control room first. You'll see the yellow warning sign on it.
There is a schedule on the right wall as you enter, near the first aid kit. We can assume that Team 2 is a night shift team because it's nighttime in the game.
This is the easiest solution in the game so far. You can skip the whole dock part by stealing a dock worker's uniform. Then, change your appearance in the safe area below and use Natalie Watson's name to pass through.
Open the locker in front of you. The right one is closed and can be opened with a key, so let's leave it be for now.
The note on the desk tells us that there's an inventory program on the locked computer. All employees should enter their names in the program for all the records they create. This is another list of names that we can use to access the base.

Open the desk drawer on the left of the PC and take the [Locker Key].
Go to the closed locker and open it. Another worker wrote a note complaining about the constant changes to security protocols. They said these changes messed up their work. There is also a code to unlock the PC. The code is 539861.

By the way, when you look into the PC for possible names, which aren't useful since we're taking a different path, look at the dates. It's 2020, but game events take place in 2019.

We can't speak to an engineer here because she's ignoring us. We need to know what will happen if we push this button. (' '.)
Now we're talking! You will be shooed away when you try to press the red button on the control panel opposite her.

Talk to her again and order her to take a hike with Dominate (+3 HP).
Remember: each character's Hunger Points carry over from their Scene's Part 1 to Part 2 and 3.
Move the crane. You'll see that it lifted up the huge wooden container in the docks area, so go there from the control room. Go under the lifted container to the end and pick up the [Tremere Concoction] on another wooden container.

You must have three of them right now. Don't waste them because they are the most useful consumables for Leysha. Restoring 12 HP is crucial, and we can do this with three concoctions.

Let's take a walk to the docks and torture people.
When you enter the pier, you will see a blonde soldier near the fence; you saw him in the open cutscene. We should speak to him.

Soldiers are capable of making sacrifices because they are committed to their purpose: destroying such creatures as vampires. I really admire that.
Now, let's see what we can do to make him feel a bit better. Torture this wretch! (+3 HP)

You obtain a Trait called Your Worst Nightmare, which increases Dominate by 1.

Proceed to the far end of the docks and you will see another soldier: a red-haired woman. Don't pass the Rhetoric check with her. It's useless to us.

Ask her about the captain and where your daughter is. Don't Dominate her.
We can't afford to lose HP, and we don't want to start further parts with more than 0 on the meter.

We are going to the building with the captain. It is right nearby.

Check the lockers - there's a closed suitcase in the left locker, which you can open with the key.
In the right locker is a bag with notes in it. Read both.

The captain's determination to kill Kindred is clear: it's all about revenge for Kendrick McDougal's death in 2018. That is most definitely not a unisex name, so I guess it's Anne Rice time.

Look at the board at the end of the building. You'll see another set of names of dead SAD soldiers in the dining area. It's time to speak with the captain.

We need three clues from him to use Doppelhanger, so don't Dominate him during the conversation, as you can't speak to dominated characters anymore.

During the conversation, you can also ask about the results from the Red Salon, but don't let your fangy grin show - we destroyed all evidence for them.
Don't pass the Rhetoric check with him, and you will still be able to get three clues.

Even if this captain is right (in my eyes) and his views are strong, we can't allow the Second Inquisition to keep such a soldier in their ranks. Let's make him weaker than he is now.
Finish your conversation, Steal His Identity (+2 HP) and use Dominate to torture him (+3 HP).

You will get Brute II Talent in Dominate. And maybe the satisfaction.

We have plenty of WP now, so don't bother finding the key to the suitcase and unlock it with the Security check (-3 WP) to pick up the [Polaroid Photo]. Our searching assumes HP waste, and therefore, our exchange is appropriate.

Now go find the dock worker in the area where the container is lifted and where we got the Tremere concoction before. If he isn't there, just wait for him to come.
Trying to drag him away from other areas will increase the Awareness, which will lead to the first threshold (Psychology -1).

You will obtain the Controlled Hunt II Talent.
You will also be in the safe area to apply your new disguise.

Go to the soldier and make him let you pass (point of no return).

We made it into the base, and now we need to find Halsey. She's the one who's been giving SAD employees a hard time.
[Scene 10 Part 1-2: Leysha] S.A.D. Base
Discover the second and final safe area in this part of the Scene to your right:
Safe Zone #21: Archives

There are a lot of lockers at the opposite wall.
They are signed "Transfers" and can be opened with the key. Don't waste any WP on opening them now.

Let's keep going down the hallway. Scientists and soldiers will take the elevator somewhere with the coffin container we saw at the loft.
To your right, you'll find an expansive open office area that is sure to provide you with ample material to explore. Step inside and explore.

To the right, a drawer holds an ink cartridge. Remember the valve rule.
On the opposite side of the room from the drawer, you'll find a whiteboard and a map of the Red Salon. It's clear that they have an entire operation called Swansong-NEST, part of which was Swansong-BURROW (the Red Salon). There's also a codename of informant, Corvus.
A raven? Is this a Marvel reference? Who knows...

Ah, I see - a raven and a swan. Aesop's fable: The Raven and the Swan.
The Raven wanted to change her nature, but she couldn't become a beautiful white bird just by changing her habits. No matter how much she tried, she remained a black raven, and her attempts at change only led to her death.

There's a table with photos and a report on it.
As we already know, this operation wasn't a success for SAD.

Keep going and talk to the agent. Don't waste your time with the Rhetoric check.
It's clear from examining another boards that Corvus also informed SAD about the reunification party in the loft.
Berel Underwood's photo is crossed out. Is he really dead? They don't know that the entire Hartford Chantry is dead too, so they don't know about this incident?

Wait, what? Corvus leaked information about the October 21st date, and we know about the shipment arriving in Boston on the night of October 22nd.
We found an email on Hilda's computer about an agreement to take part in the special event that Hazel is organizing on that date.

They did another operation, called Operation Hunt, and even caught the werewolf.
Let's check the printer. It stopped the print job because it's out of ink, as expected. The valve rule..

Let's replace the cartridge. You already know where to get the replacement. Get the [Ink Cartridges] from the drawer and put them back in the printer.
Check the [Capture Report]. It says that Halsey's identification number is C-23.

Let's check the PC on the table with the agent again. There was an explanatory email on it.
Halsey is now prisoner number 23. What is that between the boxes on the table? Take the [Labeled Key] for the "Transfers" lockers.

There is a computer in the corner of the room.
You need to enter a file number to view the information on the PC. According to the information we have, it should be in that locker!

Go back to the safe zone and get to the lockers. Let's open all of them.

During Operation Nest, Patient-C17 was captured and moved to prison block P-1. Who is it?
We've located information about Halsey. Her file number is 198124188. Why has it already been restricted? Did they learn something during the interrogation?

Let's go outside through the doorway next to the printer.
To the left of you is an agent guarding a SAD soldier in the room. He tells you that no one is allowed to enter the interrogation room behind him. That's a bit odd.

We look like the captain, so we can ask him to step aside.
You will obtain a Trait named Authority Figure, which grants us with Obfuscate +1.

Unfortunately, the soldier inside isn't allowed to talk, St. Leopold's orders. Olsen must have given this order, because he's the only one who's still alive, except for Stanford.

Leave this room and trick the system using Obfuscate on the hand scanner near the doors on the left (+2 HP). Enter the briefing room.

Take the [Magnetic Key] from the desk on your right.
Look at the photos and notes you find in this room. It looks like the interrogation didn't go well. One soldier shot himself in the face. Halsey can be persuasive.

You can also get a premonition with Auspex lvl. 3 on the Halsey image, but I didn't manage to get it.

Leave this room and go to the other side of the hallway.
Halsey was taken to a room where she was questioned before being sent to a lab below.
Turn on your Auspex to see that we can find out about psychometry and track the blood owner. However, we already know what happened, so don't do it.

What is this? There is a purple frame highlighted through a wall behind the door.
If you leave the interrogation room, you will see a hidden passageway on the wall outside.

Use Pierce Obfuscate (+2 HP) and pick the lock (-5 WP).
This will allow you to encounter Richard Dunham with our old friend, Olsen, inside.
Don't say anything to defend yourself in the conversation. Instead, find out more from him.

It's time to decide if you should kill him for everything he's done, or if you should let him live.
I don't find this decision hard to make. After all, we saw what his personal "Institute" was like.

However, it wasn't him who got SAD to capture Halsey. It was the traitor who gave information about the Red Salon to SAD.
He actually saved both of them on that boat. He also spared Halsey when Hazel ordered him to kill her. For further experiments.

He should be stopped, though, for all his patients unpunished. Is he now, is he stopped?
Has all of his research been destroyed or captured?
The choice is yours to make.

You will get a rare achievement A Hard Pill to Swallow: Leysha succumbed to her rage and destroyed Richard Dunham. Otherwise, you will get I Never Want to See You Again: Leysha spared Richard Dunham after hearing the truth.

Look at Olsen's body and take the [Olsen's Key]. Now go to his desk and open the drawer with it. Listen to the recorder, take the [Tremere Concoction] from the drawers, examine the room, and then leave.

Go to the agent in the hallway and drink him to restore all your HP, then return to the elevator and go down to continue your search below (point of no return).

Leysha will receive 115 XP + 25 XP left after the upgrade, which will add up to 140 XP in the next Scene.
[Scene 11 Part 1-1: Emem] S.A.D. Base
Despite the unforseen obstacles, Emem, Galeb, and Leysha have all managed to make their way into the enemy hideout.
After making her way to Long Island on her own, Emem must infiltrate the depth of the base to upload the program that the Prince has given her. The Court's safety depends on it
.
If you have followed this walkthrough, you will now be able to get a rare achievement Elder: Increase a Discipline to the maximum level.
We increase Emem's skills and attributes:
Celerity ····
Mental ···
Psychology ····
Security ···

We find ourselves in the technical facility located in front of the docks section of the SAD base that we were in as Leysha. Right in front of you is a spot for Blink, but don't jump right away, there is a red toolbox right behind the crate.
Pick up the [Lockpicking Tool] from it and use the Blink to get across the channel (+2 HP).
Remember: each character's Hunger Points carry over from their Scene's Part 1 to Part 2 and 3.
Eventually you will come to the docks, a vast space for you to observe.
Note that Leysha has made some preparations for us in terms of shortcuts and the most important - the possibility to feed not only on rats on this level, as the dominated girl took a hike to the roof of the control room.

From the point where you are standing (steel balcony) there are two ways available for you now - short way and the longer way which will save you huge amount of HP which is crucial in this Scene, much more crucial than in the whole game before this level.

However, there is a way to get the hidden Trait if you use Blink to avoid all interactions before getting to the control room roof, called Stealthy Shadow, which will give you an additional level to the Physical attribute (Physical ·· especially if you follow my walkthrough).

I have admiration for your avoidance of this path and your more thorough examination of things. It's more important for Emem not only to satisfy her Hunger, but also to have the possibility to collect some clues. Go to the right and you will see a technical room.

Alas, the door to it is locked and you must pass a Security check to open it (-5 WP).
Ignore the workbench on the right and proceed to another closed door in front of you.
At this moment, you will receive a radio call from Saule, which you will receive from time to time from now on, to hear the consequences of your treachery.

This door is also locked, and can't be open with the key, however you have a lot of possible ways to open it if you examine it.
You can unlock it with Technology lvl. 4, which we don't have, you can enter the code, but you have to find it first. Or contact Rafa, who we managed to convince to join our suicide mission.

The easiest solution is to look at the signature on the wall to the right of this door, right in front of the stairs to the balcony - it's section D-1 we're in now.
Go back to the workbench and investigate this room. On the workbench is a notebook where the technicians wrote down the codes for these locks.

You may notice that it says Well#01, Well#02, etc.
We're in D-1, so that means the code should start at 01, and there are only two possible codes available for us to use - it's 0124 or 0158.

Before going back to the door, walk around the nearby blue engineering cart and pick up the [Magnetic Key] from it. Approach the lock and try the codes, 0124 is wrong, so try 0158 and it will work. However, do not enter immediately, but go back and up to the next balcony.

Remember the crane that Leysha moved?
Approach it from one side and jump down onto the crane.

When you've reached the other side of the crane, look down to the place we unlocked for Leysha, where we drank one worker and picked up the Tremere concoction.

There are now two SAD soldiers below.
Toggle your Auspex and listen carefully to their conversation (+2 HP) to find out that they've noticed that the container has been lifted, but most importantly they'll give you a hint that the informant has been captured, but that's not possible - Hilda was in the Prince's Haven when we left!

However, there's not much to do here, so go back to the door you've just unlocked.
You have a straightforward path to follow, as there is a door on your right that works with the implant system, so it's not possible to get lost.

When you reach a small technical alcove somewhere in the middle of your path, look to your left to see the wooden pallets with the cards on them. Take the [Club Business Card] from them, it's on the wallet that is lying next to them.

Now go into the opened room and make your way to the top of the roof with the dominated engineer on it. She's definitely trying to complete an assignment Leysha gave her.

Let's scout another area - there's a working industrial fan, and it's probably not a good idea to try to use the Celerity to get through it, because dismembered vampires are no use to the Prince, you know.
Find a control panel on the left and press the red button to turn it off.

Our way leads us down the shaft, so I assume we can't go back, so before the jump go back to the poor engineer and drink her to restore your HP. At the moment I have 4/12 HP.
You'll also get the Choleric Blood Resonance from her, but it won't be of any use to us unless you've received one of the achievements I mentioned above.

Now go down the shaft behind the fan we turned off.
Follow the vent in front of you, because it's not possible to go behind it - another door with the implant system. You get another radio call from Saule - things are getting worse for the person who trusted you, and it's your fault.

Before going down again, look at the dead agent lying on the other side.
Blink to this side of the shaft (+2 HP) and have a look at the corpse. His torso is shattered and he is completely drained of blood.
There's someone else hunting in these shafts, possibly Brujah or Nosferatu. You know, I'm something of a detective myself, so I can put two and two together to understand who it might be. However, let's toggle our Auspex and Reveal Psychometry (+2 HP) just to be sure.

Damn, it really is Kert Densch. He drank an agent and used his face as a mask!
Well, not literally, but he's disguised himself to look for Jara.
Let's jump down and continue on our way.

Further down the shaft, you can overhear SAD soldiers talking about Halsey's ability to obliterate adults who hurt her. There are also Saule's men who have infiltrated the base, that could be helpful.

There is an intersection near the pipe, you will eventually reach it.
Go to the right and then to the end - you'll see our favorite furry blood pouch right behind the fan, they are our saviors in this Scene besides the girl on the roof.
You can't reach a rat now, so go back to the crossroads and take another path.

You'll be in the ceiling maintenance shaft and you'll hear someone talking down below.
Approach the hatch and open it carefully to look what's inside the room.

In the office below a soldier is arguing with a VIP looking person. Wait for their conversation to end and you'll get your chance to eliminate the soldier girl below.
Why a neck should be broken instead of an immediate feeding, that's out of the discussion, of course. Eating too many rats probably spoiled our Emem and turned her into a rat enjoyer.

During the cutscene with cool hacking skills, which Emem of course got thanks to our enhancements, VIP comes back to the office.
[Scene 11 Part 1-2: Emem] S.A.D. Base
While you're talking to him, insist that he talk, otherwise he's of no use to you.
Whenever you get the chance, use Presence (+2 HP) and ask him more questions to get another clue about the informant.
You gain the Charmer I Talent in Presence.

Well, that's interesting.

The informant didn't work alone, there were two of them, but the most important thing is that the SAD doesn't know about Emem, so she's off their hit list. That's probably Hilda's plan - she was working with someone else who was captured. Was it Berel? Was it Jara?

So she took Emem out of the picture, and that's why she resisted Prince's orders to send Emem anywhere, to keep her away from the prying eyes of the SAD monitoring vampire activity in Boston.
She should have sent information about the reunification party and the Red Salon where her accomplice was caught, but who was it?

Now we have to decide whether to keep our word and spare an agent's life, or kill him in cold blood.
It's actually a pretty stupid decision because of the consequences on our skills.

If you spare him, you will get a Trait called Merciful, which will increase your Psychology by one level and decrease your Intimidation by one level.
If you kill him, you get a Trait called Merciless, which does the opposite.

After the first threshold in Awareness, your Psychology will be reduced to one level, so you can face the situation when your Psychology skill will only be level 2, which could be crucial in the future, so we need to spare his life.

What's really stupid and unfair here is that we're saving a SAD agent, but we've signed up a lot of Kindred to die that night.

Examine the office you're in now, with the unavailable PC you tried to hack.
There are notes about SAD units, and there is also a report about the prisoners in the cells on this base. One page is torn out.

One of the prisoners wanted to be interrogated, but was taken to a lab instead? Was it someone from Chiara's personal stock?
Among her vivisection experiments was also Jara Drory, and her profile somehow fits to the person who can inform everyone and everywhere.

Since we have Auspex lvl. 3, we can see a premonition here, let's check it out (+2 HP).
Wow, Leysha and the werewolf, will it break out?

Let's go to the next office.
It seems that we have spared someone golden for SAD organization. Medals, honored diplomas.
There's not much for us in this office, but wait - is there something in the red vase on the coffee table?
Let's take an angle - there it is, the [Labeled Key] to some ventilation box 12-O-1B.

We can't use the office door to get out, so we'll jump up to the shaft ahead.
Aha, there are markings on the fans. 09-12, 09-24, doesn't make any sense now. Looks like it's the key to another office shaft.

Let's go outside. You will see a jump scare when you hear soldiers talking to the left.
I think we found Kurt Densch, but he's avoiding us. We saw you, silly!

Another intersection, oosh.
Let's go to the right, don't follow Kurt for now, we have to satisfy our Hunger.

Look to your right again - a rat! I mean, another rat, a normal one!
Who the hell saw us eat it? Is there another rat ratting on us? Predictable.
It increases Awareness by 1 point.

Turn around and follow the shaft behind you to notice the Blink spot you can use.
Jump up (+2 HP) and look at the broken fan in front of you.

Now there are more solutions to get behind this particular fan, but let's just hack... oh wait, the key worked! It's open, so press the button to stop it.

Now approach the grating on the ground and peek inside.
It seems that there are important documents on the desk, but it's too high for us to read them. Vampires, right?
Toggle your Auspex vision and inspect the one on the leather desk mat, ignoring the other one to the side.
Report on successes for Mr. Lovelace - according to them, the informant had a codename, was interrogated and then sent to a lab. It has to be Jara, no other options. So they knew she was their informant, but that didn't change her fate.

So Hilda was working with Jara, or apart from Jara?
Actually, she should've betrayed her then, because Jara was captured at the party.
Interesting, will Kurt do the same as Galeb to find Jara?

Now go back to the crossroads and jump down to the place where Kurt jumped down (point of no return). You will hear that the whole Saule group has ended up dead.

Emem will receive 125 XP + 35 XP left after the upgrade, which will add up to 160 XP in the next Scene.
[Scene 09 Part 1-1: Galeb] S.A.D. Base
Despite the unforseen obstacles, Emem, Galeb, and Leysha have all managed to make their way into the enemy hideout.
While looking for Stanford, Galeb was captured by the S.A.D. Following a brutal interrogation, Galeb is now in a delicate position. His assignment appears to be compromised and his very existence is threatened
.
We increase Galeb's skills and attributes:
Dominate ··· (Imperious Speech)
Presence ··
Persuasion ····
Rhetoric ···
Deduction ···

I can't stop thinking about how stylish Galeb's scenes are, a real Jedi.
You will be glad to know that Galeb lives, but he paid dearly for his loyalty. Freeeeedoooom!-

We'll find ourselves in the interrogation room where we were captured by Walter Stanford and the SAD units at the end of the previous Scene of Galeb.
There is a lot to do here, so investigate the interrogation room.

Examine the soldier near the door, the last one you shot with a pistol, and take the [High-Security Key] from him. Examine a tray of torture tools to hear Galeb's commentary, and you can also pass the Education check with the cross on it. Grab the [Poker] from the left side of a tray.
There's also a camera on the ground. Interact with it and choose to take its [Blue SD Card], which counts as a suspicious item.

Exit this room to hear a radio call from one of the SAD units that they have evacuated Stanford to a safe place somewhere in the basement. Duly noted.

Enter the door on the left to find the only safe zone on this level:
Safe Zone #22: Torture Room

There are aura traces everywhere that we can sense, but after the previous Scene I have 6/12 HP, so I'm on a short leash in terms of hunger.
Check the blood on the chair to pass the Education check and find out that it's not human blood. Nearby is another tray with some useful tools you can pick up. Did you buy them in the same supermarket?

Collect both the [Cutters] and the [Saw] from a tray and exit the room.
Now we must pass the Deduction check to determine where everything was purchased and return it for a refund.

Leave this room and go the other way, following the blood trail under your feet.
Try to open the prison gates only to find them locked. How predictable of them!
Enter the room in front of the prison gates. There's a staircase down, we're not done here yet, so let's continue in this corridor instead.

Take the first door on the right. Oh, it's the control room.
Now brace yourselves, don't push anything, we don't know what we're going to release.
There is foolproof security, but we're all smart here, there are no fools among us.

The computer on your right is locked with a 6-digit code, so we can't unlock it right away, but we can hack it with the Technology check, just don't do it and leave it for now.
There's a report from a watcher about a group of someone on Mount Greylock, Galeb doubts it's Kindred, so it must be the werewolves.

Go deeper into the room. So they found Manneh and evacuated his body. Took them long enough, huh?
On the console from which you heard the radio transmission, there is a glass box with a yellow warning line icon. Open it and take out another [High-Security Key].

Eventually you'll come to another console with the emergency unlock panel, which requires two security keys to give us access to the prison cells, but don't open it now.
Look at the drawers and the cabinet on the left.

So, Michelle Davis, the Malkavian we saw as Leysha is still here in the cell. Cell #04 is the one.
They're also keeping the werewolf in one of their high-security cells somewhere, so it's good to know that we can't release it through the control panel anyway.

There's another voice recorder in the cabinet. Thankfully, it's not a tape recorder like before.
Insert the SD card and listen to the recording. Then take the [Prison Voice Recorder] with you.

To transfer vampires, they use transfer forms (no sh-) with stamps from the office. Can we use it somehow?
I guess the office should be nearby if it's not behind the next wall. Let's take a look.

Go inside the next room in this hallway.
Do you want a balloon too, G-g-gergia?

We found our female voice from the tape recorder, it's an agent named Georgia, we scared her, but it shouldn't stop her from talking to some terrible creatures, as she has a name of the most brave people according to Stephen King.

You are going to have another decision to make - to calm her down with the Presence (+3 HP), or to just break her neck. Try to calm her down so that she can answer our questions.
Remember: each character's Hunger Points carry over from their Scene's Part 1 to Part 2 and 3.
So Stanford has his office in the basement, interesting. Why always break necks, damn it! I'M HUNGRY

Let's have a look around.
There's another paper certificate in the trash can on the floor, these forms are all over the place - it's almost certain that if you try to examine the sheet of paper, it will appear to be a different form. Wow, cool helmet, could have helped Georgia.

Let us try to find our belongings in the midst of this chaos.
Wow, a [Rusty Crowbar], could have helped Georgia. I heard about the scientist who tried to save the world with it, could be useful, so pick it up.

Have you read far enough to spoil things?
Examine Georgia on the ground, in her right pocket (it's your left, if any) you'll find the [Agent's Key]. In her left pocket (you know the drill) is her badge, Georgia Dern, but somehow we already know that.

Can her ID be a password to unlock the computer in the control room? No, it's 9 digits, we only need a 6-digit code. Let's continue our search, go to the next room in this office.

Now we talk, a treasure room!
Take a look around - there are personal lockers on the left, some red colored safe, lots of shelves, a cabinet that looks like a gun rack, and drawers with the desk on the right.

Let's start with the lockers.
Use a key we found to open the left locker, Dern/Whitman. There is a phone inside with voice messages from Georgia and her friend Liz.
Damn, Georgia, I really feel for you.. You should have left this job a long time ago..

Pry open the right locker, Garrett/Jennings, and your crowbar will break. Is it still possible to get a refund?
Read the notes inside and pick up the [Magnetic Key]. Maybe we can return everything else with this crowbar as evidence?
I think we've found a code to unlock this PC. The code is 822614.

Observe the photos on the camera nearby on the shelf - wait, Michelle Davis was at the reunification party?

Unlock the red safe with the red implant in it and take Galeb's belongings out of it.
There's a possible bug, so make sure you still have the [Scalpel] in your inventory!

What else do we have here - another certificate, SAD stamp, may come in handy later, we still don't know how to get out of here, Berel's shirt (really?).

Let's open this caged closet.
Cut the padlock and see what's inside. The possessions of Imani, the Childe of Dajan Siaka, we have never actually met her.
Pick up the [Tremere Concoction] and check the desk drawer near the door.

So they now use form A745_C for all their transfers, useful to know.
Let's go back to the control room.

Go to the locked computer and enter the code, 822614.
Ah, today's schedule: Sergeant Dern, Corporal Garrett, Agent Molner.
We already saw Dern and Molner in the office room on the sign-in sheet.

Open the cells and leave this room.
Now we're able to go into the prison cellblock and investigate the prison cells.
[Scene 09 Part 1-2: Galeb] S.A.D. Base
Let's visit the first cell first, there are ashes on the wall, so SAD probably destroyed someone held here with a fire.
The second cell, opposite, is already empty, but there are important clues about the course of the frenzy. We don't need anyone in the SI to have it, so take them away to remove the suspicious item.

In the third, we'll find a vessel to drink from, don't hesitate to use it while we're here. You'll get the Melancholic Blood Resonance from it, but we don't really need to increase our Fortitude anymore. After satisfying your hunger, make your way back to the cells.

You can see that Michelle Davis is still in her holding cell, Cell 04, so we'll enter her cell last. Don't enter the cell for now.

There are traces of claws in the fifth cell; the vampire being held here has been starved to the point of frenzy. There are bullet marks on the glass in the sixth, and no one inside. Let's go back to the fourth, with Michelle inside.

When you leave the sixth cell, the alarm will go off, forcing almost all the soldiers below to leave the cellblock. This is only possible if we've brought Anarchs with Emem, otherwise there will be more guards in this area of the prison, as the alarm will never go off.
So it seems there is only one soldier patrolling the area.

To finally meet Michelle Davis, enter the fourth cell.
Afraid to see us, but not the SAD worker? What are you hiding, Malkavian witch?! Repent!
My fault, too many conversations with the Inquisition have set in some habits.

Ah, she doesn't like Galeb after some events in Franklin Park, possibly another place where Galeb hunted Thin-bloods, according to his resume we found earlier in the archives.
She will try to use Dominate on you, so defend yourself or you will be forced to leave her cell and never return (+3 HP).

You will receive Brute II Talent in the Dominate.

Once you've resisted, we'll be able to question her about what happened to her.
So she was spying on Hartford Chantry for a while, which is why she was at the party, but that doesn't explain why we haven't seen her coffin. She was probably one of the first to be evacuated.

Use the Presence on her (+3 HP) to allow us to keep that option of escape as a further advantage to us. After that, we have a plan to stick to, but that's not all.

Let's take a look at another interesting prisoner.
Exit Michelle's cell and turn left to see another locked prison gate. Open it, follow the passage to the end and push another red button on the right to open double doors.

This is our Loup-Garou, or just Garou, which is also known as a lycanthrope or a werewolf.
Let's talk to him! Who's a good boy? You are, yes, you are!
Can werewolves bark? Do they go to the barber as Galeb or to the dog groomer?
Too many questions to ask.

Go to the special voice box on the right of his cell to have a conversation. It's a small box right on the glass, if any, it's not a big red button to release this creature.

Pass the Rhetoric check (-3 WP) with him to start the conversation, then tell him about the information you found that the SI knows where his pack is.
You can't analyze his collar because it requires Education lvl. 4, but it's made of silver to reject any attempts he makes to turn.

Now that the picture is almost complete, it is time for a summary.
As you have already understood, we have three ways to leave the prison block.

Let's assume some things to decide what's better.

The first option requires us to do a lot of investigating around the prison, which we've already done, so it won't be a real problem to go back and find all the things Michelle asked for. This will allow us to keep her safe, or at least try to.

The second option requires us to unleash a hungry werewolf, which is kind of a huge, unstoppable, bloodthirsty force.
It's excessive in terms of enemy impact, since we really only have one guy standing guard and separating us from the exit. It's just not applicable in our situation based on the above fact and the premonition we saw as Emem. Once your path is clear, it will not stop you from freeing Michelle.

Now read this carefully, spoilers ahead:
Even though I've written this walkthrough with some additional hints about different things in the game, it's not a completeionist walkthrough to collect every possible achievement.
Not releasing the werewolf here will cause you to miss out on several achievements that you can only get in this mission, and Leysha's - [Scene 10 Part 2: Leysha] S.A.D. Base, because you'll skip the whole part, you won't play it at all.
Now please don't throw your stones at me, because I think the option of not releasing the werewolf is the best solution, because of the conditions to keep the player's nerves and mental health safe. This is a rather unpredictable mission that has nothing in terms of story, but it has its vibe of danger and struggle for Leysha, so it's probably good to be played to feel it, though I insist on skipping it.


This Leysha's mission is the only mission where she can die, like die-die, meet her Final Death, and not have any possibility of appearing further in the game. If you decide to do it anyway, you will get the following achievements:
The Enemy of My Enemy: Galeb freed the werewolf in the S.A.D. Base.
Don’t Pet the Dog: Leysha escaped from the werewolf at the S.A.D. Base.
We Will Never Forget Them: Emem, Leysha, and Galeb were all destroyed in the attack on Boston.
Therefore, choosing not to free a werewolf will cause We Will Never Forget Them to be blocked for this walkthrough, as you will not be able to get it without killing a character.

It may be a good idea to back up your save file after a conversation with the werewolf.
The werewolf will not be unleashed in this walkthrough.
And we have a third option, which is to simply neutralize the guard and leave with or without Michelle, but it requires Fortitude lvl. 4 to do that.

We can also see that this one guard is guarding another cells in this prison, and in one of these cells Berel should be, if he hasn't been killed already, but we haven't found any reports of that.

Let's stick to a plan with papers, that should allow us to keep our discretion.
So we need a completed transfer form, a stake, and Agent Dern's voice.
We already know where to get all that.

Let's go back to the interrogation room where Galeb was being held and take a [Stake] out of the hands of one of the dead soldiers lying on the floor.
Go to the control room and take a [Certificate A745_C] form from the box in the cabinet left of the doorway, it's located at the bottom.

Enter the office where you killed Georgia Dern.
Approach the desk and use a set of pens and pencils to fill out the form. You need Dern's ID number, you've already seen it, and our notes won't help you fill it out, so go to the sign-in form on the nearby wall and check it again.

Go back to the desk and fill out the form. Go to the storage room in that office and stamp your form, it's on the shelf right in front of you. There we go, our form is filled and ready.
In the same room, take the [Agent's Cell Phone] from the locker we checked before, there are audio messages we need.

We can go back to Michelle and talk to her (point of no return).
We did not find Berel, but he is in cell 07. I just decide not to see him and find his capture convenient.

Galeb will receive 65 XP + 80 XP left after the upgrade, which will add up to 145 XP in the next Scene.
[Scene 11 Part 2: Emem] S.A.D. Base
Despite the unforseen obstacles, Emem, Galeb, and Leysha have all managed to make their way into the enemy hideout.
After her failed hacking attempt, Emem must find a way to get to the base's mainframe server. Her only hope of success is by reaching the network's nerve center
.
If you have followed this walkthrough, you will now be able to get a rare achievement Ancilla: Increase a Skill to the maximum level.
We increase Emem's skills and attributes:
Deduction ···
Education ···
Rhetoric ··

We'll start this part of the Scene where we left off the last one, by jumping down into the shaft and following Kurt Densch.
Run ahead, then turn right. In front of you you will see another rat to eat, but wait, I know you like to eat them as Emem, but wait.

You need some sort of strategy here, because this will have consequences for all your characters as well as for Emem.
First, check your Awareness level - if it's 18 or lower, you can eat that rat,
if it's 19, like I have, you're screwed, and from now on you'll only need to use [Tremere Concoction] to restore your Hunger. Yes, I was inaccurate in Galeb's mission and dragged the book researcher in front of an agent to drink her, my warning to you was written in blood. Literally.

A rat restores 4 HP (with Rat Eater III, of course), as does a [Tremere Concoction], but the latter gives you more freedom when to use it to restore your hunger.
As you probably know by now, Awareness is not a personal stat, it affects all three characters. And while it's fine for Emem with her high Psychology skill, it can be crucial for other characters to pass the checks, especially for Galeb.

Assuming that there are no more safe zones for Emem, we need to keep her Hunger at bay at all costs. So either eat a rat to restore her HP if your Awareness level is fine, or drink one of the [Tremere Concoction], as you should have two of them in your inventory since the Jefferson Library mission.

Now enter through the door to observe the Intelligence section.
There will be the SAD guard and an agent to neutralize in this area, because we didn't come alone to their base, but brought Anarchs with us (but it's not the same as with Galeb, and Emem can actually kill more guards by herself).

Look at the vent control to your right and read a note on it to find out what to do.
It says that the vent control is very loud to use while someone is in the room, so we can use it to distract the guard in the hallway.

You can hear that the agent has locked herself in room L4, so make a note not to use this room, as it will make them aware of you.
Also, if you wait a bit, you will find out that one of the employees has managed to open an important safe in the Director's office (L3 on the map nearby).

Now go around this ventilation shaft and exit through the door on the opposite side of the shaft, the one that leads to the elevator shaft on the map. However, we will not be able to leave this area through the elevator shaft.
Turn back, and look to the tool drawer on the wall behind you. Open it, take out the [Magnetic Key Card], and bring it to the ventilation operation panel.

You will now be able to open it, so press the L1 button, or any other button you like, but not L4. L1 and L2 are the closest vents for you to reach, so I think L1 would be the best.

Then go to the L1 vent you'll find around the corner to your right and look down.
As soon as the soldier enters this room, you can also break his neck and jump back to the top. Why. Always. Break. A neck?

Reach vent L4 and look down, you'll see an agent. Break her neck, too. This is not a vampire thing to do with necks, you know what I mean?
Now let's examine the body and the office. Pick up the [Office Key] near the girl you've just killed.

Let's See Premonition (+2 HP) - toggle your Auspex and interact with the body. What the hell? Galeb killed Feng? Or did someone else kill Feng?
Let's check out the back row of desks and computers before we leave this office.

Aha, terms memo, so they could analyze the big data they're sniffing to highlight anything related to vampire activity. Clever enough.
What's not clever is leaving the credentials on the note for anyone to observe. There's a red sticky note on the monitor with a temporary technical password and account name. There is also a mail server, but for what? The DNS name is usually sufficient. Unless that's why we couldn't access their network, they probably have network discovery turned off.

What was Samantha trying to do? Get their data off the servers? Constant backups, guys? Anyone? Leave this office, it doesn't matter.
Wow, their kitchen area looks pretty cozy.

Let's go to the director's office, it's L3, to see what all the fuss is about.
More documents, notes, reports, articles in the newspaper.. There's the safe, behind the desk, in the wall. Do you really think we haven't learned anything from Rafa? Let's make a note. December 5th, 2000. Just watch my moves.
051200 - damn, that's wrong. Let's check another letter!

So it was Charles Nussbaum who was fired and who was actually caught searching the director's office. Let's go back to the lobby and see where he was working. His name in the list near the L1 office.

There is a report on the interrogation of an informant. Hm, used to following and giving orders, familiar with intelligence, impulsive.
There's the fired employee's desk with the box on it. Nothing special about the safe.

But his things are here, he must have left something, let's try Auspex. Aha!
Reveal Psychometry (+2 HP) and see a vision. So he did, in fact, leave something in the air vent. Let's go back in L4 and jump back to the shaft.

Go back to the L1 hatch and look around. He should have left something nearby.
There is a letter from Charles to some Sam when things go south for Charles. I don't think he was just fired.. Alright, there is a code to the safe, let's go back and open it: 051211.

It worked! Take the [Tremere Concoction] from it and check the document inside.
This codename again.. So the Intelligence didn't really know so much what they worked on, interesting. There is also an email address for all the correspondence on these matters.

Contact Rafa immediately so he can lead us to the other clues we need. If you're all alone here and you haven't managed to convince Rafa to join your mission, then you're screwed. He will ask us if we know an incoming mail server, which we don't, but we know where to look.
Go back to the L4 office and look at the red note, then contact Rafa again and go to the L2 office, we weren't there yet.

Examine the L2 office to find a transcript between some girl Miranda, who knows Wyatt, and some Neal. There is also a transcript about the Brighton case, which SAD closed quickly, it turned out to be a false lead. Did they manage to find out about Boston after the leak?

Rafa will contact you and tell you that the informant was Jara Drory, how unexpected from a double-triple-quadriple spy agent to do such things. Unacceptable, really.
And she had an accomplice, but we already have our list of suspects.

You will earn a rare achievement called Detective: Emem found all the clues about the informant at the SAD base.

Approach an elevator and call it to leave this section (point of no return).
And now Rafa knows that the Anarchs are dead. Can we complete our mission without his help?

Emem will receive 65 XP in the next Scene.
[Scene 09 Part 2-1: Galeb] S.A.D. Base
Despite the unforseen obstacles, Emem, Galeb, and Leysha have all managed to make their way into the enemy hideout.
Against all odds, Galeb manages to escape from his prison cell. Stanford's trail leads him deep into the heart of the base. He still has a chance to emerge from here the victor
.
We increase Galeb's skills and attributes:
Education ····

In the previous part of this Scene, we left Berel to rot in the SAD prison. I think I owe you an explanation while we're in the elevator.

Well, if you've followed this walkthrough and talked to Berel, it's no secret to you that he's a well experienced (due to his age) businessman who's trapped in the mindset of an arrogant and whimsical boy raised by a rich father.

When his father died, he turned to the experienced Galeb, who was his father's closest associate at the time, and Galeb agreed to help the 26-year-old boy manage his empire, in which he was all alone.
In the absence of his own father to witness Berel's ups and downs, Berel wanted Galeb to replace this lost parenthood, he needed attention and affirmation, but Galeb was never a father to anyone, especially not to Berel.
On the contrary, Galeb was disgusted and disinterested in all human affairs and decided to use his immortality for his own benefit long before, after his Embrace.

But after he had embraced Berel, he began to notice some things, and they were not good - Berel began to plot and betray without restraint, feeling empowered and determined to crush every obstacle in his path, just so that Galeb could witness it.

All of this has made Berel the person he is today. And he's still doing everything he can to be worthy in Galeb's eyes, but their owner doesn't want to see any of that anymore, he hears the Beckoning, and the only reason that keeps him at the Court is Feng's Embrace and her training, because he's long past Berel.
And when a whimsical boy can't afford any successes to really be successes, he starts trying to hit a nerve as best he can, and that's what's going on between Berel and Galeb right now.

If we lose our chance to calm him down in Scene 05, we will find out that he embraced Feng behind our back. It doesn't matter if Feng reached for him first, because she can be as corrupted as Berel, she could have thought about her plans B and C and D, whatever. Berel had an opportunity to salt Galeb's wounds, and he could have taken advantage of it without remorse.He also told the Prince how to keep Galeb on the leash of her decision.
Without any personal connection, we've found a lot of his ambitious attempts to make more and more money through corruption schemes, arms dealing, coups, assassinations, etc., which could have brought the SI down on Camarilla's head sooner or later, even without personal rats in it.

The whole plot behind Berel's involvement in the game is based on the fact that you actually believe in it, you believe in the assumption that he of all people could be capable of doing it, even sponsoring SAD and other groups with equipment shipments.

When I finally found him in prison, I was glad that I was not obliged to take him out of there, because as with Leysha and Richard, such relentless man with a sense of empowerment should be stopped, as were stopped people from the Society of St. Leopold.

As Galeb says, the end we gave him is a greater mercy than existing another damned night.
And we also got a Trait called Escape Artist, which gave us a Security +1 skill.

The elevator doors finally open, we're in the basement, Q-3 section of the base.
There are Standford's office and... what? Care Center and Reconciliation Room? Where are we, in some kind of sanatorium? What a cozy place.

Let's talk to a person on the couch to find out exactly where we are.

Frank Lloyd will call you the creature of the night, but he will never know how close he is to solving this case. He's just happy to have another person to talk to, so let's not disappoint him.

Pretend that you have been attacked by one of the beasts that SAD is hunting.
You will learn that Stanford does have a protégé, Paula Nielsen.

Pass the Psychology check with Frank (-2 WP) to find out that this place is some sort of rehabilitation psych ward for people who have suffered from vampire influence.
Stanford helps them move on with their lives after this experience, and Paula should know where he is now, since she's the most affected soul of all the patients.

She should be in the Reconciliation Room, but let's take a look around first.
Return to the entrance and go to the right door, it's on the left if you look at Frank from the elevator hall.

There is a diary right in front of you, on the table drawer.
It seems to be Paula's bedroom, too many descriptions of the nightmares she's having. She's really fascinated by the SoL members. They could have been a decent people after all.

There's an old bracelet on the bedside table that we can't interact with that has the letter H engraved on it. On the bookshelves you'll notice an old photo, examine it with your Deduction, it's a photo of Adam. Is he her child? We saw many mentions of him in Paula's diary.

Wait, there are drawers under the table, let's check them.
It will cost us a lot of WP, let's check other parts of this place and come back before we talk to Paula, there may be more information that could be useful for us.

Leave this bedroom and turn right, there are three doors for us to explore what's behind them, let's go to the right one. It's a group therapy room, there's a feedback book, some meditation techniques, and there's another resident - Kyle Banes, but he's not going to tell us anything, it seems.

Note that Banes has Sanguine Blood Resonance, so we can use him to satisfy our Hunger since we're almost hungry, but the Presence discount is not our optimal target.

Let's go outside and now step into the room in the middle.
It seems to be the room of someone who's been here for a long time, it can even be someone in between, a mentor for the rehab program. Jim sleeps very deeply, but everything else in his room except the PC seems useless.

This person is our man - he has Phlegmatic Blood Resonance, which is much more helpful if we decide to increase our Disciplines. So as soon as we find a safe area here, we need to drink him to restore our HP.

There doesn't seem to be anything useful here, so it's time to take a look at the last door in this area. It's the first safe area in this Scene, enter it to discover it:
Safe Area #23: Toilets

Nothing useful here either. Let's go back to Jim and drag him to the toilets to get a bite to eat.
Now let's look at another pair of doors behind Frank, let's go to the one on the right.

It's Frank's room - a guitar, cigarette butts in the ashtray..
There is a small diary page on the coffee table near the bed, which tells us that the H on Paula's bracelet is probably a gift from her Sire (at least possible) named Helena. Do we know anyone with that name?

Now the last room.
Looks like this is Kyle Banes' room. Was he the guy who agreed to a blood transplant from a vampire to get the results of regeneration and went insane instead?

This is of no use to us, we need to go to Walter Stanford's office to investigate his location.
Let's check our inventory first - we have plenty of [Old Coins] and [Lockpicking Tools], so let's go back to Paula's room.

Swallow the [Lockpicking Tool] and force open the drawer (-5 WP).
[Scene 09 Part 2-2: Galeb] S.A.D. Base
Sad letters indeed. Poor Paula. What actually happened to Helena? Is she still alive?
Alright, I think we've checked every corner in this area, let's check Stanford's office.

As we thought, Stanford is not here to face us - why should he?
There are no guards here to protect him. He has a huge office for exploration, which can be a bit time consuming, though.

On the right as you enter is a bookshelf with files on the people in the sanatorium.
On the bottom shelf is a file on Paula, read it and then examine it with your Education check to find out (we already know this) that Paula and Helena were bound by blood, so Paula was her ghoul.

There is a letter in the coat about post-implant rejection syndrome, and another document on this side of the wall on a small bookshelf.
Ah, so Walter Stanford been mentored by his relative. The family business.

Let's check the coffee table and the safe. There is a document on the coffee table with information about Galeb being a priority target, but the information is very precise, could it be an informant?
Or are there more than two of them, and someone else is playing his hand? Damn, I can't stop thinking about Berel's role in this plot.

Now look carefully - there is a hidden panel in the wall to the right of the table.
Inside is a letter from the former head of operations, stating that the implants of SoL members have a common numerical sequence.

What, we can't open the safe with our red implant? Apparently, an implant should have higher security clearance. So should we borrow it from Stanford?

There's a note from Paula on a red sticker on the table, Stanford's passport in the wooden box on the bookshelf behind his desk, what else.. The left drawer is locked, interesting.
But we can open the right one, there is a scanning device that we can unlock with our clearance level to reveal the button that opens something somewhere.

Damn, even if we find something that is already open, we have no idea if it was closed before!

Now, the drawer on the left, there is a plot twist on how to open it.
You'll have a few options on how to do this depending on your inventory, but there's only one correct tool you can use to safely open it - it's the [Scalpel]. All other tools will break the lock and won't allow you to use it anymore.

In the opened drawer you will find the document in which Stanford does not agree with every member of the Second Inquisition, so there is a contradiction within the ranks!

Let's check his PC. Another tracking puzzle.
So each implant has an ID, and there are also NFC reader locations, we're not interested in the start date column.

What do we need all this for? Turn away from the computer for a moment and go into the next room to find out that Walter Stanford has a device that engraves implants with IDs to copy another owner's implant.

And that's not how it works, again - usually each RFID chip has a unique serial number that cannot be changed, which identifies the chip as unique. NFC tags have UIDs in memory that cannot be changed or deleted.
If we want to assign Walter Stanford's profile to another implant, we don't need to engrave anything, we just need access to the ACS system (which we apparently have) and another proxy card, in our case the implant, to write this data into its memory.
But this implant will be different, only the profile would be the same. I mean, with this effort we could just assign more accesses to our implant, that's all.
The access obtained with these implants is broken and contradictory from the beginning. If they are all prepared by Stanford, then how could they keep blue/green in packages? It should have been paired with an ID in the first place.

It's clear that Stanford controls every security measure on the SAD base, restricting or allowing various types of access from the ACS control server. Apart from this, he has a device that actually makes the implant work - this device will inject the chip into the hollow body of the implant to make it available to contain data.

Getting back to the task we have here, examine everything in this room and you'll find plenty of blank implants, just pick any you like. You will also find a detailed report of Chiara's expenses - this trip cost her SO much..

So to copy Stanford's implant, we need to find out its ID number, but we only have implant scanner locations where it was last used. Let's go back to his computer and look at the report again.

Combine two statements:
All members of SoL have a common numerical sequence in their IDs (letter in the hidden safe in the wall). Olsen spent a few nights in the O12 area (email from him).

Now sort this table by the second column and find O12 - O12 Operations Department.
There is only one result, Olsen's ID is: 924 512 486.
Now sort the table by its' first column and check that there are no similar IDs for 924, but there are plenty for the second sequence - 512. All the other IDs are on the L level, and they're probably our three dead men.

Actually, after sorting, the correct ID would be at the very top - 964 512 243, that's Stanford. Click on this record to track him down again.
He's in some chapel, H0, it's probably the same hospital area.

We can go and hunt down Stanford, but we have unfinished business here.
Let's return to the implant device and insert the [Blank Implant]. Use the computer and enter the implant ID: 964 512 243.

After that, take this technical abomination out of the device and go to the implant station we've used much earlier in Galeb's mission, you should know it too well.

You will receive the [Red Implant №. 964512243] and a Trait called Counterfeiter, which increases your Technology by 1.

Upgrade your red implant to this one and go back to the office, now we'll be able to open the safe.
Pick up the [Tremere Concoction] and read the documents inside.

Those marks on the body. What creature can leave that? Demon? Wraith?
If you know, please write in the comment section.


Let's go out from Stanford's office and check the other offices here.
The next entrance light is green, so it should be the door we opened by pushing the hidden button. Let's go inside.

You will discover the last safe zone in the game:
Safe Zone #24: Recording Room

You will also receive a rare achievement called Meet Me There: Find all the Safe Zones.

You will see Paula Nielsen in the Reconciliation Room, behind the (hidden?) glass.
We'll get there soon, but for now, examine the camera and take out the [Red SD Card], which will automatically be inserted into the [Prison Voice Recorder] in your inventory.

Use it from your inventory and listen to a new audio recording dated August 18, 2019.
I'm getting more and more interested in Helena's disappearance, to be honest. It's always easy to blame someone who's not here to answer.

Let's go to the last room and talk to Paula.
We know where Stanford is, so we don't need to convince her to help you find him.
We can confront her if you visit Paula before the solving tracking puzzle, but you won't get much from it besides experience points.

Leave Paula alone.
Don't kill her; erase her memory and let this tortured and lonely soul find herself.
Head back to the elevator and exit this area.

The werewolf has not been unleashed in this walkthrough, so there will be no second part of Leysha's mission.
Galeb will receive 100 XP + 75 XP left after the upgrade, which will add up to 175 XP in the next Scene.
[Scene 11 Part 3: Emem] S.A.D. Base
Despite the unforseen obstacles, Emem, Galeb, and Leysha have all managed to make their way into the enemy hideout.
The mainframe server is within reach. But Emem must hurry: the S.A.D soldiers are hot on her tail and intend to eliminate her
.
We increase Emem's skills and attributes:
Social ····

So we're finally in the mainframe, which is where SAD's data center is located.
And we have to tie up our loose end, we finally meet the creature we released by our hands - Kurt Densch, furious about what happened to Jara.

Be careful, as this is the first time in the game when Emem can face her Final Death, although the Confrontation with him is very easy.

You won't be given much of a choice, so it's basically about your skills, which are way above passing all the checks:
1. [Psychology] He's underestimating me. (-3 WP)
2. I know how to get what I want!
3. He's going to end up like Jara.

Actually, all of this is a pretty big mistake, releasing him in the first place.
I didn't know any of the Hartford Chantry to wish them such a fate, but plot-wise it can be perceived as both the rebellious and hasty nature of Emem and the better good at the same time.

The grim fact here is that Hartford believed they had been betrayed by the Boston Camarilla, having lost almost all of their members at the reunification party, and they were indeed betrayed - the informant's leak led to their deaths, but the other fact is that they were finished off by another member of the Camarilla, Emem, albeit unintentionally.

Everything that has happened to save the Camarilla, and especially the Prince, has failed here and there according to my decisions to kill or abandon current Primogen members to cleanse this filth. In my perception, this was the only way not to leave things as they were at that moment, but to create dangerous possibilities for those who could've been affected, in order to kill such cleansers later.
Free Kurt so he can find out who betrayed and captured Jara, and then there'd only be one person to fight if he decides to oppose us, but assuming the traitor is one from the Court, the entire Camarilla can be seen as traitorous scum (it certainly is).

So it's the unfortunate sack of misdirection; foolish and blind hatred against those Kurt has been fighting all this time - he chose the wrong priorities for himself.
Instead of finding and killing the real people behind it, he chose to fight his past enemies (Warwick's urge to fight the enemies of the Triad) and use Jara's fate as gasoline for this fire.

The ideal plan would have been for him to find out who was responsible for all of this and kill them all, but we caught him in the middle of it to find out that he hadn't even started.
One traitor is still alive, SAD members are still alive, and all this leaves a huge void behind the events to see that it was a foolish hope that we can sacrifice so many for nothing.

Such an ally turned to dust. Though he got his point straight, he is right about Hilda and Hazel no matter what, and Emem has been manipulated into all of this.

After this rather weak Confrontation, you will receive a rare achievement called Face the Music: After freeing Kurt from his prison in the Chantry, Emem defeated Kurt at the SAD base.

We're in the warehouse area, which you can check out before going to the servers.
Toggle your Auspex and go to the shelves with a huge bolt cutter on them, you will see a smoke coming up from some kind of an edge of the stake.

Use See Premonition (+2 HP) to, well, see a premonition of Hilda bowing to a possibly dead Emem. It speaks for itself - according to all the evidence we've gathered across the game, Hilda is a traitor among the members of the Court.

Now it's time to drink all the Tremere potions you have (it should be two, and that's pretty sad) to restore as much HP as possible. 3/12 HP, we can work with that, I think.
Now search the dead guard near the entrance, collect the [Key Card] from his body and enter the mainframe.

So their data center is cooled by the liquid in the pool in the middle of this room, so we don't see it right away. Liquid cooling uses a liquid coolant to absorb and dissipate heat from data center components.
If you go to the other glass room on the opposite side of the main frame, you'll see the spot for your Blink usage on the way, which should be enough for you to understand that it's a two-person system that requires almost simultaneous control on both sides of the room.

But first we need to prepare our environment for such a jump. If you try to use Blink, you will find yourself not on the other side of the room, but on the heating element, which is ridiculous.
In the second glass room you will find a control panel that raises these heating elements, and to perform such a jump we need to raise the middle one, so press button 2.

Again you'll find rats in the mainframe room, but first check your Awareness Level - if it's 18 or lower you can eat the rat, otherwise it should be enough for you to have your blood pool to finish this mission with the HP you have now.

Now go back to any console with the red button, toggle your Celerity and then your Fleetness (slow time). Press the button and Blink to the other side (+2 HP) with two jumps and press the same button on the other console.

When you reach the entrance to the server console, you'll hear the voices of soldiers outside who will be forced to use a torch to cut through the metal door you blocked when entering the main frame room.

If you approach the console and interact with it, the hidden timer will start, but you will have enough time to upload the virus.
However, you will soon understand that this is a password-protected system, and we also have access to the SAD data, and we can't lose our chance to find out more about the betrayal.

Be careful, as this is the second time in the game when Emem can face her Final Death.

When you interact with the console, you'll see two icons - Peripherals and Drives (which is the internal storage and possibly external as well) and Search Database.
The data storage is password-protected and the password contains 8 digits.

So we need to find some clues about the password first, then consult the database for all the other stuff we want, until SAD actually jumps on your face after they break the door open.
Choose the Search Database option and let's make our DB queries as simplified for us as possible.

Make a request: Administrator - Password.
You will find out that the password is the date the S.A.D. organization was created.
Make a request: Organization - Creation.
You will read that SAD was created on September 09, 2015.

Now let's access their data to see if there are any more traitors among us that we haven't included in our hunt list: Informant - Capture, Informant - Accomplice, Informant - Codename, Corvus - Identity.

So Jara knew she had been betrayed by another traitor in our ranks, but with all her confessions, she tried not to reveal the identity of her accomplice no matter what.
Until Stanford found out she didn't talk; and Jara, after all, wasn't a hard-boiled nut like Galeb.

Make a final request: Jara Drory - Interrogation.
Listen to the file Interrogation-JaraDrory.wav, you will get the Trait Betrayed, which gives you Deduction +1. This Hilda..

Return to the folder menu and enter the code 09092015.
Run the SeekAndDestroy.bat script and leave this damned place.

Emem will receive 270 XP + 20 XP left after the upgrade, which will add up to 290 XP in the next Scene.
[Scene 10 Part 3: Leysha] S.A.D. Base
The werewolf has not been unleashed in this walkthrough, so there was no Scene 10 Part 2.
Despite the unforseen obstacles, Emem, Galeb, and Leysha have all managed to make their way into the enemy hideout.
Leysha must find a way to save Halsey and escape with her
.
We increase Leysha's skills and attributes:
Deduction ···
Education ···

What a great opening scene we just saw. Halsey has some very nasty Dominate powers, so she didn't just stop at one soldier in the interrogation room, she somehow nullified the minds of others in the lab! Team HalseyLeysha, let's gooo!-

We managed to find Juliette, I mean Halsey, in time only to find that she had been sent to the incinerator. She will burn in the all-destructible pyre pillar right before your eyes in less than 10 minutes unless you can figure out how to get her out of that incinerator.

We have time, I think, it's a pretty small area, and you don't usually solve high-level puzzles to turn off a giant oven, right? You can also check the timer, it's not hidden, so you can speed up or relax a bit.

When you go downstairs notice the yellow partition on the left.
Behind it, in the corner of the room, you'll find a dead scientist. Go to him and interact with his corpse to get the [Scientist's Key].

With the key we just found, let's find the door and open it.
There are a lot of tables in this lab, but all of them are open and don't need anything to open them, so we're interested in one particular table here, it's on the right side of the lab.

Unlock the drawers with the key and check the one on the right to find an Emergency Protocol Instructions, it's the manual what to do in case an angry mother actually found her child to be incinerated for science.
All right, so there is information about emergency manual control of incinerators.
We need to identify the model we need to shut down and then enter the code from the second page of this document.

Let's take a quick look at this ominous machine.
On the back there is a backup gas supply, a model of the incinerator, and the control panel on the side of the fuselage. It's CLA9000, but the last letter is hidden behind some kind of grease, I guess, and as you may have noticed, the last letter is important, there are different codes for them.

Let's go back to the manual and take a picture with our pager:
CLA 9000
678053
CLA 9000J
325409
CLA 9000L
260296
CLA 9000P
781354
CLA 9000S
334962

I don't think these SAD scientists ordered different models just to see which one is better, do you? Well, they actually did!

So there is 9000S, 9000J, 9000P, there is no 9000 (because Halsey's has a letter after the numbers), so it should be CLA 9000L.
The reset code for this is 260296.

Now we need to unlock the keyboard panel, so we'll need a security key card, but there's only one that will work, and it's in the most obvious place to take it from.
Approach the desk with the working PC in front of the incinerator with Halsey, open the right drawer and take the [Blue Security Card].

Go to the keypad on the hull, unlock it with this card and enter the code: 260296.
After unlocking the keypad, Halsey will appear in front of you, like she did many times before, but why the hell does she?
Ah, she doesn't believe that we exist, because Richard told her that we are dead, just like he told us that Halsey is dead. And now Richard is the only one who's dead!
Let's talk about the fireproof safes where we found all the evidence! Ha!

Choose either "She knows it's me" or "Richard lied to us" if you followed this walkthrough and won the Confrontation with yourself earlier.

After entering the code, Halsey will appear again.
Choose the option "You need to trust Mommy, Juliette..." when possible. Again, you should have won the earlier Confrontation in the Red Salon.

Now run back to the desk where you picked up the security card, interact with the PC and open the container. It will lead you to another stage of the Confrontation with Halsey.

Choose either "To get my little girl" or "To bring you Mr. Teddy" if you found her teddy bear in the Red Salon according to my walkthrough, and then choose the "I'm here now" option in the final stage.

You will receive the achievement For the Dead Travel Fast: Leysha managed to get to Halsey in time to save her.
It will also automatically lead you to another achievement called My Flesh and Blood: Leysha escaped from the SAD base with Halsey.

There are also dark endings for Leysha in this Scene. She can't meet her Final Death in the last part, but Halsey can. If you let her stay in this incinerator for 10 minutes, you will receive the achievement named Despair Has Its Own Calms: Leysha is locked up in the Vatican, unable to forget Halsey’s destruction.
If you fail all the Confrontations with Halsey in this Scene, you will receive the achievement named From One Prison to Another: Leysha is unable to escape and is locked up in the SAD Base.


And all of this is the story of Leysha and Halsey, or Marie and Juliette, if you prefer.

Their ending depends on your actions in the last part and can be good or bad, it's up to you.
Check the spoiler section above if you're not happy to get a good ending for both girls.

Personally, I'm glad to see them both on the will, as they've been kept prisoners all their lives, now that all those captors are dead and the girls finally have a chance to live their lives and learn how to be with each other.
[Scene 09 Part 3: Galeb] S.A.D. Base
Despite the unforseen obstacles, Emem, Galeb, and Leysha have all managed to make their way into the enemy hideout.
Stanford has been located in the hospital's chapel. This may be Galeb's only chance to accomplish his task by ending Stanford's life
.
We increase Galeb's skills and attributes:
Social ·····

STANFORD PINES I REBUKE THEE!-
We are after Walter Stanford's head, folks, and we intend to take it.

Now it's time to see the damage we've done.
Simply go to each room before the entrance to the chapel and interact with the medical records you see. There's the [Old Coin] in the first patient room on the right in the main corridor, but it's of no use to us as we're juiced like an orange juice, no less.

In the second room on the right you will find Chiara and Elle, dead of course.
There is a translated bible on the coffee table in their room, study it with the Education check to get a Trait called Theologian, which increases your Psychology by 1.

Remember that Walter Stanford is immune to your Presence and Dominate disciplines, so you shouldn't use them, as it will count as a failure on the Confrontation stages.
So you won't need any additional Hunger Points in your conversation.

Also, check your inventory. Make sure you have [Thin-Blood Watch] equipped.
When you feel that you are ready, enter the chapel at the end of this corridor.

Let's exterminate him, that's the option I chose to confront him with:
1. [Education] I know what this is...
2. [Persuasion: 5, Focus] This war will go on a long time, and they will lose. (-4 WP)
3. It doesn't matter, it's personal.
4. [Psychology] Defend. (-2 WP)
5. [Rhetoric] The Society of St. Leopold is no better. (-2 WP)
6. [Psychology] Ignorant slaves have nothing to fear. (-2 WP)
7. I'm a predator, I hunt!

No one from the Society of St. Leopold lives to tell this tale.
[Scene 12] Epilogue
It's been a long night... The Prince impatiently awaits the outcome of her plan, which will determine the future of Boston.
That battle is finally over, with the big hit on the Boston Court, but those were my choices.

In the moment of silence, Xu Feng approaches Galeb to have a conversation.
Galeb tells Feng what he faced and what he overcame to see her face again, although he now understands SAD and Society better after his conversation with Walter Stanford.

After all these years, decades, centuries, Galeb resists the ever-growing Beckoning, but he's also needed at the Court. His help will be useful against the following attacks.
He is the Scourge of his Prince, and there is Xu Feng who needs him to accompany her on her way.

Everything he's seen in the last few nights hit him like a thunderbolt - he can resist.
It's his iron will and principles, his loyalty to the kind, that kept him close. It's his character qualities; and the manipulations to do something on someone's leash means nothing against them.

After a moment of reflection, he decides to stay with the Prince.
You will get a rare achievement called Eternal Protector: Galeb reported back to the Prince and returned to his place in the Camarilla.
With all the help the Court needs, it's unknown what will happen in the future.

Indeed, the future of the Court is as dark as dark cellars, where more Kindred will hide to avoid death at the hands of hunters. And Xu Feng? She still hasn't joined the Boston Camarilla.

Galeb has his doubts.. Leaving Berel in the prison of the SAD base allowed him to reconsider.

Feng doesn't help fight this fire - she pushes Galeb to embrace her without the Prince's permission! Hasn't she learned anything? Camarilla Cainites can only embrace someone if the Sire has given permission, otherwise it will lead to the death of Galeb and Xu Feng!

She talks about Berel again. The Court would be weakened without his economic knowledge, that's for sure. But Berel only showed his ambitions after the Embrace, not before - Xu Feng really insists on that.

It reminded him of that poor girl, Paula. A lost soul, bound by blood to her Mistress, determined to possibly spend her entire life in the prison of the mind.
But can Feng's knowledge justify her ill ambitions? Maybe it's not them, but her dependence on Galeb? He had already thought about all this when he tried to escape from that horrible place, the SAD base.

Such a public figure like Xu Feng will certainly attract attention if she doesn't see the light of day again, and assuming that the Second Inquisition is targeting them now, Xu Feng is a real weak chain here..

After a moment of thought, Galeb bitterly decides to send Xu Feng for the execution.
Galeb apologizes and leaves the room in the traumatized silence.

As for Emem...
She felt empty inside after all she'd been through. She felt betrayed, but the worst thing she felt was that she was a betrayer.
In this struggle she betrayed unknown people, betrayed her friends, and betrayed her principles.

And for what? For the place she never wanted, in the Court she despised?
Where you can't trust anyone, not even the Prince, because the whole idea behind that throne is constant treachery without remorse and without measure?

Her thoughts were interrupted by the person who had thrown Emem into this mess in the first place. Hilda MacAndrews in the flesh.
The informant Prince had been searching among the Court for a few nights long, but with the same result she could have pointed her finger at anyone in this town and couldn't miss.

But what surprised Emem the most was that Hilda still cared about her.
Emem already knew that good intentions could lead to hard choices. Was Hilda right when Emem left her after the situation with the Knights and Quentin King himself?

Emem remembered the hit list Hilda kept in her apartment. Was she just unlucky to talk to Hilda before all the vengeance she's brought on Quentin King and his allies for what they did to Emem? Was she just unlucky like Kurt Densch?..

Suddenly, Emem wanted to follow Hilda to her apartment and talk to her honestly.
Some details Emem still avoided, because she could have believed in Hilda's intentions, but what about Jara? What about Crimson Oaks?

Words spit out like bullets from the rifles of the SAD agents, nerves were the strings, streams of thoughts reminded of blood drains in the Tremere Tower.
Emem tried to put together everything she could find out, to somehow explain what could make a person do such a thing? What was the real reason behind her actions?

And Hilda is right. Emem did the same thing over and over again.
She didn't want power, she wanted freedom for herself and Emem, far away from the Court. It warmed Emem a little when she understood that Hilda took into account the fact that Emem had left the Court long ago.

Emem was struck with understanding - everything she despised in the Court was coming back to her in a double dose.
Hilda didn't stop to reveal the truth - as Emem dug the dirt for the Prince, Hilda sought to escape the obligations she'd sworn during their passage from France to New England. And now the London Court has come to collect what is owed.

Emem wanted to trust Hilda, even after all these years aside.
Boston Camarilla was weakened, more that it was before, and Hilda didn't want anything from this situation except only the storm to pass. She could've give them both a fresh start, or even lay down in Brighton where Emem had her clubs..

She was right, Emem owed nothing to Hazel Iversen. She didn't owe anything to this damned Court, but she owed everything to Hilda.
Things could have been different than her story, but it's her story, not the possible one.

Emem has already found a place to stay and wait for the storm to hit Boston.
She remembered the time when she finally felt free of all these intrigues and could just do what she wanted.
It was like a breath of fresh air to her - sometimes your fight ends in nothing, but you have all eternity to repair the damage you've done to everyone, including yourself.

Tower intrigues are not for her. It leads to more and more betrayals.
Emem opened her mouth to say that she's leaving Camarilla.

Hilda knew that the only way two people could keep a secret was if the second person was dead. Jara's case proved that to her.
She tried to stab Emem too many times with the blade to survive, but these ordeals made Emem stronger than before.

Emem understood that this was it - a person who claims to love you the most won't stop killing, and neither will she. But for now, that's enough of a regret for one dark and cold night.
You will get a rare achievement called You’ve Gone Too Far: Emem defeated Hilda and stopped the British invasion. You will also get achievement called Eat The Liches: Emem left the Camarilla.

Somewhere in the dirty old room, Marie finally feels free.
Juliette is with her after all these years of being locked up in the asylum, the ship, and then another cell with the soft walls inside.

But walls in the mind aren't easy to break down, and it's even harder when your whole life is spent in different kinds of cage over and over again.
But this room right now is barely holding its own walls and free to trespass.

It's night outside, it's time to leave this place with her dear daughter.
The End.
9 Comments
abukarar 30 Aug @ 5:39am 
Thanks man :judy:
Kośtiźky  [author] 29 Aug @ 6:11pm 
It's okay. Sometimes this menu has a bug: if you allocate points to stats and then reset them, it can affect your discounts. This means upgrades might cost more or less than expected.
abukarar 29 Aug @ 2:50pm 
In Scene 07 with Leysha, I noticed I had 75 XP left instead of the 35 expected in the guide.
Physical: 1
Social: 3
Mental: 3
Rhetoric: 2
Intimidation: 0
Persuasion: 4
Psychology: 4
Security: 2
Technology: 0
Deduction: 2
Education: 2
Auspex: 2
Available XP: 75
Kośtiźky  [author] 24 Aug @ 12:57am 
I will note this in the walkthrough, thanks for checking this up!
abukarar 23 Aug @ 3:38pm 
Hey, thanks for the heads-up! I actually figured it out—turns out you need to talk to Emmett Olsen first *before* trying to grab the files. Once I did that, everything worked fine. So yeah, not a bug exactly, just a weird sequence requirement.
Kośtiźky  [author] 23 Aug @ 10:18am 
Hello, mate. It’s pretty strange because I’ve completed this mission 3 or 4 times, and every time I faced the guy in sunglasses, there were several options, including a domination check and a persuasion check.

Something might have changed, but I think it’s probably a bug. You might be right that the order of actions has changed, but it shouldn’t be like this—it seems broken. Anyway, to avoid the problem, you can use HP to dominate since you usually have spare points after feeding at the end of the mission. I don’t remember exactly, but I think there should be enough for the check.
abukarar 23 Aug @ 5:53am 
Hi, I followed your guide exactly, including the initial stat distribution. But in the scene with the federal agent near the jacuzzi, the only option that appears for me is Dominate.
Your guide says:
"Don't waste your HP to Dominate, choose Persuasion check (-3 WP, + Eloquent I in Persuasion)."

But the Persuasion option doesn't show up at all in my case.
I have:
- Persuasion = 3
- Social = 2
- WP = 5+
So I’m wondering if the guide assumes a higher effective value than what’s actually possible with the recommended build.
Could you clarify if there's a missing requirement or if the guide needs adjustment?
Thanks!
Kośtiźky  [author] 20 Jul @ 2:50am 
Glad to be helpful. :3
Lucius Olden 20 Jul @ 2:39am 
Thank you for the useful pointers.