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Walkthrough Vampire: The Masquerade — Swansong

Read full Walkthrough Vampire: The Masquerade - Swansong
Walkthrough Vampire: The Masquerade — Swansong
Автор
Юлия Кушнарёва
Дата публикации
23 мая 2022

Walkthrough Vampire: The Masquerade - Swansong

Read full Walkthrough Vampire: The Masquerade - Swansong


Scene 01, The Prince's Chambers

Scene 01 Part 1 (Emem)

Skills

Start the game, you will control Emem, one of the three main characters. First, you'll learn about dialogue and how Skills affect the options available. When talking to the Explorer, you will see that out of your two dialogue options, Emem has a Psychology Skill of 2 and a Persuasion Skill of 0. Since your Persuasion is 0, you cannot choose this dialogue option. You are forced to choose "She has nothing to hide." Don't worry, this is all part of the tutorial, which shows how important skills are in dialogues. After that, you will be able to ask the Explorer a few questions, finding out what a red code and a clean house are. Both options can be selected.

Disciplines

After talking with April, you will learn about the disciplines. Disciplines are special abilities defined by your clan. You can use these special abilities in dialogue, but each use increases Hunger. The more you use the disciplines, the sooner you will have to drink someone's blood. If satiety reaches zero, you can lose control and attack the nearest mortal with viciousness. Now, instead of persuasion, you will have to use Emem discipline (all for the same reason - your persuasion is 0).


But Presence is 1 point compared to 3 for April. On such checks, the one with the higher skill wins. In this episode, you have no other option but to fail. Your attempt to flatter April won't work, but it's scripted by the game. Continue training in which your actions are intentionally limited. In a few minutes, you will be able to determine for yourself how you want to use your Skills and Disciplines to control the game.

In this guide, we will try to tell you about all the consequences of your decisions, and at the same time will not say how you should have acted in this or that situation.

Code

During the conversation, you will notice that as new topics are mentioned, various points of the Code are added. When you have full control of Emem and can walk, first open the codex. By pressing Tab, you will find the desired menu. Here you can read about various topics and terms that will help you better understand the game. You'll also find biographies for every important character you've encountered before. Currently, there are biographies of the three main characters - Emem, Galeba and Leysha, as well as April.


 

Talents

By looking through the "Talents" section, you can learn about the various abilities of the hero. There are three categories of talents: skills, discipline and hunting. You currently have a 1 in Psychology, and a 1 in Presence (also called Puppet Master and Spellcaster respectively), and a 0 in the rest. You can pump talents by using them in certain situations. The more you use Psychology and Presence, the higher their level will be.


Features

In the Traits section, you will find three important things. Two of them are "Common Features" - Hunger and Suspicion. Very soon you will have to eat, so hunger indicates a high level. It gives a bonus to Intimidate and a debuff to Psychology (you lose if there is a tie on this stat).

So, you are "hungry" and "unreliable". We will talk about these mechanics later. After talking with April, the "Put her in her place" trait will appear. Because you lost the conversational contest (though you couldn't win), you gained this negative trait.


Galeb

Walk forward. In the next room, you will meet Galeb, who is talking to Xu Feng. Here, instead of questions, you need to make actual choices. They don't consume Willpower or anything, so just say whatever you want.

Focus

Let's go back to Emem and learn about the trick. Focus allows you to temporarily increase skills (you cannot increase Discipline or Knowledge), but requires willpower. You will have to use this feature right now. Scroll the mouse wheel to increase your Rhetoric skill. If you increase it to 2 units, the success rate with Hilda will be 30%. You will spend 5 willpowers. Or you can increase your Rhetoric to level 3 by sacrificing 6 Willpower, but in this case, you get a 100% chance of success, since your skill will be higher than Hilda's.


Whichever choice you make, Hilda will also use Focus, which will give her 3. If you settled for 2, that means you will automatically fail, and if you chose 3, your 100% chance will suddenly become 30%- m.

Answer the prince's call

After leaving Hilda, feel free to talk to other people in the room. After talking with Berel, you will find another opportunity to use the rhetoric skill, but your stats are not high enough and you will not succeed. No matter what, you will fail. Remember, the more you practice using your skills, the stronger they become. Even if the checks fail.

Let's get back to the main plot. By pressing the Q key, you can see the current target. You are currently being asked to "Answer the Prince's Call". Go to the elevator ahead and follow to the floor of the prince.

Scene 01 Part 2 (Emem)

Profiles

After the video, you need to select a profile for Emem. The following options are available:

  • Investigator: A profile that focuses on Knowledge and Skills that allow you to go undercover, extort or steal information.
  • Jack of All Trades: Profile focused on improving Attributes and a large selection of Skills. Allows you to perform the maximum number of interactions, but with less skill.
  • Veteran: Profile that focuses on Dialogue Skills and Physical Attributes. Allows you to use the character's aura in conversations.
  • Free: A profile with no pre-allocated points. You can customize your hero.

It's kind of like class selection. Choosing a free profile will allow you to independently distribute your 130 experience points into any categories. Therefore, I would recommend choosing "Free" so that you can create a character yourself.

Here are the attributes you will get when choosing one or another profile:

  • Investigator: 1 Physical, 2 Social, 1 Mental, 1 Speech, 1 Persuasion, 1 Psychological, 1 Electronics, 2 Deductions, 2 Clairvoyance, 1 Majesty, 1 Celerity. 0 XP left.
  • Jack of All Trades: 3 physical stats, 2 social stats, 2 mental stats, 1 eloquence, 1 intimidation, 1 persuasion, 1 psychology, 1 security, 1 electronics, 1 deduction, 1 clairvoyance, 1 swiftness. 0 XP left.
  • Veteran: 2 physical stats, 2 social stats, 1 mental stat, 1 Speech, 2 Persuasion, 1 electronics, 1 Clairvoyance, 2 Celerity. 5 XP left.
  • Free: 1 physical stats, 1 social stats, 1 mental stats, 1 Persuasion, 1 Clairvoyance, 1 Presence, 1 Celerity. 130 XP left.

Choose wisely! These abilities will help you during the game, but they are not required to win.

Find a place away from prying eyes.

After meeting with Prince Iversen, Emem will go to a bar. There are several "Vessels" nearby, which will come in handy in a moment. After going into one of the side rooms, you will "discover" a safe area. You will be told to pursue a lone prey and make sure there are no witnesses nearby, otherwise it will arouse suspicion. Entering another side room, you will "discover" another safe area. If you find all the safe zones in the game, you will get the "Meet me there" achievement.

Pick your prey

It's time to pick your prey. After leaving the safe zone, select any person (vessel) in the bar. When approaching him, interact with them by holding down the F key. This will enchant the prey and lure it into a niche where you can drink blood. After that, you will be prompted that you can choose how much blood to drink from the victim. Choose how much hunger to satisfy and how much blood to leave in the vessel. The top bar is the remaining blood. If it is completely exhausted, the victim will die, suspicion of you will rise.

This is a quick mini-game, so don't hold the button for too long. You only have a couple of seconds to stop before you override the button and kill the victim.

Resonance

As you satisfy your hunger, you will learn about resonance. Basically, some mortals will grant you Resonance, which can give you an experience boost at the end of the scene. Resonance does not stack. Instead, you will only gain experience from the last resonance you received. You can also eat prey again, but this time it will definitely die. If you are not satisfied with the current level of hunger, it is best to find a second victim.

Tracking Down Journey part 1

It's time to find Jorny. Ask the bartender. Sylvia (the bartender) will prompt you to check one of the rooms on the right side. Entering the open room on the right side, you will find a vessel sitting on a couch. Opposite is a scarf. While inspecting the scarf, Emem can use Clairvoyance to heighten the senses and get additional information from the scarf. You will increase your hunger by 2, but you will be able to hunt down Journey.

Now go along the golden path that appeared as a result of your actions. You can stop and talk to Dajan. After going into the next room, you can also talk to Berel again.

Find the Solstice 1998 document

Passing by, pay attention to the door leading to the Archive. We will return to it later. While following Journey's trail through the hallway, you can use Clairvoyance to gather more information. You can also find the Club Calling Card in Journey's office. This is a consumable that restores 2 Willpower. Interacting with Journey's computer in her office will reveal an email addressed to Abigail. This letter mentions a document that opens up a new objective for you: find the 1998 Solstice file.

Return to the archive door. Depending on your choice when you previously allocated experience points, your options may be different. Most likely, they are different from mine, but that's okay. Choose what you'd like to say (and remember, if your stats are too low, you can still improve them a bit). To your right will be the door to the archive. Try to open it. It is currently locked, but you can use your Skills to open it (if your Electronics skill is high enough).

To open the door, you need 3rd level of Electronics. If you upgrade any skill to level 3, you will receive the achievement "Neonat". If the Electronics is not high enough, read the note next to the door. According to it, you need to talk about the archive with Lazarus. Turn around and enter Lazar's office (to the left of Journey's office). Inside you will find a key card lying in a tray on the right. By entering the archive in any way, find the document you need.

Find the torn page

By interacting with the document above, you will be able to use Clairvoyance to detect the blue trail. Follow the trail to Abigail Nurmi's office to find a pager. You will also find a half-burned note. After reading it, get a new hint.

Find Abigail and ask her about Journey

After leaving the office, return to the bar. Here you will find Abigail. Talk to her to complete the task and start a new one: "Go to Jara". Drori's apartment on the 1st floor.

Find Journey part 2

After entering April's office at the end of the hall, talk to her. You can practice the Psychology skill. Continuing on J Journey's trail, head upstairs and optionally speak with Hilda in the conference room. Or you can go further down the corridor. Finally, you will find yourself at the end of the path. This is the point of no return. If you want to continue exploring, turn around and leave. There won't be another chance.

Upon entering Jara Drory's apartment, you will find Journey. This will complete the "Go to Jara" objective. Drory's apartment on the 1st floor.

Go with Journey to the Prince

After talking with Journey, you have to make an important choice. Take her to the Prince or tell her to run. If you take her to Iverson, your next steps will help determine her fate.

Take Journey to the Prince

If you tell Journey to run, you will get into a confrontation. She doesn't want to leave and you need to convince her to do so. You can only fail three times here, but it's essentially an automatic win (there are only three stages in this confrontation anyway).

Here's what you need to do to be successful:

  • First, you need to use Persuasion.
  • Second, you'll want to choose either April or Hilda.
  • Thirdly, you will need Intimidation, Eloquence or Psychology. You can also select "The Anarchs will help her".

If you manage to convince her, you will send Journey to the Anarchs. In fact, you cannot fail this confrontation. In the third stage, she cannot refuse, which means that you will always win at least one stage, and that is enough.

Winning a Confrontation without resorting to Disciplines will earn you the "Polite Conversation" achievement.