dark side宣称自己是dark side，这么率直，zeze
【 在 darthsidious (Palpatine) 的大作中提到: 】
: 那是Sith code Version 1
: 这个是Sith code Version 2
peace is a lie,there is only passion...那段吗？
【 在 darthsidious (Palpatine) 的大作中提到: 】
: There is no peace , there is anger. There is no fear , there is power.
: There is no death , there is immortality. There is no weakness , there is the Dark Side.
: I am the heart of the Darkness.
Vampire: The Masquerade, Bloodlines Walkthrough
This walkthrough is copyrighted, and can only be posted on gamefaqs. If
you see it anywhere else, let me know at firstname.lastname@example.org.
I'm writing this up during my second game as a Ventrue, after beating
the game with a Brujah character. Obviously, I won't be able to find
everything, so feel free to send me additional stuff that I have missed
and I will add it. Here are the list of things I know about and am
planning on adding already. Just drop me a short note of where to look,
and I'll make sure to find and note them in the appropriate spot in
the walkthrough when I get there.
Skill Books (FIXME: add these to walkthrough):
Stealth 1 or 2 [Apartment across from yours, Santa Monica]
Computer 1 or 2 [Pawn Shop, Santa Monica]
Ranged 1 or 2 [Pawn Shop, Santa Monica] (both can be bought twice!)
Finance 3 or 4 [Jezebel's Hotel Room, Empire Hotel]
Brawl 3 or 4 [One of Boris' bodyguard's room, Empire Hotel]
Melee 3 or 4 [Skyline Apartments, Paul's Apartment?]
Dodge ?? [Giovanni Mansion]
Melee ?? [Fu Syndicate]
Security 3 or 4 [Museum Basement, Guardroom]
Computer ?? [Ground Zero, Hollywood]
Weekapaug Thistle (Defense +1) [Haunted Hotel]
Tarulfang (Frenzy -1) [Malkavian Mansion (lightning room)]
Bloodstar (2x duration for bloodbuff) [Tremere Chantry, Regent]
Mummywrap Fetish (+Regeneration) [King's Way Mansion]
Galdjum (+25% passive discipline duration) [Nosferatu storage]
Tal'mahe'ra Blade (2x attack speed) [Hallowbrook hotel]
Heart of Eliza (melee buff) [Herbal Shop, Chinatown]
Faecharm (+1 Dexterity) [Herbal Shop, Chinatown]
Saulocept (+1 XP when you get 3 or more) [Zombie crypt, Giovanni Mansion]
Side Quests: [** = not done yet, * = partial]
(if you know of others, remind me so I do them)
Missing Bounty Hunter/Look for Muddy
Flesh eater [**]
B rated writer
Gary's posters [* through Metalhead CD]
Demon in fish market (how to start?) [**]
Find Eyeballs/Curse in locker (lotus blossom) [**]
Old Man at Red Dragon/Hitman
Other secrets (not in walkthrough yet):
Don't have to sneak to Sarcophagus, can see it on the deck cameras.
XP Checklist [FIXME: coming soon]
Stat Boosts Guide [FIXME: coming soon]
Unarmed [B+]: does decent damage, in fact, two points in Brawl early
on will get you through most fights, if you take all the opportunities to
upgrade Brawl (you can get two Brawl points for free). Unarmed 2-4 will
allow you to punch the weak enemies to death without wasting ammo,
and with Bloodbuff, you can have unarmed combat 7-9, which is even good
enough for some bosses.
Melee [A-]: Better for those who specialize in combat, especially since
there is a very good sword late in the game.
Ranged [B]: If you want to use guns, which become powerful late in the
game, concentrate on ranged. You really do have to concentrate, though,
since you can't bloodbuff your ranged skill up, like you can melee or
unarmed, and using guns early in the game is suicidal. Two points of
brawl will keep you alive until shotgun ammo gets common and you have
enough XP to have Ranged at 5 or more, where is starts becoming useful.
Damage output with Melee is higher, but the variety of firearms and their
range makes some situations easier.
Defense [B]: Good to have at least a medium score here, so you don't get
hit by every blow. Wits is part of dodge, so hackers can just get most
of their defense from that. Otherwise, spend a point of two on dodge.
Melee specialists might want to specialize in this too, as well as putting
points in Dex. Dex gives you a Defense bonus when you TAB to block.
Bloodbuff fighters should remember to block as well, as they have Dex 5!
This can make up for not spending much on defense or dodge.
(did I mention bloodbuff is overpowered?)
Lockpicking [A-]: Very useful. There are lots and lots of locks in
the game, and three points in security will let you bloodbuff-pick
most locks in the game. That's only 12 XP, and 33 XP will let you
open any lock in the game!
Sneaking [D]: You get a free stealth point from a book, and honestly,
that allowed me to sneak virtually every time I wanted to. Enemies are
fairly blind, so don't spend too much here ...
Hacking [B+]: An obscenely high hacking rating is necessary to finish the
nosferatu quests (or you can just get the passwords from a walkthrough ...)
There are lots of computers with lots of interesting information, and
computers tend to be the key to getting safes open, so you can loot them.
On the other hand, you probably won't be short on cash.
Inspection [F]: Useless.
Research [C]: Expensive, unless you're doing Scholarship already for
Persuasion, or Intelligence for Intimidate. You get a free point of
Scholarship, though, and it a Research 6 will allow you to read most
books in the game, getting you lots of free points. Haven't worked
out whether you end up ahead in XP on your investment, though. Probably
best to use only if you plan on using Persuation or Intimidate.
Haggle [D]: You get a free point of finance, but that's all you need.
You will not be short on cash, and the two things that go into haggle
aren't good for anything else, so it's expensive to raise. I'd rather
use the XP elsewhere than have more cash.
Intimidate [C-]: Doesn't help with that many quests.
Persuasion [B+]: Gives lots of new dialogue options and ways to do quests
without fighting so much. Scholarship gives it a nice crossover with
Seduction [C+]: You need a pretty good seduction score to seduce anyone
but the most obvious targets, and neither Appearance nor Subterfuge are
good for anything else.
Bashing [B+]: Greatly reduces the damage you take. Invest heavily in
Stamina if you are a combat specialist and not a bloodbuff fighter.
******************************* WALKTHROUGH ****************************
Disciplines are crucial to character survival in tough fights and towards
the end of the game, and your clan affects what disciplines you have.
This will have more impact on how you play the game than other clan
bonuses/penalties, so before discussing clan selection, let's first
discuss the disciplines so you can think about which ones you might want.
The game is fairly combat heavy, so keep that in mind. Even if you are
planning to play a very sneaky or refined vampire, have at least one
discipline that will help you in tough fights. And remember that firearms
are underpowered at the beginning.
Animalism (C+): Spectral wolf will kill single enemies at a distance, which
is useful, but 15 XP is a lot for that ability. Bloodsucker's Communion
does good damage and delivers blood.
Auspex (D): buffs Wits and Perception, and allows you to see auras.
Being able to be able to see auras at a reasonable distance requires
a fairly high level, and actually activating it requires blood, so that
isn't too useful. Perception affects Ranged, which is quite useful if
you are a firearms person, and Wits increases your defense and hacking,
but you only get +3 at each even at the highest level. It's cheaper to
just spend on the skills you want instead, since disciplines are
expensive to raise, even more so than attributes.
Celerity (A+): Increase your movement speed, and dodge arrows and
bullets in a Matrix-like manner. Besides being a very effective combat
skill (hack through lots of bad guys before they have a chance to react),
it also makes for quite an enjoyable gameplay experience as you watch
everyone around you slow down.
Dementation (B): Mass Hallucination looks good for a low level spell, for
the odd time a Malk is caught in group combat. Most are not too useful
against powerful opponents, though 'Vision of Death' can be. Dementation
also gives dialogue options that can solve many persuasion quests.
Dominate (B-): Useful in dialogues, if you are a Ventrue. The higher level
Dominates look useful against groups, but not single bosses.
Fortitude (A-): Up to +5 reduction of all types of damage, including the
annoying lethal and aggravated types that can really ruin your day.
Another good way of dealing with large numbers of moderately strong
enemies, and soaking aggravated is vely against bosses.
Obfuscate (B+): A crucial skill for the classes that use it, though,
especially Nosferatu. Increasingly effective invisibility, and a critical
skill for anyone trying to do without one of the other A-grade combat
disciplines. If you like shadows and sneaking, pick a clan with this
Potence (C): Buffs your strength, but if combat is your thing, you will
probably have a high strength already anyway and the extra strength isn't
going to radically change your survival chances like other A-grade combat
Presence (B+): Reduces strength, wits, perception and attack rates of
opponents. Can really reduce their ability to ruin your day, especially at
high levels. Has a range, though, so is less effective against large
numbers of ranged opponents, and there are lots of times in the game when
you are up against squads of humans with guns. But great at making bosses
Protean (D): small buffs of various stats, and a war form at level five,
but claws are really too slow to be an effective combat option. Combo
with high Fortitude has been reported as effective against bosses.
Thaumaturgy (A): A combination of various highly effective spells, which
make Tremeres very playable, and even powerful if they concentrate on this
discipline. Offers deadly ranged attacks, some of which return blood, and
a defensive shield spell.
To Buff, or not To Buff:
(some help in selecting +stat disciplines)
Cost for a given Melee/Max Melee (the combinations chosen are the cheapest
for the given Max Melee):
M/MM Cost With Potence another option (Blood Buff [*]), similar cost:
1/2 (S1P1) 0
2/3 (S1P1M1) 3 or (S1M1) = 2/6
3/4 (S1P1M2) 6 or (S1M2) = 3/7
4/5 (S2P1M2) 10 or (S2M2) = 4/7
4/6 (S2P2M2) 15 or (S2M3) = 5/8 costs 1 more
5/7 (S2P2M3) 21 or (S1M4) = 5/9 is same, (S3M3) = 6/8 is 3 more
6/8 (S3P2M3) 29 (S1M5) = 6/10 costs 4 more
7/9 (S3P2M4) 38 (S2M5) = 7/10 costs 1 less
7/10 (S3P3M4) 48 (S3M5) = 8/10 costs 3 less
8/11 (S3P3M5) 60 (S4M5) = 9/10 costs 3 less
9/12 (S4P3M5) 72 (S5M5) = 10/10 costs 1 more
9/13 (S4P4M5) 87
[*] also buffs your Dex and Stamina, for soak and dodge bonuses!
Verdict: Potence only really makes sense if you are trying to reach
insane damage levels, with 10+ combat skills.
Auspex: You get a free +1 Wits off the bat, whenever you want it, but
+2 will cost you 15 XP! Putting points directly into Wits itself will
be cheaper until Wits 5, and then only by 1 point. And putting one point
each into Computer and Firearms is cheaper until Firearms/Computers 4.
So you can *maybe* justify an Auspex of 2 or three, once your hacking
and firearms get to 8 or 9 or so. But you are unlikely to need them that
high, often, if ever. There are lots of other more useful disciplines.
Brujah (Physical/Talents, +1 unarmed, Celerity [A+], Presence [B+], Potence [C])
I played one for an entire game and NEVER frenzied, just by keeping my
humanity at or above the initial level, so don't worry about the
disadvantage too much. They make great combat characters, and are almost
overspecialized in that, to the expense of any other skills. For example,
you'll never use all three combat disciplines, so you should emphasize one
or two of them. Nevertheless, if you want to run headlong into fights and
smack around everyone in your path, this is a great clan for it.
Gangrel (Physical/Skills, Fortitude [A-], Animalism [C+], Protean [D])
Frenzies more often, and has great stats during frenzy, but losing control
of your character hardly seems like a fun way to play the game. Reportedly
a tough clan to play, which isn't surprising, since Fortitude is their only
worthwhile discipline. Concentrate on it to survive. With Bloodsucker's
Communion, high Fortitude, and War Form, Gangrels can be effective boss
Malkavian (Mental/Knowledges, Obfuscate [B+], Dementation [B], Auspex [D])
Worth playing at least once just for humor value and the crazy dialogue
options. Inspection isn't that useful, unfortunately. Probably not a
great choice as a first character, though, unless sneaking around in the
shadows and being goofy is your thing.
Nosferatu (Mental/Skills, Obfuscate [B+], Animalism [C+], Potence [C])
Obfuscate gives a damage multiplier at high levels, so Obfuscate + Potence
sounds like a nifty combo, though I've never personally tried it. Probably
a better class than Malkavian for the shadow sneaker, though keep in mind
when spending your experience that you will have to go toe to toe with some
real mean baddies from time to time. They have the right emphasis to get
ahead in firearms fast, though, if you emphasize firearms at creation time.
Toreador (Social/Talents, Celerity [A+], Presence [B+], Auspex [D])
Almost all of the advantages of the Brujah (since with Celerity and
Presence, you won't use Potence much). Auspex is actually useful
as a third discipline, since you have the +1 wits, even if you never
put any points into it (and I suggest you don't). Keeping your humanity
high isn't difficult if you use your head. A good choice for the refined,
Tremere (Mental/Knowledges, Thaumatergy [A], Dominate [B-], Auspex [D])
You aren't going to want to raise your physical stats past four anyway,
since you will be concentrating on Thaumatergy. A good, flexible clan for
a variety of types of game play.
Ventrue (Social/Knowledges, Fortitude [A-], Presence [B+], Dominate [B-])
Can use Dominate in dialogue, which makes dialogue based solutions to
quests easier. The best social class, and not necessarily a slouch in
combat, either. You have to be a bit more picky what you eat, but this
isn't a problem in most areas.
Everybody has bloodbuff, which raises your physical stats to 5. This is
very useful early on, but note that it means that the actual values of your
physical stats don't matter for rare tasks, since you can buff them to 5
when you need them. This affects:
Unarmed/Melee: Early on, put points in Brawl/Melee, since you will buff
your strength in tough fights.
Lockpicking: Again, you can open locks of level 5+Security by buffing,
so at first, put points in security, not dex.
Bashing: Since you're probably buffing in tough fights for
Unarmed/Melee, stamina doesn't matter early on.
Later, when you are using other disciplines instead of blood buff, or when
Brawl/Melee/Security start getting expensive, start putting points in
Strength/Dex/Stamina as appropriate.
Another thing to note is that for attributes, level three is twice as
expensive as level two, so for the set of attributes that you have two
points, put them both in one instead of spreading them out, as this will
save you 4 XP in the long run. In abilities, the first two levels are the
same cost, so in the section where you have two points, you can specialize
or spread them out as you choose. However, putting all three in the last
section into one ability will save you 3 XP. Here are my suggestions, but
keep your clan and style in mind as well:
[Choose the one that corresponds to the attribute group where you have 2
Physical(2): Strength gives you nice combat skills, regardless of your
Social(2): Charisma or Appearance, depending on whether you plan to
Persuade or Seduce.
Mental(2): Perception will help with guns early on, though they will
still be underpowered and you might want to consider spending
some early XP on unarmed or melee instead. Wits for hacking
and defense is also a good choice.
[Choose the one that corresponds to the ability group where you have 3
Talents(3): Brawl. Dodge is a reasonable second choice, if you won't
fight unarmed or feed during combat.
Skills(3): Melee or Security. You don't need that high stealth early on.
For Firearms, see the caveat on Perception above.
Knowledge(3):Scholarship to work on your Persuasion, and help you read
books. Like Computers for Grandma twice, from the pawn shop,
which is why you shouldn't choose Computers.
This works out to:
Malkavian: Wits/Scholarship, though there are other good choices.
Nosferatu: Perception/Firearms or Wits/Security
Toreador: Charisma/Brawl or Appearance/Brawl
Tremere: Wits/Scholarship or Wits/Computer
Ventrue: Charisma/Computer or Appearance/Computer (Charisma/Scholarship
is probably overkill)
After character selection, you are free to add points whereever you deem
most important, ignoring the Physical/Social/Mental emphasis of your clan
if you so choose. The advice here is just to get you the 7 free XP points.
Here's my Malkavian:
Charisma +1 (for Persuasion, not many other good choices in Social)
Wits +2 (for Defense/Hacking)
Brawl +1 (for Unarmed/Feed, to give me early offense and a good blood
Security +2 (Lockpicking 7 with Bloodbuff)
Scholarship +3(Persuasion 5/Research 4)
Hoping to use my good persuasion and hacking/lockpicking abilities to avoid
fights when possible, and unarmed/wits/bloodbuff to fight decently when
necessary. I'll put another in Brawl early on, then work on firearms.
**************************** TUTORIAL *************************************
Watch the opening cutscene. Go forward, and Jack will talk to you. Accept
his help, even if you've played before, as going through the tutorial gets
you a free set of lockpicks and 2 XP.
After Jack stops talking, walk up to the free meal by the car and press
'F', then 'F' again when your (vertical) blood meter is full but before his
(horizontal) blood meter is empty. Go back and talk to Jack.
When the Sabbat attack, go through the door behind Jack into the garage.
At the other end, jump up the boxes and crates to the catwalk. Walk
forward, pick up the lockpick on the boxes, and head around the corner to
Head down the hall and pick the lock on the door. It's level 1, so you
In the office, the note on the wall has the password 'chopshop' to the
computer. Use the computer, enter the 'safe' menu by giving the password,
and use the 'unlock' command to unlock the safe. Open the safe and take
the key. You can now open the other door and go through.
Go through the door at the bottom of the stairs, and you'll be ambushed and
wounded during a cutscene. Talk to Jack. Wander down the stairs and feed
on the bum to heal (surprisingly, you can even do this as a Ventrue). Talk
to Jack again, eat a rat if you wish, then talk to him again.
Next, open the chainlink fence near jack, and sneak past the Sabbat beyond.
Sneak to the crates by the car, see where he is (in general, it's easier to
sneak if you know where the opposition is and where they're going), then
continue in the shadows to the next set of crates. As the Sabbat moves,
stay in the shadows and go around the corner and through the bright double
Talk to Jack, then go back out and beat up the guy you just snuck past.
Take his tire iron, and talk to Jack again. (For giggles, take a whack at
Jack). Then head through the door behind him. Open the grate, and climb
down the ladder. Go through two doors, then follow the instructions to
stealth-kill the lone Sabbat. After Jack talks to you, blood buff yourself
so you can pick the lock on the other door. Go through.
You'll have to use your disciplines in the next areas to get past a few
Sabbat. Just follow the instructions, it differs a bit based on your clan
Once you get past that, sneak up to the three barrels, grab one of the
tins, and throw it towards the right corner of the room. When the guard
moves away from the door to investigate, go through the door behind him and
talk to Jack again. He gives you a .38, which is a worthless piece of
crap, especially if you have no points in Perception or Firearms. There's
some ammo in the long chest (chests like this always contain ammo),
though, and you have to shoot a bottle to continue. Get as close as
possible, and it's hard to miss, especially if you wait for your aim to
Get in the elevator and go to level 2. Take out the two baddies in your
favorite way; no sense using the .38 if you're better with your fists,
like I am. Take the bat and the .38 ammo after dispatching the thugs.
Talk to Jack and you're done, and get your first 2 XP. Go back in the
elevator to leave the tutorial.
**************************** SANTA MONICA *******************************
2 XP isn't enough to spend on anything, so listen to the radio if you want
(often, it is hilarious ... one of the better features of the game). Open
the fridge, take the blood. Read the note and card on the desk, and log
onto the laptop with your password 'sunrise'. Your email has some
interesting information. Take the watch and pills from the bathroom. By
now, the 'friggin chicken' commercial should be on the radio.
Mother-bleeping great commercial! The political advertisements are
You can also watch the news, though there isn't much interesting on yet
(since you haven't done anything yet). The stories will give you a little
bit of background on future quests.
Leave the apartment; if you bloodbuff you can pick the lock on the
apartment across the wall, and find a "Peepin' - A Voyeur Field Guide"
[Research 2 - Stealth +1] under the sink near the stove in the kitchen.
This is all the stealth you will probably ever need ...
Exit, go downstairs, and read the paper to get the Serial Killer quest.
Continue downstairs, past your mailbox, and out the door. There's a bum
here you can feed on if you're hungry (and not Ventrue).
As you move down the alley, you'll see a cutscene with a man staggering
into a building to your right. On the way, there's a well-dressed guy a
ventrue can dominate and convince to meet you in the alley for blood; just
watch out for the bum. Go in the building with the blood on the sidewalk
out front, and follow the trail of blood to Mercurio. Talk to him for 1
XP. Mercurio gives the the quest to retrieve the Astrolite. In addition,
if you ask if there is anything you can do to help him, you get his
Since you have 3 XP you can upgrade an ability to level 1 or 2, if you
want. I added Scholarship 1 to give me Persuasion 4 and Research 2, so I
could use the Voyeur manual. Reading it gives you Stealth +1.
--- Getting the Astrolite/Beach quests
Leave the building. Continue down the street and make a left into the
parking structure. Follow the signs (right, down the stairs) to get to the
beach. The lady who talks to you as you reach the beach is psychic, and
interesting to talk to. Talk to her again after she points you in the
right direction, for some VERY good advice. Later, having your fortune
told is interesting, if you can spare $20.
With good persuasion, you can feed misinformation to the confused vampire
in the t-shirt. He'll run off to get money to buy holy stakes and unicorn
blood from you.
The shirtless vampire will tell you about thin bloods if you let him, which
will give you the Thin Blood quest.
Go to the gate by the cliffs on your right, and climb the stairs. There
are lots of ways past the guy at the top.
 If you stay in the shadows to the left, you can move a loose board in
the fence and get through that way. Stay in the shadows, sneak around
back, and pull the switch out back to turn off the power. The stealth-kill
the guy who comes out to turn the power back on. Continue unleashing your
stealth-fu on the residents.
 Persuade or dominate the guy out front. Make your way carefully to the
guy in the back of the house. Persuade him to give you the Astrolite.
 Lay the smack down. They aren't that tough if you have spent anything
in combat at all.
You'll get 2 XP for the Astrolite, however you acquire it. In the room
with the washer and dryer, crouch and go through the grate to find
Mercurio's money. Go back down to the beach. Go up the wooden stairs on
the other side of the beach to the boardwalk, then past the arcade to where
the murder victim is. This updates your quest log for the serial killer
quest. Return to the beach, then head back up to Santa Monica proper.
--- Lily/Thin Bloods/Drugs for Mercurio
Follow the signs to 2nd Street. The diner is on the corner on the right.
Talk to the lady behind the counter. You can get $50 by complaining about
the smell and pretending to be the health inspector. Then ask her about
pale strangers, then 'thin bloods', and ask her to try to remember where
she heard it. You get Lily's photo, key, and bail bond.
Head out of the diner, and head left down the street and around the corner
to the blue building with the bail bonds sign. Go in, and talk to
Kilpatrick. You'll find out his bounty hunter is missing, and if you agree
to look for him, you'll get his apartment key card. Now use the computer,
and lookup Toten, R.'s bail bond. You'll find out his car is a red
Lightningbird '77. Leave, and return to the parking structure. Near the
beach access is a red car; open the trunk and take the diary (+1 XP). I
added a point of Security at this point, as we are about to do some B&E.
Head out to main street, then on to the medical clinic. Knox, the ghoul,
will talk to you by the front door. You don't have to worry about him
knowing you're a vampire. DO NOT call him a wanna be vampire, or otherwise
abuse him. Let him get on with his "secret mission." You can persuade
your way in the front, or you can go down the alley to the right and enter
by the back door. On the main level, in room 1, is a girl with blood on
her hands and chest. Go ahead and feed her your blood, as this restores
humanity. DO NOT let her know what you did, though, as this would break
Head to the back of the clinic, and head downstairs. Past the soda
machines, and the locked door, to the guy at the window. You can persuade
him to open the door, if you're good enough. If you can't, the door
around the corner from him is easy to pick if you bloodbuff. The first
door on the left here has a doctor in the second room who makes a
tasty snack. The second door on the left has a computer you can hack
for the freezers pass-code (1969).
The hall to the right leads to the freezers in the large narrow room
with the tile floor. Go in the first freezer and enter 1969 in the keypad
on the wall. Go through the wall, flip the switch, and go through the
door to find Lily. Talk to her and let her go. +1 XP, Humanity gained.
The blood bank guy will be mad about Lily getting out. You can persuade or
dominate or dement him to ignore it. If you can't do that ... [FIXME] I
forget exactly how it goes, one of your options is to get him a new victim.
Go in the laundry across the hall. Crouch, move the board out of the way
so it isn't covering the hole, and crawl through. Turn right, follow the
hall up, and climb the stairs. In the room to the left is Malcolm's
office key. Head out through the glass doors, turn left, and go in
Malcolm's office. Take the morphine from his desk.
If you don't recognize where you are, exit the office, turn right, then
left, then right to head out the front of the clinic. Cross the street,
turn left, and head back to Mercurio.
When you talk to him, give him the morphine (humanity gained, +1 XP), and
the astrolite (+1 XP). You can give him his money, too (+1 XP).
I recommend staying on his good side if you are going to be using guns
later. Mercurio gives you the next mainline quest (find Tung). Ask
Mercurio about guns, and he'll give Trip a call and let him know
to expect you.
--- Bounty Hunter's Apartment
Head out of Mercurio's place to the place across the hall, which is the
bounty hunter's apartment. Take the money clip from the table on the
right. Press play on the tape recorder. You can hack his computer
(Imalia) to find out (+1 XP) that McGee is hiding in the tattoo parlor.
Remember to take the key from on top of the TV. The chest requires
lockpicking 8, and you can't bloodbuff it. [FIXME: what's in it?]
--- Therese and the Asylum
Go out of the building, turn left, and go down the alley right before the
medical clinic. At the end of the alley, turn left, then right. Sometimes
there's a guy peeing here, to feed on, and this is the fastest way to get
back and forth between Main and 2nd streets. Leave the alley, turn right,
and go into Club Asylum.
Jeanette will talk to you; you can flirt with her if you have seduction
skills. After she introduces herself, she leaves. Knox is here by the
bar. If you talk to him, he reveals Tung is his master (small world).
Apparently Knox has a problem with an asian vampire, and you can offer to
take care of it for him, giving you the Asian Vampire quest.
Talk to the bartender, and tell him you need to see Therese. Go to the
elevator, head upstairs, and listen to the conversation, and take the
gold ring from the floor, then head into the room to meet Therese. You
can try to Dominate her, but it won't work. Agree to get rid of the
spirit (there's no way around it). Head back downstairs and out of the
--- The Haunted Hotel
One of the most atmospheric areas in the game, in a game with great
Go around the building to the left to a manhole, and head down into the
sewers. Turn right, then take your first left. Open the gate with your
sewer key, and head up the ladder. Go into the small building with the two
lit windows, and take the key from the wall. Go out, up the steps of the
hotel, and in.
Watch out as the chandelier falls, then head up the stairs. You'll fall
through to the basement. Follow the narrow hall, then turn right down the
hall between the two doors. A girl will run left to right across the
passage; turn right at the intersection. Turn right at the end, and go
through the door. The light will go out, and a few things will
fly off the shelves. This will happen a lot from now on, so dodge and
watch your health. Remember, you are a vampire, so if you get wounded, you
CAN just sit and regenerate.
Punch your way through the rubble, and crawl into the next room. Read the
paper on the table, then go through the door on the far side. Turn right,
and head down the passage between the two doors again, going straight at
the intersection this time, then left, and left again into the laundry
room. On the right hand side, a machine will creak open. Take the boiler
room key from inside. Head out the door you came in, turn left, and go
through the door with the red light. Head down the stairs into the boiler
room. At the far end, flip the switchin the cage, powering up the boilers.
Go slowly as you head back, and let the boilers pop and snap before
continuing, and you won't get too hurt.
Head up the stairs, out the door, straight, then left, right at the
intersection, then right down the hall where it says 'elevator'. Enter the
elevator. Lots of things will fly off walls around here, so be careful.
Head left, and into the second room past the the main stairs. There is a
key in the bedstand on the left side of the bed.
Walk back past the main stairs and the elevator to the second room on the
other side (the one the ghost points to; nerves on edge yet?) Break the
board on the floor, and fall through the hole. Read the paper on the bar.
Open the dumbwaiter, and climb in. In the kitchen, take the diary off the
counter, then retreat back to the corner where the dumbwaiter is,
and let the pots and pans do their thing. Once things get going, you can
run to the door on the left wall, and it will open.
In the next room, push or place the box against the table by the wall, and
climb up and into the ventilation shaft. At the end (just after "Be
careful"), jump down, then into the alcove across the way to avoid the
falling elevator. Climb the ladder and jump to the tiny ledge across the
way; follow it out of the elevator. Follow the hall around to the right,
and go in room 211. In the chest to the right of the bed is the Weekapaug
Thistle (Defense +1). There are a number of items like this, that
increase your stats just by having them. Return to the elevator and go
left this time, all the way to the end, to room 218. At the far end,
walk/jump up the boards to the next floor. Cross the burned out room
and head out to the hall. Jump the gap in the floor, and head down
the hall, being careful to duck to avoid the blasts of steam, which really
hurt (stop to regenerate if you have to). Go in room 310. The pendant
is in the back left corner (+1 XP).
Go down through the floor and out the door. Hop down the elevator shaft,
then climb back up to the level where the doors are open; this is the hotel
main level. Go down the main stairs, and leave. Head back to the sewers
(over the hill of dirt, to your left). Go out, turn right, and take access
point F to the surface. Head around to the right and back into Club
Asylum, and head up to the second floor. Talk to Jeanette, be nice to
her, but don't give her the locket (+1 XP). Jeanette gives you the next
--- Bigger Guns Nearby (not!)/Tattoo Parlor/Gimble's Prosthetics
Before we do the next main quest, we'll finish up some side quests.
Head out to the street, and head back through the alley to Main street.
Turn right, and head to the pawn shop and the end of the street on the
left. Inside, you can talk to Trip and buy amunition. He also sells
"Computers for Grandma" [Research 2 - Computer +1] for $54, and
[Research 3 - Firearms +1] for $126. You can also sell him some of
your junk (gold rink, pills).
Across the way from Trip is the Tattoo Parlor. Head on in, go down the
stairs, and answer the phone. Ask about the appointment, and offer to
model. Head down Main Street to the other end, cross the parking lot, and
take the stairs down to Gimble's Prosthetics. Use the phone next to the
door, and Gimble will let you in. Talk to Gimble, delve into his
background, and find out he is rather ... disturbed. Follow him down to
In the first room, in the fridge, is a pint of blood. Head down past all
the small rooms to a pair of double doors, and get ready for a fight. Go
through the doors, and terminate Gimble with extreme prejudice (+1 XP).
Take his arm, it's a good blunt weapon. Head up and out of the place,
and through the parking structure to 2nd street, and back to the bail
bondsman. Tell him Carson isn't coming back (+1 XP, $201). Take the
next job from him. While you are here, look up virgil crumb in the
crime computer, and find out his corpse is in the morgue.
--- Loose Ends
Head down the alley next to the pawn shop, and up the stairs to the room
across from where you started. You can play the recording on the answering
machine now (+1 XP). The rest of this quest is downtown, so we are done
You can also head down to the beach, talk to the bare chested guy and Lily
(+1 XP), and get your fortune told.
--- Asian Vampire
Go in the health clinic, through the glass double doors, and down the
stairs. The morgue is ahead and on the right. Pick the lock on the chest,
and take the ring and key to Foxy Boxes.
Leave the clinic. Foxy Boxes is on 2nd Street near the parking structure.
Hopefully you know your way around Santa Monica by now. If not, consult a
handy map at a bus stop. Go through the door and kill the asian vampire
(he can be a bit tough for non-combat characters; use your disciplines,
and blood if you need to). +1 XP.
--- Paintings/Caught in the Crossfire
Heal if necessary (wait and/or feed), then head back to Main Street. There
are lots of ways into Club Noir.
 There are what appear to be loose bars in the parking structure across
from the side door, but I've never gotten them to move. If you could
move them, you could slip through and pick the back door.
 Dominate/Persuade/Seduce the guard.
 Confuse/Bluff him. He ain't too bright.
Equip the knife, and slash the paintings in the following order:
(1) Caine slays Abel
(2) Caine cursed by God
(3) Caine meets Lilith
(4) Caine spurns Lilith
Then fight the blood demon. If you could kill the Asian Vampire, this guy
should be a piece of cake (+3 XP). The donation box is behind Caine meets
Lilith, stealing it is optional (+$250, Humanity -1). Head back to the
Asylum, and let Knox know you axed the asian vampire (+1 XP). Go up to
the second floor.
+2 XP for returning the locket; if you're persuasive, you can convince
Therese you weren't the one who slashed the paintings. Leave the club,
and head across the street to the diner.
As you step in, there are 4 mean looking thugs there, and no sign of
Jeanette. You can walk to the end of the diner and get ambushed, but
you might as well just wax the punks first, especially if you prefer
melee or unarmed. Yes, it's a criminal violation, but there's less of
a chance to get your ass handed to you. After you're done (+2 XP),
pickup the shotgun and answer the phone. Head back to the club, and
Take the persuasion responses, if you want the two sisters to reconcile.
Tell them they will be more powerful if they work together, and so on
(+6 XP, total). If you convince one sister to 'kill' the other, you
only get +4 XP.
--- Tung, finally.
No side quests left, so head straight ahead thorugh the gate, and into the
oil barrel through the hole in the side. Talk to him, and head off for
the warehouse, if you're ready.
This is a great area for sneaking, by the way. Head up the leftmost tunnel
into the bathroom. The sneak meter can tell you if someone is facing your
way, even through doors. Through the door to the right is the first bad
guy, to the right of the door.
To the left is a box with ammo. If you crawl through the boarded over hole
in the back right, you can get outside and munch on a bum. Otherwise, go
straight through the far door. You can stealth-kill the guy having a smoke
through the far left door. Continuing through that door takes you outside
to the yard. In the back left corner is a box with shotgun ammo. Head
around to the left, up onto the train platform. Watch out for bad guys if
you're trying to be subtle. There are two behind the train cars.
After you deal with them, there is a sneaky way into the warehouse:
Turn left, work your way across the tracks to the right side of the engine
in the building, and dispatch the bad guy there. Feeding works well.
Climb the ladder to the roof. There is a ring in the back left corner
here. Open the grate on the other side to get to the rafters above the
main warehouse area. [FIXME: anyone know a good stealthy way DOWN,
though? And what's the advantage of coming in this way, since you can't
leave this way?]
If you don't do that, you can head down between the rows of train cars to
your right. You will come to a traincar door with a lamp next to it. Pick
the lock (level 4, so buffable if you need to). In the back right, in the
dark, is an ammo box. Go out the other side of the rail car. The next
railcar on the left has two bad guys in it, so either avoid them or kill
them. The door we want is past them on the right, so you need not kill
them if you don't want to.
Through the next door is another rail car, and you can hear a bad guy
whistling. If you go through the rail car, you can stay out of sight, and
get to the other side without being seen by the guy up on the balcony. The
next open area has two bad guys. If you stay left along the wall, you can
get behind a container and stealth kill one, then sneak up to the other.
The door here is lockpick 6, and there's shotgun ammo inside.
Follow the alley in the back left to the end, where one more guard is. The
next door is up on the left, and is lockpick 3. Through the door is the
main warehouse area.
[FIXME: what's the stealth way to do this next part]
There are LOTS of bad guys in here. If you go through and duck right
really fast, you get to an area with lots of ammo, and 4 or 5 bad guys.
Your goal, though, is straight ahead and up the stairs, where the guy is
standing in front of the door. You can clean out the warehouse first, or
just run past them and up into the office, where there are two more
[FIXME: turning on the crane at the top of the steps puts a container
diagonally against the wall. Probably the way back to the rafters.]
In the next room, are two more guys with knives. There is some ammo on the
desk in this room. REST, HEAL, and SAVE. Near the desk, you also get the
option to set the explosives, which starts a timer.
As you head out of the office and down the stairs, a Sabbat vampire will
burst through the door. Do NOT fight him on the stairs, as you'll
generally swing over his head. He can be tough, and guns are not easy
as he's a vampire and takes half damage, so even 6 shotgun rounds might
not do him in, and you don't want to have to reload (your gun, or your
game). I managed to kill him with unarmed 3, though, just going toe to
toe since he's pretty easy to knock down, then hit again as he comes up.
Go back out the way we came in; you'll have to fight another Sabbat
vampire, but that's it. Otherwise you will mainly just be tracing your
steps back to the train platform as fast as you can (+4 XP). You will
encounter a friendly werewolf. After you talk to him, you head
back to Tung's place. After you finish talking to him, head out to the
cab past the diner on the right. Take the cab to downtown.
************************** DOWNTOWN *************************************
After the cutscene, talk to Nines. Like many of the conversations, what
you say doesn't matter much. You'll end up downtown by the hospital. Walk
forward, and go into the big building on the left, across from the cab.
--- The Prince and Fat Larry
Talk to the suspiciously familiar guard (what happens if you killed him in
Santa Monica, I wonder?). Say you are here to see LaCroix, then head
around to the elevators behind him. Push the button for the penthouse,
then talk to LaCroix (+1 XP). Leave the building.
Around the corner to the left, leaning up against the back of the truck
is Fat Larry. Talk to him if you want to buy a better gun or need ammo.
Your shotgun is still probably your best bet at this point, though.
Generally, the best way to upgrade weapons is to find them, since that
will guarantee you're at the point where ammo is available from opponents.
The heavy clothing, on the other hand, is worth buying, if you have the
cash (and you should). You can also take the time to sell the rings you've
From Fat Larry, head up the street towards the gothic building with red
windows. At the corner, turn left, then go into the Skyline Apartments
on the right.
--- Skyline Apartments/Tremere Chantry
Go straight ahead, through the door and down to the basement. Go in the
first door on the right. Hack the computer for some information on the
residents. Jump up on the table, then up on the filing cabinet, and
move the box out of your way. Open the grate and crawl in.
Follow the shaft to the ladder. On the way up, there is a shaft to the
right for each of the first five floors. If you go in the first floor,
you can find out a bit more about a famous TV personality who has a show
called 'Haunted LA'. Upstairs, in his bedroom, is also a blurry photo
of a Nosferatu. Obviously, the show is bad news for the Masquerade!
Go back to the shaft, and up to the second floor, and listen to the
messages on the answering machine. Mr. Milton is meeting someone across
from the bar by the underpass. You can also take the two car stereos
from the counter.
The third floor is good practice for you B&E types. You can hack the
computer upstairs to open the safe, which is in the bedroom closet.
It takes hacking 6, if you don't have a walkthrough to give you the
password ('jewels'). The safe has three rings and a watch inside.
Those are all the floors that are useful now, so go out the front door,
and down the elevator to the lobby, and exit the building.
Turn left, and head down the street into the alley at the end. This
is another great shortcut, and a great place to feed. Turn left when
you emerge from the alley, and go in the green double doors on the left
side of the street (there is a purple circle high on the building).
This is the Tremere Chantry.
The passages are magical, so go left, first left, right to the ornate
double doors and talk to the Regent (+1 XP). He'll tell you of an
epidemic spreading through downtown LA, and you can offer to help.
This starts you off on the Plaguebearer quest. With decent persuation,
you can also get him to admit he doesn't like LaCroix much.
[FIXME: Tremeres can join the chantry, I think. What happens?]
--- Last Round Bar, the Serial Killer, and the Plague Quest
Head out of the chantry (first left, right, first right), head down the
street ahead of you, follow it around the corner and turn right at the
intersection, and go in the Last Round Bar on your left.
Talk to the girl in the door. She'll tell you more about the
plaguebearers. She'll mention Paul, who lives in the Skyline apartments
(why do things always have to be at the other end of town ...), and
that you can also talk to some of the bums for more info.
Head upstairs. The black guy will talk to you, and you can get some
background information out of him. He'll also tell you about Patty,
who is causing problems with the masquerade. Talk to Nines for some
advice (and because the Prince wants you to...) Ask him for advice,
then to teach you how to fight, and you'll get Brawl +1. Head out of
Go down the alley ahead of you and a bit to your left, and in the metal
door. After you see the dead body, talk to the bum cowering to your left.
He'll tell you what he saw about the murder. If you persuade or dominate
him into not talking about what he saw, you'll get a masquerade redemption,
and +1 XP.
The victim's head is sitting in a pool of blood; if you toss it through
the basketball hoop, you'll hear a crowd cheering (you really should lose
humanity for that ...). Jump up on the boxes to get to the top level
without burning yourself. There is a car stereo and a key by the victim.
Drop down, and leave the building. If you go forward, one of the bums
under the underpass on your right is talkative now. You can get him to
tell you about Tin Can Bill, who is sick. Go back past where the murder
was (a truck that was there before is now missing), and continue on
through a chainlink fence. Bill is hiding in the dark just past the
fence, by a dumpster. If you bribe/persuade him, you'll get +1 XP and
he'll tell you the vampire came from the sewers. Enter the sewers via
the manhole just past him.
There is a gate straight ahead of you, lockpick 5, so just buff and pick
it. Crouch, crawl down the tunnel to the left, and climb the ladder.
There is another tunnel here, crawl down it. Straight ahead, you'll see
another murder victim. SAVE.
As you approach the victim, you'll get to meet Brother Kanker, who is
rather unhinged. He hits hard for aggravated damage; practice your
boss-killing skills here. After you kill him (+1 XP, Masquerade
redemption), the switch on the pedestal opens the gate that shut behind
you ... I don't know what the wheels on the right and left hand sides do.
(Actually, I think they control the grates on the floor, if you want to
go for a swim).
To get out, go back and turn right, jumping over the debris in the large
tunnel. Jump down where the water is flowing down into a pit. Swim down,
there is a hole in the roof that leads to a ladder, that leads to another
pipe. Crawl out into the main sewers. Turn right, crawl through the
pipe and up the ladder to exit.
Leave the alley, go into the last round, and talk to Damsel. She'll
tell you there are more plaguebearers out there. Head back across town,
to the Skyline apartments. Paul lives on the 5th floor. Listen to his
phone messages, and then head up to the 6th floor. Enter Hannah's code
(1203) on her door. You'll find Hannah upstairs, in bed. Get the
information about Jezebel Locke from her. (You can also get it from
the appointment book in her closet)
The empire hotel is right next door, on your right. If you go around
the desk and into the first door on your left, you can get Jezebel
Locke's key from the key machine (+1 XP). You can also persuade or
intimidate the desk guy to get it.
[FIXME: you can pick the lock to the door of what appears to be the
band's room, and get to another door you can't open. What's the purpose
Go up the elevator, go to the 5th floor. Go through the door on the
right, and into room four. Talk to Jezebel, kill her, and take the
flyer from her bed (+1 XP). Leave the hotel.
Head across town via the alley (a good opportunity to get a snack if
you're hungry). Turn left, then head into the alley at the end by
the red and white skull graffiti. Go in the door. Talk to the guy
behind the glass and give him the flyer (+1 XP). Go through the door
to enter the crackhouse.
Go forward. After the scared girl talks to you, head up the stairs
to your left. At the top of the stairs, you get to meet and kill your
first zombie. Not too difficult. Right after that, you'll get your
second chance. As you can imagine, you will kill lots more. Try not
to get surrounded.
Turn left, there is a board covering a hole in the wall in the dark
on the right hand side. If you crawl in there, you can skip lots of
Zombies. Follow the narrow passage until you can exit. Take the door
on your right.
Turn right, and fight your way all the way down the hall to the last
door on your left. Drop through the floor here, then drop through the
floor again. Follow the hallway around to the right (fewer Zombies)
then jump over the short brick wall, and go through the double doors
and find the Bishop. Kill the Bishop (+2 XP). This is the first boss
who really requires a bit more tactics than just beating the crap out
of him with good skills and disciplines.
His shotgun hurts, even at range, and don't get surrounded by zombies.
They *ARE* convenient to feed on, and healing HEALS you as well as
giving you blood, so when you get beat up, feed. Pick two disciplines,
have them on hotkeys (press 'k'), and use them constantly. Other than
that, follow Vick around, try to maneuver him into corners if you're
using Melee/Unarmed, and deal some serious damage. With a bit of
practice and patience (if you think this boss fight is bad, wait until
you see what is coming), you should be able to get him.
Leave the building. Conveniently, the Tremere chantry is right across
the street, so talk to the Regent (left, left, right, if you forgot).
Since you won't be short on cash in the game (and because the item rocks),
take the item as your reward: Bloodstar (2x Duration for Blood Buff).
Leave, and go straight down the street, returning to the Last Round.
Talk to Damsel, and tell her all the plaguebearers are dead (+1 XP,
--- Elizabeth Dane
Head back to the cab, go to Santa Monica, and head down to the beach.
Talk to Mercurio, if you treated him nice. You can buy ammo from him,
if you need to, but you won't be fighting much on this trip (if you know
what's good for you!) so it doesn't matter much. The boat can be a bit
hard to see ... swim out into the ocean and jump into it.
Climb the rope ladder, and talk to the cop. If you are persuasive, you
can get the police report from him (+1 XP). Crouch, and go down the
stairs behind you. Crawl forward, and hide behind the machinery. When
the other cop moves away from the hall he is guarding, go through it.
Take the door to your right, and go up the stairs, and go through the
door to your left. Go to the 'control' menu, using the password
'lighthouse'. You can sound the horn and start the engines if you want
(does this make you harder to hear?). Make sure you 'unlock doors'.
Go back down the stairs, and into the 'records room' door under the
stairs. On the table is the ship manifest (+1 XP). Open the other
door, and sneak to the ladder on the side of the shipping container
to your right. SAVE, because this can be a bit tricky. Grab the wrench,
throw it back towards the door where you came out. After the cops react,
carefully drop down (watching for where the second cop is) and sneak around
to the right until you get to a table with the police report. Take it
if you don't have it already. Climb up on the container across the way,
and then up the container on top of it. You get your first glimpse of
the sarcophagus, your last goal, in the distance. SAVE. If you uncrouch,
you can jump to the container to your right. Drop down at the end, and
sneak between the gap between two containers. If you stay in the shadows
to the right, you can creep close enough to the sarcophagus to get +1 XP,
and finish your last goal.
To get back, sneak behind the sarcophagus, and around to the other side.
By paying attention to the guards, you can make your way along the side,
until you get to another inlet in the boxes, where you can climb back up
on top. Drop down, and climb up on the next container across a narrow
gap. Carefully sneak left, around a container, then keep to the right
towards two wooden boxes. From the boxes, head left. Careful, there is
a cop up here, looking away. Left through a narrow gap takes you back
to the two cops where you threw the wrench. They're chatting now, and
won't notice if you drop down and sneak to the records room. Head through
the door, then out the door that faces the stairs.
The policeman here is back in position, but facing away. Sneak past
him to the left, and back to the boat (or feed on him, and then just
run :)) From the beach, head up to 2nd street, and take the cab back
If you saved the girl in the clinic, Heather will be waiting for you.
Treat her however you wish. Head into the building, and head up to see
LaCroix (+2 XP). Head back to the cab, and go to the Grout Mansion.
--- Grout's Mansion
After talking to Nines, head into the Mansion. You can sneak around,
or fight your way through. If you're fighting, take people out from
behind when you get the chance (and you will often). This is another
place where you can get surrounded if you pass people up, and the
insane girls with the knives are easy one on one, but hit pretty hard.
Go through the first door, and take the hall to your right, crawling
under the junk. Go through the door at the end of the hall. Stealth
kill the crazy guy, then play the recordings and read the note.
The recordings add great atmosphere to this area.
Pull the Mind candle (next to the note) repeatedly. Since it's effect
on the other two is random, it will solve the puzzle pretty quickly for
you by brute force. Head back down the hallway and under the junk, this
time taking the rising hall on the other side of the entraceway.
Go through the door, and stealth-kill as many as possible before you
get attacked. Pull on the candle on the side of the large staircase,
and then go up the stairs. Stealth-kill the crazy girl. Play the
recording in the next room. Continue to the next room, listen to the
recording there, then head up the dark, spiral staircase. Go through
the door at the top, admire the view, then through the other door and
down the other staircase. Stealth-kill another insane girl.
Continue down another flight of stairs, and through another door.
The two sloping paths up to the right lead to a room you've already
been to. Go through the door on the far side, and to a room with
a fireplace and another recording. Press the buttons above the
fireplace, and crawl through to a mirror image room. Head through
the far door, around a corner, and up a long flight of stairs,
and through the door at the top. Play with the candles, and open a
new door. Open the trapdoor, and head down to the lower level.
The new door is right across from the trapdoor bookcase. Go through
Downstairs is the electrical room. Don't wander into the electricity,
it is deadly. Behind you is a switch, flip it. When you do, the
electricity directly in front of you goes out. This makes it possible
to crouch down and crawl into the center. Two other points lack
electricity; climb up one and flip the switch there. Continue finding
your way to new switches and flipping them to the "Open" position
until you have the Tarulfang (Frenzy modifier +1), and can reach the
far door. After exiting the electricity room, pull the switch in the
hallway (+1 XP). Continue up the stairs and through the door. Go
left, under the junk, across the entryway and through the door, then
through the far door in the staircase room.
--- Grout's Inner Sanctum
In the room directly across from you, pick the freezer lock, and take
all the blood. Leave the room, and head down the stairs. Go through
the door at the bottom, continue disposing of the weak-minded.
(If you keep your eyes out in the next area, there is a secret passage
that bypasses it, but since it's so easy to stealth-kill everyone, it's
not really worth it)
If you pick the first door (on the left) at the bottom of the stairs,
there is a box of ammo in there. The second door on the left has a
bottle of morphine. Open the double doors at the far end, go through,
and through the next set of double doors too, and then the wooden
Head through the concrete basement, and climb the metal bars at the end.
Climb the zigzag wooden boards up to the next part (not easy). Go through
the double doors, and climb the stairs. Open the door at the very top.
Play the music on the phonograph, and the last door will unlock. Go
to the doors, and open them.
Grout lies dead on the bed (+1 XP). When you open the door on the other
side, you are confronted by a vampire hunter who has set the place on
--- Exiting Grout's Mansion
Jump down, kill the flaming crazy guy, and go through the doors. Kill
another flaming crazy guy, and through the door on the far side, and
up the stairs on your right. Make your way down the hall; when you
get back to the main hall, you will have THREE flaming guys to fight.
When you're done, run to the far side, down the hall, and fight two
more (one comes from behind you). At the end of this hall, through a
door, is a window you can climb out of. Exit by the front gate.
--- Dowtown, Again.
Go up and talk to LaCroix (+3 XP). If you are persuasive, you can get
$500 out of LaCroix. Leave. Head left, and this time, go into Club
Confessions (the building with the red windows). Patty is on the right,
right by the front door. You get +1 XP if you can persuade her her
vampire lover left town. Otherwise, lure her into the alley and kill
her, if you want (+1 Masquerade, -1 Humanity).
Talk to the bartender, let her know you blew up the warehouse, and she'll
ask you to help her out with a problem. Head out of the club, go right,
past the Skyline Apartments and Empire Hotel, to the three guys in black
in the parking lot. They aren't too happy about not getting the money;
"solving" that problem through "aggressive negotiating" is worth +1 XP.
You can also Dominate him.
On the way back, stop off at the Skyline Hotel. Head up to the 4th floor.
Talk to, and feed, your ghoul. She'll give you $500 if you push it. You
can also feed on her if you want. Head upstairs and read your email.
LaCroix will give you the Werewolf Blood quest. Before I left, I put
the following items in the chest, to empty my inventory:
R. Toten bail bond
Virgil's driver's license
Ocean House diary
Head back to Confessions, talk to Venus (+2 XP). She wants you to kill
Boris. On your way out, take the wallet from under the counter, behind
the front desk.
If you can pick a strength 9 door, head over to the Empire Hotel and go up
to the 6th floor. Use the Mafia Key on the first door, then pick the
set of double doors. If you plan to kill Boris, go through the double
doors on your left, and kill the three bad guys in there first, and take
their Braddock 9mms.
Then find Room 1, and kill the bad guys there. Also take the Brawl Book
from the desk.
Either way, follow the hallway until you come to Boris' bodyguard in
front of his door. Dominate, persuade, or kill him to get in. Once you
are in, you can persuade him to have his bodyguard leave. Either kill
him (+2 XP), or you can talk him into having you kill Venus for him.
If you kill him, Venus gives you (+1 XP, $250) and periodically gives
you more money if you stop by. If you kill Venus instead (+2 XP,
Humanity Loss) and return to Boris, you get +1 XP and $1000. So
basically, if you want to trade Humanity for cash, kill Venus :)
By the way, you can loot Boris' office even if you don't kill him.
Go back to the Last Round, and tell Skelter upstairs you solved the
Patty problem (+1 XP, Maquerade Redemption). You may have to talk
to him twice, since he is pissed about Nines.
--- Back in Santa Monica
Take the cab to Santa Monica. Head over to the pawn shop, and sell your
miscellaneous junk. Six rings, a watch, three stereos, and some drugs.
You can also sell your tire iron, knife, and .38 if you aren't using them
(why not, there are plenty of them all over, and you can sell them again
later). I had over $1600 in cash at this point :) It's nice to stockpile
cash, though, as it allows you to have lots of blood for the boss fights
near the end of the game, and you may need it.
Head into the health clinic, and head up stairs. There is one guard up
here to avoid (he wanders around). If you run into him too much, he'll
get suspicious. You can also dominate him, and get his keys from him.
Pick the door to Maintenance on the right, go in, put the box on the table,
and climb up into the ventilation shaft. Go to the other end, and drop
down into the room with the computer.
Hack it to unlock the cs door and safe.
cs door : dosage
cs safe : paige
Turn right, and make your way through the dark to the other end of the
area (watch for the guard!) and enter security. Hack the computer
(camera: optometry), and use 'camera 1' to disable the controlled
substances camera. (You can use the same trick to disable the
prescriptions camera too if you want to raid that area).
Sneak into controlled substances, and take the werewolf blood out of
the safe (+2 XP). Leave the building, go back to the cab. Take the
cab to the Museum.
--- Raiding the Museum
Yet another area with very cool atmosphere. Head down the stairs and
forward through the red door. Walk around, avoiding the guards, looking
at the lovely exhibits (really, I'm not kidding! They're almost works
of art ...). The stairs down to the floor level are in the middles of
the long sides of the rooms. Once down on the floor, face the same
way as the dinosaur, and head to the red door on the right side of the
far end of the museum, labeled 'Security - Lost and Found'. Sneak into
the next room, and take the Museum Basement Key off the desk while the
guard isn't looking. Go back out onto the main floor. Turn right and
head over to the other red door, pick it, and go through. There is
a prescription bottle in one of the cubicles here. The key you found
opens the other door, head down to the basement.
There's probably a stealth way to do this (FIXME: add it; what's the
reward?). There's a security manual in the guardroom, though, so both
times I just set off the alarm and beat up the guards. If you hack
the computer you can shut off the cameras (pterodactyl and velociraptor).
Follow the green line (left when it splits), and get the Museum Workroom
Key out of the room on your right. From the locked door, follow the red
line, going straight at the intersection, and read the note on the desk
to find the code is 2358. Return to the coded door, and open in.
After a long hallway, there is another guardpost. If you get into it
(possible without being violent?) you can disable the security around
the corner. Otherwise, sneak under the window and over and under the
beams : platypus
alarm : wombat
Go through the door on the left after the beams into the storage area.
Through the door at the other end is where the sarcophagus used to be
(+3 XP). Talk to Beckett, listen to everything he has to say, and say
it is all interesting (Scholarship +1).
Take the Taxi downtown and talk to the prince (+1 XP). If you buy a
weapon from Fat Larry around the corner, the next time you talk to him
(including immediately) he has new dialogue options. If you agree to
do his quest, he'll offer better guns and, if you can persuade,
a discount, in return. The gate to the parking garage next door will
now be open. Head inside.
There isn't much to be said about the parking garage. It's a simple
garage, with thugs coming at you on every floor. On level two, you
will be introduced to automatic weapon fire, so it is useful to remember
that gunfire CAN kill a vampire. I recommend taking them out first.
Also note that Fortitude is wonderful against automatic weapons, since
soak reduces the damage of each shot, greatly reducing the total damage
Another group combat tip: listen for the 'moan' that lets you know that
they died. It's useful to know if you should rush over and hit them
when they stand up, or move to a new target.
There's a car stereo in the back of level 3. On floor four, it's best
to run up, kill the guy with the automatic weapon, and then run back
up to 3 killing whoever chases you. There are LOTS of bad guys down
there, and you're going to swear those briefcases they are holding are
filled with lead. In the back corner of level 4 is "The Briefcase"
(+1 XP). Head back to Larry, give him the briefcase (+1 Finance, +1 XP,
Head back to Skyline apartments, open up your mailbox, and put the
werewolf blood into it. Head up to 4, and talk to your ghoul. When
you're done, get in the cab and head to Hollywood.
************************* HOLLYWOOD *************************************
The guy who points you towards Isaac neglects to mention WHICH end of the
street he means. Head towards the pink 'HOTEL' sign. Turn left into the
alley after "Sunset Print", and go in the door. Talk to Isaac. He wants
you to make a pickup for him.
At some point, an "old friend" will try to help you. It doesn't matter
much what you say to her, but she'll follow you around until you leave
the area, so don't do anything vampyric. Though with persuasion skills,
you can persuade her you're not her friend.
Go down the street and stop into the Luck-E-Star Hotel. Head out the
back door and go up the stairs, into Room 6 (+2 XP). Take the business
card off the desk.
If you pick the door to Room 4 (lockpick 8), there is $200 on the desk
and drugs in the bathroom. Head out of the hotel. Next building on
the right is the Ground Zero internet cafe. The computer you want is
in the back right corner. Go to email, password Kafka (+1 XP). On
one of the desks is Cowboy's Guide to Cyberspace [Research 9 - Computers].
Leave the Cafe.
Continue down the street past the cab until you come to Fast Buck on the
left, and go behind it. Talk to the scared guy (+1 XP). Head back to
the street, and go into Vesuvius', since we are here.
--- Velvet is vewwy vulup, I say, vulup, vulup ... she's stacked!
Head right, and the redhead will talk to you. Follow her up to the VIP
room. Be nice to her. She wants you to kill Chastity at the Sin Bin,
which is across the street, to your right. Go in there.
Head downstairs, and pick the door on the manager's office (lockpick 5),
and go in. Take the fancy watch, and hack the computer. Use peepshow
('sinner'): lockdown to close one of the booths, and drive a customer
Go out, and pick the atm (lockpick 6). Take the $150 cash, and the
last customer will try the ATM, then leave. Pick the 'Employee's Only'
door (lockpick 5) and talk to the dancer inside. Pay or persuade her
to leave. Now you're alone with Chastity. Kill her (+2 XP). Go back
to Vesuvius. Tell VV the hunter is dead (+1 XP). Ask her about herself.
Stop, talk to her again. Another masquerade issue to clean up. You
could violate the masquerade non-stop, and still come out ahead with
all these quests!
Head back down the street and stop in the Ground Zero Cafe. The first
computer along the right wall is the Hollywood Celebrity Catalog. Look
up Ginger Swan. Find out Ginger is dead and buried in the cemetary.
Go back in the Luckee Star Hotel, talk to the guy behind the desk.
(The guy is hilarious to talk to, by the way. Or perhaps only for those
of us who run into people from the entertainment industry from time to
time). You can persuade him, intimidate or seduce him into giving you
the screenplay (+2 XP), and persuade, intimidate, or bribe him into
telling you his collaborator (+1 XP).
Head to the taxi and go back to Santa Monica.
[FIXME: need to go tell the bail bondsman earlier about Muddy's fate?]
Head down to the beach. Talk to Julius. You can kill him (+1 XP) or
tell him to leave LA. After taking care of him, head up to Brother's
Salvage, past the diner by where you left for the warehouse. Go in
the house, and out the other side. Make your way through the cars,
being careful to avoid falling/thrown cars. When he starts a fire,
you can get around it by sticking close to the wall on your right.
Being understanding when you confront the killer gets you (+1 Humanity).
Killing him is worth (+2 XP, Masquerade Redemption). Take the cab back
to Hollywood, and go back to Vesuvius and talk to VV (+1 XP).
--- The Cemetary
Across from Vesuvius, down the path with the lampposts, is the cemetary.
There is a hole in the wall you can crawl through past the bums. Follow
the path all the way to the end, and enter the large crypt. Go in,
turn left at the intersection, then right at the next. Turn right into
the small area, and take the tape out of the bottom-right opening on
the left wall. Head out. Enter the medium sized building near the
back gate. Romero is here, and you can do one of two quests for him:
 watch the graveyard for five minutes. Stop the zombies from escaping.
How hard can it be?
Hard. As the timer runs down, more and more zombies start rising.
Forget about trying to do it with the shotgun. You need good enough
melee or unarmed that you can kill a zombie with one or two hits.
Wipe out the zombies at or near one gate, then switch to the other.
Repeat. It's really not hard with a combat oriented character and a
 Get a 'date' for him instead. There's a hooker out by the cab.
You can persuade her to come to the cemetary.
I think you get +2 XP either way. You can also get Romero to train
you in firearms (couldn't do it this time, though; do you have to
complete the zombie quest to get that? or is it because my firearms
was already 3?)
--- Isaac and the Tapes
After you're done, leave the cemetary. Head back to Isaac at the
other end of town. Talk to him, and watch the tape (+1 XP). Head
back across town to the Sin Bin. The guy behind the counter knows
what you need to know. Persuade him (+2 XP), or hack his computer
downstairs and access his private files (+2 XP). Go outside, and
answer the pay phone by the Red Spot convenience store. Go to the
Luckee Star Motel, Room 2. Take the Internet Cafe Key off the desk.
Leave the motel. Go into the Ground Zero Cafe (note that it is a
free shooting zone now).
Go through the employee only door in back, through the next door.
As you head up the stairs, you'll be attacked by a demon like the
one on the tape. Head into the studio. The demons are pretty easy
if you stay back and hit them when they charge, knocking them back.
Repeat. There are three or so in the first room, and one more around
the corner. Go through the next door at the far end, and down the
stairs. Watch the cutscene, head past the windows to the next door
around the corner. There is a demon waiting for you under the stairs,
and another in a corner to your right. Around the corner is a scared
employee. A demon kills him as you talk. Head around the corner,
and climb the boxes to the grate, and go through. Take the tape from
the table (+2 XP). Open the door behind the leaning bookshelf, and
work your way back to the front door, killing more demons.
Head back to Isaac. Watch the tape AGAIN (+2 XP, Masquerade Redemption).
--- King's Way Mansion
Get ammo and blood, because you won't be back on the streets for a while.
Take the cab to 609 King's Way. Sneak around the right side of the house,
through the door, out the archway to the right, and up the trellis. Head
across the balcony and up the spiral staircase. Go in the sliding glass
door, kill the demon that jumps out at you. Head out the door to your
right. Kill another demon, and take the Mummywrap Fetish (Healing
Duration 80%) from the coffee table. Head down the stairs by the window.
Kill more demons. There is blood in the fridge. Walk through the
living room and continue down the stairs. Kill another demon, open the
door, and head down the stairs.
The Tzimisce is tough. Killing his two minions is not worth it, since
they respawn. And since he keeps teleporting around, you're going to
be running a lot so they won't hit you much. I recommend running all
the time, in a circular pattern around the outside of pillars while
looking for where the Tzimisce is. This way the demons will leap at
you and take a pillar to the face most of the time. From time to time,
run up to the Tzimisce and pound the crap out of him. Celerity is
great to use here. I managed to kill him with the above tactics with
only Unarmed 5 and Defense 4, and no disciplines, though.
When Andrei is dead (+6 XP), kill the two demons, crouch, and exit
via the double door. Drop down, turn right, and crawl out into the
warrens. Go in the pipe across the way, go as far as you can, turn
90 degrees left, and head to the ladder and climb it. Near the top
is a new pipe you can crawl into on your right. At the end, you can
drop down into a new area.
Head away from the barrels, go in the pipe at the far end. Left, then
out, kill the demon, pull the switch. Go through the gate. Left at
the corner is two doors. The left one (locked) has ammo. The right
one will take you up to the Hollywood sewers, but you don't want to
go that way. Head down the other passageway instead. Go left at the
intersection. Go in the second pipe after it starts sloping down
(the one where you can see light at the end). At the lit room, take
the other pipe out. Continue down to the pool room. Turn the emergency
--- More Sewers ...
Swim through the large pipe, staying to the left so you can climb out
at the ladder. There are demons hiding in the side pipes; draw them out
and kill them. Jump to the other side of the water. Crawl through
the pipes, jump the water again. Toss the barrels into the water.
Climb up the stopped waterwheel mechanism to the pipe above it.
The next room has more demons in all the pipes. Make your way to the
other side. Head across the bridge and down the stairs. These pipes
have fuzzy bunnies in them (hey, if the level designers can't add some
variety, I will). Drop down into one of the two holes, make your way
through the pipes, then up the stairs and through a door. As you try
to cross over to where the demons are, the bridge collapses. Climb
up the ladder by them, and kill them. Head right to the 'electrical
room' door, and pick it. Inside, turn off the breaker.
One of the machines in the previous room is a computer. If you hack it
(pump118a:septic, electrical: ???) you can turn the pumps off.
Here is the hard part: Go to the machine with the two green lights.
Flip the switch, jump the railing, dive down into flow access, swim
towards the fan (keep going as you slow down), turn right at the
intersection, and keep swimming. You can just BARELY make it. If you're
not fast enough, the pump will blow you back and you'll have to try
Head up out of the reservoir, and swim along the pipe to leave the level.
You get spit out into a room where you face a miniboss you can take a bit
of damage (tough spot to be as a Ventrue, since you probably haven't fed
in a while ...) When he's dead, pull the switch and crawl under the
gate behind him. Go right at the intersection. There's another of the
tough guys at the end. The door here heads back to the Hollywood Sewers
again. Might want to stop off for a snack or two, as there's plenty of
Go back past where we came in and down. Turn right at the intersection.
At the waterspout, turn right again, and go through the door to face
another miniboss. She hits hard, but is a bit slow. You can circle
her and slice her up from the sides/behind, or empty 9mm clips into her
at medium close range (she's a big enough target that the kick doesn't
matter much :))
When you're done, save, then jump across the deadly gap to a grate on
the left hand wall (relative to where you came in). Break the grate
and crawl in. Congradulations, you've made it to Warrens 4.
Head out via the pipe, and jump to the ladder. Now make your way down
by hopping from pipe to pipe. The next area is a Maze. Just what you
wanted after crawling through all these sewers, I know.
--- The Maze
Oh, and by the way, the inhabitants of this maze? Lots of the minibosses
from the last level. Have fun. Luckily, you can often sneak past them.
Turn at intersection 49/50, and head to 48/41/40. Turn left. There's
a three-torso'ed guy at 39/40, try to get by him to the right as you
turn right. Head down to 39. Enemy on the left again, turn right.
37/39, turn left.
32/33/37, turn right. 33/34, turn left. Try to sneak past the two
minibosses, there is a key card by a corpse to their right. Return to
32/33/37. Head in the 32 direction. 31/32, enemy left, but you have to
get by him. 30/31, left. 30/29, right. 29/28, enemy left, right.
27/29, right. 25/27, left. 24/25, right.
If you didn't think that was bad, imagine searching the entire maze
without directions. Head up to the control area, laugh at the screen,
then turn around and use the keycard. Jump down in the hole that opens
--- Nosferatu Warrens
Another absolutely lovely area. Notice this is not a combat zone. Yay!
Swim to shore. Take the tunnel on the right. When you get to the fork
with the steaming red pool, take the left branch. Soon you come to a
bridge. Cross it. The first door on the left you can't go in. Turn
left at the fork. Turn right, go in the fancy door. Talk to the
Nosferatu, be nice to him and get the Nosferatu network quest. Go out,
turn left at the fork. Go through the next door on the left, and
get a quest from the female Nosferatu. Go out, and continue past
the opening to the left, through the door into the storage area.
The Galdjum is here (+25% Duration Potence, Fortitude, Auspex, Obfuscate,
Presence, Protean). Exit storage and take the opening to the right,
across the bridge. You'll have to jump and crouch a bit. Go through
the double door at the end. By the dead dinner party, Gary will talk
to you (+2 XP). After talking to Gary, jump over the dinner table,
and head to your left, and out of the warrens. You'll find yourself
in the graveyard crypt. Exit that, and the graveyard, too.
--- Setting up Webcams
Go to Tawni's hotel (the one with the pink HOTEL sign). Head up the
stairs and enter her apartment. Sneak into the living room, avoiding
Tawni, and plant the first webcam on the dresser by the couch. As you
enter the bedroom, stay left to stay out of sight of the man who comes
out of the bathroom. Sneak into the bathroom while he's distracted by
a cell phone call. Place a camera under the sink. Walk out, place
the last camera by the bed. Go to the computer on the table, and
use camera ('cleopatra'): cam check to enable the cameras. Quietly
make your way out of the apartment building. Returning to Imalia is
a real bitch, but you do get (+2 XP) and $400 for it.
--- Odds and Ends
Take the cab downtown. Head to Skyline hotels, and take the reward for
the werewolf blood out of your mailbox. Head up to your haven. Feed
your ghoul, and read your email. +1 XP for finishing the werewolf blood
quest. You also get the Restaurant critic quest, Mitnick tells you
to set up a network hub in Megahurtz in Santa Monica, and Gary wants
you to find a film for him. You also get some love letters from VV.
--- Santa Monica Hub
Remember to take the Megahurtz key out of your mailbox on the way out!
Take the cab to Santa Monica. Megahurtz is in the alley between Asylum
and the Health Clinic. Inside, follow the hall to the locked door at
the end. Pick it. Turn the power on. Go out, and through the door in
the far corner. Access the computer, and enable the hub (net security,
gil bates, schrecknet). +2 XP. Go back to your haven downtown.
--- Downtown Hub
Read your email. Get the camera out of your mailbox. Head past
Confessions, down the alley, into the sewer. Head right at the
intersection. In the sewers, turn right, then around the corner to
the left, then left again, left again, to Access Point B. Go up into
Sneak forward to the door. Open it, sneak right while the guard isn't
looking, and climb the ladder. Continue sneaking (the guards can hear
you otherwise), take the short ladder up to the catwalk out over the
theatre, turn left, and place the camera by the red X.
Return to the catwalk above the guards. Take the ladder down on the
far side of the stage from where you came up. When the guard is out
of the way, sneak down the hall. Go in the door at the end of the
hall on the right. Enable the camera (net security, break a leg,
schrecknet) (+2 XP). Sneak back out. Return to your haven and read
your email again. (Access Point C is in the basement of your apartment
building) Get the Metalhead key from your mailbox. Take the cab to
--- Hollywood Hub/Odds and Ends
You can stop at Vesuvius if you want to see VV dance. Down by Isaac's
place is the Restaurant. Talk to the critic. You get +2 XP for
convincing him to write a bad review. Or if you're Malkavian, just
have dinner with him.
Head to Metalhead Industries and go in. Crouch and observe the guards.
You want to sneak over to a door on the far wall, go in, and hack the
computer. operations:codpiece will allow you to unlock the door you
need to unlock.
On the way out, DO NOT open the door while you here close footsteps.
A guard will get caught holding the door open, making it almost impossible
to get out. Go out, turn right, and sneak up the stairs.
Hack the computer. Hacking the safe is very hard, use safe: FIXME.
There's FIXME in there. The hub is net security,bang your head,schrecknet.
(+2 XP) Get out quietly.
Go over to Isaac (he may bug you about King's Way, despite the fact you've
already been there). Tell him you have a question, and ask him if there
is anything else you can do. This will get you the Gargoyle quest. You
can also ask him about himself, and get the Ash quest.
The Asp Hole is on the other end of town. Ash is upstairs. There are
two ways of getting Ash out:
 Tell him to switch clothes with someone. At the bottom of the stairs
is someone you can persuade or intimidate into doing it. +3 XP, $250
 Lead him out through the sewers. This involves a bit of serious
fighting. FIXME: describe, give reward.
Go downtown. Get tyour reward for the critic out of your mailbox,
check your email, and take the Kamikazi Zen key from your mailbox
on the way out. Stop by and talk to the Regent at the Tremere chantry.
You can persuade him into telling you he made the gargoyle, and get
a charm that reduces gargoyle damage. Head back to Hollywood.
Go in the Chinese Theater, across from Isaac. If you want to talk your
way out, tell him you're here with an offer from Isaac, persuade him it's
ok, then explain to the Gargoyle that Isaac fights the Tremere, who made
him a slave (+3 XP). You can also just kill him. Use a blunt weapon or
When you're done, go through the door behind him and take the film
cannister from the stage. Return to Isaac, if you want. Return to
the Tremere Regent for $500. If you are Tremere, you can also join
--- Getting the Posters (no XP, so feel free to skip)
Put the videotape shaped (whoops!) film cannister in your mailbox.
Leave the apartment building and reenter. Read your email. Head to
Hollywood. Get the data CD from Metalhead Industries.
[FIXME: it's in the safe, right?]
************************* CHINATOWN *************************************
Take the taxi to Chinatown. Walk under the Chinatown sign and go into
Tseng's, on the right. Pester him about guns. There are a number of
things here you might want to buy:
Colt Anaconda - gotta love a .44 magnum. If you're doing Kamikaze Zen,
you'll have one in a minute, though.
Katana - great melee weapon
Fae Charm - +1 Dexterity for only $513. WHAT A BARGAIN!!!
Heart of Eliza - +1 Melee for $513. Great for melee fighters.
Heavy Leather - the description is wrong, it's only -1 Dex, and the extra
soak is definitely worth it. When you need the extra dex (lockpicking
without bloodbuff, sneak) you can temporarily take the jacket off.
In the Ramen shop is a vampire hunter and a strength 10 lock (FIXME:
Kamikaze Zen is on the left side of the street in the main chinatown
section. You can sneak around, but there are only a handful of guards,
and I like getting their Colt Anacondas off them. And it makes it easier
to get out.
Go through the door on the right, and take the second door on your right.
(power, gwailo, hooligan) starts the virus and a timer. Go out and turn
right by the water fountain. Go through the doors, kill another guard.
Third door on the right, read the email, find that the door code is 4567.
In the next room, the third manifesto on the computer gives you a clue
about one of the server passwords. Put 4567 in the door, go through,
turn right. Log onto one of the terminals. The vault password is
'nippelhcs'. The net security password, which is almost impossible to
hack, is 'nirvana' (+2 XP). Head over to the vault, take the $500.
Way off in a back corner (check a bus stop map) is Golden Ocean's Fish
Market. [FIXME: there is a quest in there. How to start?]
The Golden Temple is at the end of the main Chinatown street. Talk to
Ming. Head over to the Red Dragon. Tell the lady on the right you're
here to see Wong. Take the elevator up and talk to him. Kiki is being
held at the Lotus Blossom. It is down the alley by the Ramen shop.
If you go in the front, you have to fight your way through.
If you go in the back, and sneak through the locker room and the sauna,
you can get to the stairs without having to kill anyone. Head to the
top of the stairs and pick (lockpick 7) the door on your left. Kiki is
behind some boards (+4 XP). Resist the urge to slap her silly.
By the way, the guards on this level are almost completely blind.
I managed to stealth-kill both guards sitting at the table with a
Stealth of 2! This is useful, since Kiki is less stealthy. Just
run halfway down the stairs, through the door, turn left, and leave
by the front door.
Return to the Red Dragon. Talk to the old man by the bar. He wants you
to kill his old parter for 20% of their money. (The other hitman is
the fortune teller by Ming's temple) Killing Ji is a Humanity
Loss, and you only get $200.
If you are persuasive, you can get (+6 XP, Humanity gained) instead
for persuading the hitman to reconcile with his friend.
If you talk to his friend, the script is buggy, and he'll think you
haven't convinced Lu to reconcile, so he'll ask you to kill Lu.
Killing Lu is worth +4 XP. You can get $360 from Jin for Lu's key.
You can probably also kill both and take the money yourself, but it
isn't much cash and I don't know where the safe is.
Go up and see Wong (+2 XP). Head over to Zhao's imports. Zhao is
in the office up the long red stairs. Talk to him (+3 XP). He
gives you the code to Glaze, 725. Tong's men will burst in. Unless
you are a crazy dangerous vampire (which, by now, you very well might
be), I suggest running for the door (+2 XP).
Left to the stop sign, then right into the alley will take you to Glaze.
Look for the keypad on the right. Inside, there is a guy around the
corner by the DJ who you can persuade to let you see Johnny. Otherwise,
the brute force approach works. Head into the office upstairs, and
talk to Johnny.
Johnny has an attitude. Show him what happens when you give a vampire
some attitude (+5 XP). Talk to the shadowy figure (+2 XP). Again,
the best way out is probably just to make a run for it, and take the
exit door at the bottom of the stairs.
--- Fu Syndicate
Head into the Fu Syndicate, and in through the open doors. Walk through
the next set of doors, you can't avoid it, even though you probably know
it's a trap.
When the door to the next area opens, SAVE. It's annoying to have to go
through this whole thing again, and you might die in one of the next few
Move forward, avoiding the lasers. Get a gun ready. In the next room,
avoid the twirling blades, and shoot the boxes behind the bars until
they stop. In the next room, slaughter the guy with the cross. Climb
to the upper level. If you camp by the metal door, you can kill one
or two commandos as they come in. Kill the rest (a bit tough).
In the next room, there's actually a small ledge by the far door you
can stand on. Two or three shotgun blasts should take out the nearest
electrode. Move to one of the platforms that is no longer being hit
with electricity. Take out the other electrode.
In the last room, shoot one of the gas cannisters for the flamethrowers
near the windows (+2 XP). Jump up on a flamethrower and through the
windows and take out the commandos and the boss (+2 XP). Pick up
Barabus' cell key. The scared patient makes a nice snack, since
you're probably low on blood. Take the first door on your left.
Barabus is in the cell at the bottom of the stairs (+3 XP, +2 XP).
Leave through the double doors. Barabus will help you take out the
guards, so don't waste ammo (or shoot him!) One of the guards drops
a Fu Syndicate Office Key. In the office by the water cooler,
door control:freedom allows you to open the doors.
There is a lockpick 10 door here [FIXME: what's there?].
Go back and into the server room. species x data:autopsy allows you to
delete the files. You can the exit to the lobby. Exit the Syndicate.
Answer the phone to your left (+2 XP). (+2 XP) when he tells you where
to find the Giovanni.
--- The Giovannis
One way to do the Giovanni stronghold is to slay everything in sight.
It's an interesting party, though, so you might want to be a bit more
subtle. But you need an invitation for that. Luckily, the two people
right in front you you have invitations. You can kill them, or persuade
the husband to take his drunk wife home.
Once you have an invitation, go in (+2 XP). Go forward into the main
hall. The woman in the red dress is an up and coming Giovanni who needs
some help discrediting rivals. If you can pick locks well, head left
and right down the side passages, and see what you can dig up.
[FIXME: lockpick 10, coke sniffer, on left, end of left hall]
How to get downstairs:
 On the right side of the room, talk to the woman in the white
dress. If you persuade her, and say you'll talk to other people when
she gets shy, she'll take you downstairs via a secret passage. Grab
the book Research 8 - Dodge II on the desk first.
 Dance with the bad boys in suits. Hint: They're not much into
slow-dancing. The head through the center door in the main hall, facing
where you came in.
 Go through the door behind the woman in the white dress, close the
door behind you, and pick the lock across the way (lockpick 8). There
is a book of Research 8 - Dodge II on the desk. 'Using' the sword on
the wall opens the secret passageway.
The guards in the back halls are good for a snack if you are hungry.
[FIXME: the Giovanni book is in the lab here]
Once you are in the downstairs lab, either ride down on the table (use
the lever to lower it), or pick the lockpick 8 lock to open a passage
down to the zombie area. Head down the passage, killing zombies.
In the last raised side area on the right is the Saulocept [+1 XP whenever
you get +3 XP or more]. Look carefully, it's small, and on the left as
When you have killed enough zombies, one breaks through the far door.
Leave that way. Head down to the next level.
Go left ... if you stay to the right, you can avoid dropping into the
zombie pits. 2 doors open ahead of you, kill more zombies. 2 more
doors, more zombies. At the end, curve around to the right. This
passage is a big circle to the left; go around it, looking for the
door on the left that looks different. Go through. Fight through
a room of zombies, and head down.
Prepare for a boss fight. You know, select a good weapon, drink blood,
save, pray :) Move forward (+2 XP).
Back up into the hallway. It is suicidal not to. Now, time the
brothers' jumps cut them up before they can attack. They will teleport
away. The katana works pretty well, and guns are wonderful with such
a narrow approach. Stop shooting once the teleport glow forms around
them, though; you're just wasting ammo, despite the fact they are "still
there". When they are dead, you'll be at LaCroix's. Talk to him (+2 XP).
--- Hunting the Hunters
Take the cab to the Society of Leopold. By now, some of you are quite
competent killers, so if you want to take out the guards, be my guest.
Be warned, though, that there are snipers on the roof and quite a number
of guards on the ground. As you approach, there are three guards
ahead of you ... if you slip through the rocks to the right, you can
approach the side of the house where there is only one guard. You know
what we call one guard, right? Dinner.
In fact, it's pitch black out here (look at your light meter), so you
can slowly feed on almost out here, harvesting their ammo. Just leave
the guys near the lights for last. Try it!
Once you've killed everyone off, enter by one of the doors on the back
of the house. A few survival tips: the boxes with laptops on them
have a large quantity of explosives. Crossing a laser tripwire is
usually fatal, especially after the guards notice.
Hacking the laptops ('soc') allows you to turn the tripwires off, or
reset them to trigger for humans. This allows you to sneak around and
eliminate the hunters and guards (who, despite supposedly being
knowledgeable about vampires, are more than willing to walk into dark
rooms to investigate strange noises).
One room has a Lassiter Killomatic on the bed; another has some ammo.
When you come to the front of the house, turn right and head upstairs.
You can sneak to the room on the other side, and pick up the ammo and
the key on the table. Head back downstairs.
Go through the door on the other side of the front room, and head down
to the basement. There are two guards, and a hunter down here. But
it's still quite dark, so unleash your Stealth-Fu.
"Hey boss, vampires are coming after us. Do you know of a poorly lit
house with a dark basement we can hole up in?"
In the far wine cask area, move one of the barrels out of the way, and
crawl through. The ladder and stairs will take you down to a rock
tunnel to a wooden door. This takes you to the Leopold Caves.
Ironically, the caves are better lit than the house. Work your way
down to the bottom; there are only two guards here, and they're well
set up for dispatching quietly. Loot the ammo.
Head down the circular tunnel. Go left at the intersection. Two
guards at the end are chatting ... you can shoot the rockets behind
them from a distance if you want.
Ash is in the cages to your right. Giving Ash a bag of blood is worth
+1 Humanity. Now you need to find a key. Go back to the intersection
and go left. You quickly come to a large, well-lit room with lots of
heavily armed guards.
Sneak to the right. When you get to the dark area, stealth-kill the
sniper. Further along to the right, there is a guard hiding behind
a tall box (verrrry trick, level designer). Continue on, take out
the patrolling guard. He has Ash's key. Take out the other sniper
behind the rock. Head back to Ash's cell. Watch out for the guard
on the pier if you decide to fight. Open Ash's cell, and let him out.
[FIXME: you're supposed to get this as a quest from someone, right?]
Go back through the large room. Make sure you kill everyone off,
you're going to want to come back through here fast. Go through
the door on the other side. Now, you get to face Grunfeld Bach.
Grunfeld Bach has a nice sniper rifle, which he can use to reach out
and say 'hi' from any spot in the area. And he has a few annoying
powers that you have to take into account. First, he can blind you
with his faith, this run across the entire area and find a new spot
to snipe at you from. Second, he can cast a brief invulnerability
spell. This means you'll only get a hit or two at a time. He's not
that hard, though; just keep tracking him down and wearing him out.
Many of the places where he runs to have approaches where you can keep
obstacles between him and you, denying him a direct line of sight.
After you kill him, climb up to the structure on the cliff and talk
to Johannsen. As you leave, Bach will blow up the cave. You have
1 minute to get back to the boat in the cave where all the bad guys were.
When you're done, wander through the rubble, and head up to talk to the
prince (+2 XP). Talk to Beckett too. Finish any side quests you want
to finish, before heading to the Hallowbrook Hotel.
************************* ENDGAME *************************************
--- Hallowbrook Hotel
Head into the alley by the side of the Hallowbrook Hotel. Get on the
lift and flip the switch. You'll end up in a run-down staircase.
Head down the stairs. At the bottom, turn left. In the next room
are two thugs and a Sabbat werewolf. Head over to the hole in the wall
with the cinderblocks. Two thugs are straight ahead; be careful about
charging them because there is another thug with a knife around the
corner. In addition, to you right are three vampires with a guns.
You can take them out one at a time by choosing your cover carefully.
The Steyr Aug and Lassiter Killomatic both have excellent accuracy at
long range; careful, single shots down the hall, in TAB-zoom mode, can
quickly eliminate the vampires.
When you're done, hop over the barricade where the thugs were and take
their ammo. In the corner behind them, is one of the guys that makes
this level possible. Keep an eye out for these civilians and feel free
to drain them dry.
Carefully go into the room on your left as you leave the corner where
the civilian is; there is a vampire facing away from you. You can't
stealth kill or feed on vampires, but you can put a shotgun to the back
of their heads :)
When he's dead, go back and jump over the barricade, and head down the
hall where the vampire snipers were. As you head forward, the door
where the vampire *WAS* will burst open. A thug and a vampire will
run out at the end of the hall, and there is a shotgun thug in the next
room on the left. In the next room on the left is a flamethrower, a
really badass way of killing vampires.
At the four way intersection, beware of the vampire(s) down the hall to
the right. After killing them, go back to the intersection. Head down
the short passage with the three doors. A vampire will jump out of
the first door on the left. Inside that room is the Tal'Mahe'Ra Blade,
the best Melee weapon in the game. Go back out, continue down the short
passage, and turn left at the end. Hiding on the left is one of the
ogre bosses. Go in the room behind him, and drop down through the floor,
twice. Two thugs will ambush you. Head through the hole farthest from
where you dropped in. One vampire will distract you with a shotgun
while another ambushes you from the right.
Work your way through that door, and left around the corner, then
head through the wall, then out the other side of the room, and into
the next. There is another guy to feed on to your left. A thug bursts
through the far door. Go through. A thug will attack you as you attack
the vampire in the next hall. Go into the room he came out of, then
cross the hall on the far side. Take the meal if you need it, and drop
down through the floor.
Go through the door that absolutely nothing jumps out of (what a shock!).
Around the corner is a large room with four vampires, three of whom snipe
from behind barricades. It's fairly open, though, and they only have
Brokks, so close and dispatch them.
Exit the room on the other side, and work your way right down the hall.
There is a vampire hiding around the corner at the end. Enjoy the meal
inside. Head back down the hall, and through the door at the other end.
Dispatch the two occupants, being careful to stay on the near side of
the room. As you move to the far side, you will be ambushed by a vampire
and a sniper with a machine gun. Draw the vampire back, finish him,
then run to the sniper, as you've already finished the people in the
room behind him. Head out the hole in the wall behind you by the
mattress. Kill the vampire and two thugs. As you move into the next
room, beware that the door on the left doesn't open, and you will be
sniped at from the hole in the wall on the right. A rather nasty trap.
You also want to take out the sniper before entering the room, if you
can, as 2 vampires and 3 thugs will burst through the left door, and
as you move into the room, you'll find even more. You're better off
falling back than charging forward.
When you're done clearing the room, there's a lockpick 7 door on the
right side that has as snack for you. Go out in the hall, work your
way right, dealing with more shotgun vampires. In a room on the left
are TWO snacks. Eat both. Head to the end of the hall, and down the
Head out of the elevator shaft and turn left. Move into the room and
avenge Lily. Clear the next room, have a snack. In the next room,
I suggest breaking out the Steyr Aug and taking out the thugs on the
balconies. Head up the stairs (through the flames), and beat the crap
out of the miniboss. Without the thugs peppering you with bullets, it's
pretty easy. Head back downstairs and through the door on your right.
There's a snack here, then some shotgun vampires in the hall around the
corner. Head down the stairs and through the door to FINALLY exit
Hallowbrook 2. Head through the double doors (+3+1 XP). The Warform
Tzimisce is pretty easy, IMHO. Just use your disciplines and beat the
crap out of him (+4+1 XP). Finally some bonus XP from our item!
Climb back up the boards and leave through the double door.
--- With Friends Like LaCroix, Who Needs Enemies?
Go talk to LaCroix (+2 XP, $800). Then head to the Last Round. Talk
to the girl downstairs (+2 XP). Take the cab to Griffith Park. Go in
the building, and take the cable car to the top. Leave the building.
You will talk to Nines (+2 XP). After the cutscene, SAVE. Surviving this
level can be done in one of two ways:
The Hard Way:
Turn right, and head into the building Nines pointed out. Stay to the
left as you go through it, and leave through the back door. Flip the
power switch by the door to the shed. Turn right, head towards the
observatory door, up the railing, down the other side, and make a tight
right turn and head back into the observatory via the door there.
Go straight to the far end of the room and up the stairs to the dome
control. Flip the switch, to open the dome control. Wait for the
werewolf to find you. When he does, flip the dome control and exit
via the closing doors, forcing him to go around the long way. This
will waste 30 seconds to a minute. Continue running around, wasting
time like this, until the timer expires. Then, and only then, head
over to the cable car building, open the doors, and enter (+4+1 XP).
The Very Hard Way (for more XP):
Open the dome, as above. But now, maneuver around, get the werewolf
to chase you (not hard :)), and run around outside, up the railing,
and into the dome from the outside. Close the dome on the werewolf
as he tries to come through (+4+1 XP). The timer stops, and you can
take a leisurely stroll to the cable car building, and leave (+4+1 XP).
Talk to Jack. Then listen to the radio. Remember conspiracy nut from
the start? He starts ranting about vampires, blaming them for the
warehouse, the slaughter on the Elizabeth Dane, and so on :) The
movie commercial after it is pretty funny too.
Head out into "Santa Monica". It's now a free fire zone populated with
vampires, and lots of the shortcuts are blocked. In fact, three fairly
strong vampires will meet you as you leave the alley. Trip's place is
open, though, if you want to stock up on ammo. The automatic shotgun
works well here. There are two more vampires down in the parking lot at
the end of the street. Move into the parking garage, and head over to
2nd street. There is a guy to feed on over by the beach access.
Near 2nd street, there are several vampires with shotguns. Guns are
great here, as shotguns only really hurt up close. 3 more vampires are
hanging out on 2nd street. The cab is over by the salvage yard. You
get (+8+1 XP) for reaching it.
--- The Taxi
Here, you get to pick whether to ally with, if anyone. LaCroix, the
Anarchs, or the Camarilla. I'll let you explore your options. You
have a good opportunity to start down one path, then reconsider, as
you think through your options.
Once you've chosen, stock up on blood and ammo.
Work your way through the courtyard to the main building. Work your
way down the hall, cleaning out the side rooms as you go. There is
also ammo in there. Turn either way at the Buddha and head downstairs.
***************************** QUEST GUIDE ******************************
QUEST: The Regent's Riddle:
To Get: read the invitation in your apartment
QUEST: Wherefore art thou, Mercurio?
(Who was the idiot that didn't know wherefore doesn't mean where?)
To Get: start the game
Follow the blood trail in the building just down the street from your
apartment. Talk to Mercurio.
Reward: +1 XP
QUEST: Carnival of Death
To Get: Read the paper, for example, the one downstairs from your apartment
To Finish: Go up on the pier and view the murder.
QUEST: Surf's Up
To Get: Talk to Mercurio
Climb the stairs on the beach, infiltrate the house, and take the
Astrolite (+2 XP). Return and talk to Mercurio.
Reward: +1 XP.
QUEST: The Pain of Being Mercurio
To Get: Ask Mercurio if there is something you can do for him
To Finish: Get the morphine from Dr. Malcolm's office on the first
floor of the medical clinic. Give it to Mercurio.
Reward: +1 XP, Humanity Gained.
QUEST: Thinned Blood
To Get: Talk to the shirtless guy on the beach.
To Finish: Talk to the lady in the diner. Ask her about thin bloods.
You'll get Lily's belongings. Look up Toten, R. on the computer.
Get Lily's diary from the trunk of the red car in the parking structure
(+1 XP). Go into the medical clinic, get past the front desk, go
downstairs. Get into the bloodbank, hack the computer for the pass-code
(1969), and use it in the freezers. Talk to Lily and release her (+1 XP).
Return to the beach and talk to E and Lily.
Reward: +1 XP.
QUEST: A Bounty for the Hunter
To Get: Talk to Kilpatrick at Kilpatrick's bail bonds, and talk about
To Finish: Go into the apartment across from Mercurio. play the tape
recorder. Hack the computer (+1 XP). Take the key from the top of the TV.
Go in the Tattoo parlor. Answer the phone downstairs. Head to Gimble's
prosthetics, follow him to the basement, and kill him (+1 XP). Return to
Kilpatrick and tell him Carson is quitting.
Reward: +1 XP, $201.
QUEST: Explosive Beginning
To Get: Return to Mercurio with the Astrolite.
To Finish: Get Therese to call off the feud (+3 XP). Infiltrate the
warehouse, and blow it up.
QUEST: The Hunted Hunter
To Get: Talk to Knox by the bar in Club Asylum.
To Finish: Look up Crumb, V. in the crime computer at Kilpatrick's.
Go to the morgue, take the key from the box on the floor (+1 XP).
Go to Foxy Boxes, kill the Asian Vampire.
Reward: +1 XP.
QUEST: The Ghost Haunts at Midnight
To Get: Talk to Therese in Club Asylum.
To Finish: Make your way through the haunted mansion and get the locket
(+1 XP). Return to Club Asylum. Talk to Jeanette, but don't give her
the locket (+1 XP). When you see Therese, give her the locket.
Reward: +2 XP.
To Get: Talk to Jeanette after finishing the Haunted Mansion quest.
To Finish: Slash the paintings in the following order:
(1) Caine slays Abel
(2) Caine cursed by God
(3) Caine meets Lilith
(4) Caine spurns Lilithf
Kill the blood guardian.
Reward: +3 XP.
QUEST: Jumpin the Bail
To Get: Talk to Kilpatrick after finishing A Bounty for the Hunter
To Finish: Go to the apartment across from yours, play the answering
machine messages (+1 XP).
QUEST: Bad Blood
To Get: From Therese, after finishing Slashterpiece
To Finish: Go to the diner, kill the thugs.
Reward: +2 XP
Water Chamber/Slide Puzzle FAQ v1.1
I know this puzzle can be tough, and I've got the email to prove
it, so I've set up this little section here just for the solution
to this puzzle. There are obviously a number of different ways to
go about solving this puzzle, but this is the fastest way I've
found. If you have a solution with less moves, by all means, send
it in to email@example.com.
I'll attempt to show you the solution in text format. Hope this works.
* Step 1 *
|---------| |---------| |---------|
| | | | | |
|---------| |---------| |---------|
|---| |---| |---| |---| |---| |---|
| | | | | 1 | | 2 | | | | |
| | | | |---| |---| | 3 | | 4 |
| | | | | | | |
|---| |---| |---| |---|
| | | |
Move blocks 1 and 2 down to the bottom
Move blocks 3 and 4 as far left as you can
* Step 2 *
|---------| |---------| |---------|
| 3 | | 2 | | 1 |
|---------| |---------| |---------|
|---| |---| |---| |---|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
|---| |---| |---| |---|
|---------| |---| |---| |---------|
| | | | | | | |
|---------| |---| |---| |---------|
Move block 1 straight down
Move block 2 to the right and then down
Move block 3 all the way to the right
* Step 3 *
|---| |---| |---| |---| |---------|
| | | | | | | | | |
| 1 | | 2 | | | | | |---------|
| | | | | | | | |---------|
| | | | | | | | | |
|---| |---| |---| |---| |---------|
|---------| |---| |---| |---------|
| 3 | | 4 | | 5 | | |
|---------| |---| |---| |---------|
Move blocks 1, 2, and 3 straight up
Move blocks 4 and 5 to the left
* Step 4 *
|---| |---| |---------|
| | | | | |
| | | | |---------|
| | | | |---| |---| |---------|
| | | | | | | | | |
|---| |---| | 2 | | 1 | |---------|
|---------| | | | | |---------|
| | | | | | | |
|---------| |---| |---| |---------|
|---| |---| |---------|
| | | | | |
|---| |---| |---------|
Move block 1 straight down
Move block 2 up and to the right
* Step 5 *
|---| |---| |---| |---------|
| | | | | | | |
| 2 | | 1 | | | |---------|
| | | | | | |---------|
| | | | | | | |
|---| |---| |---| |---------|
|---------| |---| |---------|
| | | | | |
|---------| | | |---------|
|---| |---| | | |---------|
| | | | | | | |
|---| |---| |---| |---------|
Move block 1 to the right and down
Move block 2 straight to the right
* Step 6 *
|---| |---| |---------|
| | | | | |
| 5 | | | |---------|
| | | | |---------|
| | | | | |
|---| |---| |---------|
|---------| |---| |---| |---------|
| 1 | | | | | | |
|---------| | 4 | | | |---------|
|---| |---| | | | | |---------|
| 2 | | 3 | | | | | | |
|---| |---| |---| |---| |---------|
Move blocks 1, 2 and 3 straight up
Move block 4 to the left
Move block 5 straight down
That's it, the door should unlock and Samonosuke should be saved.
【 在 yiml (只爱陌生人) 的大作中提到: 】
: 我原来用的是mga g100，看着windows的桌面很舒服，色温什么的都特别柔和。
: 后来换了一块小影霸的 mx400，效果差多了，觉得和原来windows自带的vga