Vampire: The Masquerade - Swansong

Vampire: The Masquerade - Swansong

37 Achievements

15-20h

PS5
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Black Rattlers

Black Rattlers

Emem left the Anarch camp with Cerys, Rafa, and Saule.

1.9%

How to unlock the Black Rattlers achievement in Vampire: The Masquerade - Swansong - Definitive Guide

MISSABLE

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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