Vampire: The Masquerade - Swansong
37 Achievements
15-20h
PS5
How could I forget?
Emem found the memories she lost at the Chantry. Details for this achievement will be revealed once unlocked
2.4%
How to unlock the How could I forget? achievement in Vampire: The Masquerade - Swansong - Definitive Guide
HIGHLY MISSABLE — See Scene 04 in our Complete Walkthrough for a detailed guide to seeing & getting everything you can in this Scene.
This is a highly missable trophy. This trophy takes place during Scene 04: Emem – "Unknown" (Jefferson Library), her first individual level. In this Scene, you will have to find and recover all 7 of her memories.
Once you begin this level, you'll notice almost holographic images of yourself. These are Emem's memories, which have been taken by memory magic and the Dimension itself (the area you're stuck in). Throughout this massive area, you'll have 7 different memories to find, and they are anything but obvious. The reason this is such a missable trophy is that there is nothing driving you towards the memories. You could easily enter and leave this area almost instantaneously without seeing more than 1-2 memories. The only way you'll find all of them is if you explore every inch of the area and interact with everything you can.
When you find the right item and interact with it (press ), it will teleport you to a circular elevator, in the center of a circular room. On the opposite wall, there are 7 doors spread equally around the room. Each time you are transported here, only one door will be accessible. You can tell which door it is by looking at the floor; the correct door will have glowing light emanating from the space under the door. Find the correct door and go in. Once you walk in, the memory will begin to play on its own. There's nothing to find in these rooms; no easter eggs, no lore, etc. There is just the memory, and that's it. Once you finish watching the memory, a portal will appear for you to walk through and return to where you were.
Once you've found all 7 memories, this trophy will pop. The final memory is that of Emem's little 'trial' in front of the previous Prince, Quentin King, where Hilda stands up for her. If the trophy does not pop for you at the end of that memory, it means you've missed one. You can return to explore more, as long as you don't enter the final portal on the 4th floor as it's the spot of no return. Once you go in there, there is no way to go back out. Also...
DO NOT EXIT THE 4TH FLOOR WITHOUT REACHING THE 5TH FLOOR FIRST, or else you'll have to repeat the entire game from this Scene on. See Face the music for more information & puzzle solutions first.
NOTE: There are some memory-like things you can find, depending on the Disciplines you have, that do not count towards this trophy. For example, you can find both a premonition and 2 memory visions by using Auspex powers in the room with medical equipment and the next room, the blood-covered room with a body at the end. These are just more story bits to understand what happened here to Kurt Densch.
Here are the locations of all 7 of Emem's memories:
MEMORY #1 – LIBRARY NAMEPLATE (EMEM'S CAPTURE): The first one will come automatically as part of the story. Once you load in and the game introduces you to Blink, follow the path and Blink across the way to the bridge below. Walk forward to the end and you'll see the broken plaque that reads "Jefferson Library." The game will cut to a cutscene and teleport you to the hall of doors. Go into the correct one, then head up the stairs to the right and follow the linear path, Blinking across the room a few times until you reach the end and view this memory. This memory is the only recent one out of the bunch; it's of Emem being hit on the head by the Chantry folks and captured.
At some point, you will reach a crossroads that leads to the large tower in the center of the area and, on the opposite side, a luxuriously-furnished, large circular office. In addition, just outside the office are tunnels on each side that lead to all of the jail cells in the area. When it comes to directions in this trophy, consider the following:
Inside the large circular office, note that there are 3 switches on the wall. The middle switch is broken, but the other 2 control all of the cell doors. The switches on the side unlock the opposite side's row; i.e. the left switch unlocks all of the right-side row of cells, and the right switch unlocks all of the left-side row of cells.
CELL ROW TO THE RIGHT OF THE OFFICE ROOM: (Facing tower)
To unlock and reach these cells, first activate your Celerity mode by pressing (L2), then stand in front of the left switch (facing the entrance to the room/the tower) Just before you flip the switch, press (R1) to activate your "Fleetness" ability to slow time around you, then quickly run out of the room and into the right tunnel before the gates close.
MEMORY #2 – BOTTLES (NIGHT CLUB): In the second cell. When you enter the correct cell and as you get closer to the wall, you'll hear the faint sounds of a nightclub's techno/dance music. The source is a bunch of beer bottles on the ground, just to the left of some candles. Interact with the bottles to view this memory. (This memory is about Emem & Journey at a nightclub.)
MEMORY #3 – MATTRESS (ASSAULT): In the blood-soaked room, there is a mattress on the floor in the top-left corner of the room, in the opposite corner to the body. Interact with the mattress to view this memory. (This memory is about the previous Prince's men capturing and attacking Emem.)
CELL ROW TO THE LEFT OF THE OFFICE ROOM: (Facing tower)
To unlock and reach these cells, first activate your Celerity mode by pressing (L2), then stand in front of the right switch (facing the entrance to the room/the tower) Just before you flip the switch, press (R1) to activate your "Fleetness" ability to slow time around you, then quickly run out of the room and into the left tunnel before the gates close.
MEMORY #4 – RADIO (WW2): In the second cell, which is empty. It has a nightstand with a lantern, newspaper, and old school radio on it. Interact with the radio to view this memory. (This memory is about Emem & Hilda listening to France's surrender to Germany in the 40s.)
MEMORY #5 – BROKEN WALL (BREAK-UP): From within the last cell in this row, use Blink to get to the bridge across the way. Follow it to the end, where there is a small, empty room, which has just a chair, a rug, a broken wall, and a couple rats. Interact with the wall to view this memory. (This memory is about Emem's break-up with Hilda.)
MEMORY #6 – CANDLE (EMEM'S EMBRACE): Standing just outside the large office room, facing the broken bridge that leads to the center tower, stand just to the left of the bridge and look down. You can Blink down to the lower level. Do so, then head to the left and walk down the stairs, where you'll see a solitary blue candle. Interact with it to view this memory. (This memory is about Emem and Hilda, possibly having sex, with Hilda giving Emem "the embrace" – in other words, making Emem a Vampire.)
MEMORY #7 – FIRE POKER (TRIAL): Head to the tall, slim tower in the center and solve the puzzles until you reach the 4th floor. At the top, there is only 1 brazier that is lit. That brazier also contains a branding rod (looks like the top of a slim fireplace poker) in the fire. Interact with it to view this memory, which will be your final one. (This memory is about Emem's informal "trial", led by the former Prince, Quentin King.)
Remember, do NOT leave the 4th floor until you visit the 5th floor. See Face the music for more information & a walkthrough on how to get there.
This is a highly missable trophy. This trophy takes place during Scene 04: Emem – "Unknown" (Jefferson Library), her first individual level. In this Scene, you will have to find and recover all 7 of her memories.
Once you begin this level, you'll notice almost holographic images of yourself. These are Emem's memories, which have been taken by memory magic and the Dimension itself (the area you're stuck in). Throughout this massive area, you'll have 7 different memories to find, and they are anything but obvious. The reason this is such a missable trophy is that there is nothing driving you towards the memories. You could easily enter and leave this area almost instantaneously without seeing more than 1-2 memories. The only way you'll find all of them is if you explore every inch of the area and interact with everything you can.
When you find the right item and interact with it (press ), it will teleport you to a circular elevator, in the center of a circular room. On the opposite wall, there are 7 doors spread equally around the room. Each time you are transported here, only one door will be accessible. You can tell which door it is by looking at the floor; the correct door will have glowing light emanating from the space under the door. Find the correct door and go in. Once you walk in, the memory will begin to play on its own. There's nothing to find in these rooms; no easter eggs, no lore, etc. There is just the memory, and that's it. Once you finish watching the memory, a portal will appear for you to walk through and return to where you were.
Once you've found all 7 memories, this trophy will pop. The final memory is that of Emem's little 'trial' in front of the previous Prince, Quentin King, where Hilda stands up for her. If the trophy does not pop for you at the end of that memory, it means you've missed one. You can return to explore more, as long as you don't enter the final portal on the 4th floor as it's the spot of no return. Once you go in there, there is no way to go back out. Also...
DO NOT EXIT THE 4TH FLOOR WITHOUT REACHING THE 5TH FLOOR FIRST, or else you'll have to repeat the entire game from this Scene on. See Face the music for more information & puzzle solutions first.
NOTE: There are some memory-like things you can find, depending on the Disciplines you have, that do not count towards this trophy. For example, you can find both a premonition and 2 memory visions by using Auspex powers in the room with medical equipment and the next room, the blood-covered room with a body at the end. These are just more story bits to understand what happened here to Kurt Densch.
Here are the locations of all 7 of Emem's memories:
MEMORY #1 – LIBRARY NAMEPLATE (EMEM'S CAPTURE): The first one will come automatically as part of the story. Once you load in and the game introduces you to Blink, follow the path and Blink across the way to the bridge below. Walk forward to the end and you'll see the broken plaque that reads "Jefferson Library." The game will cut to a cutscene and teleport you to the hall of doors. Go into the correct one, then head up the stairs to the right and follow the linear path, Blinking across the room a few times until you reach the end and view this memory. This memory is the only recent one out of the bunch; it's of Emem being hit on the head by the Chantry folks and captured.
At some point, you will reach a crossroads that leads to the large tower in the center of the area and, on the opposite side, a luxuriously-furnished, large circular office. In addition, just outside the office are tunnels on each side that lead to all of the jail cells in the area. When it comes to directions in this trophy, consider the following:
- The Tower = North
- The Circular Office = South
- "Left Row" of Cells = West
- "Right Row" of Cells = East
Inside the large circular office, note that there are 3 switches on the wall. The middle switch is broken, but the other 2 control all of the cell doors. The switches on the side unlock the opposite side's row; i.e. the left switch unlocks all of the right-side row of cells, and the right switch unlocks all of the left-side row of cells.
CELL ROW TO THE RIGHT OF THE OFFICE ROOM: (Facing tower)
To unlock and reach these cells, first activate your Celerity mode by pressing (L2), then stand in front of the left switch (facing the entrance to the room/the tower) Just before you flip the switch, press (R1) to activate your "Fleetness" ability to slow time around you, then quickly run out of the room and into the right tunnel before the gates close.
MEMORY #2 – BOTTLES (NIGHT CLUB): In the second cell. When you enter the correct cell and as you get closer to the wall, you'll hear the faint sounds of a nightclub's techno/dance music. The source is a bunch of beer bottles on the ground, just to the left of some candles. Interact with the bottles to view this memory. (This memory is about Emem & Journey at a nightclub.)
MEMORY #3 – MATTRESS (ASSAULT): In the blood-soaked room, there is a mattress on the floor in the top-left corner of the room, in the opposite corner to the body. Interact with the mattress to view this memory. (This memory is about the previous Prince's men capturing and attacking Emem.)
CELL ROW TO THE LEFT OF THE OFFICE ROOM: (Facing tower)
To unlock and reach these cells, first activate your Celerity mode by pressing (L2), then stand in front of the right switch (facing the entrance to the room/the tower) Just before you flip the switch, press (R1) to activate your "Fleetness" ability to slow time around you, then quickly run out of the room and into the left tunnel before the gates close.
MEMORY #4 – RADIO (WW2): In the second cell, which is empty. It has a nightstand with a lantern, newspaper, and old school radio on it. Interact with the radio to view this memory. (This memory is about Emem & Hilda listening to France's surrender to Germany in the 40s.)
MEMORY #5 – BROKEN WALL (BREAK-UP): From within the last cell in this row, use Blink to get to the bridge across the way. Follow it to the end, where there is a small, empty room, which has just a chair, a rug, a broken wall, and a couple rats. Interact with the wall to view this memory. (This memory is about Emem's break-up with Hilda.)
MEMORY #6 – CANDLE (EMEM'S EMBRACE): Standing just outside the large office room, facing the broken bridge that leads to the center tower, stand just to the left of the bridge and look down. You can Blink down to the lower level. Do so, then head to the left and walk down the stairs, where you'll see a solitary blue candle. Interact with it to view this memory. (This memory is about Emem and Hilda, possibly having sex, with Hilda giving Emem "the embrace" – in other words, making Emem a Vampire.)
- NOTE: #6 is the last memory in this area. Make sure you've done everything you want to do in this section before moving on. You can come back via the elevator in the tower, but, as mentioned above, once you enter the portal on the 4th floor, you can't come back out & it will end the level.
MEMORY #7 – FIRE POKER (TRIAL): Head to the tall, slim tower in the center and solve the puzzles until you reach the 4th floor. At the top, there is only 1 brazier that is lit. That brazier also contains a branding rod (looks like the top of a slim fireplace poker) in the fire. Interact with it to view this memory, which will be your final one. (This memory is about Emem's informal "trial", led by the former Prince, Quentin King.)
Remember, do NOT leave the 4th floor until you visit the 5th floor. See Face the music for more information & a walkthrough on how to get there.