Vampire: The Masquerade - Swansong
37 Achievements
15-20h
PS5
“Meet me there”
Find all the Safe Zones.
0.7%
How to unlock the “Meet me there” achievement in Vampire: The Masquerade - Swansong - Definitive Guide
There are 24 Safe Zones, which are secluded locations that typically need to be discovered before you can first feed on a human, as the Safe Zone is the location you automatically lure them to, out of sight of other humans. You simply need to walk into these "Safe Zone" rooms for them to register, and the in-game notification comes up that saying that you found one.
Scene 01 - Boston Court - Emem
Both of these are the curtained booths to the left of the Bar as you start facing it.
#1: Alcove
#2: Alcove
Scene 02 - Moore's Apartment - Galeb
#3: Gardening Storage (Apartment floor; to the far left of the apartment as you face the corpse at the statue)
#4: Jason's Archives (Apartment floor; grab the key from the desk drawer in Jason's Office, and you can find the Archives door in the books/document alcove within the Office)
#5: Staff Locker Room (Parking floor: it's in the far corner as you circle around the Security Office, into the fire exit door)
Scene 03 - Loft - Leysha
#6: Dressing Room (mandatory, story-related)
#7: IT Room (turn left as you enter the Living Room, end of corridor)
#8: Bathroom (opposite the Kitchen)
#9: Laundry Room (mandatory, story-related)
Scene 05 - Boston Court - Galeb
These are the curtained booths similar to Scene 01. Revisit them.
#10: Alcove
#11: Alcove
Scene 05 - Boston Court - Emem
Even if you visited these as Galeb as part of the same Scene, revisit them again, they count for Emem too.
#12: Alcove
#13: Alcove
Scene 06 - SAD Base, Hexagon - Galeb
#14: Cold Storage (Clinic department; need a keycard from talking to Chiara, or hack your way in)
#15: Chemical Storage (Pyre department; use Dominate on Hoover nearby to force her to open it)
#16: Equipment Storage (Treasure department; room at the far, far back)
Scene 07 - Red Salon - Leysha
#17: Storage Room (Basement floor, very last room when you turn left exiting the elevator)
Scene 08 - Anarch Domain - Emem
#18: Storage Room (middle room on the walkway of the starting hangar)
#19: Rear Room of the Warehouse (back room of the warehouse near the dock)
Scene 10 Part 1 - SAD Base, Docks - Leysha
#20: Storage (to your immediate left as you start)
#21: Archives (after getting past the bulkhead door, to your immediate right)
Scene 09 Part 1 - SAD Base, Prison - Galeb
#22: Torture Room (after exiting the starting room, go left)
Scene 09 Part 2 - SAD Base, Haven - Galeb
#23: Toilets (the room in the far right corner as you enter)
#24: Recording Room (the room to the right of Stanford's Office; to unlock it, in Stanford's Office, open the right-hand desk drawer and scan a red-level implant on the lock within, then press the button. If you need a red-level implant you can make one in the room joined to Stanford's Office, by inserting a blank implant found there into the printer and use code "964512243" on the computer, then inject the implant into Galeb using the nearby implant upgrade machine)
Scene 01 - Boston Court - Emem
Both of these are the curtained booths to the left of the Bar as you start facing it.
#1: Alcove
#2: Alcove
Scene 02 - Moore's Apartment - Galeb
#3: Gardening Storage (Apartment floor; to the far left of the apartment as you face the corpse at the statue)
#4: Jason's Archives (Apartment floor; grab the key from the desk drawer in Jason's Office, and you can find the Archives door in the books/document alcove within the Office)
#5: Staff Locker Room (Parking floor: it's in the far corner as you circle around the Security Office, into the fire exit door)
Scene 03 - Loft - Leysha
#6: Dressing Room (mandatory, story-related)
#7: IT Room (turn left as you enter the Living Room, end of corridor)
#8: Bathroom (opposite the Kitchen)
#9: Laundry Room (mandatory, story-related)
Scene 05 - Boston Court - Galeb
These are the curtained booths similar to Scene 01. Revisit them.
#10: Alcove
#11: Alcove
Scene 05 - Boston Court - Emem
Even if you visited these as Galeb as part of the same Scene, revisit them again, they count for Emem too.
#12: Alcove
#13: Alcove
Scene 06 - SAD Base, Hexagon - Galeb
#14: Cold Storage (Clinic department; need a keycard from talking to Chiara, or hack your way in)
#15: Chemical Storage (Pyre department; use Dominate on Hoover nearby to force her to open it)
#16: Equipment Storage (Treasure department; room at the far, far back)
Scene 07 - Red Salon - Leysha
#17: Storage Room (Basement floor, very last room when you turn left exiting the elevator)
Scene 08 - Anarch Domain - Emem
#18: Storage Room (middle room on the walkway of the starting hangar)
#19: Rear Room of the Warehouse (back room of the warehouse near the dock)
Scene 10 Part 1 - SAD Base, Docks - Leysha
#20: Storage (to your immediate left as you start)
#21: Archives (after getting past the bulkhead door, to your immediate right)
Scene 09 Part 1 - SAD Base, Prison - Galeb
#22: Torture Room (after exiting the starting room, go left)
Scene 09 Part 2 - SAD Base, Haven - Galeb
#23: Toilets (the room in the far right corner as you enter)
#24: Recording Room (the room to the right of Stanford's Office; to unlock it, in Stanford's Office, open the right-hand desk drawer and scan a red-level implant on the lock within, then press the button. If you need a red-level implant you can make one in the room joined to Stanford's Office, by inserting a blank implant found there into the printer and use code "964512243" on the computer, then inject the implant into Galeb using the nearby implant upgrade machine)
HIGHLY MISSABLE – Probably the easiest trophy to miss and the biggest pain to clean up if missed.
TIP: If you follow along with our Complete Walkthrough, you should easily get all Safe Zones in your one playthrough.
Safe Zones (marked by a green diamond) are places where you can feed safely, without worrying about others seeing you and breaking the Masquerade. (Note: You can only Feed once per Safe Zone.) There are a total of 24 Safe Zones in the game. You'll find the first one automatically as part of the introduction, not long after you begin.
For the most part, you can tell how many Safe Zones exist in that level, how many you've found, and how many have already been used (i.e. contain victims you have fed on), simply by opening the Pause Menu (press Options) at any point. They will be listed on the top-right side of your screen. Green diamonds mean found and unused Zones, red diamonds are Zones you've found and already used, and black diamonds are undiscovered Safe Zones.
However, please note that only Safe Zones in discovered areas will show up on the list. There are a handful of Scenes that have multiple areas, and so undiscovered Safe Zones in areas you have not yet been in will not appear on the list, so don't blindly depend on it. Despite that, the pause list is still definitely worth checking, at minimum before you leave any Scene to make sure you've gotten them all.
See the list below for all Safe Zones:
NOTE: As usual, the following list is in the Emem > Galeb > Leysha order that's presented in game, not based on Scene #, so that it remains consistent with the rest of this Guide and a full game Walkthrough.
SCENE 01: ALL – THE PRINCE'S QUARTERS: (Total: 2)
Safe Zone #1 (Alcove): After you finish speaking to Prince Hazel, you'll head to Sylvie for a drink in their Lounge Bar. There you will get your introduction to Safe Zones. This one is a little Alcove, a small room lined with red sofas on either end of the Lounge.
Safe Zone #2 (Alcove): The second Safe Zone is the other alcove facing the first one.
SCENE 02: GALEB – MOORE'S APARTMENT: (Total: 3)
Safe Zone #3 (Gardening storage): Galeb's first level. Looking towards the body, go to the back of the room and turn left. The hallway has a ton of plants and a door leading towards the garden/greenhouse. On the wall opposite of the plants, the first door is the bathroom, but the second (& last) door at the end leads to this Safe Zone. It has some potted plants on shelves.
Safe Zone #4 (Archives): First, you'll need a Key to the Archives, which you'll find in the top drawer of Moore's desk, located in Moore's office. In the Archives room, there's another door at the end. Go through there and you'll be in the Safe Zone. Note: Immediately to your right upon entering, you'll find one of the items for your objectives: Dajan Saka's file.
Safe Zone #5 (Staff locker room): This one is located down in the parking garage, so first get the Elevator Key from Moore's caretaker. (If you want to get the Parley trophy, remember to head down to the garage and do all this before discovering Moore, as doing so ends the Scene.) Go to the very end, there'll be an arrow pointing at the door. Go through there, then straight to the door on the opposite wall in front of you.
SCENE 03: LEYSHA – LOFT: (Total: 4)
Safe Zone #6 (Dressing room): When you start this Scene and walk down the hallway, it's the very first door to your right. It's just before the two offers blocking your way under the crime scene tape.
Safe Zone #7 (Bathroom): In the hallway just before the scientists wearing hazmat suits, with a neon triangle lit at the end. The door to the left leads to the kitchen, and the bathroom Safe Zone is the door at the end, on the right.
Safe Zone #8 (IT room): Immediately to the right just before the wall that you use Remove Obfuscate on to unveil a door, wherein you discover a couple dead people and Natalie.
Safe Zone #9 (Laundry room): You'll get this one automatically as part of the story. When you cross under the second set of crime scene tape by copying & using a Hazmat disguise, Halsey will pull you into this room for your 3rd Confrontation with her. (See Mom of the Year for more.)
SCENE 05: ALL – PRINCE'S QUARTERS: (Total: 4)
Safe Zones 10 & 11 are the same exact ones as Safe Zones 12 & 13. The only difference is you'll get the first set while playing as Galeb and the second set as Emem. (They're also the same type of rooms as the very first Safe Zones you got in Scene 01.)
Safe Zone #10 (Alcove): You can get Safe Zones #s 10-11 as Galeb at the very beginning of this Scene. You'll begin the Scene as Galeb, standing in the Lounge, speaking to Feng. After your conversation ends, go to both ends of the bar to get the Safe Zones. Both of these are small alcoves, each lined with red sofas, located within the bar/lounge. They're the same kind of room you discovered back in Scene 01 as Emem, but this time, the 2 Safe Zones are on opposite ends of the room. All you have to do is take a couple steps inside each to 'discover' them.
Safe Zone #11 (Alcove): (See above.)
Safe Zone #12 (Alcove): Now as Emem, go back to the bar and go to the same exact rooms as Safe Zones 10 & 11.
Safe Zone #13 (Alcove): (See above.)
SCENE 08: EMEM – ANARCH DOMAIN: (Total: 2)
Safe Zone #14 (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.
Safe Zone #15 (Room at the back of Hangar 19): 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. (Note: You'll find a corpse in a large wooden crate in this room that you can use Auspex's Psychometry on if you have the skill.)
SCENE 06: GALEB – LONG ISLAND: (Total: 3)
All 3 of this Scene's rooms are in the second part of this Scene, after you descend into the S.A.D. Base. In the final section, there are 3 wings; the Medical/Clinic Department, the Treasure Department, and the Pyre Department. Each Department has 1 Safe Zone.
Safe Zone #16 (Cold storage): Going in order, this first one is in the Clinic Department. You will find this room naturally as part of the Chiara's implant story-line. After you attempt to take her implant the first time, she gives you the keycard to the cold storage and instructs you to go get her another piece of the patient's cerebellum from this room. (Go into the other doctor's lab and then to the locked room on the opposite side of the room.)
TIP: If you follow along with our Complete Walkthrough, you should easily get all Safe Zones in your one playthrough.
Safe Zones (marked by a green diamond) are places where you can feed safely, without worrying about others seeing you and breaking the Masquerade. (Note: You can only Feed once per Safe Zone.) There are a total of 24 Safe Zones in the game. You'll find the first one automatically as part of the introduction, not long after you begin.
For the most part, you can tell how many Safe Zones exist in that level, how many you've found, and how many have already been used (i.e. contain victims you have fed on), simply by opening the Pause Menu (press Options) at any point. They will be listed on the top-right side of your screen. Green diamonds mean found and unused Zones, red diamonds are Zones you've found and already used, and black diamonds are undiscovered Safe Zones.
However, please note that only Safe Zones in discovered areas will show up on the list. There are a handful of Scenes that have multiple areas, and so undiscovered Safe Zones in areas you have not yet been in will not appear on the list, so don't blindly depend on it. Despite that, the pause list is still definitely worth checking, at minimum before you leave any Scene to make sure you've gotten them all.
See the list below for all Safe Zones:
NOTE: As usual, the following list is in the Emem > Galeb > Leysha order that's presented in game, not based on Scene #, so that it remains consistent with the rest of this Guide and a full game Walkthrough.
SCENE 01: ALL – THE PRINCE'S QUARTERS: (Total: 2)
Safe Zone #1 (Alcove): After you finish speaking to Prince Hazel, you'll head to Sylvie for a drink in their Lounge Bar. There you will get your introduction to Safe Zones. This one is a little Alcove, a small room lined with red sofas on either end of the Lounge.
Safe Zone #2 (Alcove): The second Safe Zone is the other alcove facing the first one.
SCENE 02: GALEB – MOORE'S APARTMENT: (Total: 3)
Safe Zone #3 (Gardening storage): Galeb's first level. Looking towards the body, go to the back of the room and turn left. The hallway has a ton of plants and a door leading towards the garden/greenhouse. On the wall opposite of the plants, the first door is the bathroom, but the second (& last) door at the end leads to this Safe Zone. It has some potted plants on shelves.
Safe Zone #4 (Archives): First, you'll need a Key to the Archives, which you'll find in the top drawer of Moore's desk, located in Moore's office. In the Archives room, there's another door at the end. Go through there and you'll be in the Safe Zone. Note: Immediately to your right upon entering, you'll find one of the items for your objectives: Dajan Saka's file.
Safe Zone #5 (Staff locker room): This one is located down in the parking garage, so first get the Elevator Key from Moore's caretaker. (If you want to get the Parley trophy, remember to head down to the garage and do all this before discovering Moore, as doing so ends the Scene.) Go to the very end, there'll be an arrow pointing at the door. Go through there, then straight to the door on the opposite wall in front of you.
SCENE 03: LEYSHA – LOFT: (Total: 4)
Safe Zone #6 (Dressing room): When you start this Scene and walk down the hallway, it's the very first door to your right. It's just before the two offers blocking your way under the crime scene tape.
Safe Zone #7 (Bathroom): In the hallway just before the scientists wearing hazmat suits, with a neon triangle lit at the end. The door to the left leads to the kitchen, and the bathroom Safe Zone is the door at the end, on the right.
Safe Zone #8 (IT room): Immediately to the right just before the wall that you use Remove Obfuscate on to unveil a door, wherein you discover a couple dead people and Natalie.
Safe Zone #9 (Laundry room): You'll get this one automatically as part of the story. When you cross under the second set of crime scene tape by copying & using a Hazmat disguise, Halsey will pull you into this room for your 3rd Confrontation with her. (See Mom of the Year for more.)
SCENE 05: ALL – PRINCE'S QUARTERS: (Total: 4)
Safe Zones 10 & 11 are the same exact ones as Safe Zones 12 & 13. The only difference is you'll get the first set while playing as Galeb and the second set as Emem. (They're also the same type of rooms as the very first Safe Zones you got in Scene 01.)
Safe Zone #10 (Alcove): You can get Safe Zones #s 10-11 as Galeb at the very beginning of this Scene. You'll begin the Scene as Galeb, standing in the Lounge, speaking to Feng. After your conversation ends, go to both ends of the bar to get the Safe Zones. Both of these are small alcoves, each lined with red sofas, located within the bar/lounge. They're the same kind of room you discovered back in Scene 01 as Emem, but this time, the 2 Safe Zones are on opposite ends of the room. All you have to do is take a couple steps inside each to 'discover' them.
Safe Zone #11 (Alcove): (See above.)
Safe Zone #12 (Alcove): Now as Emem, go back to the bar and go to the same exact rooms as Safe Zones 10 & 11.
Safe Zone #13 (Alcove): (See above.)
SCENE 08: EMEM – ANARCH DOMAIN: (Total: 2)
Safe Zone #14 (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.
Safe Zone #15 (Room at the back of Hangar 19): 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. (Note: You'll find a corpse in a large wooden crate in this room that you can use Auspex's Psychometry on if you have the skill.)
SCENE 06: GALEB – LONG ISLAND: (Total: 3)
All 3 of this Scene's rooms are in the second part of this Scene, after you descend into the S.A.D. Base. In the final section, there are 3 wings; the Medical/Clinic Department, the Treasure Department, and the Pyre Department. Each Department has 1 Safe Zone.
Safe Zone #16 (Cold storage): Going in order, this first one is in the Clinic Department. You will find this room naturally as part of the Chiara's implant story-line. After you attempt to take her implant the first time, she gives you the keycard to the cold storage and instructs you to go get her another piece of the patient's cerebellum from this room. (Go into the other doctor's lab and then to the locked room on the opposite side of the room.)
- Note: There is a very important key item in this room that's easy to miss if you don't look around. As soon as you enter the room, go to the very first set of shelves directly to the right of the door. You'll find a Security key on one of the shelves there.
Safe Zone #17 (Equipment storage): The second one is in the Treasure Department. It's easy enough to find. Go all the way in, to the very back of the room. There's a door on either side of the back wall, both of which lead to a room with a bunch of (unmovable) movable shelves. In the middle, between 2 shelves, is another door, leading to the Safe Zone equipment room.
Safe Zone #18 (Chemical storage): The last one is in the Pyre Department. It's in a locked room, the door to which is right in front of you immediately when you head down the stairs into the department. You can forcibly unlock it if your Security Attribute is high enough, but there's another easy way to get it open. You have to repair the broken valve on one of those large green decontamination chambers. When you first enter this section, speak to the female mechanic. She isn't all that helpful yet, but look around the room and find a red valve on one of the other tables. Attach it to the broken barrel and turn it on. Turn the valve now, opening it and allowing the acid to decontaminate the cylindrical chamber, and do the same for the other two barrels nearby. Speak to the mechanic once more, and now she'll be a lot more amenable. Now when you ask her to open the nearby door, she will, thus giving you access to the Pyre Department's Safe Zone.
SCENE 07: LEYSHA – RED SALON: (Total: 1)
Safe Zone #19 (Storage room): The only Safe Zone in this Scene is in the basement. After you take the elevator down, head to the left, then just walk all the way straight until the end. Take the very last right (just before the temp-controlled Trajax room on the left) and open the door.
Safe Zone #18 (Chemical storage): The last one is in the Pyre Department. It's in a locked room, the door to which is right in front of you immediately when you head down the stairs into the department. You can forcibly unlock it if your Security Attribute is high enough, but there's another easy way to get it open. You have to repair the broken valve on one of those large green decontamination chambers. When you first enter this section, speak to the female mechanic. She isn't all that helpful yet, but look around the room and find a red valve on one of the other tables. Attach it to the broken barrel and turn it on. Turn the valve now, opening it and allowing the acid to decontaminate the cylindrical chamber, and do the same for the other two barrels nearby. Speak to the mechanic once more, and now she'll be a lot more amenable. Now when you ask her to open the nearby door, she will, thus giving you access to the Pyre Department's Safe Zone.
SCENE 07: LEYSHA – RED SALON: (Total: 1)
Safe Zone #19 (Storage room): The only Safe Zone in this Scene is in the basement. After you take the elevator down, head to the left, then just walk all the way straight until the end. Take the very last right (just before the temp-controlled Trajax room on the left) and open the door.
- Note: There are several items in this room. There's a consumable, a valve you can't grab yet but that will come in handy in the second phase, and, most importantly, an Infrared Scanner key item that you'll need to scan a few of the boxes before you remove their labels.
SCENE 10 PART 1: LEYSHA – S.A.D. BASE: (Total: 2)
Safe Zone #20 (Storage): After the cutscene ends and you gain control of Leysha, you'll be standing in front of a guard, blocking access to the next section. Immediately look to your left and you'll see a set of double doors, which is the storage room.
Safe Zone #21 (Archives): As soon as you convince the guard to let you into the next area, however you do so, this room is literally located just a couple steps in, past the big door. This Safe Zone is in the first door to your right.
SCENE 09 PART 1: GALEB – S.A.D. BASE: (Total: 1)
Safe Zone #22 (Torture room): When you regain control of Galeb, you come to in an interrogation room. (Make sure to interact with everything present and grab all of the items you can before leaving, because there are several very important things in this room.) When you're ready, head out of that room and turn to your left. There's only one door there as it is a dead end, so it's hard to miss.
SCENE 09 PART 2: GALEB – S.A.D. BASE: (Total: 2)
Safe Zone #23 (Toilets): This bathroom is in the very last door on the right wall, after a few patient rooms. Should be easy enough to spot, but it can be overlooked because it's all the way in the top-right corner of the room.
Safe Zone #24 (Recording room): In the next door after Stanford's office. It has a red/green light above the door, which shows if it's unlocked or not. You have to unlock it from Stanford's office. In the office, in the top right drawer is an implant-locked box. You should still have your red implant from Scene 06, but if for whatever reason you don't have it, you can create one here, using the implant code from a dead soldier, which you'll find in the blue notebook near Stanford's monitor.
- Note: If you picked up the voice recorder from Michelle Davis's cell back in Scene 06, you can grab the SD card from the camera in this room and listen to it using that recorder from your inventory. It will give you important information for the Confrontation in the next room.
If you didn't miss any, you should get the trophy here, in Scene 09 Part 2. If it doesn't pop here, it means you have missed at least 1 Safe Zone somewhere. Thankfully, you can get it using Level Select, but depending on how many you missed, it can be a big problem.
The easiest Safe Zones to miss are those in Scene 05, because the game does not tell you that you have to get the same exact Safe Zones twice, once on each character, and it's completely understandable to think otherwise and not realize that you have to get the bar Safe Zones again, despite getting them in Scene 01, let alone that you have to get them twice in the same Scene! Because of that, if you're missing Zones and you're not sure which ones, and/or not 100% certain you got both of Scene 05's Zones twice, I recommend starting there.
The main problem with missing Safe Zones and using Level Select to clean up is that the way the game's save system and Chapter system works makes things unnecessarily complicated. This means... Let's say you've finished the game and need to go back to grab some Safe Zones, so you load up Scene 06. You grab the one you missed here, but you have others you've missed in later Scenes. You cannot now exit and load a later Scene, because now the new save file (you must leave 1 file for your Completed save) is only up to Scene 06; you can't forward to a later Scene, you can only go back. You would have to re-select your completed save, and then from there choose Level Select again, but whether the Zone you just got on the other save file will count is unknown.
I have not been able to test this, but theoretically, you might be able to get around this by going backwards from the last-missed Safe Zone and work your way back to the earliest. That way, each Scene you load will always be a previous one, which would (theoretically) allow you to continue going backwards and backwards on that save. Whether this would actually work and give you the trophy is unknown.
Because of all this, if you're following this Guide and want to get your Platinum in the least time possible, I greatly recommend making absolutely sure you've gotten all available Safe Zones in an area before leaving, and before clicking on any option that has the point of no return-icon (the crossed-out u-turn icon) on it.