Vampyr

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VAMPYR WALKTHROUGH

In Vampyr, you assume the role of Jonathan Reid, an English combat medic just returning home to London from three years of frontline combat in France to visit his sick mother. Unfortunately, things have changed in his absence, with Romanian immigrants flooding the streets, an epidemic of Spanish Flu ravaging the populace … and something darker working from the shadows. Before Reid can get his bearings, he wakes up in a mass grave, somehow still alive and filled with unnatural power. You will have to make the choice to embrace your inner Darkness and deliver the killing blow to London, or resist the call and stand by your Hippocratic Oath.

Vampyr is a slightly open-world, combat intensive RPG with a rich environment of characters. This is the most massive walkthrough I’ve undertaken, and I hope I do it justice. It’s my intention to create the most sensible linear path available to maximize the achievements you can earn, while also letting you experience the full richness of this game. While it is not necessary to complete all the side quests in order to obtain the 28 achievements within the game, I’ve included information for them anyway in case you want to embark on these side journeys. Because of the sandbox nature of the game and the way certain choices can veer game events into a different direction, if I’ve missed something, please let me know!

My walkthrough is constructed utilizing the Normal difficulty settings, so if you want to kick up the difficulty to Expert, some enemies may be a little different in areas. The game doesn’t feature manual save slots, so unfortunately 2 playthroughs will be required to get all the achievements. (There are methods to do save manipulation on the Xbox One, but it has a pretty high chance of glitching some of the achievements, so I decided to ignore that). If you really want to maximize your abilities, I recommend option number 2 and a tenth playthroughs. (1: Anarchy playthrough; 2: Not even once; 3: Embrace Clay as soon as you encounter him)

Most of the sites I’ve looked at give this a 35-40 hour completion time for 100%, and it’s a not a steep difficulty. The majority of the achievements are story-based and could be accomplished without a guide. This walkthrough will try and approach the sandbox nature of the story in a logical manner to help you progress through as quickly as possible, without really missing anything, but I’m also going to add in separate sections in case you just want to reference a certain quest or explore London on your own. This walkthrough doesn't cover any of the DLC content, as they aren't tied to achievements. (So I didn't get the DLC!)

The walkthrough is broken down by chapters, followed by pages devoted to Skills, crafting recipes, weapons, Lore Keeper collectibles, Citizen Investigations, and District Citizens.

  • Dr. Reid has somehow been turned into an immortal vampire, although he doesn’t know how or even have a good grip on his powers. In the chaotic streets of London, it seems like everyone’s out to kill you, whether they be Order of Priwin vampire hunters or various strands of vampires. The good news is that since you’re incredibly difficult to kill, even if you lose all your health, you reappear in a safe area just before the fight that killed you. There is no loss of XP or inventory you've picked up when this happens, so if you blunder into a fight that’s too difficult, you can just calmly walk away and try again later, while still keeping any loot you managed to snag.
  • During the first playthrough, we will be aiming for London’s burning, which requires turning all districts to “hostile” status. The easiest way to do this would be to just kill the named citizens as soon as you run into them, but I actually recommend a more… sinister method. It’ll take a bit more effort, but the rewards all well worth it, especially since it’ll allow us to find all the collectibles without worrying about quest lines getting closed out because you killed someone too early (or, alternatively, them being killed when a district turns hostile). The way to do this is to gather as much information about the citizens as possible and completing their investigations. Not only does this keep the districts from descending into chaos and flooding the streets with enemies for you to climb over, but when you do harvest citizens, their blood is worth more XP.
  • A district’s stability is based on the health of its citizens. There are 16 citizens in each district you have to find, all with some sort of burden that they are carrying. In addition, since London is ravaged with flu, some citizens will be carrying some sort of infection. Since you’re a doctor – and there’s an achievement tied to it – I recommend curing these ailments, solving their quests, and finding out everything you can about them. This makes the districts more stable, and also makes the blood quality a lot better (and more XP) when you begin harvesting them. So, in true vampire fashion, turn your blood banks into nice stable, happy citizens, and then in one night wipe them all out, which will instantly flip the districts to hostile.
  • Only “rest” when you absolutely need to! Using a bed is the only way to spend your experience points; however, it also advances time to the next night. What this means is that NPCs could disappear if they were in danger, any consequences of your actions will start affecting district health, the Spanish Flu epidemic will continue to spread and infect other citizens, and you could miss out on certain quests. (Plus, XP costs are kind of high. I’ll keep us on track of where we should go so that Reid doesn’t get staked too often!)
  • Pick up everything! Beyond the collectibles, there is an absurd amount of rubbish cluttered in the streets, in trash cans, chests, drawers and especially off the bodies of your enemies. Most of the containers are replenishable so you can loot them again when you pass through an area. Enemies also respawn if you leave an area, and while killing them doesn’t grant you a lot of XP, the materials they drop are essential for crafting.
  • When you level up, focus on the Autophagy ability. This is hands down one of the best abilities in the game, allowing you to heal in combat using your own blood as a resource.
  • There are a variety of weapons in the game, and I’ll go into more detail later, but especially at the beginning, you’ll want to pick one that has a low stamina usage and preferably restores some blood points to you when you use it. One-handed weapons are extremely fast, granting you extra mobility in fights.

This is how the playthrough breakdown should work:

First Playthrough: I recommend going full vampire to maximize your XP collection and receive all the collectibles. The XP gain from combat is rather minimal, but you get a decent amount from finishing quests as well as harvesting blood from civilians. In Vampyr, however, it doesn’t make sense to just start feeding on someone as soon as you meet them. The more you get to know a person, finding out everything about them, the richer their blood, and the more XP they will be worth, so I’ll keep you informed of when is a good time to start boosting XP off of them. This will also flesh out the rich story quite nicely, and should only leave you with 2 achievements to snag on the second playthrough. (Or 3, but I’ll discuss that in more detail at the appropriate junction) (26 achievements)

Second Playthrough: This one will be a little harder because you won’t have access to the massive XP gains from chomping on civilians, but if you followed the above guide, it’s not too much of a stretch anyway. The main objectives during this run are to obtain Merciful release (if necessary) and Not even once, which means finishing the game without killing any citizens. It sounds daunting, but it’s actually quite avoidable, especially since you don’t have to avoid killing anyone that’s aggressive. More on that later! (2 achievements)

Third(ish) Playthrough: I’ll get into more detail on this later, but early in the game you’ll be given a choice about what to do with one of the characters, which will net you either Just take a bite or Merciful Release. Depending on how you made this choice in your first playthrough, you may choose to breeze through the first part of the game just to snag Just take a bite. (1 achievement)

Prologue

As a reminder, this walkthrough is structured around a Normal difficulty setting.

The opening cutscene will drop you right into the mouth of madness without much warning. Jonathan Reid awakens in a mass grave, extremely disoriented. Everything will appear in black and white, with the exception of a few splashes of blood. Once you gain … for lack of a better term, control … of your character, stagger forward, following the splashes of red.

After a few seconds, you will see a silhouette of a woman meandering about ahead of you. You can’t make out who this is, because you’ll be distracted by the bright aura of their heart and blood. When you get close enough, use cn_A to start a conversation – WAIT, THAT’S NOT HOW YOU TALK TO SOMEONE! (Don’t worry, since this is story-driven, it does not invalidate the Not even once achievement).

Jonathan comes to his senses a bit too late as color returns to the world, but before he can completely get oriented, a group of hunters stumbles upon them. Being English, Jonathan attempts to explain why he’s holding a dead girl in his arms, but these hunters are more of the “Shoot first, ask questions never” persuasion. Jonathan jumps off the ledge to escape.

Once you regain control, you have little choice but to run along the path before you. Your pursuers will occasionally score a shot on you, but you’ll heal from this damage quickly. You can hold down cn_B to sprint. Eventually, you will ascend a staircase and follow along an alley as it turns to the right and then back to the left. Ahead of you will be a truck, blocking further access to the street.

Before you reach the truck and the absurd amount of hunters coming from that direction, duck into the alley to the right. You’ll drop down into a trench, and be forced to turn left (to the right is a dead end). Run down this path until you’re blocked by barrels.

To the right of these barrels is a corpse with a machete sticking out of his chest. Approach the corpse and use cn_A to pick up your first weapon Used Machete (Melee 1/20). The machete will automatically be equipped, and you can swing it using cn_X. Attack the barrels to clear your path and continue forward. The tutorial will let you know that melee attacks drain stamina. (You start off with only 100 stamina, and while you recover it quickly, it also drains rapidly during combat. Each dodge costs 10 stamina, and a swing with your machete costs 15. Different weapons will drain different amounts of stamina)

Now that you’re armed, you can start fighting back, and in a true tutorial fashion, the game will provide you with an enemy. Since this hunter is hostile, he – and all other hunters and enemies who attack you – can be slain without invalidating Not even once.) You can lock onto an enemy with cn_RSc and use cn_B along with cn_LS to dodge in any direction.

While this hunter may have a weapon, he’s no match for even a fledgling vampire. You can dodge if you want, but you can also just soak up bullet damage as you close the distance and chop him apart with your machete. Once he’s down, make sure you search his corpse with cn_A. Enemies will usually drop something when they’re dead, but it’s usually random bullets, money, or crafting supplies. (The first handful of enemies may not drop anything, so don't fret if you don't find anything.)

Continue along until you’re confronted by another hunter blocking the entry into a large building (a foundry). This one is armed with a melee weapon. Melee fighters can block your attacks, and they can also deal Aggravated Damage, which doesn’t heal normally. If your opponent is blocking, don’t bother swinging at him. Once he takes a swing at you, dodge out of the way, and then chop him down.

Once he’s out of the way, head through the doors of the foundry. There are two more enemies in here, which gives you the opportunity to learn how to switch targets with cn_RS. You can use the large minecarts for cover as one of the hunters is armed with a gun. Once they’re both down, continue through the foundry and open the door on the opposite side.

Jonathan will be confronted by another hunter and during the cinematic, he’ll learn that vampires don’t do well in sunlight. (No Twilight sparkles in Vampyr!) Sunlight deals Aggravated Damage so your health bar will start diminishing the longer you stay in lit areas. Race forward along the corridor and sprint down the alleyway towards another hunter … who starts shooting flaming stakes your way. Well, that seems unnecessary. Close the distance quickly and chop him down.

Just behind this hunter, you’ll see a locked gate on your left and a red door with Keep Out spray painted on it ahead of you. These red doors indicate hideouts that Jonathan will be able to find throughout the city. Not only are they places to rest and spend XP, but later on you’ll be able to use them to craft recipes and improve your weapons! For now, it’s a good spot to get out of the sun so head through the door.

Jonathan will block the door. When you regain control, check the low shelf in front of you to examine a picture. After this scene, head into the small room to the left, check the drawers on the right for a handful of shillings and the bookcase on the left for Fire and Sun (Lore-Keeper 1/30). The door on this wall leads outside, so head to the right side of the abandoned house to find a staircase leading up, and a corpse in the middle of the room.

Examining this corpse will trigger another scene, and you’ll also pick up a Watch. The dresser in this room (on the right wall as you face the staircase) should contain a Bottle of Alcohol. These items can either be sold for shillings or broken down into crafting materials. Head up the stairs and follow the path until you can examine yourself in a mirror. Check the dresser next to the mirror for a couple more shillings.

Head right and another scene will trigger as you approach the corpse in the chair. You’ll receive Used Revolver (1/11 Ranged). Move toward the bed and examine a Bloody Diary on the nightstand to the left of the bed. When you’re ready, use cn_A to lie down on the bed. After the scene, you’ll unlock From here to eternity.

From here to eternity in Vampyr
Go to the Shelter and rest… (Secret)
  • Unlocked by 28,711 tracked gamers (100% - TA Ratio = 1.00) 28,753

Jonathan’s attempt to end the game early was unsuccessful. Instead, you get a tutorial on how to spend XP. Every skill you purchase will also raise your effective level by one. The only skill that can be purchased at Level 1 is Autophagy, which is an awesome skill on its own, as it allows you to heal both Normal and Aggravated Damage. After this, you have a choice of one Aggressive attack skill: Claws (short range and quick melee attack); Bloodspear (long range projectile that deals Blood damage); Shadow Mist (mid-range area of effect attack that deals Shadow damage) [I chose Bloodspear for my first playthrough and was not disappointed; not a lot of enemies this early on have a resistance to Blood damage.] After you select "Confirm" to save your choices and advance to Chapter 1, you will be a Level 3 Vampire with a whopping 135 XP left to spend.

Act I - Eternal Thirst

Identify and confront the vampire who created me.

Reach North Bank.

Jonathan arises from the blood-soaked bed, and although the game doesn’t mention it, it is worth noting that as an immortal vampire, Jonathan can’t be killed by conventional means. In game terms, this means that even if you wind up getting destroyed by an opponent, you will reappear outside the combat area, without losing any XP or inventory.

There’s not much to do here, so start heading back down the stairs towards the exit you couldn’t use the previous day due to the sun rising. (Remember that corpse you got the watch from? It’s somehow wandered off while you were sleeping, and a blood trail is leading out the door you will want to use.) That door is now open, and there are Vampire Hunters outside the other door, trying to bash their way inside. As they bust down your barricade, Jonathan will instinctively realize he can leap up to the higher floor. (In game terms, press cn_A to “teleport”.)

In this new room, there is a locked door ahead of you and a staircase leading to the ground floor. The door down here is locked as well, but this is only to ensure that you pick up the weapon that is on the corpse in the middle of this room. Approach the corpse and use cn_A to pick up Used Stake (Off-Hand 1/13). Off-hand weapons are used with cn_Y and normally have special effects. The stake, for instance, starts off with 10 Stun and costs 30 Stamina per hit. You’ll also pick up a Shelter Key, which can be used to open the door on the ground floor.

Inventory Management: It’s worth noting here how to change your load-out, although there’s not a lot of options at this point. cn_back will open up your menu, and it will display your map page. Use cn_LT to switch to the Character tab. Here you can change your equipment. Your Autophagy ability will be automatically bound to your cn_LB, but you can change it (highlight the ability and press cn_A) to your Aggressive attack (default cn_RB if you choose. As you progress, you’ll be able to bind your skills to the triggers and bumpers as you see fit. If you’d like, you can equip your Revolver to the second off-hand slot by pressing cn_A in the empty cell, but you don’t have any bullets for it at this time. When you have more than one weapon equipped in the melee or off-hand cells, you can swap them while in-game by pressing cn_up for melee or cn_down for range and then cn_right to swap the active weapon].

When you leave the shelter, Jonathan will mention that he wants to return to the West End. This is a pretty lofty goal, as there will be a number of obstacles between you and the northern side of London. You’ll hear a hunter make a comment about stinking corpses as you exit; he will be off to the right of you. If you press cn_LS, you’ll be able to shift into your “Vampire Senses” mode. This changes your view to black and white, with splashes of red, very similar to when you woke up in the Prologue. This will let you spot enemies – or citizens – even through walls! If you use it now, you’ll see the Level 3 Hunter.

Once the Hunter spots you, the game will give you a tutorial on stunning opponents. Basically, you’re going to hit them with your off-hand weapon cn_Y to drain the gray bar. Once they’re Stunned (the bar is empty), you can Bite them. Biting an enemy drains them of blood points and hit points and will also refill your blood meter!)

The Hunter has a machine pistol, so be prepared to dodge out of the way when you hear the “click” of his weapon. One good smack with your stake will be enough to stun him. Bite him, and then unleash your Aggressive Attack with cn_RB once you’ve got some blood in your stomach! (Alternatively, you could knock him down a couple of times and fill your blood meter up a bit more. Later enemies will have an increased resistance to stun after you’ve knocked them down once.)

Face east to find a gap in the railing to allow you access to the wharf area below. There are three enemies waiting for you below – two Priwen Rookies, and a Priwen Gunner. If you observe them in Vampire Senses mode, you’ll notice that under their resistances, the range icon is red. This means that they are highly resistant to Ranged attacks (not really a big deal since you don’t have bullets). (Later on, the game will explain about resistances but there are four types – Melee, Ranged, Blood, and Shadow. An orange icon indicates a medium resistance, and red is high resistance.)

When you take these three down, another enemy will ambush you. This Hunter is a Priwen Brawler, and he’ll be resistant to both Melee and Ranged attacks. He also sports a shotgun and a machete and doles out Aggravate Damage. Hopefully, you’ve got some blood stored up so you can unleash your Aggressive attacks against him. After you take him down, make sure you search the area for any items that were dropped.

Continue along the wharf to the east and you’ll find an open door leading into Southwark Bridge. The game will flash a message that you are entering Southwark District and that the current status is Stable. The status of a district will indicate the overall health of its citizens (There are 16 in each district), and also effects merchant prices.

Follow along the path in this area as you head up a staircase to the bridge proper. As you move along, you’ll notice an eye icon cn_A that indicates you can look at posters along the wall. These aren’t related to collectibles, and generally, don’t have any interesting information on them. As you cross the bridge, Jonathan will start lamenting about his sister. Ahead of you will be a locked door and a path to the left. If you turn to the right, there will be a second locked door and a corpse with 10 shillings. Continue along the western side of the bridge until you have to teleport across the gap.

Continue along the bridge on the opposite side of the gap, and when you are forced to turn eastward, you’ll find another locked door to your right and to your left an area with mattresses. On one of these mattresses is 5 shillings. Continue along the path to the north and as you reach the far end of the bridge, you should spot some rats zooming about. (You can spot these quite easily using your Senses) Chowing down on 10 of these will give you Pest Control, but rats are generally a quick and easy supply of blood, so they’re worth nibbling on even after you’ve earned this achievement. There’s only two or three in this area, but there’s plenty of other spots with rats about. This is a pretty hard achievement to miss!

Before you take the stairs down, duck into the alcove to your left to pick up another 10 shillings. The door on the next level is locked, so continue down and you’ll find an open doorway leading to the street. Before you proceed on, look underneath the stairs to find another 10 shillings on a barrel. Exit through the door to enter Lime House Docks area.

As you step outside, Jonathan will see a corpse lying by the water. He’ll examine it and then decide to follow the blood trail to see if he can figure out who turned him into a vampire. (That makes sense, right? “This body is dead; it must mean whoever turned me must be close.”) The game will also clue you into using Vampire Senses, but hopefully, you’ve done that by this point.

Follow the killer’s trail.

This is where the game will start to open up a bit more, so I will just be highlighting the main points of interest. If you’d like to explore on your own, I’ll include separate pages with the citizens you may run into. For the purposes of this walkthrough, I’m going to pretend that you are following the bright red blood stain on the wall above you. Since Lime House Docks is a populated area of the Docks, most of your vampire powers will be disabled, although you can still use the teleport ability (because that’s not weird to see, right?)

The blood trail will lead northward and then up to a balcony. Following this balcony around will lead you to a red door, indicating a hideout. The game will not only let you know that a hideout is close but inform you that you can spend XP or craft items inside. (Spending XP is not a good idea; you probably have a little over 500 XP at this point)

It is worth poking your head inside this hideout, however, as there is a box inside on the right wall that contains a Common Trigger part and Common Handle Part. On the left wall is another box that contains your stash. It is depressingly empty at this point; however, as you start collecting ammunition, and extra bullets beyond what you can carry will automatically be added into the stash. When you visit a hideout, you can then refill your ammo pouches from the stash. The back wall of the hideout has a crafting table, where you’ll be able to craft medicine to heal sick citizens (right now you have three recipes available – fatigue, anemia, and sepsis), serums to boost yourself, and weapon upgrades. You don’t have enough materials to really do anything with the crafting table just yet, although if you wish you can recycle -cn_LT to move to this tab – the Bottle of alcohol for 1 glass vial and 2 Ferrous tartrates and the Watch for 2 springs, 3 screws, and 3 grease. (Alternatively, the watch could be sold for a couple of shillings. This is up to you) Recycling these items still won’t give you enough to craft so you may choose to wait.

When you’re finished poking around in the hideout, step outside and jump off the west side of the balcony (you’ll see a blood puddle below you) to find a trash can with a glowing lid. A glowing lid means that you can loot a container! In this case, you’ll find a Torn off page of a diary. Reading this diary page will unlock a hint for one of the citizens in the district, in this case, Hint 4 for Sabrina Cavendish. (You should be able to do this by pressing cn_back, but sometimes Vampyr gets confused and will open your map instead. If this happens, just use cn_LT to navigate to the Inventory tab, and then use cn_LB once to open the Quest Items section of your inventory. This will allow you to manually read the item you just picked up. (As a side note, the Quest Items inventory will arrange itself so that whatever you last picked up will be in the upper left)

Hints: Learning hints about citizens increases the blood quality that each of them are worth. Especially if you are not concerned about Not even once, you should be hunting for these hints as much as possible, as it increases the amount of XP you’ll get when you decide to feed off them. In addition, finding hints or secrets about citizens will allow you to use your vampire presence to force someone to give you more information about themselves, opening up new dialogue trees or revealing investigation trails. The hints for each citizen will appear above and below the blood quality bar, and for simplicity, I have labeled them in left to right order.

Okay, where was I? Right! Follow the blood trail. It leads through the doorway of the local bar, the Turquoise Turtle.

Speak with the locals.

This will be the first time you can interact with citizens in Vampyr. I will give you warning in case there are any quest-breaking or lasting impact conversations in the area, but for this first part, feel free to explore as much as the story of Vampyr as you’d like with the three characters in this area – Dyson Delaney, Sabrina Cavendish, and Tom Watts. You will not be able to max out their Blood Quality bars at this point or unlock any citizen investigations. Main quest relevant conversation branches will be highlighted in yellow, and conversations that require vampire prowess will be highlighted in blue. White options are just optional story information. When you’re ready to move the plot along, you’ll want to speak with Tom Watts and select his yellow options.

Confront the man on the second floor of the Turquoise Turtle.

A scene will begin as you approach the door upstairs. (Side note: This is London! This isn’t the second floor; it’s the first!) Eventually, you’ll be back in control of the conversation. Unlike the conversations below, this one presents a different type of dialogue tree, marked with a red Y symbol. These indicate that you only get one choice to direct the conversation; in some conversations, this could cause you to miss out on a hint or investigation. In this case, none of your responses matter, so you can answer as you like.

Track the killer.

While you can certainly blunder back out into the streets and try and find the killer, your quest log gives you an optional task of Interrogate the locals. This will give you an additional tutorial about learning information and piecing together clues from conversations (and how to use the blue-tinted conversation markers).

When you speak with Tom again, you’ll notice that in addition to the yellow-tinted conversation branch, there is a second option – locked – that says (Hint Required). You’ll see these frequently in future conversations and indicates that there is some sort of hint you’ll have to uncover. Some of these may unlock hints and increase blood quality for citizens, and some of them won’t. In this case, pestering Tom with “I think you’re hiding something” won’t get you anywhere.

Instead, go speak with Sabrina and select “I want the truth!” when you’re ready to move the story along. As a reminder, the white dialogue choices are optional. Select “Tell me about him?” and you’ll unlock Hint 5 for Tom Watts. Return to Tom and select “Talk to me about William!” and then “I need to find him” when you’re ready to proceed.

Head out of the bar and to the west, following the red Y icon on your navigation bar. This will lead you to a boat with yet another corpse in it. Examine the corpse and the letter he was carrying for additional information if you choose.

Now you’re ready to resume following the blood trail. From the boat, look to the west to be able to teleport over to the opposite side of the pier and the Western Docks region. As you follow the blood trail, just before it enters the building where you can “sense” a Level 4 Hunter, you can find 5 shillings on a crate opposite the door, and a box containing 5 Aluminum shards and 5 Aluminum powder.

The Hunter is intent on searching the area, so you get a tutorial message about making stealth attacks. It seems simple enough – hit cn_A when approaching stealthily from behind – but the “stealth” portion isn’t all that intuitive. Basically, you’ll want to move the cn_LS slightly forward so that Jonathan isn’t quite running in order to be considered stealthy. Once you’ve taken down the Hunter, check the box he was investigating to pick up 12 bullets. (Remember to equip your Revolver if you haven’t already done so.) If you move along the west wall, you’ll find a box next to a stack of pallets that contains 5 Screws and 5 Aluminum powder.

The blood trail leads north from here, but we’re going to take an optional diversion. Look to your right and you’ll spot a broken staircase that leads to the upper walkway. Teleport up and then head south along the eastern walkway. There is a Level 5 Priwen Fire Executioner up here – a ranged fighter who is resistant to Shadow and Ranged attacks. This is okay because if we approach him from the east, you can actually blindside him and get in a stun attack, then crush him with melee. He is guarding a box that contains two Lead plates and four Aluminum shards.

Now return to the ground and head north to deal with the Priwen Brawler (Level 4) and Gunner (3) outside. The blood trail vanishes, but it’s pretty obvious that you’ll want to investigate the next warehouse. There are a couple of different options available to confront the Priwen inside this building. You can either try the frontal assault way on the ground floor or teleport up to the balcony directly in front of the exit from the previous warehouse. From this upper vantage point, you’ll be able to spot the 3 Priwen inside the warehouse; there’s another Priwen walking along the catwalk outside the building to your right. I mention this one in particular because you’ll want to eliminate him first and continue along the walkway to reach the north-west corner of the upper balcony. Here, you’ll find a box containing a Used Lupara (2/11 ranged). This is a sawed-off shotgun that does a lot of damage but doesn’t have the stun ability of the pistol. In addition, you probably don’t have many shells for it. (We’re just picking it up now for achievement progression)

From the Lupara, you can either fight the Priwen or jump down from the northwest window to continue following the trail. Remember, you don’t gain that much experience from fighting enemies, but there is a chance they’ll drop some decent salvage materials. In addition, in this room there is a body propped against a pillar near the fire that holds New practices, new tactics (2/30 Lore-Keeper) so you may want to pick that up now. The trail seems to split in two directions here, part of it proceeding north-east across a bridge. The other leg (north-west) actually leads to a hideout, and the game lets you know that rats are often found near hideouts. (There’s roughly 4 of them here for Pest control progression)

Inside the hideout, you’ll find a corpse with 3 Common Handle Parts and 3 Lead plates. You should have more than enough right now to upgrade one of your weapons, although I don’t recommend it. The machete can only be upgraded to Level 2, and it’s not really worth upgrading unless you want to quickly earn Work in progress and That’s better. We’ll find some better melee weapons coming up so you may want to hold off on this for a bit. You could also spend some of your XP (roughly 800 at this point), but be advised that the enemies will respawn if you do, citizens will get sicker, and you’ll really only be gaining one or two additional skills.

Once that’s done, head across the bridge to reach the North Dock area. Follow the blood trail into the Canning Factory (check the corpse on the right as you enter for a Lead rod. You’ll hear voices on the other side of the wall as you proceed. Also, keep an eye on the right side of the corridor to find a Used Scythe (2/20 Melee) stuck into a wooden barricade. The Scythe is a two-handed weapon, so it takes up both your melee and off-hand slot. Two-handed weapons have a special ability that can be used with cn_Y in addition to their regular attack. The Scythe is slow and uses a lot of stamina, but it does tremendous damage and can be used to Parry incoming attacks. Parrying an attack will – if timed correctly – will instantly knock down and stun the enemy, allowing you to bite them. If you choose to use this, you can also upgrade it to absorb blood points when you attack with it. (Although you’ll need another Lead rod before you can do so! Check the Weapons page for additional information!)

Once you’ve got your equipment set up how you like, continue down the hall and open the gate at the end to confront your first boss!

Confront William Bishop.

The murderer turns out to be another vampire – not really surprising. He is resistant to melee and highly resistant to ranged attacks, so you’ll want to lean heavily on your Aggressive attacks. He starts off with two stun bars and will max at four after he’s been stunned a couple of times. Using the Revolver is a waste of bullets at this point; I would suggest utilizing the Stake or Scythe for stun damage (although the timing with the Scythe is tough to master during this quick fight)

In addition, his HP will constantly regenerate, and at this point, only your Bite attack deals Aggravated damage. Conversely, all of William’s attacks deal Aggravated damage, so make sure you are paying attention to your health bar and using Autophagy as needed. The vampire will primarily swipe at you with his claws, stringing up to three attacks. He can also jump and bite you.

After you defeat him, you’ll automatically gain Used Bludgeon (3/20 Melee). It starts off with more damage than your Machete, but it’s slower and uses more stamina. However, you can upgrade it all the way up to Level 5 and you can add Stun damage to it.

Check on the victim.

Investigate the muttering man leaned against the railing to trigger a scene.

Gather a blood sample on William Bishop’s corpse.

Not only do you want to collect this sample (cn_A at William’s body), but there’s a box in the west corner of the room with two Lead Rods, 5 Aluminum shards, and 2 Lead Sticks! Now we can definitely start upgrading weapons once we have a chance.

Board the boat.

Return to the boat and use cn_A to board it. Dr. Swansea will take you to your new hideout, as well as provide you with a compelling cover as a doctor at Pembroke Hospital. You will also unlock At dawn we row during this scene.

At dawn we row in Vampyr
Take a ride with Doctor Swansea (Secret)
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Act II – Take Me to a Hospital

Analyze William Bishop's blood in the Hospital.

Enter the Pembroke Hospital.

(Side Note: DONTNOD is missing their opportunity to make full use of the Queen's English in this game! This quest should really be called "Take Me to Hospital") The quest object seems easy enough, but Dr. Swansea and Nurse Crane are blocking the main staircase. Instead, head to the left of that staircase and proceed along the wharf north. After a few steps, you’ll hear an altercation up ahead. Close the distance to start a scene.

This is the first major decision you’ll have to make in Vampyr: deciding the fate of Clay Cox. There are two main options you can make: Follow the tutorial and embrace him, or resist your vampiric nature and let him go. Either choice you make will lead to an achievement. If you’re going for the Anarchy in the UK, this is the first step to plunge the district into chaos, and obviously, you want to let him go if you’re pursuing Not even once.

However, I’d like to suggest a third option. As stated before, the more you learn about a citizen, the better their blood quality and the more XP you get when you feed from them. Clay is worth 500 XP if you embrace him now, 1000 XP if you come back for him later. Regardless of which playthrough you are going for, I suggest letting him go now and saving Just take a bite for your third(ish) playthrough. With that said, if you choose to embrace him now, you gain access to a really decent melee weapon (Clay’s Hatchet), and embracing him does not overly prove detrimental to the district. The choice is yours.

With this in mind, the first choice you make in the conversation with Clay doesn’t matter. You then get a tutorial on how to feed off citizens. It’s not enough to simply bite them, you have to be able to Mesmerize them first, which means that your Mesmerize skill must be equal or greater to their resistance. (Mesmerize increases during story events) In this case, you both have a one so press cn_LB to Mesmerize Clay. You’ll then see a trail of red sparkles leading roughly eastward into the shadows. Once you’re safely hidden, you’re given the choice to cn_A Embrace or cn_B Release him. Make your choice and earn either Merciful Release or Just take a bite.

Merciful release in Vampyr
Let Clay live during your first meet with him (Secret)
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or

Just take a bite in Vampyr
Embrace Clay during your first meeting with him (Secret)
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There is a box just to your south that contains 2 Springs, and to the north one that contains 2 Tiny Common handle parts. Continue north and as you approach a set of stairs leading up to the main street, you’ll find another box containing 2 Aluminum Powder. When you reach the main street, you’ll see a number of medical tents set up to care for flu patients. It’s important to note that as you poke around this area, you’ll meet a number of doctors and find quite a few crafting materials. The containers in this area restock every day, and their components change each time you loot them. Just keep an eye out for shiny containers, as the game is going to start opening up significantly!

If you’re proceeding with the main mission, you’ll spot Nurse Crane waiting outside the hospital. Nurse Crane will give you directions to your office on the second floor of the hospital. (For the purpose of walkthrough clarity, I'm going to ignore the staff and patients at the hospital for now, but feel free to explore at your leisure!) I don't recommend leaving the hospital grounds at your current level, as there are some high-level enemies just on the other side of the bridges leading deeper into the district.

Find your office on the second floor.

Enter the hospital and climb the stairs just past the reception desk, turn left at the top of these stairs and head down the western hallway.

On the left wall will be a doorway into an operating room, and if you poke your head in here, you will find Used Hacksaw (4/20 Melee) on a gurney. The hacksaw is a decent replacement weapon, dealing out blood absorption as well as damage in contrast to the bludgeon’s stun. In this same room, on the left wall, you will find a file detailing T. Elwood’s Medical File. This gives you Thomas Elwood’s (a patient on Pembroke’s first floor) Hint 1. Continue down the hall to enter your office.

Analyze William Bishop’s blood at the workbench.

The objective marker will lead you to the crafting table in your office. You may notice the dead flower in the pot in between the crafting table and the large lab bench. Don’t worry about this flower yet; we won’t be able to deal with it until much later. Take a moment to poke around, and you’ll find a box to the right of the door that contains 5 Aluminum powder and 25 shillings. Pinned to the pillar in the middle of the room is a message from Doctor Swansea. Beyond that, on the back wall of the room, is another clipboard with Article on Ekons (oddly, not a collectible, but interesting information about the Vampyr world) Use the crafting table and receive a tutorial about analyzing components. Basically, from your Craft menu, you hover over the item in the “To Analyze” box and hold cn_A to analyze it. In this case, William’s blood grants you the Light Regeneration Serum, which – when crafted and equipped – regenerates 300 hit points, followed by 150 health points over 15 seconds.

While you may not have enough materials to craft any treatments (unless you were supremely lucky with your combat drops), you should have more than enough to upgrade one of your melee weapons and install a module onto it. I don’t recommend the Machete or Stake, but the Hacksaw, Bludgeon, or even the Scythe are good choices to enhance. Doing this now will earn you Work in progress and That’s better.

Work in progress in Vampyr
Upgrade a weapon
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That's better in Vampyr
Upgrade a weapon with a module
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Rest in bed until the next night.

The game informs you that the sun is coming up and Jonathan should rest. Granted, you can just wander about some more, as the sun doesn’t actually rise until you lay down, but this is decent advice. Although the game is a lot more open at this point, you will find that there are some areas that you will quickly be overpowered (especially if you are still at Level 3). You should have roughly 1335 XP to spend at this point (or more if you Embraced Clay) so sleeping will allow you to spend that XP accordingly.

With the small pool available, you can either select a second Aggressive attack or increase your health points and Biting abilities. At this point, I would definitely suggest taking at least a level in Big Thirst, which gives you more blood points when you utilize Bite during combat. Leveling up to 4 also gives you access to your Defensive skills – Coagulation or Blood Barrier. The former is a skill that will actually freeze your opponent in place; Barrier will absorb a couple of hits for you. At Level 5, you’ll gain the Tactical skills Spring (jump forward and deal Shadow damage) and Shadow Veil (a cloak that lets you become invisible until you attack) as well as the Science skills to carry more rounds or serums with you.

Level up what skills you can (bringing you to Level 5 or 6, depending on Clay’s fate), and then Confirm your choices to advance to the next night, and concluding Chapter 1.

Act 1: Night Shift

Help the Pembroke Hospital to cope with the epidemic.

Answer the door.

Jonathan awakens to find Nurse Crane outside his door, alerting you to a crisis. Well, it wouldn’t be an RPG if there wasn’t a problem that only you seem to be able to solve. In this case, the hospital is woefully short on antiseptic supplies. Your first response to Nurse Crane won’t impact the game. You are directed to the old morgue southeast of the hospital to find some household chemicals that can be used to craft antiseptics. (Note: This is exactly why DONTNOD includes this commentary at the beginning of the game. Do not try this at home, gamers!) You will be given the Morgue Key to unlock the back entrance to the morgue.

Enter the old morgue.

On the way out, I’ll direct you to some notable objects. First and foremost is the locked door to your right. This is the office space of the three doctors wandering around on the ground floor. You can’t access it just yet, but I wanted to point it out in case I have to refer to it later. The door to your left is a storeroom that doesn’t have anything useful at the moment, although there is a locked chest that we’ll be accessing much later in the game.

As you wander around the hospital, you may decide to shift into your Vampire Senses to make it easier to track the citizens as they move about on their rounds. Occasionally, you may notice their heart auras growing brighter, and a message will flash at the top of the screen to Observe Citizen’s Actions. The game will explain how to do this much later, but it indicates that there’s an “eavesdropping” opportunity coming up. Notably, this happens with Rakesh, Mortimer, and Corcoran, but when these opportunities occur is random. If you want more information, check their character information under the Pembroke Hospital page.

On the ground floor, in the room left of the main stairs (as you face them), you’ll find two metal lockers. One of them is locked (and belongs to Nurse Pippa Hawkins), but the other has a Long letter in it that will give you Pippa Hawkins Hint 4. If you poke your head outside the east wing of the hospital, you will find a makeshift morgue area set up outside. Rakesh Chadana runs this area, and also has a shop of sorts. He’ll sell medical components as the game progresses, and oddly his prices increase as the district gets healthier – one of the rare examples of this. If you check his inventory now, you’ll notice he has An enigmatic formula for 70 shillings. Do not buy this. Not only is it a hefty price, but I’ll direct you to a free one long before you need it. (It provides recipes for three more medications) Any components purchased will be refreshed each day. If you poke around in the wooden shed north of Rakesh’s area, you’ll find a corpse you can loot for a Crumpled Letter. Read this for Milton Hooks Hint 3.

Head back into the hospital to explore the north wing and meet Doctors Strickland and Ackroyd, along with patient Harvey Fiddick. On the desk next to Harvey’s bed is an Unfinished Letter, which will give you Harvey Fiddick Hint 1. (This will also allow you to get Harvey Fiddick Hint 3 if you’d like to talk to him now) While talking to Dr Strickland, you may choose to ask “Your life in London?”, then “About the Pembroke hospital?”, and then “Do you need my help?” This will unlock your first Citizen Investigation “Missing ingredients,” and you get to learn the fun way Vampyr has of organizing these types of side missions. The missions are categorized by each district (although the mission may not occur in that particular district), and will show you the character portraits of the citizens who are affected by this mission. (In this case, Doctors Strickland and Ackroyd) You can track (or untrack) these Investigations with the cn_X button, but it doesn’t give you a recommended level for the mission. Maybe this is because Jonathan is an immortal vampire, and you can just wander off if things are too difficult. In this particular instance, “Missing ingredients” will take you into the Docks district, and will involve battling some Level 14-16 foes.

The west wing contains patients Thomas Elwood and Thelma Hawcroft (she is a nut, and provides many amusing conversations!) On the table to the right of the left bed (Thelma’s) is About the use of garlic and wooden stakes (3/40 Lore Keeper). Talking to Thelma can yield the “Wrong Target” investigation, which we’ll tackle a bit later. (If you use your Vampire Senses, you may notice another patient who is locked behind a door near where Sean Hampton is recovering. We’ll come back to her later in this chapter)

Out in the front of the hospital, you can meet Milton Hooks (an ambulance driver and another merchant), Doctor Corcoran Tippets, and Nurse Gwyneth Branagan. Milton is worth talking to not only because he offers quite a few crafting components, but also the investigation “Midnight in the garden of good and evil”, which we can take care of on the way to the morgue. The prize possession in Milton’s inventory is his Shotgun, which is not only part of our Keep your distance progression, but is also an outstanding weapon that can be upgraded to do either Incendiary (good versus monsters) or Chemical (good versus humans) damage. Currently it costs 315 shillings, which is quite hefty, but if you get the district to a Sanitized condition, the price will drop to 280. Alternatively, when you get to a high enough Mesmerize level, you can just Embrace him and take it. To gain access to his mission, ask him “Your life in London?”, “What is your occupation?”, and “You sound like you’ve had it rough?”

When you’re finished poking your nose around the hospital, head through the south exit of the hospital. Now, the door in front of you is locked, and will not yield to your Morgue key. The key is actually for the rear entrance, which is located through the gardens. Turn right, and use your Vampire Senses to locate the Skals hanging around near the hospital. There are 3 Level 6 and a Level 7 Rogue Skal. If you’re tracking the “Midnight” Investigation, the marker will lead you right to the corpse with Milton’s wallet. You can return it to him when you next see him.

Follow the path around the back of the hospital and unlock the door to enter the morgue.

Find useful medicinal ingredients in the old morgue. Once inside, head through the first room and turn left when you enter the hallway. Proceed down this hall to reach a set of stairs leading up (and a locked door that will lead into the basement. Trying to open it will create another sub-objective to find the key.)

There is a 6 Rogue Skal up here for you to deal with. The desk near where he was chomping down on a corpse holds the Quinine you were searching for. The other doors up here are locked, but the body at the far east end of the hallway holds 6 bullets and 2 shotgun shells. The office to the left of where you found the Skal has the basement key. As you head back to the stairway, another Skal may show up to attack you. Check the office to the left of the stairway to find 3 Ferrous tartrate.

The upper floor contains a corpse you can search, which should contain some Watery sturdy blood samples. These are used to craft serums.

Head back down and unlock the basement door. There’s another Level 6 Rogue Skal down here. As you continue deeper in, the first doorway on the right holds a 5 and 6 Rogue Skal. Defeat them, then head through the connecting doors to reach the south-east corner of the morgue, which is an autopsy room.

There’s a corpse on the table in this room, and a clipboard on the stool next to it. Pick up the clipboard to receive the Death Report, which begins the Investigation “The harder they fall.” Inspect the corpse if you’d like, note the locked chest to the left of the gurney, and then pick up the Liston Knife (2/13 Off-hand) from the back table. This off-hand weapon is useful for draining blood from your opponents with each hit.

Exit through the double doors to the north-east to come up behind a 5 Rogue Skal. After you deal with him, turn right and proceed through the next set of double doors. As you enter, you’ll be attacked a Level 7 Blinking Skal named John Doe. This guy is probably the toughest fight you’ve encountered yet. He teleports around the room, leaving behind a shadow creature in his wake. The Skal is resistant to ranged attacks, and his decoy is resistant to Shadow. However, don’t bother attacking the shadow, as it doesn’t do any damage to John Doe. Bloodspear is the best way to deal with him, ensuring that you stun him to keep your blood supply up. John Doe starts with a Stun bar of 2, and maxes out at 4, although sometimes when he teleports, the bar will rest to 2 again, making him an easy target for bashing.

If you totally biff this and wind up getting killed, you’ll wind up back at the entrance to the basement. While you won’t lose any XP, the Skals will have repopulated, so ensure you use them to refill your blood meter before going after John Doe again. When you defeat him, you’ll automatically receive 3 tiny common handle parts and 2 Lead sticks.

Go to the operating table in the center of the room and pick up 2 Sodium hypochlorite solution.

Craft the treatment for Fatigue. With all the ingredients in your possession, it’s now time to make some medicine! (In the game; don’t do this in real life) While you can go back to your office (or any craft table) to do this, there’s a couple more items left to snag in the basement.

Teleport up to the raised area in the back of the operating room. Just ahead of you in the right is a cabinet with 2 Watery rich blood samples, and An enigmatic formula. (See, if you had been playing without a walkthrough, you may have bought that and then been really annoyed!) Now approach the worktable on the back wall and use it to analyze both the formula and the blood sample. You’ll gain the recipe for Light blood serum and Treatments for Cold, Bronchitis, and Pneumonia. Make sure you craft the Treatment for Fatigue before you leave!

Bring the medicine to Dorothy Crane in the patient’s room. Head back to the stairs and deal with the 5 Rogue Skal who comes blundering down the stairs. When you reach the ground floor, take the first door on the left and out through the double doors to leave through the morgue’s front entrance.

When you return to the hospital, close out the “Midnight” and “The harder they fall” Investigations if you’d like, and then find Nurse Crane. The game hints that you can use Vampire Senses to spot citizens. When you track her down, speak to her to receive a tutorial message about diseases. If a citizen is sick, it lowers their blood quality and also effects the overall health of a district. You only have to heal 10 citizens for Hippocratic oath, but if you’re doing the Anarchy playthrough, it’s useful to keep everyone healthy until you decide to drain them. (Oh, sweet irony.) Alternatively, if you’re doing Not even once, healing citizens gives you a decent chunk of XP, although nowhere close to what you’ll get from draining them. (However, in that playthrough, every little bit helps!)

Step into the room behind Nurse Crane (the Goswick’s personal room) and press cn_RB to check the Medical Status of Mortimer. Heal him (25 XP) (1/10 Hippocratic oath) and then leave the room. It’s time to solve the next crisis!

Note that as you leave Mortimer's room, the game tells you that draining citizens will give you a massive XP boost if you seek out citizens of equal or lesser Mesmerize level. This is a trick! There are only a handful of characters you have access to at this point with a Mesmerize of 1, and draining them now would actually wind up closing some Investigations and higher rewards for you. I suggest letting the citizens live for now.

Act II: A rat in the hospital

Talk to Edgar Swansea. Edgar’s office on the second floor of the Pembroke is now accessible. Step inside for a conversation detailing your next mission. During the Y dialogue choices, your responses do not matter.

(As a side note, the enemies in the next section culminate in a Level 9 boss. You can level up your skills if you want, but should have minimal difficulty at Level 5)

Talk to the hospital benefactor. Before tracking down your next contact, take a moment to look around Edgar’s office. On the desk on the right-hand side of the office, you’ll find a letter (actually two on top of each other, so check your inventory!) Warning Letter and Note to Dr Swansea that will give you Thoreau Strickland’s Hint 2 and Dr Waverly Ackroyd’s Hint 2 upon reading them. In the lower right corner of the office, on a low bookshelf, you will find Rare species of vampire (4/30 Lore Keeper). On the left side of the office, on the desk here, is a Letter of Rakesh Chadana, which with give you Rakesh’s Hint 3. (meaning this is the earliest opportunity to have all three of his hints and his blood quality maxed out at 5000 XP!)

Follow the objective marker outside the hospital to the medical tents. You’ll meet Lady Ashbury, the vampire who saved you from William Bishop back in Chapter 1! Again, you can answer as you like for the Y dialogue markers.

Talk to Harriet in the hospital. You next objective will have you meet Harriet Jones, the patient that is in the locked room near where Sean Hampton is recovering. Speak with her to receive you next clue, which will involve questioning the three nurses. Two of these are optional, but do give you additional XP, so I recommend starting with them first, especially if you are in your Not even once playthrough, as every little bit helps.

You’ll probably run into Pippa first, as she spends a lot of time around the central reception area. Question her regarding “Strange man visiting nurses?” to receive 75 XP.

Nurse Branagan will be your next stop, she is normally around the medical tents out front. Ask her the same question for another 75 XP. While you’re here – if you spared Clay Cox – swing by the southernmost of the medical tents by the river to find him hanging around. You can find a Crumpled Note in the tent near his location, which will give you Clay Cox’s Hint 4. If you want, converse with him to start his investigation “Tools of the trade” and max out his Blood Quality (after you cure him of Fatigue of course!) We’ll be heading in the direction of this Investigation, so it’s a good idea to activate it now.

On the way down to the river, following the main objective marker, you’ll receive a message from the game to eavesdrop on someone using your Vampire Senses. Before doing so, turn to the right and speak with a gentleman in a suit who is hanging around the area. This is Newton Blight, and you will gain Newton’s Hint 1 for speaking with him now, as well as a “soft start” (meaning it won’t show up in your quest log) for his citizen Investigation.

Now activate your Vampire Senses and head to the gate. After watching the pair by the water for a few seconds, a red mist will appear. Stand in this mist and press cn_A to trigger a scene. After the conversation, you are somehow on the other side of the gate.

Retrieve the thug in the sewers. Step forward and open the gated door to your left to enter the sewers.

The gate directly in front of you is locked, but as you approach it you’ll hear the shouts of distress from a citizen near you. This is Oswald, Newton’s friend. Turn left to find another gate that you can open to proceed deeper into the sewers. At the bottom of the staircase, open up two boxes to find a decent amount of medical crafting supplies.

Head through the next gate and you’ll face a slight choice in directions. (I say slight, because going up the stairs to your right will allow you to unlock the gate from before) There’s a giant puddle of blood on the floor that Jonathan will remark on, so the obvious trail leads to the left.

Be wary, as there are 3 Skals in this room, an 8 Rogue Skal on the upper platform, a 6 down below, and a 7 in the tunnel. They shouldn’t be too difficult to put down, especially if you take them on individually. The tunnel the 7 Skal came from is a dead end, but the box nearby it has some bullets and shells within it. If you check the platform you fought the 8 Skal, you’ll find a box containing 2 Lead Rods and a Rusty box of pills. There is also Common barbed cudgel (5/20 Melee) leaning against the wall. This is another two-handed weapon, but it does a lot of damage and a significant amount of stun.

Continue southwest until you reach another split in the path. The right path will lead us to save Oswald, but he’s fine for now. Instead, we’ll focus on the left path. Just around the corner will be a 4 Rogue Skal. Take him down quickly, then check the corpse for Ban of the Dragon (5/30 Lore Keeper). There are also a couple rats running around to resupply your blood. (You should be really close to Pest control at this point, so I’ll just drop this here….) Also in this room (up the short stairs) is a box containing 2 Light regeneration serums. This can be assigned to D-pad Up or D-pad Down and can give a 300 HP jump in healing (which may be necessary just ahead)

Pest control in Vampyr
Eat 10 rats
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The blood trail continues past a round tunnel with “Beware” written on the wall. This is a good warning to check your equipped items, as there’s a Level 9 Sewer Beast just ahead of you. Sewer Beasts (and Large Beasts) are similar to werewolves in appearance. They are big, quick, and powerful. They are highly resistant to Blood attacks and resistant to melee. Shadow Mist may seem like a viable alternative, but Beasts are very quick, and it’s hard to time when the attack will go off. Ranged attacks (especially the Lupara) are the way to go here, and the Cudgel you just picked up should level the playing field as well. (The issue with the Lupara is its abysmal reloading speed). Beasts also do Aggravated damage, so you can’t count on your natural healing in this fight. Just keep dodging and hit him when you can! The Beast starts off with a resistance of 4 to Stun, then caps at 7. Beating him will earn you 600 XP.

Search the thug’s corpse. Search the marked corpse to find a clue that will lead you to investigate Whitechapel. Before that, I suggest we clean up a bit of our quest log.

Start by backtracking to the previous split in the path, and this time take the staircase leading up. As you reach the top, you will trigger the Investigation “Claustrophobia”.

Claustrophobia: Turn right at the top of these stairs and then take the next set of stairs down to find Oswald trapped by a 6 and 8 Rogue Skal. Oswald is in a blind panic, so you can deal with these Skals however you see fit without giving away your Vampiric (Vampyric?) identity. After you’ve dealt with them, step into the cage Oswald has locked himself in and talk to him. If you don’t talk to him, even if you’ve killed the Skals, leaving and sleeping will cause Oswald to be killed. After you’ve spoken to him, you can leave; Oswald will return to the surface on his own and will rejoin Newton the next time you rest.

Tools of the trade: Take the stairs up to the west and step back out onto the river. Turn south (to your left) and continue along the river for roughly 50 meters. There will be an 11 Rogue Skal up ahead, but if you sneak up on him, you should be able to rough him up with Bloodspear or Shadow Mist and then whale on him with your Cudgel. Check the boxes in this area to find 2 Lead Plates, 2 Lead Rods, and 2 Lead Sticks, as well as a Large Knife. Unfortunately, this isn’t one of your melee weapons, but you can return it to Clay. (40 Shillings and 50 XP)

The easiest way back to the Pembroke is the follow the river northward. You can, if you choose, go up the steps and follow the road through Poplar Fabrook district, but there are some Level 10-12 Priwen Hunters up there. Not that you can’t handle them, but it’s only worth 5 XP apiece. If you choose to take the Fabrook route, you may notice a red “Keep Out” door at the corner that indicates a hideout. This is actually Mortimer’s flat, so we can’t access it just yet.

The reason I suggest returning to Pembroke is to spend some of that well-earned experience (you should have roughly 3800 by this point, plus an additional jump if you decide to get rid of Clay after returning his knife and curing his fatigue … because that’s the Vampyr way.) In addition, you should considering upgrading your weapons and crafting treatments for any Citizens you’ll encounter. (Recommend 4 Fatigue, 2 Colds, and 1 Bronchitis). Check around the hospital for the necessary crafting materials if you’re short) You should have enough crafting materials to upgrade the barbed cudgel to its highest level.

Solid metal gear in Vampyr
Upgrade a weapon to level 5
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Act III: Blackmail in Whitechapel

Put an end to the blackmail plot against Lady Ashbury. Reach Whitechapel. If you’ve rested, Oswald will join his friend Newton down on the wharf area outside Pembroke. It is possible to get all the hints possible for these two to max out their experience. While it is also possible to embrace Oswald now, I suggest holding off on that. Newton goes a little crazy if his friend disappears, and will become a powerful enemy (a 27 Beast with a handful of Skal attendants) you’ll have to track down later to receive his weapon. I recommend keeping them alive until you can embrace both at the same time. It is possible to complete “Missing Ingredients” at this point, but the reward is only 100 XP and you’ll have to tangle with a pretty powerful 16 Skal. It’s better to hold off on that until you’re ready to start embracing doctors, sending Pembroke into chaos, or when you’re a higher level and can tackle this easily. (Risk vs. reward)

The best route into Whitechapel is to cross the bridge west of the hospital. If you’d like, you can tackle Thelma Howcroft’s Investigation “Wrong target” along the way, as the routes parallel.

Wrong target: Find out who is spying on Thelma. The first objective will be the building just north of the Pembroke side of the bridge, where two Priwen lay in wait, watching the hospital.

Find the local command post of the Guard of Priwen. Cross the bridge to enter the Whitechapel Street district. If you use your vampire senses, you’ll note an 18 Ferocious Skal on a ledge just above you to the right. He’s a bit of a beast, although that Barbed Cudgel you picked up in the sewers if a handy tool to bring him down to size. You do get 70 XP for taking him down, along with a Wet Boot Boys Note, which gives you Albert Palmer’s Hint 2, along with the Investigation “Promising recruit”. (As a side note, the first step in this quest is to “choose what to do with the recruiter’s note,” but it only gives you one choice. This is because you haven’t met Albert’s father yet. We’ll get to that.)

Continue along the alley to the west to encounter three Priwen, two 12’s and a 10. One of those 12’s is a Fire Executioner, and will pelt you with flaming crossbow bolts if you don’t handle him first. (You may not spot him with your vampire senses at first, as he’s at the far west end of the alley. Using vampire senses, you can spot a blood mark just before the Brawler, which indicates there’s a ledge you can teleport up to and then sneak around to the Fire Executioner. The next area is a little tougher. Just through the gate on the west side of this area will be a 15 Brawler, along with Levels 16 and 17 Rookies. These Rookies carry torches that deal an absurd amount of aggravated damage, and they’ll be alerted once you go through the gate.

Steal the reports leading to the Pembroke Hospital. Enter the building at the west end of this area and loot the ground floor before making your way upstairs. There is another 17 Priwen Rookie up here, just waiting to set you on fire. After you take him down, you can pick up a Used Priwen Stake (3/13 Off-hand) along with a Report about Pembroke from the table. There is also a green safe in this room, between the tables (face north from the back of the room, and you should spot it) that contains The Great Hunt: hail to our fallen comrades! (6/30 Lore Keeper) (Returning to Thelma will net you 150 XP, but you can wait until the next time you’re at the hospital to do this.)

Retaliation: You may have noticed as you passed through this area the first time, but in the north-east corner of the area where you fought the three Priwen (including the Fire Executioner) is a doorway splattered with blood. Entering this building will trigger the Investigation “Retaliation” where you have to rescue Cadogan Bates from some Skal attackers.

Save the shocked man by defeating the Skals. Run up the stairs and, using your senses, you’ll spot a 14 Blinker Skal accosting an unknown citizen (Cadogan Bates). The door won’t open from this side, so you’ll have to proceed up to the third (or second, if you’re English) floor. The door up here will open, revealing a convenient hole in the floor leading down to Cadogan and the Blinker. However, there are two 13 Rogue Skals up here that you should deal with first. And you may as well loot the upper floor (Cadogan’s fine; trust me!). On the west wall is a bed with a corpse on it. The corpse holds a Petition Letter that will give you Cadogan Bates Hint 2. Reading this may not give you a good fuzzy feeling about saving Cadogan, but if you’re going full Vampyr, you’re going to want to embrace him yourself; and if you’re doing Not even once, well … he’s got to stay alive, unfortunately. Drop down and sneak up behind the distracted Blinker to get a good Stun attack on him before eliminating him.

Talk and check on the shocked man. Simply converse with him to gain 50 XP. Cadogan will relocate to Whitechapel’s main area the following night. There’s quite a lot of loot in this little room, but you can also find a Text in Braille on the large bed. This is the first of four documents, and triggers the “Occult Oculus” Investigation, although it will be a bit before we can do anything more with this.

Exit the room through the door to the stairwell and then leave the building.

Blackmail in Whitechapel: You may have noticed that Whitechapel begins in a Serious condition, due to many of its citizens being lost or sick. At any rate, continue along the main road here – heading west – until you encounter an 11 Priwen Rookie leaning against a wagon. He’s a tempting target, but be aware that there’s also a 10 Priwen Gunner and 12 Priwen Brawler lurking in this area. After you’ve removed them, check the north-west corner of this area for a high ledge you can jump up to. A large hole on the east side of this area (connecting this square to the Priwen outpost if you did “Wrong target”) is a hideout. There’s nothing of note aside from some standard loot in here, but it’s a useful spot to conduct upgrades if you’d like.

Continue westward, and in a little alcove to the left will be a 10 Rogue Skal you can pretty much ignore, unless you want to interrupt him from his feast of rats. Maybe take a couple for yourself? Cross the bridge a bit further west, ignoring the Priwen below and instead focusing on the ones in front of you. There are four in this area: two 11 Rookies, a 10 Rookie, and a named 12 Brawler that functions as a mini-boss to prevent you from entering Whitechapel prematurely. I say that because he is highly resistant to melee and resistant to firearms, so he’s a tough battle if you haven’t leveled up at least once (beyond the tutorial). He’s appropriately named “The Wall”!

Once he’s defeated, you can enter Whitechapel proper through the western gate (the one to the north is locked at the moment, so curb your exploratory tendencies!)

Find and talk to Darius Petrescu. As you enter Whitechapel, you’ll get a notification of a new hideout, but it’s a block to the north of your location. Continue westward to the intersection and you’ll witness a conversation between two citizens that results in a gunshot. No investigation pops up, but this is something to look into, surely? Jump up to the ledge before you and turn to the right to talk to the young man leaning against the wall. (If you picked up the Boot Boy letter, you’ll notice a green option “The man you were looking for is dead.” I don’t recommend doing this, as it gives you no reward!)

You can, however, select “Your life in London?”, “Did you steal that man’s medication?” and then any response thereafter to receive Benjamin Palmer’s Hint 1. He’s an obnoxious young man, but you can at least treat his fatigue for progress with Hippocratic Oath before moving on.

Approach the other man in the alley to meet Albert’s father, Benjamin Palmer, and also receive an update to “Promising Recruit.” You can now give the letter to Ben. Do so to earn 50 XP, along with a Swanborough Cordial. It seems like a useless item (it can only be recycled for a glass bottle), but examine it in your inventory to learn Loretta Swanborough’s Hint 1 and learn one of the reasons Whitechapel is in such a serious (er, Serious) condition! If you follow the street northward and then look to the left at the next area, you can meet Loretta herself. She is a merchant, after all, and does sell medical crafting components, although her prices are a bit inflated due to the Serious condition of the district. (There don’t diminish that much by stabilizing the district, and you’ll only save a couple shillings).

You can wander around Whitechapel and seek out the inhabitants if you like, but you’re almost forced to do this anyway as part of the main quest. I will say that if you encounter Clayton Darby, be very cautious when you are talking to him. There is an odd glitch with his Investigation quest that causes it be broken, locking out one of the hints for Cristina Popa. His character page will give more info if you run into him before it’s time to do his quest. Continue to the objective marker and knock on the door. Darius turns out to be an efficient doorman and turns you away.

Investigate Darius Petrescu’s actions. Well, that was rather rude. Trigger your vampire senses and watch Darius leave through the back door of his house. Head south from the house and then westward to stand at the gated entrance to the Dispensary. After a few seconds, the area you’re standing will turn red and you can eavesdrop on his conversation with Dorothy Crane. This will give you Darius Petrescu’s Hint 1.

Find the Clayton Darby The mission objectives states that you need to meet with Richard Nithercott and Clayton Darby to learn more about Darius, but it’s worth tracking down a couple other Whitechapel citizens to learn more about Dorothy Crane as well. (Specifically, tracking down Barrett Lewis and Father Tobias Whitaker). The reason to do this is to get all three story options when you confront Dorothy at the end of this chapter.

Head north from Darius’ home and take the first road north-east. You should encounter Barrett Lewis against the left wall. He’s another Whitechapel merchant, selling crafting materials for much better prices that Loretta. Ask him about “Your life in London?”, then “Noticed anything out of the ordinary?”, and finally “Violence is increasing?” to unlock his Citizen Investigation “Trinkets and more”. In addition, tell him “I’m looking for Nurse Dorothy Crane?” and then select any option to receive Dorothy Crane’s Hint 1. Joe Peterson is normally hanging around this area, and you can speak with him if you like, although it won’t progress anything.

Head up the steps of the church to meet Father Tobias Whitaker, another class act here in Vampyr. Tell him “I’m looking for Nurse Dorothy Crane?” and then “Why hate Nurse Crane?” to receive Dorothy Crane’s Hint 3. You can also speak to him about “Personal questions,” followed by “Do you have any family left?”, and “Where did you send him?” to unlock the Citizen Investigation “Holy crusade,” because with all the madness in the streets of London, Whitaker sent his disciple out to preach in a cemetery …

Clayton Darby may be in this area as well. As I mentioned before, his Investigation will glitch if you don’t complete it in one shot, so I recommend only asking him “About an underground medical dispensary?” at this time. I’ll approach his Investigation from a different angle to prevent the glitch. At any rate, after asking about the dispensary, select any response you’d like, followed by “He never goes out?” to learn that Darius tore a letter up beside a mail box.

While I don’t recommend talking to these two just yet, you can save yourself a bit of time by observing Clayton Darby and Cristina Popa’s actions. They will eventually duck into a small locked area south-east of the church. Jump up to the catwalk above this area to eavesdrop on them for Christina Popa’s Hint 4. This will lay the groundwork for us to do the citizen investigation “A cherished souvenir” (covered in more detail during Chapter 3 and also in the Investigations page.)

Find the mail box and the letter. The mail box is on the right side of the church, and next to it is a trash can with Darius Petrescu’s Letter, giving you Darius Petrescu’s Hint 2. While you’re picking up objects, you can also interact with any of the flower pots on the right side of the road to get Camellia’s Hint 2 by finding a Flower Bouquet.

Find Richard Nithercott. Richard spends his time in the graveyard behind the church, being a mopey poet. Go to the left side of the church and open the gate, but be prepared to face some Skals that are in this area looking to ruin your day. (Specifically, a 10 Dazzled and a 10 and 12 Rogue that will join him after he spots you). With them out of the way, continue around the church to find Richard. It’s actually possible to net all of Richard’s Hints in one fell swoop by investigating his little hobo camp at the rear of the church. Checking the trashcan, you will find an Editor refusal letter, which gives you Richard Nithercott’s Hint 3.

Ask Richard Nithercott about Darius Petrescu. While that’s the main objective, you can also ask Richard “Personal questions,” “Why seek inspiration in Whitechapel?” and then “Do you not think it a little morbid?” to receive both his and Camellia’s Hint 1. Also in “Personal questions,” ask “Do you make a living from your writing?” followed by either “You don’t seem to suffer from poverty” or “A rich artist is rare to receive Richard Nithercott’s Hint 2. Now all that’s left is to cure his cold, and you’ve got a nice juicy 3000 XP blood bank waiting for you. (Unless you’re not doing that this playthrough.) Finally, you can ask “I’m looking for Dorothy Crane,” and then “About Darius Petrescu?” to get Darius Petrescu’s Hint 3.

Find a way into Darius Petrescu’s house. You can leave the graveyard by either gate, although proceeding east will give you a shortcut if you want to pay the mopey hobo poet another visit. This is the quickest way to get back to Darius’, but I ventured off the beaten path to clear up my quest log a bit. (You can unlock the east gate without proceeding through it)

Trinkets and more: Head out the west gate from the graveyard and as you emerge onto the street in front of the church, turn around and duck down the west alley from the church. There’s a 10 Priwen Gunner, an 11 Priwen Rookie and 12 Priwen Exterminator this way that you’ll need to eliminate. After this, head into the large building. Within will be a 10 Large Beast. After he is dispatched, stand roughly in the center of the building and face west. Look up to find a ledge you can teleport up to. From up here, turn slightly southward to find another ledge you can teleport onto. On this second ledge, you’ll find a corpse with a Small box. Examining it will reveal Barrett Lewis’ Hint 2. Drop down from this ledge and look at the corner post (facing east) to find Used Hatchet (6/20 Melee).

Choose what to do with the box. It’s best to backtrack the way we came in, otherwise you’ll wind up tangling with Skals on the other side of the building for minimal rewards. Either route you take, head back to the area in front of the church to find Barret and Joe. You can either return it to Barret for a small bag of junk (variety of crafting materials) and 50 shillings or give it to Joe for just 25 shillings. (I personally chose Barret not out of morality, but just because I kind of wanted those extra crafting materials.) Either way, you’ll earn 100 XP.

Blackmail in Whitechapel: Before we progress, let’s make life a bit easier on us in the future and take the road leading south-east from in front of the church. This leads to the area of Whitechapel Street where you fought “The Wall.” Unlock this gate and then head back up the road (north-west). Remember that hideout we got notified about upon entering Whitechapel? Now it’s time to explore it. Head down the alley near where Joe Peterson is usually standing (it runs south) You’ll see the ledge you can teleport up to on the left side of this alley, with the trademark red door, but it is locked from this side. Head a little further down the alley to find a door with DEAD INSIDE painted to the right of it. (There’s a light over this door and an ominous bloody handprint on it)

Wow, they weren’t kidding about dead inside! There are a number of corpses to loot, as well as containers in this small area. Head up the stairs to enter the hideout proper, which you can also loot. You’ll note there are two red doors in your hideout. Very convenient! The west door will lead you out to the balcony entrance you couldn’t utilize before (useful if you want to use this hideout in the future, irritating as it takes a couple loading screens to unlock it and then reenter) The northern red door leads into a corridor with two 14 Rogue Skals hanging out feasting on a corpse. Well, that’s just rude! This is your territory! Teach them some manners.

On the right side of this corridor is a table with Blood as addiction (7/30 Lore Keeper) on it. Continue down the corridor and you’ll emerge from your hideout above the gate you just unlocked leading from Whitechapel Street. Now it’s time to pay another visit to Darius.

Now that you’re equipped with more information about Darius, you can use your vampire wiles … oh, no wait, you can’t. Vampyr infuriatingly hints that you would need Mesmerize 2, so instead select “Let’s have a man-to-man talk.” Since he invited you in, it’s only decent of you to loot his house. While inside, duck into the right room to find The antique figure of the Vrykolakas (8/30 Lore Keeper) on a shelf. Speak with Darius again so that you can cure him of bronchitis, if you’d like. Then step outside the back door to enter the dispensary area.

Find Dorothy Crane. There’s quite a commotion going on upstairs, but ignore it for the moment while you loot the ground floor. Of special note is the small table to the right of the stairs, which holds a Letter to Dorothea which gives you Dorothy Crane’s Hint 2. Now head upstairs to confront Dorothy.

Help Dorothy Crane. Before you can talk to her, there’s a medical emergency you need to face. There will be a series of decisions to make, but – in true DONTNOD fashion - none that will change the outcome. However, if you want to act like you know what you’re doing, select “Anything else I should know?”, “I must perform a tracheostomy!”, “Don’t question me!”, “I must suture the artery!”, and finally “Epinephrine, now!”

Confront Dorothy Crane. Approach Dorothy and confront her. You can ask her about whatever you’d like, but eventually will have to select “The blackmail must stop!” After this, you are present with the first of Vampyr’s key decisions regarding a Pillar character. There are three options available (if you found all three of Dorothy’s hints): Charm, Spare, Embrace. I’ll break down each one so you can choose.

Charm: Jonathan tries to Mesmerize Dorothy to forget about Lady Ashbury. It seems like this is the best choice since you had to extra work to get it, but it’s actually the worst. She’ll soon become a 24 Ill-formed Dazzled Skal with resistance to melee and blood damage and poisons you like crazy. You’ll lose the resource of the dispensary, but you won’t invalidate Not even once. You will get 1000 XP for killing her as a Skal, which is a decent chunk for fighting an enemy. However, 1000 XP is nothing compared to the 8000 XP you would gain from embracing her.

Embrace: So let’s talk about that. If you got all three hints, you could embrace her now, gaining that 8000 XP and giving you a significant boost in the next portion of the game. Again, you lose the dispensary as a resource, and Whitechapel will be significantly impacted. However, it will also make your final push toward London is burning easier, although that is many chapters away.

Spare: If you keep Dorothy alive, you’ll gain access to the dispensary store, with a huge supply of medical components at the lowest costs you’ll find. Even if you’re going for an Anarchy playthrough, I would suggest keeping her alive if for no other reason that to have a cheap supply of medical supplies.

Regardless of your decision, you will unlock Interview with the vampire. You’ll also be upgraded to Mesmerize Rank 2, and you’ll be told the district will suffer for your choice, regardless of what decision you made. (Really, no hints DONTNOD?)

Interview with the vampire in Vampyr
Take care of Dorothy's fate (Secret)
  • Unlocked by 10,053 tracked gamers (35% - TA Ratio = 1.69) 28,753

Report to Lady Ashbury. As you prepare to leave, two Priwen burst into the dispensary and begin slaughtering the patients. (Wow, where were you, Darius?) It’s a 10 Rookie and 11 Executioner, but there are three more (10 Rookie, 11 Cadet, and 12 Brawler) outside. Eliminate the Priwen, and then leave through Darius’ house. Now it’s time to backtrack to Pembroke Hospital, taking the road leading south-east from the church.

As you reach the end of Whitechapel Street, Jonathan will notice human blood in a deliberate trail on the ground. This should alert you that there’s an ambush up ahead. Sure enough, as you descend the steps, you’ll be attacked by the Sheen brothers, two named Priwen. Both are Level 14 (Vincent is a Brawler, while Toby is a Fire Executioner) and can summon Rookies to join the battle. Focus your attacks on the named enemies, as they will constantly replace the Rookies if you kill them first. Although Toby will be pelting you with fire crossbow bolts, he’s actually the lesser of the two evils, as he’s got much lower HP and is vulnerable to bite attacks as well as melee. You’ll gain 600 XP, as well as 50 shillings, 3 common trigger parts, 3 common handle parts, and a Used truncheon (4/13 Off-hand) after the fight.

Continue to the Pembroke and meet with Lady Ashbury. Your choices while speaking with her don’t affect anything.

Analyze Razvan Vasile’s blood. Feel free to loot the hospital on your way upstairs to your crafting table. You will unlock the Light Stamina Serum recipe, which increases your stamina regeneration by 50% for 15 seconds. This concludes Chapter 2, and is as good a place as any to rest and spend your XP! (On my Not even once playthrough, I had 3730 XP to spend at this point, and was able to level up to 13.) If you are going for an Anarchy playthrough, you can choose to make a few choices here to gain some additional XP. At Mesmerize 2, you can Embrace Doctor Corcoran Tippets for 2000 XP. While Pembroke takes a minor hit to its stability, you’ll also be able to gain Samuel Connor’s mace from the trunk in the basement morgue. While Milton Hooks may be a tempting target (you gain a massive amount of crafting materials, plus Milton’s shotgun), I recommend sparing him for now, as you’ll lose half of Pippa’s XP because she’ll leave the hospital.

Burn after reading: While at the Pembroke, hang around the front area for a bit using Vampire senses to observe the Goswicks’ room. At some point in your observations, Beatrice will close the door to the room and have a discussion with Mortimer. Eavesdrop on this conversation by standing outside their window, and you’ll gain Mortimer Goswick’s Hint 1. Once you’ve done this, go into the room and talk to Mortimer about “Personal questions,” “You tried to kill yourself,” and then “Can I help you?” You will receive Mortimer Goswick’s key and told to collect the letter he left in his flat.

Go to Mortimer Goswick’s place. The flat is just south of the hospital, and there shouldn’t be any enemies between you an it. Unlock Goswick’s flat to receive a new hideout. In addition to the letter you were sent to collect, in the back room (near the bed) is a small table with Fertile is the belly of the beast! (9/30 Lore Keeper) on it. (This bed room also contains a safe, which can only be opened with a key received after embracing Beatrice Goswick.)

Choose what to do with Mortimer Goswick’s letter. You can either give the letter to Mortimer or Beatrice. Either way, you’ll receive 50 XP and 100 shillings.

With this done, you should have completed all seven Citizen Investigations in Pembroke, as well as received the hints for all citizens, with the exception of Edgar Swansea.

Act I – Causes and Effects

Chapter 3 will see us venturing into a new area of London, specifically The Docks region. We will also tie up some loose ends in Whitechapel, as we'll spend the first half of the chapter in that region. There will be multiple investigations available, and I’ll try and point out when they’ll become available!

Learn more about the Vampire epidemic.

Tell Edgar Swansea about Razven Vasile’s blood.

Simply head down the hall and speak with Swansea in his office. There will be multiple Y-conversation markers, but none that will affect gameplay. After completing this conversation, if you look at your map, you should notice an “!” marker at Swansea’s office. The game will inform you about this gameplay element later, but these are essentially missable dialogue options that allows Jonathan to discuss recent story events with Swansea, and later with Lady Ashbury. These are not necessary for gameplay completion, but later conversations will allow you to unlock the Hints for Swansea, and also provide some additional depth to the story. (Specifically, in this case, Swansea will give his perspectives on the situation in Whitechapel with Nurse Crane)

Act II – The eye was in the tomb

Attend Mary’s funeral.

Reach the Stonebridge cemetery.

Exit the hospital and head down the street on the northeast side. This takes you into Blackwall Faubourg area of the district. If you’re looking at your map to find where that street is, you’ll also notice an area with an alley that juts to the east. I mention this because there’s a small group of Priwen hanging out here just waiting for you to test out your upgraded powers on (specifically two 14 Rookies, a 16 Cadet, and a 15 Executioner at the far end of the alley). If you continue north from here, there’s a 16 Brawler you can encounter, or you can slip around him by teleporting up and traversing through the flat to your left.

Either direction, you will enter the Stonebridge cemetery area of Whitechapel district. There are some more Priwen here (14 Rookie, 15 Gunner, 16 Executioner). From here, climb the steps to the north to enter the cemetery proper.

Discreetly attend Mary’s funeral.

It is possible to just make a beeline up through the cemetery to the funeral location, but there are a couple of optional objectives to take care of first if you’d like.

Widow in distress

Save the isolated woman by defeating the Skals.

Just beyond the front gate of the cemetery, the path splits in three directions. Take the leftmost path and you’ll hear a woman cry for help just ahead. Continue westward and then wade into the midst of three 14 Rogue Skals and defeat them.

Talk and check on the isolated woman.

Unlike other rescue missions, talking to her at this point doesn’t remove her from immediate danger. Despite being trapped by Skals, the woman (Hsiao Shun) refuses to leave the cemetery at this point, so we will have to resume this investigation later. The next time you rest, she’ll still be wandering around the cemetery.

Holy crusade

Stepping deeper into the crypt where you just rescued Hsiao will update this investigation when Jonathan stumbles upon a number of bodies.

Inspect the bodies to find Samuel the disciple.

Check the three bodies, but you won’t find Samuel here. Instead, Jonathan will decide to follow the blood trail. (As you turn around to leave, you may notice a locked box in the right corner, next to the stairs. This box belongs to Thelma Hawcroft and contains 10 screws, 9 rivets, as well as a mirror and bracelet. You receive the key after embracing her)

Follow the blood trail.

Follow the blood spatters as they lead you south-east, where you’ll find a 14 Rogue Skal and Samuel, who is now a 16 Dazzled Skal. (Smart move, Father Tobias. Oh well, it’s not like Samuel was one of our citizens, right?)

Eliminate what remains of Samuel the disciple.

Samuel may be resistant to melee damage, but I’ve found there are very few situations that barbed cudgel can’t resolve. He does a lot of damage (all aggravated), so take him down as quickly as you can. (Ranged attacks do quite well against him). After he is defeated, you’ll receive a Personal diary. Make sure you read this for Tobias Whitaker Hint 2. All that’s left is the quest turn in, but we’ll handle that later.

For another brief diversion, look to the north to see a set of steps leading into a small flat. On the right-hand side, you’ll find a corpse with a Brisk blood sample. Take this and continue north along a small bridge. At the end of the hall, turn right to face a hole in the wall, and see that you can teleport over to the opposite side. (This will take you back into Blackwall Faubourg and also unlocks another hideout.) Since we’re here, analyze that Brisk blood sample and unlock a Level II Stamina Serum. Now backtrack to the area you tangled with Samuel.

Follow the path northeast to encounter two 14 Skals (a Rogue and a Blinker). After you’ve dealt with them, continue north to the next large gate of the cemetery. Just to the right of it is an area you can jump up to. In this small area is a corpse leaning against the side of the building, holding Holy symbols and Orichalcum (10/30 Lore-Keeper) Drop back down and continue north until you’re forced to turn west. At the locked gate, Jonathan will remind himself that he wanted to “discreetly” observe the funeral, so look north to find a ledge you can teleport up to. Continue along until the scene plays out. Afterward, you’ll converse with Lady Ashbury. (Your decisions during this conversation don’t matter.) After this scene, a new dialogue will be available with Dr. Swansea, all the way back at Pembroke.

Reach St Mary Church.

Your next objective is to return to Whitechapel (or, rather, continue deeper into Whitechapel). The east gate leading from the funeral location is locked, so we have no choice but to head westward anyway. As you leave through this western gate, turn south and approach the part of the wall that is broken. There is a corpse next to this broken piece that holds A Strange Formula (crafting recipes for the last three treatments) Continue west to leave the cemetery and return the Whitechapel Old Road. Look to the left to find a balcony that you can teleport over to in order to unlock a new hideout. (You should be able to craft some treatments. Ben Palmer suffers from a migraine, and Oswald Thatcher has a headache)

Drop down from this hideout and you can either follow the road north-west or west. The north-west area will take you into a small courtyard where you’ll get attacked by four 16 Skals. You can also “meet” Mason Swanborough, although you need Level 3 Mesmerize in order to talk to him. It’s better to bypass this area for now and continue westward. Eventually, you will trigger a cutscene where you’ll meet a giant of a vampire.

A cherished souvenir

Since we were stopped anyway, it’s as good a reason as any to duck down this alley to the left. There is a 15 Rogue Skal ahead that you can ignore as you continue along south-west, where you’ll encounter a pair of unavoidable Skal (14 and 16 Rogues). The alley continues south where you’ll face off against a 16 Large Beast. (A tough fight in this confined space, so whale on him as quickly as you can!) On the east side of this alley is a gate that leads to a small courtyard with two 12 Rogue Skals, and a 14 Blinker Skal. Defeat them and then search the corpse in the middle of the courtyard to find a Wool Scarf. (You could have activated this investigation earlier by talking to Cristina Popa, but there is a glitch in this quest that only allows you to return it to Cristina if you quit the game prior to completing the quest. Doing it this way allows you to return it to her or Clayton.)

From here, you have two options: You can leave this area and follow the Old Road north, turning west at the next corner to unlock another point of entry to Whitechapel and the church. Or, you can continue along Old Road to the south, wading through a number of Priwen and Skals to reach the underside of the bridge of Whitechapel Street. Either way, you can follow Whitechapel Street back to the Pembroke and speak with Edgar for Edgar Swansea’s Hint 1. (You’ll lose the opportunity for this conversation after entering Saint Mary’s church.) If you go through Whitechapel past the church, you won’t trigger the next scene unless you actually approach the church door, which gives you the option to turn in “A cherished souvenir” and “Holy crusade.”

Find out to whom the scarf belongs.

Hopefully, you’ve already unlocked Christina Popa’s Hint 4. If you haven’t yet, just watch Clayton Darby until he and Christiana duck into the locked area south-east of the church. After receiving this hint, talk to Clayton about “Personal questions?”, “This woman really stole your wallet?”, and then “How did you meet her?” to receive Clayton Darby Hint 3. Now ask “Personal questions?”, “About your relationship with Christina?” and either “I apologize” or “You are right” to learn that the scarf belongs to Christina.

Choose what to do with the lost scarf.

You can either give the scarf to Cristina or Clayton. You’ll gain 50 shillings either way, but giving it to Clayton will also give you Clayton Darby Hint 2 and Christina Popa Hint 3 and 160 XP. Otherwise, these hints are lost. (You should be able to get all the hints for these two citizens)

Holy Crusade.

Report to Father Whitaker.

Approach Whitaker and let him know about his wayward disciple. He’ll give you 40 shillings and 160 XP. (You can now get the rest of his hints if you choose).

Head back to where Barrett has his shop and check the house across from him. Use your Mesmerize ability to force Harry Peterson to allow you inside. Once in the home, head upstairs and check the trunk in the back bedroom (at the foot of the bed) to find a Job refusal letter. Reading this will give you Joe Peterson’s Hint 1. While in here, cross the room and pick up Professional Vampire Hunters (Lore-Keeper 11/30) from the desk. If you’d like, you can finish receiving the hints for the rest of Whitechapel’s citizens, with the exceptions of the Swanborough’s (which will require Mesmerize 3) and Hsiao Shun if she hasn’t returned to Whitechapel as of yet. If you’re going for an Anarchic playthrough, you can also start culling the herd while you’re here in Whitechapel, as long as you don’t mind some of the shops increasing prices. Specifically, you could target the Palmers (killing Albert will give you a new revolver) and Cadogan Bates. While Harry Peterson only requires Mesmerize 1, I don’t recommend embracing him just yet, as it causes his father to only be worth half his maximum XP, plus you’ll miss out on an additional investigation to make Harry worth a bit more XP. On either playthrough, it’s a good idea to give treatments to any citizens that are sick to increase their blood quality or to give your “good” playthrough an extra bit of XP to spend.

When you have finished exploring to your heart’s content, make your way to Saint Mary’s church. Your decisions during the conversation with Vicar Joseph Larrabee will not matter, so you can answer as you like.

Meet Edgar Swansea at the hospital.

Now you have to make your way back to Pembroke. If you’ve already traveled this way to speak with Edgar prior to meeting with the Vicar, the road should still be clear. At the bridge past Whitechapel, you will encounter a scene with an enigmatic character; your responses here won’t affect anything. Once you reach Edgar’s office, you’ll find him speaking with a member of the Priwen.

Talk with Edgar Swansea about the events.

As with most conversations with Edgar, your responses won’t matter. However, you learn of a new crisis that requires your attention. It appears that Sean Hampton has gone a little crazy while recovering from his attack!

ACT III - The Sad Saint of The East End

Find Sean Hampton at the East End Docks.

Before heading out on your new mission, you can speak with Edgar if you’d like about other recent events, and also Lady Ashbury. You should also poke your head in Harriet Jones’ room for a bit of XP. (50 to be precise)

The easiest way to reach the docks is the same path we followed for “Missing ingredients.” Head down to the water outside Pembroke and head south until you can jump across the canal. Once on the other side, head south to find a gate that you can open to access the Lime house Dock area of the Docks district. Before entering though, I recommend opening all the one-way gates in this area to make life a bit easier while moving around. To do this, head back the direction you came and turn right at the first opportunity to re-enter Poplar Faubrough area of Pembroke. Turn right again to head south-west along a road where you’ll encounter three Priwen (16 Fire Execution, 15 Executioner, and a 16 Gunner). Once they’re down, continue west to find another gate you can unlock. Turn away from this gate and head south under a bridge to face off against three Skals (16 Rogue, 17 Rogue, 17 Dazzled). I’m not sure why the Priwen didn’t take care of these three for you. As you continue south, you’ll receive a notification of an investigation in the area.

Old prune and good manners.

Save the old man by defeating the Skals.

It only seems right to rescue this poor bastard. Take a few steps in that direction, but be aware that a 17 Blinker Skal will appear behind you. Turn around and take him down, and then loot the body in the far west corner of the alley to find your second Text in Braille for “Occult Occulus” (Look at us, multitasking!) Seriously though, enough messing around, because the old man is being trapped by three Skals (19 Dazzled, two 16 Rogues) The Rogue Skals can seriously mess you up if you engage them in the close quarters of the alley, especially since they are resistant to melee and ranged attacks, so lure them in your direction with your vampire powers before erasing them.

Talk and check on the old man.

After the fight, open the gate and meet the man, Archer Woodbead. After you convince him to return to the Docks, you should take the time to loot the house behind him. On the second floor, you’ll find a body with a Bloody letter which gives you Enid Gillingham’s Hint 4. You also pick up a watch, and unlock the investigation “Another body murdered.” We’ll come back to this later.

Leave the house and head west until you see a staircase on your left (south). Take the stairs and continue west to find another gate with an entry point to Lime House Docks. From here, continue west and turn north at your first opportunity to return to the Turquoise Turtle (first visited back in Chapter 1). Outside there’s a body in the street and you get to meet Ichabod Throgmorton. After Ichabod concludes his conversation with the barmaid from the Turtle, speak to him and select “I’m looking for Sean Hampton,” followed by “I respect your refusal” to learn Sean Hampton’s Hint 2. While you have his attention, ask about “Your life in London?”, “About your work?”, and “Do you need help?” to unlock the investigation “Vampire hunter extraordinaire.” (You can also ask “Your life in London?” and “About this neighborhood?” to receive Ichabod Throgmorton’s Hint 2.)

Afterward, head into the bar and speak with Tom Watts. Tell him “I’m looking for Sean Hampton?” and then “Did he return to his flock?” to receive Sean Hampton’s Hint 1. Then select “I must find him quickly” to learn about Sean Hampton’s Night Asylum in the Western Docks.

The Docks Citizens

There are actually quite a few more investigations that we can uncover while we’re here, most of which we’ll be visiting as we run around this area. In addition, healing the sick in this area should be more than enough to earn Hippocratic Oath.

Hippocratic oath in Vampyr
Heal 10 citizens
  • Unlocked by 7,740 tracked gamers (27% - TA Ratio = 1.92) 28,753

To begin, let’s speak with Dyson Delaney, who should be in the bar. Ask him “Your life in London?”, “Anything you like about this district?”, “No reason at all to rejoice?”, and then “All right. Go on…” to receive “Tribute to the victims.” Then speak to Tom Watts again and ask “Your life in London?”, “How can you keep this place open?” and “Is there anything I can do?” to unlock “Shortage of essential product”.

Head south from the Turquoise Turtle and look for three citizens hanging around this area: Rufus Kingsberry, Stella, and Seymour Fishburn. This little trifecta has an interesting side story, but the part you’ll want to focus on for the moment is Seymour. Ask him about “Your life in London?”, then “What is your role around here?”, then “Is something bothering you?” to unlock “A simple token of filial love.” I’ll cover this investigation now as it’s close by, plus it gives you the opportunity to max out the XP for all three of these characters when you decide to start harvesting them. (Refer to The Docks character page for more info on how to unlock all their hints, if you’d like)

A simple token of filial love.

Retrieve the necklace lost by Seymour Fishburn.

Seymour's necklace can be found in a sewer tunnel beneath the docks. The entrance is below the pier on the south end of the docks, due south from the Turquoise Turtle. If you use your blood sense, you can follow a trail of blood into the tunnel. You'll have to smash a pile of barrels to get inside. Once inside you'll find a corpse. Search the corpse to find the Bloody necklace.

Choose what to do with Seymour Fishburn's necklace.

It’s up to you whether to give the necklace back to Seymour (and let him know you know his dirty little secret) or just give it to his mother. Either way, you’ll earn 40 shillings, 80 XP, and Seymour Fishburn’s Hint 1.

Now head north to meet Booth Digby and Edwina Cox. While speaking with Edwina, ask her “Your life in London?” “About this part of town?”, and “Thinking of somebody in particular?” to unlock “Ghouldiggers.” With both Edwina and Dyson’s investigations available, it’s well worth a diversion south across the Thames into the Southwark area (where the Prologue occurred) to pick up a collectible for Lore Keeper. (In particular, if you’re doing an anarchic playthrough, it’s worth getting Dyson maxed out so you can kill him and take his weapon.) You will have other opportunities to visit Southwark if you’d like to skip this part for now, and the Investigation page will detail these side quests, as well.

Tribute to the victims.

Cross the long bridge to the south side of the River Thames (Southwark). Since it’s been a while since we’ve visited this area, there are fresh corpses to loot and the containers have been restocked by the Gaming Gods. Once you leave the room on the south side of the bridge, you’ll encounter three Priwen on the wharf, who are a slightly higher level than when you came through here during the Prologue.

Continue retracing your path from the beginning of the game, continuing south through a gate where you will face two more Priwen (16 Rookie; 17 Executioner) The large number of rats surrounding these two indicates there’s a hideout in the area, which is the building to the west (although there’s nothing noteworthy within the hideout), and the building to your north really only contains some crafting materials (and a locked safe we can’t open just yet).

There are two paths you can take from here: the south road is guarded by a 16 Gunner and 17 Brawler; heading east will allow you to unlock a gate leading along the more eastern southern past. (Which, coincidentally, allows you to access the first hideout you used in the game) This road is also where Delaney’s “Tribute to the victims” investigation continues.

Locate the site where the bombing took place.

From the red door of the first hideout, head south along the road until you spot a small area to your right. There is a stone monument in this area, and Jonathan will make a comment that this is the location where the bombing took place.

Find some flowers to pay respect to the victims.

Fortunately, there’s a bouquet of flowers just across from this small area, and a little further south along the road.

Put the flowers on the bombing place.

Return to the monument and use [cn_a] to place the bouquet. The next step will be to talk to Dyson about the bombing, which we will do next time we’re near the Turquoise Turtle. For now, we’re going to continue deeper into Southwark and pick up a few collectibles while progressing with “Ghouldiggers”.

Ghouldiggers.

Continuing south, you’ll reach an alleyway connecting you to the foundry you ran through during the Prologue. There is a 16 Priwen Fire Executioner in here, but once you attack him it will prompt two 16 Rookies and a 17 Exterminator to attack from deeper in the foundry. Once you’ve put them down, check the corpse on the ground next to the mine cart to find a Foundry key. Take this key to the southwest corner of the foundry, where you’ll find a set of stairs. Head up and unlock the first gate, remove the 16 Priwen Gunner and 16 Priwen Cadet from this floor, and then continue up the stairs. On the top floor, go to the end of the corridor and unlock the door with the Foundry key and deal with the 17 Priwen Brawler within this office. Finally, on the shelf in the back of this room, you can pick up Laughing at the Guard (12/30 Lore-Keeper)

Leave the foundry and head to the main street, being wary of the 17 Brawler and Chaplain on the street between the two buildings. Head west, past the truck that’s sort of blocking the gate and then north along the alleyways. Jump up to the west side of the Southwark area when you get the chance, and you’ll be back where your adventure started. The gravediggers are on the right side of this area (north-west corner of the map). Search the bodies to find a Warning note (Booth Digby’s Hint 3) and also Jonathan’s watch! (While it’s a named piece of equipment, it’s not worth any more than other watches you can pick up, so you don’t have to keep it if you don’t want to.) Now it’s time to backtrack to the main Docks area.

Once back, track down Edwina Cox and either tell her the truth about her gravediggers (They’re dead) or hide the truth (You couldn’t find them). Either way, you’ll earn 50 shillings and 100 XP. After this, return to the Turquoise Turtle and speak with Dyson, telling him “I have found where the bomb exploded.” You will receive Dyson Delaney Hint 3 and 170 XP.

Shortage of essential product.

Retrieve some gin bottles from Tom Watts’ stash.

Since we’re back here, we can also deal with Tom’s investigation. Go west and then north to a small dock area and jump across the river to a warehouse where several Priwen are engaging a 22 Large Beast. You can either wait out the fight and take down the survivors or ignore them, running inside and jumping up to the first-floor walkway. Use the key Tom gave you to unlock the door and head inside. The bottles of gin will be located on the south wall of shelves. As an added bonus, in a locker on the north wall is a Newspaper article, which will give you Tom Watts’ Hint 3.

Choose what to tell to Tom Watts.

You can either bring the bottles back to Tom or lie to him to keep them. Talk to Tom and tell him “Your warehouse wasn’t empty!” to earn Tom Watts’ Hint 1. Keeping the bottles will add six bottles of alcohol to your inventory while giving him the gin earns you 50 shillings and 150 XP. (This should be a no-brainer…) With all this out of the way, we can continue along the main quest path.

Find Sean Hampton at the East End Docks.

Head toward the red Y marker on the map, jumping back across the river to the Western Docks area. Entering the warehouse marked here will trigger a fight against a 16 Priwen Exterminator named “The Spark.” Instead of chemical weapons, however, “The Spark” uses a flamethrower. He is accompanied by a 16 Gunner, and he can summon two 13 Priwen Fire Rookies as backup. It is best to focus your attacks on “The Spark” to eliminate him quickly because the Rookies will just keep flooding in as you put them down. He is resistant to range and melee attacks, so you’ll be using your abilities primarily in this fight. He also takes a decent amount of damage from your bite attacks, so whittle down his stamina to keep your blood charged up. This is a tough fight, and there’s no way to avoid it. If he does kill you, be aware that there are some rats outside the warehouse on the right side you can use to restock your blood supply. You can also find a nearby hideout and spend some XP if you want the extra buffer, although the fight is entirely possible at level 13. After defeating him, you’ll earn a Common Pistol parabellum (3/11 Ranged).

The parabellum is an okay pistol (especially on your Not even once playthrough) and does give the ability to do either chemical or incendiary damage at Level 4. It’s faster than your starting pistol, and has a larger magazine, although it starts off dealing less damage.

Leave through the west door and enter the Lower Thames Bank area of The Docks. Continuing north, you have a choice to fight along the beach to fight skals and later Priwen, or jump onto the pier and tangle with just Priwen. The choice is up to you, as both choices lead to the same destination. (There are fewer enemies if you follow the pier route) Follow either path north until you reach the marker on your map for the Night Asylum Vicinity area.

Once in the courtyard of the Night Asylum, head out the south gate and look to the right to find a Swanborough Medicine cart. To the right of this cart is a barrel with Origin of the Skals (13/30 Lore-Keeper) atop it. (You can also pick up Icabod’s vampire posters here for “Vampire hunter extraordinaire.”) Inside the courtyard, you can meet Lottie and Giselle Paxton. In the southwest corner of the building’s interior, on a small nightstand next to a bed, you can pick up a Handwritten prayer, which can be read for Lottie Paxton’s Hint 1 and Giselle Paxton’s Hint 2. Continue along the left side of the building’s interior to find a locker and trunk in the north-west corner. The trunk has an Old newspaper that doesn’t seem to unlock anything for you, but it’s a clue that indicates that this locker belongs to Dyson Delaney and can be unlocked if you kill him for his key. To your right will be a set of stairs leading down to an enclosed area; there is a box of crafting materials beneath these steps. The upper floor contains a few crafting materials as well, especially in the upper office area. To the left of this staircase leading up is a trash can containing a Burnt letter, which can be read for Lottie Paxton’s Hint 2. Enter the office in the south-east corner of the building and search the dresser for a Folded paper for Dyson Delaney’s Hint 2 and scavenge the area for more crafting supplies.

Now that you’ve thoroughly looted the area, speak to Sean himself in this office area. You’ll be given a few Y-decisions during this conversation, but your responses don’t matter. As usual, the yellow text will move the quest along, until Sean gives you a key to the sewers to investigate the matter further.

ACT IV - Give a dog a bad name

With the start of a new act, there are new conversations available at the Pembroke Hospital with Swansea and Lady Ashbury, if you want to trek across the city to reach them. You can open the gate just north of the Night Asylum to allow access to the North Docks for later, but also to access a hideout just north of the Night Asylum. (No collectibles here, just a bed and crafting table) This is also a good time to finish “Vampire hunter extraordinaire,” as Ichabod will have relocated to outside the Night Asylum. (If for some reason, he’s not there, you can get him to relocate by reloading your game or by spending some of your hard-earned XP at a hideout; there shouldn’t be any citizens in danger at this point, and this act will end with an extremely tough Level 18 vampire fight!) I recommend at least finishing up “Another body murdered” before embarking into the sewers, as it will allow you to save a step while rescuing a citizen we’ll find down there.

Another option for the anarchy playthrough is to finish getting Dyson Delaney’s hints and then draining him for 1000 XP. In addition, you’ll receive his locker key to open the locker in the back of the Night Asylum, which will give you 8 white phosphorus. It’s the earliest opportunity to claim some of this, which will allow you to upgrade the Pistol parabellum (or Milton Hook’s shotgun if you obtained that) to do incendiary damage against other vampires!

Vampire hunter extraordinaire.

Take some posters from the pile.

You can find the pile of posters just outside the fence around the Night Asylum.

Choose what to do about Ichabod Throgmorton’s campaign.

You can decide to hang the posters up along the street or just burn them all and call it a day.

Stick 5 posters in the streets of the East End Docks: There is a heavy Priwen presence in the area where Ichabod wants the posters hung. You'll be facing around 5 Priwen of levels 16-17, including a couple of Chaplains. The five locations are all on one street that runs through the middle of the western docks from east to west. It's best to start at the west side and simply follow the street east, placing posters and fighting Priwen as you go. In the northwestern corner of the Western Docks (the corner south-west from the Night Asylum), you will find a corpse to the rear of a blue Motored Merchant Services truck. (The corpse has a blood stain you can spot with your Vampire senses.) This corpse contains a Guard of Priwen note that contains Ichabod Throgmorton’s Hint 3. (If you’re hanging Ichabod’s poster, this corpse – and truck – can be found at the northern end of the street you traverse to hang them.)

Burn all the posters: If you decide to burn the posters, look for a stone furnace with a tall chimney southeast of the Night Asylum. Burning the posters is the easier option, although you won’t get paid for completing the mission.

Report to Ichabod Throgmorton: If you hung the posters you'll select "Your posters are everywhere."
If you burned the posters, you'll simply say "Your posters were destroyed." leaving out the fact that it was you who destroyed them. No matter which option you chose, you'll earn Ichabod Throgmorton's Hint 4.

If you hung up the posters for him, Ichabod will also pay you 50 shillings for your efforts.

Spoils of war.

Speak to Giselle Paxton in the West End Docks (outside Night Asylum) and select "Personal questions," then "Are you a Trade Union activist?" and finally "No support from the Trade Union?" You'll learn Giselle Paxton's Hint 3, and unlock this investigation.

Seek for Giselle Paxton's thieves

(Literally what the quest step says, a subtle reminder that DONTNOD is French) Head to the southwest portion of the Western Docks. You'll find a group of Priwen (16 Rookie and 17 Enforcer) on the pier here, fighting a Level 8 Rogue Skal. Defeat the enemies and search the bodies nearby to find a Small bag of money.

Choose what to do about Giselle Paxton's stolen money.

You can either return it and receive a hint and keep it and not receive a hint.

Another body murdered.

We stumbled on this earlier in the chapter after rescuing Archer Woodbead. Set this quest as active and follow the waypoint to discover the Night Market of The Docks, where you’ll meet Martin Nightingale and Enid Gillingham. While browsing Martin’s inventory, make sure you purchase Vampire Factions and Skals (14/30 Lore-Keeper) and the Music Box, which will give you Enid Gillingham’s Hint 3 when viewed in your inventory.

Choose what to do with Jack Gillingham’s watch.

This is actually kind of sad. You can either return the watch to Enid for 50 shillings or sell it Martin Nightingale for 50 shillings and a Silver mirror. Either way, the watch winds up in Martin’s possession, since Enid is convinced Martin is her son. While in the Night Market area, you should use Mesmerize to enter Enid’s house, and then check the bookshelf next to the door to find an Unfinished letter, this will give you Rodney Grader’s Hint 1 after reading it, as well as the investigation “Hide and seek”

Locate the sewer’s entrance.

When you’re reading to continue, leave the Night Asylum area and head west along the upper street portion. The road will turn south and you’ll encounter a 17 Priwen Executioner. As you approach the beach area of the pier, you’ll hear Priwen voices coming below you. (18 Rookie, 18 Priwen Fire Executioner, and 19 Priwen Chaplain) These three are obstinately blocking the entrance to the sewers, so you’ll have to remove them from your path. Once they’re out of the way, use Sean’s key to unlock the entrance to the sewers.

Explore the sewers.

Follow the only available path deeper into the sewers. At the first “intersection”, you’ll find a locked gate. This is typical of the other sewer exploration, meaning this will be a quick mode of egress after we’ve cleaned this place out. Continue out into the large room ahead of you with a control panel overlooking a sewer gate. (You can try and use this panel, but nothing happens)

Turn right and follow the walkway, ignoring the first set of stairs (there’s a box of random crafting materials beneath these steps, but nothing else) to reach a second control panel. This one also doesn’t do anything, but there are two valves on either side of it. The right valve won’t close the right sewer door as there are barrels blocking it (that door should TOTALLY crush those barrels), but the left valve will open the left sewer door, allowing you to access the sewer tunnel across the gap. Follow this tunnel around to the pile of barrels and smash them up.

Return to the control panel and valves and turn both valves to close both tunnels. Once that’s done, return to the first control panel and use it to open the massive water gate below you. To reach the tunnel, you need to take the second set of steps (past the second control panel) and cross over to the tunnel.

Follow the obnoxiously long, singular path through the sewer tunnel until (after ascending a staircase, and crossing a bridge without seeing anything of note), you’ll see a locked gate on your left. This is a visual clue (not much of one), that something is about to actually happen. (Boss fight)

Prep yourself as best you can for a fight against a new type of vampire, which you’ll later learn is a Vulkod. For now, just know that this guy is fast, strong, and resistant to melee and extremely resistant to shadow attacks. You’ll want to focus primarily on ranged attacks against this villain. Like other vampire bosses, he can summon up a shadow decoy that you should just ignore as best as possible. You’ll spend the majority of this fight dodging his attacks and using your blood primarily for healing if he gets a hit on you. He doesn’t drop a weapon when you defeat him (because he was just whaling on you with his hands!), but you do unlock an achievement!

Defeat the beast in Vampyr
Defeat Fergal (Secret)
  • Unlocked by 7,160 tracked gamers (25% - TA Ratio = 2.00) 28,753

The exit from this area is in the north-east corner. Follow the tunnel down until you emerge into a larger chamber. There is a tunnel directly ahead of you, or you have the option to jump over the gap on your right. The tunnel has some minor crafting materials along its twisty route, but nothing of note. It’s quicker to just teleport across and then head into the left (East) cave. (The right is a dead end)

Inside the cave, turn South to find a set of stairs leading up. As you start up, you’ll hear voices just ahead of you. Approach the group to initiate a conversation and learn a little more about Vampire politics. Afterward, you’ll be told that there is someone else you’ll want to meet, straight ahead of you.

Hide and seek.

If you’d like, this is a good time to resume the Investigation “Hide and Seek”. Head south down the tunnel until you reach the end. To the right is the door leading into the room with the person you are seeking. To the left is a stairwell leading down. Take these stairs and then follow the lower tunnel further south until you reach another set of stairs to the right that leads back up. Take these stairs and follow the tunnel straight back until you encounter a human (Rodney Grader) hiding down here. He’ll tell you to get lost.

Since we already found the letter that gave us this Investigation, we can talk to Rodney again. Tell him either “You can’t stay here forever” or “You’re no cold-blooded killer” to complete the Investigation and convince Rodney to move back above ground. He will be in the same area as Enid and Martin. Returning to the Skal hideout, if you follow the tunnel South from Rodney’s hiding spot, you will be able to unlock the first locked door you passed when we entered the sewers, but don’t exit the sewers just yet!)

Follow the main quest icon and enter the room and check the left corner as you enter to pick up Supremacy of Ekons (15/30 Lore-Keeper) and the safe next to the room’s occupant for a Sturdy blood sample. Afterward, speak with the room’s occupant.

Go back to Sean Hampton’s shelter and confront him.

As you leave, Old Bridget will be waiting outside the room. After the conversation, take the staircase leading up, then go south and take the path east. At the far side of this bridge, you’ll see a red door with KEEP OUT written on it. Behind this door is another hideout you can utilize. The important thing here is the Mace (7/20 Melee) leaning against the wall inside. This is another two-handed weapon, but it can very quickly be upgraded to deal out a massive amount of damage in comparison to the Barbed cudgel you’ve been lugging around. Collect this weapon, and use the workbench to analyze the Sturdy Blood Sample to gain Regeneration Serum (500 health points, then 300 over 15 seconds). This is a good time to level up if you didn’t do so earlier!

Return to the stairs and head down, cross the bridge leading east and follow the waypoint marker along the tunnels to reach a valve. Turning this valve will unlock the door you just passed on the right. Head through to enter a new area.

In this new area of the sewers, follow the path until you reach a staircase and find Shaun’s dirty little secret room. Continue up the next staircase, and you’ll emerge in Shaun’s office back in the Night Asylum. You now have a choice as to what to do with this erstwhile priest.

The obvious choices are to Spare or Embrace him. However, if you’ve followed this guide and received both of Shaun’s hints, you can also Turn him. Sparing him is the worst choice as he will become completely deranged and start converting others in the area into Skals. (The only upside is not sacrificing your Not Even Once status) If you Embrace him, it does void the achievement, while also giving you an awesome amount of XP. Of course, since he’s the pillar of the community, the whole district starts to suffer. The ideal solution is to Turn him. Not only does this not void Not Even Once, but the district continues to thrive. The downside is that you have to sacrifice 500 XP to do so.

(I Turned him. I had the XP to spare, and I wasn’t ready to plunge everything into chaos just yet.) Regardless of your choice, you’ll unlock Sacrificial lamb. In addition, your Mesmerize will increase to 3.

Sacrificial lamb in Vampyr
Take care of Sean's fate (Secret)
  • Unlocked by 7,079 tracked gamers (25% - TA Ratio = 2.01) 28,753

With Mesmerize 3, your potential victim pool opens up quite a bit, but I’d resist the urge to go chomping on citizens just yet because that major story event I mentioned at the beginning of the chapter is coming up!

There’s no rest for the wicked, anyway. As you turn to leave Sean’s office, you’ll hear a scream from one of the Paxton sisters. Upon exiting the shelter, you’ll find a dead body, launching you into the next act.

ACT V – Red Rivers

Track the actual vampire culprit.

Check on the corpse.

Inspect the corpse to discover clues. Note that once you’ve done this that Swansea and Ashbury have additional conversations back at Pembroke hospital. Since this isn’t too far away from the next objective, we can swing by there along the way.

Locate the man’s flat in the borough.

Exit the Night Asylum and turn left to find a gate. Open this and follow the street eastward to the end, where you’ll be blocked by a 20 Priwen Rookie and 21 Priwent Exterminator. Once you pass them, continue along until you reach the river. Turn left (North-east) and continue forward. There will be two Priwens ahead (22 Fire Executioner; 22 Rookie). The apartment you are searching for is directly ahead.

Follow the blood trail.

Search the apartment while you use your blood sense to follow the trail. It seems that although there was a struggle, they left a number of crafting materials untouched! Upstairs the blood trail ends at a broken window. Continue further into the flat to the right to find a hole in the wall that will allow you to access the street below.

As you continue along the trail, you will pass a pair of locked gates that lead west. This is a good spot to turn east and head to the Pembroke Hospital if you want to chat with Ashbury and Swansea. The bridge leading into Pembroke is guarded by three Priwen, but they should be no match for you. (2 16 Rookies, 17 Executioner) From here, it’s just a quick jaunt northward back to the canal where Newton and Oswald hang out.

From the locked gates, the path follows the road to the north, where it ends at a tree with three Priwen investigating the area. (2 Level 20 Priwen Rookies, 22 Priwen Chaplain). Once you take care of the enemies, to the left of the tree is a balcony you can teleport up to, which leads to another hideout.

Inside the hideout is The Vampire Club (16/30 Lore-Keeper) collectible. If you’ve got some XP to burn, this is another good point to level up before the next boss fight, which is a bit more of a beast than the previous vampire!

After visiting the hideout, return to the tree and examine the corpse. After you have examined all the options, back away from the corpse to see a shadowy figure on the scaffolding above you.

Follow the shadowy figure.

While there is no particular trail to follow, the path is relatively linear as you teleport across the balconies in pursuit. Eventually, you will arrive just south of Stonebridge Cemetery. As you continue forward, you’ll find a group of Priwen that have been killed. Jonathan will act horrified, which is odd considering the pile of corpses we’ve left in our wake so far.

As you enter the cemetery, you’ll finally be given a blood trail to follow with your vampire senses. As you follow the trail, you should run into Hsiao Shun on the eastern edge of the cemetery. Speak with her to start gaining her character’s hints (Hsiao Shun’s Hint 2 when you initially speak to her), and to convince her to leave the graveyard. The dialogue options to make this happen are: “Your life in London?”, “About your husband’s death?” (Hint 4), “Why are you blaming yourself?” (Hint 3), go back to “Personal Questions” and select “I let my sister Mary die.” After this, you can finally tell Hsiao “You should go home now.” You’ll be able to learn her Hint 1 after she returns to Whitechapel the following night.

Continue following the blood trail until you reach the area your sister was buried and prepare for an extremely surprising cutscene!

ACT VI – Burying the past

Battle the vampire who has been taunting you!

The Level 21 Vampire is resistant to melee and extremely resistant to blood attacks. She uses a wooden cross gravestone as a weapon against you, so it deals aggravated damage against you. She does dash attacks, along with a 3-hit combo, and also does a quick scream attack which does damage in an area around her; if she puts her cross down, get away from her as she’s about to do a massive scream attack that will deal a lot more damage than her regular scream. also may vomit blood all over the ground (gross!), which will eventually explode. As an extra annoyance, when she’s been reduced to about a quarter health, she’ll attack the helpless vicar and drain him of blood, restoring about half her health! (If you’re on an anarchy run, the simple solution would be to do this yourself; if you’re on a “clean” run, stay away from him!)

This fight is definitely a marathon; if you try and sprint your way through it, the vampire will wipe the floor with you. You’ll gain a Rich blood sample after the battle. When you pick the defeated vampire up, you have to walk forward (even though it appears you are still in a cutscene) in order to bring this chapter to a close.

Hail Mary in Vampyr
Hail Mary106 (50)
Defeat Mary (Secret)
  • Unlocked by 6,433 tracked gamers (22% - TA Ratio = 2.11) 28,753

The next chapter opens up a few nights after your epic brawl in the graveyard, and will finally allow you to access the West End district. Even if you’ve already earned the Hippocratic Oath achievement, make sure you revisit the districts and heal up any sick citizens. (Ensure you have at least one treatment for migraine, as we will be visiting Mason Swanborough very shortly.) This is essential in keeping the districts Stable during your “clean” run – and is a good source of XP – but it also keeps merchant prices down, for the most part. (There are a few merchants who’s prices go up) Even though a few nights have passed, the districts didn’t go through any changes during the interim between the chapters, and you weren’t able to apply your XP gain. I point this out because even in areas you’ve been through before, the Priwen and Skal factions have bulked themselves up to the low 20s in their respective levels.

Also of note, if you're doing an Anarchy playthrough, make sure you are especially mindful of the district status of the West End. If it gets into a hostile level, it can very easily cause you to miss out on three achievements: Lore Keeper, Tools of the trade, and Bloody Roots. There are a few citizens you can drain for an XP boost that won't drastically affect the district, but it's best practice to keep your embracing to a minimum.

ACT I – The Great Hunt

Meet Lady Ashbury in the West End.

Read your mail.

Once you regain control of Jonathan, use cn_A to pick up the letter on the worktable in front of you to read Lady Ashbury’s invitation to meet her in the West End. Since you’re near your crafting table, don’t forget to analyze the Rich Blood Sample you obtained from the last battle in order to obtain Blood Serum (Regenerate 100 blood points instantly). Also, Doctor Swansea has another conversation so that you can bring each other up to speed on recent events. In particular, you should be able to ask him “Help in the West End?” followed by “Where is the Brotherhood?” to unlock Dr. Edgar Swansea’s Hint 3.

Occult Occulus.

If you’re up to a bit of combat, now is a good time to pick up the third Braille document for progress with the “Occult oculus” investigation. This path is not necessary at this time if you’d prefer to come back here after leveling up aggressively in the streets. Just before you reach the bridge crossing into bridge crossing the river into Stonebridge Cemetery, take the steps leading down to the river’s edge. There is an entryway to the sewers on the right wall. This area is filled with Priwen and a handful of Skals. Inside, follow the path until you see a large sewer tunnel on the right wall. Go past this to where the large sewer tunnel curves to the right and you should see a burning trash barrel with a corpse next to it. Search this corpse to find Extermination of the Rodents (17/30 Lore-Keeper).

From here, proceed along the tunnel (roughly east) until you see a tunnel on the left wall. At the next intersection, head left, up a set of stairs, and then make another left. Follow the tunnel until you can see a door on the north wall that would exit the sewers. Instead, look at the right wall to see a sewer tunnel just above you. Jump up there, head down the tunnel a bit until you see an opening in the left wall that leads into one basement of sorts. On the right is a dresser that contains Braille Document #3. (If you head up the stairs here, you’ll find the door is locked and requires some sort of code, so we will come back here later.) Exit the sewers through that door I mentioned earlier, and then turn left to open the gate, which will make our return trip much easier!

Whitechapel Citizens.

Now that you’re at Mesmerize 3, you could also take a moment to run up to the north-east corner of the Whitechapel district to visit with Mason Swanborough. The path of least resistance is to take the north-west bridge away from Pembroke Hospital, as we did when first entering the Whitechapel district, and following this road all the way to the church. Then, follow the road north-east to reach Mason’s house. (This saves you from battling through Stonebridge Cemetery or through the Whitechapel alleyways. Of course, this way is not without its dangers. As you approach the courtyard west of Mason’s house, you’ll into two new enemies: a 22 Blood Ekon and a 23 Shadow Ekon, high-class Vampire breeds. Both are resistant to melee attacks and highly resistant to either Blood or Shadow attacks, depending on their class. It’s possible to slip by while only engaging one of these at a time, rather than face both of them at once. There’s a 24 Shadow Ekon across the balcony from Mason’s home, but you can ignore him if you’d like.

Once you’ve convinced Mason to let you in, check the room on the right for a drawer that contains Vampires feed on our soul! (18/30 Lore-Keeper) On the table in the center of the room, Mason is standing in is a letter from Loretta, which will give you Loretta Swanborough Hint 2 when you read it. Now talk to Mason, give him the treatment for migraine, and then ask “Personal questions,” then “Is your sister using you?” for Mason Swanborough’s Hint 3. (For my anarchic players, even though he’s maxed out on XP, DON’T EMBRACE HIM. We need to keep him alive a bit longer.) If you’d like, you can ask him if he can read Braille (“Occult oculus” investigation), and then you can start giving him the Braille journal pages you’ve found. Of course, to fully progress with this investigation, you’ll need the other pages, but we are on the verge of collecting them now. (As a side note, if you track down Hsiao Shun near the Peterson family, you’ll be able to fully unlock all the hints for the Whitechapel citizens. (And should have completed 6/7 of the investigations here)

Go to Lady Ashbury’s mansion.

The quickest route to Ashbury’s mansion is by crossing the bridge to the west of Pembroke Hospital, near where Newton and Oswald hand out. Even if you’ve trekked up to Whitechapel, I’d advise going across this bridge, as it contains a minor story element. After this, as you continue up the road north-west, you will be blocked by barrels. A vampire will appear and declare war on the Priwens, and then he will teleport off. While you can not follow him or react for a few seconds, simply back away from this area and return so that you can pull out your weapon and bash through the barrels.

Just past those barrels, you may run into a massive street fight between vampires and Priwen. (I encountered them on my “clean” run, but not my anarchy playthrough). If this occurs, it’s best to stay out of the fight until one side or the other prevails. Otherwise, you’ll get swarmed by both sides. (Which is embarrassing, really. No one likes a doctor, I guess…)

Once you reach the quest marker, use [cn_a] to enter the house and settle in for a long conversation with Lady Ashbury. There will be a number of Y-decisions during this conversation, but your choices won’t affect much in the way of gameplay.

Act II – Shadow Cabinet

You begin this act outside of Lady Ashbury’s house, which seems a little rude. You didn’t even get a chance to loot the place! Plus, she has an optional dialogue event if you want to talk to her again. If you’d like, you can turn around and re-enter the house to start to collect West End citizen hints, as well as pick up another Lore Keeper collectible. In addition, you’ll see that Swansea has a dialogue event back at the Pembroke, but I’d hold off on running back there at the moment; there will be a more opportune time to run back before that event expires.

Re-enter the manor and check the ground floor for crafting materials. If you go straight back from the entryway, you’ll enter a room with a piano on the left side. Across from this (on the right side of the room) is a desk with a Personal diary. Reading this will give you Charlotte Ashbury’s Hint 3. Head upstairs and follow the balcony around to the right. You’ll find a locked chest (Charlotte’s), and across from that a signed copy of Dracula. It’s not counted as a collectible; it’s just a cool little Easter egg. Finally, enter Lady Ashbury’s study and check the table in the back corner to find The Blood Night tragedy (19/30 Lore-Keeper). Speak to Lady Ashbury again, if you wish, and then leave the manor.

Present yourself at the Ascalon Club.

The Ascalon Club is just down the road to the west of Lady Ashbury’s manor, but you’ll only be able to make it a short way down the western road before you will be blocked by a barricade.

Head west, but then turn north at the first opportunity to encounter a 24 Blood Ekon facing off against a handful of 18 Priwens. He’ll make short work of him, allowing you to step in and finish him off with relative ease. At the next intersection, take the path leading north-west, following the rather obvious blood trail until the Ekon you witnessed teleporting in (when you first entered the West End) returns to fight two Priwen Guards on the opposite side of the fence. The Ekon can’t be saved, but you can fight the two Priwen if you want – they’re a 28 Exterminator and 27 Cadet. If this is beyond your skills, you can return to this area a bit later (after you rest), and they’ll be gone. The reason to bother with this as all is that the corpse the Priwen are standing over contains The Ichor’s threat (20/30 Lore-Keeper) From here, continue along the alley northwest until you read a wooden gate. This will allow you to open another point of entry into Whitechapel (specifically near Palmer’s location)

Turning from this gate (facing south-west), you should notice an area partially blocked off by a wooden barricade (partially because there’s an entryway roughly in the middle of it.) Stepping through this will take you into the West End proper.

WARNING: Once through this barricade, if you look to the right, you’ll see a scaffolding. Unless you feel really confident in facing off against a 27 Rogue Ekon, DO NOT enter this area. Doing so can invalidate your Not even once playthrough as a citizen will get killed if you can’t get rid of this Ekon before you rest, and even in an Anarchy playthrough, you’ll miss out on the extra XP gained by draining a citizen yourself.

If you proceed under the north-west barricade, you’ll enter a courtyard and hear a voice asking if someone is there. This begins the “Alignment of stars” investigation and also prompts the 27 Rogue Ekon to drop in on you. He is highly resistant to blood attacks and resistant to melee. If you’ve upgraded your firearms (particularly the pistol parabellum), you can make short work of him as he blinks around. After he is defeated, ensure you enter the nearby building on the south side of the courtyard and speak with Kimura Tadao, otherwise – even with the Ekon killed – he’ll be killed the next time you rest! While you’re in the building with Kimura, check the back corner table to find The heresy of the Pure Blood (21/30 Lore-Keeper).

Now cross to the opposite side of the courtyard and enter the building here. In the right corner is a medical cabinet that can be looted for Pure water. Remember that dead plant by your desk back at Pembroke Hospital? Well, this is the only water in the entire game that can bring that plant back to life. We’ll be heading to the Pembroke soon, so just hold on to it for now.

From the intersection with the scaffolding, proceed south-east, and then follow the road south to reach the area outside the Ascalon Club. There are a couple of citizens around, but you can feel free to ignore them at this point. Instead of going directly to the Club, there’s one more diversion I would suggest you take. Follow the road just west of the Club to find a door flanked by two small white marble lions. Enter this home to learn that it is Reid’s Mansion.

Directly ahead of you is a dresser, which contains an Old letter. Read this to learn Avery Cork’s Hint 3. With this you can talk to Avery and ask “Personal questions,” then “Leave if you could?” to learn Avery Cork’s Hint 2, and then follow it up with “Your life in London?”, “How is my mother?”, and “Does she receive medical care to learn his Hint 1, as well as Emelyne Reid’s Hint 1. Head up to the upper floor and into the room at the back left corner. This is your old bedroom, and also serves as a hideout you can use while in the West End. On the desk next to the bed is a small key, which unlocks your father’s old office. The office is just down the hall from the stairs. Check the desk to the left of the door to find Aubrey Reid’s first letter, which begins the investigation “A journey to the past”. This investigation is indeed a journey as it will take you from the West End to Pembroke, and then all the way down to Southwark. Reading the first letter will cause Jonathan to mention “I remember Sunday walks in the park”, which is a reference to Temple Park, a little further west of the Mansion. It’s worth making a diversion to finish this quest now, as it also gives you the opportunity to speak with Swansea, nurture the plant, and tie up any loose ends in the other districts.

A journey to the past.

Find the second part of your father's testament.

Your father's letter says that to find the next message, "think green grass and tall trees on sunny Sundays." This refers to the park area north-west of the Reid Mansion. The chest is extremely well-hidden. Looking at the map of this area, there is an area that runs north to connect to the north-west area of West End. To the west of this connecting area is where the chest can be found. (Refer to the picture below!) Beware of Priwen and Skals lurking about the garden.

Image 1

Occult Occulus. 4th page. Just east of the Temple Garden is an entrance to Temple Covered Market. Clear out the Priwen in this area, then jump up to the upper walkway via a broken rail. On the right side is Wakefield Chocolate, where you can find double-barreled shotgun (4/11 Ranged) on the floor. On the left side, enter the upper floor of the clothing shop (marked by “BEWARE” at the entrance) and descend the steps to find a 25 and 26 Rogue Skal. Get rid of them, and then search the corpse they were munching on to find the fourth document.

A journey to the past.

Find the third part of your father’s testament.

Jonathan mentions that he applied at the Pembroke many years ago, so that is where the next chest is located. It is located on the first floor of the hospital, in the storeroom across the hall from the doctors’ office.

While you’re up here, you should take a look at the plant and pour the Pure Water on it. The plant will return to life in three days, so you could just spam rest periods three times, or just wait for three days to pass and then come back to interact with the plant to earn Unlife is strange, an Easter egg for DONTNOD’s other game Life is Strange. Also, swing by and talk to Doctor Swansea if you’d like.

Occult Occulus.

Since we’re in the area, this is a good time to visit Mason and give him all the journal pages. Mason will tell you the location of a laboratory, as well as give you a code for the door.

Find the laboratory of the Brother of St Paul’s Stole.

The entrance is back in the basement area where we found Page 3 of the journal, just south of the entrance to Stonebridge Cemetery.

Retrieve the potion recipe in the laboratory.

Head through the building and up the stairs to learn that the chemist is now a 20 Skal. You should be able to put him down without difficulty, and then you’ll pick up a Chemist diary that tells you how he was turned. While you’re here, check the medical cabinet to the right of the red door to find The Blood Goddess heresy (22/30 Lore-Keeper) You can head through this door, if you'd like, to save yourself the return trek through the sewer.

Choose what to do with chemist diary.

You can either give the diary to Mason, earning 3 salicin or keep it, in which case you get yelled at by a blind man. What you decide doesn’t really matter, as Mason blinds himself again after seeing what London looks like. (Pessimist) Giving him the diary does net you 3 salicin and 420 xp.

A journey to the past.

Open your father’s safe.

The safe is located back in Southwark, near where you started your vampiric journey. Fortunately, the waypoint marker is right at the building where this safe is located. Along with 400 XP, you gain an expensive watch, which you can either sell, recycle for parts, or give to Avery. What you decide to do with the watch has little relevance, although giving it to Avery causes a touching scene to occur. (And then you can come back later in the game and kill him, full circle of life type stuff.)

On the way back through The Docks, ensure that you have completed all nine Docks investigations, as well as received all the hints for the citizens.

Present yourself at the Ascalon Club.

With all that out of the way, return to the quest marker and enter the Ascalon Club.

Meet Lord Redgrave.

Once you’ve gained entry, feel free to loot the place before continuing forward. Ignore the door to the left of the staircase, as it leads to the rear courtyard of the Ascalon Club. Head up the staircase and turn left. On a table next to a curtained window is Dagger (5/13 Off-Hand). Turn around and cross to the right side of the staircase. Halfway down this corridor is an open door on the left, filled with crafting materials. Behind the bar, on the left wall as you’re facing the bar, is a plate holding a key to the Ascalon Club’s basement. Retrace your steps, then descend the main staircase and go into the open door on your left, which leads to an office that has History and purpose of the Ascalon Club (23/30 Lore-Keeper) on the desk. Turn left from the desk and open the door on the south wall to access the basement. Descend the stairs and check the right wall to find Of the recreational use of Blood (24/30 Lore-Keeper)

Return to the main staircase and turn right at the top, and follow the corridor all the way to end. Approach the red curtain on the right to trigger a scene. (Your decisions in the Y-choices don’t matter)

Talk to Lord Redgrave.

You can speak to Redgrave immediately if you’d like, but you have an opportunity to meet the Pillar of West End while you’re here. He is the older gentleman sitting in the chair, and you learn this is Aloysius Dawson. This optional conversation will earn you 50 XP, so it’s worth talking to him. After this, speak to Redgrave. Again, your choices won’t affect the outcome of the conversation. Afterward, your Mesmerize will increase to 4, once again increasing your potential victim pool.

ACT III – Family Portraits

Find the sources of infection in the West End.

Ask locals about possible sources of infection in the West End.

With a new act, there’s once again an optional story dialogue with Swansea back at the Pembroke, but there’s no reason to venture back there just yet. Leave the Ascalon Club through the door to the left of the staircase, which will give you an optional point of entry back into the Club rather than coming in through the front door all the time.

The first person you should run in to (to the left as you leave the rear entrance of the Club) is Carina Billow. Speak to her about “Your life in London?”, “What happened to you?”, and then “Tell me about the voice in your head” to learn Carina Billow’s Hint 4. She’s a little delusional, but if you ask about local sources of infection, she’ll tell you about a house on the west side of town that a number of rats have infested. (If you spy on her for a bit, she’ll wander into a gated area across the street from the Ascalon Club. Watch her from the eavesdrop spot at the fence next to the news cart to discover Hint 3.) You’ve probably been ignoring the fliers around town, but there is one of interest in this area: At the road leading south-east from the rear of the Ascalon Club is a set of steps leading into a courtyard. To the right of those steps is a scrawled flyer. (It is below a sign that reads “Offices to let / P. Jones & Sons / 1st Floor / Valuable Building / Owner / P. Jones & Sons”) Reading this flyer will give you Hint 2. Now you can speak to Carina again, and ask her “Personal questions,” “Tell me what really happened to you?”, and then tell he “He tricked you…” to learn Hint 1. If you’re on your Anarchy playthrough, you can also put her out of her misery at this juncture, and then collect a number of treatments from the gate where you spied on her.

From here, follow the road east of the Ascalon Club to the north. On your right will be a sort of open-air market. In the center of this area, on a newsstand is a Warning leaflet you can pick up and read for Clarence Crossley’s Hint 2. There are quite a few citizens bumbling around in this area, so it’s up to you how you approach them. You should be able to spot Clarence Crossley near where you found his second hint; he’s generally wandering in this area. Speak to him about “Your life in London?”, then “About your leaflets concerning vampires?” You must then select “I believe you” to learn Clarence Crossley’s Hint 1. You can then ask “Personal questions,” then “What have you discovered about vampires?” After this, select “What do you mean you’re not alone?” to begin his investigation “They are among us.” Clarence will want you to collect 6 articles about vampires, and if you’ve been following along, you should already have 5 of these! We’ll collect the sixth a bit further on.

You can find Charlotte Ashbury just across the street from the Ascalon Club, and can earn all of her hints as well as begin her investigation “Emily is missing.” To do this ask “Personal questions,” then “Why do you wish to become a vampire?” (Hint 1) Then “Your life in London?”, “About your adoption?”, “How did you meet Lady Ashbury?” (Hint 2). “Your life in London?”, “What do you know about me?” (Hint 4) Finally, ask “Your life in London?”, “What do you do around here?”, “How are the locals reacting?” to start the investigation.

You can meet Calhoun Russel and begin his investigation “A surprise for the London’s lone gourmet” by asking “Your life in London?”, “Any interesting local news?”, and then “I have specific tastes…” (You can complete his investigation now, but you won’t be able to max out his XP until Chapter 5). Ask Calhoun “About local sources of infection?” to learn about the second source of infection.

If you saved Kimura Tadao (see “Alignment of Stars”), he should be just east of the Ascalon Club on the street corner. You can max out his XP, as well. “Your life in London?”, “What do you do for a living?” (Hint 4), “Personal questions,” “Nostalgic for your hometown?”, “What about your family?” (Hint 3) “Personal questions,” “Tell me about your abduction?”, “Why not sacrifice you on the spot? (Hint 2) Finally, “Personal questions,” “Will you really change?”, “There is no need to thank me.” (Hint 1)

Emily is missing.

Locate Emily’s house.

The waypoint marker will lead you to a home that you can’t access. If you look at the house across from this, however, you will note it is occupied by Venus Crossley. (If you stand here for a bit, looking into the windows, Venus will eventually wander into this room and you can eavesdrop on her activities for Venus Crossley’s Hint 3) If you want to save this step, just knock on the door of the Crossley residence and demand that Venus let you in.

Feel free to rummage around the ground floor for crafting materials (there’s quite a bit). You can talk to Venus if you’d like, but there are no additional hints to be learned here, it’s just extra background information. (Or, in my case, extra justification to want to embrace her later. As tempting as it is to do so now, just be aware that if you don’t kill Clarence as well, he’ll barricade himself in the house and you won’t be able to complete his investigation.) Head upstairs for more crafting materials and ensure you grab Venus’ journal from the nightstand next to the bed for Clarence Crossley Hint 4. On the opposite side of the bed, in Clarence’s nightstand, you’ll find The lost Library (25/30 Lore-Keeper).

Open the door in the bedroom leading out onto the balcony and then jump across to the opposite side. Jonathan is able to enter the house from here.

Search the room.

To the right of the entrance is a desk where you can find Emily’s love letter. Loot the room for crafting materials, and then check the bed (on the right side) to find a blood trail.

Follow Emily’s blood trail.

The blood trail leads back down to the street, to the south, through a gate, and into the North Docks region of The Docks district. The trail leads directly to a vampire crouched over a corpse. Speak with the vampire to learn about Emily’s fate, and then either decide “I believe you” or “You deserve to die.” Picking the latter causes you to have to fight the Ekon, who is a Level 30 Rogue, resistant to melee and highly resistant to blood attacks. But truthfully, he’s resistant to just about everything. While he’s worth quite a bit for an enemy encounter (200 XP), it may be better to just believe him!

Report to Charlotte Ashbury about her missing friend.

Return to Charlotte and tell her “I have found Emily …” She rewards you with Charlotte’s Stake (6/13 Off-hand), an awesome weapon, as it already comes in Perfect condition! (35 Stun!) along with 450 XP.

If you’d like, you can trek back to Pembroke to speak with Edgar now and spend any experience you’ve gained thus far, making a bit of progress towards Unlife is strange. The enemies you’ll be facing in the next leg of this act are in the high 20s, so plan accordingly. The good news is that now that you’re on this side of the barricade, you can actually just head directly east back into the Pembroke district.

Reach the first source of infection.

The first place to check out is south of Temple Garden Park. Take the alley on the west side of the Ascalon Club and continue heading west at the first intersection. This road is filled with Priwen. The first two you see will be a 27 Rookie and 28 Chaplain. If you wind up driving the fight too far west, however, they’ll be joined by the others: a 27 Executioner, 28 Rookie, and a 29 Brawler!

At the next intersection, turn south to head down a seemingly dead-end alley. You can, however, jump up to the balcony on the left side of this alley.

Cleanse the first source of infection.

There are numerous crafting materials available here, but the key item is the Thick Rich Blood Sample in the cabinet next to the sink. (North-west corner of the room) This can be analyzed in a hideout to learn how to craft Strong blood serum. Examine the dead woman and then follow the blood trail. The second door on the left (as you head down the hall) has a dead man you can examine. The blood trail continues down the stairs, where you’ll find a third corpse on the landing. Continue following the blood through a door and approach the person in the chair.

This may be a named enemy, but she’s really just a 28 Ill-formed Dazzled Skal. She’s highly resistant to Blood and resistant to Shadow, so whale on her with melee attacks. Just remember that Ill-formed Skals tend to explode after they’ve been killed, so move away from her before she does so to prevent additional poison damage.

Gather information in the first source of infection.

The desk next to where the Skal was sitting has a letter you can read. Afterward, leave the room through the door next to the piano, and then turn right to exit the house.

Reach the second source of infection.

Return to the front of the Ascalon Club and then continue down the north-east street (past Charlotte). The first alley on the right will – of course – be locked, so duck into the second alley. There’s another Ill-formed Skal here, but she’s only Level 22; however, she’s accompanied by a 26 Large Beast. After you defeat them, look at the south side of the alley for a balcony you can leap up to. Loot the room and then continue through to the other side to reach a balcony overlooking a courtyard with a bunch of Skals.

There’s a 25 Blinker, 25 Rogue, and two 26 Ill-formed Skals down there. After they’ve been dealt with, the door to enter the quarantined building is on the east side of the courtyard.

Cleanse the second source of infection.

You’ll hear arguing from somewhere in the house, but ignore it for now. Instead, turn right to head through a small room and then turn left. In this third room, on the right side, you’ll find Pump-action shotgun (starts at Remarkable) (5/11 Ranged). This is a beast of a weapon and offers a good source of incendiary damage if you’re on a Not even once playthrough and didn’t want to buy Milton’s shotgun.

Return to the front door and face the stairway (east) to jump up. It seems the residents here have also been turned into Skals (a 27 Rogue and 27 Ill-formed Blinker) Focus on the Ill-formed first, as she has ranged attacks.

Gather information in the second source of infection.

There are a few crafting materials scattered about, and on the dresser along the north wall is a letter. It seems Jonathan has a new suspect in his case!

ACT IV – Grand Guignol

With the beginning of a new act, Elisabeth Ashbury has an optional dialogue you can partake in. Before embarking any further, I highly advise spending the couple thousand XP that you have saved up and upgrading your weapons as much as possible. The closing boss fight in this act is a beast! On my Not even once playthrough, I was level 22, and managed to conclude the chapter with a loadout of Hacksaw (Perfect), Pump-action shotgun (Perfect), and Pistol Parabellum (Perfect). You may have to run around and buy some ammo from merchants if you have not been lucky with your drop, but ensure you've got plenty of ammo for the chapter finale, as ranged attacks are essential to surviving this battle!

This should be the third night, so if you interact with the plant in your office at the Pembroke, you’ll unlock Unlife is Strange.

Unlife is strange in Vampyr
Save this poor plant with water
  • Unlocked by 2,716 tracked gamers (9% - TA Ratio = 3.25) 28,753

Find out if Doris Fletcher is the source of the epidemic.

Locate Doris Fletcher’s theatre.

Follow the waypoint marker to reach the front of the Finsbury Theatre, only to realize that it’s – of course – locked.

Find an access to the theatre.

Head west from the theatre entrance and duck down the alley heading further west. (You’re basically reversing the path you took to initially enter West End) Hug the right wall as it makes a 180-turn to face the courtyard where you saw the Ekon killed by the Priwen back at the beginning of the chapter. Just to the left of that courtyard is a second courtyard area. When you enter this area, Jonathan will mention an open window on the second floor that he can access. Make your way up the scaffolding and then jump up to the higher platform to locate a door at the back of the theatre. (What happened to the window?)

Find Doris Fletcher.

There is a desk just across from your entry with a Suicide note on it. As you continue to the left, you’ll start to walk as someone below you starts reciting some sort of dialogue. Once you move past this area, the hallway turns right and you’ll face off against a 28 Ill-formed Rogue Skal.

After the Skal is eliminated, you can turn to the right and exit onto a balcony overlooking the stage, but you can’t do anything from here. Instead, return to the hall and continue to the right. At the far end of the hall, you’ll emerge into a lounge area. On the table in front of the couch is Old Doris Fletcher’s diary.

Drop down through the hole in the floor in this lounge area and turn around to continue forward. Continue to follow the hall as it wraps around, leading you to a set of stairs heading down. At the bottom of the stairs, turn left and open the door to reach the stage.

Stop Doris Fletcher.

This Ill-formed Skal is quick and dangerous! She is resistant to melee (which is a good thing) and highly resistant to blood attacks. She starts the fight off by summoning other Ill-formed Skals to attacks you and fill the stage with poison and also rushing at you with a sword. Once she’s reduced to half-health, however, she’ll throw off her shawl and reveal a mutated arm, releasing a cloud of poison. She’ll also start poisoning the area around here and can poison you with her attacks, especially if you hit her with melee. Instead, focus on whittling her down with ranged attacks! After you defeat her, you earn Saber (8/20 Melee) and unlock Death on stage!

Death on stage in Vampyr
Defeat Doris (Secret)
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Escape from the theatre.

You have no choice but to leave now, so head up the stairs and turn around to follow the hall. The door at the end of this hallway is now unlocked, revealing another catwalk above the stage. At the far end, turn left to enter a small room, where you can find New Doris Fletcher diary on a stool next to the desk. Exit through the right door and then drop down from the scaffolding and exit the alleyway.

ACT I – Unnatural Selection

With a new chapter, there’s an optional dialogue with Dr. Swansea. While it doesn’t provide any additional experience, it’s worth swinging by Pembroke as Rakesh Chadana now offers sodium hydroxide and white phosphorus in his shop, although at very limited quantities. It may take a few days to earn enough of these materials to upgrade your guns – for Chemical or Incendiary damage – but it’s the earliest opportunity to grab these materials in a Not even once playthrough, and the amounts available are limited even in an Anarchy run-through. To ensure you don’t accidentally cheat yourself out of Lore Keeper and Tools of the trade, keep your embracing to a minimum in the West End!

Unnatural Selection.

Report to Lord Redgrave about Doris Fletcher.

When you’ve finished your shopping (and probably restocking your supply of treatments, serums, and ammo!), head back to the Ascalon Club. Lady Ashbury is present in the main hall if you’d like to speak with her. Head up the stairs and follow the walkway around the upper level to reach the room where you first meet Redgrave.

Reach Temple Church entrance.

Your conversation with Lord Redgrave will prompt you into a new area of the West End district. Leave the Ascalon Club via the main entrance and proceed along the road leading north-west to the entrance of Temple Church Park. Rather than enter the park, turn right and continue to follow the road north. (This leads through the outdoor market where we conducted the “A surprise for the London’s lone gourmet” investigation, but if you haven’t done it yet, this is another excellent opportunity to do so.) Continue through the outdoor market until you reach a locked quarantine barrier. Attempt to open the door and earn an easy 200 XP bonus!

Find a way to access Aloysius Dawson’s mansion.

Your map will indicate that the path around the barricade lies somewhere in Temple Church Park. From the barricade, head southwest to enter the park. Once inside, there is a staircase to the right with 3 Skals lurking about. (Two 29 Rogues, and a 29 Ill-formed)

Continue northwest up another set of stairs, and you’ll see a gazebo up ahead on the left. Jonathan will mention there is a passage that will lead you closer to the mansion … even though it’s not really evident. In front of the gazebo is a corpse holding a Thick sturdy blood sample. Just past the gazebo is a 30 Shadow Ekon just waiting to thrash you. (I suggest thrashing him first!) This Ekon is guarding the stairs to the passage Jonathan noted earlier. Before descending, turn to the south and follow the blood spatters until you find a set of stairs leading to the west. Up these stairs is some more blood, and if you look up, you’ll see a balcony you can leap up to. Inside this room is a hideout, but just before the door is a blood spatter you can investigate to begin “Like father, like daughter.”

Inside the hideout, you can analyze the Thick blood to learn Strong regeneration serum. From the main room of the Teasdale house, leave through the south hole in the wall. If you look down, you’ll spot a bridge just to the left of the hole. It is possible to drop onto the bridge from the house, but if you miss it, you can follow the trench around to street level. Either way, make your way to the south-east corner of the house, where you will find a Pinned letter on the door. Reading this note will give you Louise Teasdale’ Hint 2. (It also prompts Jonathan to wonder if there’s a way to break into the house with gaping holes in its walls, even though you were just up there)

Pop back over to where you fought the Ekon and descend the staircase to reach a door.

Follow the passage to reach Aloysius Dawson’s mansion.

Follow the path through the sewers. There are a couple of minor branches with crafting materials as you progress, but there’s really just one main path. Eventually, you will reach a balcony overlooking a large area of sewer below you. As you descend, you’ll drop off the end of a broken staircase and be confronted by a 32 Vulkod. (Similar to the Fergal fight a couple of chapters back!)

The Vulkod, Leon Augustin is a big vampire, resistant to blood and ranged attacks, but he has a massive weakness when it comes to stun damage. With Charlotte’s stake, you can stun him in 4-5 hits! In addition, he takes an absurd amount of damage from your bite attacks. His attacks are mostly in the form of very slow – but very powerful – punches. If you dodge out of the way, he’s quite vulnerable from behind. He can also create shadow versions of himself to attack you.

After defeating Leon, you’ll gain a Thick brisk blood sample and The violence of Vulkods (26/30 Lore-Keeper), which means you can finish “They are among us” the next time you’re topside.

Leave this mini arena through the door in the north-east wall. This leads to a three-way intersection. There is nothing down the left path. The right path requires you to leap up to a ledge and follow a twisting tunnel until you find an opening on the right side. Down this brief passage is a corpse holding a Soiled letter, which can be read for Louise Teasdale’s Hint 4. If you continue along the tunnel, you’ll unlock a door that will allow you to access the balcony above where you tangled with Leon.

Back at the three-way intersection, continue forward. There will be a tunnel that branches to the left, but this another dead end. Instead, continue forward into a large room with a control panel and a bunch of pipes and valves.

To proceed, turn the valve on the far right and then the middle valve to raise the water level and unlock the door ahead of you. Follow the walkway around to the left in order to cross the bridge. As you enter this area, you’ll be ambushed by four 30 Rogue Skals.

Afterward, unlock the door leading back to the control panel and the three valves. This time, turn all three valves to drop the water level to its lowest point. Go through the door on your right and immediately to the left are a set of stairs leading down. Bound across the gaps in front of you and venture deeper into the sewers.

On the other side of the tunnel, ascend the staircase in front of you, then turn right to find another staircase. As you approach it, you’ll hear Louise scream. She’s fine for now, so turn around from the second staircase and see the catwalk that you jump up to it. From up here, turn right and find an Axe (9/20 Melee) tucked in a corner.

Like father, like daughter.

Find Louise Teasdale.

Rather than ascend the second staircase, head past it to find a large tunnel on the far side of the room. At the end of this tunnel is a room with a 30 Rogue Ekon who has taken Louise prisoner. After defeating him, you’ll pick up a Recent diary which clues you in on this psycho’s motives, and also gives you Louise Teasdale’s Hint 3.

Talk and check on the pugnacious young woman. Open the gate leading to Louise’s cell and chat with her. (Pugnacious, indeed!) After the conversation, she’ll relocate to the West End the next time you sleep. You are also rewarded 140 XP.

Unnatural Selection.

Retrace your steps and then ascend the second staircase to finally reach the exit of the sewers.

Enter Aloysius Dawson’s mansion.

With this being a new area of West End, there are a number of citizens that can be spoken with, especially if you’re looking to find all of Dawson’s hints before determining his fate. Firstly, though, head left from the top of the stairs and unlock that annoying quarantine barrier so you won’t have to trek through the sewers a second time.

Near where you emerged is the Price shop, where you can meet Carolyn Price. Ask her about Aloysius to learn Aloysius Dawson’s Hint 1. From the Price shop, head north-west up the set of steps (speaking with the puzzling Baker twins, if you so choose) and follow the building around to its western side. Here you'll find a set of steps leading roughly south-east beneath the building (the West End's church), where Usher Talltree has an office of sorts … in a crypt. As you descend these steps, you may notice that there are a set of tiles in the room prior to Usher's office that will click and grind as you walk across them. Ignore them for now; we'll address them during the next chapter.

In front of Usher's desk is The Crime of Lost Knowledge (27/30 Lore-Keeper). While speaking with this enigmatic character, ask “Your life in London?”, “What do you do here?”, then “Some believe you to be a vampire?” to begin the “Pandora’s box” investigation. We will tackle this when we encounter the area later. Also, make sure you ask Usher about Aloysius to learn Aloysius Dawson’s Hint 2. (During my Not even once playthrough, he gave me Old blood when I asked how he knew about the lives I'd taken.)

(If you spend a little time in this area, you can gather all the hints for the Baker brothers and the Prices before venturing on)

With this out of the way, head north along the road to reach Aloysius’ mansion. There is a hideout just before you reach the mansion if you need supplies.

ACT II – Fountain of Life

Follow Lord Regrave orders or Elisabeth’s advice.

Talk with Aloysius Dawson.

Before deciding Dawson’s fate, take a moment to rummage about the mansion for crafting supplies. Frustratingly, the only item of note is a Newspaper article on the upper floor (on a sofa along the south wall) that will give you Charles Jerome Albright’s Hint 3.

Before proceeding, please READ THIS SECTION. Dawson's fate is a bit more tricky than the other Pillars, as his fate is directly linked to the entirety of London. As a result, you could mess your playthrough up quite easily if you don't act correctly. If West End's status is in a Serious state (or would dip that low if you rested), you HAVE to keep Dawson alive, or risk voiding Lore Keeper and Tools of the trade.

If you gained both Dawson's hints prior to this, you’ll have the option to Charm him. Unlike with Dorothy Crane, this is the best option for Dawson … but maybe not for you. Maybe because your powers of hypnotism are better now, he doesn’t become a skal but rather throws all his money into fighting the epidemic, meaning that everyone is healed of their sicknesses for a couple of days. This throws all the districts into as close to sanitary states as possible, and Elisabeth is happy with this decision. Of course, now you have to contend with the Ascalon Club since you’re a traitor to them, and Dawson winds up dying during the following day. (With everyone cured of illness, you also won’t be able to get the XP boosts from healing them yourself) If you are aiming for London is burning on this playthrough, this will not be an impossible adversity to overcome, but it will make the final boss quite a bit more powerful. (More on that next chapter)

Otherwise, there are the standard Turn and Embrace options. Turning him into a vampire will cost 2000 XP, and keeps a Not even once run intact. In addition, almost everyone gets sick, so you can earn some doctoring XP fairly easily. The Ascalon Club is happy, and Dawson becomes a shopkeeper at the Club, selling blood samples for your serum crafting.

Finally, you can embrace him. Obviously, this voids Not even once, but you earn XP rather than lose it (unlike with Charm). You become an enemy of the Ascalon Club. Note that if you kill him, the district will certainly spiral into chaos, and there’s a chance (if the district dips into Hostile status) that Usher Talltree will be among the first to die, voiding Lore Keeper and Tools of the trade.

Note that Embracing Dawson is the only way to keep the Ascalon Club happy. Any other choice will result in you being cast out, and any vampire will kill you on sight. (Not really a big difference as far as things have been unfolding, but it's something to keep in mind.)

Then head forward to converse with Dawson. Regardless of your final decision, you’ll earn Prepare to die for making your decision as well as obtain Mesmerize 5.

Prepare to die in Vampyr
Take care of Aloysius's fate (Secret)
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Report to Lord Redgrave.

Well, it seems he doesn’t trust you after all. Rather than have to trek back to the Ascalon Club, Redgrave is waiting for you at the front door of the mansion. You can answer as you like, but if you didn’t turn Aloysius, you’re in for expulsion from the Ascalon Club.

ACT III – And by the sword, you die

And by the sword, you die.

Talk with Old Bridget.

It seems like everyone in London knew where you were heading. As you leave the mansion, Old Bridget will be standing inside the gate, waiting to speak with you and guide you into the next disaster needing your attention.

While the situation seems dire, it won’t hurt to rest and level up. Your opponents have certainly bumped up a bit and are in the 30s now. You can also finish collecting the hints for Charles Jerome Albright and Louise Teasdale before leaving the West End. You can also turn in “They are among us” to Clarence Crossley. It may be helpful to have a weapon that can churn out Chemical damage because your next fight will be against a human.

Reach the Pembroke Hospital.

Follow the familiar route back to the hospital, keeping an eye out for the escalated Priwen presence. As you cross the bridge into Pembroke, you’ll note a truck has blocked the road. You’ll be forced to take the path along the wharf. At first glance, everything seems fine, but once you talk to any of the residents, they’ll tell you that Edgar was confronted in his office. Alternatively, you could just go to the office door and see that it’s been painted on with a white X.

Go the Edgar Swansea’s office.

You’ll spot a trace of blood on the office floor. Examine this to begin following the blood trail.

Follow the blood trail.

The trail leads up to the third floor of the hospital. There’s nothing of note up here other than an elevator which will take you up into the hospital’s uppermost levels. Once here, you’ll face off against Geoffrey McCullum.

Do not play around with McCullum. He can fire 5 times with his crossbow, impale you with his massive sword and in addition activates the room’s defenses, which consist of ultraviolet light. With the amount of aggravated damage he’s throwing around, it’s best to put him down quickly. He is resistant to blood attacks and highly resistant to melee.

After beating him, you earn Bury the hatchet.

Bury the hatchet in Vampyr
Defeat McCullum (Secret)
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After the fight, you’ll talk to him. Your first choice won’t matter, but the next choice will be to either turn or spare him. He’s not a pillar or even a citizen, so it doesn’t really affect the game one way or the other, other than spending 1000 XP to turn him.

ACT IV – Science without conscience

As you get ready to embark on the chapter’s climax, I remind you again to spend as much XP as possible to ensure you’re prepared for the next battle against Priwens in their 30s. At some point, as you're making your way through the city - if you did anything other than Embrace Dawson - you may get attacked by a 32 Shadow Ekon named Lord Sheffeld, a vampire bounty hunter of sorts who has been dispatched by the Ascalon Club to kill you. Other than a substantial amount of loot he drops after being slain by you, this encounter doesn't seem any different than any other vampire attacking you.

Rescue Edgar Swansea.

Reach the Doris Fletcher’s theatre.

There are numerous ways to get back to the theatre, but this time, you can enter through the front door, rather than clambering up the back.

Gather information about Edgar Swansea’s work.

Head into the door just past the lobby and face off against a 31 Brawler, 32 Rookie, and 32 Chaplain. Afterward, check the table in the middle of the room to find McCullum’s report and a theatre stage key that will open the door of the left side of the stage.

Follow the hallway, and when you hear someone muttering, activate your blood sense to spot Edgar in the next room behind a – naturally – locked door. Take the only other exit (north-east door) and quickly turn right to meet a 32 Exterminator before he spots you.

Once he’s down, backtrack a little to the door on the right side of this short hallway. It leads to a small room with a locked safe. On the shelf to the left of the door is The vampire knight (28/30 Lore-Keeper). Now check the left side of the table to find William Marshal’s memoirs, along with the Theatre basement key. Just above the center of the table is a pinned note, which will update your “Pandora’s Box” investigation.

Pandora’s Box.

Find the safe’s key.

Edgar will be fine for a bit longer, so return upstairs, through the lobby, and continue up to the upper level of the theatre. In the hallway outside the auditorium will be a 32 Chaplain and 32 Brawler. Defeat them both quickly, being mindful of the confined space you’re fighting in, and pick up a Brand new key from the brawler.

Open the safe and retrieve Usher Talltree’s notebook.

BE CAREFUL. I’ll mention this now. It may be a common habit when you pick something up to use the MENU button to look at it and read it. IF YOU DO THIS NOW, you will void Lore Keeper and Tools of the trade on this playthrough. Return to the basement and open the safe and pick up the Personal notebook. DO NOT READ IT.

Retrieve Edgar Swansea.

Use the key to open the door and rescue Edgar. However, things look bleak for the good doctor. Ultimately, you’ll be left with three choices: Let him die, Turn him, or Embrace him.

To keep your Not even once, you’ll either want to let him die or turn him (for a cost of 3000 XP). Embracing him gives you a huge amount of XP and will make the end game quite a bit easier, although Pembroke will suffer a devastating loss. (Which isn’t really that big of a deal if you’re going for Anarchy anyway.) Regardless of the choice, you’ll earn The Dying Swansea.

The Dying Swansea in Vampyr
Take care of Swansea's fate (Secret)
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There are a couple of different routes we can take here as we reach Vampyr’s endgame, and a lot of it will depend on your playstyle and how you want London to evolve (or devolve) based on your choices. If you’re doing the Not even once playthrough, these strategies are irrelevant, as all the citizens have to survive.

The final encounter of this game is directly scaled to your power, so while killing every citizen in London (or at least the 64 you can affect) is certainly a choice, it will drastically affect how powerful the final boss will become, ranging between Levels 30 (no embraces) to 51 (embrace almost everyone). To add to the confusion, every time you rest, the districts’ health can rise and fall depending on transmitted diseases as well as who is still alive, and if a district is hostile, citizens will die randomly. So the trick is to try and embrace only who you need to in order to collect the final weapons and turn the districts hostile or – if you want a challenge – embrace all of them, let London burn, and face the final boss at the highest difficulty imaginable.

So then, whom to kill? I’ll share my strategy as soon as we’ve concluded Usher Talltree’s investigation.

ACT I – Antidote


Before you do anything else, check the mirrored dresser in this room to find an Old love letter. This will give you Calhoun Russel’s Hint 1. (Make sure when you read this letter that you DO NOT SCROLL OVER IN YOUR INVENTORY to Usher’s notebook. It would be really frustrating to fail “Pandora’s box” at this point!) You should now be able to get the remainder of his hints, if you haven’t already.

Antidote.

Talk to Lady Ashbury.

Exit this room through the western door and follow the stairs up to reach the stage once more. Proceed out through the theater’s main entrance. Once on the street, Reid will state that he needs to tell Elisabeth about the latest developments. The streets will be crawling with Priwen (around the 30-33 range) hunting down the creatures of the night, and their numbers will only increase as you move forward. Best to tie up a few loose ends before visiting with Lady Ashbury.

Pandora’s box. Bring back the notebook to Usher Talltree. Return to Usher’s office by any route you choose, evading or engaging Priwen, Skals, Ekons, and Beasts at your discretion. Upon telling him you did not read the notebook, Usher will give you Origin of the brotherhood (29/30 Lore-Keeper). You’ll also receive a notification that a hint for Usher (Hint 2) has failed, meaning that you can’t receive his full XP if you choose to embrace him. This is a decent trade-off, however, as this collectible is the key to getting another weapon.

Maybe you’re the type of player who hasn’t been delving into the Vampyr lore throughout the game, poking at every citizen, reading every collectible, etc. If that’s the case, you definitely want to read Origin of the brotherhood, or at the very least look in the upper-right corner of the page itself (not the text box, but the image of the document.) The page features an image that is – unfortunately – random, but this is what mine looks like:

Image 1

So what does that mean? Remember those tiles in the entryway before Usher’s office that click when you run across them? Well, they unlock a secret door in this area. Looking at the image like a compass, the west image is the tile just before the steps leading down to Usher’s area, and the south image is the tile leading back to the street. This is only part of the solution, though.

Usher Talltree has penned other documents you’ve come across (and one we haven’t) that translates this image into a type of code. Specifically, The crime of lost knowledge says that right-facing fish is 1, Laughing at the Guard says circle is 2, The myth of the horned vampire (not found yet) that a square is 3, Rare species of vampires shows an oval as 4, Origin of the Skals shows a left-facing fish as 5, and Blood as addiction that a diamond is 6. Unlike the image in the upper-right corner of Origin of the brotherhood, this sequence doesn’t change. Don’t let the different orientations of the shapes throw you, the code to unlock the door in this area is: fish, circle, square, circle, fish, and diamond.

For my game, the image in the upper-right corner has the west image of a diamond (or 6). Moving clockwise from that position, I have a square (3) in the north, fish (1 and 5) in the east, and a circle (2 and 4) in the south. So for my game, my sequence is: east, south, north, south, east, and west. Stand on each tile until it stops making the click and grinding sound before you move on to the next and one of the walls (the one that corresponds to the north of your image, but roughly east on the actual map) will open, revealing a chamber within. You’ll also unlock Bloody Roots.

[As another example, let’s say you have the fish at the north position, square on the east, diamond on the south, and circle on the west. Your order would be north, west, east, west, north, south.]

Bloody roots in Vampyr
Bloody roots220 (50)
Find the recollection of Paulus Aurelianus (Secret)
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Step inside this chamber and interact with the bier inside to retrieve Recollections of Paulus Aurelianus (a collectible, but not tied to Lore-Keeper), and interact with it once more to pick up the True Dragonbane (10/20 Melee).

London’s burning. Now begins the night of blood and anarchy, if you’d like. You can also speak with Ashbury now and conduct your massacre district by district as you gather the ingredients for the cure. Either way, you may want to find a nearby hideout (there’s one just north-east of the West End church) and spend what XP you’ve accumulated thus far and see what damage Swansea’s fate has done to Pembroke (and – if he was charmed – Dawson’s fate to the West End) before you go any further. Or you may want to embrace the essential citizens and then see how many more need to succumb to your murderous fangs before each district turns hostile. The choice is up to you. Below is a list (by district) of which citizens are carrying weapons to add to your collection. Ensure you’ve killed these people off to ensure they aren’t killed accidentally if the district turns hostile.

West End. Charles Albright (Charles’ truncheon 7/13 Off-hand); Louise Teasdale (Louise’s machete 11/20 Melee); Clarence Crossley (Clarence’s parabellum 6/11 ranged)

Whitechapel. Albert Palmer (Albert’s revolver 7/11 ranged); Christina Popa (Christina’s Dagger 8/13 Off-hand); Joe Peterson (initially killing him gives you a small key, which opens a box inside the Peterson house. Since you have to enter the house anyway to kill Harry Peterson to obtain Joe’s Semi-automatic pistol 7/11 ranged, do so and head upstairs to open the trunk at the foot of one of the beds to obtain Joe’s barbed cudgel (12/20 Melee) (Optionally, you can kill Tobias Whitaker for 5 White phosphorus, an easy source for weapon upgrades)

Pembroke. Clay Cox (Clay’s Hatchet 13/20 Melee); Gwyneth Branagan (Gwyneth surgical knife 9/11 Off-hand) Milton Hooks (alternatively, you could just buy his shotgun if you have the shillings to spare (Milton’s shotgun 9/11 Ranged); Newton Blight (Newton’s saber 14/20 Melee; Rakesh Chanada (initially killing him gives you a large key; use it to open the chest behind his chair to obtain Rakesh’s surgical saw 15/20 Melee)

Corcoran Tippets and Thoreau Strickland give you keys to the doctor’s office as well as small keys; kill them together before going upstairs to their office. At the back of this office, the right medical cabinet is Thoreau’s. Open it to get Thoreau’s surgical knife (10/13 Off-hand) The trunk in the lower right is Corcoran’s. Opening it will give you a tiny key. This key opens a trunk in the basement morgue (remember that from Chapter 2?!?), located next to Samuel’s corpse. You’ll be coming down here for a story-related event, so you can hold off collecting this for now.)

Docks. Booth Digby (Booth’s Axe 16/20 Melee); Edwina Cox (Edwina’s double-barrelled 10/11 ranged); Seymour Fishburn (Seymour’s bludgeon 17/20 melee); Sabrina Cavendish (Sabrina’s dagger 11/13 Off-hand); Tom Watts (Tom’s Revolver 11/11 Ranged); Archer Woodbead (Archer’s hatchet 18/20 melee); Giselle Paxton (Giselle’s dagger 12/13 Off-hand); Ichabod Throgmorton (Ichabadod’s Stake 13/13 Off-hand) ; Rodney Grader (Rodney’s scythe 19/20 Melee)

All that should be left to collect is the last melee weapon in the morgue. As I said earlier, we’ll be reaching this area during the main questline. For now, make life easier on yourself and utilize the hideout just north-east of Lady Ashbury’s estate and spend your absurd amount of XP before we push forward.

Keep your distance in Vampyr
Find all ranged weapons
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Weapons of choice in Vampyr
Find all Off Hand Weapon
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(If you did this in one sweep, don’t be alarmed if it takes a while to load between screens. Vampyr apparently has a fit trying to calculate the huge amount of lost citizens.) With any luck, you should have murdered enough citizens to unlock Anarchy in the UK. If one or more of your districts is being stubborn, return to those areas and kill a few more to turn the district hostile. (For best effect, take out those worth the most XP. The final boss’s power is derived from the number of citizens you’ve embraced, rather than your actual level.) Once all four districts have become hostile, you will unlock London’s burning.

Anarchy in the UK in Vampyr
Turn a district to hostile status
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London's burning in Vampyr
Turn all districts to hostile status (Secret)
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With the slaying done, head to Lady Ashbury to fill her in on the latest developments.

Gather the ingredients for the antidote

. The note you picked up in the theater lists out the ingredients you need to collect and the game is kind enough to plot them on the map. The first stop I chose is Pembroke in order to finish our weapons collection.

Search for insulin in the old morgue of the Pembroke Hospital. It’s been quite some time since we visited the old morgue on the back side of the hospital. Rather than the Skal infestation we originally dealt with, the vampire hunters are here in force, with an array of mid-30s spread throughout the morgue.

Make your way to the lowest level of the morgue to the table where Samuel’s body lays. (Remember the investigation “The harder they fall”?) To the left of this slab is a locked trunk, where you can use Corcoran’s key to pick up Samuel Connor’s mace (20/20 melee)

The tools of the profession in Vampyr
Find all Melee Weapon
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Now make your way upstairs, to the second floor. There will be some more Priwen up here for you to tangle with, including a Chaplain, so put him down first! After the fight, enter the office in the south-east corner of this floor to find a box of insulin on the desk. It’s not quite as shiny as the other collectibles, because it’s only the dose of insulin glowing, rather than the whole box. Plus, the desk lamp is shining right on the damn thing

Obtain a drop of King Arthur’s blood from Geoffrey McCullum

. Our next stop is Whitechapel, specifically the Stonebridge Cemetery, near the grave where you battled the boss from Chapter 3. When you find him, McCullum will either be fighting Skals (if he’s a vampire) or quietly moping in the courtyard. (As a bonus, as you move through the courtyard during an Anarchy playthrough, some of the gravestones will be glowing. There are no collectibles here, but the gravestones are reminders of the citizens you’ve embraced. WHO THE HECK IS BURYING THEM? I keep wanting to see a grumpy and overworked gravedigger.) Astonishingly, McCullum gives you the blood without doing more than yammering at you.

Obtain a drop of William Marshall’s blood from lord Redgrave.

Our final stop is West End, specifically at the Ascalon Club. Depending on Dawson’s fate, the Club may or may not want you there. If they have been sending their bounty hunters out after you, when you come to the Club you’ll have to enter through the back entrance where you’ll fight their most elite bodyguard … a 35 Rogue Ekon. After you put down this pitiful guard, enter the office on the ground floor to find Lord Sulky-McSulky Pants (if you’re persona non grata with the Club, at any rate). Considering his initial anger at your reappearance, he gives in pretty quickly to your demands.

Find a hideout to create the antidote.

The closest hideout to the Ascalon Club is your bedroom in the Reid Mansion. Use the crafting table to analyze Marshal’s memoirs to unlock the recipe (much like your serum creations), and then craft the recipe.

Act II – Guinea Pig

Okay, you’ve crafted an antidote. Now you’re in the game’s finale. If you want to collect all the weapons, you must do this before embarking on the next leg of the quest. Once we enter the final area, there is no turning back and no free roaming. We will be collecting the last Lore item very shortly. You’ll want to have as many serums as you can carry, a full load of ammo, and weapons with Incendiary Damage, preferably.

On both playthroughs, I opted for the True Dragonbane maxed on damage, with Perfect Parabellum as my off-hand. My alternate off-hand for Not even once was the pump-action shotgun with Incendiary damage (576 damage at level 5), but for my Anarchy playthrough, I went with Edwina’s double-barrelled with a whopping 749 damage.

For abilities, I had Autophagy maxed out, and Abyss as maxed as I could get (absolutely brutal Shadow damage, maxing out at 2000 Shadow, plus it freezes the opponent.) I maxed my Bite skills, especially since I utilized a stake or the parabellum to dole out stun damage. Your strategies may differ, depending on your play style and story choices. Of course, you can always do a skill reset before embarking on your final push, just don’t try and cheat the final boss and not spend your XP. Again, the final creature’s strength and level will be dependent on how many citizens have been embraced, not your actual level.

Reach the Hive.

Okay, remember when I told you to hang around and watch Carina Billow chase rats around? Well, that’s where we’re heading next. Head to that area and enter the door to the right of those steps to enter – once again – the sewers.

Like most of the sewers you’ve explored, there’s only one path. However, as you follow the walkways above the rushing sewer water, you’ll reach an area with a short staircase ahead of you. Glance to your left and you’ll spot a large box that contains your final collectible, The myth of the horned vampire (24/24 Lore-Keeper) Oh, look at that, it says that a square is 3! Hmm, what’s that used for? Anyway…

Lore keeper in Vampyr
Lore keeper104 (20)
Gather all collectibles
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Continue along the long, pretty boring path until you finally reach a spot where you can open a gate which leads to the flooded area you battled Fergal several chapters back. (Why you couldn’t just drop in on the Skals from the Night Asylum area is beyond me.) Anyway, with Fergal’s arena as a point of reference, you should be able to follow the tunnels back to the Sewer Skal’s location. However, the hideout is empty and everyone has vanished.

Locate Harriet Jones.

Follow the blood trail. Well, this is a familiar game mechanic. There are no enemies to fight, so just follow the trail of blood, which begins at Harriet’s room, but – surprise – leads you back down the tunnels you just followed to reach here in the first place.

Eventually, you’ll be confronted by that mysterious shadow of blood. (The horned vampire!) Unlike your other encounters with this entity, you can actually converse with him, and learn quite a bit more of the Vampyr lore and why Jonathan was chosen to become an Ekon vampire… er, vampyr.

The horned vampire talks up Harriet Jones quite a bit, but don’t be deceived. She’s only Level 35, and while she’s resistant to melee and highly resistant to blood attacks, she’s got relatively low hit points and stamina. Save your ammo for the next battle, and focus mainly on draining her stamina and biting her. Just beware of her poison attacks and her final poisonous explosion. (With the True Dragonbane, I actually managed to end her in about 7 hits, before she even got a single attack on me.)

Oh ho, but the next battle starts right away, against the Red Queen. Highly resistant to blood and resistant to shadow, and with unlimited stamina, this was quite a beast. Plus, she summons blood creatures to attack you. At 51, she is a beast to put down, but Abyss still did enough damage to her, plus it held her still long enough to get some good hits in. Focus on dodging away from her attacks, Springing forward to close the distance, “stun” her for a second and get in a couple of hits before repeating the process while Abyss recharges. Use your ranged weapons as much as possible. (Serums also helped, blood and health regen mostly)

Unnatural Disaster in Vampyr
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After the battle, you’ll have a couple of cutscenes before being taken to the final chapter.

Find a way to enter the castle.

Follow the only path available to you as the sun slowly rises until you’re once again confronted by the horned vampire. Once he disappears again, Jonathan learns the main gate is locked. There is a path leading around to the left, so follow the walls (rule of right!) until you reach an area of the battlements where you can leap across a gap. This will lead into an area of the castle where the wall has crumbled enough to allow you passage into the interior.

Wow, it really freaks me out that the sun is shining so brightly.

Explore the castle.

There are quite a few collectibles scattered about that continue to deepen the Vampyr lore. Pick them up if you wish to further the mystery behind Lady Ashbury. Continue down the hall until you find an entryway on the right wall with a hole in the floor for you to drop down. When you emerge from this room, Jonathan will comment that he can smell Elisabeth’s perfume, which somehow indicates there’s a secret passage nearby.

Locate the secret passage.

From the banquet table room, turn around (east) to locate a room with a large staircase. Ascend the staircase and Jonathan will mention how the large painting looks suspicious. With your vampire senses, a moon and sword are highlighted, so that indicates you should look for those symbols elsewhere.

Return to the banquet table room, and Jonathan will now spot several switches about the room, specifically two on either side of the fireplace – shield and sword – one to the left of the left window on the north wallflower… or fire… maybe corn? – and the final one is to the right of the north window. Hit the moon and sword switch, and you’ll hear a door open.

Confront Lady Ashbury.

The door is actually inside the fireplace, but on the left side of it, cunningly hidden out of sight. Descend the staircase here and follow the long path until you trigger the final set of conversations.

A taste for blood in Vampyr
Complete the game (Secret)
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For your Not even once playthrough, you can pretty much follow an identical path (with the exception of draining citizens, of course!), as the quests are the best source of XP for you, in addition to keeping citizens health.

Not even once in Vampyr
Finish the game without killing any citizens (not unlockable in Story Mode) (Secret)
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SKILLS

Leveling up in Vampyr requires the use of XP, which can be earned by completing quests, or by harvesting the citizens of London for their blood. (You can also earn it through combat, but this is a negligible amount and would require an insane amount of grinding.) The skills fall into nine categories and follow the same pattern for most skills: A base ability that will carry you through the first two level tiers, followed by a choice of enhanced power for the remaining three tiers. You gain a level for each skill you purchase, with the exception of the skills that have "double" tier levels (For example, the body skills). Below, I have the skills listed, along with their XP costs.

Autophagy – The vampire uses the power of his blood to heal normal, and aggravated damage, increasing his flesh, nerve, and bone regeneration. With time, this vampiric ability can be extremely powerful and is sure to surprise any unwary Vampire Hunter.

You drain your own blood to heal normal and aggravated damage instantly.

  • I (600 XP) – 200 Healing; 10.0 blood Cost; 3.0 Recovery.
  • II (Level 6 required; 1300 XP) – 250 Healing; 10.0 Cost; 3.0 Recovery.

You trade the instant health gain for a greater regeneration:

  • III (Level 12 required; 2000 XP) – 200 Healing; 15.0 Cost; 3.0 Recovery. 100 Healing.
  • IV (Level 18 required; 2700 XP) – 200 Healing; 15.0 Cost; 3.0 Recovery. 200 Healing.
  • V (Level 24 required; 3400 XP) – 200 Healing; 15.0 Cost; 3.0 Recovery. 300 Healing.

~or~

You trade more blood to heal yourself instantly, and gain an additional boost on your health regeneration:

  • III (Level 12 required; 2000 XP) – 300 Healing; 25.0 Cost; 2.0 Recovery.
  • IV (Level 18 required; 2700 XP) – 400 Healing; 25.0 Cost; 1.5 Recovery.
  • V (Level 24 required; 3400 XP) – 500 Healing; 25.0 Cost; 1.5 Recovery.

Defensive

Coagulation – The Vampire will concentrate on the prey’s blood, stopping them in their tracks, and making them defenseless.

You will block your target’s blood in their veins, making them defenseless:

  • I (Level 4; 600 XP) – 2 Seconds control; Cost None; Recovery 20; Ranged range.
  • II (Level 6; 1300 XP) – 3 Seconds control; Cost None; Recovery 20; Ranged range.

Your control on your target’s blood is now stronger, and the time you control it is increased:

  • III (Level 12; 2000 XP) - 5 Seconds control; Cost None; Recovery 20; Ranged range.
  • IV (Level 18; 2700 XP) - 8 Seconds control; Cost None; Recovery 20; Ranged range.
  • V (Level 24; 3400 XP) - 10 Seconds control; Cost None; Recovery 20; Ranged range.

~or~

The target’s blood now will burst out of their body, flowing towards your mouth to feed you without touching your prey:

  • III (Level 12; 2000 XP) – 3 Seconds control; Cost None; Recovery 20; Ranged range; 10 Blood gain.
  • IV (Level 18; 2700 XP) - 3 Seconds control; Cost None; Recovery 20; Ranged range; 15 Blood gain.
  • V (Level 24; 3400 XP) - 3 Seconds control; Cost None; Recovery 20; Ranged range; 20 Blood gain.

Blood Barrier – Vampires afraid of suffering damage are familiar with the Hardiness ability. This blood ability will protect the Vampire from direct damage. Unfortunately, it does not stop them from being grabbed by enemies.

You create an invisible Barrier, absorbing direct damage until it fades, or is destroyed:

  • I (Level 4; 600 XP) – 1 Hit absorbed; Cost None; Recovery 30; Duration: 5 seconds
  • II (Level 6; 1300 XP) – 2 Hits absorbed; Cost None; Recovery 30; Duration: 5 seconds

When your Barrier disappears, it explodes, and deals damage to anyone nearby:

  • III (Level 12; 2000 XP) - 1 Hit absorbed; Cost 25; Recovery 15; Duration: 5 seconds; 150 Blood Damage
  • IV (Level 18; 2700 XP) - 2 Hits absorbed; Cost 25; Recovery 15; Duration: 5 seconds; 200 Blood Damage
  • V (Level 24; 3400 XP) – 2 Hits absorbed; Cost 20; Recovery 15; Duration: 5 seconds; 250 Blood Damage

~or~

You create an invisible Barrier, absorbing direct damage until it fades, or is destroyed:

  • III (Level 12; 2000 XP) – 3 Hits absorbed; Cost None; Recovery 30; Duration: 5 seconds.
  • IV (Level 18; 2700 XP) - 3 Hits absorbed; Cost None; Recovery 25; Duration: 8 seconds.
  • V (Level 24; 3400 XP) - 3 Hits absorbed; Cost None; Recovery 20; Duration: 10 seconds.

Aggressive

Claws – As natural predators, Vampires have received some gifts from Mother Nature, like claws instead of fingernails. These natural weapons can easily cut through tissue and are very useful for piercing a prey’s arteries.

A close-range strike that will cut through all living creatures in front of you:

  • I (1000 XP) – 220 Damage; 25.0 Cost; 3.0 Recovery; Close range.
  • II (Level 8 required; 2000 XP) – 265 Damage; 20.0 Cost; 3.0 Recovery; Close range.

You cut through the flesh of your prey so deeply, that you now gain blood with each hit:

  • III (Level 12 required; 3000 XP) – 280 Damage; 20.0 Cost; 1.5 Recovery; Close range. 2 Blood gain.
  • IV (Level 18 required; 4500 XP) – 320 Damage; 20.0 Cost; 1.0 Recovery; Close range. 4 Blood gain.
  • V (Level 26 required; 6000 XP) – 450 Damage; 20.0 Cost; 0.5 Recovery; Close range. 6 Blood gain.

~or~

You have learned to use your claws’ strength, and now strike your prey with a stunning Effect:

  • III (Level 12 required; 3000 XP) – 345 Damage; 25.0 Cost; 2.0 Recovery; Close range. 5 Stun
  • IV (Level 18 required; 4500 XP) – 480 Damage; 25.0 Cost; 2.0 Recovery; Close range. 7 Stun.
  • V (Level 26 required; 6000 XP) – 720 Damage; 25.0 Cost; 2.0 Recovery; Close range. 10 Stun.

Bloodspear – The Vampire wields their blood and throws it like a spear. This power can take time to charge, but it is deadly effective at medium to long range. It’s a powerful supernatural tool for Vampires who don’t like close combat.

You throw a spear made of blood, which can pass through enemies in front of you:

  • I (1000 XP) – 190 Blood; 25.0 Cost; 3.0 Recovery; Ranged range.
  • II (Level 8 required; 2000 XP) – 230 Blood; 20.0 Cost; 3.0 Recovery; Ranged range.

You throw a large blood spear, which can pass through enemies in front of you. This massive projectile will deal greater damage than before:

  • III (Level 12 required; 3000 XP) – 300 Blood; 20.0 Cost; 3.0 Recovery; Ranged range.
  • IV (Level 18 required; 4500 XP) – 415 Blood; 20.0 Cost; 2.0 Recovery; Ranged range.
  • V (Level 26 required; 6000 XP) – 650 Blood; 20.0 Cost; 2.0 Recovery; Ranged range.

~or~

You concentrate to create three small blood spears, which can hit all enemies facing you. Compared to the base ability, range and individual damage are reduced:

  • III (Level 12 required; 3000 XP) – 270 Blood; 20.0 Cost; 3.0 Recovery; Medium range.
  • IV (Level 18 required; 4500 XP) – 340 Blood; 20.0 Cost; 2.0 Recovery; Medium range
  • V (Level 26 required; 6000 XP) – 600 Blood; 20.0 Cost; 2.0 Recovery; Medium range.

Shadow Mist – The Vampire concentrates shadows around their prey to make them explode after a countdown. This explosion will injure anything in range, with needle-like living spears. Vampires often use this ability to wipe out groups of enemies from a distance.

Place a cloud of shadows at the target’s feet, or yours. The cloud will explode after a short time, causing heavy damage:

  • I (1000 XP) – 250 Shadow; 20.0 Cost; 5.0 Recovery; Ranged range. 2m Area
  • II (Level 8 required; 2000 XP) – 300 Shadow; 20.0 Cost; 5.0 Recovery; Ranged range. 2m Area

The Shadow explosion has increased range and damage:

  • III (Level 12 required; 3000 XP) – 400 Shadow; 20.0 Cost; 5.0 Recovery; Ranged range. 2m Area
  • IV (Level 18 required; 4500 XP) – 550 Shadow; 20.0 Cost; 5.0 Recovery; Ranged range. 2m Area
  • V (Level 26 required; 6000 XP) – 820 Shadow; 20.0 Cost; 5.0 Recovery; Ranged range. 2m Area

~or~

The shadows will pool in a single place. All targets within this area are struck constantly by slithers of darkness, causing them to blood. The Vampire will directly absorb the blood from the wounds:

  • III (Level 12 required; 3000 XP) – 30 Shadow; 20.0 Cost; 5.0 Recovery; Ranged range. 4m Area
  • IV (Level 18 required; 4500 XP) – 60 Shadow; 20.0 Cost; 5.0 Recovery; Ranged range. 4m Area
  • V (Level 26 required; 6000 XP) – 90 Shadow; 20.0 Cost; 5.0 Recovery; Ranged range. 4m Area

Body

Body Condition Increase your health

  • I (300 XP); +50 Health
  • I (Level 4 required; 300 XP) +100 Health
  • II (Level 6; 600 XP) +150 Health
  • II (Level 8; 600 XP) +200 Health
  • III (Level 10; 1000 XP) +250 Health
  • III (Level 12; 1000 XP) +300 Health
  • IV (Level 14; 1500 XP) +350 Health
  • IV (Level 16; 1500 XP) +400 Health
  • V (Level 18; 2000 XP) +450 Health
  • V (Level 20; 2000 XP) +500 Health

Physical Prowess Increase your Stamina

  • I (300 XP) +15% Endurance
  • I (Level 4; 300 XP) +30% Endurance
  • II (Level 6; 600 XP) +45% Endurance
  • II (Level 8; 600 XP) +60% Endurance
  • III (Level 10; 1000 XP) +75% Endurance
  • III (Level 12; 1000 XP) +100% Endurance
  • IV (Level 14; 1500 XP) +115% Endurance
  • IV (Level 16; 1500 XP) +130% Endurance
  • V (Level 18; 2000 XP) +135% Endurance
  • V (Level 20; 2000 XP) +150% Endurance

Blood

Blood CapacityIncrease your Blood capacity

  • I (300 XP) +5% Blood
  • I (Level 4; 300 XP) +10% Blood
  • II (Level 6; 600 XP) +15% Blood
  • II (Level 8; 600 XP) +20% Blood
  • III (Level 10; 1000 XP) +25% Blood
  • III (Level 12; 1000 XP) +30% Blood
  • IV (Level 14; 1500 XP) +35% Blood
  • IV (Level 16; 1500 XP) +40% Blood
  • V (Level 18; 2000 XP) +45% Blood
  • V (Level 20; 2000 XP) +50% Blood

Big Thirst Increase your Blood absorption when using Bite in combat

  • I (300 XP) +20% Blood
  • I (Level 4; 300 XP) +40% Blood
  • II (Level 6; 600 XP) +60% Blood
  • II (Level 8; 600 XP) +80% Blood
  • III (Level 10; 1000 XP) +100% Blood
  • III (Level 12; 1000 XP) +120% Blood
  • IV (Level 14; 1500 XP) +140% Blood
  • IV (Level 16; 1500 XP) +160% Blood
  • V (Level 18; 2000 XP) +180% Blood
  • V (Level 20; 2000 XP) +200% Blood

Tactical

Spring You perform a supernatural move to your target, and cause damage upon landing

  • I (Level 5; 500 XP) Cost 10; Recovery 10; Ranged range; 2m Area; 20 Shadow Damage
  • II (Level 6; 1000 XP) Cost 10; Recovery 5; Ranged range; 2m Area; 40 Shadow Damage

You concentrate your blood in your feet to increase your impact upon landing, and deal damage around you:

  • III (Level 12 required; 1500 XP) – Cost 10; Recovery 5; Ranged range; 2m Area; 120 Shadow Damage
  • IV (Level 18 required; 2250 XP) – Cost 10; Recovery 5; Ranged range; 2m Area; 200 Shadow Damage
  • V (Level 24 required; 3000 XP) – Cost 10; Recovery 5; Ranged range; 2m Area; 250 Shadow Damage

~or~

You concentrate your blood in your hands and feet to increase the impact on your target. If your target is already stunned, you embrace them automatically:

  • III (Level 12 required; 1500 XP) – Cost 10; Recovery 10; Ranged range; 2m Area; 15 Stun; 50 Shadow Damage
  • IV (Level 18 required; 2250 XP) – Cost 10; Recovery 10; Ranged range; 2m Area; 20 Stun; 50 Shadow Damage
  • V (Level 24 required; 3000 XP) – Cost 10; Recovery 5; Ranged range; 2m Area; 30 Stun; 50 Shadow Damage

Shadow Veil Drain your stamina to fade into the shadows, and become invisible to most enemies. Moving in this state will drain more stamina. You will exit the shadows if you attack or dodge, or when your stamina is empty.

  • I (Level 5; 500 XP) – Cost 10; Recovery 60; 5 Stamina used per second when walking; 2.5 Stamina used per second when standing still
  • II (Level 6; 1000 XP) – Cost 10; Recovery 50; 5 Stamina used per second when walking; 2.5 Stamina used per second when standing still

You gain damage and stun bonuses if you leave the shadows:

  • III (Level 12; 1500 XP) – Cost 10; Recovery 60; 10 Stamina used per second when walking; 2.5 Stamina used per second when standing still; 1.5 Stun; +150% melee damage
  • IV (Level 18; 2250 XP) – Cost 10; Recovery 60; 10 Stamina used per second when walking; 2.5 Stamina used per second when standing still; 2 Stun; +200% melee damage
  • V (Level 24; 3000 XP) – Cost 10; Recovery 60; 5 Stamina used per second when walking; 2.5 Stamina used per second when standing still; 2.5 Stun; +250% melee damage

~or~

The Fog sticks to you, and you are now able to dodge while using Shadow Veil:

  • III (Level 12; 1500 XP) – Cost None; Recovery 60; 5 Stamina used per second when walking; 2.5 Stamina used per second when standing still
  • IV (Level 18; 2250 XP) – Cost None; Recovery 40; 5 Stamina used per second when walking; 2.5 Stamina used per second when standing still
  • V (Level 24; 3000 XP) – Cost None; Recovery 40; 2.5 Stamina used per second when walking; 2.5 Stamina used per second when standing still

Ultimate

Rage You lose control and let the Beast take over for a short time. The Beast teleports itself to all enemies around you, and strikes them with furious blows:

  • I (Level 10; 1000 XP) – 200 Damage; Cost None; Recovery 99; Ranged range
  • II (Level 14; 2000 XP) – 350 Damage; Cost None; Recovery 99; Ranged range
  • III (Level 20; 3000 XP) – 400 Damage; Cost None; Recovery 99; Ranged range
  • IV (Level 26; 4000 XP) – 500 Damage; Cost None; Recovery 99; Ranged range
  • V (Level 32; 6000 XP) – 600 Damage; Cost None; Recovery 99; Ranged range

AbyssYou create a Shadow vortex at your target’s feet. Coming to life, the Shadows interrupt an enemy in the area and inflict tremendous damage:

  • I (Level 10; 1000 XP) – 600 Shadow Damage; Cost None; Recovery 99; Ranged range
  • II (Level 14; 2000 XP) – 720 Shadow Damage; Cost None; Recovery 99; Ranged range
  • III (Level 20; 3000 XP) – 950 Shadow Damage; Cost None; Recovery 99; Ranged range
  • IV (Level 26; 4000 XP) – 1300 Shadow Damage; Cost None; Recovery 99; Ranged range
  • V (Level 32; 6000 XP) – 2000 Shadow Damage; Cost None; Recovery 99; Ranged range

Blood Cauldron You focus your power to boil your target’s blood, causing it to violently explode, dealing damage to the target and anything nearby:

  • I (Level 10; 1000 XP) – 400 Blood; Cost None; Recovery 99; Ranged range; 230 Blood Damage
  • II (Level 14; 2000 XP) – 500 Blood; Cost None; Recovery 99; Ranged range; 320 Blood Damage
  • III (Level 20; 3000 XP) – 630 Blood; Cost None; Recovery 99; Ranged range; 510 Blood Damage
  • IV (Level 26; 4000 XP) – 875 Blood; Cost None; Recovery 99; Ranged range; 810 Blood Damage
  • V (Level 32; 6000 XP) – 1300 Blood; Cost None; Recovery 99; Ranged range; 915 Blood Damage

Bite

Hard Biting Increase the Damage inflicted when using Bite in combat:

  • I (300 XP) +100% Damage
  • I (Level 4; 300 XP) +150% Damage
  • II (Level 6; 600 XP) +300% Damage
  • II (Level 8; 600 XP) +400% Damage
  • III (Level 10; 1000 XP) +600% Damage
  • III (Level 12; 1000 XP) +700% Damage
  • IV (Level 14; 1500 XP) +900% Damage
  • IV (Level 16; 1500 XP) +1000% Damage
  • V (Level 18; 2000 XP) +1100% Damage
  • V (Level 20; 2000 XP) +1400% Damage

Fast RegenerationIncrease your Life regeneration when using Bite in combat:

  • I (300 XP) +5% Heal
  • I (Level 4; 300 XP) +10% Heal
  • II (Level 6; 600 XP) +15% Heal
  • II (Level 8; 600 XP) +20% Heal
  • III (Level 10; 1000 XP) +25% Heal
  • III (Level 12; 1000 XP) +30% Heal
  • IV (Level 14; 1500 XP) +35% Heal
  • IV (Level 16; 1500 XP) +40% Heal
  • V (Level 18; 2000 XP) +45% Heal
  • V (Level 20; 2000 XP) +50% Heal

Science

Medical BagIncrease the number of serums you can carry

  • I (Level 5; 300 XP) – Carry 3 serums
  • I (Level 6; 300 XP) – Carry 4 serums
  • II (Level 7; 600 XP) – Carry 5 serums
  • II (Level 8; 600 XP) – Carry 6 serums
  • III (Level 10; 1000 XP) – Carry 7 serums
  • III (Level 12; 1000 XP) – Carry 8 serums
  • IV (Level 14; 1500 XP) – Carry 9 serums
  • IV (Level 16; 1500 XP) – Carry 10 serums
  • V (Level 18; 2000 XP) – Carry 11 serums
  • V (Level 20; 2000 XP) – Carry 12 serums

Cartridge BagIncrease the number of Bullets you can carry

  • I (Level 5; 300 XP) – +10% Bullets
  • I (Level 6; 300 XP) – +20% Bullets
  • II (Level 7; 600 XP) – +30% Bullets
  • II (Level 8; 600 XP) – +40% Bullets
  • III (Level 10; 1000 XP) – +50% Bullets
  • III (Level 12; 1000 XP) – +60% Bullets
  • IV (Level 14; 1500 XP) – +70% Bullets
  • IV (Level 16; 1500 XP) – +80% Bullets
  • V (Level 18; 2000 XP) – +90% Bullets
  • V (Level 20; 2000 XP) – +100% Bullets

Investigations

While wandering around London, you may stumble upon mysteries or uncover them while investigating the citizens. I’ve organized these in alphabetical order so they’re easy to refer to.

A cherished souvenir

NOTE It is also possible to receive this quest by talking to Clayton Darby directly, but doing so may cause the quest to glitch – especially if you quit the game before completing it. Following this walkthrough is a guaranteed way to be able to complete the quest and receive all the hints for Darby and Christina.

In the center of Whitechapel Old Street, there is an alley off the main road that travels south (On the map, you’ll also note a small courtyard area on the south-eastern corner of Old Street). There is a 15 Rogue Skal ahead that you can ignore as you continue along south-west, where you’ll encounter a pair of unavoidable Skal (14 and 16 Rogues). The alley continues south where you’ll face off against a 16 Large Beast. (A tough fight in this confined space, so whale on him as quickly as you can!) On the east side of this alley is a gate that leads to a small courtyard with two 12 Rogue Skals, and a 14 Blinker Skal. Defeat them and then search the corpse in the middle of the courtyard to find a Wool Scarf. (You could have activated this investigation earlier by talking to Cristina Popa, but there is a glitch in this quest that only allows you to return it to Cristina if you quit the game prior to completing the quest. Doing it this way allows you to return it to her or Clayton.)

Find out to whom the scarf belongs. Hopefully, you’ve already unlocked Christina Popa’s Hint 4. If you haven’t yet, just watch Clayton Darby until he and Christiana duck into the locked area south-east of the church. After receiving this hint, talk to Clayton about “Personal questions?”, “This woman really stole your wallet?”, and then “How did you meet her?” to receive Clayton Darby Hint 3. Now ask “Personal questions?”, “About your relationship with Christina?” and either “I apologize” or “You are right” to learn that the scarf belongs to Christina.

Choose what to do with the lost scarf. You can either give the scarf to Cristina or Clayton. You’ll gain 50 shillings either way, but giving it to Clayton will also give you Clayton Darby Hint 2 and Christina Popa Hint 3 and 160 XP. Otherwise, these hints are lost. (Your decisions in the Y-conversation with Clayton won’t matter)

A journey to the past

Search the desk next to Jonathan's bed in the Reid Mansion and you'll find a Small Key. This will allow you to open a door on the first floor of the mansion to your father's office. Search the office. On a desk, you'll find Aubrey Reid's first letter, which will begin this investigation.

Find the second part of your father's testament. Your father's letter says that to find the next message, "think green grass and tall trees on sunny Sundays." This refers to the park area north-west of the Reid Mansion. The chest is extremely well-hidden. Looking at the map of this area, there is an area that runs north to connect to the north-west area of West End. To the west of this connecting area is where the chest can be found. (Refer to the picture below!) Beware of Priwen and Skals lurking about the garden.

Image 1

Find the third part of your father’s testament. Jonathan mentions that he applied at the Pembroke many years ago, so that is where the next chest is located. It is located on the first floor of the hospital, in the storeroom across the hall from the doctors’ office.

Open your father’s safe. The safe is located back in Southwark, near where you started your vampiric journey. Fortunately, the waypoint marker is right at the building where this safe is located. You gain an expensive watch, which you can either sell, recycle for parts, or give to Avery.

Alignment of stars

When you enter the West End in Chapter 4, turn to the NW to see a scaffolding you can cross under. Doing so triggers a battle with a Level 27 Rogue Ekon, highly resistant to melee and blood attacks. Added bonus: He uses Blood Barrier to prevent damage for up to three attacks. After the battle, you MUST enter the nearby building and speak with Tadao Kimura, or he will be killed when you go to sleep. If you talk to him now, he will relocate into another area of town. (While inside this building, check the table in the back left corner for The heresy of the Pure Blood collectible)

Another body murdered

After rescuing Archer Woodbead “Old prune and good manners”, check the house behind him. On the second floor, you’ll find a watch of a corpse.

Choose what to do with Jack Gillingham’s watch. This is actually kind of sad. You can either return the watch to Enid for 50 shillings or sell it Martin Nightingale for 50 shillings and a Silver mirror. Either way, the watch winds up in Martin’s possession, since Enid is convinced Martin is her son.

A simple token of filial love

Speak to Seymour and select "Your life in London?", then "What is your role around here?" and finally, "Is something bothering you?"

Retrieve the necklace lost by Seymour Fishburn. Seymour's necklace can be found in a sewer tunnel beneath the docks. The entrance is below the pier on the south end of the docks, due south from the Turquoise Turtle. If you use your blood sense, you can follow a trail of blood into the tunnel. You'll have to smash a pile of barrels to get inside. Once inside you'll find a corpse. Search the corpse to find the Bloody necklace.

Choose what to do with Seymour Fishburn's necklace. It’s up to you whether to give the necklace back to Seymour (and let him know you know his dirty little secret) or just give it to his mother. Either way, you’ll earn 40 shillings, 80 XP and Seymour Fishburn’s Hint 1.

A surprise for the London's lone gourmet

Speak to Calhoun Russel and select "Your life in London?","Any interesting local news?", and finally "I have specific tastes..."

Find an exceptional restaurant for Calhoun Russel

There will be three restaurants marked on the map, but to quickly finish this investigation, visit the Temple Covered Market (the northernmost mark on the map). The restaurant is on the ground floor, on the right (north-east) side of the street. Use [cn_a] to read the menu.

Report to Calhoun Russel. Return to Calhoun and tell him “I found an exotic restaurant.” He will reward you with 200 shillings and 140 XP.

Burn after reading

After eavesdropping on the Goswicks, speak to Mortimer about “Personal questions,” “You tried to kill yourself,” and then “Can I help you?” Mortimer will give you the key to his flat and ask you to collect the letter. The flat is just south of the hospital. In addition to the Crumpled Letter that is the quest objective, there is The Origin of Vampires: Fertile is the Belly of the beast! collectible in the flat.

Claustrophobia

During Chapter 2’s “A rat in the hospital,” while in the Sewer, head north from where you battled the Level 9 beast at the end of Act 2. Turn right at the top of these stairs and then take the next set of stairs down to find Oswald trapped by a 6 and 8 Rogue Skal. Oswald is in a blind panic so you can deal with these Skals however you see fit without giving away your Vampiric (Vampyric?) identity. After you’ve dealt with them, step into the cage Oswald has locked himself in and talk to him. If you don’t talk to him, even if you’ve killed the Skals, leaving and sleeping will cause Oswald to be killed. After you’ve spoken to him, you can leave; Oswald will return to the surface on his own and will rejoin Newton the next time you rest.

Emily is missing

Speak to Charlotte Ashbury and ask “Your life in London?”, “What do you do around here?”, and “How are the locals reacting?”

Locate Emily’s house. The waypoint marker will lead you to a home that you can’t access. If you look at the house across from this, however, you will note it is occupied by Venus Crossley. (If you stand here for a bit, looking into the windows, Venus will eventually wander into this room and you can eavesdrop on her activities for Venus Crossley’s Hint 3) If you want to save this step, just knock on the door of the Crossley residence and demand that Venus let you in.

Feel free to rummage around the ground floor for crafting materials (there’s quite a bit). You can talk to Venus if you’d like, but there are no additional hints to be learned here, it’s just extra background information. (Or, in my case, extra justification to want to embrace her later. As tempting as it is to do so now, just be aware that if you don’t kill Clarence as well, he’ll barricade himself in the house and you won’t be able to complete his investigation.) Head upstairs for more crafting materials and ensure you grab Venus’ journal from the nightstand next to the bed for Clarence Crossley Hint 4. On the opposite side of the bed, in Clarence’s nightstand, you’ll find The Lost Library.

Open the door in the bedroom leading out onto the balcony and then jump across to the opposite side. Jonathan is able to enter the house from here.

Search the room. To the right of the entrance is a desk where you can find Emily’s love letter. Loot the room for crafting materials, and then check the bed (on the right side) to find a blood trail.

Follow Emily’s blood trail. The blood trail leads back down to the street, to the south, through a gate, and into the North Docks region of The Docks district. The trail leads directly to a vampire crouched over a corpse. Speak with the vampire to learn about Emily’s fate, and then either decide “I believe you” or “You deserve to die.” Picking the latter causes you to have to fight the Ekon, who is a Level 30 Rogue, resistant to melee and highly resistant to blood attacks. But truthfully, he’s resistant to just about everything. While he’s worth quite a bit for an enemy encounter (200 XP), it may be better to just believe him!

Report to Charlotte Ashbury about her missing friend. Return to Charlotte and tell her “I have found Emily …” She rewards you with Charlotte’s Stake an awesome weapon, as it already comes in Perfect condition! (35 Stun!) along with 450 XP.

Ghouldiggers

Speak to Edwina and select "Your life in London?", then "About this part of town?" and then"Thinking of somebody in particular?"

Come up with the Gravediggers. Travel all the way to the south-west corner of Southwark, to the burial pile where Jonathan woke up at the beginning of the game. In the northwest corner of this area are a pair of corpses, one of which a Warning note from Booth Digby. (Booth Digby’s Hint 3).

Choose what to tell to Edwina Cox. You can either Report the death of the gravediggers or Hide the truth. Either way, you’ll earn 50 shillings and 100 XP.

Hide and seek

Talk to the man hiding in the sewers. While investigating the sewers beneath The Docks during Give a dog a bad name, you’ll find a hideout of Skals. Near the room you are directed to during this quest is a staircase leading down. Follow this down a path into a tunnel, where you’ll find Rodney Grader hiding. He will refuse to leave at this point.

Find out the reason why the terrified young man is hiding in the sewers. Return to the surface and visit Enid Gillingham’s house in the Night Market (southeast of the Night Asylum). Inside her house, check the bookshelf next to the door to find an Unfinished letter. Read it to unlock Rodney Grader’s Hint 1.

Convince Rodney to go back to The Docks. Return to the sewer and speak with Rodney. Any response will cause Rodney to leave the sewers, but don’t select “You’re a spineless coward!”, otherwise, you’ll lose Rodney Grader’s Hint 5. On the following night, he will relocate to the Night Market.

Holy crusade

In Whitechapel, ask Father Tobias Whitaker about “Personal questions,” “Have you any family left?” and then “Where did you send him?”

Retrieve Samuel the disciple in the cemetery. Tracking this investigation will show you a general area of where to go in Stonebridge cemetery. You’ll want to focus your efforts on the west end of the cemetery, at the crypt where you rescued Hsiao Shun during “Widow in Distress.” (Or, more likely, where you’ll stumble upon Hsiao Shun to reveal “Widow in Distress.” Stepping deeper into the crypt where you just rescued Hsiao will update this investigation when Jonathan stumbles upon a number of bodies.

Inspect the bodies to find Samuel the disciple. Check the three bodies, but you won’t find Samuel here. Instead, Jonathan will decide to follow the blood trail. (As you turn around to leave, you may notice a locked box in the right corner, next to the stairs. This box belongs to Thelma Hawcroft and contains 10 screws, 9 rivets, as well as a mirror and bracelet. You receive the key after embracing her)

Follow the blood trail. Follow the blood spatters as they lead you south-east, where you’ll find a 14 Rogue Skal and Samuel, who is now a 16 Dazzled Skal. (Smart move, Father Tobias. Oh well, it’s not like Samuel was one of our citizens, right?)

Eliminate what remains of Samuel the disciple. Samuel may be resistant to melee damage, but I’ve found there are very few situations that barbed cudgel can’t resolve. He does a lot of damage (all aggravated), so take him down as quickly as you can. (Ranged attacks do quite well against him). After he is defeated, you’ll receive a Personal diary. Make sure you read this for Tobias Whitaker Hint 2.

Report to Father Whitaker. Return to Whitaker at Saint Mary’s church and let him know about his wayward disciple. He’ll give you 40 shillings and 160 XP.

Like father, like daughter

In the southwest corner of Temple Church Park, there is a hideout. Just outside this hideout is a blood stain you can check to realize that the original occupant of the house is missing. This investigation can be concluded during the events of Chapter 5.

Find Louise Teasdale. Rather than ascend the second staircase, head past it to find a large tunnel on the far side of the room. At the end of this tunnel is a room with a 30 Rogue Ekon who has taken Louise, prisoner. After defeating him, you’ll pick up a Recent diary which clues you in on this psycho’s motives, and also gives you Louise Teasdale’s Hint 3.

Talk and check on the pugnacious young woman. Open the gate leading to Louise’s cell and chat with her. (Pugnacious, indeed!) After the conversation, she’ll relocate to the West End the next time you sleep. You are also rewarded 140 XP.

Midnight in the garden of good and evil

Talk to Milton Hooks about “Your life in London?”, “What is your occupation?”, and “You sound like you’ve had it rough?”

Enter the backyard garden. You will find Milton’s wallet in the garden southeast of the hospital.

Bring back the wallet to its owner. Bring the wallet to Milton to earn 40 shillings, 160 XP, Milton Hook’s Hint 2, and Pippa Hawkins Hint 3.

Missing ingredients

Talk to Dr. Strickland and select "Your life in London?", "About the Pembroke hospital?", then "Do you need my help?"

Reach the pharmacy. From the Pembroke, follow the lower wharf road past the 5 Rogue Skal until you see the steps leading up into Poplar Faubroug. Rather than take these stairs and tangling with the Priwen guarding the bridge, you can teleport over to the southern side. (You’ll want to teleport onto the upper street, rather than the lower tunnel.) From here, continue down the road south until you can take a left and face off against a 14 Dazzled Skal and a named 16 Skal. The 16 Skal is resistant to firearms and highly resistant to Shadow. Like the Skal you fought in the morgue, he has a shadow decoy. Unlike the morgue fight, this one’s Stun bar doesn’t reset, so he maxes at 6 bars.

Search for Thoreau Strickland’s order. On the ground where the named Skal was crouched are a couple of corpses. You’ll find Doctor Strickland’s List near these bodies.

Tell what happened to Thoreau Strickland. Return to the Pembroke and speak to Dr. Strickland. Tell him “Your drug provider is gone,” and you’ll unlock Thoreau Strickland’s Hint 3. You offer to help complete Strickland’s experiment, although you decide to remove the opium he wanted from the equation.

Gather the ingredients and formulate the medication. (1 sodium hypochlorite, 1 potassium permanganate, 6 ferrous tartrates) These ingredients need to be brought to your medical desk in your office, which is the long table to the left of your crafting table.

Choose what to do about Thoreau Strickland. You can either bring the medication to Strickland or choose to report him to Ackroyd. The choice doesn’t really matter as far as I could tell, XP wise, so use your own judgment.

Put the medication in the Doctor’s office. Regardless of your choice, you’re given the key to the doctor’s office and told to put the placebo away for safe keeping. Head upstairs, unlock the doctor’s office (the door on the left side of the hall before your office) and place the medicine inside for 100 XP. While you’re in here, loot the office for M. Goswick’s medical file (on the shelf in the back left corner) for Mortimer Goswick Hint 3 and Letter to Doctor Swansea (on the left-hand desk) for Gwyneth Branagan Hint 3. You may notice there are two locked cabinets and a locked chest in this office. These belong to Strickland, Ackroyd, and Tippets, and will only be available to unlock after you embrace them.

Occult oculus

By finding one of the four Texts in Braille, you will begin this investigation.

Find someone who can read Braille alphabet. Well, that’s a bit presumptuous, Vampyr! First things first, track down the documents.

1: Chapter 2; Found in the abandoned tenement where you find Cadogan Bates in Whitechapel (see “Retaliation”), on the large bed in his “panic room”. (Chapter 2)

2: Chapter 3; Found in the alley in the western corner of The Docks, on the opposite side of the alley from where you rescue Archer Woodbead. (See “Old prune and good manners”)

3: Chapter 4; Just before you reach the bridge crossing into bridge crossing the river into Stonebridge Cemetery, take the steps leading down to the river’s edge. There is an entryway to the sewers on the right wall. This area is filled with Priwen and a handful of Skals. Inside, follow the path until you see a large sewer tunnel on the right wall. Go past this to where the large sewer tunnel curves to the right and you should see a burning trash barrel with a corpse next to it. Search this corpse to find Extermination of the Rodents (17/30 Lore-Keeper).

From here, proceed along the tunnel (roughly east) until you see a tunnel on the left wall. At the next intersection, head left, up a set of stairs, and then make another left. Follow the tunnel until you can see a door on the north wall that would exit the sewers. Instead, look at the right wall to see a sewer tunnel just above you. Jump up there, head down the tunnel a bit until you see an opening in the left wall that leads into one basement of sorts. On the right is a dresser that contains Braille Document #3. (If you head up the stairs here, you’ll find the door is locked and requires some sort of code so we will come back here later.)

4: Chapter 4; Just east of the Temple Garden is an entrance to Temple Covered Market. Clear out the Priwen in this area, then jump up to the upper walkway via a broken rail. On the right side is Wakefield Chocolate, where you can find double-barrelled shotgun on the floor. On the left side, enter the upper floor of the clothing shop (marked by “BEWARE” at the entrance) and descend the steps to find a 25 and 26 Rogue Skal. Get rid of them, and then search the corpse they were munching on to find the fourth document.

Find someone who can read Braille alphabet. The obvious choice here is the only blind man in the game, Mason Swanborough.

Bring back the Braille notes to Mason. You have to speak to Mason four times to present him all four pages of the journal and learn their contents. Mason will tell you the location of a laboratory, as well as give you a code for the door.

Find the laboratory of the Brother of St Paul’s Stole. The entrance is back in the basement area where we found Page 3 of the journal, just south of the entrance to Stonebridge Cemetery.

Retrieve the potion recipe in the laboratory. Head through the building and up the stairs to learn that the chemist is now a 20 Skal. You should be able to put him down without difficulty, and then you’ll pick up a Chemist diary that tells you how he was turned. While you’re here, check the medical cabinet to find The Blood Goddess heresy (22/30 Lore-Keeper)

Choose what to do with chemist diary. You can either give the diary to Mason, earning 3 salicin or keep it, in which case you get yelled at by a blind man. What you decide doesn’t really matter, as Mason blinds himself again after seeing what London looks like. (Pessimist)

Old prune and good manners

When you gain access to the Docks during Chapter 3, take a moment to investigate the area in the south-east corner of the map to hear an old man being attacked by Skals.

Save the old man by defeating the Skals. It only seems right to rescue this poor bastard. Take a few steps in that direction, but be aware that a 17 Blinker Skal will appear behind you. Turn around and take him down, and then loot the body in the far west corner of the alley to find your second Text in Braille for “Occult Occulus” (Look at us, multitasking!) Seriously though, enough messing around, because the old man is being trapped by three Skals (19 Dazzled, two 16 Rogues) The Rogue Skals can seriously mess you up if you engage them in the close quarters of the alley, especially since they are resistant to melee and ranged attacks, so lure them in your direction with your vampire powers before erasing them.

Talk and check on the old man. After the fight, open the gate and meet the man, Archer Woodbead. After you convince him to return to the Docks, you should take the time to loot the house behind him. On the second floor, you’ll find a body with a Bloody letter which gives you Enid Gillingham’s Hint 4. You also pick up a watch, and unlock the investigation “Another body murdered.”

Promising recruit

As you cross the bridge into Whitechapel from Pembroke, there is an 18 Ferocious Skal on the side alley just north of the street. Killing him with give you a Wet Boot Boys Note, and Albert Palmer’s Hint 2.

Choose what to do with the recruiter’s note. You can either give the note to Albert for no reward or give it to Benjamin Palmer for 50 XP and a Swanborough Cordial, which can be examined for Loretta and Mason Swanborough’s Hint 1.

Retaliation

Just across the bridge leading into Whitechapel from Pembroke Hospital is a side alley to the north. Follow this alley into a square guarded by three Priwen (a 12 Brawler, 12 Fire Executioner, and a 10 Rookie). After dispatching the Priwen, look at the blood-covered door in the north-east corner of this square. Enter this doorway to unlock this Investigation.

Save the shocked man by defeating the Skals. Run up the stairs and, using your senses, you’ll spot a 14 Blinker Skal accosting an unknown citizen (Cadogan Bates). The door won’t open from this side, so you’ll have to proceed up to the third (or second, if you’re English) floor. The door up here will open, revealing a convenient hole in the floor leading down to Cadogan and the Blinker. However, there are two 13 Rogue Skals up here that you should deal with first. And you may as well loot the upper floor (Cadogan’s fine; trust me!). On the west wall is a bed with a corpse on it. The corpse holds a Petition Letter that will give you Cadogan Bates Hint 2. Reading this may not give you a good fuzzy feeling about saving Cadogan, but if you’re going full Vampyr, you’re going to want to embrace him yourself; and if you’re doing Not even once, well … he’s got to stay alive, unfortunately. Drop down and sneak up behind the distracted Blinker to get a good Stun attack on him before eliminating him.

Talk and check on the shocked man. Simply converse with him to gain 50 XP. Cadogan will relocate to Whitechapel’s main area the following night. There’s quite a lot of loot in this little room, but you can also find a Text in Braille on the large bed. This is the first of four documents, and triggers the “Occult Oculus” Investigation, although it will be a bit before we can do anything more with this.

Shortage of essential product

Speak to Tom Watts after returning to The Docks in Chapter 3 and select "Your life in London?", "How can you keep this place open?", and finally "Is there anything I can do?"

Tom's gin supply is inside the quarantine zone. As a doctor, you're allowed to cross the border, and as a vampire, you're immune to disease.

Retrieve some gin bottles from Tom Watts' stash. This is located in the warehouse on the east side of the western docks. From the warehouse where you fought “The Spark”, follow the waypoint north to reach another warehouse. Inside, there are some Priwen and a 22 Large Beast fighting within. While it’s possible to let these factions battle it out and then tangling with whoever is left standing, you can also run inside and teleport up to the first-floor walkway. Use the key Tom gave you to unlock the door and head inside. The bottles of gin will be located on the south wall of shelves. As an added bonus, in a locker on the north wall is a Newspaper article, which will give you Tom’s third hint.

Choose what to tell to Tom Watts. You can either give him the gin or decide to keep it. Talk to Tom and tell him “Your warehouse wasn’t empty!” to earn Tom Watts’ Hint 1. Keeping the bottles will add six bottles of alcohol to your inventory while giving him the gin earns you 50 shillings and 150 XP. (This should be a no-brainer…)

Spoils of war

Speak to Giselle Paxton in the West End Docks (outside Night Asylum) and select "Personal questions," then "Are you a Trade Union activist?" and finally "No support from the Trade Union?" You'll learn Giselle's 3rd hint, and unlock this investigation.

Seek for Giselle Paxton's thieves (Literally what the quest step says, a subtle reminder that DONTNOD is French) Head to the southwest portion of the Western Docks. You'll find a group of Priwen (16 Rookie and 17 Enforcer) on the pier here, fighting a Level 8 Rogue Skal. Defeat the enemies and search the bodies nearby to find a Small bag of money.

Choose what to do about Giselle Paxton's stolen money. You can either return it and receive a hint and keep it and not receive a hint.

The harder they fall

While exploring the Morgue during Chapter 2’s Night Shift mission, you’ll come across a corpse on the autopsy table in the basement. Pick up the Death Report on the stool next to the body to begin this investigation.

Find out the cause of death. Inspect the corpse. (You’ll gain Corcoran Tippets Hint 5.)

Interrogate Gwyneth Branagan about medical error. “Personal questions,” then “Tippets’ medical error.” (You’ll gain Gwyneth Branagan Hint 2.)

Interrogate Corcoran Tippets about medical error. “Personal questions,” then “About your medical error.”

Choose what to do with Dr. Tippets. If you tell Tippets “I’ll cover for you,” you gain Corcoran Tippets’ Hint 1, 60 XP, and 100 shillings. Alternatively, you can tell Branagan “I won’t reveal Doctor Tippets’ error” and still gain 100 shillings, but you’ll miss out on the hint.

They are among us

After learning Clarence Crossley’s Hint 2, ask him “Personal questions,” then "What have you discovered about vampires?" Finally, select "What do you mean you're not alone?"

Find 6 articles (collectibles) about vampires for Clarence Crossley. Clarence wants The heresy of the Pure Blood; The antique figure of the Vrykolakas; Fertile is the belly of the beast!; Supremacy of Ekons; Rare species of vampires; and The violence of Vulkods. Check the Lore Keeper’s section if you are missing any of these.

Report to Clearence Crossley. After you’ve found all six documents, return to Clarence and tell him “These are the documents you wanted.” You’ll earn 480 XP. (Of note, you don’t lose these collectibles by turning them in. I guess Jonathan has a fancy copier somewhere in his office)

Tools of the trade

During Chapter 2, you can find a Crumpled Letter in the southernmost of the medical tents by the river, which gives you a hint for Clay Cox. Speak to him and select, “Personal Questions,” Your wife’s letter pissed you off?”, followed by “Don’t you want it back?”

Follow the path next to the river south. There will be an 11 Rogue Skal up ahead, but if you sneak up on him, you should be able to rough him up with Bloodspear or Shadow Mist and then whale on him with your Cudgel. Check the boxes in this area to find 2 Lead Plates, 2 Lead Rods, and 2 Lead Sticks, as well as a Large Knife. Unfortunately, this isn’t one of your melee weapons, but you can return it to Clay. (40 Shillings and 50 XP)

Tribute to the victims

Speak to Dyson Delaney and select "Your Life in London?", then, "Anything you like about this district?", "No reason at all to rejoice?" Finally, select "All right. Go on..."

Locate the site where the bombing took place. Head across the long bridge running north-south that leads into the Southwark area of The Docks. Follow the road as it leads west, then south, and finally east through a gate until you reach the alley you ran north along back during the Prologue to reach the first hideout. From the red door of the first hideout, head south along the road until you spot a small area to your right. There is a stone monument in this area, and Jonathan will make a comment that this is the location where the bombing took place.

Find some flowers to pay respect to the victims. Fortunately, there’s a bouquet of flowers just across from this small area, and a little further south along the road.

Put the flowers on the bombing place. Return to the monument and use [cn_a] to place the bouquet. The next step will be to talk to Dyson about the bombing, which we will do next time we’re near the Turquoise Turtle.

Talk to Dyson Delaney about the bombing. Return to the Turquoise Turtle and speak with Dyson, telling him “I have found where the bomb exploded.” You will receive Dyson Delaney Hint 3 and 170 XP.

Trinkets and more

Ask Barrett Lewis about “Your life in London?”, “Noticed anything out of the ordinary?”, and then “Violence is increasing?”

Retrieve Barrett Lewis’ box. Follow the west alley from the church. There’s a 10 Priwen Gunner, an 11 Priwen Rookie, and 12 Priwen Exterminator this way that you’ll need to eliminate. After this, head into the large building. Within will be a 10 Large Beast. After he is dispatched, stand roughly in the center of the building and face west. Look up to find a ledge you can teleport up to. From up here, turn slightly southward to find another ledge you can teleport onto. On this second ledge, you’ll find a corpse with a Small box. Examining it will reveal Barrett Lewis’ Hint 2. Drop down from this ledge and look at the corner post (facing east) to find Used Hatchet (6/20 Melee).

Choose what to do with the box. You can either return it to Barret for a small bag of junk (variety of crafting materials) and 50 shillings or give it to Joe for just 25 shillings. Either way, you will earn 100 XP.

Vampire hunter extraordinaire

Speak to Ichabod and select "Your life in London?" then "About your work?" and "Do you need help?" Ichabod will ask you to post flyers around the town, warning people to be on the lookout for vampires.

Take some posters from the pile. You can find the pile of posters just outside the fence around the Night Asylum.

Choose what to do about Ichabod Throgmorton’s campaign. You can decide to hang the posters up along the street or just burn them all and call it a day.

Stick 5 posters in the streets of the East End Docks: There is a heavy Priwen presence in the area where Ichabod wants the posters hung. You'll be facing around 5 Priwen of levels 16-17, including a couple of Chaplains. The five locations are all on one street that runs through the middle of the western docks from east to west. It's best to start at the west side and simply follow the street east, placing posters and fighting Priwen as you go.

Burn all the posters: If you decide to burn the posters, look for a stone furnace with a tall chimney southeast of the Night Asylum. Burning the posters is the easier option, although you won’t get paid for completing the mission.

Report to Ichabod Throgmorton. If you hung the posters you'll select "Your posters are everywhere."
If you burned the posters, you'll simply say "Your posters were destroyed." leaving out the fact that it was you who destroyed them. No matter which option you chose, you'll earn Ichabod's 2nd hint.

If you hung up the posters for him, Ichabod will also pay you 50 shillings for your efforts.

Widow in distress

Just beyond the front gate of the cemetery, the path splits in three directions. Take the leftmost path and you’ll hear a woman cry for help just ahead.

Save the isolated woman by defeating the Skals. Continue westward and then wade into the midst of three 14 Rogue Skals and defeat them.

Talk and check on the isolated woman. Unlike other rescue missions, talking to her at this point doesn’t remove her from immediate danger. Despite being trapped by Skals, the woman (Hsiao Shun) refuses to leave the cemetery at this point so we will have to resume this investigation later. The next time you rest, she’ll still be wandering around the cemetery.

Convince Hsiao Shun to go back to Whitechapel. As you enter the cemetery, you should run into Hsiao Shun on the eastern edge of the cemetery. Speak with her to start gaining her character’s hints (Hsiao Shun’s Hint 2 when you initially speak to her), and to convince her to leave the graveyard. The dialogue options to make this happen are: “Your life in London?”, “About your husband’s death?” (Hint 4), “Why are you blaming yourself?” (Hint 3), go back to “Personal Questions” and select “I let my sister Mary die.” After this, you can finally tell Hsiao “You should go home now.” You’ll be able to learn her Hint 1 after she returns to Whitechapel the following night.

Wrong target

Ask Thelma “Your life in London?”, “Are you a patient here?”, then “We’ll take care of you.”

Find out who is spying on Thelma. North of the hospital and just east of the river is an alley that will lead around a building. On the back of this building, you'll find an entrance. Enter the building and go upstairs, where you'll find a 6 Priwen Cadet and 7 Priwen Rookie watching the hospital. After you eliminate them, there is a note on the small table to the left of their observation post that will unlock Thelma Howcroft Hint 3.

Find the local command post of the Guard of Priwen. The command post is well fortified, located on the northern side alley of Whitechapel just after crossing the bridge from Pembroke. The first area is guarded by a 12 Brawler, 12 Fire Executioner, and a 10 Rookie. Beyond the gate to the west will be a 15 Brawler, a 16 Rookie, and 17 Rookie. Watch for the Rookie’s torches, as they deal an absurd amount of aggravated damage!

Steal the reports leading to the Pembroke Hospital. Enter the building at the west end of this area and loot the ground floor before making your way upstairs. There is another 17 Priwen Rookie up here, just waiting to set you on fire. After you take him down, you can pick up a Used Priwen Stake (3/11 Off-hand) along with a Report about Pembroke from the table. There is also a green safe in this room, between the tables (face north from the back of the room, and you should spot it) that contains The Great Hunt: hail to our fallen comrades! (6/30 Lore-Keeper)

Reassure Thelma Howcroft about the spies. Return to the Pembroke and find Thelma on the ground floor of the hospital. I don’t think your response matters, but I chose “Nobody is looking for you” and earned 150 XP. (If you select "It was a misunderstanding," Thelma gives you a Watery rich blood sample.)

Weapons

There are a total of 44 weapons available in Vampyr: 20 melee, 11 ranged, and 13 off-hand weapons. Each weapon also can be upgraded a number of times. Below I have a list of the components required to upgrade each weapon. (You only have to upgrade one weapon to Level 5 for Solid metal gear.) Upgrading a weapon also allows you to choose one module per level. The following are the module descriptions:

  • Chemical Damage – Switch to Chemical damage. Best used against Humans.
  • Enhanced Damage – Increase damage deal by 10%
  • Enhanced Handling – Decrease stamina consumption by 10%
  • Improved Firepower – Increase damage dealt by 10%
  • Improved Firing Rate – Increase the rate of fire by 20%
  • Improved Velocity – Decrease the reloading time by 25%
  • Incendiary Damage – Switch to Fire damage. Best used against Beasts and Vampires.
  • Increased Blood Absorption – Absorb blood points when the weapon hits
  • Increased Stun – Add 3 Stun points when the weapon hits

Melee

1) Machete – Prologue; The first weapon you will come across; necessary in order to progress.

  • Used – 45 Damage; 15 Attack Speed; 15 Stamina
  • Common – 58 Damage; 15 Attack Speed; 15 Stamina (3 Common handle part; 2 Lead plate)
  • Enhanced Damage – (5 Aluminum powder; 5 aluminum shard)
  • Enhanced Handling – (5 Aluminum powder; 5 aluminum shard)

2) Scythe – Chapter 1; in the hallway prior to confronting the killer, you will locate this weapon on the right wall.

  • Used – 99 Damage; 5 Attack Speed; 30 Stamina
  • Common – 106 Damage; 5 Attack Speed; 30 Stamina (3 Common handle part; 2 Lead rod)
    • Enhanced Damage (5 Aluminum powder; 5 Aluminum shard)
    • Increased Blood Absorption (5 Aluminum powder; 5 Aluminum shard)
  • Good – 154 Damage; 5 Attack Speed; 30 Stamina (6 Common handle part; 4 Lead rod)
    • Enhanced Damage (10 Aluminum powder; 10 Aluminum shard)
    • Increased Blood Absorption (10 Aluminum powder; 10 Aluminum shard)
  • Remarkable – 220 Damage; 5 Attack Speed; 30 Stamina (3 Good handle part; 6 Lead rod)
    • Enhanced Damage (15 Aluminum powder; 15 Aluminum shard)
    • Increased Blood Absorption (15 Aluminum powder; 15 Aluminum shard)
  • Perfect – 330 Damage; 5 Attack Speed; 30 Stamina (6 Good handle part; 8 Lead rod)
    • Enhanced Damage (5 Aluminum part)
    • Increased Blood Absorption (5 Aluminum part)

3) Bludgeon – Chapter 1; obtained automatically after battle with the vampire.

  • Used – 65 Damage; 10 Attack Speed; 20 Stamina
  • Common – 75 Damage; 10 Attack Speed; 20 Stamina (3 Commonhandle; 2 Lead plate)
    • Enhanced Damage (5 Aluminum powder; 5 Aluminum shard)
    • Increased Stun (5 Aluminum powder; 5 Aluminum shard)
  • Common – 95 Damage; 10 Attack Speed; 20 Stamina (6 Commonhandle; 4 Lead plate)
    • Enhanced Handling (10 Aluminum powder; 10 Aluminum shard)
    • Increased Stun (10 Aluminum powder; 10 Aluminum shard)
  • Remarkable – 130 Damage; 10 Attack Speed; 20 Stamina (3 Goodhandle; 6 Lead plate)
    • Enhanced Damage (15 Aluminum powder; 15 Aluminum shard)
    • Increased Stun (15 Aluminum powder; 15 Aluminum shard)
  • Perfect – 200 Damage; 10 Attack Speed; 20 Stamina (6 Goodhandle; 8 Lead plate)
    • Enhanced Damage (5 Aluminum part)
    • Increased Stun (5 Aluminum part)

4) Hacksaw – Chapter 1; found in Pembroke Hospital second floor surgical room

  • Used – 65 Damage; 15 Attack Speed; 20.0 Stamina
  • Common – 75 Damage (3 Common handle part; 2 Lead plate)
    • Enhanced Damage (5 Aluminum powder; 5 Aluminum shard)
    • Increased Blood Absorption (5 Aluminum powder; 5 aluminum shard)
  • Good – 95 Damage (6 Common handle part; 4 Lead plate)
    • Enhanced Damage (10 Aluminum powder; 10 Aluminum shard)
    • Increased Blood Absorption (10 Aluminum powder; 10 Aluminum shard)
  • Remarkable – 130 Damage (3 good handle part; 6 Lead plate)
    • Increased Blood Absorption (15 Aluminum powder; 15 Aluminum shard)
  • Perfect – 200 Damage (6 Good handle part; 8 Lead plate)
    • Enhanced Damage (5 Aluminum part)
    • Increased Blood Absorption (5 Aluminum part)

5) Cudgel – Chapter 2; “A rat in the hospital”. While in the sewers, after fighting a Level 8 Rogue Skal on a wooden platform, check behind him to find this next to a wooden box.

  • Common – 110 Damage; Attack Speed 5; Stamina 30; Stun 15
    • Enhanced Damage (5 Aluminum powder; 5 Aluminum shard)
    • Increased Stun (5 Aluminum powder; 5 Aluminum shard)
  • Good (6 Common handle part; 4 Lead rod) – 145 Damage
    • Enhanced Handling (10 Aluminum powder; 10 Aluminum shard)
    • Increased Stun (10 Aluminum powder; 10 Aluminum shard)
  • Remarkable (3 Good handle part; 6 Lead rod) – 220 Damage
    • Enhanced Damage (15 Aluminum powder; 15 Aluminum shard)
    • Increased Stun (15 Aluminum powder; 15 Aluminum shard)
  • Perfect (6 Good handle part; 8 Lead rod) – 330 Damage
    • Enhanced Handling (5 Aluminum part)
    • Increased Stun (5 Aluminum part)

6) Hatchet – Chapter 2; During Investigation “Trinkets and more”, find this embedded in a post below and to the left of the ledge where you’ll find Barrett’s box.

  • Used – 65 Damage; Attack Speed 10; Stamina 25
  • Common – 80 Damage (3 common handle part; 2 lead plate)
  • Increased Blood Absorption (5 aluminum powder; 5 aluminum shard)
  • Increased Stun (5 aluminum powder; 5 aluminum shard)
  • Good – 105 Damage (6 common handle part; 4 lead plate)
  • Enhanced Damage (10 aluminum powder; 10 aluminum shard)
  • Enhanced Handling (10 aluminum powder; 10 aluminum shard)
  • Remarkable – 145 Damage (3 common handle part; 6 lead plate)
  • Increased Blood Absorption (15 aluminum powder; 15 aluminum shard)
  • Increased Stun (15 aluminum powder; 15 aluminum shard)
  • Perfect – 220 Damage (6 common handle part; 8 lead plate)
  • Enhanced Damage (5 aluminum part)
  • Enhanced Handling (5 aluminum part)

7) Mace – Chapter 3; in the sewers during main quest “Give a dog a bad name”, enter the hideout on the upper level of the Skal’s hideout.

  • Common – 121 Damage; Attack Speed 5; Stamina 30; Stun 15
  • Enhanced Damage (5 aluminum powder; 5 aluminum shard)
  • Increased Stun (5 aluminum powder; 5 aluminum shard)
  • Good – 176 Damage (6 common handle part; 4 lead rod)
  • Enhanced Damage (10 aluminum powder; 10 aluminum shard)
  • Increased Stun (10 aluminum powder; 10 aluminum shard)
  • Remarkable – 248 Damage (3 good handle part; 6 lead rod)
  • Enhanced Damage (15 aluminum powder; 15 aluminum shard)
  • Increased Stun (15 aluminum powder; 15 aluminum shard)
  • Perfect – 374 Damage (6 good handle part; 8 lead rod)
  • Enhanced Damage (5 aluminum part)
  • Increased Stun (5 aluminum part)

8) Saber – Chapter 4; Automatically earned after Grand Guignol

  • Remarkable – 140 Damage; Attack speed 10; Stamina 20
  • Level 2 – Enhanced Damage (5 aluminum powder; 5 aluminum shard)
  • Enhanced Handling (5 aluminum powder; 5 aluminum shard)
  • Level 3 – Enhanced Handling (10 aluminum powder; 10 aluminum shard)
  • Increased Blood Absorption (10 aluminum powder; 10 aluminum shard)
  • Level 4 – Enhanced Damage (15 aluminum powder; 15 aluminum shard)
  • Increased Blood Absorption (15 aluminum powder; 15 aluminum shard)
  • Perfect – 210 Damage (6 good handle part; 8 lead plate)
  • Enhanced Damage (5 aluminum part)
  • Increased Blood Absorption (5 aluminum part)

Off-Hand

1) Stake – Chapter 1; found on corpse on ground floor of shelter; necessary to progress.

Used – 10 Stun; 10 Attack Speed; 30 Stamina

Common – 15 Stun; 10 Attack Speed; 30 Stamina (3 Tiny Common handle part; 2 Lead stick)

Increased Stun – (5 Aluminum powder; 5 aluminum shard)

Enhanced Handling - (5 Aluminum powder; 5 aluminum shard)

2) Liston Knife – Chapter 2; During the mission Night Shift, you will enter the underground area of the morgue. In the autopsy room (south-west corner), on the back table, you will find this weapon.

  • Used – 3 Blood absorption; 10 Attack speed; 15 Stamina
  • Common – 8 Blood absorption (3 Tiny common handle part; 2 Lead stick)
  • Enhanced Handling (5 Aluminum powder; 5 Aluminum shard)
  • Increased Blood Absorption (5 Aluminum powder; 5 Aluminum shard )
  • Good – 10 Blood Absorption (6 Tiny common handle part; 4 Lead stick)
  • Enhanced Handling (10 Aluminum powder; 10 Aluminum shard)
  • Increased Blood Absorption (10 Aluminum powder; 10 Aluminum shard)
  • Remarkable – 12 Blood absorption (3 Tiny good handle part; 6 Lead stick)
  • Increased Blood Absorption (15 Aluminum powder; 15 Aluminum shard)
  • Perfect – 15 Blood Absorption (6 Tiny good handle part; 8 Lead stick)
  • Enhanced Handling (5 Aluminum part)
  • Increased Blood Absorption (5 Aluminum part)

3) Priwen Stake – Chapter 2; Found in Priwen command post during “Wrong target” Investigation, on a table in the upstairs room.

  • Used – 15 Stun; 10 Attack Speed; 35 Stamina
  • Common – 20 Stun (3 tiny common handle part; 2 lead stick)
  • Increased Stun (5 aluminum powder; 5 aluminum shard)
  • Good – 25 Stun (6 tiny common handle part; 4 lead stick)
  • Enhanced Handling (10 aluminum powder; 10 aluminum shard)
  • Remarkable – 30 Stun (3 tiny good handle part; 6 lead stick
  • Increased Stun (15 aluminum powder; 15 aluminum shard)
  • Enhanced Handling (15 aluminum powder; 15 aluminum shard)
  • Perfect – 35 Stun (6 tiny good handle part; 8 lead stick)
  • Increased Stun (5 aluminum part)
  • Increased Blood Absorption (5 aluminum part)

4) Truncheon – Chapter 2; As you are making your way back to the Pembroke after confronting Dorothy Crane, you will be ambushed by the Sheen brothers. You gain this after defeating them.

  • Used – 15 Stun; 10 Attack Speed; 40 Stamina
  • Common – 20 Stun (3 tiny common handle part; 2 lead stick)
    • Enhanced Handling (5 aluminum powder; 5 aluminum shard)
    • Increased Stun (5 aluminum powder; 5 aluminum shard)
  • Good – 25 Stun (6 tiny common handle part; 4 lead stick)
    • Enhanced Handling (10 aluminum powder; 10 aluminum shard)
    • Increased Stun (10 aluminum powder; 10 aluminum shard)
  • Remarkable – 30 Stun (3 tiny good handle part; 6 lead stick)
    • Enhanced Handling (15 aluminum powder; 15 aluminum shard)
    • Increased Stun (15 aluminum powder; 15 aluminum shard)
  • Perfect – 35 Stun (6 tiny good handle part; 8 lead stick)
    • Enhanced Handling (5 aluminum part)
    • Increased Stun (5 aluminum part)

5) Dagger – Chapter 4; upper floor of Ascalon Club

  • Common – 8 Blood absorption; 10 attack speed; 15 stamina
    • Enhanced Handling (5 aluminum powder; 5 aluminum shard)
    • Increased Blood Absorption (5 aluminum powder; 5 aluminum shard)
  • Good – 10 Blood absorption (6 tiny common handle part; 4 lead stick)
    • Enhanced Handling (10 aluminum powder; 10 aluminum shard)
    • Increased Blood Absorption (10 aluminum powder; 10 aluminum shard)
  • Remarkable – 12 Blood Absorption (3 tiny good handle part; 6 lead stick)
    • Enhanced Handling (15 aluminum powder; 15 aluminum shard)
    • Increased Blood Absorption (15 aluminum powder; 15 aluminum shard)
  • Perfect – 15 Blood Absorption (6 tiny good handle part; 8 lead stick)
    • Enhanced Handling (5 aluminum part)
    • Increased Blood Absorption (5 aluminum part)

6) Charlotte’s Stake (Chapter 4; Complete investigation “Emily is missing”)

  • Perfect – 35 Stun; Attack Speed 10; Stamina 30
  • Level 2 - Increased Stun (5 aluminum powder; 5 aluminum shard)
    • Enhanced Handling (5 aluminum powder; 5 aluminum shard)
  • Level 3 - Increased Stun (10 aluminum powder; 10 aluminum shard)
    • Enhanced Handling (10 aluminum powder; 10 aluminum shard)
  • Level 4 - Enhanced Handling (15 aluminum powder; 15 aluminum shard)
  • Level 5- Enhanced Handling (5 aluminum part)

Range

1) Revolver – Prologue; automatically obtained while exploring shelter.

  • Used – 45 damage; 10.0 Fire Rate; 15.0 Reload Time; Magazine 6; Stun 10.0
  • Common – 56 damage; 10.0 Fire Rate; 15.0 Reload Time; Magazine 6; Stun 10.0 (3 Common trigger part; 2 Spring)
    • Improved Firepower – (5 screw; 5 grease)
    • Improved Velocity – (5 screw; 5 grease)
  • Good – 74 damage; 10.0 Fire Rate; 15.0 Reload Time; Magazine 6; Stun 10.0 (6 Common trigger part; 4 Spring)
    • Improved Firing Rate – (10 screw; 10 grease)
    • Improved Shock – (10 screw; 10 grease)
  • Remarkable – 104 damage; 10.0 Fire Rate; 15.0 Reload Time; Magazine 6; Stun 10.0 (3 Good trigger part; 6 Spring)
    • Improved Firepower – (15 screw; 15 grease)
    • Improved Velocity – (15 screw; 15 grease)
  • Perfect – 153 damage; 10.0 Fire Rate; 15.0 Reload Time; Magazine 6; Stun 10.0 (6 Good trigger part; 8 Spring)
    • Improved Firing Rate – (5 rivet)
    • Improved Shock – (5 rivet)

2) Lupara – Chapter 1; While following the blood trail in The Docks, you enter two warehouses while fighting Priwen. In the second of these warehouses, there is a chest on the upper catwalk that contains this weapon.

  • Used – 160 damage; 10.0 Fire Rate; 10.0 Reload Time; Magazine 2
  • Common – 200 damage; 10.0 Fire Rate; 10.0 Reload Time; Magazine 2 (3 Common trigger part; 2 Spring)
    • Improved Firepower - (5 screw; 5 grease)
    • Improved Velocity - (5 screw; 5 grease)
  • Good – 200 damage; 10.0 Fire Rate; 10.0 Reload Time; Magazine 2 (6 Common trigger part; 4 Spring)
    • Improved Firepower - (10 screw; 10 grease)
    • Improved Velocity – (10 screw; 10 grease)
  • Remarkable – 352 damage; 10.0 Fire Rate; 10.0 Reload Time; Magazine 2 (3 Good trigger part; 6 Spring)
    • Improved Firepower – (15 screw; 15 grease)
    • Incendiary Damage –(5 White phosphorus; 8 Grease)
    • Chemical Damage - (5 Sodium hydroxide; 8 grease)
  • Perfect – 480 damage; 10.0 Fire Rate; 10.0 Reload Time; Magazine 2 (6 Good trigger part; 8 Spring)
    • Improved Firepower (5 Rivet)
    • Improved Shock (5 Rivet)

3) Pistol parabellum – Chapter 3; Received after fighting “The Spark”

  • Common – 40 Damage; Fire rate 5.0; Reload Time 10,0, Magazine 9; Stun 5.0
    • Improved Firepower (5 screw; 5 grease)
    • Improved Velocity (5 screw; 5 grease)
  • Good – 56 Damage (6 common trigger part; 4screw)
    • Improved Firepower (10 screw; 10 grease)
    • Improved Velocity (10 screw; 10 grease)
  • Remarkable – 90 Damage (3 good trigger part; 6 spring)
    • Improved Firepower (15 screw; 15 grease)
    • Incendiary Damage (5 White phosphorus; 8 grease)
    • Chemical Damage (5 Sodium hydroxide; 8 grease)
  • Perfect – 140 Damage (6 good trigger part; 8 spring)
    • Improved Firepower (5 rivet)
    • Increased Shock (5 rivet)

4) Double-barreled shotgun – Chapter 4; the upper level of the Temple Covered market, inside Wakefield Chocolate shop

  • Common – 280 Damage; 10 fire rate; 15 reload time; magazine 2
    • Improved Firepower (5 screw; 5 grease)
    • Improved velocity (5 screw; 5 grease)
  • Good – 344 damage (6 common trigger part; 4 spring)
    • Improved Firepower (10 screw; 10 grease)
    • Improved Velocity (10 screw; 10 grease)
  • Remarkable – 432 Damage (4 Good trigger part; 6 spring)
    • Improved Firepower (15 screw; 15 grease)
    • Incendiary Damage (5 white phosphorus; 8 grease)
    • Chemical Damage (5 sodium hydroxide; 8 grease)
  • Perfect – 560 Damage (6 good trigger part; 8 spring)
    • Improved Firepower (5 Rivet)
    • Increased Shock (5 Rivet)

5) Pump-action shotgun (Chapter 4; At the second source of inspection, turn right upon entering the house, then left to enter a dining room. The shotgun is on the right wall.)

  • Remarkable – 352 Damage; Fire rate 10; Reload time 5; Magazine 3
  • Level 2 – Improved Firepower (5screw; 5grease)
    • Improved Velocity (5 screw; 5 grease)
  • Level 3 – Improved Firepower (10screw; 10grease)
    • Improved Velocity (10 screw; 10 grease)
  • Level 4 – Improved Firepower (15screw; 15grease)
    • Incendiary Damage (5 white phosphorus; 8 grease)
  • Chemical Damage (5 sodium hydroxide; 8 grease)
  • Perfect – 480 Damage (6 good trigger part; 8 spring)
    • Improved Firepower (5 rivet)
    • Increased Shock (5 rivet)

Lore Keeper Collectibles

There are 30 items that count towards the Lore Keeper achievement, documents that are scattered about the landscape of London. Below, I have the list organized by each category, along with the earliest opportunity you'll be able to pick them up. These items are also listed in the main story guide.

The legendary vampires

  1. The Blood Goddess heresy (Chapter 4; found in the St Paul’s Stole laboratory – see “Occult occulus” for details)
  2. The myth of the horned vampire (Chapter 6; During Guinea Pig, you will enter the sewers near the Ascalon Club. While down here, follow the singular path until you spot a short staircase ahead of you. To the left of these stairs is a box tucked into an alcove that contains this article.)
  3. The vampire knight (Chapter 5; during Science without conscience, just before you reach Edgar, there is a small room you can enter. On the shelf to the left of this door.)

The skals

  1. Extermination of the Rodents (Chapter 4; Found in the sewers beneath Stonebridge Cemetery. To access them, just south of the bridge that accesses the cemetery’s south side is a set of steps on the right. Follow these to access the tunnel, then follow the path down until you find a burning barrel with a corpse next to it.)
  2. Origin of the Skals (Chapter 3; just outside the Night Asylum, to the right of a Swanboroug Medicine cart)
  3. The Ichor’s Threat (Chapter 4; Found on a corpse in an area northwest of Lady Ashbury’s manor. Take the road west from the manor, turning north at the first opportunity, then follow the road leading north-west at the next intersection. From here, follow the blood trail to the corpse containing this note.)

The need for blood

  1. Of the recreational use of Blood (Chapter 4; found in the Ascalon Club basement, on the right wall after descending the steps)
  2. Blood as addiction (Chapter 2; in Whitechapel, in the hideout near the Joe Peterson)
  3. Vampires feed on our soul!

The great hunt

  1. The Blood Night tragedy (Chapter 4; in Lady Ashbury’s study)
  2. The Crime of Lost Knowledge (Chapter 5; in front of Usher Talltree’s desk)
  3. The Great Hunt: hail to our fallen comrades! (Chapter 2; Found during investigation “Wrong target”, in the local command post of the Priwens, upper floor in the green safe)

The origin of vampires

  1. The heresy of the Pure Blood (Chapter 4; found in the courtyard where Kimura Tadao is rescued. This is the courtyard north-west of Reid Manor)
  2. The antique figure of the Vrykolakas (Chapter 2; in Whitechapel, in Darius’ house)
  3. Fertile is the belly of the beast! (Chapter 2; in Mortimer Goswick’s flat, during the investigation “Burn after reading”)

The story of Ascalon

  1. 1: History and Purpose of the Ascalon Club (Chapter 4; found in the Ascalon Club, on the desk in the room to the right of the staircase)
  2. 2: The vampire club (Chapter 3; During Red Rivers, inside the hideout to the left of the tree at the end of the blood trail)
  3. 3: Vampire factions and Skals (Chapter 3; purchased from Martin Nightingale in the Night Market)

Species of Vampires

  1. 1: Supremacy of Ekons (Chapter 3; in the left corner of the room visited in the Skal’s sewer hideout)
  2. 2: Rare species of vampires (Chapter 2; In the lower right corner of Edgar Swansea’s office)
  3. 3: The violence of Vulkods (Chapter 5; while going through the sewers, you’ll encounter Leon Augustin and receive this after defeating him)

Weaknesses of vampires

  1. 1: About the use of garlic and wooden stakes (Chapter 2; To the right of Thelma Hawcroft’s bed in Pembroke Hospital)
  2. 2: Holy symbols and Orichalcum (Chapter 3; Just to the right of the central area of Stonebridge Cemetery, on a ledge you can jump up to.)
  3. 3: Fire and Sun (Prologue; Found in your first hideout, on the bookcase in the left room)

The Guard of Priwen

  1. Laughing at the Guard (Chapter 3; Top floor of the foundry in Southwark)
  2. Professional Vampire Hunters (Chapter 3; in the Peterson home, upper floor)
  3. New practices, new tactics (Chapter 1; On a corpse in the second warehouse you traverse through during Act I’s main quest)

The brotherhood of saint-paul stole

  1. The Ban of the Dragon (Chapter 2; In the sewers during A rat in the hospital)
  2. Origin of the Brotherhood (Chapter 6; finish “Pandora’s Box” investigation without reading the notebook)
  3. The lost Library (Chapter 4; in Clarence Crossley’s nightstand, north-east of the Ascalon Club)

Crafting Recipes

Below are the materials required to craft the treatments and serums you'll find over the course of the game. Treatments are needed to heal 10 citizens for Hippocratic oath, although keeping citizens healthy keeps the districts stable and provides you with a source of XP in your Not even once playthrough. Serums don't have an achievement tied to them, but can give you a boost in combat!

Treatments

Available at the start of Chapter 1

Treatment for fatigue - 1 glass vial; 1 Quinine; 2 Ferrous tartrate; 2 Sodium hypochlorite solution

Treatment for anemia – 1 glass vial; 2 Quinine; 8 Ferrous tartrate; 8 Sodium hypochlorite solution

Treatment for sepsis – 1 glass vial; 4 Quinine; 15 Ferrous tartrate; 15 Sodium hypochlorite solution

Chapter 2 – Receive An enigmatic formula from either the cabinet in the underground morgue (preferable) or buying it from Rakesh for 75 shillings.

Treatment for Cold – 1 glass vial; 1 Clove essence; 2 Codeine; 2 Potassium permanganate

Treatment for Bronchitis – 1 Glass vial; 2 Clove essence; 8 Codeine; 8 Potassium permanganate

Treatment for Pneumonia – 1 glass vial; 4 Clove essence; 15 Codeine; 15 Potassium permanganate

Chapter 3 – After leaving through the west gate of Stonebridge cemetery, turn south to find a broken piece of wall and a corpse holding A Strange Formula.

Treatment for Headache – 1 glass vial; 1 salicin; 2 ergotamine; 2 opium

Treatment for Migraine – 1 glass vial, 1 salicin; 8 ergotamine; 8 opium

Treatment for Neuralgia – 1 glass vial; 4 salicin; 15 ergotamine; 15 opium

Serums

Light Regeneration Serum (Chapter 1 – after analyzing Bishop’s blood)

Regenerate 300 health points instantly, then 150 health points over 15 seconds

  • 1 glass vial; 1 Watery sturdy blood sample; 2 ferrous tartrates; 2 Sodium hypochlorite solution.

Light Blood Serum (Chapter 2 – Analyze Water rich blood sample)

Regenerate 60 blood points instantly.

  • 1 Glass vial; 1 Watery rich blood sample; 2 Ergotamine; 2 Opium

Increased Stamina Serum (Chapter 2 - Analyzing Razvan Vasile’s blood [story progression])

Increase the stamina regeneration rate by 50% for 15 seconds;

  • 1 glass vial, 1 watery brisk blood sample, 2 codeine, 2 potassium permanganate)

Stamina Serum (Chapter 3; On the east side of Stonebridge Cemetery, the area you fought Samuel during “Holy Crusade”, enter the flat north of the south-east corner and find a Brisk Blood sample on a corpse. (Earliest time you can find this blood sample)

Increase the stamina regeneration rate by 100% for 15 seconds

  • 1 glass vial; 2 Watery brisk blood sample, 8 codeine, 8 potassium permanganate

Citizens

There are a total of 64 citizens spread across the four districts of London, each with their own collection of problems, secrets, and connections. In order to obtain Not even once, you have to keep all 64 of these citizens alive. Alternatively, for Anarchy in the UK and London’s burning, the majority of these citizens will be killed off. The trick is maximizing the amount of XP you can earn by learning everything you can about the citizens before feeding off them and killing them in ways that don’t cause other citizens to die before you can embrace them yourself. You can increase the XP each citizen is worth by curing their sickness (if applicable) and uncovering hints about them.

For the list of citizens, I have their names broken down by the districts you find each of them in and in alphabetical order, rather than the rather ambiguous way the game has them sorted on each menu. The hints you uncover will be listed in left to right order, regardless of whether the magnifying glass signifying a locked hint is above or below the bar.

Pembroke Citizens

Beatrice Goswick

She can be found in the hospital room in the middle of Pembroke Hospital’s patient wing. She is in her own room, along with her son Mortimer. They never leave this room. Beatrice is worth a maximum of 4000 XP, and you have to be Mesmerize 4. Embracing her actually causes Mortimer to make a significant recovery if he’s still alive. In addition, you’ll gain a small key to open the safe in Mortimer’s flat, which contains 350 shillings.

Hint 1: Speak with Beatrice and select “Your life in London?” followed by “Complaints about your reception here?”

Hint 2: After completing the “Burn After Reading” investigation, select “Personal Questions,” then “Your son could try to kill himself again!” You have to choose “He is lucky to have you.” The other two answers will cause you to lose the hint.

Hint 3: After completing the “Burn After Reading” investigation, select “Personal Questions,” then “You son wished to die.”

Investigation: Burn After Reading

Clay Cox

During the tutorial, you have the opportunity to kill him. If, however, you choose to spare him, he will relocate to the medical tents outside the Pembroke … at least until you max out his blood quality and Mesmerize him again. He is worth a maximum of 1000 XP and only requires Mesmerize 1. His loss is not a significant impact on the district, and you pick up 50 shillings, a wedding ring, and Clay’s hatchet, which is a decent starting weapon.

Hint 1: Speak to Clay after learning Hint 4, and ask “Personal questions,” then “Your wife’s letter pissed you off?”

Hint 2: Ask “Your life in London?”, “About the man you pushed in the water?”, and then “Did he want revenge?”

Hint 3: After learning Hint 2, select “Personal Questions,” “How long can you avoid the law?”, and then either “We must all pay the price,” or “Prepare to die, soon…”

Hint 4: There is a Crumbled Note in the southernmost of the medical tents in front of the hospital, next to the river.

Investigation: Tools of the trade

Corcoran Tippets, Dr

He mostly wanders around the ground floor of the hospital, as well as the outer courtyard with the patient tents. He is worth a maximum of 2000 XP and has a Mesmerize of 2. Embracing him allows Swansea to promote Branagan, which is awesome … although not really allowed in 1918. You’ll gain a key to the doctors’ office, as well as another small key to open Tippets’ chest in the doctors’ office (the chest on the right side of the office). This chest contains Tippets’ drug stash (2 Opium) and a tiny key. This key opens a chest down in the basement morgue next to Connor’s corpse. Inside this final chest are 12 shillings and Samuel Connor’s mace.

Hint 1: After finding Hint 5, speak with Gwyneth and then Corcoran. In the latter conversation, assure him that “I will cover for you.” You’ll receive 100 shillings. (If you agree to cover for Dr. Tippets with Branagan, you’ll lose this hint)

Hint 2: In conversation with him, ask “Your life in London?”, “Tell me about the staff.” and finally “Positive Characters?” (also unlocks Hint 1 for Gwyneth Branagan)

Hint 3: Observe Citizen’s action - He spends a lot of time on the ground floor of the hospital, but will occasionally wander up to the first floor of the hospital. When he starts heading this way, you’ll want to make your way out into the back garden, where you can access a scaffolding outside the window of the doctors’ office. Stand in the red shimmer until you can observe his actions

Hint 4: When speaking with Gwyneth Branagan, ask “Your life in London?”, “Tell me about the staff.” and then “Anyone that stands out?”

Hint 5: While investigating the morgue during Chapter 2’s Night Shift mission, you’ll find a corpse on the operating table. Picking up the clipboard next to the corpse gives you the Death Report quest item, and begins the Investigation “The harder they fall.” Now inspect the body, going through all the investigation options.

Investigation: The harder they fall

Edgar Swansea, Dr

He is the pillar of Pembroke and is typically found in his office on the first floor of the hospital. He starts out at 6000 XP and requires Mesmerize 6. Unlike other characters, his XP doesn’t increase when you find hints about him.

Hint 1: After attending the funeral at the beginning of Chapter 3, an "!" symbol will appear at Pembroke Hospital. Return to Pembroke and speak with Swansea before going to the church in Whitechapel. During the conversation, ask “Have you ever lost a relative to a vampire?”

Hint 2: At the finale of Chapter 5, when you are speaking with Dr. Swansea, tell him “This is no coincidence!”

Hint 3: At the beginning of Chapter 4, speak with him in his office: “Help in the West End?” and “Where is the Brotherhood?”

Gwyneth Branagan

She can be found tending the patients in the medical tents in front of Pembroke Hospital. She is worth a maximum of 5000 XP and requires Mesmerize 5. Embracing her gives you Gwyneth’s surgical knife, as well as several treatments for fatigue, bronchitis, and neuralgia.

Hint 1: While talking to Dr. Tippets, ask about “Your life in London?”, “Tell me about the staff,” and then “Postive Characters?”

Hint 2: During “The harder they fall” Investigation, Select “Personal Questions” and then “Tippets’ medical error.”

Hint 3: After finishing the “Missing Ingredients” Investigation for Dr. Strickland, you'll receive the key to the doctors’ office. Inside the office, on the left desk in the middle of the room, you'll find a Letter to Doctor Swansea, and receive this hint.

Investigation: The harder they fall

Harvey Fiddick

A patient in the hospital, he is in the north wing of the ground floor. He is worth a maximum of 1000 XP and requires Mesmerize 1. He may seem like an easy target, but only gives 4 ferrous tartrates, 3 sodium hypochlorite solution, and a pretty cameo which can be sold for 9 shillings. Killing him prior to Strickland and Ackroyd will get them to treat you suspiciously, although this is not a significant impact.

Hint 1: At the beginning of Chapter 2, you’ll find an Unfinished Letter sitting on the desk next to his bed.

Hint 2: After obtaining Thoreau Strickland’s Hint 1, speak to Strickland about “Personal Questions,” “About your blood transfusion techniques?” and then “Tell me Mr. Fiddick’s story.”

Hint 3: After reading Harvey’s letter (Hint 1), ask Harvey “Personal Questions,” and then “You seem worried about your family?”

Milton Hooks

He is usually in front of the hospital. He’s one of the first merchants you’ll encounter. He is worth a maximum of 2000 XP and requires Mesmerize 2. If you embrace Milton before Pippa, she leaves the hospital to join the Priwen. You’ll find her on Whitechapel Street as a 27 Priwen Rookie (and she’ll only be worth 1500 XP, along with her key). Killing Milton will also give you Milton’s shotgun, plus most of his shop inventory.

Hint 1: Ask Pippa Hawkins “Your life in London?”, “How is the staff coping?” then “Why is Milton so grumpy?” Maximum of 2000 XP and requires Mesmerize 2. While you lose his shop, you gain a massive amount of inventory, including Milton’s Shotgun, if you didn’t purchase it from his shop. If, however, you embrace him before Pippa, Pippa joins the Guard of Priwen and becomes a Level 27 Priwen Rookie.

Hint 2: Complete the Investigation “Midnight in the garden of good and evil.”

Hint 3: In the northern area of the hospital is an area being used as a makeshift morgue. There’s a wooden shed with a row of bodies inside. One of these bodes contains a Crumpled Letter.

Investigation: Midnight in the garden of good and evil

Mortimer Goswick

He can be found in the hospital room in the middle of Pembroke Hospital’s patient wing. He is in his own room, along with his mother Beatrice. They never leave this room. He is worth 1000 XP and requires Mesmerize 2 and gives 4 Potassium permanganate and Mortimer’s watch (11 shillings). Embracing him prior to Beatrice will enrage her and cause her to protest in front of the hospital.

Hint 1: Investigate Citizen’s actions - While this pair never leaves the room, every so often Beatrice will close the door and lock it. With your blood sense active, run outside to the front of the hospital. You should spot the glowing red eavesdrop spot to the left of the entrance.

Hint 2: During “Burn after reading” investigation, you will find Mortimer’s letter inside his flat.

Hint 3: After completing “Missing Ingredients” investigation and being able to access the doctors’ office, you will find this M. Goswick’s medical file on a small desk near a window.

Investigation: Burn after reading

Newton Blight

He wanders around the dock area near the Pembroke Hospital. He is worth a maximum of 3000 XP and requires Mesmerize 3. Embracing him will earn you Newton’s saber, a war medal and a large key which opens the gate to the enclosed area beneath Pembroke Hospital’s wharf. Inside, there are several boxes of various crafting materials. (It’s interesting that Newton will go bonkers if you embrace Oswald first, but Oswald handles Newton’s absence pretty well, staying in the area and going about as normal. Maybe because Oswald doesn’t have a weapon?)

Hint 1: Unlocked automatically when first conversing with Newton, before entering the sewers. (Alternatively, you can ask “Your life in London?”, then “Why do you stay here?”

Hint 2: Speak with Oswald Thatcher: “Personal questions,” then “Your fear of being enclosed.” Choose “You got buried,” as the other two choices will lock this hint.

Hint 3: After learning Hint 4, ask Newton “Personal questions,” then “How do you feel about Oswald Thatcher?”

Hint 4: Investigate Citizen’s actions: Newton and Oswald wander the wharf area outside Pembroke Hospital, and will occasionally duck into a secluded (locked) area beneath the street. When this happens, you can observe them through the bars on the south-west corner of the wharf. (If you don’t want to wait, after learning Hint 2, you can ask Oswald “Personal questions,” “What happened when you were buried?”, and then “Shameful thoughts?”)

Investigation: Claustrophobia

Oswald Thatcher

He wanders around the dock area near the Pembroke Hospital. He is worth a maximum of 1000 XP and requires Mesmerize 1. Embracing him gives you a war medal and a large key which opens the gate to the enclosed area beneath Pembroke Hospital’s wharf. Inside, there are several boxes of various crafting materials. Embracing him prior to Newton will cause Newton to go missing and reappear in the sewers as a 27 Beast with a couple of Skal attendants. (Guess he got over that claustrophobia)

Hint 1: Speak with Oswald Thatcher: “Personal questions,” then “Your fear of being enclosed.” Choose “You got buried,” as the other two choices will lock this hint.

Hint 2: Ask Oswald “Your life in London?”, “Why were you locked up?”, then “Claustrophobia?”

Hint 3: Investigate Citizen’s actions: Newton and Oswald wander the wharf area outside Pembroke Hospital, and will occasionally duck into a secluded (locked) area beneath the street. When this happens, you can observe them through the bars on the south-west corner of the wharf. (If you don’t want to wait, after learning Hint 1, you can ask Oswald “Personal questions,” “What happened when you were buried?”, and then “Shameful thoughts?”)

Investigation: Claustrophobia

Pippa Hawkins

Can be found wandering the ground floor of Pembroke Hospital. She is worth a maximum of 3000 XP and requires Mesmerize 3. Small key looted from her unlocks her locker in the northeastern corner of the ground floor. It contains 350 shillings. If you embrace her prior to Milton, he’ll stay at the Pembroke, but will no longer be a merchant.

Hint 1: While talking to Beatrice, ask “Your life in London?”, “Complaints about your reception here?, and then “Tell me about your arrival?”

Hint 2: After learning Hint 4, ask her “Personal questions,” “Leaving this hospital?” and in the Y decision either select “Be proud of what you’ve achieved,” or “Patients need you.”

Hint 3: Complete Milton’s investigation “Midnight in the garden of good and evil”

Hint 4: In the small area in the east wing of the ground floor of Pembroke are two lockers. The right-most one contains a Long letter.

Rakesh Chadana

Spends his time at the north end of the hospital at the makeshift morgue. He is worth a maximum of 5000 XP and requires Mesmerize 4. Embracing him causes you to lose him as a merchant, but has no other impact other than district health. You’ll also gain a key to enter the locked area with the corpses, although there are only some shillings back here. The key also unlocks the chest in his tent, where you’ll gain Rakesh’s surgical saw and a good amount of crafting materials.

Hint 1: Ask Rakesh, “Your life in London?”, “Not afraid of the dead?”, and “Most people fear dead flesh.”

Hint 2: Rakesh often ducks into the wooden enclosure that houses the dead bodies. If you observe him during this time, you will usually get an Eavesdrop opportunity. Enter the hospital’s east wing and observe Rakesh through the window that looks out into this enclosure.

Hint 3: When you first gain access to Swansea’s office at Pembroke, check the desk on the left-hand side of the office to find a letter regarding Rakesh Chadana.

Thelma Hawcroft

She can normally be found near her bed in the west wing, although she also wanders the central area of Pembroke Hospital. She is worth a maximum of 2000 XP and requires a Mesmerize of 2. Embracing her also gives you a small key to open a box in Stonebridge Cemetery, in the tomb you meet Hsiao Shun. The box contains 10 screws, 9 rivets, a silver mirror, and a gold bracelet. If you embrace her prior to Thomas Elwood, Elwood will leave the hospital and wind up in the basement morgue as a 24 Beast.

Hint 1: Ask her “Your life in London?”, “You are a vampire?”, then “Ever heard of Cotard’s Syndrome?”

Hint 2: After unlocking Hints 1 and 3, ask “Personal questions,” and “Tell me about vampires?” Your response here doesn’t matter.

Hint 3: During “Wrong Target”, when you investigate the Priwen observation post, you’ll find Survey Mission note on a table to the left of the windows.

Investigation: Wrong Target

Thomas Elwood

He can be found on the ground floor of the hospital, in the east wing set of rooms. He is worth a maximum of 1000 XP and requires Mesmerize 1. Killing him only nets you a handful of medical components. Embracing him prior to completing “Wrong target” will get Thelma abducted by Priwen; embracing him after this will cause some pretty ridiculous dialogues with Thelma, who is now fully convinced she’s a vampire.

Hint 1: Read Thomas’ medical file, which is located on a shelf in the operating room on the hospital’s second floor west wing.

Hint 2: After learning Hint 1, ask “Your life in London?”, “Real cause of your injury?” and then “Why the lie?” You must then respond “You can’t hide forever” or lose the hint.

Hint 3: After learning Thelma Hawcroft’s Hint 1, ask him “Personal questions,” then “About Miss Hawcroft’s disease?”

Thoreau Strickland, Dr.

He can be found in the north wing of the hospital’s ground floor. He is worth a maximum of 4000 XP and requires Mesmerize 4. Embracing him gives you a small key, which unlocks a medical cabinet in the doctor’s office. This cabinet contains 100 shillings, a Thoreau’s surgical knife. If you embrace him before Ackroyd, it ends the deadlock between the two doctors and Ackroyd performs the surgery on Fiddick, who makes a recovery. (Unless you embrace both doctors at once; then Fiddick loses his arm … unless he’s also dead)

Hint 1: Speak to him about “Your life in London?”, “Tell me about yourself?”, then “Tell me about your experiments?”

Hint 2: When you first gain access to Swansea’s office at the Pembroke, check the right side desk to find a Warning Letter.

Hint 3: During Investigation “Missing Ingredients”, after returning with the pharmacy order to Dr. Strickland.

Investigation: Missing Ingredients

Waverly Ackroyd, Dr.

He can be found in the north wing of the hospital on the ground floor. He is worth a maximum of 4000 XP and requires Mesmerize 4. Embracing him will give you a small key to unlock one of the medical cabinets in the back of the office. Inside, you’ll find 200 shillings and several treatments. If you embrace him before Strickland, Strickland will perform Fiddick’s surgery and mess it up, causing Fiddick to lose his arm. (If Fiddick is still alive, that is)

Hint 1: Speak to him about “Your life in London?”, then “About the Pembroke hospital?”

Hint 2: When you first gain access to Swansea’s office at the Pembroke, check the right-side desk to find a Note to Dr. Swansea.

Hint 3: After learning Thoreau Strickland’s Hint 3, ask Ackroyd “Personal questions,” then “Strickland’s chance to cure the flu?”

Whitechapel Citizens

Albert Palmer

Albert spends his time in the alleyways on the southwest portion of Whitechapel. He is worth a maximum of 1500 XP and requires Mesmerize 1. Embracing him gives you Albert’s revolver, and a door key for the alley where you learn Hint 3, where you’ll find two treatments a 5 shillings.

Hint 1: After learning Hint 3, ask Albert about “Personal questions,” “About the relationship with your father?” You must then select “He may be dangerous” to learn this hint.

Hint 2: When you cross the bridge from Pembroke Hospital to Whitechapel Street, to the right will be an alley with an 18 Ferocious Skal. Kill the Skal and retrieve a Wet Boot Boys note from its corpse to learn this hint.

Hint 3: When you return to Whitechapel after the altercation between Albert and Benjamin Palmer, Albert will be walking around trying to break into houses. Eventually, he’ll duck into an alley behind a locked gate. Travel a couple of steps further south and you’ll see a balcony you can teleport up to. From here, go to the far side of the building and drop down into a courtyard with an open door leading into the building. You should see the red swirl marking where you can observe Albert’s actions through the window.

Investigation: Promising recruit

Barrett Lewis

He runs a shop southwest of Saint Mary’s church. He is worth a maximum of 4000 XP and requires Mesmerize 4. He sells a variety of components, and his prices decrease with district stability. Embracing you nets you 100 shillings, along with his shop inventory.

Hint 1: “Your life in London?”, “How is business?”

Hint 2: During Investigation “Trinkets and more,” examine the Small box in your inventory.

Hint 3: After learning Joe Peterson’s Hint 2, ask Joe “Your life in London?”, then “Do you enjoy bullying people?” You can make any decision after that.

Investigation: Trinkets and more

Benjamin Palmer

Benjamin meanders along the alleys in the southwest portion of Whitechapel. He requires Mesmerize 1 and is worth a maximum of 1000 XP. Embracing him gives you some medical crafting components.

Hint 1: Speak to Albert Palmer: “Your life in London?”, “Did you steal that man’s medication?” and then any response after that.

Hint 2: After learning Albert Palmer’s Hint 1, speak to him about “Personal questions,” then “Your son wants to join a gang.” Your response won’t matter.

Hint 3: After unlocking Hint 1, ask Ben “Personal questions,” “Tell me about the war?” and then either “These are barbaric methods…” or “You should not feel ashamed."

Cadogan Bates

After you rescue him from the tenement (see “Retaliation”), he’ll be wandering the streets near Barrett Lewis’ shop. He is worth a maximum of 1000 XP and requires Mesmerize 1. Killing him gets you a handful of shillings and some crafting parts, plus the knowledge that you removed him from London.

Hint 1: When you find him in Whitechapel, ask him “Your life in London?”, “What is your business exactly?” Your response after this doesn’t matter.

Hint 2: In the tenement, you rescue Bates from, on the top floor, there is a bed with a corpse on it on the west wall. This corpse holds a Petition Letter.

Hint 3: After learning Hint 1, ask him “Any news of Nurse Crane’s dispensary?” and then “I’m sure you know more.” If you haven’t finished Chapter 2’s Blackmail in Whitechapel, you can also receive this hint by asking “I’m looking for Nurse Dorothy Crane,” then “Why are you so thankful?”

Investigation: Retaliation

Camellia

She can be found tending potted plants along the road on the right side of the church. She is mute and does not speak. She is worth a maximum of 5000 XP and requires Mesmerize 5. Embracing her gives no rewards, you monster. Richard will be devastated by the loss, as will Dorothy and Darius.

Hint 1: Ask Richard Nithercott “Personal questions,” “Why seek inspiration in Whitechapel?”, and then “Do you not think it a little morbid?”

Hint 2: Although it’s not necessary, you may note Camellia interacting with flower boxes along the road on the right side of the church. If you look at any one of these flower boxes, you’ll find a Flower Bouquet

Clayton Darby

You will meet him during Chapter 2’s Blackmail in Whitechapel mission, but he spends his time along the street east of Saint Mary’s church. He is worth a maximum of 4000 XP and requires Mesmerize 4. Embracing him earns you a small number of shillings and crafting components. (Embracing him before Cristina gets her to open a shop … weird)

Hint 1: Ask “Your investigation in London?”, “What are you doing here after sunset?”, and then “You risk your life to reveal the truth?”

Hint 2: Complete “A cherished souvenir” and return the scarf to Clayton.

Hint 3: After receiving Christina Popa’s Hint 4, ask him “Personal questions?”, “This woman really stole your wallet?”, then “How did you meet her?”

Investigation: A cherished souvenir

Cristina Popa

She spends her time at the south-east corner of Saint Mary’s church. She is worth a maximum of 4000 XP and requires Mesmerize 4. If Clayton is embraced, she’ll open a shop with crafting components, but her inventory will drop as the district status decays. Killing her will get you Cristina’s dagger, and a key that will unlock the gate south-east of the church (where you got Hint 4), which holds all of her shop inventory and 100 shillings.

Hint 1: After learning Hint 4, ask “Personal questions,” “Did you steal Clayton Darby’s wallet?”, and then “Perhaps Clayton is different?” Otherwise, you will lose this hint!

Hint 2: “Personal questions,” then “Tell me about yourself.” Your next response doesn’t matter.

Hint 3: Complete “A cherished souvenir” for Clayton Darby and return to scarf to Clayton.

Hint 4: Observe Clayton Darby and Cristina Popa. Eventually, they’ll enter a locked area south-east of the church. Jump up to the catwalk above this locked gate and eavesdrop on their conversation.

Darius Petrescu

He guards the entrance to the dispensary in Whitechapel. He requires Mesmerize 2 and is worth a maximum of 2000 XP. Embracing him will moderately effect Dorothy, and will give you a key to the safe in his home. That safe contains 100 shillings, a lead plate, and 2 quinine.

Hint 1: During Chapter 2 Blackmail in Whitechapel, you will observe him speaking with Dorothy Crane outside the dispensary.

Hint 2: During Chapter 2 Blackmail in Whitechapel, Clayton Darby will tell you to look in a trash can next to a mail box to find a letter Darius tore up.

Hint 3: During Chapter 2 Blackmail in Whitechapel, tell Richard Nithercott “I’m looking for Dorothy Crane,” and then “About Darius Petrescu?”

Dorothy Crane

She is the Pillar of Whitechapel. If you spare her, she runs a shop in the dispensary with medical crafting components. Her prices don’t change, although her stock increases as the district declines. She is worth a maximum of 4000 XP (more if you choose to kill her during the story), and requires Mesmerize 2.

Hint 1: Tell Barrett Lewis “I’m looking for Nurse Dorothy Crane?” and then select any option.

Hint 2: In the Dispensary, before heading upstairs, check the table to the right to find a letter addressed to Dorothea.

Hint 3: Tell Tobias Whitaker “I’m looking for Nurse Dorothy Crane?”, and then “Why hate Nurse Crane?”

Harry Peterson

Harry spends his time cooped up in the Peterson house (unless you embrace Joe while Harry is still alive). He is worth a maximum of 1000 XP and requires Mesmerize 1. Killing him will give you Joe’s semi-automatic pistol. However, killing him before Joe Peterson causes Joe to join the Guard of Priwen, becoming a 27 Priwen Brawler. (He will only be worth 1500 XP when you kill him). Killing Joe first will unlock an investigation “Drop the gun”, potentially giving Harry a bit more XP before you embrace him.

Hint 1: After Learning Hint 2, talk to Joe Peterson and ask “Personal questions,” “Difficult relationship with your son?” You must then select “This is no place to raise a child.”

Hint 2: Joe Peterson starts his rounds harassing Barrett, then travels down the alley to relieve himself. After this, he usually ducks into his house. When this happens, go around to the back of the house and jump up to the ledge outside Harry’s window to observe this scene.

Hint 3: Once inside the Peterson’s home (by using Mesmerize on Harry), ask Harry “Your life in London?”, “Not happy to live in Whitechapel?” You’ll receive the hint, so your next response doesn’t matter.

Investigation: Drop the gun

Hsiao Shun

The first time you meet her, she will be on the west end of Stonebridge cemetery, being attacked by Skals. The next night, she’ll be on the east side of the cemetery, and you can convince her to relocate to Whitechapel proper. After this, she will be near the alley southeast of Loretta Swanborough’s cart. She is worth a maximum of 3000 XP and requires Mesmerize 3. Embracing her yields a number of medical crafting components and some mementos that can be sold.

Hint 1: After she moves into Whitechapel, speak to her “Personal questions,” “How do you feel now?” and either “It’s a wise attitude” or “Don’t lose yourself in the process.”

Hint 2: Is given upon talking to her the next time you encounter her in the graveyard, after completing “Widow in Distress” investigation.

Hint 3: After gaining Hint 4, ask “Why are you blaming yourself?”

Hint 4: “Your life in London?”, followed by “About your husband’s death?”

Investigation: Widow in Distress

Joe Peterson

He can normally be found directly in the area in front of the church. He is worth a maximum of 3000 XP and requires Mesmerize 3. After embracing him, you’ll receive a small key which opens a box on the upper floor of the Peterson house. Inside the box, you’ll find Joe’s barbed cudgel.

Hint 1: Use your Mesmerize ability to force Harry Peterson to allow you into the Peterson home. Head upstairs and look in the trunk at the foot of the bed in the back bedroom to find a Job refusal letter. Reading this unlocks the hint.

Hint 2: Speak to Barrett Lewis and ask “Your life in London?”, then “How is business?”

Hint 3: Joe starts his rounds harassing Barrett, then travels down the alley to relieve himself. After this, he usually ducks into his house. When this happens, go around to the back of the house and jump up to the ledge outside Harry’s window to observe this scene.

Hint 4: After learning Hint 2, ask him “Your life in London?”, then “Do you enjoy bullying people?” You can make any decision after that.

Loretta Swanborough

She operates a market cart. She is worth a maximum of 3000 XP and requires Mesmerize 3. Her stock is overpriced medical crafting components and her prices increase as stability decreases. Embracing her will gain you 150 shillings and her shop inventory. (Embracing her before Mason will cause Mason to reappear as a 32 Blinker Skal who throws chemical bombs. Nasty)

Hint 1: Either purchase a Swanborough Cordial from Loretta for 35 shillings or get a free one by giving Ben Palmer the Wet Boot Boys recruitment note meant for his son.

Hint 2: Find Loretta’s letter on the table in the middle of Mason’s flat.

Hint 3: After learning Hint 2, return to Loretta and ask “Personal questions,” “Why feel so guilty about your brother?” and then “Easing your own remorse?”

Mason Swanborough

A blind man that stays in his house west of the cemetery. He is worth a maximum of 2500 XP and requires Mesmerize 3. Embracing him before Loretta causes Loretta to turn up missing for a bit. Best to take these two out at the same time so you don’t have to hunt for either one. Killing him earns you 200 shillings, as well as medical crafting components.

Hint 1: Either purchase a Swanborough Cordial from Loretta for 35 shillings or get a free one by giving Ben Palmer the Wet Boot Boys recruitment note meant for his son.

Hint 2: After entering the house and learning the 1st hint, ask Mason “Personal questions,” then “Is your sister using you?”

Hint 3: Eavesdrop on Mason from outside his window.

Investigation: Occult oculus

Richard Nithercott

He spends all his time in the graveyard behind the church. He is worth a maximum of 3000 XP and requires Mesmerize 3. Embracing him will net you 100 shillings plus some personal items that can be sold for another 12 shillings, plus it will stop Camellia from wandering around.

Hint 1: Ask Richard Nithercott “Personal questions,” “Why seek inspiration in Whitechapel?”, and then “Do you not think it a little morbid?”

Hint 2: After learning Hint 3, ask “Personal questions,” “Do you make a living from your writing?” and either “You don’t seem to suffer from poverty,” or “A rich artist is rare.”

Hint 3: In the trash can next to Richard’s campfire is an Editor refusal letter.

Tobias Whitaker, Father

He can be found outside Saint Mary’s church. He is worth a maximum of 5000 XP and requires Mesmerize 5. Killing him gives you 5 white phosphorus and some cheap mementos.

Hint 1: “Your life in London?”, “I am more lost than you thought?”, “I am listening…”, and finally “What is your plan?”

Hint 2: Complete “Holy crusade.”

Hint 3: After learning Hint 1, ask “How exactly will you cleanse this city?” and then either “But where do you put the limit?” or “This is the twentieth century…”

Hint 4: After completing “Holy crusade,” ask “Personal questions,” and “Your disciple was a grave robber.”

Investigation: Holy crusade

The Docks Citizens

Archer Woodbead

Initially, he is trapped by Skals on the east side of The Docks and can be run into the first time you enter the area during Chapter 3. After you save him, he spends his time wandering on the west side of The Docks area. He is worth a maximum of 3000 XP and requires Mesmerize 3. Killing him gets you Archer’s hatchet, 200 shillings, and a cigarette case.

Hint 1: Complete “Old prune and good manners.”

Hint 2: After he has moved to the west docks area, ask “Personal questions,” then “Tell me about the Guard of Priwen?”

Hint 3: After he has moved to the west docks area, ask “Your life in London?”, “About this part of town?”, and then “What about the gangs?”

Investigation: Old prune and good manners

Booth Digby

He is worth a maximum of 4000 XP and requires Mesmerize 4. He can normally be found on the docks northeast of the Turquoise Turtle. Killing him will get you Booth’s axe, 150 shillings, and a bunch of crafting materials.

Hint 1: Heading north from where Booth and Edwina hang around, there are two small docks jutting westward (just south of the large bridge connecting The Docks to North Docks). To the east of the northern dock is a building with a barely legible sign that reads “Ironmonger” in the upper right corner. Inside this building is a desk with a safe behind it. Inside the safe is a Cover letter that can be read for this hint.

Hint 2: While speaking to Edwina Cox, ask “Your life in London?”, “Tell me about your work?”, and then “I am not at all interested.”

Hint 3: When you are conducting “Ghouldiggers” Investigation, you will return to the mash grave where you awoke as a vampire. While in this area, search the bodies of the gravediggers to find a Warning note from Booth Digby.

Hint 4: While speaking to Booth, “Your life in London?”, then “About this part of town?”

Dyson Delaney

He is worth a maximum of 1000 XP and requires Mesmerize 1. He can be found in the area around – or in – the Turquoise Turtle. Killing him gives you a bottle of cheap gin; small key, which opens a locker in the back of the Night Asylum. Inside the locker is 8 white phosphorus, 3 small bottles. (No one misses him, and it is the earliest opportunity to snag white phosphorus, which allows you to modify a gun with incendiary damage, a brutal attack versus vampires!)

Hint 1: After learning Hint 3, ask “How come I sense your guilt?” and then either “You too died that day,” or “You are a coward!”

Hint 2: At the Night Asylum, inside the office in the south-east corner of the ground floor, is a dresser with a Folded paper.

Hint 3: Complete “Tribute to the victims”

Hint 4: Ask “Personal questions,” “You must have had dreams when younger?”, then “Were you an idealist, then?”

Investigation: Tribute to the victims

Edwina Cox

She is worth a maximum of 5000 XP and requires Mesmerize 5. Killing her gets you Edwina’s double-barrelled, 250 shillings, and her shop inventory.

Hint 1: After learning Booth Digby’s Hint 3, ask Edwina “Personal questions,” then “About Booth’s belief in monsters?”

Hint 2: Ask “Your life in London?”, “Tell me about your work?”, then “I am not at all interested.”

Hint 3: After learning Hint 4, ask “Personal questions,” “Your feelings for Booth Digby?” and then either “I’m not that easily shocked” or “I think you manipulated him…” to learn this hint.

Hint 4: While speaking to Booth, “Your life in London?”, then “About this part of town?”

Investigation: Ghouldiggers

Enid Gillingham

She stays in her house, which is located in the market area south-east of the Night Asylum. She is worth a maximum of 1000 XP and requires Mesmerize 1. Killing her will give you 50 shillings and a key which opens the cabinet in her bedroom. This cabinet contains three quinine and a handful of junk.

Hint 1: While speaking to Martin Nightingale, ask “Your life in London?”, “About the neighborhood?”, and then “Who is this old woman?”

Hint 2: While observing the Night Market, Martin will occasionally duck inside Enid’s house. When this happens, enter the flat above them and observe their conversation through the hole in the floor.

Hint 3: Purchase the Music Box from Martin Nightingale and examine it in your inventory.

Hint 4: After rescuing Archer Woodbead “Old prune and good manners”, loot the house behind him to find a corpse on the second floor. The corpse holds a Bloody letter.

Investigation: Another body murdered

Giselle Paxton

She spends her time in the Night Asylum vicinity. She is worth a maximum of 2000 XP and requires Mesmerize 2. Killing her earns you Giselle’s dagger. If you embrace her before Lottie, Lottie will disappear and become a Level 30 Dazzled Skal. Killing Lottie as a Skal will earn you 2500 XP vice Lottie’s normal 2000.

Hint 1: Upon concluding “Spoils of War”, if you give Giselle the pouch of money.

Hint 2: In the Night Asylum’s south-west corner on the ground floor there is a letter on a nightstand next to a bed. Picking up this Handwritten prayer and reading it will give you a hint for both Lottie and Giselle Paxton.

Hint 3: While speaking with Giselle, ask “Personal questions,” “Are you a Trade Union activist?”, “No support from the Trade Union?”

Hint 4: After speaking with Sean Hampton in the Night Asylum, the sisters will duck into the back room of the Asylum on occasion. Using your blood sense, you will see an eavesdropping spot above them.

Investigation: Spoils of war

Ichabod Throgmorton

When you first meet him in Chapter 3, he’s inspecting a dead body outside the Turquoise Turtle. A little further into Chapter 3 (Give a dog a bad name), he will move to stand in front of the Night Asylum. He is worth a maximum of 4000 XP and requires Mesmerize 4. Killing him gives you Ichabod’s stake, along with some cheap mementos.

Hint 1: After learning Hint 3, ask him “Personal questions,” and then “You’re a fraud!” At the next decision, if you select "Stop fooling yourself" or "You are a lunatic!" you will earn this hint. If you select "You have courage," you will lose this hint forever.

Hint 2: During the conversation with Ichabod, ask “Your life in London?”, then “About this neighborhood?”

Hint 3: In the northwestern corner of the Western Docks (the corner south-west from the Night Asylum), you will find a corpse to the rear of a blue Motored Merchant Services truck. (The corpse has a blood stain you can spot with your Vampire senses.) This corpse contains a Guard of Priwen note that contains this hint. (If you’re hanging Ichabod’s poster, this corpse – and truck – can be found at the northern end of the street you traverse to hang them.)

Hint 4: Awarded upon completion of “Vampire hunter extraordinaire” Investigation.

Investigation: Vampire hunter extraordinaire

Lottie Paxton

She spends her time in the Night Asylum. She is worth a maximum of 2000 XP and requires Mesmerize 2. If you embrace her before Giselle, Giselle leaves the Night Asylum and joins the Guard of Priwen as a Level 24 Gunner. (She’ll only be worth 1000 XP at this point.) Killing her earns you a small key, which opens a medical locker in one of the tents in front of the Night Asylum, which contains a number of treatments.

Hint 1: In the Night Asylum’s south-west corner on the ground floor there is a letter on a nightstand next to a bed. Picking up this Handwritten prayer and reading it will give you a hint for both Lottie and Giselle Paxton.

Hint 2: In the Night Asylum, to the left of the staircase leading up to the first floor, you’ll find a trash can containing a Burnt letter.

Hint 3: After learning Giselle Paxton’s Hint 4, talk to Giselle and ask “Personal questions,” then “Resentment between you and your sister?”, and finally “Lottie sees herself as an angel?”

Martin Nightingale

He runs the market southwest of the Night Asylum. He has more inventory the worse the district gets, and his prices decrease as well. He is worth a maximum of 3000 XP and requires Mesmerize 3. Killing him gets you his shop inventory.

Hint 1: While speaking to Martin Nightingale, ask “Your life in London?”, “About the neighborhood?”, and then “Who is this old woman?”

Hint 2: While observing the Night Market, Martin will occasionally duck inside Enid’s house. When this happens, enter the flat above them and observe their conversation through the hole in the floor.

Hint 3: After learning Hint 2, ask “Personal questions,” then “You’ve exploited Miss Gillingham.” Afterward, select either “Your selfishness is fascinating” or “What is your excuse?”

Hint 4: Ask “Your life in London?”, then “You’re no real businessman.”

Rodney Grader

Initially, he is hiding in the sewers. After completing “Hide and Seek”, he will relocate to the market near Enid and Martin. He is worth a maximum of 3000 XP. Killing him earns you Rodney’s scythe.

Hint 1: If you enter Enid Gillingham’s flat, you can find an Unfinished Letter on the bookcase to the left of her door.

Hint 2: After learning Hint 3, ask “Personal questions,” then “Tell me more about your friend, Jack?” Then either select “You could not know…” or “You only ignited a war about to start,” to learn this hint.

Hint 3: After Rodney returns to the Docks, ask “Your life in London?,” then “About the local figures?”

Hint 4: After Rodney returns to the Docks, ask “Your life in London?,” then “About this area?”

Hint 5: During “Hide and Seek”, speak to Rodney a second time and tell him either “You can’t stay here forever” or “You’re no cold-blooded killer.”

Investigation: Hide and seek

Rufus Kingsberry

Can be found outside the Fishburn house, directly south of the Turquoise Turtle. He is worth a maximum of 2000 XP and requires Mesmerize 2. Killing him gets you a key to unlock the shack he enters for Hint 3. Inside are some crafting materials.

Hint 1: After learning Hint 3, ask “Personal questions,” then “Your only friend is a rat?”

Hint 2: Speak to Rufus Kingsberry and ask “Personal questions,” “Are you alone?” Your response doesn’t matter.

Hint 3: If you watch Rufus’ actions, he will go into a house across from the Fishburn’s residence. Watch him from the pier across from Stella Fishburn’s house to observe his conversation.

Hint 4: After learning Seymour’s Hint 3, ask Rufus “Personal questions,” “What do you think of Seymour?” and then any response.

Sabrina Cavendish

She works at the Turquoise Turtle. Requires a Mesmerize 3 and is worth a maximum of 3000 XP. Killing her will get you Sabrina’s dagger, and two keys – one for the Turtle’s backyard, which opens the east door of the Turtle. Back here, you’ll find two locked chests; your second key will open one of these, which holds 200 shillings.

Hint 1: After learning Hint 2, ask her “Personal questions,” then “Why do you have a gun?” Either select “Guns are dangerous,” or “You should relax” to learn this hint.

Hint 2: Any time after Chapter 3’s The sad saint of the East End, occasionally Tom and Sabrina will stop working and talk to each other. When they are finished, they’ll walk out of a door on the east side of the Turquoise Turtle. When they do so, follow them through the door and then head up the stairs to find the eavesdropping spot on the upper level.

Hint 3: Ask “Your life in London?”, then “About the Docks?” Your next response doesn’t matter.

Hint 4: Just west of the hideout near the Turquoise Turtle is a trashcan containing a Torn page of a diary.

Sean Hampton

He is the pillar of the Docks and the main focal point during Chapter 3. Earning both his hints creates the best scenario for the Docks. He requires Mesmerize 6 and is worth a maximum of 6000 XP. Killing him gives you a rusted key to open the locked cabinet in the hidden room behind his office. Inside the cabinet are 350 shillings and a number of blood samples.

Hint 1: Talk to Tom Watts in the Turquoise Turtle “I’m looking for Sean Hampton,” followed by “Did he return to his flock?”

Hint 2: Speak with Ichabod Throgmorton outside the Turquoise Turtle and say “I’m looking for Sean Hampton,” followed by “I respect your refusal.”

Seymour Fishburn

Can be found walking up and down the street southeast of the Turquoise Turtle. This maniac is worth a maximum of 3000 XP and requires Mesmerize 3. Killing him gets you Seymour’s bludgeon and a strong key which opens the chest where you find his victims during “A simple token of filial love.” The box contains some trinkets that can be sold.

Hint 1: Complete Seymour’s Investigation “A simple token of filial love”

Hint 2: After learning hint 1, ask him about “Personal questions,” “Pleasure in killing?”, and then “Resist your rage?”

Hint 3: Watch Seymour as he paces up and down the street. Eventually, he will walk into Stella’s house. You’ll receive the cue to “Observe Citizen’s actions”. Run around to the west side of the house to watch the conversation through the window.

Investigation: A simple token of filial love

Stella Fishburn

She spends her time in her house, directly south of the Turquoise Turtle. She is worth a maximum of 2000 XP and requires Mesmerize 2. Killing her gets you 50 shillings and a small key to open the cabinet in her kitchen, which contains medical crafting components.

Hint 1: After learning Hint 3, ask Seymour “Personal questions,” “Why is your mother protecting you?”, and then either “I understand her dilemma” or “Death is an appropriate punishment.”

Hint 2: Speak to Rufus Kingsberry and ask “Personal questions,” “Are you alone?” Your response doesn’t matter.

Hint 3: After learning Seymour’s Hint 1, ask him about “Personal questions,” “Pleasure in killing?”, and then “Resist your rage?”

Hint 4: Watch Seymour as he paces up and down the street. Eventually, he will walk into Stella’s house. You’ll receive the cue to “Observe Citizen’s actions”. Run around to the west side of the house to watch the conversation through the window.

Tom Watts

He tends bar at the Turquoise Turtle. He requires a Mesmerize 3 and is worth a total of 5000 XP. Killing him gets you Tom’s revolver, and two keys – one for the Turtle’s backyard, which opens the east door of the Turtle. Back here, you’ll find two locked chests; your second key will open one of these, which contains 36 bullets and 6 bottles of alcohol.

Hint 1: Complete “Shortage of essential product”

Hint 2: Any time after Chapter 3’s The sad saint of the East End, occasionally Tom and Sabrina will stop working and talk to each other. When they are finished, they’ll walk out of a door on the east side of the Turquoise Turtle. When they do so, follow them through the door and then head up the stairs to find the eavesdropping spot on the upper level.

Hint 3: During the Investigation “Essential shortage of product”, when you enter Tom’s warehouse, open the locker on the north wall to find a Newspaper which will give you this hint upon reading.

Hint 4: After learning Hint 3, ask Tom “Personal questions,” “Start a new life after prison?”, and finally “It’s not dangerous to stay here?”

Hint 5: During Chapter 1, during Eternal Thirst, when you are given the task “Interrogate the locals” talk to Sabrina and select “I want the truth!” followed by “Tell me about him?”

Investigation: Shortage of essential product

WEST END CITIZENS

Agamemnon Baker

Aloysius Dawson

Avery Cork:

He stays in the Reid Manson, directly north-west of the Ascalon Club. He is worth a maximum of 4000 XP and requires Mesmerize 4. Embracing him before Emelyne will cause her to become an extremely overpowered Blinker Skal that’s only worth 500 XP if you kill her. He’ll give you 350 shillings and some medical crafting components.

Hint 1: Speak to Avery, “Your life in London?” “How was life in this house?” (If Emelyne Reid is dead) If she is alive, you can ask “How is my mother?”, then “Does she receive medical care?”

Hint 2: After learning Hint 3, ask Avery “Personal questions,” then “Leave if you could?”

Hint 3: As you enter the Reid Mansion (directly north of the Ascalon Club) you will find an Old Letter on the dresser directly ahead of the front door.

Investigation: A journey to the past

Calhoun Russel: Mesmerize 5, Merchant

Hint 1

Hint 2:

Hint 3: Speak to Calhoun “Your life in London?”, “Any interesting local news?”, “Is food all that interests you?”

Hint 4: Speak to Calhoun “Your life in London?”, “Tell me about the neighborhood?” and then either “It’s false” or “Don’t be naïve.”

Investigation: A surprise for the London’s lone gourmet

Carina Billow

She can be found behind the Ascalon Club. She is worth a maximum of 2000 XP and requires Mesmerize 2. Killing her earns you a blood-stained door key, which opens the gate to the area you spied on her chasing rats. Inside the box in this area is a number of blood samples.

Hint 1: After learning Hint 3, ask her “Personal questions,” “Tell me what really happened to you?”, and then tell he “He tricked you…”

Hint 2: You’ve probably been ignoring the fliers around town, but there is one of interest in this area: At the road leading south-east from the rear of the Ascalon Club is a set of steps leading into a courtyard. To the right of those steps is a scrawled flyer. (It is below a sign that reads “Offices to let / P. Jones & Sons / 1st Floor / Valuable Building / Owner / P. Jones & Sons”)

Hint 3: If you spy on her for a bit, she’ll wanted into a gated area across the street from the Ascalon Club. Watch her from the eavesdrop spot at the fence next to the news cart.

Hint 4: Speak to her about “Your life in London?”, “What happened to you?”, and then “Tell me about the voice in your head.”

Carol Price

Carolyn Price

Charles Jerome Albright

Charlotte Ashbury:

She can be found across the street from the Ascalon Club. She is worth a maximum of 5000 XP and requires Mesmerize 5. Killing her gives you a small key to unlock her trunk on the second floor of the Ashbury mansion, which contains 100 shillings.

Hint 1: After learning Hint 3, ask her “Personal questions,” “Why do you wish to become a vampire?”

Hint 2: Speak to Charlotte “Your life in London?”, “About your adoption?”, and then “How did you meet Lady Ashbury?”

Hint 3: After meeting with Lady Ashbury in her West End mansion, return to the mansion and search the ground floor sitting room to discover Ashbury’s personal diary.

Hint 4: Speak to Charlotte “Your life in London?”, “What do you know about me?” You will get a decision tree after this, but the hint is already unlocked, so your answer doesn’t matter.

Investigation: Emily is missing

Clarence Crossley:

He wanders up and down the street near the Ascalon Club until his wife is embraced, at which point he locks himself in the house. He is worth a maximum of 3000 XP and requires Mesmerize 3. Killing him rewards you with Clarence’s parabellum, but it’s best to take out him and his wife at the same time. Otherwise, Venus joins the Priwen and becomes a 30 Fire Executioner, and is only worth 1500 XP.

Hint 1: After learning Hint 2, speak to him about “Your life in London?”, then “About your leaflets concerning vampires?” You must then select “I believe you.”

Hint 2: Following the road east from the front of the Ascalon Club, there is an open-air market beneath an large building. In the newsstand roughly in the center of this area is a Warning leaflet.

Hint 3: After learning Venus Crossley’s Hint 3, ask Clarence Crossley “Personal questions,” then “Your wife is poisoning you.” Finally, select “You have no suspicions at all?”

Hint 4: Retrieve Venus’ journal from the nightstand next to the bed in the Crossley home.

Investigation: They are among us.

Emelyne Reid:

She stays in the Reid Mansion north-west of the Ascalon Club. She is worth a maximum of 1000 XP and requires Mesmerize 1. Embracing her will yield a small key to access Emelyne’s bedroom. Aside from some crafting materials, the key also opens a safe in the room that holds a number of valuables, but nothing truly mentionable.

Hint 1: Speak to Avery Cork about “Your life in London?”, “How is my mother?”, and then “Does she receive medical care?”

Hint 2: Occasionally, Emelyne will enter her room on the upper floor of the Mansion. When she does, go to the balcony (exiting from your room in the Mansion) and spy on her through the window.

Kimura Tadao:

After saving him during “Alignment of stars”, he can be found on the street corner just east of the Ascalon Club. He is worth a maximum of 4000 XP and requires Mesmerize 4. Killing him earns you 500 shillings.

Hint 1: After learning Hint 3, ask him “Personal questions,” then “Will you really change?” You must select “There is no need to thank me.”

Hint 2: After Kimura returns to town, ask him “Personal questions,” then “Tell me about your abduction?”, then “Why not sacrifice you on the spot?”

Hint 3: After learning Hint 4, ask “Personal questions,” then “Nostalgic for your hometown?”, then “What about your family?”

Hint 4: Ask “Your life in London?”, and then “What do you do for a living?”

Investigation: Alignment of stars

Louise Teasdale

Pericles Baker

Usher Talltree

Venus Crossley:

She stays in the Crossley home, northeast of the Ascalon Club. She is worth a maximum of 4000 XP and requires Mesmerize 4. Killing her rewards you with a key for her chest in the bedroom, which contains some medical crafting components. Killing her before Clarence causes him to barricade himself in the house and refusing you entry, as he’s convinced that you’re a vampire.

Hint 1: Speak to Clarence Crossley “Personal questions,” “How is your wife?”, and then “Is there trouble at home?”

Hint 2: After learning Hint 3, ask Clarence Crossley “Personal questions,” then “Your wife is poisoning you.” Finally, select “You have no suspicions at all?”

Hint 3: If you observe the Crossley house from the east side, you can watch Venus move about the house. Eventually she’ll enter the room you’re looking at and you can observe her actions from the eavesdrop spot.

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