Vampire: The Masquerade, Bloodlines Walkthrough

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While the vast majority of this FAQ was written by me, it couldn't have 
been what it is without literally hundreds of emails from helpful people
around the world who pointed out little details I missed.

I'm writing this up during my second game as a Ventrue, after beating 
the game with a Brujah character.  Obviously, I won't be able to find 
everything, so feel free to send me additional stuff that I have missed
and I will add it.  Here are the list of things I know about and am
planning on adding already.  Just drop me a short note of where to look,
and I'll make sure to find and note them in the appropriate spot in
the walkthrough when I get there.

Skill Books:
Stealth 1 or 2 (R: 2) [Apartment across from yours, Santa Monica]
Dodge 1 or 2 (R: 2) [Candle Room, Grout's Mansion]
Computer 1 or 2 (R: 2) [Pawn Shop, Santa Monica]
Firearms 1 or 2 (R: 3) [Pawn Shop, Santa Monica](both can be bought twice!)
Brawl 3 or 4 (R: 5) [Room 1, Floor 6, Empire Hotel]
Melee 3 or 4 (R: 5) [Bedroom (Apt #2), Skyline Apartments]
Finance 3 or 4 (R: 6) [Jezebel's Hotel Room, Empire Hotel]
Security 3 or 4 (R: 6) [Museum Basement, Guardroom]
Dodge 5 (R: 8) [Library, Giovanni Mansion]
Computer 5 (R: 9) [Ground Zero, Hollywood]
Melee 5 (R: 9) [behind Lockpick 10 door, end of Fu Syndicate]
Firearms 5 (R: 10) [Upstairs Room, Society of Leopold]

Secret Items:
Weekapaug Thistle (Defense +1) [Haunted Hotel]
Tarulfang (Frenzy -1)  [Malkavian Mansion (lightning room)]
Bloodstar (2x duration for bloodbuff) [Tremere Chantry, Regent]
Mummywrap Fetish (+Regeneration) [King's Way Mansion]
Galdjum (+25% passive discipline duration) [Nosferatu storage]
Tal'mahe'ra Blade (2x attack speed) [Hallowbrook hotel]
Heart of Eliza (melee buff) [Herbal Shop, Chinatown]
Faecharm (+1 Dexterity) [Herbal Shop, Chinatown]
Saulocept (+1 XP when you get 3 or more) [Zombie crypt, Giovanni Mansion]
Odius Chalice (stores bloodpoints) [Flesh Eater Reward, Museum Fetish]
Key of Alamut (+1 soak) [Flesh Eater Reward, Giovanni Book]

Side Quests:
(if you know of others, remind me so I do them)
Santa Monica:
  Mercurio/Morphine
  Thin bloods
  Knox/asian vampire
  Missing Bounty Hunter/Look for Muddy
  Serial killer
  Werewolf blood

Downtown:
  Plaguebearers
  Patty/Attention Whore
  Flesh eater
  Weaponseller/briefcase/meeting

Hollywood:
  Nosferatu hubs
  Nosferatu webcams
  Gargoyle removal
  B rated writer
  VV/Chastity
  zombie graveyard
  Restaurant critic
  Gary's posters

Chinatown:
  Demon in fish market
  Find Eyeballs/Curse in locker
  Old Man at Red Dragon/Hitman

Skill Ratings:
Unarmed [B+]: does decent damage, in fact, two points in Brawl early
on will get you through most fights, if you take all the opportunities to 
upgrade Brawl (you can get two Brawl points for free).  Unarmed 2-4 will
allow you to punch the weak enemies to death without wasting ammo,
and with Bloodbuff, you can have unarmed combat 7-9, which is even good
enough for some bosses.

Melee [A-]: Better for those who specialize in combat, especially since
there is a very good sword late in the game.

Ranged [B]: If you want to use guns, which become powerful late in the
game, concentrate on ranged.  You really do have to concentrate, though,
since you can't bloodbuff your ranged skill up, like you can melee or
unarmed, and using guns early in the game is suicidal.  Two points of
brawl will keep you alive until shotgun ammo gets common and you have
enough XP to have Ranged at 5 or more, where is starts becoming useful.
Damage output with Melee is higher, but the variety of firearms and their
range makes some situations easier.  On the last two levels, automatic
weapons are the most effective ways of dealing with the large numbers of
similarly armed humans.

Defense [B]: Good to have at least a medium score here, so you don't get
hit by every blow.  Wits is part of dodge, so hackers can just get most
of their defense from that.  Otherwise, spend a point of two on dodge.
Melee specialists might want to specialize in this too, as well as putting
points in Dex.  Dex gives you a Defense bonus when you TAB to block.
Bloodbuff fighters should remember to block as well, as they have Dex 5!
This can make up for not spending much on defense or dodge.
(did I mention bloodbuff is overpowered?)

Lockpicking [A-]: Very useful.  There are lots and lots of locks in 
the game, and three points in security will let you bloodbuff-pick 
most locks in the game.  That's only 12 XP, and 33 XP will let you 
open any lock in the game!

Sneaking [D]: You get a free stealth point from a book, and honestly,
that allowed me to sneak virtually every time I wanted to.  Enemies are
fairly blind, so don't spend too much here ...

Hacking [B+]: An obscenely high hacking rating is necessary to finish the
nosferatu quests (or you can just get the passwords from a walkthrough ...)
There are lots of computers with lots of interesting information, and
computers tend to be the key to getting safes open, so you can loot them.
On the other hand, you probably won't be short on cash.

Inspection [F]: Useless.

Research [B+]: Expensive, unless you're doing Scholarship already for
Persuasion, or Intelligence for Intimidate.  But still, if you read all 
twelve books, you will come out ahead (barely) of where you would have 
been if you had spent those ten points elsewhere.  If you want 
Scholarship or Intelligence already for Persuasion (which is very 
worthwhile itself) or Intimidate, you end up well ahead.

Haggle [D]: You get a free point of finance, but that's all you need.
You will not be short on cash, and the two things that go into haggle
aren't good for anything else, so it's expensive to raise.  I'd rather
use the XP elsewhere than have more cash.

Intimidate [C-]: Doesn't help with that many quests, and almost all the
ones where it does can be done with Persuasion instead.

Persuasion [B+]: Gives lots of new dialogue options and ways to do quests
without fighting so much.  Scholarship gives it a nice crossover with
Research.  Less useful for Ventrue or Malkavian characters, though, as
they already get many of the benefits through Dominate and Dement dialogue
options.

Seduction [C+ (female)/F (male)]: In this game, men can hardly seduce
anyone, while women can seduce almost anyone, *especially* other women.
I think the developers need to get out more.  You do need a pretty good 
seduction score to seduce anyone but the most obvious targets, though,
and neither Appearance nor Subterfuge are good for anything else.  And
most things that can be done with Seduction can be done with Persuasion
instead.  It does allow you to feed for free in clubs, but why pay XP
for something you can get for free in a dark alley anyway? :)

Bashing [B+]: Greatly reduces the damage you take.  Invest heavily in
Stamina if you are a combat specialist and not a bloodbuff fighter.  Won't
help you with most bosses, though, as they generally deal aggravated
damage.

The big questions: 
    Unarmed, Melee, or Ranged?  
    Covert or Overt?
    Persuasion, Seduction, or Intimidate?

Here's the deal.  Of the social skills, Persuasion is by far the most
useful, with Intimidate filling in for it here and there, when Persuasion
doesn't work.  Persuasion is very effective in the early to mid-game, and
can be used to avoid lots of fights.  For Malkavians and Ventrues, it is
less important, since many of the same things can be done with high enough
Dementation or Dominate.  However, from Hollywood on, the game becomes
much less socially oriented, and much more combat oriented.  So you will
have to develop an ability to fight well.  Make sure you adjust your
spending of XP as you go to reflect that reality.

You also are going to want to decide whether you want to emphasize unarmed
combat, melee, or guns.  What you want to use probably depends on how far
you are into the game, as well.  Early on, Unarmed is the most powerful,
as you don't need a weapon, and with bloodbuff can get a fairly high
Unarmed skill very easily.  Since you never get a new weapon, though, your
ability to fight unarmed won't get that much better.

Once you can get to downtown and have access to the Fire Axe, Melee 
becomes a strong contender as a replacement for unarmed.  You can still
bloodbuff with it when you need to, reducing the number of XP you need to
spend, and there is a very strong Melee weapon available late in the game
that makes it possible to use Melee for the rest of the game.

Ranged, on the other hand, does not benefit from bloodbuff, so you're 
going to have to spend quite a bit of XP before you have a decent ranged
skill.  And without a decent ranged skill, your odds of hitting anything
are pretty low.  Add to that the fact that bullets are not very effective
against vampires, and .38 bullets aren't very effective against ANYONE,
and guns are more or less unusable for the first two hubs.

In the last third of the game, though, guns really start to shine.  With
Ranged 10 and an automatic weapon, the last two areas are much easier than
they are with Melee 10 and the best sword.  The variety of firearms 
available also make them a bit more flexible, as you can switch from
automatic shotgun, to assault rifle, to .50 cal pistol as your strategy
and tactics change for each fight.  If you are reading books and following
the power gaming guide, I actually suggest going the first third of the
game unarmed, the second third with melee, and the last third with ranged.
But if you're not reading books and getting all the free points, you 
aren't going to have enough XP for that.

******************************* WALKTHROUGH ****************************

Character Selection:

Disciplines are crucial to character survival in tough fights and towards 
the end of the game, and your clan affects what disciplines you have.  
This will have more impact on how you play the game than other clan 
bonuses/penalties, so before discussing clan selection, let's first 
discuss the disciplines so you can think about which ones you might want.

The game is fairly combat heavy, so keep that in mind.  Even if you are
planning to play a very sneaky or refined vampire, have at least one 
discipline that will help you in tough fights.  And remember that firearms
are underpowered at the beginning.

Disciplines:

Celerity (A+): Increase your movement speed, and dodge arrows and 
bullets in a Matrix-like manner.  Besides being a very effective combat 
skill (hack through lots of bad guys before they have a chance to react), 
it also makes for quite an enjoyable gameplay experience as you watch 
everyone around you slow down.  Some developer obviously spent lots and
lots of time working on shockwaves from bullets passing by in slow motion,
and so on :)

Thaumaturgy (A): A combination of various highly effective spells, which 
make Tremeres very playable, and even powerful if they concentrate on this 
discipline.  Offers deadly ranged attacks, some of which return blood, and 
a defensive shield spell.

Fortitude (A-): Up to +5 reduction of all types of damage, including the 
annoying lethal and aggravated types that can really ruin your day.  
Another good way of dealing with large numbers of moderately strong 
enemies, and soaking aggravated is very useful against bosses.  Probably
actually the most effective discipline (since at level 5 it makes you
virtually immune to bullets), but rated lower than Celerity and Thaumaturgy
because it isn't quite as much fun.

Obfuscate (B+): A crucial skill for the classes that use it, though, 
especially Nosferatu. Increasingly effective invisibility, and a critical 
skill for anyone trying to do without one of the other A-grade combat 
disciplines.  If you like shadows and sneaking, pick a clan with this 
discipline.

Presence (B+): Reduces strength, wits, perception and attack rates of 
opponents.  Can really reduce their ability to ruin your day, especially at 
high levels.  Has a range, though, so is less effective against large 
numbers of ranged opponents, and there are lots of times in the game when 
you are up against squads of humans with guns.  But great at making bosses
less dangerous.

Dementation (B): Mass Hallucination looks good for a low level spell, for 
the odd time a Malk is caught in group combat.  Most are not too useful 
against powerful opponents, though 'Vision of Death' can be.  Dementation
also gives dialogue options that can solve many persuasion quests.

Dominate (B-): Useful in dialogues, if you are a Ventrue.  The higher level 
Dominates look useful against groups, but not single bosses.

Potence (C): Buffs your strength, but if combat is your thing, you will 
probably have a high strength already anyway and the extra strength isn't 
going to radically change your survival chances like other A-grade combat 
disciplines will.

Animalism (C+): Spectral wolf will kill single enemies at a distance, which
is useful, but 15 XP is a lot for that ability.  Bloodsucker's Communion
does good damage and delivers blood.

Auspex (D): buffs Wits and Perception, and allows you to see auras.
Being able to be able to see auras at a reasonable distance requires
a fairly high level, and actually activating it requires blood, so that
isn't too useful.  Perception affects Ranged, which is quite useful if
you are a firearms person, and Wits increases your defense and hacking,
but you only get +3 at each even at the highest level.  It's cheaper to
just spend on the skills you want instead, since disciplines are 
expensive to raise, even more so than attributes.

Protean (D): small buffs of various stats, and a war form at level five, 
but claws are really too slow to be an effective combat option.  Combo
with high Fortitude has been reported as effective against bosses.

To Buff, or not To Buff:
(some help in selecting +stat disciplines)

Potence:
Cost for a given Melee/Max Melee (the combinations chosen are the cheapest 
                                  for the given Max Melee):
  M/MM Cost With Potence    another option (Blood Buff [*]), similar cost:
  1
  1/2  (S1P1)    0
  2/3  (S1P1M1)  3          or (S1M1) = 2/6
  3/4  (S1P1M2)  6          or (S1M2) = 3/7                 
  4/5  (S2P1M2) 10          or (S2M2) = 4/7
  4/6  (S2P2M2) 15          or (S2M3) = 5/8 costs 1 more
  5/7  (S2P2M3) 21          or (S1M4) = 5/9 is same, (S3M3) = 6/8 is 3 more
  6/8  (S3P2M3) 29          (S1M5) = 6/10 costs 4 more
  7/9  (S3P2M4) 38          (S2M5) = 7/10 costs 1 less
  7/10 (S3P3M4) 48          (S3M5) = 8/10 costs 3 less
  8/11 (S3P3M5) 60          (S4M5) = 9/10 costs 3 less
  9/12 (S4P3M5) 72          (S5M5) = 10/10 costs 1 more
  9/13 (S4P4M5) 87
 10/14 (S5P4M5)103
 10/15 (S5P5M5)123

[*] also buffs your Dex and Stamina, for soak and dodge bonuses!

Verdict: Potence only really makes sense if you are trying to reach 
insane damage levels, with 10+ combat skills.

Auspex: You get a free +1 Wits off the bat, whenever you want it, but
+2 will cost you 15 XP!  Putting points directly into Wits itself will
be cheaper until Wits 5, and then only by 1 point.  And putting one point
each into Computer and Firearms is cheaper until Firearms/Computers 4.
So you can *maybe* justify an Auspex of 2 or three, once your hacking
and firearms get to 8 or 9 or so.  But you are unlikely to need them that
high, often, if ever.  There are lots of other more useful disciplines.

Clans:

Brujah (Physical/Talents, +1 unarmed, Celerity [A+], Presence [B+], Potence [C])

I played one for an entire game and NEVER frenzied, just by keeping my 
humanity at or above the initial level, so don't worry about the 
disadvantage too much.  They make great combat characters, and are almost 
overspecialized in that, to the expense of any other skills.  For example, 
you'll never use all three combat disciplines, so you should emphasize one 
or two of them.  Nevertheless, if you want to run headlong into fights and
smack around everyone in your path, this is a great clan for it.

Gangrel (Physical/Skills, Fortitude [A-], Animalism [C+], Protean [D])

Frenzies more often, and has great stats during frenzy, but losing control 
of your character hardly seems like a fun way to play the game.  Reportedly 
a tough clan to play, which isn't surprising, since Fortitude is their only
worthwhile discipline.  Concentrate on it to survive.  With Bloodsucker's
Communion, high Fortitude, and War Form, Gangrels can be effective boss 
killers.

Malkavian (Mental/Knowledges, Obfuscate [B+], Dementation [B], Auspex [D])

Worth playing at least once just for humor value and the crazy dialogue 
options.  Inspection isn't that useful, unfortunately.  Probably not a 
great choice as a first character, though, unless sneaking around in the 
shadows and being goofy is your thing.

Nosferatu (Mental/Skills, Obfuscate [B+], Animalism [C+], Potence [C])

Obfuscate gives a damage multiplier at high levels, so Obfuscate + Potence 
sounds like a nifty combo, though I've never personally tried it.  Probably 
a better class than Malkavian for the shadow sneaker, though keep in mind 
when spending your experience that you will have to go toe to toe with some 
real mean baddies from time to time.  They have the right emphasis to get 
ahead in firearms fast, though, if you emphasize firearms at creation time.

Note: when playing as a Nosferatu, just being seen is a Masquerade 
Violation.  So you'll have to modify the walkthrough a bit since you
move between areas by clicking on the map in the sewers, instead of using
the cab, and can't walk around outside.  All the important places you need 
to get to have back entrances via the sewers, though.

Toreador (Social/Talents, Celerity [A+], Presence [B+], Auspex [D])

Almost all of the advantages of the Brujah (since with Celerity and 
Presence, you won't use Potence much).  Auspex is actually useful
as a third discipline, since you have the +1 wits, even if you never
put any points into it (and I suggest you don't).  Keeping your humanity 
high isn't difficult if you use your head.  A good choice for the refined, 
social vampire.  Firearms is also a good choice, as they work well with
Celerity.

Tremere (Mental/Knowledges, Thaumatergy [A], Dominate [B-], Auspex [D])

You aren't going to want to raise your physical stats past four anyway, 
since you will be concentrating on Thaumatergy.  A good, flexible clan for 
a variety of types of game play.

Ventrue (Social/Knowledges, Fortitude [A-], Presence [B+], Dominate [B-])

Can use Dominate in dialogue, which makes dialogue based solutions to 
quests easier.  The best social class, and not necessarily a slouch in 
combat, either.  You have to be a bit more picky what you eat, but this 
isn't a problem in most areas.

Picking Stats:

Everybody has bloodbuff, which raises your physical stats to 5.  This is 
very useful early on, but note that it means that the actual values of your 
physical stats don't matter for rare tasks, since you can buff them to 5 
when you need them.  This affects:

Unarmed/Melee: Early on, put points in Brawl/Melee, since you will buff 
               your strength in tough fights.
Lockpicking:   Again, you can open locks of level 5+Security by buffing,
               so at first, put points in security, not dex.
Bashing:       Since you're probably buffing in tough fights for 
               Unarmed/Melee, stamina doesn't matter early on.

Later, when you are using other disciplines instead of blood buff, or when 
Brawl/Melee/Security start getting expensive, start putting points in
Strength/Dex/Stamina as appropriate.

Another thing to note is that for attributes, level three is twice as 
expensive as level two, so for the set of attributes that you have two 
points, put them both in one instead of spreading them out, as this will 
save you 4 XP in the long run.  In abilities, the first two levels are the 
same cost, so in the section where you have two points, you can specialize 
or spread them out as you choose.  However, putting all three in the last
section into one ability will save you 3 XP.  Here are my suggestions, but 
keep your clan and style in mind as well:

[Choose the one that corresponds to the attribute group where you have 2 
choices]
Physical(2): Strength gives you nice combat skills, regardless of your 
             style.
Social(2):   Charisma or Appearance, depending on whether you plan to 
             Persuade or Seduce.  I recommend Charisma.
Mental(2):   Perception will help with guns early on, though they will
             still be underpowered and you might want to consider spending
             some early XP on unarmed or melee instead.  Wits for hacking
             and defense is also a good choice.

[Choose the one that corresponds to the ability group where you have 3 
choices]
Talents(3):  Brawl and Dodge would be the obvious choices, but taking 3 of
             either passes up an opportunity to use a book for a free 
             point.  And intimidation and subterfuge are definitely not 
             useful enough to be worth 3 picks, even if it saves 3 XP.  I 
             suggest 2 points Brawl, 1 point Dodge.
Skills(3):   Melee or Security.  You don't need that high stealth early on.  
             Taking Firearms passes up two free points from books.  Taking
             3 points in Melee also passes up an opportunity for a free 
             point, if you are reading books.
Knowledge(3):Scholarship to work on your Persuasion, and help you read
             books.  Like Computers for Grandma twice, from the pawn shop,
             which is why you shouldn't choose Computers.  Finance and
             Investigation are worthless.

This works out to:
Brujah:    Strength/Brawl+Dodge
Gangrel:   Strength/Melee
Malkavian: Wits/Scholarship or Perception/Scholarship
Nosferatu: Wits/Security or Perception/Security
Toreador:  Charisma/Brawl+Dodge
Tremere:   Wits/Scholarship
Ventrue:   Charisma/Scholarship 

After character selection, you are free to add points whereever you deem 
most important, ignoring the Physical/Social/Mental emphasis of your clan 
if you so choose.  The advice here is just to get you the 7 free XP points.

Here's my Malkavian:

Charisma +1   (for Persuasion, not many other good choices in Social)
Wits +2       (for Defense/Hacking)
Brawl +1      (for Unarmed/Feed, to give me early offense and a good blood 
               supply)
Security +2   (Lockpicking 7 with Bloodbuff)
Scholarship +3(Persuasion 5/Research 4)
Obfuscate +1

Hoping to use my good persuasion and hacking/lockpicking abilities to avoid 
fights when possible, and unarmed/wits/bloodbuff to fight decently when 
necessary.  I'll put another in Brawl early on, then work on firearms.

Here's my Brujah:

Strength +2   (Unarmed will be 6 when done, making us a combat powerhouse)
Wits +1       (for Defense)
Brawl +2      (Unarmed)
Dodge +1      (Defense)
Security +2
Scholarship +1
Presence +1

Here's my Ventrue: 

Charisma +2      (for good Persuasion)
Intelligence +1  (for Research)
Brawl +2         (Unarmed)
Security +1
Scholarship +3   (Research/Persuasion)
Fortitude +1

And here's my Gangrel.  The walkthrough contains explicit information about what
to upgrade and when for this character, just to give you an idea of how you 
might optimize your character.  Look for [My Gangrel: ...] in the walkthrough.

Strength +3
Wits +1
Brawl +1
Dodge +1
Melee +2
Security +1
Scholarship +1
Fortitude +1

Power Gaming Stat Guide (FIXME: make the walkthrough include this info):
(when raising Research, heavily favor Scholarship, as this raises 
Persuasion as well)

Keep Firearms 0, Computer 0, Stealth <= 1, Dodge <= 1, Brawl <= 2, 
     Security <= 3, Finance <= 2, Melee <= 2.
Get Research 2.
Stealth 1/2: Book, Apartment across from yours.
Get Research 3.
Computer 2: Book (x2), Pawn Shop.
Firearms 2: Book (x2), Pawn Shop.
Keep Computer <= 4, Firearms == 2.
Brawl 1/2/3: Training from Nines.
Keep Brawl <= 3.
Finance 1/2/3: Fat Larry's quest.
Keep Finance <= 3.
Get Melee 2.
Get Research 5.
Melee 3: Book, Bedroom, Skyline #2.
Keep Melee == 3.
Get Finance 2:
Get Research 6.
Finance 3/4: Book, Jezebel's Hotel Room.
Melee 4: Talk to Nines again.
Keep Melee == 4.
Get Dodge 1.
Dodge 2: Book, Grout's Mansion.
Keep Dodge <= 4.
Get Brawl 2.
Brawl 3/4: Book, Boris' bodyguards.
Get Security 2.
Security 3/4: Book, Museum Basement.
Firearms 3: Training from Romero.
Keep Firearms <= 4.
[you might want to quit at this point, as the increased 
 costs of research don't pay off you don't want or need
 all the skills] 
Get Research 8.
Get Dodge 4.
Dodge 5: Book, Giovanni Mansion.
Get Research 9.
Get Computer 4.
Computer 5: Book, Ground Zero.
Melee 5: Book, Fu Syndicate
[You definitely want to quit here.  Instead of getting
 Intelligence 5 (needed for Research 10), get Firearms 5 
 and have 4 XP left over!]
Get Research 10.
Firearms 5: Book, Society of Leopold.

This allows you to finish with stats like:

Unarmed 5(9), Melee 7(11), Ranged 10, Defense 10, Lockpicking 6(10), 
Hacking 9, Research 9, Persuation 9, Inspection 5, Haggle 4, Intimidate 4,
Soak 6(10)/5/1.

**************************** BUGS TO AVOID *******************************

When you are downtown, don't go into the theatre via the sewers, until you
have the quest to do so.  In general, exploring on your own is not that
useful, as the game is really quite linear, and many things won't actually
be there until you get the right quest.

Your game may crash to the desktop at the end of the Society of Leopold
mission.  If this happens, you have to run the game in console mode.
When you're next to (but not on) the boat to exit, bring up the console
and use:

SaveJohansen()

Then:

changelevel2 la_hum_1 taxi_landmark

Nosferatu should use:

changelevel2 la_hub_1 sewer_map_landmark

**************************** TUTORIAL *************************************

Watch the opening cutscene.  Go forward, and Jack will talk to you.  Accept 
his help, even if you've played before, as going through the tutorial gets 
you a free set of lockpicks, a baseball bat, and 2 XP.  

After Jack stops talking, walk up to the free meal by the car and press 
'F', then 'F' again when your (vertical) blood meter is full but before his 
(horizontal) blood meter is empty.  Go back and talk to Jack.

When the Sabbat attack, go through the door behind Jack into the garage.  
At the other end, jump up the boxes and crates to the catwalk.  Walk 
forward, pick up the lockpick on the boxes, and head around the corner to 
Jack.

Head down the hall and pick the lock on the door.  It's level 1, so you 
can't fail!

In the office, the note on the wall has the password 'chopshop' to the 
computer. Use the computer, enter the 'safe' menu by giving the password, 
and use the 'unlock' command to unlock the safe.  Open the safe and take 
the key.  You can now open the other door and go through.

Go through the door at the bottom of the stairs, and you'll be ambushed and 
wounded during a cutscene.  Talk to Jack.  Wander down the stairs and feed 
on the bum to heal (surprisingly, you can even do this as a Ventrue).  Talk 
to Jack again, eat a rat if you wish, then talk to him again.

Next, open the chainlink fence near jack, and sneak past the Sabbat beyond.  
Sneak to the crates by the car, see where he is (in general, it's easier to 
sneak if you know where the opposition is and where they're going), then 
continue in the shadows to the next set of crates.  As the Sabbat moves, 
stay in the shadows and go around the corner and through the bright double 
doors.

Talk to Jack, then go back out and beat up the guy you just snuck past.  
Take his tire iron, and talk to Jack again.  (For giggles, take a whack at 
Jack).  Then head through the door behind him.  Open the grate, and climb 
down the ladder.  Go through two doors, then follow the instructions to 
stealth-kill the lone Sabbat.  After Jack talks to you, blood buff yourself 
so you can pick the lock on the other door.  Go through.

You'll have to use your disciplines in the next areas to get past a few 
Sabbat.  Just follow the instructions, it differs a bit based on your clan 
and disciplines.

Once you get past that, sneak up to the three barrels, grab one of the 
tins, and throw it towards the right corner of the room.  When the guard 
moves away from the door to investigate, go through the door behind him and 
talk to Jack again.  He gives you a .38, which is a worthless piece of 
crap, especially if you have no points in Perception or Firearms.  There's
some ammo in the long chest (chests like this always contain ammo),
though, and you have to shoot a bottle to continue.  Get as close as 
possible, and it's hard to miss, especially if you wait for your aim to 
stabilize.

Get in the elevator and go to level 2.  Take out the two baddies in your 
favorite way; no sense using the .38 if you're better with your fists,
like I am.  Take the bat and the .38 ammo after dispatching the thugs.  
Talk to Jack and you're done, and get your first 2 XP.  Go back in the 
elevator to leave the tutorial.

**************************** SANTA MONICA *******************************

2 XP isn't enough to spend on anything, so listen to the radio if you want 
(often, it is hilarious ... one of the better features of the game).  Open
the fridge, take the blood.  Read the note and card on the desk, and log 
onto the laptop with your password 'sunrise'.  Your email has some
interesting information.  Take the $100 from the desk under the laptop.
Take the watch and pills from the bathroom.  By now, the 'friggin chicken' 
commercial should be on the radio.  Mother-bleeping great commercial!  The 
political advertisements are hilarious too.

You can also watch the news, though there isn't much interesting on yet 
(since you haven't done anything yet).  The stories will give you a little 
bit of background on future quests.

Leave the apartment; if you bloodbuff you can pick the lock on the 
apartment across the wall, and find a "Peepin' - A Voyeur Field Guide" 
[Research 2 - Stealth +1] under the sink near the stove in the kitchen.
(There is a key to this apartment behind the plant outside later on, 
after you get the quest for it.  I think it makes more sense to bloodbuff
and get the stealth book early).  This is all the stealth you will 
probably ever need ...

[My Gangrel: Read book, Stealth 1]
  
Exit, go downstairs, and read the paper to get the Serial Killer quest.  
Continue downstairs, past your mailbox, and out the door.  There's a bum 
here you can feed on if you're hungry (and not Ventrue).

As you move down the alley, you'll see a cutscene with a man staggering 
into a building to your right.  On the way, there's a well-dressed guy a 
ventrue can dominate and convince to meet you in the alley for blood; just 
watch out for the bum.  You can also intimidate him into giving you money
and/or his watch.  Or persuade him to give you cab fare.  Go in the 
building with the blood on the sidewalk out front, and follow the trail of 
blood to Mercurio.  Talk to him for 1 XP.  Mercurio gives the the quest to 
retrieve the Astrolite. In addition, if you ask if there is anything you 
can do to help him, you get his painkiller quest.

Since you have 3 XP you can upgrade an ability to level 1 or 2, if you 
want.  [My Ventrue: Scholarship 2, for Persuasion/Research 3]

--- Getting the Astrolite/Beach quests

Leave the building.  Continue down the street and make a left into the 
parking structure.  Follow the signs (right, down the stairs) to get to the 
beach.  The lady who talks to you as you reach the beach is psychic, and 
interesting to talk to.  Talk to her again after she points you in the 
right direction, for some VERY good advice.  Later, having your fortune
told is interesting, if you can spare $20.

With good persuasion, you can feed misinformation to the confused vampire 
in the t-shirt.  He'll run off to get money to buy holy stakes and unicorn 
blood from you.  From then on, you can sell him bloodpacks.  Once you have 
sold him three, you can get him to pay $100 for the location of the 'head
vampire'.  The stake is over at the edge of the water by the chain link fence
under the pier.

The shirtless vampire will tell you about thin bloods if you let him, which 
will give you the Thin Blood quest.

Go to the gate by the cliffs on your right, and climb the stairs.  There 
are lots of ways past the guy at the top.  

[1] If you stay in the shadows to the left, you can move a loose board in 
the fence and get through that way.  Stay in the shadows, sneak around 
back, and pull the switch out back to turn off the power.  The stealth-kill 
the guy who comes out to turn the power back on.  Continue unleashing your 
stealth-fu on the residents.

[2] Persuade, seduce or dominate the guy out front.  Make your way 
carefully to the guy in the back of the house.  Persuade or seduce him into 
giving you the Astrolite.

[3] Lay the smack down.  They aren't that tough if you have spent anything 
in combat at all.

There's a car stereo by the TV in the kitchen.  You'll get 2 XP for the 
Astrolite, however you acquire it.  In the room with the washer and dryer, 
crouch and go through the grate to find Mercurio's money.  Go back down to 
the beach.  Go up the wooden stairs on the other side of the beach to the 
boardwalk, then past the arcade to where the murder victim is.  This 
updates your quest log for the serial killer quest.  There's also a cop up
here that occasionally walks into the dark corner to the left.  You can 
feed on him, or kill him for his gun (no humanity loss, since you are in
a combat zone).  It's just a .38 though.  Return to the beach, then head 
back up to Santa Monica proper.

--- Lily/Thin Bloods/Drugs for Mercurio

Follow the signs to 2nd Street.  The diner is on the corner on the right.  
Talk to the lady behind the counter.  You can get $50 by complaining about 
the smell and pretending to be the health inspector.  Then ask her about 
pale strangers, then 'thin bloods', and ask her to try to remember where 
she heard it.  You get Lily's photo, key, and bail bond.

Head out of the diner, and head left down the street and around the corner 
to the blue building with the bail bonds sign.  Go in, and talk to 
Kilpatrick.  You'll find out his bounty hunter is missing, and if you agree 
to look for him, you'll get his apartment key card.  Now use the computer, 
and lookup Toten, R.'s bail bond.  You'll find out his car is a red 
Lightningbird '77.  Leave, and return to the parking structure.  Near the 
beach access is a red car; open the trunk and take the diary (+1 XP).
[My Gangrel: Security 2]

Head out to main street, then on to the medical clinic.  Knox, the ghoul, 
will talk to you by the front door.  You don't have to worry about him 
knowing you're a vampire.  DO NOT call him a wanna be vampire, or otherwise 
abuse him.  Let him get on with his "secret mission."  You can persuade,
dominate or dement your way in the front, or you can go down the alley to 
the right and enter by the back door.  On the main level, in room 1, is a 
girl with blood on her hands and chest.  Go ahead and feed her your blood, 
as this restores humanity.  DO NOT let her know what you did, though, as 
this would break the masquerade.

Head to the back of the clinic, and head downstairs.  Past the soda 
machines, and the locked door, to the guy at the window.  You can persuade 
him to open the door, if you're good enough.  If you can't, the door
around the corner from him is easy to pick if you bloodbuff.  The first
door on the left here has a doctor in the second room can be persuaded to
tell you the freezer code (+1 XP), and who also makes a tasty snack.  The 
second door on the left has a computer you can hack ('ambrosia') for the 
freezers pass-code (1969).

The hall to the right leads to the freezers in the large narrow room 
with the tile floor.  Go in the first freezer and enter 1969 in the keypad 
on the wall.  Go through the wall, flip the switch, and go through the
door to find Lily.  Talk to her and let her go.  +1 XP, Humanity gained.

The blood bank guy will be mad about Lily getting out.  You can persuade 
or dominate or dement him to ignore it.  If you can't do that, you can 
intimidate him into giving you a bloodpack.  If you can't do that, you'll
either have to put up with not being able to buy blood, or find him a
new victim.  There's a girl upstairs in Club Asylum who can be made to do
so.

Go in the laundry across the hall.  Crouch, move the board out of the way 
so it isn't covering the hole, and crawl through.  Turn right, follow the 
hall up, and climb the stairs.  In the room to the left is Malcolm's
office key.  Head out through the glass doors, turn left, and go in 
Malcolm's office.  Take the morphine from his desk.  Hack his computer
('panacea'), find out he is cheating on his wife.  You can blackmail him 
for money with this info (he's nearby on the same floor, room 3).  There
is a pill bottle in room 4.  Head out the front of the clinic.  Cross the 
street, turn left, and head back to Mercurio.

When you talk to him, give him the morphine (humanity gained, +1 XP), and 
the astrolite (+1 XP).  You can give him his money, too (+1 XP).
I recommend staying on his good side if you are going to be using guns 
later.  Mercurio gives you the next mainline quest (find Tung).  Ask
Mercurio about guns, and he'll give Trip a call and let him know
to expect you.

--- Bounty Hunter's Apartment and Werewolf Blood

Head out of Mercurio's place to the place across the hall, which is the 
bounty hunter's apartment.  Take the money clip from the table on the 
right.  Press play on the tape recorder.  You can hack his computer 
(Imalia) to find out (+1 XP) that McGee is hiding in the tattoo parlor.
Remember to take the key from on top of the TV.  The chest requires
lockpicking 8, and you can't bloodbuff it.  It's part of a much later
quest.

Go outside, turn left, and go back down the alley where you came out
at the start, and go in the door.  Go upstairs to where you started, and 
read your email.  LaCroix wants you to track down some werewolf blood.  
Head to the health clinic, and head up stairs.  There is one guard up here 
to avoid (he wanders around).  If you run into him too much, he'll get 
suspicious.  You can also dominate or dement him, and get his keys from 
him.  Or just kill him (no humanity loss).

Pick the door to Maintenance on the right, go in, put the box on the table, 
and climb up into the ventilation shaft.  Go to the other end, and drop 
down into the room with the computer.  Hack it to unlock the cs door and 
safe.

cs door : dosage
cs safe : paige

Turn right, and make your way through the dark to the other end of the
area (watch for the guard!) and enter security.  Hack the computer 
(camera: optometry), and use 'camera 1' to disable the controlled
substances camera.  (You can use the same trick to disable the 
prescriptions camera too if you want to raid that area).

Sneak into controlled substances, and take the werewolf blood out of
the safe (+2 XP).  Leave the building, go back to your apartment building,
take the blackmail money out of your mailbox, and put the werewolf blood 
in its place (Masquerade Redemption).  Leave the building, and reenter.  
Go upstairs, read your email (+1 XP).  Take the reward for the blood from 
the mailbox.  Leave the building again.  Go to the pawnshop next door.
[My Gangrel, Scholarship 3]

Inside, you can talk to Trip and buy amunition.  He also sells 
"Computers for Grandma" [Research 2 - Computer +1] for $54, and 
[Research 3 - Firearms +1] for $126.  You can also sell him some of 
your junk (rings, watches, pills, etc).  Buy both books twice (if you 
need them), bringing your stats up to Computer 2 and Firearms 2.

--- Therese and the Asylum

Go out of the building, turn right, and go down the alley after the medical 
clinic.  At the end of the alley, turn left, then right.  Sometimes there's
a guy peeing here, to feed on, and this is the fastest way to get back and 
forth between Main and 2nd streets. Leave the alley, turn right, and go 
into Club Asylum.

Jeanette will talk to you; you can flirt with her if you have seduction 
skills.  After she introduces herself, she leaves.  Knox is here by the
bar.  If you talk to him, he reveals Tung is his master (small world).  
Apparently Knox has a problem with an asian vampire, and you can offer to
take care of it for him, giving you the Asian Vampire quest.  If you are
Malkavian, you have a dialogue option indicating he isn't telling the whole
truth (+2 XP).

Talk to the bartender, and tell him you need to see Therese.  Go to the 
elevator, head upstairs, and listen to the conversation, and take the
gold ring from the floor, then head into the room to meet Therese.  You
can try to Dominate her, but it won't work.  Agree to get rid of the
spirit (there's no way around it).  Head back downstairs and out of the 
club.

--- The Haunted Hotel

One of the most atmospheric areas in the game, in a game with great 
atmosphere.

Go around the building to the left to a manhole, and head down into the 
sewers.  Turn right, then take your first left.  Open the gate with your 
sewer key, and head up the ladder.  Go into the small building with the two 
lit windows, and take the key from the wall.  Go out, up the steps of the 
hotel, and in.

Watch out as the chandelier falls, then head up the stairs.  You'll fall 
through to the basement.  Follow the narrow hall, then turn right down the 
hall between the two doors.  A girl will run left to right across the 
passage; turn right at the intersection.  Turn right at the end, and go 
through the door.  The light will go out, and a few things will
fly off the shelves.  This will happen a lot from now on, so dodge and 
watch your health.  Remember, you are a vampire, so if you get wounded, you 
CAN just sit and regenerate.

Punch your way through the rubble, and crawl into the next room.  Read the 
paper on the table, then go through the door on the far side.  Turn right, 
and head down the passage between the two doors again, going straight at 
the intersection this time, then left, and left again into the laundry 
room.  On the right hand side, a machine will creak open.  Take the boiler 
room key from inside.  Head out the door you came in, turn left, and go
through the door with the red light.  Head down the stairs into the boiler
room.  At the far end, flip the switchin the cage, powering up the boilers.  
Go slowly as you head back, and let the boilers pop and snap before 
continuing, and you won't get too hurt.

Head up the stairs, out the door, straight, then left, right at the 
intersection, then right down the hall where it says 'elevator'.  Enter the 
elevator.  Lots of things will fly off walls around here, so be careful.  
Head left, and into the second room past the the main stairs.  There is a 
key in the bedstand on the left side of the bed.

Walk back past the main stairs and the elevator to the second room on the
other side (the one the ghost points to; nerves on edge yet?)  Break the 
board on the floor, and fall through the hole.  Read the paper on the bar.  
Open the dumbwaiter, and climb in.  In the kitchen, take the diary off the
counter, then retreat back to the corner where the dumbwaiter is,
and let the pots and pans do their thing.  Once things get going, you can 
run to the door on the left wall, and it will open.

In the next room, push or place the box against the table by the wall, and 
climb up and into the ventilation shaft.  At the end (just after "Be 
careful"), jump down, then into the alcove across the way to avoid the 
falling elevator.  Climb the ladder and jump to the tiny ledge across the 
way; follow it out of the elevator.  Follow the hall around to the right,
and go in room 211.  In the chest to the right of the bed is the Weekapaug
Thistle (Defense +1).  There are a number of items like this, that
increase your stats just by having them.  Return to the elevator and go
left this time, all the way to the end, to room 218.  At the far end, 
walk/jump up the boards to the next floor.  Cross the burned out room 
and head out to the hall.  Jump the gap in the floor, and head down
the hall, being careful to duck to avoid the blasts of steam, which really 
hurt  (stop to regenerate if you have to).  Go in room 310.  The pendant 
is in the back left corner (+1 XP).

Go down through the floor and out the door.  Hop down the elevator shaft, 
then climb back up to the level where the doors are open; this is the hotel 
main level.  Go down the main stairs, and leave.  Head back to the sewers 
(over the hill of dirt, to your left).  Go out, turn right, and take access 
point F to the surface.  Head around to the right and back into Club 
Asylum, and head up to the second floor.  Talk to Jeanette, be nice to 
her, but don't give her the locket (+1 XP).  Jeanette gives you the next 
main quest.  Tell her you won't steal the charity box.  She'll let you
know all the money is going to a vampire.  This way, you won't lose 
humanity when you steal it.  [My Gangrel: Charisma 2]

--- Tattoo Parlor/Gimble's Prosthetics

Before we do the next main quest, we'll finish up some side quests.  Head
back to Main Street.  The Tattoo Parlor is across the street from the Pawn
Shop.  Head on in, go down the stairs, and answer the phone.  Ask about the 
appointment, and offer to model.  Head down Main Street to the other end, 
cross the parking lot, and take the stairs down to Gimble's Prosthetics.  
Use the phone next to the door, and Gimble will let you in.  Talk to 
Gimble, delve into his background, and find out he is rather ... disturbed.  
Follow him down to the basement.

In the first room, in the fridge, is a pint of blood.  Head down past all 
the small rooms to a pair of double doors, and get ready for a fight.  Go 
through the doors, and terminate Gimble with extreme prejudice (+1 XP).  
Take his arm, it's a good blunt weapon.  Head up and out of the place, 
and through the parking structure to 2nd street, and back to the bail 
bondsman.  Tell him Carson isn't coming back (+1 XP, $201).  Take the 
next job from him.  While you are here, look up Virgil Crumb in the 
crime computer, and find out his corpse is in the morgue.

--- Loose Ends

Head down the alley next to the pawn shop, and up the stairs to the room 
across from where you started.  You can play the recording on the answering 
machine now (+1 XP).  Go tell Kilpatrick that he jumped bail (+1 XP, $150).

--- Asian Vampire

Go in the health clinic, through the glass double doors, and down the 
stairs.  The morgue is ahead and on the right.  Pick the lock on the chest, 
and take the ring and key to Foxy Boxes.  Leave the clinic.  You can also 
head down to the beach, talk to the bare chested guy and Lily (+1 XP), and 
get your fortune told.  Sell 3 bags of "unicorn blood" to the guy in the
t-shirt for $360.  Also sell him the stake for $100.  

Foxy Boxes is on 2nd Street near the parking structure.  Hopefully you 
know your way around Santa Monica by now.  If not, consult a handy map at
a bus stop.  Go through the door and kill the asian vampire (he can be a 
bit tough for non-combat characters; use your disciplines, and blood if 
you need to).  +1 XP.

--- Paintings/Caught in the Crossfire

Heal if necessary (wait and/or feed), then head back to Main Street.  
There are lots of ways into Club Noir.

[1] There are loose bars in the parking structure across from the side door.
    If you are strong enough, you can move them (bloodbuff if necessary).
    If you move the bars now, they will still be missing later in the game, 
    when this shortcut will be even more valuable.  Then slip through and 
    pick the back door.

[2] Dominate/Persuade/Seduce/Dementate the guard.

[3] Confuse/Bluff him.  He ain't too bright.

[4] Some people just kill him.  
    Downside: Criminal Violation, -1 Humanity.
    Upside: Getting to talk to his less talkative brother every time you
    go to the Ventrue building.

Once inside, equip the knife, and slash the paintings in the following order:

(1) Caine slays Abel
(2) Caine cursed by God
(3) Caine meets Lilith
(4) Caine spurns Lilith

Then fight the blood demon.  If you could kill the Asian Vampire, this guy 
should be a piece of cake (+3 XP).  [My Ventrue: Scholarship 4]  The donation 
box is behind Caine meets Lilith, stealing it is optional (+$250, Humanity -1 
if you didn't get Jeanette to tell you where the money goes).  I strongly 
suggest you swipe the cash.  Head back to the Asylum, and let Knox know you
axed the asian vampire (+1 XP).  Go up to the second floor.

+2 XP for returning the locket; if you're persuasive, you can convince 
Therese you weren't the one who slashed the paintings.  Leave the club, 
and head across the street to the diner.

As you step in, there are 4 mean looking thugs there, and no sign of 
Jeanette.  You can walk to the end of the diner and get ambushed, but
you might as well just wax the punks first, especially if you prefer 
melee or unarmed.  Yes, it's a criminal violation, but there are no
cops to see, and there's less of a chance to get your ass handed to 
you.  After you're done (+2 XP), pickup the shotgun and answer the phone.  
Head back to the club, and upstairs.

Take the persuasion responses, if you want the two sisters to reconcile.  
Tell them they will be more powerful if they work together, and so on 
(+6 XP, total).  If you convince one sister to 'kill' the other, you 
only get +4 XP.  [My Gangrel: Wits 3]

On the other hand, if you are underage or otherwise have no life, if you
save Jeanette, you get to sleep with her.  Moaning only, no graphics.

--- Tung, finally.

No side quests left, so head straight ahead thorugh the gate, and into the 
oil barrel through the hole in the side.  Talk to him, and head off for 
the warehouse, if you're ready.

--- Warehouse

This is a great area for sneaking, by the way.  Head up the leftmost tunnel 
into the bathroom.  The sneak meter can tell you if someone is facing your 
way, even through doors.  Through the door to the right is the first bad 
guy, to the right of the door.

To the left is a box with ammo.  If you crawl through the boarded over hole 
in the back right, you can get outside and munch on a bum.  Otherwise, go 
straight through the far door.  You can stealth-kill the guy having a smoke 
through the far left door.  Continuing through that door takes you outside 
to the yard.  In the back left corner is a box with shotgun ammo.  Head 
around to the left, up onto the train platform.  Watch out for bad guys if 
you're trying to be subtle.  There are two behind the train cars.

After you deal with them, there is a sneaky way into the warehouse:

Turn left, work your way across the tracks to the right side of the engine 
in the building, and dispatch the bad guy there.  Feeding works well.  
Climb the ladder to the roof.  There is a ring in the back left corner 
here.  Open the grate on the other side to get to the rafters above the 
main warehouse area.  If you're careful, you can walk out on the rafters,
head around to the right, drop down, pick a door, and go into the back of 
the main building.

If you don't do that, you can head down between the rows of train cars to 
your right.  You will come to a traincar door with a lamp next to it.  Pick 
the lock (level 4, so buffable if you need to).  In the back right, in the 
dark, is an ammo box.  Go out the other side of the rail car.  The next 
railcar on the left has two bad guys in it, so either avoid them or kill 
them.  The door we want is past them on the right, so you need not kill 
them if you don't want to.

Through the next door is another rail car, and you can hear a bad guy 
whistling.  If you go through the rail car, you can stay out of sight, and 
get to the other side without being seen by the guy up on the balcony.  The 
next open area has two bad guys.  If you stay left along the wall, you can 
get behind a container and stealth kill one, then sneak up to the other.  
The door here is lockpick 6, and there's shotgun ammo inside.

Follow the alley in the back left to the end, where one more guard is.  The 
next door is up on the left, and is lockpick 3.  Through the door is the 
main warehouse area.  If you're lucky, sometimes you can sneak up the 
stairs and either go in the door (two bad guys) or around to the left 
(really need high sneak or obfuscate to do this).  Otherwise you are going 
to have to deal with at least some of the bad guys who are in this room.

If you need ammo, go in the room to the right first.  If you sneak in, it 
will be empty, otherwise there will be 3 or 4 bad guys in there.  There
are also several ammo crates.  After finishing with that room, work your 
way up the stairs.  There are two more bad guys waiting upstairs in the 
office.

In the next room, are two more guys with knives.  There is some ammo on the 
desk in this room.  REST, HEAL, and SAVE.  Near the desk, you also get the 
option to set the explosives, which starts a timer.

As you head out of the office and down the stairs, a Sabbat vampire will 
burst through the door.  Do NOT fight him on the stairs, as you'll 
generally swing over his head.  He can be tough, and guns are not easy 
as he's a vampire and takes half damage, so even 6 shotgun rounds might
not do him in, and you don't want to have to reload (your gun, or your
game).  I managed to kill him with unarmed 3, though, just going toe to 
toe since he's pretty easy to knock down, then hit again as he comes up.

Go back out the way we came in; you'll have to fight another Sabbat 
vampire, but that's it.  Otherwise you will mainly just be tracing your 
steps back to the train platform as fast as you can (+4 XP).  You can
actually go back into the warehouse after the bomb explodes if you want
to collect any ammo you may have missed.  Back on the train platform,
you will encounter a friendly vampire.  If you have high enough persuasion 
and have the Protean discipline, talk to him about it.  After you talk to 
him, you head back to Tung's place.  After you finish talking to him, 
head out to the cab past the diner on the right.  [My Gangrel: Animalism 2]
Take the cab to downtown.

************************** DOWNTOWN *************************************

After the cutscene, talk to Nines.  Like many of the conversations, what 
you say doesn't matter much.  You'll end up downtown by the hospital.  Walk 
forward, and go into the big building on the left, across from the cab.

--- The Prince, Fat Larry, and the Flesh Eater

Talk to the suspiciously familiar guard.  (If you killed the guard in
Santa Monica, it will be his brother instead).  Say you are here to see 
LaCroix, then head around to the elevators behind the guard.  Push the 
button for the penthouse,  then talk to LaCroix (+1 XP).  Leave the 
building.

Around the corner to the left, leaning up against the back of the truck
is Fat Larry.  Talk to him if you want to buy a better gun or need ammo.
Your fists are still probably your best bet at this point, though.
Generally, the best way to upgrade weapons is to find them, since that
will guarantee you're at the point where ammo is available from opponents.
The heavy clothing, on the other hand, is worth buying, if you have the
cash (and you should).  You can also take the time to sell the rings you've
collected.

On the other side of the Ventrue tower, where you came in, is a yard 
surrounded by a razor wire fence.  To the left, behind the red and white
bus, you can slip inside.  Go through the door on your left, under the
light.  Go through the door, and to your left.  After talking to the
guy, head the other way down the hall, and go through the door on your
right.  There is a morphine bottle in the back corner.  Return to the 
hall, hop over the garbage, and go through the door immediately to your
right.  Crouch, and crawl through the gap in the wall under the stairs.
Leave the room, and go in the room across the way.  There is a morphine
bottle to your right.  Take it, then go through the hole in the wall to
the left.  Descend to the next level, then drop through the floor there.
Go around the corner, and out the door.

In the hall, take the door on the right.  Crouch down in the gap in the
floor behind the table.  Crawl forward, then right ... it can be a bit
tough as it is very, very dark.  Climb up out of the floor.  Go out the
door, and through the door on the left.  Head down the hall to the right.
Go through the door to your right, another door, then around the left and
through the wall into a room where you will find the flesh-eater.

She will talk to you.  If you don't kill here, she will give you quests.
To her right you can jump up on a fallen set of shelves, and then crawl
up into the ventilation.  This will take you back to where the scared man
was.  Take his business card.  Leave the hospital.

Head back past the Ventrue building, turn right, and head up the street 
towards the gothic building with red windows.  At the corner, turn left, 
then go into the Skyline Apartments on the right.

--- Skyline Apartments/Tremere Chantry

Go straight ahead, through the door and down to the basement.  Go in the
first door on the right.  Hack the computer for some information on the
residents.  Jump up on the table, then up on the filing cabinet, and
move the box out of your way.  Open the grate and crawl in.

Follow the shaft to the ladder.  On the way up, there is a shaft to the
right for each of the first five floors.  If you go in the first floor,
you can find out a bit more about a famous TV personality who has a show
called 'Haunted LA'.  Upstairs, in his bedroom, is also a blurry photo
of a Nosferatu.  Obviously, the show is bad news for the Masquerade!
Take the photo.  The guy is hiding in the closet.  Talk to him, and
send him to the flesh-eater (Masquerade Redemption).  

Go back to the shaft, and up to the second floor, and listen to the 
messages on the answering machine.  Mr. Milton is meeting someone across
from the bar by the underpass.  You can also take the two car stereos
from the counter.  Take the Melee 3/4 book from the bedroom upstairs.

The third floor is good practice for you B&E types.  You can hack the
computer upstairs to open the safe, which is in the bedroom closet.
It takes hacking 6, if you don't have a walkthrough to give you the
password ('jewels').  The safe has three rings and a watch inside.
Those are all the floors that are useful now, so go out the front door,
and down the elevator to the lobby, and exit the building.

Turn left, and head down the street into the alley at the end.  This
is another great shortcut, and a great place to feed.  Turn left when
you emerge from the alley, and go in the green double doors on the left
side of the street (there is a purple circle high on the building).
This is the Tremere Chantry.

The passages are magical, so go left, first left, right to the ornate 
double doors and talk to the Regent (+1 XP).  He'll tell you of an 
epidemic spreading through downtown LA, and you can offer to help.
This starts you off on the Plaguebearer quest.  With decent persuation, 
you can also get him to admit he doesn't like LaCroix much.

--- Last Round Bar, the Serial Killer, and the Plague Quest

Head out of the chantry (first left, right, first right), head down the
street ahead of you, follow it around the corner and turn right at the 
intersection, and go in the Last Round Bar on your left.

Talk to the girl in the door.  She'll tell you more about the 
plaguebearers.  She'll mention Paul, who lives in the Skyline apartments
(why do things always have to be at the other end of town ...), and
that you can also talk to some of the bums for more info.

Head upstairs.  The black guy will talk to you, and you can get some
background information out of him.  He'll also tell you about Patty,
who is causing problems with the masquerade.  Talk to Nines for some
advice (and because the Prince wants you to...)  Ask him for advice,
then to teach you how to fight, and you'll get Brawl +1.  Head out of
the bar.

Go down the alley ahead of you and a bit to your left, and in the metal
door.  After you see the dead body, talk to the bum cowering to your left.
He'll tell you what he saw about the murder.  If you persuade or dominate
him into not talking about what he saw, you'll get a masquerade redemption,
and +1 XP.

The victim's head is sitting in a pool of blood; if you toss it through
the basketball hoop, you'll hear a crowd cheering (you really should lose
humanity for that ...).  Jump up on the boxes to get to the top level
without burning yourself (you can also shoot a rope, and climb a ladder; 
I think climbing boxes is much easier).  There is a car stereo and a key 
by the victim.  Drop down, and leave the building.  Find the bum nearby 
that you can talk to (he wanders).  You can get him to tell you about Tin 
Can Bill, who is sick.  Go back past where the murder was (a truck that 
was there before  is now missing), and continue on through a chainlink 
fence.  Bill is hiding in the dark just past the fence, by a dumpster.  
If you bribe/persuade him, you'll get +1 XP and he'll tell you the 
vampire came from the sewers.  Enter the sewers via the manhole just 
past him.

There is a gate straight ahead of you, lockpick 5, so just buff and pick
it.  Crouch, crawl down the tunnel to the left, and climb the ladder.
There is another tunnel here, crawl down it.  Straight ahead, you'll see
another murder victim.  SAVE.

As you approach the victim, you'll get to meet Brother Kranker (Kranker: 
German, "the sick/diseased one"), who is rather unhinged.  He hits hard
for aggravated damage; practice your boss-killing skills here.  After you 
kill him (+1 XP, Masquerade redemption), the switch on the pedestal opens 
the gate that shut behind you.  If you're having trouble with the fight, 
you can turn the wheels, which open the grates in the floor,  this allows 
you to swim to the other side of the grate, where you can safely shoot 
Brother Kranker without him being able to hit you.
[My Gangrel: Animalism 3]

To get out, go back and turn right, jumping over the debris in the large
tunnel.  Jump down where the water is flowing down into a pit.  Swim down,
there is a hole in the roof that leads to a ladder, that leads to another
pipe.  Crawl out into the main sewers.  Turn right, crawl through the
pipe and up the ladder to exit.

Leave the alley, go into the last round, and talk to Damsel.  She'll
tell you there are more plaguebearers out there.  Head back across town,
stopping at the hospital.  Go down to the flesh eater via the ventilation
system.  Talk to her (+1 XP).  She will give you another quest: to find
a rare fetish and a book.  Head back to the Skyline apartments.  Paul 
lives on the 5th floor.  Listen to his phone messages, and then head 
up to the 6th floor.  Enter Hannah's code (1203) on her door.  You'll 
find Hannah upstairs, in bed.  Get the information about Jezebel Locke 
from her.  (You can also get it from the appointment book in her closet)

The empire hotel is right next door, on your right.  If you go around
the desk and into the first door on your left, you can get Jezebel
Locke's key from the key machine (+1 XP).  You can also persuade or
intimidate the desk guy to get it.

You can pick the lock to the door of what appears to be the band's room, 
and get to the stage door.  No real point in doing this, though; there's
only a ring in there.

Go up the elevator, go to the 5th floor.  Go through the door on the
right, and into room four.  Talk to Jezebel, kill her, and take the
flyer from her bed (+1 XP), and the finance book [Research 6] from 
the desk.  Leave the hotel.

Head across town via the alley (a good opportunity to get a snack if
you're hungry).  Turn left, then head into the alley at the end by
the red and white skull graffiti.  Go in the door.  Talk to the guy
behind the glass and give him the flyer (+1 XP).  Go through the door
to enter the crackhouse.

Go forward.  There is a stereo on the floor behind a counter here.
After the scared girl talks to you, head up the stairs to your left.  
At the top of the stairs, you get to meet and kill your first zombie.  
Not too difficult.  Right after that, you'll get your second chance.  
As you can imagine, you will kill lots more.  Try not to get surrounded.

Turn left, there is a board covering a hole in the wall in the dark
on the right hand side.  If you crawl in there, you can skip lots of
Zombies.  Follow the narrow passage until you can exit.  Take the door
on your right.

Turn right, and fight your way all the way down the hall to the last
door on your left.  Drop through the floor here, take a ring from atop
a box, then drop through the floor again.  Follow the hallway around 
to the right (fewer Zombies) then jump over the short brick wall, and 
go through the double doors and find the Bishop.  Kill the Bishop (+2 XP).
This is the first boss who really requires a bit more tactics than just 
beating the crap out of him with good skills and disciplines.

His shotgun hurts, even at range, and don't get surrounded by zombies.
They *ARE* convenient to feed on, and healing HEALS you as well as
giving you blood, so when you get beat up, feed.  Pick two disciplines,
have them on hotkeys (press 'k'), and use them constantly.  Other than
that, follow Vick around, try to maneuver him into corners if you're 
using Melee/Unarmed, and deal some serious damage.  His shotgun takes
as long to reload as yours does, and it'll take him even longer if you're
beating the crap out of him :)  With a bit of practice and patience 
(if you think this boss fight is bad, wait until you see what is coming),
you should be able to get him.

Leave the building.  Conveniently, the Tremere chantry is right across
the street, so talk to the Regent (left, left, right, if you forgot).
Since you won't be short on cash in the game (and because the item rocks),
take the item as your reward: Bloodstar (2x Duration for Blood Buff).

Leave, and go straight down the street, returning to the Last Round.
Talk to Damsel, and tell her all the plaguebearers are dead (+1 XP,
Masquerade Redemption).

--- Elizabeth Dane

Head back to the cab, go to Santa Monica, and head down to the beach.
Talk to Mercurio, if you treated him well.  You can buy ammo from him,
if you need to, but you won't be fighting much on this trip (if you know
what's good for you!) so it doesn't matter much.  The boat can be a bit
hard to see ... swim out into the ocean and jump into it.

Climb the rope ladder, and talk to the cop.  If you are persuasive, you
can get the police report from him (+1 XP).  Crouch, and go down the
stairs behind you.  Crawl forward, and hide behind the machinery.  When
the other cop moves away from the hall he is guarding, go through it.

Take the door to your right, and go up the stairs, and go through the
door to your left.  Go to the 'control' menu, using the password
'lighthouse'.  You can sound the horn and start the engines if you want
(does this make you harder to hear?).  Make sure you 'unlock doors'.
'enable deck cams', then look at the monitor to the right.  Switch
it a few times until you've 'explored the crime scene' (+1 XP).

Go back down the stairs, and into the 'records room' door under the
stairs.  On the table is the ship manifest (+1 XP).  If you were able
to persuade the original cop to give you the police report, you can
go back the way you came and leave the ship.  [My Gangrel: Fortitude 3]

Otherwise, open the other door, and sneak to the ladder on the side of 
the shipping container to your right.  SAVE, because this can be a bit 
tricky.  Grab the wrench,  throw it back towards the door where you came
out.  After the cops react,  carefully drop down (watching for where the 
second cop is) and sneak around  to the right until you get to a table 
with the police report.  Take it if you don't have it already.  Climb 
up on the container across the way, and then up the container on top of 
it.  You get your first glimpse of the sarcophagus, your last goal, in 
the distance.  SAVE.  If you uncrouch, you can jump to the container to 
your right.  Drop down at the end, and sneak between the gap between two 
containers.  If you stay in the shadows to the right, you can creep close 
enough to the sarcophagus to get +1 XP, and finish your last goal.

To get back, sneak behind the sarcophagus, and around to the other side.
By paying attention to the guards, you can make your way along the side,
until you get to another inlet in the boxes, where you can climb back up
on top.  Drop down, and climb up on the next container across a narrow
gap.  Carefully sneak left, around a container, then keep to the right
towards two wooden boxes.  From the boxes, head left.  Careful, there is
a cop up here, looking away.  Left through a narrow gap takes you back
to the two cops where you threw the wrench.  They're chatting now, and
won't notice if you drop down and sneak to the records room.  Head through
the door, then out the door that faces the stairs.

The policeman here is back in position, but facing away.  Sneak past
him to the left, and back to the boat (or feed on him, and then just
run :))  From the beach, head up to 2nd street, and take the cab back
to downtown.

If you saved the girl in the clinic, Heather will be waiting for you.
Treat her however you wish.  Head into the building, and head up to see
LaCroix (+2 XP).  Head over to Nines at the last round.  Talk to him,
but ONLY say the following things:

1. Tell me about L.A.
2. Why L.A.?
3. You must've learned a lot in that time.  Any advice?

You'll get +1 Melee.  Head over to your new haven (Skyline #4) and talk
to your ghoul.  Then get back in the cab and go to the Grout Mansion.

--- Grout's Mansion

After talking to Nines, head into the Mansion.  You can sneak around,
or fight your way through.  If you're fighting, take people out from
behind when you get the chance (and you will often).  This is another
place where you can get surrounded if you pass people up, and the
insane girls with the knives are easy one on one, but hit pretty hard.

Go through the first door, and take the hall to your right, crawling
under the junk.  Go through the door at the end of the hall.  Stealth
kill the crazy guy, then play the recordings and read the note.
The recordings add great atmosphere to this area.

Right in front of the candles is a Dodge book.  Pull the Mind candle 
next to the note repeatedly (+1 XP).  Since it's effect on the other 
two is random, it will solve the puzzle pretty quickly for you by brute 
force.  Head back down the hallway and under the junk, this time taking 
the rising hall on the other side of the entraceway.

Go through the door, and stealth-kill as many as possible before you
get attacked.  Pull on the candle on the side of the large staircase, 
and then go up the stairs.  Stealth-kill the crazy girl.  Play the
recording in the next room.  Continue to the next room, listen to the
recording there, then head up the dark, spiral staircase.  Go through
the door at the top, admire the view, then through the other door and
down the other staircase.  Stealth-kill another insane girl.

Continue down another flight of stairs, and through another door.
The two sloping paths up to the right lead to a room you've already
been to.  Go through the door on the far side, and to a room with
a fireplace and another recording.  Press the buttons above the 
fireplace, and crawl through to a mirror image room.  Head through
the far door, around a corner, and up a long flight of stairs,
and through the door at the top.  Play with the candles, and open a
new door.  Open the trapdoor, and head down to the lower level.
The new door is right across from the trapdoor bookcase.  Go through
it.  

Downstairs is the electrical room.  Don't wander into the electricity,
it is deadly.  Behind you is a switch, flip it.  When you do, the
electricity directly in front of you goes out.  This makes it possible
to crouch down and crawl into the center.  Two other points lack
electricity; climb up one and flip the switch there.  Continue finding
your way to new switches and flipping them to the "Open" position
until you have the Tarulfang (Frenzy modifier +1), and can reach the
far door.  After exiting the electricity room, pull the switch in the
hallway (+1 XP).  Continue up the stairs and through the door.  Go
left, under the junk, across the entryway and through the door, then 
through the far door in the staircase room.  [My Gangrel: Dodge 3]

--- Grout's Inner Sanctum

In the room directly across from you, pick the freezer lock (or you can
deal with the baddies in the room to the right and get the key from the
far corner), and take all the blood.  Leave the room, and head down the 
stairs.  Go through the door at the bottom, continue disposing of the 
weak-minded.

(If you keep your eyes out in the next area, there is a secret passage
that bypasses it, but since it's so easy to stealth-kill everyone, it's
not really worth it)

If you pick the first door (on the left) at the bottom of the stairs, 
there is a box of ammo in there.  The second door on the left has a
bottle of morphine.  Open the double doors at the far end, go through,
and through the next set of double doors too, and then the wooden
double doors.

Head through the concrete basement, and climb the metal bars at the end.
Climb the zigzag wooden boards up to the next part (not easy).  Go through
the double doors, and climb the stairs.  Open the door at the very top.
Play the music on the phonograph, and the last door will unlock.  Go
to the doors, and open them.

Grout lies dead on the bed (+1 XP).  When you open the door on the other
side, you are confronted by a vampire hunter who has set the place on
fire.

--- Exiting Grout's Mansion

Jump down, kill the flaming crazy guy, and go through the doors.  Kill
another flaming crazy guy, and through the door on the far side, and
up the stairs on your right.  Make your way down the hall; when you
get back to the main hall, you will have THREE flaming guys to fight.
When you're done, run to the far side, down the hall, and fight two
more (one comes from behind you).  At the end of this hall, through a
door, is a window you can climb out of.  Exit by the front gate.

--- Downtown, Again.

Go up and talk to LaCroix (+3 XP).  If you are persuasive, you can get
$500 out of LaCroix.  Leave.  Head left, and this time, go into Club
Confessions (the building with the red windows).  Patty is on the right,
right by the front door.  You get +1 XP if you can persuade her her
vampire lover left town.  Otherwise, lure her into the alley and kill
her, if you want (+1 Masquerade, -1 Humanity).

Talk to the bartender, let her know you blew up the warehouse, and she'll
ask you to help her out with a problem.  Head out of the club, go right,
past the Skyline Apartments and Empire Hotel, to the three guys in black
in the parking lot.  They aren't too happy about not getting the money;
"solving" that problem through "aggressive negotiating" is worth +1 XP.
You can also Dominate him.  If you dement him, he'll attack his guards,
who will kill him for you.

On the way back, stop off at the Skyline Hotel.  Head up to the 4th floor.
Talk to, and feed, your ghoul.  She'll give you $500 if you push it.  You
can also feed on her if you want.  Before I left, I put the following items 
in the chest, to empty my inventory:

R. Toten bail bond
Lily's photo
Lily's diary
Virgil's driver's license
Ocean House diary
Appointment Book

Take the blood from your fridge.  Head back to Confessions, talk to Venus 
(+2 XP).  She wants you to kill Boris.  On your way out, take the wallet 
from under the counter, behind the front desk.  

Head over to the Empire Hotel and go up to the 6th floor.  Use the Mafia 
Key on the first door, then pick the set of double doors.  If you plan to 
kill Boris, go through the double doors on your left, and kill the three 
bad guys in there first, and take their Braddock 9mms.

Then find Room 1, and kill the bad guys there.  Also take the Brawl Book
from the desk.

Either way, follow the hallway until you come to Boris' bodyguard in
front of his door.  Dominate, persuade, or kill him to get in.  Once you
are in, you can persuade him to have his bodyguard leave.  Either kill
him (+2 XP), or you can talk him into having you kill Venus for him.  

If you kill him, Venus gives you (+1 XP, $250) and periodically gives
you more money if you stop by.  If you kill Venus instead (+2 XP, 
Humanity Loss) and return to Boris, you get +1 XP and $1000.  So 
basically, if you want to trade Humanity and not having to return
for cash, kill Venus :)  By the way, you can loot Boris' office even 
if you don't kill him, if you're careful.

Go back to the Last Round, and tell Skelter upstairs you solved the
Patty problem (+1 XP, Maquerade Redemption).  You may have to talk
to him twice, since he is pissed about Nines.  Head over to Fat Larry
and sell your miscellaneous junk.  I had over $2800 in cash at this 
point :)  It's nice to stockpile cash, though, as it allows you to 
have lots of blood and ammo for the boss fights near the end of the game, 
and you may need it.  Take the cab to the Museum.

--- Raiding the Museum

Yet another area with very cool atmosphere.  Head down the stairs and
forward through the red door.  Walk around, avoiding the guards, looking
at the lovely exhibits (really, I'm not kidding!  They're almost works
of art ...).  If you want, you can jump over onto the head of the dinosaur
skeleton; there is a money clip up there (!).  The stairs down to the 
floor level are in the middles of the long sides of the rooms.  Once down 
on the floor, face the same way as the dinosaur, and head to the red door 
on the right side of the far end of the museum, labeled 'Security - Lost
and Found'.  Sneak into the next room (FIXME: this time the door was 
locked???), and take the Museum Basement Key off the desk while the guard 
isn't looking.  Go back out onto the main floor.  Turn right and head over
to the other red door, pick it, and go through.  There is a prescription 
bottle in one of the cubicles here.  The key you found opens the other 
door, head down to the basement.

Getting through the basement without killing anyone will get you +2 XP
at the end.  There's a security manual in the guardroom, though, so both
times I just set off the alarm and beat up the guards.  If you hack
the computer you can shut off the cameras (pterodactyl and velociraptor).
Follow the green line.  Turn left when it splits.  Off to the left is a
window.  Break it, and go in.  Take the fetish statue off the desk.
Go back, and continue following the green line.  Get the Museum Workroom
Key out of the room on your right.  From the locked door, follow the red
line, going straight at the intersection, and read the note on the desk
to find the code is 2358.  There is some loot in the desk.  Return to the 
coded door, and open in.

After a long hallway, there is another guardpost.  If you get into it
(wait for the guard to look away, then break the window) you can disable 
the security around the corner.  Otherwise, sneak under the window and 
over and under the beams.

beams : platypus
alarm : wombat

If you didn't disable the beams, there will be a guard here with the
key to the door on the left.  Go through the door into the storage area.
Through the door at the other end is where the sarcophagus used to be
(+3 XP).  Talk to Beckett, listen to everything he has to say (don't
say you think vampires are demons), and say it is all interesting 
(Scholarship +1, if your Scholarship < 2).  You get (+1 XP) if you 
persuade Beckett to tell about himself.  
[My Gangrel: Animalism 4]

Take the Taxi downtown and talk to the prince (+1 XP).  If you buy a
weapon from Fat Larry around the corner, the next time you talk to him
(including immediately) he has new dialogue options.  If you agree to
do his quest, he'll offer better guns and, if you can persuade,
a discount, in return.  The gate to the parking garage next door will
now be open.  Head inside.

There isn't much to be said about the parking garage.  It's a simple
garage, with thugs coming at you on every floor.  On level two, you
will be introduced to automatic weapon fire, so it is useful to remember 
that gunfire CAN kill a vampire.  I recommend taking them out first.
Also note that Fortitude is wonderful against automatic weapons, since
soak reduces the damage of each shot, greatly reducing the total damage
rate.

Another group combat tip: listen for the 'moan' that lets you know that
they died.  It's useful to know if you should rush over and hit them
when they stand up, or move to a new target.

There's a car stereo in the back of level 3.  On floor four, it's best
to run up, kill the guy with the automatic weapon, and then run back
up to 3 killing whoever chases you.  There are LOTS of bad guys down
there, and you're going to swear those briefcases they are holding are
filled with lead.  In the back corner of level 4 is "The Briefcase" 
(+1 XP).  Head back to Larry, give him the briefcase (+1 Finance, +1 XP,
$500).

If you're trying to do it via Obfuscate, it is possible, but you need
good Obfuscate and have to take a direct route.  I suggest clearing
level 1, since they don't have automatic weapons.  Most of the guys
are in pairs, so they are hard to take out, but there is a lone guy
at the end of level 2 that you can feed on, and another guy on level 4
you can feed on on the way out.  However, if you *DO* manage to get
the briefcase without being seen by anyone, you get an extra +2 XP.

Go back to the Flesh Eater and give her the fetish statue from the
museum.  You will get the Odious Chalice [stores bloodpoints for kills]
in return.  Head back to Skyline apartments and talk to your ghoul.  When
you're done, get in the cab and head to Hollywood.

************************* HOLLYWOOD *************************************

The guy who points you towards Isaac neglects to mention WHICH end of the
street he means.  Head towards the pink 'HOTEL' sign.  Turn left into the
alley after "Sunset Print", and go in the door.  Talk to Isaac.  He wants
you to make a pickup for him.

At some point, an "old friend" will try to help you.  It doesn't matter
much what you say to her, but she'll follow you around until you leave
the area, so don't do anything vampyric.  Though with persuasion skills,
you can persuade her you're not her friend.  If you're Malkavian, you can
persuade her you are her childhood pet turtle.  It's like being a walking
house that eats lettuce.

Go down the street and stop into the Luck-E-Star Hotel.  Head out the
back door and go up the stairs, into Room 6 (+2 XP).  Take the business 
card off the desk.

If you pick the door to Room 4 (lockpick 8), there is $200 on the desk
and drugs in the bathroom.  Head out of the hotel.  Next building on
the right is the Ground Zero internet cafe.  The computer you want is
in the back right corner.  Go to email, password Kafka (+1 XP).  On
one of the desks is Cowboy's Guide to Cyberspace [Research 9 - Computers].
Leave the Cafe.  Stop in the convenience store across the way.  If you
talk to the guy inside, you can find out he sells weapons.  This is your
first chance to get a Colt Anaconda, and the Light Leather.  I often wait
until Chinatown for the Heavy Leather, though.

Continue down the street past the cab until you come to Fast Buck on the
left, and go behind it.  Talk to the scared guy (+1 XP).  Head back to
the street, and go into Vesuvius', since we are here.

--- Velvet is vewwy vulup, I say, vulup, vulup ... she's stacked!

Head right, and the redhead will talk to you.  Follow her up to the VIP
room.  Be nice to her (this includes not using her real name, if you are
Malkavian).  She wants you to kill Chastity at the Sin Bin, which is 
across the street, to your right.  Go in there.  

Head downstairs.  In one bloodbuff, pick the manager's door (lockpick 5),
the stage door behind you (lockpick 5), and the ATM (lockpick 6).  Take
the money from the ATM.  Go into the manager's office.  Take the fancy
watch, and hack the computer.  Use peepshow ('sinner'): lockdown to close 
one of the booths, and drive a customer out.

The last customer will try the ATM, at some point, then leave.  Go through
the 'Employee's Only' door across the way and talk to the dancer inside.  
Pay or persuade her to leave.  Now you're alone with Chastity.  Kill her 
(+2 XP).  One of the best ways to kill her is just feed on her.  After
all, she's only human.  Go back to Vesuvius.  Tell VV the hunter is dead 
(+1 XP).  Stop, talk to her again.  Another masquerade issue to clean up.  
You could violate the masquerade non-stop, and still come out ahead with
all these quests! [My Gangrel: Fortitude 4]

Head back down the street and stop in the Ground Zero Cafe.  The first
computer along the right wall is the Hollywood Celebrity Catalog.  Look
up Ginger Swan.  Find out Ginger is dead and buried in the cemetary.
Go back in the Luckee Star Hotel, talk to the guy behind the desk.
(The guy is hilarious to talk to, by the way.  Or perhaps only for those
of us who run into people from the entertainment industry from time to
time).  You can persuade, dement, dominate, intimidate or seduce him into 
giving you the screenplay (+2 XP), and persuade, dement, dominate, 
intimidate, or bribe him into telling you his collaborator (+1 XP).
[My Gangrel: Intelligence 2]

Head to the taxi and go back to Santa Monica.  Head down to the beach.  
Talk to Julius.  You can kill him (+1 XP) or tell him to leave LA.  
After taking care of him, head up to Brother's Salvage, past the 
diner by where you left for the warehouse.  Go in the house, and out 
the other side.  Make your way through the cars, being careful to avoid 
falling/thrown cars.  When he starts a fire, you can get around it by 
sticking close to the wall on your right.

Being understanding when you confront the killer gets you (+1 Humanity).
If you are wimpy in combat and can't fight him, try persuading him to
leave town (+2 XP, Masquerade Violation).  Killing him is worth (+2 XP, 
Masquerade Redemption).  Take the cab back to Hollywood, and go back to 
Vesuvius and talk to VV (+1 XP).

--- The Cemetary

Across from Vesuvius, down the path with the lampposts, is the cemetary.
There is a hole in the wall you can crawl through past the bums.  Follow
the path all the way to the end, and enter the large crypt.  Go in,
turn left at the intersection, then right at the next.  Turn right into
the small area, and take the tape out of the bottom-right opening on
the left wall.  Head out.  Enter the medium sized building near the
back gate.  Romero is here, and you can do one of three quests for him:

[1] watch the graveyard for five minutes.  Stop the zombies from escaping.
How hard can it be?

Hard.  As the timer runs down, more and more zombies start rising.  
Forget about trying to do it with the shotgun.  You need good enough
melee or unarmed that you can kill a zombie with one or two hits.
Wipe out the zombies at or near one gate, then switch to the other.
Repeat.  It's really not hard with a combat oriented character and a
fire axe.

[2] Get a 'date' for him instead.  There's a hooker out by the cab.
You can persuade her to come to the cemetary.

[3] If you're female and have decent seduction, you can handle him
yourself.

You get +2 XP, whichever option you do.  If you do #1, you get the
'Jaime Sue' shotgun for free.  If you do #1 or #2, you can also get
Romero to train you in firearms, up to Firearms 3.  If you do option
#3, you can feed on him whenever you want.

--- Isaac and the Tapes

After you're done, leave the cemetary.  Head back to Isaac at the 
other end of town.  Talk to him, and watch the tape (+1 XP).  Head
back across town to the Sin Bin.  The guy behind the counter knows
what you need to know.  Persuade him (+2 XP), or hack his computer
downstairs and access his private files (+2 XP).  The password to
his private files is on the floor next to him behind the counter 
('dirtydog')  Go outside, and answer the pay phone by the Red Spot 
convenience store.  Go to the Luckee Star Motel, Room 2.  Take the 
Internet Cafe Key off the desk.  Leave the motel.  Go into the 
Ground Zero Cafe (note that it is a free shooting zone now, so feel
free to dine on the occupants).

Go through the employee only door in back, through the next door.
As you head up the stairs, you'll be attacked by a demon like the
one on the tape.  Head into the studio.  The demons are pretty easy
if you stay back and hit them when they charge, knocking them back.
Repeat.  There are three or so in the first room, and one more around
the corner.  Go through the next door at the far end, and down the
stairs.  Watch the cutscene, head past the windows to the next door
around the corner.  There is a demon waiting for you under the stairs,
and another in a corner to your right.  Around the corner is a scared
employee.  A demon kills him as you talk.  Head around the corner,
and climb the boxes to the grate, and go through.  Take the tape from
the table (+2 XP).  Open the door behind the leaning bookshelf, and
work your way back to the front door, killing more demons.
[My Gangrel: Melee 5]

Head back to Isaac.  Watch the tape AGAIN (+2 XP, Masquerade Redemption).

--- King's Way Mansion

Get ammo and blood, because you won't be back on the streets for a while.

Take the cab to 609 King's Way.  Sneak around the right side of the house,
through the door, out the archway to the right, and up the trellis.  Head
across the balcony and up the spiral staircase.  Go in the sliding glass
door, kill the demon that jumps out at you.  Head out the door to your
right.  Kill another demon, and take the Mummywrap Fetish (Healing 
Duration 80%) from the coffee table.  Head down the stairs by the window.
Kill more demons.  There is blood in the fridge.  Walk through the
living room, take the ring from the table, and continue down the stairs.  
Kill another demon, open the door, and head down the stairs.

The Tzimisce is tough.  Killing his two minions is not worth it, since
they respawn.  And since he keeps teleporting around, you're going to
be running a lot so they won't hit you much.  I recommend running all
the time, in a circular pattern around the outside of pillars while
looking for where the Tzimisce is.  This way the demons will leap at
you and take a pillar to the face most of the time.  From time to time,
run up to the Tzimisce and pound the crap out of him.  Celerity or ranged
attacks will help you deal damage quicker once you spot him.  Fortitude
will reduce the damage from the occasional demon slash.  Just keep moving,
and deal damage when you get the opportunity.  With Celerity 4, he's almost
too easy.  In fact, you'll have time to kill a demon waiting for him to 
reappear when he teleports :)  The cheap way, though, is to jump up on
the table in the center of the room where his demons can't get to you,
and kill Andrei with ranged attacks.

When Andrei is dead (+6 XP), kill the two demons, crouch, then SAVE.
[My Gangrel: Dodge 4]  You can get stuck in the hallway beyond the 
double door.  Open the double door, and head out.  Drop down, turn right, 
and crawl out into the warrens.  Immediately to your right is a lever that 
opens the gate.  Go through, turn left, and go in the pipe at the far end.  
Left, then out, kill the demon, pull the switch.  Go through the gate.  
Left at the corner is two doors.  The left one (locked) has ammo.  The 
right one will take you up to the Hollywood sewers, but you don't want 
to go that way.  Head down the other passageway instead.  Go left at the
intersection.  Go in the second pipe after it starts sloping down
(the one where you can see light at the end).  At the lit room, take
the other pipe out.  Continue down to the pool room.  Turn the emergency
release valve.

--- More Sewers ...

Swim through the large pipe, staying to the left so you can climb out
at the ladder.  There are demons hiding in the side pipes; draw them out
and kill them.  Jump to the other side of the water.  Crawl through
the pipes, jump the water again.  Toss the barrels into the water.
Climb up the stopped waterwheel mechanism to the pipe above it.
The next room has more demons in all the pipes.  Make your way to the
other side.  Head across the bridge and down the stairs.  These pipes
have fuzzy bunnies in them (hey, if the level designers can't add some
variety, I will).  Drop down into one of the two holes, make your way
through the pipes, then up the stairs and through a door.  As you try
to cross over to where the demons are, the bridge collapses.  Climb
up the ladder by them, and kill them.  Head right to the 'electrical
room' door, and pick it.  Inside, turn off the breaker.

One of the machines in the previous room is a computer.  If you hack it
(pump118a:septic, electrical: ???) you can turn the pumps off.

Here is the hard part:  Go to the machine with the two green lights.
Flip the switch, jump the railing, dive down into flow access, swim
towards the fan (keep going as you slow down), turn right at the
intersection, and keep swimming.  You can just BARELY make it.  If you're
not fast enough, the pump will blow you back and you'll have to try
again.

Head up out of the reservoir, and swim along the pipe to leave the level.
You get spit out into a room where you face a miniboss you can take a bit
of damage (tough spot to be as a Ventrue, since you probably haven't fed
in a while ...)  When he's dead, pull the switch and crawl under the
gate behind him.  Go right at the intersection.  There's another of the
tough guys at the end.  The door here heads back to the Hollywood Sewers
again.  Might want to stop off for a snack or two, as there's plenty of
fighting ahead.

Go back past where we came in and down.  Turn right at the intersection.
At the waterspout, turn right again, and go through the door to face 
another miniboss.  She hits hard, but is a bit slow.  You can circle
her and slice her up from the sides/behind, or empty 9mm clips into her
at medium close range (she's a big enough target that the kick doesn't
matter much :))

When you're done, save, then jump across the deadly gap to a grate on
the left hand wall (relative to where you came in).  The other option 
is to go to the side of the gap, and follow a teeny ledge over to the
grate.  Break the grate and crawl in.  Congradulations, you've made it to 
Warrens 4.

Head out via the pipe, and jump to the ladder.  Now make your way down
by hopping from pipe to pipe.  Be careful, the fan at the bottom can
kill you.  The next area is a Maze.  Just what you wanted after crawling 
through all these sewers, I know.

--- The Maze

Oh, and by the way, the inhabitants of this maze?  Lots of the minibosses
from the last level.  Have fun.  Luckily, you can often sneak past them.
Turn at intersection 49/50, and head to 48/41/40.  Turn left.  There's
a three-torso'ed guy at 39/40, try to get by him to the right as you
turn right.  Head down to 39.  Enemy on the left again, turn right.
37/39, turn left.

32/33/37, turn right.  33/34, turn left.  Try to sneak past the two 
minibosses, there is a key card by a corpse to their right.  Return to 
32/33/37.  Head in the 32 direction.  31/32, enemy left, but you have to
get by him.  30/31, left.  30/29, right.  29/28, enemy left, right.
27/29, right.  25/27, left.  24/25, right.

If you didn't think that was bad, imagine searching the entire maze
without directions.  Head up to the control area, laugh at the screen,
then turn around and use the keycard.  Jump down in the hole that opens
up.

--- Nosferatu Warrens

Another absolutely lovely area.  Notice this is not a combat zone. Yay!
Swim to shore.  Take the tunnel on the left.  By the sofa, TV, and
construction sign, take the data CD from the floor by the sign.
Continue past the overlooks on the left, and drop down by the LUCKEE
sign.  Head left, to a bridge.  Cross it.  The first door on the left 
you can't go in.  Turn left at the fork.  Turn right, go in the fancy 
door.  Talk to the Nosferatu, be nice to him and get the Nosferatu 
network quest.  Go out, turn left at the fork.  Go through the next 
door on the left, and get a quest from the female Nosferatu.  Go out, 
and continue past the opening to the left, through the door into the 
storage area.  The Galdjum is here (+25% Duration Potence, Fortitude, 
Auspex, Obfuscate, Presence, Protean).  Exit storage and take the 
opening to the right, across the bridge.  You'll have to jump and 
crouch a bit.  Go through the double door at the end.  By the dead 
dinner party, Gary will talk to you (+2 XP).  After talking to Gary, 
jump over the dinner table, and head to your left, and out of the 
warrens.  You'll find yourself in the graveyard crypt.  Exit that, 
and the graveyard, too.

--- Setting up Webcams

Go to Tawni's hotel (the one with the pink HOTEL sign).  Head up the
stairs and enter her apartment.  Sneak into the living room, avoiding
Tawni, and plant the first webcam on the dresser by the couch.  As you
enter the bedroom, stay left to stay out of sight of the man who comes
out of the bathroom.  Sneak into the bathroom while he's distracted by
a cell phone call.  Place a camera under the sink.  Walk out, place
the last camera by the bed.  Go to the computer on the table, and
use camera ('cleopatra'): cam check to enable the cameras.  Quietly
make your way out of the apartment building.  Returning to Imalia is
a real bitch, but you do get (+2 XP) and $400 for it.

--- Odds and Ends

Take the cab downtown.  Head to Skyline hotel, feed your ghoul, and 
read your email.  You get the Restaurant critic quest, Mitnick tells you
to set up a network hub in Megahurtz in Santa Monica, and Gary wants
you to find a film for him.  You also get some love letters from VV.

--- Santa Monica Hub

Remember to take the Megahurtz key out of your mailbox on the way out!
Take the cab to Santa Monica.  Megahurtz is in the alley between Asylum
and the Health Clinic.  Inside, follow the hall to the locked door at
the end.  Pick it.  (If you don't want to pick it, you can climb in an
air duct in one of the rooms you passed)  Once inside, turn the power on.  
Go out, and through the door in the far corner.  Access the computer, and 
enable the hub (net security, gil bates, schrecknet).  +2 XP.  Go back to
your haven downtown.

--- Downtown Hub

Read your email.  Get the camera out of your mailbox.  Head past 
Confessions, down the alley, into the sewer.  Head right at the
intersection.  In the sewers, turn right, then around the corner to
the left, then left again, left again, to Access Point B.  Go up into
the theatre.

Sneak forward to the door.  Open it, sneak right while the guard isn't
looking, and climb the ladder.  Continue sneaking (the guards can hear
you otherwise), take the short ladder up to the catwalk out over the
theatre, turn left, and place the camera by the red X.

Return to the catwalk above the guards.  Take the ladder down on the
far side of the stage from where you came up.  When the guard is out
of the way, sneak down the hall.  Go in the door at the end of the
hall on the right.  Enable the camera (net security, break a leg,
schrecknet) (+2 XP).  Sneak back out.  Return to your haven and read
your email again.  (Access Point C is in the basement of your apartment
building)  Get the Metalhead key from your mailbox.  Take the cab to 
Hollywood.

--- Hollywood Hub/Odds and Ends

You can stop at Vesuvius if you want to see VV dance.  Down by Isaac's
place is the Restaurant.  Talk to the critic.  You get +2 XP for 
convincing him to write a bad review.  Or if you're Malkavian, just
tell him he's eating maggots.

Go over to Isaac (he may bug you about King's Way, despite the fact you've
already been there).  Tell him you have a question, and ask him if there
is anything else you can do.  This will get you the Gargoyle quest.  You
can also ask him about himself, and get the Ash quest.

Head to Metalhead Industries and go in.  Crouch and observe the guards.
You want to sneak over to a door on the far wall, go in, and hack the
computer.  operations:codpiece will allow you to unlock the door you
need to unlock.

On the way out, DO NOT open the door while you here close footsteps.
A guard will get caught holding the door open, making it almost impossible
to get out.  Go out, turn right, and sneak up the stairs.

Hack the computer.  Hacking the safe is very hard, use safe: Turbo Lover.
There's a CDROM in there (for Gary's quest, later).  The hub is 
net security,bang your head,schrecknet (+2 XP).  Get out quietly.

Head over to the Asp Hole.  Ash is upstairs.  There are two ways of getting 
Ash out:

[1] Tell him to switch clothes with someone.  At the bottom of the stairs
is someone you can persuade or intimidate into doing it.  +3 XP, $250

[2] Lead him out through the sewers.  This involves a bit of serious
fighting.  Head towards the well lit door.  Take out the two thugs with
.38s.  Head through the door, and the next one.  Take out four or five
thugs and a vampire hunter.  Follow the sewers.  At the next intersection
a hunter breaks through the wall.  Be careful going through the walls;
there are lots of thugs in the next room.  Climb the ladder and head
upstairs; there are two more hunters up there.  +3 XP, $500

[My Gangrel: Dodge 5]

Go downtown.  Get your reward for the critic out of your mailbox, 
check your email, and take the Kamikazi Zen key from your mailbox
on the way out.  Stop by and talk to the Regent at the Tremere chantry.
You can persuade him into telling you he made the gargoyle, and get
a charm that reduces gargoyle damage.  If you are Tremere and want to
get into the chantry, never tell Isaac that the Regent created the 
gargoyle.  Head back to Hollywood.

Go in the Chinese Theater, across from Isaac.  If you want to talk your
way out, tell him you're here with an offer from Isaac, persuade him it's
ok, then explain to the Gargoyle that Isaac fights the Tremere, who made
him a slave (+3 XP).  You can also just kill him.  Use a blunt weapon or
unarmed.  [My Gangrel: Stamina 2]

When you're done, go through the door behind him and take the film
cannister from the stage.  If you are not Tremere, go to Isaac and
tell him the Regent created the Gargoyle (+2 XP).  Otherwise, return to
the Tremere Regent for $500.  If you are Tremere, you can also join
the chantry, which gets you a haven upstairs, and an item that
increases your Thaumaturgy damage by 38%.

--- Getting the Posters (no XP, so feel free to skip)

Put the videotape shaped (whoops!) film cannister in your mailbox.
Leave the apartment building and reenter.  Read your email.  Head to
Hollywood.  Get the data CD from the safe in Metalhead Industries
(password Turbo Lover) if you don't have it already.  Put it in your
mailbox, leave the building, reenter.  Read your email.  Next, Gary
wants the photo of the Nosferatu from Haunted LA.  It is the one you
took from Skyline Apts #1.  Do the mailbox thing, read your email.
The Jock Shop magazine is in the chest in the Bounty Hunter's 
apartment in Santa Monica, which you can't bloodbuff pick.  Do the
mailbox thing.  Go upstairs, and admire your posters.

************************* CHINATOWN *************************************

Take the taxi to Chinatown.  Walk under the Chinatown sign and go into 
Tseng's, on the right.  Pester him about guns.  There are a number of
things here you might want to buy:

Colt Anaconda - gotta love a .44 magnum.  If you're doing Kamikaze Zen,
you'll have one in a minute, though.

Katana - great melee weapon

Fae Charm - +1 Dexterity for only $513.  WHAT A BARGAIN!!!

Heart of Eliza - +1 Melee for $513.  Great for melee fighters.

Heavy Leather - the description is wrong, it's only -1 Dex, and the extra
soak is definitely worth it.  When you need the extra dex (lockpicking
without bloodbuff, sneak) you can temporarily take the jacket off.

Head down the street, go into the Ramen shop.  Talk to the girl behind
the counter.  Tell her you're not evil.  She's a demon hunter, offer to
help.  She mentioned that the demon smells fishy.

Kamikaze Zen is on the left side of the street in the main chinatown
section.  You can sneak around, but there are only a handful of guards,
and I like getting their Colt Anacondas off them.  And it makes it easier
to get out.

Go through the door on the right, and take the second door on your right.
(power, gwailo, hooligan) starts the virus and a timer.  Go out and turn
right by the water fountain.  Go through the doors, kill another guard.
Third door on the right, read the email, find that the door code is 4567.

In the next room, the third manifesto on the computer gives you a clue
about one of the server passwords.  Put 4567 in the door, go through,
turn right.  Log onto one of the terminals.  The vault password is
'nippelhcs'.  The net security password, which is almost impossible to
hack, is 'nirvana' (+2 XP).  Head over to the vault, take the $500.
Leave.

The Golden Temple is at the end of the main Chinatown street.  Talk to
Ming.  Ask her about the lost Nosferatu.  Also ask her about the demon 
(+2 XP).  Head over to the Red Dragon.  Talk to the guy sitting at a
table in the corner.  Tell him you want to kill the demon (+2 XP).
Tell the lady in red by the door you're here to see Wong.  Take the 
elevator up and talk to him.  

Go talk to the Demon Hunter.  Tell her you will meet her at the fish
market.  Head over to Golden Ocean's Fishmarket.  Look at a bus stop 
map; it is in the far back corner of Chinatown.  Go into the market.
Help Yukie kill the demon (she must survive, +3 XP).  There is also 
$200 on the floor behind a pillar.

My favorite weapon, oddly enough, is the shotgun.  Lure the demon to
come after you.  Unload a shell into one of the tanks by the wall,
freezing the demon.  Unload 5 more shells at close range.  Run to
another of the tanks (reloading in the meantime).  Repeat.

If, after you kill the demon, you kill Yukie with a ranged weapon, you
can get her crossbow.  Her aim isn't too good; I actually managed to
do it trading shots with her at long range with a .38.

Kiki is being held at the Lotus Blossom.  It is down the alley by the 
Ramen shop.  If you go in the front, you have to fight your way through.
If you go in the back, and sneak through the locker room and the sauna, 
you can get to the stairs without having to kill anyone.  Head to the 
top of the stairs and pick (lockpick 7) the door on your left.  Kiki is
behind some boards (+4 XP).  Resist the urge to slap her silly.

By the way, the guards on this level are almost completely blind.
I managed to stealth-kill both guards sitting at the table with a 
Stealth of 2!  This is useful, since Kiki is less stealthy.  Just
run halfway down the stairs, through the door, turn left, and leave
by the front door.

Return to the Red Dragon.  Talk to the old man by the bar.  He wants you
to kill his old parter for 20% of their money.  (The other hitman is
the fortune teller by Ming's temple).  If you keep going back and forth
bewteen them, you can get up to 80% of their money.  Killing Ji is a 
Humanity Loss.

If you are persuasive, you can get (+6 XP, Humanity gained) instead
for persuading the hitman to reconcile with his friend.  

If you talk to his friend, the script is buggy, and he'll think you
haven't convinced Lu to reconcile, so he'll ask you to kill Lu.
Killing Lu is worth +4 XP.  You can get $360 from Jin for Lu's key.
You can probably also kill both and take the money yourself, but it
isn't much cash and I don't know where the safe is.

Go up and see Wong (+2 XP).  [My Gangrel: Animalism 5]  Head next door 
and into White Cloud, which is now open.  They guy inside will give you 
a quest to steal a set of eyes.  Head around the back of the Ramen shop 
across the street, and go in.  Beat up the thugs for their anacondas.  
Take the eyes from the body in the freezer (+2 XP).  Go back to White 
Cloud.  Give him the eyes (+2 XP).  Get the Bad Luck Talisman to place 
in the locker.  Go over to the back door of Lotus Blossom.  Put the 
talisman in the locker marked with a circle (+2 XP).  The owner of the 
locker appears, you have to fight him (or dominate or dement him).  
Exit the way you came in.  Go back to White Cloud, talk to the old man 
(+3 XP, $250).  [My Gangrel: Wits 4]

Head over to Zhao's imports.  Save before going in; getting out isn't so 
easy.  Zhao is in the office up the long red stairs.  Talk to him (+3 XP).  
He gives you the code to Glaze, 725.  Tong's men will burst in.  Unless you
are a crazy dangerous vampire (which, by now, you very well might be), I 
suggest running for the door (+2 XP).

Left to the stop sign, then right into the alley will take you to Glaze.
Look for the keypad on the right.  Inside, there is a guy around the
corner by the DJ who you can persuade to let you see Johnny.  Otherwise,
the brute force approach works.  Head into the office upstairs, and
talk to Johnny.

Johnny has an attitude.  Show him what happens when you give a vampire
some attitude (+5 XP).  Talk to the shadowy figure (+2 XP).  Again,
the best way out is probably just to make a run for it, and take the
exit door at the bottom of the stairs.  On the other hand, if you do
things the violent way, the guy at the tables by the DJ in back has
a Lassiter Kill-o-matic.  [My Gangrel: Strength 4]

--- Fu Syndicate

Head into the Fu Syndicate, and in through the open doors.  Walk through
the next set of doors, you can't avoid it, even though you probably know
it's a trap.

When the door to the next area opens, SAVE.  It's annoying to have to go
through this whole thing again, and you might die in one of the next few
rooms.

Move forward, avoiding the lasers.  Get a gun ready.  In the next room,
avoid the twirling blades, and shoot the boxes behind the bars until
they stop.  In the next room, slaughter the guy with the cross.  Climb
to the upper level.  If you camp by the metal door, you can kill one
or two commandos as they come in.  Kill the rest (a bit tough).

In the next room, there's actually a small ledge by the far door you
can stand on.  Two or three shotgun blasts should take out the nearest
electrode.  Move to one of the platforms that is no longer being hit
with electricity.  Take out the other electrode.

In the last room, shoot one of the gas cannisters for the flamethrowers
near the windows (+2 XP).  Jump up on a flamethrower and through the 
windows and take out the commandos and the boss (+2 XP).  Pick up
Barabus' cell key.  The scared patient makes a nice snack, since
you're probably low on blood.  Take the first door on your left.
Barabus is in the cell at the bottom of the stairs (+3 XP, +2 XP).

Leave through the double doors.  Barabus will help you take out the
guards, so don't waste ammo (or shoot him!)  One of the guards drops
a Fu Syndicate Office Key.  In the office by the water cooler,
door control:freedom allows you to open the doors.  

There is a lockpick 10 door here.  Inside is the Melee 5 book.

Go back and into the server room.  species x data:autopsy allows you to 
delete the files.  Barabus will bust open the door to the lobby.  Exit 
the Syndicate.  Answer the phone to your left (+2 XP).  (+2 XP) when he 
tells you where to find the Giovanni.

--- The Giovannis

One way to do the Giovanni stronghold is to slay everything in sight.
It's an interesting party, though, so you might want to be a bit more
subtle.  But you need an invitation for that.  Luckily, the two people
right in front you you have invitations.  You can kill them, or persuade
the husband to take his drunk wife home, or dement the wife into giving
you hers.

Once you have an invitation, go in (+2 XP).  Go forward into the main
hall.  If you are VERY persuasive, try this.  Talk to the woman in the
red dress.  Use the persuasion responses, ask her about her errors in
judgement.  Claim you are under investigation by the FBI.  Be 
understanding.  She's been sharing needles.

Talk to the man in the suit nearby.  Ask him about his investment history.
It hasn't been too good.

Talk to the guy in the corner by the stairs.  After saying that's not 
what's really bothering him, tell him you're gay.  Turns out he's 
illegitimate.

You can tell the secrets to the stockbroker or the girl in the red dress.  
You get $200 from the girl, and some items you can sell from the guy.  You
get +2 XP either way.

How to get downstairs:

[1] On the right side of the room, talk to the woman in the white
dress.  If you persuade her, and say you'll talk to other people when
she gets shy, she'll take you downstairs via a secret passage.  Grab
the book Research 8 - Dodge II on the desk first.

[2] Dance with the bad boys in suits.  Hint: They're not much into 
slow-dancing.  The head through the center door in the main hall, facing
where you came in.

[3] Go through the door behind the woman in the white dress, close the
door behind you, and pick the lock across the way (lockpick 8).  There
is a book of Research 8 - Dodge II on the desk.  'Using' the sword on
the wall opens the secret passageway.

The guards in the back halls are good for a snack if you are hungry.
Head down the secret passageway to the lab.  The book for the flesheater
is in this room.  Take it.

From the downstairs lab, either ride down on the table (use the lever 
to lower it), or pick the lockpick 8 lock to open a passage down to the 
zombie area.  Head down the passage, killing zombies.

In the last raised side area on the right is the Saulocept [+1 XP whenever
you get +3 XP or more].  Look carefully, it's small, and on the left as
you enter.

When you have killed enough zombies, one breaks through the far door.
Leave that way.  Head down to the next level.

Go left ... if you stay to the right, you can avoid dropping into the
zombie pits.  2 doors open ahead of you, kill more zombies.  2 more 
doors, more zombies.  At the end, curve around to the right.  This
passage is a big circle to the left; go around it, looking for the
door on the left that looks different.  Go through.  Fight through
a room of zombies, and head down.

Prepare for a boss fight.  You know, select a good weapon, drink blood,
save, pray :)  Move forward (+2 XP).

Back up into the hallway.  It is suicidal not to.  Now, time the 
brothers' jumps and cut them up before they can attack.  They will 
teleport away.  The katana works pretty well, and guns are wonderful 
with such a narrow approach.  Stop shooting once the teleport glow forms 
around them, though; you're just wasting ammo, despite the fact they are 
"still there".  When they are dead (+5 XP) [My Gangrel: Strength 5], 
you'll be at LaCroix's.  Talk to him (+2 XP). Head back to the flesheater.  
Give her the book.  She will give you the Key of Alamut [All soaks +1] 
(+1 XP).  [My Gangrel: Stamina 3]

--- Hunting the Hunters

Take the cab to the Society of Leopold.  By now, some of you are quite
competent killers, so if you want to take out the guards, be my guest.
Be warned, though, that there are snipers on the roof and quite a number
of guards on the ground.  As you approach, there are three guards
ahead of you ... if you slip through the rocks to the right, you can
approach the side of the house where there is only one guard.  You know
what we call one guard, right?  Dinner.

In fact, it's pitch black out here (look at your light meter), so you 
can slowly feed on almost everyone out here, harvesting their ammo.  Just 
leave the guys near the lights for last.  Try it!

Once you've killed everyone off, enter by one of the doors on the back 
of the house.  A few survival tips:  the boxes with laptops on them
have a large quantity of explosives.  Crossing a laser tripwire is
usually fatal, especially after the guards notice.

Hacking the laptops ('soc') allows you to turn the tripwires off, or
reset them to trigger for humans.  This allows you to sneak around and
eliminate the hunters and guards (who, despite supposedly being 
knowledgeable about vampires, are more than willing to walk into dark
rooms to investigate strange noises).

One room has a Lassiter Killomatic on the bed; another has some ammo.
When you come to the front of the house, turn right and head upstairs.
You can sneak to the room on the other side, and pick up the ammo and
the key on the table.  Head back downstairs.

Go through the door on the other side of the front room, and head down
to the basement.  There are two guards, and a hunter down here.  But 
it's still quite dark, so unleash your Stealth-Fu.

"Hey boss, vampires are coming after us.  Do you know of a poorly lit
house with a dark basement we can hole up in?"

In the far wine cask area, move one of the barrels out of the way, and
crawl through.  The ladder and stairs will take you down to a rock
tunnel to a wooden door.  This takes you to the Leopold Caves.

Ironically, the caves are better lit than the house.  Work your way
down to the bottom; there are only two guards here, and they're well
set up for dispatching quietly.  Loot the ammo.

Head down the circular tunnel.  Go left at the intersection.  Two
guards at the end are chatting ... you can shoot the rockets behind
them from a distance if you want.

Ash is in the cages to your right.  Giving Ash a bag of blood is worth
+1 Humanity.  Now you need to find a key.  Go back to the intersection
and go left.  You quickly come to a large, well-lit room with lots of
heavily armed guards.

Sneak to the right.  When you get to the dark area, stealth-kill the
sniper.  Further along to the right, there is a guard hiding behind
a tall box (verrrry trick, level designer).  Continue on, take out
the patrolling guard.  He has Ash's key.  Take out the other sniper
behind the rock.  Head back to Ash's cell.  Watch out for the guard
on the pier if you decide to fight.  Open Ash's cell, and let him out.

Go back through the large room.  Make sure you kill everyone off,
you're going to want to come back through here fast.  Go through 
the door on the other side.  Now, you get to face Grunfeld Bach.

Grunfeld Bach has a nice sniper rifle, which he can use to reach out
and say 'hi' from any spot in the area.  And he has a few annoying
powers that you have to take into account.  First, he can blind you
with his faith, this run across the entire area and find a new spot
to snipe at you from.  Second, he can cast a brief invulnerability
spell.  This means you'll only get a hit or two at a time.  He's not
that hard, though; just keep tracking him down and wearing him out.
Many of the places where he runs to have approaches where you can keep
obstacles between him and you, denying him a direct line of sight.

After you kill him, climb up to the structure on the cliff and talk
to Johannsen.  If you are persistent and persuasive, you can get him to
tell you how he found the sarcophagus (+2 XP).  As you leave, Bach will 
blow up the cave.  You have 1 minute to get back to the boat in the cave 
where all the bad guys were.

Don't talk to the Prince yet.  Instead, head back to your haven and talk
to your ghoul.  She'll give you Body Armor.  How nice!

When you're done, wander through the rubble, and head up to talk to the
prince (+2 XP).  Talk to Beckett too.  Finish any side quests you want
to finish, before heading to the Hallowbrook Hotel.

************************* ENDGAME *************************************

--- Hallowbrook Hotel

Head into the alley by the side of the Hallowbrook Hotel.  Get on the
lift and flip the switch.  You'll end up in a run-down staircase.

Head down the stairs.  At the bottom, turn left.  In the next room
are two thugs and a Sabbat vampire.  Head over to the hole in the wall
with the cinderblocks.  Two thugs are straight ahead; be careful about
charging them because there is another thug with a knife around the 
corner.  In addition, to you right are three vampires with a guns.  
You can take them out one at a time by choosing your cover carefully.
The Steyr Aug and Lassiter Killomatic both have excellent accuracy at
long range; careful, single shots down the hall, in TAB-zoom mode, can
quickly eliminate the vampires.

When you're done, hop over the barricade where the thugs were and take
their ammo.  In the corner behind them, is one of the guys that makes
this level possible.  Keep an eye out for these civilians and feel free
to drain them dry.

Carefully go into the room on your left as you leave the corner where
the civilian is; there is a vampire facing away from you.  You can't
feed on vampires, but you can put a shotgun to the back of their heads :)
If you're trying to stealth-kill him, make sure you have a melee weapon
equipped.  Vampires can't be stealth-killed barehanded.

When he's dead, go back and jump over the barricade, and head down the
hall where the vampire snipers were.  As you head forward, the door
where the vampire *WAS* will burst open.  A thug and a vampire will
run out at the end of the hall, and there is a shotgun thug in the next
room on the left.  In the next room on the left is a flamethrower, a
really badass way of killing vampires.

At the four way intersection, beware of the vampire(s) down the hall to
the right.  After killing them, go back to the intersection.  Head down
the short passage with the three doors.  A vampire will jump out of
the first door on the left.  Inside that room is the Tal'Mahe'Ra Blade,
the best Melee weapon in the game.  Go back out, continue down the short
passage, and turn left at the end.  Hiding on the left is one of the
ogre bosses.  Go in the room behind him, and drop down through the floor,
twice.  Two thugs will ambush you.  Head through the hole farthest from
where you dropped in.  One vampire will distract you with a shotgun
while another ambushes you from the right.  

Work your way through that door, and left around the corner, then
head through the wall, then out the other side of the room, and into
the next.  There is another guy to feed on to your left.  A thug bursts
through the far door.  Go through.  A thug will attack you as you attack
the vampire in the next hall.  Go into the room he came out of, then
cross the hall on the far side.  Take the meal if you need it, and drop
down through the floor.

Go through the door that absolutely nothing jumps out of (what a shock!).
Around the corner is a large room with four vampires, three of whom snipe
from behind barricades.  It's fairly open, though, and they only have
Brokks, so close and dispatch them.  

Exit the room on the other side, and work your way right down the hall.
There is a vampire hiding around the corner at the end.  Enjoy the meal
inside.  Head back down the hall, and through the door at the other end.
Dispatch the two occupants, being careful to stay on the near side of
the room.  As you move to the far side, you will be ambushed by a vampire
and a sniper with a machine gun.  Draw the vampire back, finish him,
then run to the sniper, as you've already finished the people in the
room behind him.  Head out the hole in the wall behind you by the 
mattress.  Kill the vampire and two thugs.  As you move into the next
room, beware that the door on the left doesn't open, and you will be 
sniped at from the hole in the wall on the right.  A rather nasty trap.
You also want to take out the sniper before entering the room, if you
can, as 2 vampires and 3 thugs will burst through the left door, and
as you move into the room, you'll find even more.  You're better off
falling back than charging forward.

When you're done clearing the room, there's a lockpick 7 door on the
right side that has as snack for you.  Go out in the hall, work your
way right, dealing with more shotgun vampires.  In a room on the left
are TWO snacks.  Eat both.  Head to the end of the hall, and down the
elevator shaft.

Head out of the elevator shaft and turn left.  Move into the room and
avenge Lily.  Clear the next room, have a snack.  In the next room,
I suggest breaking out the Steyr Aug and taking out the thugs on the
balconies.  Head up the stairs (through the flames), and beat the crap
out of the miniboss.  Without the thugs peppering you with bullets, it's
pretty easy.  Head back downstairs and through the door on your right.

There's a snack here, then some shotgun vampires in the hall around the
corner.  Head down the stairs and through the door to FINALLY exit 
Hallowbrook 2.  Head through the double doors (+3+1 XP).  The Warform
Tzimisce is pretty easy, IMHO.  Just use your disciplines and beat the
crap out of him (+4+1 XP).  Finally some bonus XP from our item!
Climb back up the boards and leave through the double door.

--- With Friends Like LaCroix, Who Needs Enemies?

Go talk to LaCroix (+2 XP, $800).  [My Gangrel: Stamina 4]  Then head to 
the Last Round.  Talk to the girl downstairs (+2 XP).  Take the cab to 
Griffith Park.  Go in the building, and take the cable car to the top.  
Leave the building.  You will talk to Nines (+2 XP).  After the cutscene, 
SAVE.  Surviving this level can be done in one of two ways:

The Hard Way:

Turn right, and head into the building Nines pointed out.  Stay to the
left as you go through it, and leave through the back door.  Flip the
power switch by the door to the shed.  Turn right, head towards the
observatory door, up the railing, down the other side, and make a tight
right turn and head back into the observatory via the door there.
Go straight to the far end of the room and up the stairs to the dome
control.  Flip the switch, to open the dome control.  Wait for the 
werewolf to find you.  When he does, flip the dome control and exit
via the closing doors, forcing him to go around the long way.  This
will waste 30 seconds to a minute.  Continue running around, wasting
time like this, until the timer expires.  Then, and only then, head
over to the cable car building, open the doors, and enter (+4+1 XP).

The Very Hard Way (for more XP):

Open the dome, as above.  But now, maneuver around, get the werewolf
to chase you (not hard :)), and run around outside, up the railing,
and into the dome from the outside.  Close the dome on the werewolf
as he tries to come through (+4+1 XP).  The timer stops, and you can
take a leisurely stroll to the cable car building, and leave (+4+1 XP).

Talk to Jack.  Then listen to the radio.  Remember conspiracy nut from
the start?  He starts ranting about vampires, blaming them for the
warehouse, the slaughter on the Elizabeth Dane, and so on :)  The
movie commercial after it is pretty funny too.

Head out into "Santa Monica".  It's now a free fire zone populated with
vampires, and lots of the shortcuts are blocked.  In fact, three fairly
strong vampires will meet you as you leave the alley.  Trip's place is
open, though, if you want to stock up on ammo.  The automatic shotgun
works well here.  You can avoid the two vampires in the parking lot
by going into the alley by the Noir Gallery, and moving the bars on
your right, and sneaking into the parking structure that way.  There 
is a guy to feed on over by the beach access.

Near 2nd street, there are several vampires with shotguns.  Guns are
great here, as shotguns only really hurt up close.  3 more vampires are
hanging out on 2nd street.  The cab is over by the salvage yard.  You 
get (+8+1 XP) for reaching it.  [My Gangrel: Stamina 5]

--- The Taxi

Here, you get to pick whether to ally with, if anyone.  LaCroix, the
Anarchs, or the Camarilla.  I'll let you explore your options.  You
have a good opportunity to start down one path, then reconsider, as
you think through your options.

Once you've chosen, stock up on blood and ammo.  

--- Chinatown

[If you side with the Kuei-Jin, you will skip this part]

Two guards attack you right away.  Cross the bridge, and go into the
audience chamber you have been in before.  Exit via the left door.  
Lots more guards out here; dispose of them too.  The automatic
shotgun is a fun way.

Head left and into the small shack.  Kill a few guards, loot the
chests for lots of nice ammo.  I like to sit in the next door,
slaughtering guards using the ammo inside here.  When you're done, 
head outside, then into the main building.  Work your way down the hall, 
turn either way at the Buddha and head downstairs.

Inside, turn right.  Kill the guard on your left, and go through to
double doors.  Get an enemy to notice you and come through them, opening
them for you.  Kill him, go through, shoot the swordsman below, then jump 
over the railing, and down by the waterwheel.  Across from it (under where 
you came in) is a large door that is barred with a wooden beam.  Go up to 
the door, turn right.  Walk forward, pushing the handle, sliding the beam 
out of place.  When it goes no farther, go back, open the door, and go 
through.

Turn left.  After the spikes come out, you can grab them and move them
aside.  Kill the enemies who spawn as you work your way down the 
passageway.  Turn right.  At the next intersection, turn left, kill the guy 
who bursts out of the wall (must be pretty boring standing in a paper wall 
waiting to ambush people ...), then right, then left, into a large room 
with another Buddha.  In front of the smaller Buddhas on each side, are 
pressure plates.  Push the large stone urn-like statues onto them.  Head 
down the stairs under the large Buddha.  Go through the door.  Kill the 
cannon-fodder.

This is the central room of this level.  We are going to retrieve four
jade statues and bring them here.  The guards in here roam, so I can't
help you much with them.  The curved sections in the sides of passages
are great places to rest, though.

Turn right, head out that door, then right again.  At the end is a 
T-intersection.  We want statues from both ends, but

(1) each end has two fire archers, and those arrows hurt.
(2) you have to crouch in the hallway to avoid blades that will
    kill you instantly.

Dispatch the fire archers however you wish (Celerity, Fortitude, ranged
weapons or spells).

Get the JADE CAT from the FIGURE EIGHT pedestal,
and the JADE CRANE from the SLIGHT TWIST pedestal.

Head back to the T-intersection, and follow the passageway past the central
room to the square room at the far end.  Turn left, and go to the end 
again.  Turn right, and you will come to another T-intersection like the 
first.  Deal with the guards appropriately.

Get the JADE ELEPHANT from the FOUR PILLAR pedestal,
and the JADE DRAGON from the RINGED pedestal.

Return to the central room (go to the T-intersection, second left), 
dispatch all the guards.  Put each jade statue on the pedestal that matches 
the one you found it on.  When the glowing circle appears, walk into it.

Kill Ming (+11 XP).  Take the Sarcophagus key, exit through the portal.
[My Gangrel: Wits 5]

Of course, that is easier said than done.  Here are some tips:

(1) For ranged fighters, get in one of the alcoves on the left side; you 
should be able to get in a position where she can't hit you after you shoot 
off a few of her arms.  And since she's blocking the way, you don't have to 
worry about her "babies".  Just empty about 100 .50 cal rounds into her as 
fast as you can.

(2) Celerity works quite well if you keep it on constantly.  Run up to her, 
hit her with two combos, then retreat and kill off the babies VERY QUICKLY, 
before they have a chance to grow.  Repeat.  It takes some patience, but 
isn't too hard.

For some Brujah, you can just go toe to toe with her and slash her to bits
before her babies become too much of an issue.  Recommended:

Melee 11, the Hallowbrook Katana
Celerity 5
Potence >3
Defense >7

(3) You can also just shoot and scoot, with or without Celerity.  Her 
tentacles aren't too hard to dodge at long range.

After Ming, get restocked, then the cabbie will take you to the Ventrue 
Tower.  After dealing with the guy up front, there are about 6 cops behind 
the elevators, so watch out for them.  The Killomatic shines on this level.  
Take the elevator up when you're done.  When the elevator stops, get out.  
There is a guard in the dark by the windows, in the room to the left.  
After dealing with him, head out through the door on the right.  Go out the 
door on the right side of the next room.

The door on the right in the next room leads to a stairway up.  At the top 
of the stairs, turn right.  Follow the hall to the end, open the door, and 
kill the patrolling guard.  SAVE.

As you head down the stairs towards the tables, commandos will descend into 
the room.  More will descend as you kill these off.  It's a tough fight, 
but not to hard with the Steyr Aug, which I recommend since you will be 
getting lots of Steyr Aug ammo when the commandos are dead.  I've done it 
with Celerity + Melee before, but that's very tough.  When you're done, 
head through the door behind where the commandos came down, and up the 
stairs.

There are four more commandos up on the roof here, though they are very 
hard to see in the dark.  Moving your crosshairs around, and firing when 
they turn red works well.  At the far end, in the dark (difficult to see 
without Inspection to highlight it) is a pipe you can crawl up inside.  
It's easier to see where it goes (the well lit level above), then trace it 
down to where you enter at the bottom.  Crawl up it.

When the next level loads, head out the door to the right.  Deal with the 
guards and commandos, and head into the next room.  Behind the ladder in 
the next room is an opening in the wall, leading to a room with the fake 
LaCroix.  He goes down pretty easy.  When you kill him, he drops some 
Astrolite.  Go in the elevator, arm the explosives.  Get out of the 
elevator, and push the 'up' button.  Get well clear of the area, and wait 
for it to explode.  Call the elevator again, take it up, and collect the 
ammo from all the guards and commandos you killed.  Get in the other 
elevator and head up to the 7th floor.  

As you exit, vampires with Steyr Augs will open up on you from the windows 
above.  Quickly head up the stairs and through the door to your left, 
turning vampires into ash.

If you're sneaking, go in the room to your light, hack the computer 
('hitthelights') and turn the lights off.  Follow the hallway around to the 
right to the door at the end, and go through.  Go through the next door 
into the meeting room.  Take the elevator at the far side.  Go through the 
door on your left.

Fighting the Sheriff, part I: when you hurt him, he will teleport, and run 
at you from a new direction.  If you whirl 180 degrees, you will catch him, 
more often than not, and hit him before he hits you.  Which is good, 
because that big sword really hurts.

When you 'kill' him, he morphs into a huge bat, and takes you to the roof.  
Run over to one of the large spotlights, and turn it on.  Sooner or later 
the bat will fly through it, and fall to the ground stunned.  So deal with 
the vampires chasing you while you wait for him to fall, then do as much 
damage to the bat as you can before he recovers (usually 50-75% of him).  
Repeat with the other spotlight.  Don't worry too much about the commandos 
as they don't hurt you much, and will actually shoot at the bat for you.

Talk to LaCroix.  You're done!

***************************** QUEST GUIDE ******************************

Santa Monica:

QUEST: The Regent's Riddle:

To Get: read the invitation in your apartment
To Finish: Talk to the Regent downtown.
Reward: +1 XP.

QUEST: Wherefore art thou, Mercurio?
(Who was the idiot that didn't know wherefore doesn't mean where?)
To Get: start the game
To Finish: 
Follow the blood trail in the building just down the street from your
apartment.  Talk to Mercurio.
Reward: +1 XP

QUEST: Carnival of Death
To Get: Read the paper, for example, the one downstairs from your 
apartment
To Finish: Go up on the pier and view the murder.  Go to Skyline Apts #2.
Play the messages on the machine.  Go to the building down the alley past
the overpass from the Last Round.  Take the key from next to the body.
Reward:

QUEST: Surf's Up
To Get: Talk to Mercurio
To Finish:
Climb the stairs on the beach, infiltrate the house, and take the
Astrolite (+2 XP).  Return and talk to Mercurio.
Reward: +1 XP.

QUEST: The Pain of Being Mercurio
To Get: Ask Mercurio if there is something you can do for him
To Finish: Get the morphine from Dr. Malcolm's office on the first
floor of the medical clinic.  Give it to Mercurio.
Reward: +1 XP, Humanity Gained.

QUEST: Thinned Blood
To Get: Talk to the shirtless guy on the beach.
To Finish: Talk to the lady in the diner.  Ask her about thin bloods.
You'll get Lily's belongings.  Look up Toten, R. on the computer.
Get Lily's diary from the trunk of the red car in the parking structure
(+1 XP).  Go into the medical clinic, get past the front desk, go
downstairs.  Get into the bloodbank, hack the computer for the pass-code
(1969), and use it in the freezers.  Talk to Lily and release her (+1 XP).
Return to the beach and talk to E and Lily.
Reward: +1 XP.

QUEST: A Bounty for the Hunter
To Get: Talk to Kilpatrick at Kilpatrick's bail bonds, and talk about 
bounties.
To Finish: Go into the apartment across from Mercurio. play the tape
recorder.  Hack the computer (+1 XP).  Take the key from the top of the 
TV.  Go in the Tattoo parlor.  Answer the phone downstairs.  Head to 
Gimble's prosthetics, follow him to the basement, and kill him (+1 XP).  
Return to Kilpatrick and tell him Carson is quitting.
Reward: +1 XP, $201.

QUEST: Explosive Beginning
To Get: Return to Mercurio with the Astrolite.
To Finish: Get Therese to call off the feud (+3 XP).  Infiltrate the
warehouse, and blow it up (+4 XP).  Report to LaCroix downtown.
Reward: +1 XP.

QUEST: The Hunted Hunter
To Get:  Talk to Knox by the bar in Club Asylum.
To Finish: Look up Crumb, V. in the crime computer at Kilpatrick's.
Go to the morgue, take the key from the box on the floor (+1 XP).
Go to Foxy Boxes, kill the Asian Vampire.
Reward: +1 XP.

QUEST: The Ghost Haunts at Midnight
To Get: Talk to Therese in Club Asylum.
To Finish:  Make your way through the haunted mansion and get the locket
(+1 XP).  Return to Club Asylum.  Talk to Jeanette, but don't give her
the locket (+1 XP).  When you see Therese, give her the locket.
Reward: +2 XP.

QUEST: Slashterpiece
To Get: Talk to Jeanette after finishing the Haunted Mansion quest.
To Finish: Slash the paintings in the following order:
(1) Caine slays Abel
(2) Caine cursed by God
(3) Caine meets Lilith
(4) Caine spurns Lilithf
Kill the blood guardian.
Reward: +3 XP.

QUEST: Jumpin the Bail
To Get: Talk to Kilpatrick after finishing A Bounty for the Hunter
To Finish: Go to the apartment across from yours, play the answering
machine messages (+1 XP).
Reward:

QUEST: Bad Blood
To Get: From Therese, after finishing Slashterpiece
To Finish: Go to the diner, kill the thugs.
Reward: +2 XP

Downtown:

QUEST: Elizabethan Rendevous
To Get: Talk to LaCroix when you get downtown.  Then talk to Nines at the
Last Round.  
To Finish: Head to Santa Monica and swm out to the boat.  Talk to the cop.
Persuade him to give you the police report (+1 XP).  Head down the stairs, 
past the  other cop, through the door on the right and up the stairs.  Use 
the computer,  'enable deck cams'.  Switch the monitor until you've 
explored the crime scene (+1 XP).  Go down below the stairs, take the 
manifest from the records room (+1 XP).  Go back and talk to LaCroix.
Reward: +2 XP

QUEST: Necromatic
To Get: Talk to the flesh-eater, in the basement of
the abandoned hospital.  
To Finish: Talk to the guy hiding in the bedroom closet in Skyline Apt #1.
Send him to the flesh-eater.
Reward: +1 XP

QUEST: A Plague for the Angels
To Get: Talk to the Tremere Regent.
To Finish: Talk to a bum near the underpass.  Head down the alley there,
and talk to Tin Can Bill, hiding in the dark there.  Head down into the
sewers and kill the Plaguebearer (+1 XP, Masquerade Redemption).  Go back
and talk to Damsel in the Last Round.  Go to Skyline Apts #5.  Listen to
the messages.  Head up to #6.  Use 1203 on the door.  Go in, take the
appointment book from the closet upstairs.  Go to the Empire Hotel.
Get Jezebel's key the machine in the room behind the desk clerk 
(+1 XP).  Take the elevator to the 5th floor.  Kill Jezebel.
Take the flyer from her bed (+1 XP).  Head into the crack house, in the
alley by the white skull grafiti.  Give the flyer to the doorman (+1 XP).
Go upstairs and kill the leader (+2 XP).  Return and talk to the Regent.
Reward: (Bloodstar, 2x duration for blood buff).

QUEST: Fun with Pestilence
To Get: Talk to Damsel in the Last Round.
To Finish: (see A Plague for the Angels)  After finishing it, talk to 
Damsel.
Reward: (+1 XP, Masquerade Redemption).

QUEST: Occultish Personality
To Get: Finish the flesh-eater's first quest.
To Finish: 
Reward: 

QUEST: Calling Dr. Grout
To Get: Talk to the Prince after finishing the Elizabeth Dane quest.
To Finish: Make your way to the room with the candles, and pull the one 
one on the right until the door opens (+1 XP).  Pull the candle by the 
large stairway, and go up it.  At the fireplace, push the buttons above 
it.  In the candle room, pull the one in the middle repeatedly.  Flip the
switches in the electrical room, then the one in the hallway beyond 
(+1 XP).  Work your way up to Grout's bedroom (+1 XP).  Go out and jump 
off the balcony.  Work your way to a window where you can exit the house.
Go talk to the Prince.
Reward: +3 XP

QUEST: A Confession
To Get: Talk to Venus Dare in Club Confession.
To Finish: Head out to the parking lot at the end of the street.  Take 
care of the thugs (+1 XP).  Go back and talk to Venus.
Reward: +2 XP

QUEST: And Her Name Was Venus
To Get: Talk to Venus after finishing A Confession
To Finish: Go to the Empire Hotel, floor 6.  Talk to Boris.  Kill Boris 
or Venus.  Return to the other.
Reward: +3 XP, cash.

QUEST: Patron of the Ancient Arts
To Get: Talk to the Prince after Dr. Grout's Mansion.
To Finish:
Reward:

QUEST: Bloody Mess
To Get: Via an email from LaCroix
To Finish: Go the the Health Clinic and take the blood from the 
controlled substances room (+2 XP).  Put it in your mailbox.
Reward: 

***** WEAPON GUIDE *****

FIREARMS:
.38 Special: The upside of this weapon is it's good range, unfortunately,
when you're tempted to use it, your firearms skill probably won't be high
enough to take advantage of it.  You only get 6 shots before reloading,
and with its low damage and the low accuracy you are likely to have, you
will get one kill at most per reload.  On the other hand, against small
to medium numbers of similarly equipped foes, you can do pretty well,
especially since their .38 bullets won't hurt you much.  Unfortunately,
against vampires, you are unlikely to get enough shots off to discover 
how many reloads it would take to kill one.

Utica M37: A solid, if somewhat underpowered, shotgun.  Even some humans
are going to require multiple point-blank blasts.  Vampires are likely to
require a full load of well placed shots, and the reload time is very slow.
An upside is that damage is still good at medium range, and the width of
the blast is enough to get multiple hits against groups of foes, and the
knockback effect will take a human opponent out of combat for a few seconds.

Braddock 9mm: Your first high rate of fire weapon, but the accuracy leaves
much to be desired.  It is useful in a few specialized roles, though: as a
medium to long range, single shot weapon with a larger magazine than the .38.
It is only slightly better than the .38 in this role, though, since the 
damage and accuracy are inferior.  It is very effective against larger than
man-sized opponents at close range, where accuracy isn't really an issue.
You can run in, empty a clip into their bellies, then retreat and reload.

Brokk 17c: Finally, a true replacement for the .38.  The magazine, 
lethality, and rate of fire are all improved.  The first firearm I consider 
practical for "everyday use", though you will have to buy ammo as you will 
not find all that much.

Colt Anaconda: It's a pity you don't find more of these, as they are highly
effective against humans.  The 54 damage will take out police officers in
one shot at long range, and the lethality of 14 and accuracy makes them
effective against vampires, too.  The small magazine is a drawback, though,
and the medium rate of fire makes them ineffective in large fights.

Steyr Aug: Highly accurate at any range, doing considerable damage to 
vampires and humans alike.  Just point it at the person you want to die,
and hold the trigger down for 5 to 10 rounds.  With a 30 round magazine,
you can quickly pick another target and repeat.

Lassiter Killomatic: Similar to the Steyr Aug in effectiveness, the 
Killomatic specializes in chopping humans to shreds, while the Steyr Aug is 
more effective against vampires.

McLusky .50 caliber: If you dare to call the Brokk 17c wimpy (and you will,
sooner or later), this weapon gives you the highest damage output of any 
handgun. An excellent way to dispatch Ming's hordes of henchmen.  Less 
effective than the Steyr Aug against vampires, though.  But you don't fight 
many vampires after you get it.

Jaegerspas: A good upgrade for the shotgun, but still suffers from many of 
the same drawbacks.  The reload speed is tolerable now, though, and the 
damage from unloading on someone at short range is nothing short of 
spectacular.

                 Requires   Damage  Lethal   Rate/Reload   Range/Eff
.38 Special         4         26       7      Med/Fast      Long/Long
Utica M37           5         48      20      Low/Slow       Med/Short
Braddock 9mm        5         13       9     High/Med        Med/Med
Colt Anaconda       5         54      14      Med/Fast      Long/Long
Brokk 17c           5         26       9     High/Fast       Med/Long
Steyr Aug           8         15      14     High/Med       Long/Long
Lassiter            6         26      10     High/Med       Long/Long
McLusky             7         42      12     High/Fast       Med/Long
Jaegerspas          7         63      18      Low/Fast       Med/Short

Short Range, High Damage:
Jaegerspas          7         63      18      Low/Fast       Med/Short
Utica M37           5         48      20      Low/Slow       Med/Short

Long Range, Lethal:
Steyr Aug           8         15      14     High/Med       Long/Long
Lassiter            6         26      10     High/Med       Long/Long
McLusky             7         42      12     High/Fast       Med/Long
Colt Anaconda       5         54      14      Med/Fast      Long/Long
Brokk 17c           5         26       9     High/Fast       Med/Long
.38 Special         4         26       7      Med/Fast      Long/Long

Max Damage Rate:
McLusky             7         42      12     High/Fast       Med/Long
Lassiter            6         26      10     High/Med       Long/Long
Brokk 17c           5         26       9     High/Fast       Med/Long
Steyr Aug           8         15      14     High/Med       Long/Long
Braddock 9mm        5         13       9     High/Med        Med/Med

Max Lethality Rate:
Steyr Aug           8         15      14     High/Med       Long/Long
McLusky             7         42      12     High/Fast       Med/Long
Brokk 17c           5         26       9     High/Fast       Med/Long
Lassiter            6         26      10     High/Med       Long/Long
Braddock 9mm        5         13       9     High/Med        Med/Med
Colt Anaconda       5         54      14      Med/Fast      Long/Long