Wednesday, August 24, 2016

A look at Vampire The Masquerade: Bloodlines part 4

After an extended leave of absence, we return to another instalment of this look at Vampire The Masquerade: Bloodlines. In the previous part, Mark Flavian received a quest to clear up a haunting at one Ocean House Hotel for Therese Voerman. 

Here's that quest listed in Mark's quest log. However, there is one other quest that can be completed here.

According to the log, Mark needs to find one Virgil Crumb. Skipping an extra step, I decide to head to Virgil's actual location: the morgue. Since the morgue is in the Santa Monica Medical Clinic, Mark enters it via the Blood Bank entrance.

That door I unlocked came in handy after all. It is a lot faster than the initial method of entry.

Since there is a computer in this morgue office , it would be best to check for Virgil .

Listed under cadavers are a bunch of names. One of them is Crumb as pictured above.

Personal items are stored in the morgue. That may be of use to Mark.

 Said items are stored here.

Inside is a ring and a key for one Foxy Boxes. Now why do I know that name...?

Oh right! That place opposite the Asylum. I bet this is a club of sorts...

It's not. It is home to this laptop that contains logs of someone who is spying on the vampires here in Santa Monica.

Here is one of the logs. An invading force, eh? It will probably be important much later.

Since I am aware of that there might be a fight up ahead, I prepare for the fight by levelling up Dementation. This may be a mistake...

This is the someone spying on the vampires: The Cathayan. Since my character was built for social situtations, Mark is in a bit of a pickle plus that extra power is not that useful here.

On the bright side, Mark does have some spare blood packs and Bloodbuff. This makes it possible to finish him off.

After draining the blood-doll, I proceed to hand in the quest to Knox. He acknowledges that Mark had figured out his ruse and apologises for making said ruse.

More details on the Cathayan. Asian vampires? I guess we'll learn more about them later.

Now for the hotel. Outside the Asylum is one of many manholes that can be interacted with.

This leads into the sewers which is the go-to-place for any Nosferatu player (or for a player who needs to hide from angry law enforcement). This map gives the player a basic idea on where they are at. 

This map is relevant to Nosferatu players since it is their method of travelling between hub locations. Since Mark is Malkavian, it is of no use to him or his voices.

This is the ladder leading to the Ocean House Hotel which is past this locked gate.

This is the Ocean House Hotel. It is considered to be one of more scarier parts of the game. To me, this place has the right amount of ambience, atmosphere and scares to strike fear into most players. The first time I went through this part, it scared me though subsequent playthroughs have lessened the scare factor.


A light bulb breaks? Not a big deal... The door is locked though.

Here lies a trailer and a tiny bulldozer (or some vehicle of sorts since I have no idea what it is).

Well here's the key! I'll make my way to the door and...

It's locked and why is there an engine running outside? (Writer's note: It would be better if the reader watched a playthrough of this segment or actually play this part since the sounds needed to convey the atmosphere cannot be represented in text form. I will continue writing for this post.)

That should not be there... How did it get there?

The lobby. It looks like a typical abandoned hotel though made creepier by the darkness.
  
Except that there is something here that wants to keep people out of said hotel.

Okay... why is there someone else here...? And why does he have a BLOODY FIRE AXE?

Here's a part I like about this segment. Parts of the story of this place is told through these burnt newspapers and only after the player pieces the story together will they understand what happened. From this, we can see that the hotel was open for a time and it was good.

There appears to be a woman fleeing from someone... Fleeing through a boarded up door...

Wait... who's here...?

WHERE DID YOU COME FROM?!

Okay, he's gone now... and that explains why it was abandoned...

Looks like there are some people unaccounted for... perhaps they are the ghosts?

Thank you for telling me, creepy voice! Please excuse my initial surprised yelp when you chimed in!

Looks like the only way to go is up. I am sure that nothing will go wrong-

I have got to stop tempting fate. This is the basement area.

Confession time: When I was playing this for the first time alone in the dark, I was tense and filled with dread but not to the point where I could not stop playing. When she came running through that hallway and went past my initial player character, the sounds, the atmosphere and the pieces of backstory combined with her appearance prompted me to pause the game and run for a lit room. I was simply terrified. While the suddenly loud audio made this seem like a jump-scare which I tend to look down on, I did not mind it here since the atmosphere already built up my dread and terror before giving it a release without being too exaggerated.

Following her, Mark arrives in a seemingly unimportant room but there seems to be a some small holes in a nearby wall, indicating a wall that can be bashed open.

This explains what happened to some in that family...

A sound of something tumbling about a metal container manifests as this door slowly opens by itself (with a creepy sound to boot).

Here's that metal container. With that article in mind, I have a bad feeling about what's inside...

Thankfully that bad feeling is unfounded. All that was inside is a key to a boiler room and the door lit by this ominous red light is unlocked by said key.

WHAT IS HE DOING HERE NOW?!

Okay... he's gone now... Here is a switch in the boiler room. Hopefully, this does something.

And let there be light. Or rather rapidly flickering light...

The bolts on the boilers that shoot out at the player character are harmful if not avoided.

Now that the lights are working, this must mean that the parts of the hotel that run on electricity are working now.

Like this elevator?

That is already ready... Hmm... 

After hearing some voices, Mark finally reaches the upper areas of the lobby.

Here we see a clue on what to investigate next.

That accounts for another child.

Here is the hole Mark fell through earlier.

WHY WOULD YOU DRAW SOMETHING LIKE THAT?!

In this room, the hostile spirit makes another appearance. However, we cannot acquiesce to the spirit's request. 

Inside the prior room is a key. The ghost here gives a clue on where to go next.

She's rather direct as well.

I guess the fire started here?

The wood panel in the prior picture was hiding something, namely this hole. Also, anyone who has seen The Shining (the 1980 film) may recognise this bar.

I guess this settles it then. The couple in that family is involved somehow.

Taking a dumbwaiter in the bar leads us to this kitchen. There appears to be something on that counter.

A diary?

This diary explains the story for the hotel and the ghosts haunting it. Note that the last entry is rather unrealistic though. (Seriously, was she still writing her diary as her mad husband began chopping down the door?)

In response to Mark's discovery, the husband commences more poltergeist activity.

That reveals the way out.

In this room is a vent and it is conveniently man-sized.

Now for an object operated by the husband's ghost that can actually kill the player. An elevator...

That can be evaded. Note that the Plus Patch adds in the Fire Axe and at this point of the game, it can be a game-breaker for characters with the right build. I usually ignore it but since Mark spots it, I might as well take it..

Onward to the only unexplored floor!

I recommend heading right here though I usually go left here for some reason.

This is why you go right here.

And now there is a face to identify the two ghosts Mark has been seeing.

Going left will eventually lead the player to this room with enough fallen planks that make for some makeshift steps.

The purple fire is not just for show. The fire inflicts aggravated damage which is exceedingly dangerous for any vampire.

Now to cross this hallway of death.

The steam also causes damage so ducking should be done.

Here is the final room. There does not seem to be a way across so Mark-

- somehow enters the past? The music here is particularly creepy as well though different from the soundtrack playing throughout the level.

The diary mentions a pendant that the husband believe to be a sign that his wife was cheating on him which led to the husband's growing madness and eventual murder suicide. This could be what Therese wants.

Taking it reveals that Mark somehow walked to the other side of a room with no floor...

Using the same elevator shaft Mark from before, Mark is able to reach the lobby once more.

NOW TO GET THE HECK OUT OF HERE!

Ah, sewers.. Lovely, putrid sewers. How I have missed you so.

Now to replenish some blood since I used some Bloodheal to restore health lost thanks to poltergeist activity.

Therese's computer is now accessible. It contains background and additional information on Therese's dealings in Santa Monica. The more interesting aspect is why Therese's computer is active...

Well, that is because of Jeanette! She's here instead of Therese. Here, I pick 3.

3 again.

I went with 1.

Now I go for 2 because I want to give Therese the pendant so that she can exorcise the hotel.

The Malkavians words here are rather harsh but I pick 2 because I want to give up the pendant.

I pick 4.

Now I pick 3.

What a quick recovery... Almost as though she was actually fine and only wanted the locket to spite Therese...

Well, she recovered quickly enough. Now she wants Mark to vandalize an art gallery to ruin a show being set up by an unidentified Kindred. I pick 2.

I pick 1. Fun fact, picking one particular option addresses the morality of stealing the charity box and actually prevents a loss of Humanity.

Jeanette seems to be forgetting something important though... I'm sure it will not be an issue...

Here is the aforesaid art gallery. Opposite of Mercurio's place.

This person is Chunk. He is the security guard. Being a Malkavian, I use the first option that inflicts madness.

I love Malkavians.

This is the backdoor to the art gallery. The bars highlighted here indicate another way in without talking to Chunk.

Now that Mark is inside, the charity box is the first target.

And there goes a point of Humanity.

These pictures featured are actually linked to the backstory of the vampires in the World of Darkness. Some of it is revealed later in the story but this part serves as an introduction to the backstory for the player character. It begins with the first murder.

God punishes the first murderer.

The first murderer then encounters Lilith.

And eventually abandons Lilith. There is far more to this story (and it is an interesting read) but for now, this will have to suffice.

Slashing the paintings in that specific order causes something to happen. I guess this is what Jeanette actually meant.

The Blood Guardian. This fight is particularly tough for early player characters without the right build. This would be tough for Mark, to say the least.

After draining all of the remaining bloodpacks, Mark is able to finish off the Blood Guardian. Now to escape and hopefully not Frenzy.

Interesting...

Now to recover some Humanity by dancing and then, we can report to Jeanette about slashing the paintings.

Or not... Therese seems upset... I pick 1.

Oh... So that unidentified Kindred was Therese... This feud of theirs is getting out of hand. Also, I pick 2.

Only one option to pick here.

I pick 2. Also this resolves the Ocean House Hotel haunting as the pendant allows for the ghosts to be put to rest while ensuring that the mad husband receives his just desserts.

Now 1.

1 again.

Here's a screenshot I took at random.

This is the diner where Jeanette claims to be meeting Therese.

Four men that resemble basic human thugs and a deserted diner. I'm sure this would not be an issue...

It is rather obvious that the men would turn hostile at some point. Approaching the payphone here triggers their hostility. It's obvious that they wanted to use the phone first.

Looks like there is more to this than meets the eye and it seems that the feud has reached its peak. Time to confront Therese and Jeanette Voerman before one takes out the other.

Now to head in and meet the two.

Or rather one in two. In case I was being subtle or Mark's nickname of the two was unclear, Therese and Jeanette Voerman are split personalities of the same person, Daughters of Janus, the Roman god with two faces. This person, presumably Therese, is a Malkavian like Mark so their insanity manifests in the form of a split personality.  

In this encounter, the player would have to make a choice on which personality gets to live based on actions taken prior to this (like whether Therese or Jeanette gets the pendant. However, because of the dialogue options I have been picking, there is a third option: Reconcile the feuding 'sisters'.

Obviously, Therese is not interested in trying.

Neither is Jeanette.

At this point, the player should have some points into Persuasion (4 or more) to succeed.

It may seem like nothing is happening but the choices lead to something.

More background is shed on the two, primarily that of an abusive father.

One who sexually abused his daughter. Both claim the other sister killed their father but there is no real method to verify this (plus it is unnecessary since it probably took place a long time ago).

The sisters are not going to help clarify the matters.

Perhaps this part is true...

Now to begin convincing them that they can co-exist. Essentially the player ought to bring up the idea that the two could work together as a team and would be able to consolidate more power with their talents and resources combined.

Now to convince them individually.

Looks like Jeanette is not feeling conciliatory.

Neither is Therese.

The key to reconciliation between the two lies in reminding them that they still care for each other. The dialogue option prior to this line allows the player to bring this up.

As the two begin to reminisce...

...they begin to remember that they cared for one another. This eventually leads to their reconciliation.

In private. Publicly they will maintain their feud to be able to identify their respective enemies and gain an advantage of said enemies.

Now, Jeanette reveals where Bertram Tung has been hiding.

For a brief moment, the two spoke in unison as Tourette. Perhaps there is hope for these two after all.

Now that Bertram's location has been revealed, Mark heads there.

And we end part 4 in front of Bertram Tung and our informant for the next mission. This, reader, is how a Nosferatu looks like.



This post can also be found on my new Wordpress page using the following link as given which I may use from now on: https://threeheadedthoughts.wordpress.com/

No comments:

Post a Comment