There are many different paths your choices can take you down. This Vampire: The Masquerade – Swansong Choices & Consequences Guide breaks down the major choices you can make during the game and explains the consequences and outcome of each of the decisions you make.
Vampire: The Masquerade – Swansong is a game that focuses nearly entirely on conversations, controlling the narrative with a variety of different choices during interactions with certain characters. However, the vast majority of these choices simply act as a method of including minor alterations to the dialogue itself. There are some major decisions, and these are made obvious by a thudding pulse-like noise in the background with the choices highlighted on the screen.
Those are the choices we are going to focus on for this guide, the major choices that impact how certain characters progress and evolve as the story continues. There are also choices that are considered “successes” at the end of each chapter. Completing these objectives earns you experience points.
Be sure to check out our Confrontations Guide for the conversations in the Confrontation system.
There are key points in the story, that are not part of choices or dialogue, that influence the ending. This list is not exhaustive but it includes every event we encountered over multiple play throughs. If you want to get the best ending, you need to make sure you complete all objectives related to these events:
Whether Emem installs the virus in the SAD base
You must identify the traitor during the final missions at the S.A.D Base
This choice appears during the first chapter of the story, in the Princes Quarters. Emem and Journey Atkins are speaking and Emem must decide what she does with Journey.
If you choose Take Her To The Prince
Emem tells J it’s going to be fine and Journey explains that she is scared. She agrees to follow Emem to meet the Prince. Later in the story, during a meeting with Leysha and Prince Iversen, she tells the Prince that Emem told J to meet the Prince.
If you choose She Should Run
Emem tells her she better get out of there. This starts a Confrontation. If you win, you convince Journey to flee and she leaves. Later, if you cannot convince the Prince that you didn’t tell her to leave, she gets angry at Emem for her decision.
If you choose Give in to premonition
If you choose this Leysha witnesses a brief premonition, sitting on her knees in flooded water in what appears to be a large, yellow tent. By doing this, you miss the conversation between Journey and Emem. This allows you to convince Journey, as Emem in the previous Scene, to flee, and not have Leysha report the information back to the Prince.
If you choose Stay Focused
If you make this choice you remain focused on the task at hand and you witness Journey and Emem having the conversation you explored previously. They both leave the room so you can look for evidence.
If you choose I found what Journey was looking for
Leysha gives proof that the party was arranged with a lot of precautions. Prince Iversen seems happy that you found the information.
If you choose Keep the file Journey was looking for
You don’t reveal the information to the Prince
If you choose Let her finish her mission
Galeb tells her to do what she has to do, he will talk about it to the Prince later.
If you choose Order her to leave
Galeb orders Dana to leave and she agrees to go home. She leaves the area
After finishing all objectives, dial “Pura Vida” on the phone in the bathroom. In the childs room, you will see a sign on the wall for “Pura Vida”. This represents the correct numbers. Remember the spelling of the sign and then go into the parents bedroom and use the bathroom mirror to make a phone call. This will let you find Jason Moore which influences the cut-scene at the end of the game.
If you take him to the Prince
Galeb tells Jason to get in the car and he complies. Later, if you meet Kaius with Galeb, Kaius explains that Jason Moore was helpful in providing information on a potential traitor within Boston. Later, the Prince will inform you that Moore will be “taken care of”. You can resist but I didn’t have the skill points to fight the case.
If you let him go
Unknown
When you meet with the group at the end of this mission, this is another decision that influences the outcome of the game. Convincing the mages to work with you under the offer of a neighborhood in Boston is the most “positive” outcome for the story.
If you choose Help Kaius
You head down to the Security HQ to speak with Kaius, who is happy to see Galeb. Kaius explains that somethings come up, a message was sent to an unauthorized recipient. He accuses Jara of being a traitor and requests Galeb’s help in finding evidence.
If you choose Speak with Berel
Head up to Berel’s room upstairs and then speak with him. Berel is surprised to see Galeb there. Galeb convinces Berel to tell the truth and then Galeb can confront him. If you win the confrontation, you convince Berel to back off and not speak with Feng again.
If you choose All right
Kaius asks you to check Jara’s room to see if you can find any evidence she’s a traitor and you agree to help. If you find all the evidence, the thumb drive and the box on the bed, you learn that both Jara and Kaius are searching for the same individual.
If you choose Refuse and leave
You refuse to help Kaius and you leave.
If you choose Take the Treatment
Leysha screams that Halsey is just in her head, Halsey argues this point, but Leysha takes the treatment and Halsey disappears. You gain the Moving On trait. A brief cut-scene players that seems to show Halsey locked in a padded room surrounded by shadowy figures. During future missions, Halsey will not join Leysha on missions until the culmination of the Leysha story arc.
If you choose No, Halsey stays with me
Halsey and Leysha talk about being two peas in a pod. Leysha has a premonition, which is identical to the other decision. This decision keeps Leysha and Halsey together on the coming missions. When Leysha infiltrates the S.A.D base later in the story, you can find a hidden room in the area after you enter through the blast door. You find Richard in there and learn more about your past. You get the option to kill Richard or let him live.
Anarch Domain
There are various choices here that come together to shape part of the ending depending on how the Anarch domain assists Emem and what their fate is. If you want the “better” endings, you need to secure the help of both parties and then convince the thane. Cerys is the easiest as you just speak to her first and have them try to frame her, then report it to her. I’ve still not managed to find out how to get into the hackers vault.
You can either frame Cerys and let her second take command or, if you take the documents to Cerys, you can convince her of her seconds betrayal and she will join your cause instead.
If you choose Stick to the Prince’s Plan
Emem heads inside and sees Cerys and Thane arguing. Cerys thinks Thane and his men should join. Thane is angry and tells you all to leave, saying he doesn’t want to see you again. Later in the story Saule arrives in the S.A.D base and her and her allies are killed. At the end, Emem expresses sadness to Hilda but Hilda is happy Emem returned, even at that cost.
If you choose Go it alone
Emem says Saule doesn’t deserve that, pertaining to knowing they are all going to get killed. Later in the story when Emem infiltrates the S.A.D base, she will not have the Anarch’s as a distraction. This causes more guards to be placed in various sections and makes the mission harder.
If you choose Clear her suspicions
Galeb tells the woman it’s entirely normal for him to be there. She apologizes and everything goes on as normal. Galeb can get additional information from her. She gives you the code to a safe (423) so that you can find a Green implant.
If you choose Kill her
Galeb kills her and she dies. He breaks her neck and hides her corpse in the morgue. You can still use the 423 code on the safe.
Your first action immediately fails here. If you move toward him and attack the guard, you will skip most of this level and go straight to the Confrontation at the end. You need to use any other option with the highest chance to succeed.
When you are dealing with Joseph Manneh. Either option here you can use in a Confrontation later to turn Joseph in.
If you choose Kill him and take his implant
Galeb says he cannot allow him to live and immediately kills Joseph. He can then take his implant. You don’t need to kill him as you can get Favarone’s implant without doing so. Towards the end of the story, Standford knows you corrupted Joseph and brings it up.
If you choose Spare him
If you choose to spare him you will need to get another implant but Galeb doesn’t kill him. If he lives you can find Joseph later in the S.A.D base, Galeb finds him in Standfords room. He offers more insight into Stanford’s character and does not betray Galeb.
If you choose Destroy it
She uses the axe and chops its head off, instantly killing it. You return to Berel and he is impressed with you. He tells you that you just killed Quentin King III, the previous Prince. You learn that Hilda had the Prince stored down there and that Berel and Wyatt sold the princes blood on the black market.
If you choose Don’t destroy it
If I get time for a third play through, I will update this option
When you want to leave the area from the underground section, you need to solve the puzzle. If you leave by talking to the guard, you’ll be shot and captured.
If you free the werewolf
The werewolf clears the path ahead and keeps his word. Later in the story, Berel, if you do not kill him, explains that the werewolf made his return to Boston much easier.
If you don’t free the werewolf
I’ve not yet figured out how to leave the jail without freeing the werewolf
If you choose Free Berel
Galeb tells Berel to find blood and get to safety. Later, back at the Prince’s Quarters, Berel thanks Galeb and says it all went well thanks to him.
If you choose leave him
Galeb says Berel has disappointed him for the last time and he leaves Berel to rot in the cell. You learn later that both Berel and Xu Feng betrayed you.
If you choose I will embrace her
Galeb explains his plans for her haven’t changed. Berel agrees and Xu Feng appears. Galeb embraces her after another choice.
If you choose she must disappear
Galeb does not embrace her and she flees with Berel
If you choose Quit the Camarilla
Emem tells Hilda she’s tired but doesn’t want to end up like her. Emem says Hilda can keep the seat, Emem is leaving. Hilda warns her that she’ll be hunted down. Emem leaves.
If you choose Join the Primogen
Emem said she deserves the seat. Hilda tells her she doesn’t understand the game she is played. Emem goes off to meet Hazel. At the end, Emem takes her place at the Primogem.
There are many different paths your choices can take you down. This Vampire: The Masquerade - Swansong Choices & Consequences Guide breaks down the major choices you can make during the game and explains the consequences and outcome of each of the decisions you make.
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