Shower      07.03.2020

Amnesia: The Dark Descent Walkthrough Walkthrough of the game "Amnesia. Ghost of the Past" Engine room amnesia walkthrough

Hall with rain.

After the introductory video, we wake up in some kind of castle. We read the entry in the diary and go along the corridor, guided by the pink footprints on the floor. Also, do not forget to read the hints and look into the rooms, cabinets in search of useful items. For example, a tinderbox is needed to light candles, etc.

Old archives.

We continue to walk, hoping to find a source of water. In the room where the tracks lead, we select a lantern from the floor, there is a chest on the left. It contains a vial of tinderbox. We pass into the next one, having reached the cabinet with flasks, we read the note from the table. Daniel asks us to kill Alexander. It was a note to himself. After all, we, having taken a certain elixir, lost our memory and, assuming such complex consequences, took care in advance of returning us to old life. Here we pick up fuel for the lamp. To the right of the table, on one of the shelves we activate the mechanism. Through the opened passage we go to the next location.

After leaving the main hall, we watch a small cut-scene. We go down to the illuminated door. There is nothing good there - the road was blocked by a sticky mass. You need to dissolve it somehow. Once again, I would like to note that useful items are scattered throughout the game with great generosity, you just need to be able to find them, even in the most unexpected places.

Laboratory.

We go down the stairs and turn left. In the experiment room, we select a note from the table. On the left side of the room, we read another note, and take the empty bottle. After leaving the laboratory, we hear a woman's scream coming from the second floor.

From the right room, from the table we take away the manuscript. Leaving the room, turn right, right again and find ourselves in a huge corridor. We go to the end and turn into the left room. In the "Floor Plans" in the very last row we find a chest. After leaving the room, we turn right, resting against a dilapidated wall, we hear a roar. At the left room, from the table we select the next urinals. In the same place we pick up a stone and throw it at the wall with an opening. We go further. We examine the hall of local history, first we find all three books that need to be activated. Under glass lies the last manuscript of this series. Having noticed the books, we activate them and go to the secret room. We take the key from the table, and take out the note from the bedside table. Hearing the roar, we return to the hall where the new door. We carefully move along the corridors, because a monster roams nearby. We leave the archives in the same way that we came.

Wine Vault.

We use the found key on the door of the wine cellar. We go down the stairs and enter the first door. We select the first component: cuprite. Next, we examine the rooms from left to right. In the second room we select the next component. For a few seconds we will lose consciousness. In the corner of the room, you can fill in additional fuel for the lantern. We remove the blockage before the exit and go to the next room. Approaching the door, we see that someone is breaking with reverse side. But this is just an illusion, in fact there is no one there. We take royal vodka. We return to the stairs. Now we go from right to left. The first door is locked, go to the second. Upon entering, immediately turn left. At the end, from the shelf we select tincture of opium (healing drink) and immediately we see the monster. He doesn't pose any danger yet. If we are on the verge of insanity, a simple flashlight will no longer save us. It will be necessary either to quickly advance through the plot by completing the task, or to enter a very illuminated area. We pass further around the corner, where the monster hid. We go to the end, from below, on the shelf we see the last component, we pick it up. We go to the laboratory to make acid.

Laboratory.

We go to the room with the device for chemical experiments. We pour all the components, turn the left one, then the rest of the screws. Quickly substitute an empty bottle under the tap on the right. We take acid.

We use the acid on the mucus that blocked the road.

Processing chamber.

We move along a dark corridor. Seeing the monster, turn off the flashlight and try to climb on your haunches. Turn left and enter the room. On the shelf on the left we select fuel for the lantern. In the next room, from the shelf, we select tincture of opium. Next, we find that the door is locked from the back. We go further until we find a note. We return back to the locked door. On the right, having removed the boxes, through a narrow passage we penetrate into the back room. After passing a little, we replenish the supply of fuel. The gate does not spin, this must be corrected. Somewhere in the middle, looking at the ceiling, we see that a piece of wood is interfering with the mechanism. We put the box and reaching out we loosen it until it breaks. We turn the gate. Do not forget completely, before leaving, carefully inspect the room. Further, we go down, through the opened door.

Underground archives.

So, after a few seconds of losing consciousness, we jump onto the first box. An invisible monster is near us! We can only track him by his footprints on the water. Also, if we walk on water, he instantly notices us and kills us. There is a room on the right. We activate the lever and very quickly go along the corridor, at the end of the metal grate, which slowly closes. If we fail, we will have to do it all over again. Of course, if it will be difficult for you to orient yourself, then you should first scout everything. Intelligence will help you find useful items in other rooms. Once in the next zone, there is already another monster. Dissected body parts are located in the boxes. We throw them into the water, and wait for the monster to start eating them. Then, quickly move through the water and twist the mechanism on the door to go further. Meat needs to be thrown in constantly. After going into the next room, we take the needle from the shelf and use it on the door.

Archive tunnels.

Run, run and run again. Don't forget to close the doors behind you!

Remote room.

Looking to the left, the game itself indicates where we should go. The elevator is not working, the engine room is locked. We return to the hall and go in the opposite direction.

Storage.

Walking down the corridor, turn left. We enter the room and select one of the parts of the drill. The monster is right there, quickly dissolving into the darkness. There are also a lot of tinderboxes here. In a fork, it is best to light lamps and candles everywhere to make it easier to navigate. We go to the right. There are many barrels here, among them there are containers with primary and secondary liquid. We need them to make explosives. We carefully examine the rooms in search of the remaining parts of the drill. Find them, connect them. Using a drill, we drill a hole in containers with liquids and substitute an empty bottle. Ready. We return back and go to the last fork, where, in fact, there is a blockage. Use the explosive on the rocks. We pick up a small pebble and throw it into a dangerous mixture. It will light up, and we have a few seconds to run away. We go along the corridors, examining the rooms. We move quietly, because on the way we will meet a couple of monsters. Having reached the room, we select two rods and a note that says that the third rod is in the office on the second floor. We leave the vault.

Cabinet.

We look at the rooms. We go further, going to the window, it will crack. There is oil nearby. We pass into the room on the right. We look at memories, look for useful items, notes. We pick up a heavy object, such as a chair, and throw it through a cracked window. Through the ledge, jumping get to the other side. To the right of the table we look into the sphere. We go further, on the right we select the last rod and the setup instructions. In the next room on the left we examine the chest. When leaving, do not forget to fill the lamp with oil.

Living room.

We examine the left room, take the crowbar from the table. We read a note from the bedside table. In the middle room, we select oil from the shelf. We read a note from the table. We break out with the help of crowbar the door to the right room. A little later we hear a roar and read a warning. The monster is coming, we quickly hide in the closet. When he leaves, we read the last note, remove the picture from the wall and take the key from the cache.

We go to the hall with the elevator. Use the key on the engine room door.

Engine room.

We pass forward and turn right. To the left of the table we read a note. Go ahead, now you need to adjust the levers according to the instructions: you should get the sum of the numbers 8 - from the bottom, 8 - from the top.

After doing everything right, we will see a notification. We return to the entrance, go down the stairs and turn into the left room. We install the rods: three-phase - a triangle, four-phase - a square, steam - a circle. We read all the notes in the room. We go further. Entering the room with the mechanisms, immediately turn right and read the note. Next, you need to fill the furnace with coal, to do this, open the hatch, and go into the room on the left, throw three coal balls into the furnace. We set it on fire with the help of a lever. Now you need to find three gears: one of them is somewhere in this room. The second is in the room where the rods were installed, the third is right at the exit from that room, in the corridor. Having installed everything as it should, we start the mechanism. Everything started, we return to the elevator and go down.

There are many types of fear. We face some of them every day: fear of heights, fear of losing a job, fears about the health of loved ones, horror of an impending universal flood ... But, perhaps, the fundamental fear is the fear of death. "Amnesia. The ghost of the past "- just about him.

This game can be called an interactive horror movie. "Amnesia. The Ghost of the Past begins as a real thriller. The protagonist comes to his senses on the cold floor of a dilapidated castle, with emptiness reigning in his head, he barely even remembers his name.

He looks around, stalking as silently as possible down the corridor. And suddenly - khryas! The door of one of the rooms jerks open, and pieces of paper fly out. The camera jumps back, the image floats and ripples, the music changes abruptly...

Initially, the player does not know anything about what is happening in the castle. There is only one thing left for him: to move forward in search of answers, frightened at every step. The plot, intrigue, methods of presentation - everything is like in a movie, with the only exception that the main character is controlled by the player.

By the way, the hero's name is Daniel, and he is an archaeologist. While on an expedition in Algeria, he came across an ancient temple, where he found an amazing object - a luminous sphere. And immediately after this event, Daniel's life changed dramatically.

From that moment on, death itself follows him. Everyone Daniel has the misfortune to run into - even the obscure hairdresser - soon dies under mysterious circumstances. Daniel is in a panic, he guesses that the sphere is to blame for everything, but does not know how to end this nightmare. And no one can help him, except for Baron Alexander of Brennenburg ...

The premise of the plot is banal, like half of the horror films, and its ending is exactly as absurd as the other half. And even the fact that the plot mosaic is collected throughout the game and the full picture does not add up until the very end does not change anything at all.

Mouse passes

But Amnesia. Ghost of the Past" would have remained "another horror movie" if it weren't for interesting design. Here, for example, the game completely lacks an interface. There is nothing on the screen except what Daniel himself sees, even the cursor - a barely noticeable bright dot in the middle of the screen, which can be turned off at any time.

The character has only two parameters - health and the degree of fear. And even the first one was added to the game solely for show. Daniel is either alive or dead, there are almost no intermediate states.

But the second is very diversifies the game. Depending on the state of Daniel, the world around him also changes. It is worth moving into the shadows, as the image will barely noticeably float, incomprehensible sounds will begin to be heard. If Daniel gets even more frightened, imaginary details will appear around him: spiders, wood lice, flies, dead people. When the character finally takes possession of madness, it becomes difficult to see something on the screen - the picture is distorted, it goes in waves.

To perform each action, whether you open doors or dismantle the blockage from the boards, you have to write out intricate pretzels with the mouse. Developers rarely decide to introduce such control into the game, but in this case it came in handy, bringing the player as close as possible to the character. The barriers between Daniel's fears and the feelings on this side of the monitor were completely blurred.

"That again"

"Amnesia. The Ghost of the Past rests on two pillars of game mechanics: a sense of constant fear and tension, as well as ease and ease of development.

The developers used, it seems, all the cinematic ways of escalating the situation in the early stages of the game. There is no direct danger yet, but almost every scene is a frightening event. There are many of them, and they are diverse: either the candles suddenly go out, or the door will open in front of your nose, or the piano will play right behind your back. And then terrifying sounds and voices will be heard from around the corner, but even if you overpower yourself and look in, there will be no one there ...

A little later, the player will still meet with the local monsters - but from afar, briefly, in a short episode. Then the moment of direct contact will come - and then you will have to run away, hide in cabinets and behind drawers, wait until the monsters leave. Closer to the finale, everything will be piled on the player at once, but this is not the culmination yet, everything is still just ahead.

When Daniel sits in a dark corner, shaking all over and almost whimpering in horror, the panic is transferred to the player. It is not so easy to abandon what is happening on the screen - the player regularly gets scared along with the main character from scene to scene.

This is not death. It's worse.

Developers shuffle episodes like a real magician - a deck of cards. The action on the screen is constantly changing. Situations sometimes repeat themselves, but at the same time they are sure to acquire new, nerve-wracking details.

If Daniel already ran away from the monster five levels ago and that time everything ended well, then now there will certainly be a door in his way. Yes, not simple, but littered with stones and boards. It is not possible to quickly pull the stones away, the heavy beam barely moves, the door does not react in any way to desperate jerks. In just a couple of seconds, the player experiences the whole gamut of emotions: from the disappointed “really again ?!” through a frightened “well, I knew it!” and to panic “I’m going to die now, what should I do?!”.

Constant changes do not allow you to "get used" to what is happening. As soon as Daniel, and with him the player, calms down a little, the game immediately throws up new sensations, even sharper than the previous ones. And where does the reinforced concrete confidence go that in fact the drawn hero (and even more so the player sitting in a chair at the computer) is actually not in danger?

Unit of measurement of fear

Local puzzles for the most part simple and often solved by a simple enumeration of options. The player is unlikely to reach a dead end; if the current situation is not solved by the available set of tools, then the “key” is in the next room in the most visible place. To find all the important items, it is not necessary to search every corner - just walk around the level with a flashlight. In some cases, fragments of diaries and rolling memories come to the rescue.

A weak graphics engine brings the game down a bit. However, faded textures and angular models are not so critical, but the most important thing - the visualization of fear effects - was a success. The game easily flies by in one day (although night is better, of course), but for these seven hours gameplay accounts for a record number of creepy moments.

There are several types of horror films, from thrillers full of tension to trashy grotesques and parodies. "Amnesia. The Ghost of the Past ”managed to take a little bit from everywhere and not become tasteless at the same time.

Walkthrough

hall with rain

A man wakes up on a cold stone floor. It seems to be some kind of castle, and abandoned. The only thing he remembers is that his name is Daniel and Shadow is following him. Who or what it is, he does not remember.

There are rose petals on the floor and traces of some pinkish liquid. The tracks are fresh and Daniel wants to know where they lead. In the room with paintings, where Daniel enters, the lights suddenly go out. Panic sets in, the hero lights candles on the nearest candelabra - he becomes calmer in the light.

It is important: in fact, you can stay in the dark for as long as you like - even having completely lost his mind, Daniel will not die of fear. That's just to navigate in space will be much more difficult.

old archives

In the second room, Daniel finds a portable flashlight on a table. There is not enough oil in it, but the lamp is a great way to disperse the darkness when it becomes completely unbearable. Plus, it's a quick way to wake up without lighting candles.

Meanwhile, footprints on the floor lead to a desk in a small closet. On it lies a note written by... Daniel himself. The message is very short and explains little.

Daniel took some kind of medicine to erase his memory, but previously indicated in the message: he must find a passage to the inner sanctuary of the castle of Alexander of Brennenburg. Find the owner and... kill him. Who is this baron, why did Daniel need to kill him, and why did his memory interfere with this? There are no answers to these questions.

Hall

In the vast hall, Daniel is flooded with memories that the inner sanctuary is located deep in the mountains below Brennenburg Castle. The way there begins in the processing chamber.

Behind right door a strange brown mass is found blocking the passage. Seems to be organic. You need some kind of solvent, an acid.

The choice is small: if somewhere you can get acid, then in the laboratory. The wine cellar and archives, which can also be accessed from the hall, will have to wait.

On a note: which location to visit first does not matter. In any case, you will bypass them all, and in what order - decide for yourself.

Laboratory

In the experiment room, Daniel studies the records of the Baron's old alchemy research. Instead of the elixir of life, however, an excellent toxin came out, but Daniel just needs it. Alexander listed four ingredients: calamine, orpiment, aqua regia, and cuprite.

In addition to the empty container next to the note, an incomprehensible type of vessel is found in the table. Touching him triggers someone's memories - perhaps Daniel himself?

But in the laboratory itself, the desired was not found. But on the table with alchemical instruments, a hint awaits us: the ingredients are stored in the wine cellar. Indeed, where else is vodka stored? Especially, hmm, royal.

Archives

The door to the cellar was locked, therefore, it is necessary to look for the key in the archives.

In the study and the room of rare books, Daniel discovers two fragments from his own diaries about the Algerian expedition and his find - the sphere. The hall of local history is locked; let's look for a workaround.

Finding him is easy; True, you can’t go back by the same route - the roof has collapsed. In the room for storing maps - the last passage of the diary.

It seems that there is no way out of the stone trap, but light breaks through the gap in the wall. Pick up a stone from the floor and widen the hole with a well-aimed throw - that's the way to the hall of history. Papers under a glass cover will tell about superstitions and legends associated with Brennenburg, Alexander and the scientist Agrippa.

A visit to the room brings back several more memories for Daniel, this time about the secret room. It is opened by clicking on three fake books on the shelves, and this must be done quickly.

Play the action and take the key to the wine cellar from the table in the opened room. In the desk drawer is a note about the thugs locked in the wine cellar. We must take into account.

The way out of the archive is found by itself - someone breaks down the door. But is it worth dating this "someone", or is it better to quietly leave?

  • First of all, I would remove the ability to save achievements when exiting the game. The developers prudently eliminated the possibility of a quick save, this improves immersion in the game. Autosave exists and happens at the beginning of each level. But the menu item "save and exit" instantly deprives this idea of ​​any meaning - the player can save the game at any time, and then immediately enter it.
  • It would be good not only to light a candle or a lamp, but also to extinguish them. If the player was given the opportunity to disperse the darkness, why not do the opposite? If the player can adjust the boundaries of light and shadow, the interest will only increase.
  • A little out of the general picture of madness is a long stay in the dark. Daniel throughout the game is constantly afraid, wildly, panicky afraid of everything around. Darkness distorts his perception, he gradually loses his mind. But... what's next? But nothing. The level of fear is reduced to a "mild headache". A bit unrealistic, isn't it? It would be much more interesting if, after some time in the dark (say, more than a minute in a state of insanity), the player would temporarily lose control over Daniel until he comes to his senses. For example, Daniel could hide in a corner and sit there, staring at one point, or vice versa - rush off with wild cries, not understanding the road.
  • I would add various secrets and hidden locations to the game. Everything secondary, which does not directly affect the passage (diaries, notes, memories in cylinders), is almost always in the most prominent place. There are a lot of things in the game that can be lifted, moved, thrown - but there is little use for this, because the interactivity ends there. Why go through all the books on the shelves or drawers in the corner, if we will get nothing for it? But if the same book served as a lever that opens a secret passage, or boxes would block a crack in the wall, the player would pay more attention to research.

Wine Vault

The cellar is not empty, that's for sure. Footsteps, creepy sounds - someone wanders in pitch darkness. And, judging by the returning memory of Daniel, these are no longer people ...

Cuprite is located very quickly, in the room opposite the descent to the basement. In the right room, there is a bottle of calamine lying on the floor. When Daniel lifts it up, the old beams will fail and the exit from the room will collapse. Pulling aside stones and beams is easy, and the barrel of oil in the corner will help to cope with the darkness.

The archaeologist will find a royal vodka and a note with the last words of Wilhelm who died here in the room behind the stairs. The last ingredient is in the left room, but a revived corpse wheezes in the same place. William? The main thing is to stick to the shadow and not look at this creature, then the dumb-headed creature will not find Daniel even two steps away from him.

Laboratory

For a successful experience, you need to place all the ingredients in the distillation chamber, substitute an empty container to the outlet and light the fire. But before Daniel is happy with the results, a terrible roar will be heard. It was the stairs that had collapsed.

Climbing back is easy, you just need to lean one of the boards against the collapsed stairs, which are lying in abundance against the wall. The passage to the processing chamber is open.

Processing chamber

Darkness reigns supreme. However, this is in hand. A very unpleasant creature wanders around the room back and forth.

Going around all the rooms in a circle, Daniel discovers two more fragments of diaries, this time - about returning to England after the expedition. The door to the last room is locked, but to the right of it, behind a bunch of boxes, there is a passage. We remove them, climb into the hole and find ourselves in a small room. A hatch on the floor leads somewhere even deeper into the mountains below the castle. The winch should raise the hatch cover, but something is in the way. You need to examine the rope on the ceiling.

Basement archives

A rapid metamorphosis takes place right before our eyes: the lights go out, water appears on the floor, heaps of boxes appear from the air. You can’t stay in the water for a second - the ghost that has appeared from around the corner is already running towards Daniel.

It is important: as soon as water appears, it is best to immediately run onto the boxes in the room on the right - you will save a lot of nerves and vitality.

A lever is found on the far wall of the room. If you pull on it, you will hear the sound of a metal chain winding up. This is a mechanism that gradually lowers the door at the far end of the corridor. Daniel has to jump across the boxes to her before she goes down.

The boxes are arranged in such a way that in some places the archaeologist does not reach the next ones. They will have to climb right out of the water - if you act quickly, the ghost will not have time to catch up with the hero.

The next room is also filled with water, and the ghost has not gone away. But here it is already necessary not to rush, but to reach the goal as carefully as possible, without falling down. Rearrange the boxes in a chain one after another; two will be enough.

On a note: the ghost will follow Daniel all the time. It is necessary to ensure that the movement of water from the ghost does not roll back the box on which the hero stands: due to a strange whim of the engine, the box will move, but Daniel will not.

Archive Tunnels

Daniel finds himself in a long corridor filled with water. There are no more boxes. The splash of water from the footsteps of the ghost behind him makes you run headlong and without understanding the road.

You can’t stop, otherwise the ghost will catch up and kill you. Encountered boxes and other debris jump over without stopping. At the fork after the first door - to the right, at the fork after the third door - as you like.

remote hall

Seems to have gotten out.

Before Daniel - Big hall with many doors and a fountain in the middle. The self-opening door helps to make right choice. In the room on the left is an elevator. The archaeologist recalls that the elevator descends deeper into the dungeons of Brennenburg Castle, where we need to go. But it doesn't work. The cause must be sought in the engine room, but the door is locked. So we are looking for the key.

Living room

Behind the door there are three small rooms where the archaeologist lived. The one on the right is locked. On the table, Daniel finds scraps of diaries, and in the room on the left - a rusty crowbar. With it, we break open the door, and then steps are heard from behind. You can hide in the closet, closing the doors behind you, or you can just run into the corner on the right and wait outside the door - the monster will not enter the room.

As it leaves, Daniel remembers the key cache somewhere in this room. This cache is a painting on the wall in the same room. And why was it only necessary to hide the key to the engine room?

Engine room

The room upstairs is pressure control. It is not yet clear how it works. In a room on the middle floor, the archaeologist discovers a flow control panel. Judging by the note on the table, some rods are needed. Two of them are in the vault, and the third must be looked for in the training rooms.

The very mechanism that controls the elevator is on the lowest floor. Attempts to run it will not succeed, rods are needed.

storage

The passage to the room with the details is littered, it is necessary to clear it somehow. We go to the other side, to the "Equipment". In the right room, Daniel finds Agrippa's notes on explosives made from a mixture of liquids in barrels. What you need!

The faucets on the barrels have rusted a long time ago, so we need to look for a way to get to the liquids. In other rooms, you can find two parts from a hand drill, and a drill can be found in a small room above the entrance. Drilling both barrels and filling the vessel with the mixture is a matter of a couple of minutes. We put a bottle with liquid explosives near the blockage and throw stones, trying to hit it in the semi-darkness.

Candles should not be lit in the food warehouse, much less open the second door ahead of time. Light is, of course, great, but it's better to be shaken with fear in pitch darkness than to please someone for dinner in bright light.

Both rods are waiting for Daniel in what is supposed to be the back room. On the same shelf there is a hint: the last rod is somewhere in the office. It remains to sneak in the dark past a couple of walking corpses and get back into the hall.

Cabinet

The office turned out to be a network of workrooms, partly littered with roof debris. In the room on the left is a fragment of a letter from Agrippa to his student Weyer. An interesting business, so both have been to Brennenburg? How many years have passed?

Daniel's thoughts are interrupted by a gust of wind. Window frame cracking. Since we can’t get into the distant rooms anymore, we knock it out with any suitable object. If you do not look down and carefully jump over the ledges, Daniel will get to the right room alive and well. The end justified the means: on the table one of the rods and instructions for debugging the elevator mechanism.

Engine room

The pressure control mechanism will work if Daniel sets the handles up and down in three positions - I, II and V - so that both the bottom and top numbers add up to 8. Install the rods in the flow control mechanism in this sequence: the circle is responsible for the steam cycle rod, the triangle for the ternary rod, and the square for the four-phase oscillation rod.

Management is normal, now you should start the lifting mechanism itself. Throw coal into the furnace and set it on fire. Not working - not enough gears. There are a lot of different parts everywhere, dig into them, and soon the three gears will fall into place. Everything hummed and came to life. We must hurry to the elevator.

Everything changes when the Shadow comes.

Dungeon (south wing)

The descent was disgusting, and ended in a complete collapse.

On the first level of the prison cells, voices are heard from the corridor on the left. There, in one of the chambers, the archaeologist will find a hammer. On the second level, Daniel is interested in the door on the right, but it is locked. We need to find a workaround. Turning left, Daniel discovers a chisel in the chamber.

Continuing to move along the left wall, he stumbles upon a cage where a mother and a girl were kept. It seems that it was Daniel who put them behind bars. Thank God, the girl escaped through a hole in the floor under the bed. Widen the hole with a hammer and chisel and follow in her footsteps.

Dungeon (north wing)

Daniel gets out of the tunnel in the lighted corridor. A right turn leads into the kitchen, the only attraction of which is a barrel of acid in the far corner. A walking surprise awaits you at the exit. We quickly run back to the kitchen, slam the door behind us and hide behind the pig carcasses near this very barrel.

The choice is small, the archaeologist goes along the corridor to the left. Soon he gets to the storage room, where he removes an empty jar from the shelf - an excellent container for acid.

Exploring the premises along the left wall of the prison labyrinth, Daniel stumbles upon the desired passage. The door is locked, but the lock doesn't look very strong. If it is treated with acid and then knocked down with a hammer, Daniel will open a passage further.

Passage to the cistern

Daniel finds himself in a sewer system located under Brennenburg Castle. Now the water level is too high to move on. We have to let the water down. The control room for the drain mechanisms is higher, you still have to get to it.

Lowering lever retractable ladder, stuck. Lubricate it with oil flowing from the pipe. Finally the lever snaps into place, but a piece of pipe prevents the ladder from descending. Break the pipe by loosening it with the descending ladder.

There are two levers next to the control room, they lower the suspension bridges to the cistern on the left and the mortuary on the right. The lever from the bridge on the right doesn't want to work, so keep going left for now.

Tank

There are three pipes in the flooded room, they supply water to the collector. It would not have seemed difficult to turn off the taps on them if it were not for the collapsed passages and ... an old acquaintance - a ghost.

Luckily, he still can't touch Daniel until he touches the water. As soon as all three valves are closed, it is necessary to get out of the inhospitable stone tank. At the pipe on the left, a hanging bridge will prevent this. It can be lowered by throwing any heavy object. And on the way to the pipe on the right, Daniel will meet three jets of escaping hot steam.

control room

The water level has dropped, but it is still not possible to pass through the collector: the mushrooms that have grown on the stone walls exude poison. Alexander mentioned an antidote; perhaps it will be found in the morgue.

To lower the bridge to the mortuary, you need to set up the mechanisms in the same way as the mechanisms of the bridge to the cistern are set up. First we hang the sinkers, and then we set the piston levers. Part of the pipes are missing in the last room. Fragments are scattered all over the place, you need to arrange them so as to block the same holes as on the other side.

On the way back, the handle of the movable door will fly off. Well, surely something can be found near the mechanisms.

Morgue

The bridge leading to the morgue started working, but something jammed and it did not go down to the end. Something heavy - like a stone - will finish what you started.

In the room to the right, Daniel finds Alexander's notes. The baron injected his servants and prisoners with a mushroom poison vaccine. Daniel did not find any servants, except for terrible monsters, so the only way out was to use the blood of the dead. Luckily, there was a suitable corpse on the table.

In the room to the left of the entrance we find copper tube and connect it with a needle. The resulting homemade syringe we insert it into the head of a dead man, having previously drilled a hole in it hand drill. It remains only to prick - and go down into the collector.

Collector

There are not so many combinations in this game.

The passage further blocks - well, where do these eternal obstacles come from ?! - spinning drum Perhaps there is a control mechanism somewhere. So it is, the passage on the left leads to desired room. Two handles put different gears on the mechanism. If you put the left handle on the smallest gear, and the right handle on the largest gear, then the mechanism will slow down the most.

However, this is still not enough. We search the tunnel to the right of the entrance, one of the pipes is rusted there. A piece of pipe is great for jamming the spinning blades.

Moving on, Daniel will come to a dead end - the passage is blocked by bars. And if Daniel himself cannot break them, then perhaps someone else will be able to do it. Only one "but": the monster is standing right in the aisle. However, there are plenty of improvised means around, you can attract the attention of this creature by throwing a stone from the other side and, while he wanders in search of the source of the noise, quietly slip to the door.

Nave

Daniel examines the rooms on the top floor, in one of which he notices two levers. What they open or launch is not yet clear - they do not work. But Daniel finds another piece of his diary. And he learns with horror that Alexander forced him to perform the ritual - and Daniel had to kill a man. Did he go for it? Someone else's life in exchange for your own? Even though it was a culprit...

But most of all, Daniel was surprised when he descended into the depths of the nave. The half-dead Agrippa was chained to the wall! In a conversation with this man, Daniel remembers his fall and realizes that O he needs to do. First, find the fragments of the sphere, which will open the entrance to the sanctuary. And if possible, find the notes of Weyer, Agrippa's student.

Six shards of the sphere should be in the torture chambers. The doors to them are closed - that's why you need two levers at the top. To make them work, you need to open the hatch in the ceiling above the torture table.

In front of the entrance to the choir, in the passage that opened on the right, Daniel found a small room. There is a note on the table. It seems that now the hero can save Agrippa, but first you need to find three components: a paralyzing poison from a mushroom, an elixir of life from the blood of those who have just been killed, and the excretion of some creature that lives in the water.

This is interesting: if you go to the altar now, before the sphere is collected, the underground temple will not be destroyed by the Shadow yet. The bridge on the right leads to the baron's private quarters - no practical use, but you will read another diary of Alexander.

Choir

There is a red twilight everywhere, nothing can be seen already at a distance of ten steps, but the steps of monsters are occasionally heard. You need to find three torture chambers and pick up fragments of the sphere. The first one can be reached by turning left and walking along the wall.

Daniel will reach the second if he goes straight from the entrance to the kliros. The pipe above your head will help to bring to the third and farthest. A large mushroom grows in front of the entrance to this torture chamber. The first ingredient is.

It is not difficult to cross the main hall of the kliros. You just need to bend down and move close to the wall. Even if Daniel meets a monster, he is unlikely to notice him until he buries his nose. And they don't go near the walls.

Transept

In the next passage, opened after fixing the door mechanism, Daniel sees a well. Alexander mentioned that the well would be a great habitat for a creature whose remains are needed to create an elixir.

On the second tier of prison cells nearby, Daniel finds a piece of meat. What you need. We tie the meat to a rope, lower it into the well. The remains are not remains, but the bone certainly contains the right secretions.

The transept is a huge empty hall with three doors at the far end. in the middle spiral staircase, it leads to the Baron's office. There is a rope on the table.

The door on the right leads to the cell where Daniel and Alexander once sawed up the "rapist". A grate on the floor hides a drain hole into which the victim's blood drained. We tie the rope to the jar, lower it into the hole and fill it with blood. Third ingredient found. After searching the remaining two chambers, Daniel collects all the fragments of the sphere. Where to glue the sphere now and prepare a potion for Agrippa? Maybe in the altar room?

Bad thought. Daniel could not escape from the dead that attacked him ...

Dungeons

The hero woke up in a dungeon. The door is, of course, locked. Suddenly, the chamber began to fill with a brown mass - Daniel was overtaken by the Shadow. We need to find a way to salvation.

The masonry of the left wall proved to be fragile. A hammer with a chisel (fortunately, the monsters did not think to search it) will help to make a hole in it. Through it, Daniel will reach the cracked beam and bring it down on the wall.

The exit from the prison is locked. Exploring the cells, the hero finds a note with the last words of one of the prisoners: the key is stuck in the sewer pipe. You can get it in two ways: fill the bucket with water from the well and “wash it” or break off the rod from the rusted grate and push it through. The way to salvation is open.

Unobtrusive surprise

Many developers like to leave some "easter eggs" in their games, hidden or not so surprises for curious players. The folks at Frictional Games did it with true Swedish humour.

Why look for something in the game? Moreover, in Amnesia, the players are only busy looking for something. All the most interesting - in plain sight.

Right in the root directory of the game (but who even looks there?) an archive with the name "super_secret.rar" is quietly located. It's for no one to guess, yes. Everything would be fine, but the archive is password protected. The password is long but very simple.

The game has three endings: good, bad and normal. After all the credits (or by pressing a button), the player will see the inscription "end". And in a large font, almost more than the very “end” - so that they certainly don’t miss it - the code. Not a password yet, but only part of it.

But if you combine the codes from all three endings, the resulting combination will be the password to the archive. And in it - no less - early art and drawings, a detailed walkthrough of the first chapter of the game, a design document, a description of the capabilities of the new "engine" (all in great and mighty English) and several video clips from alpha versions of the game.

Nave

Daniel is back in the nave. The castle collapses, a brown mass forms everywhere, it injures the archaeologist. The blockage opened up access to the laboratory, which had been boarded up earlier with boards. Well, we must help poor Agrippa.

First, distill the blood. Then squeeze out the secret of the poisonous gland into the same vessel. Then evaporate the Tamptera extract from the bone in a pot still.

Agrippa is still chained to the wall. Daniel gives him a potion to drink, after which the old man asks to saw off his head and throw it into the portal, which Alexander opens. Daniel has nothing against it, since the saw is not far away, in the room on the left. Now he must connect the sphere and penetrate the inner sanctuary.

Altar

Daniel finds himself in a spacious underground temple. The bridge crosses the chasm and leads to the sanctuary and the room with the mechanisms. The passage to the sanctuary is blocked by a magical field. Daniel tries to fold a sphere of fragments on a special pedestal, but nothing comes of it - some kind of sticky mass is needed.

A bucket of resin in the mechanism room comes in handy. But this does not help either: the sphere itself cannot remove the magic field, it is required to turn off the mechanisms. The stone breaks the gears - you have to hurry.

inner sanctuary

A massive gate blocks Daniel's path. He pulls a lever on one of the columns, but the gate remains in place - but passages open on both sides of the hall. There is nothing in the rooms, except for some ritual drawings on the floor and sacrificial altars.

Daniel has no choice but to spill his blood on both altars and begin the ritual. Daniel's mind refuses to obey him, his legs give way. The shadow breathes into the back of the head, the castle changes before our eyes.

But the ritual had already begun, and the gate to the orb's room had opened.

sphere room

And here is the denouement. Alexander is ready to finish the ritual and leave through the portal to another world. What should Daniel do? Let it be as it is? Interfere with the baron and kill him? Fulfill the will of Agrippa?

Who is to blame for all these murders? Alexander? Daniel? Both? Strangely, Daniel achieved his goal, but did not receive answers ...

1 2 All

Walkthrough:

English - language name of the game: Amnesia. The Dark Descent


We follow the trail of drops. There is a closet in the hallway. We open it, we take a tinderbox. We go into the room on the right. We take the tinderbox on the table. We go further along the trail of drops. Next, after the glitches of the character, we go to the first door on the right. We take the tinderbox on the shelves. We go into the next room on the right. The light goes out. We leave and go down the stairs further behind the trail.

old archives

We follow the trail. The door opens and the light goes out. Let's go through this door. We take 2 drones on the shelves. We follow the trail to the room. A lantern falls from the table. We select it. We continue on the trail. Now you can do this with a lit lantern (press F, it consumes oil, you need to look for it to keep the fire going) In the next room, next to the stove, there is a cabinet. Inside the tinderbox. We open the door, take the letter, read it. Former Daniel tells us that we must kill Alexander of Brandenburg. There is oil on the table next to the note. We take it. Now, going into inventory, you can replenish the energy of the lantern by double-clicking on the oil. In the same room, on the left by the shelves, there is a lever. We pull it. A secret door opens



Chapter 1.

Hall

We go where the petals show. Organic mass blocked the passage to the processing chambers. Opposite the stairs to the processing chambers in the hall is a room, in it on the left at the very beginning there is a chest. Inside is a tinderbox and oil. Let's try to open the big gate in this room. Didn't work? Organics blocked the exit again. We go back to the center of the Hall. We go into the passage, located at the base of the stairs up. We get down and go to the door leading to the Laboratory. We go.

Laboratory

If it’s dark for you, then light a lantern or use tinderboxes to light torches on the walls, under the ceiling and wherever it suits you. Here I will not describe where and how to light (this is stupid) We go down the stairs in the laboratory. There is a shelf next to the stone-filled passage. There is oil next to it. We go to the only way under the stairs down. In the 1st room on the right, among the boxes, there is a tinderbox and a chest with another one inside. We see an alchemical table and a letter on it. We read and find out that all the ingredients are in the wine cellar (with bugagaga ghouls) In the same room, on the other side, there is another table with a jar and another letter. We take a jar, read the letter, find out exactly what ingredients are needed to create the acid. We check the cabinets in the table, inside there is a tinderbox and a “cassette” (a cylindrical artifact, it needs to be read and admired). Opposite this table is a stove, inside it is a tinderbox. We're moving out of the lab. We are being intimidated. Put out the light and hide. When everything settles down, we leave the laboratory. In the hall we go up the stairs to the door with the inscription "Archives". We go.

Archives

We go in the door to the right. We read the note. We go to the door on the left. We take a note on the shelves. There is a tinderbox in the table cabinets. We go into the corridor to the door "Cabinet". We go. We read the note from the table. There is a tinder box in the boxes. We leave the office through another door. We go to the "Old Books". To the right in the chest is a tinderbox and oil. There is a tinderbox in the oven. We leave. We are trying to enter the “Hall of Local History”. Closed. We leave to the right into a large beautiful "corridor" with fireplaces on the sides. We go left to the end of the corridor and then turn left again. We take oil from the table next to the piano. Go to Floor Plans. We listen to the story of the rotten castle. In the upper left corner of the room is a chest with 2 tinderboxes and oil. We leave. Let's go to Maps. We approach the table. We take a note. Daniel gets high again. This time we are helping him. Moving forward to shine. We take a sphere. We are back in reality. We are content with beautiful classical motifs sounding in the background. In the table where the note was again a tinderbox. The exit was filled with stones. How to get out? We go to the wall between the two offices. Do we see cracks? A fragile wall, but you can't break it with your hands. We take something heavy (in particular, a helmet lies nearby) and throw it at the wall. We are free. We go into the room. There is oil on one of the shelves here. At the end of the room on the left is a note. It is necessary to break the window with something (for example, a book) Let's use the books on the shelves. It is necessary that they be turned on all at once, but each of them is inserted back after being pulled out. Therefore, you need to find all the necessary books and use them as quickly as possible. We take them all out and the passage opens. There is a note in the desk locker. On the table is the key to the wine cellar. We take it. Someone scares us. We go into the room with books - we see that the door, closed on the right, is now broken. We leave the archives in passing being frightened. Having left, you must quickly move away from the door - the shadow is indignant. We go to the wine cellar. (the door is in the same descent where the laboratory is, on the contrary). We use the key on the door.

Wine Vault

We're going down. We listen to the scene. We go in the door opposite the stairs. We take cuprite. In order not to go crazy, we light some kind of candle and wait 20 seconds in this room (the enemy is wandering outside, though not a fact, but caution did not bother anyone) We leave, go through the rooms clockwise. Let's go to the next one. Are cockroaches crawling on your monitor? Do not try to knock it down) There is a tinderbox on the shelves. On the right is a barrel of oil (the most useful thing in this game) There is another tinderbox on the tables. There is calamine on the floor. We take it. It rolled over like a barrel and the door was blocked by a blockage. We parse it. We drag heavy stones by holding the mouse and w, a, s, d moving. Has the dam been cleared? We leave. The next entrance is without a door. Someone made a pate. It's a pity. We listen to the scene. There is a tinderbox in the chest. There is a note on the table and… ROGA vodka… mmm. Unfortunately, we just take it. We go to the last door under the stairs. Or rather, there are 2 of them, but we go into the one to the left. We take opium at the end of the corridor on the left on the shelves. Beware, a deadly ghost is roaming this room. We select the tinderboxes on the shelves. (We also look at the top of the shelves) We examine the whole room. We find Orpiment and exit the wine cellar. Again the shadow is indignant. We go to the Laboratory.

Lab 1.1

Remember the alchemy table? We run to him. We install all the ingredients, the jar too. Now let's start chemistry. We turn the valves in a circular motion. Gas first. Then in turn at each test tube. We take the resulting bottle with acid. We see the consequences of such strange noises - the stairs are destroyed. We use the wonders of the local physics: we put boxes on the remains of the bottom of the stairs, climb onto these boxes and jump up. We leave the laboratory.

Hall

We go to the already hated organic mass that blocked the way to the processing chambers. We use on it a vial with acid. The mass has dissolved.

Processing chamber

We move through the tunnel. We listen to the scene. We see the enemy. We hide. We move more carefully in the direction where the enemy went. We go into the room. We take a note. On the shelf on the right is a tinderbox. We move to the next door. Another tinderbox. Next room with a locked door. To the right of the door are several boxes. We rake them - the passage to the next room. In it we see ... A barrel of oil! Hooray) We take all the tinderboxes from the chest (2) and shelves (1) We see the hatch down. But it's too heavy to lift. We see a rope. But the mechanism does not work because the stick is stuck in one of the parts. Searching from above. We remove the blockage. We turn the lever. The hatch is open. We jump down. We go to the door to the basement archives.

Basement archives

Here it is, one of the most disgusting missions of Amnesia. Entering the room and walking a bit, you see how the light goes out and the room is already partially filled with water. Everything seems to be in order. But you must not stand in this water. Because there is an enemy in it and he wants to eat you. You have to jump on the boxes. We jump into the room on the right and use the lever there. Now you need to run to the door that is open but will be closed in time. Did you run? Another room with something hungry on the floor. We throw him pieces of meat and run to open the door (here you will have to control the lever yourself) Have you opened it? Quickly run in, open the next door and jump onto a box. The next door needs a key. There is no key, but there is a hollow game on a shelf in the same room. We use the needle on the door and exit into the Archive Tunnels.

Archive Tunnels

Oh my dear mother!!! The monster wants you dead right here and right now. Just run, run headlong, remember the wise saying "Good food is dead food" Today you are food and you need to run away. The tour is short and linear. Don't get confused.



Chapter 2

remote hall

Follow the trail to the room on the left. We listen to the scene. We are trying to start the elevator - it does not work. We leave. We go up the stairs to the Living Room.

Living room

We read the note. We get opium from the table locker. We take a tinderbox in the next room on the table and read the note. We use the bed. We listen to the scene. We approach the only door on the right which does not open. Use the crowbar on this door from inventory. We move the scrap here and there. Bam. The door then opened. We read the note. Approach the closet on the right. Bugaga! The enemy is coming. Hide in the closet and close the doors. Remember Freddie's rhyme? It's time to remember her. We listen to the sounds. We are waiting for the monster to come out (the sound of the door) We leave the closet. In the same room, a key is hidden behind a painting. We move the picture and it falls down. We take a bottle with a key and let it go. The bottle is broken - we select the key. We return to the "Remote Hall" Leaving immediately from above we go to the next door "Study".

Cabinet

We enter the door on the right. Open the chest - take the tinderbox. We enter the door on the left - we read the note. We leave - we go along the corridor. Next to the windows we go into the first door. We listen to a scene about how dogs were tortured. We read the note on the table. Read the note in the next room. We search the table - a tinderbox and a pile of skulls. We leave these rooms. We go along the corridor to the right. Blockage. Don't pass. We return to the windows. The first window cracked (there is oil next to it, we take it) We throw something into the window, for example, a chair. We go out to the ledges. We jump on them until we see the entrance to a new room. In this room, see the new "cassette" (cylindrical artifact) In the next room, fill the lantern with oil from the Barrel. We read the note, select the rod. In the next room is a chest with 2 tinderboxes. That's it, you can go the same way back along the ledges and return to the "Remote Hall" In the Remote Hall we go down the stairs and go into the room on the right - "Storage".

storage

We move forward. We take a tinderbox. In this room, try to light at least some of the torches - there is little light or use a lantern, but it must be used wisely. First, we go to the door on the left. We take the part from the drill on the shelf. We hear the grumbling of the monster. We are waiting in this room. There are 3 drones on the shelves. Since there are no torches and candles here, you will have to stupidly spoil your already shattered mind, but nothing, not the first time. We leave the room. But be careful. We go to the next (if you count clockwise) from the room a passage called "Details". We light candles and torches along the way so as not to get confused later. We go all the way, go down and see that the passage is littered. We need explosives. To make explosives, you need to mix 2 substances. We have a bank. We go back to the center and move into the next passage called "Equipment" We are looking for in different rooms the rest of the details from the drill. There is a handle and 2 drones in the center of the room. There are 2 tinderboxes in the room on the right and oil + opium + tinderbox in the chest. In the room to the left there is a base from a drill and 2 tinderboxes on a shelf (1 in the middle, another on top). Putting the drill together by moving items on top of each other. Now we find next to the horizontal barrels (with wine?) Vertical barrels with taps. But the faucets are rusty. We use a drill. We substitute the container. There are 2 such barrels. We are looking more carefully, both are here. Poured explosives? We are afraid, but we are not afraid, because we are fearless pioneers. Now we return to the "Details" room. We install explosives next to the stones. We take the meanest pebble of those that lie nearby. We retreat about 10 meters. And we throw a pebble. Don't get in? Then you can just come up and hit with a boulder close ... but is it interesting  Explosion. Boom! We go into the room. We take our favorite tinderbox on the shelf (what number is there?) We go to the left. We listen to the scene. In the next room, we take tinderboxes on the shelves (on the left and on the right, one at a time). We go into the room on the right. We take another tinderbox. We go to the far right room. We open. Bugaga! Zombie. Actually, it was not necessary to open it, but I scared you) Shut the fuck up this door and run forward into the passage, run run and end up listening to another scene and go through the door on the right. There are 2 more rods and a note. We take them and try to get out. Zombie!!! He scared us again. We sit in the room. Then we carefully get out of it and move in a squat. It is advisable to put your head under the pillow. No? It's a pity. In general, we are moving towards the exit from the Vault, along the way meeting monsters and our most secret horrors. Going out to the Remote Hall, we see how it has changed and move to the Engine Room. It is located in a room where the elevator is only on the left. We open the door with the key.

Engine room

We enter the door on the right. We read the note. A little further we turn on the light in a suspended lamp. We see the mechanism. See the numbers above and below the levers? It is necessary that the levers be raised up by the sum of the numbers \u003d 8 and down 8. We solve the problem - it gives the inscription "The flow is uniform" We go down. We go to the 1st door. We take 2 notes. We turn on the light in this room (mandatory) in order to better understand what needs to be done here. We see 3 recesses on a large metal panel. We insert rods into them. The steam cycle rod is round. Triangular to triangular. Four-phase to square. We leave the room. Pay attention - there is a large gear in front of the room. Another one inside the room. They will still be useful to us. We go down. In this room, we also turn on the light next to the mechanism. Here you need to put 3 gears. 1 is in this room and 2 is where we just came down from (read a couple of lines above) Did you put 3 gears? Great. To the left of this mechanism is a firebox. Here, too, it is necessary to turn on the light in the lamp from above, otherwise you will not see the nose. We open the firebox. She is empty. In the room on the left there is coal (there is also 1 tinderbox on the shelf). We take balls of coal and throw them into the furnace. You need 3 pieces. Filled the firebox - close - press the lever. Approach the mechanism on the right - press the lever. Did you feel like a driver? Still) Exit the engine room to the Remote Hall. Run to the elevator!!! We're leaving home.



Chapter 3

Dungeon

We listen to the scene. We clear the blockage at the door. We go. We go to the right next to the wall. If you see something that can be lit (torches, candles) - light it. We move all the time along the right wall (this is not necessary, but this way you will understand what places I am talking about, otherwise it is unlikely) We see the first light coming from above. We turn right and go further, we see the first camera. We go into it. We take a tinderbox. We leave the room and go further along the wall. We take one more tinderbox, and actually this is a dead end. We return to the light from above. Have you regained your sanity? Now move along the left wall ... We go into the cell 1st cell. We take a tinderbox and oil. We go to the far camera. They scare us with knocks. Let's go back and reclaim our sanity. There is a hammer in the chamber opposite the left one. We take it. We go further along the right wall. Zombie ghoul scary AAa! In general, we hide and wait until the creature disappears. Well, either you can die and the next time he will already be somewhere else if you walk carefully. We go up the stairs. We turn right. We go along the right wall. Next is the entrance to the room. (point 1) It is advisable to light a torch next to it. Inside is opium and a tinderbox. We get out of it. We go further along the wall, there is a descent down. We are being intimidated. We rise back to point 1. Moving directly from point 1 - the room. It contains tinderbox and oil. We leave to the left from the room with oil. And let's go to the left room. We listen to the scene. We move the bed - we see a hole, but the passage is too narrow. Well, let's look for tools. We leave this room and go straight to the stop. Entering the room, we listen to another scene. We take a chisel on the floor. We leave. We approach the door on the left. Writes that the lock is weak and rusted. We connect a chisel and a hammer. We use it on the door. Barrel of oil! Yuhu! We refuel and move to the room with a narrow hole. We use a hammer and a chisel on the hole. She got bigger! Human anatomy? No, friend, physics!

Dungeon

We crawl through the tunnel. Left or right? To the right, of course. Come out? We follow the signs to the "Storage" (Receptaculum) We are guided by the signs on the walls. Since there was a barrel of oil at the end of the last level, I hope that you are not walking blindly and see these signs. If something, light the torches on the walls to see. We come to the Vault, take a jar and 2 tinderboxes. Now we follow the signs to the "Kitchen" (Culina). If we meet monsters, then we hide cheerfully, sit out and go hunting again. Did you go to the kitchen? We read the note. There are 2 drones on the shelves. We approach the boiler at the end of the room and use the jar on it. Alarm! Alarm! Zombies are here! We hide behind the pig carcasses and put out the light. Sit down and that's enough. We take oil from here nearby and leave the room. Again we go towards the storage. Climb the stairs, go right, left, left, right, left. We go in the door on the left, we take oil and tinderbox. Through the door on the right, listen to the scene. We go further in the old direction. We read the note in the room. We go back - they intimidate us. We hide. Did you sit out? We leave. Now we go in the opposite direction, then left, right, left until it stops. We see a door with a lock in poor condition. We pour acid from a can on it. We finish with a hammer with a chisel. We are being bullied again. We open the door and run into the Passage to the Cistern.



Chapter 4

Passage to the Cistern

We listen to the scene. We see in the middle of the pillar on it a lever that lowers the ladder. But it needs to be lubricated. We go to the pipe from which oil flows, we substitute the jar. We take the bank and go to the lever. We use on it. Let's use the lever. The ladder did not go down to the end - the pipe interferes with it. You need to break it. We raise the ladder. Lower again with the lever. And so several times. The stairs descended - we crawl up. We go forward to the door. We use the right lever, the left lever. We go along the bridge that fell from the right lever. Let's go to the cistern.

Tank

We walk along the path and listen to the scene. We see a descent and a new rise from the other side. Let's go to it. We jump along the bridges to the very end. There is a note and you need to scroll the lever. So we lower the water level in an adjacent location, we will need to go there later. Cool. We go back. We pass to the right side. We take oil and a tinderbox from the chest. Now we go to the other side of the bridges after which we crossed the water for the first time. To the right of this rise is another one. I'm going to him. We see suspension bridge. It is necessary to throw a stone along the chain. The bridge went down. We go to the end. We read the note. To the right of the boxes is oil. Turn the valve. Monsters are rampaging. We return back. The last valve remains. It is located on the left if you walk on the water, then after 10 meters you will see a rise - we are on it. gas pipes. We pass carefully, wait for one to go out - we pass. We are waiting for the next one. Easier than a steamed turnip. We twist the valve so that it does not smoke here. We go to the end. We read the note. Turn the valve. You can leave here. We go to the Passage to the Cistern. We went out to the passage. Now we go into the "Control Room" (where there are 2 levers for lowering bridges).

control room

Let's go listen to the scene. We go into the room on the right. We take the tinderbox on the box. We look at how the levers are fixed. We go to the room opposite. Here they must be fixed in the same way. If it doesn't work out, try turning and twisting. The only strange puzzle in this game, because they are fixed in fact not exactly the same as in the room opposite. You may need to listen for clicks in the mechanism. Have you noticed pipes lying around in these rooms? They will still be useful to us. Approach the door to the next room and turn the valve. We go into the room and at the same time I advise you to throw 2 of these pipes into it at once. We go first to the right room. A tinderbox and a note. Also on the floor is the 3rd pipe. There is oil by the stairs. Remember how the levers are located at the mechanism. We go to the left room. We take the handle. We install the levers in the same way as in the right room. We go to the last room. Here you need to install these 3 pipes that are lying around in different rooms. Bring them all here. How to install? Long in the middle vertically. 1st small through the long horizontally. 2nd small to the left of the long vertically. Earned! Just 2 games in one. Exit the control room. You can not? Has the valve fallen off? Use the handle instead. We leave in the Passage to the Cistern. Use the lever to lower the bridge to the next room. The bridge doesn't want to go all the way down? We get down to the ground. We take a larger stone and throw it on the bridge. If you don’t have enough strength to throw it right at it, we first throw it on a stone base on which we have already run gloriously. The bridge went down. Let's go to... MORGUE.

Morgue

What will be next. Maybe Hell? So it does not matter. Let's go ahead. We listen to the scene. We go without turning to a room with a bunch of bones. We listen to Daniel's panic. We take a tinderbox and a copper tube. Opium is on the shelves above. We go back to the turn. Let's go to that room. We see inside the laboratory for the study of human organs and other perversions. Inside the table, we look at another “cassette” (cylindrical artifact) + tinder box + opium in the cabinets. There is a note on the table. On the shelves next to it is another + tinderbox. I hope you didn't go to examine the corpses in the adjoining rooms? Fu, well, you and ... ts ts ts. Anyway, okay. We approach the corpse on the table. We drill his skull with a drill. We stick a copper stick into the hole. Insert a needle into the stick. Hooray! Anatomy lesson completed. Now we prick ourselves with this needle and catch the Teletubbies! Now try to get out. Oh my bastard! Tinky Winky is banging on the door! Rather, hide under the corpses (heh, it's a pity that you can't) In general, just hide in the rooms with the corpses and wait and leave from here to the Passage to the Cistern. Are you out? Get down. Go to where it used to be flooded. Now you can safely go there. Forward. We go down to the Collector.

Collector

We are moving forward. We're going down. Let's go. We see zombies. We hide. We go further carefully to where he came from. Then we go all the way to the right. To the left and enter the room. We refuel from a barrel of oil. 2 levers. We put them in such a position that there is less noise. (right maximum to the right, left maximum to the left) We go back to where we were frightened by the ghoul-ghost-zombie. Fig there. He came here too. We hide. We are waiting. Let's go where I said earlier. Have you come? So you are standing next to the "water tower" Go to the remaining tunnel. On the way in the tube, the tinderbox (how many of them do you already have?) reached the end. We see a broken pipe. Breaking it down finally. We return to the "water pump". We block the movement with a pipe. We crawl. I'm going straight. Right. We enter the door. There is opium at the aisle. Go ahead. Dead end? We return back. Boom! The monster broke the bars. We hide. We are waiting. We go to where the lattice is broken. Now here you need to lure the monster on one side to run around in a circle and run on the other side to where it blocked the passage. Hear the growl?! Rather, run, open the doors and crawl up the stairs. Uff... light light! Oh yeah! And we're going somewhere. This location Nave.



Chapter 5

Nave.

Next to the well is a tinderbox. We go into the door to the right (to the right of the rope, if we consider your location as the original after the previous level). The door does not give in. We go straight through the door - there is a tinderbox and the passage is littered. We go to the door behind. There is a barrel of oil, a tinderbox, a note and 2 levers in the room. We don't need them yet, but remember this place, let's call it Point Bravo. Now we go to the last door on the left. We move along the corridor - the stairs down. We're going down. There are 2 drones under the stairs and a door next to it. We go in the door. We listen to the scene. We go to the left, open the door and go down. Who do we see? Old friend, Kirill Oreshkin Agrippa. He tells us a couple of lovely stories. We listen to him and look to the left. There is oil on the table. We take and crawl onto the table. From above we open the hatch. We put a chair on the table (items can be rotated with the R key) and climb onto it. Fixing the detail. The mechanism has been fixed. Now we run to the Bravo point (where there are 2 levers) Use the levers. We run again to Agrippa. We go further down the corridor to the next large room. I'm going to the cameras. In the near right bottom is a tinderbox. In the far right top is a tinderbox. When lifting from the left side up, we see meat on the table. We take. We return to Agrippa. Now two gates have opened in this room. We go first to the right (if we count where we just came from) or to the left (if we stand next to Agrippa and look at these two gates). Come in? We reach the room. Well inside. We tie the meat to the rope. We lower the meat into the well. Om-Nom-nom. The monster says thank you for the dessert. We pull back. We take a bone. We go further in this tunnel to the entrance to the Transept.

Transept

There are 3 rooms (left, right, front) + a room up the stairs. Let's go to her first. We go into the office. We take a tinderbox and oil. We take out a note from the table and look at the "cassette" (cylindrical artifact) We take the rope on the table. We go down. We go into the room to the left. We enjoy torture. We take out the 1st piece of the sphere from the cabinet. We leave the room. We go straight to the room. We listen to the scene. We go in a straight line to the stop. We open the door. We listen to the scene. Tinderbox nearby + 2nd piece of the sphere under the bags. We take them and leave the room. We go into the room to the right. We go to the room. Enjoying another torture. We take the 3rd piece of the sphere and we can leave the Transept. Are you out? So you are in the Nave. Now we go to the gate opposite. Door on the left. We go. On the shelf is a tinderbox. There is a tinderbox + "cassette" (cylindrical artifact) in the cabinets of the table. There is a note on the table. We leave the room and go into Kliros.

Choir

We go along the corridor. We enter the door on the right. Below and on the table are tinderboxes. We go to the door on the left. Let's use the note. Take knife. Cut the "bastard". We leave the room. We go further along the corridor - we go down. We go to Kliros (Main Hall). So here, as well as in the Transept, there are 3 rooms for each martyr. I hope you have enough oil in your lantern. Because it's terribly unpleasant, foggy and dark. In general, remember how to return to the original point (let's call it the Gamma point) and everything will be in order. First we move to the left. You can go straight along the left wall. We reach the room. In it, in the passageway on the left, there is a tinderbox. On the right is opium. In the middle is the Iron Maiden. We enjoy torture again. To the left of the iron maiden lies the 4th piece of the sphere. We leave this room and return to the Gamma point. Again, just go along the wall (now right) So you are at the entrance to Kliros. Now go to the room on the right. The main thing here is not to miss the bridge to it. Did you find the bridge? Which looks like bridges in Mourowind. So you are on the right way. The main thing is to move strictly next to the wall on the right. If there is a dead end, then go to the next wall and move back. In general, all the time on one wall. So you will stumble upon the room for sure. Do not forget that there is a monster walking nearby. We go inside. We enjoy torture. We take the 5th piece of the sphere. Then we leave the room and continue to move along the right wall. As a result, after a long torment, you will stumble upon the 3rd room. There is a mushroom nearby. Break it with a hammer and chisel. Poison gland with us. Hooray. We go into the room. We enjoy the torture and take the 6th piece of the sphere. Phew. Now you can leave the Kliros and forget about it as bad dream. We approach Agrippa, he is again more talkative than ever. We go to the very last room in which we have not yet entered - the Altar.

Altar

We go up the stairs. We open the door. MOM NATIVE. A bunch of perverts are running up to you! What will they do?!? Phew. Just chopped off. The loading screen says "Sleep"... so Sleep. So we're in prison. We listen to the scene. Oil under the bed. We break off a steel bar from the grate. The wall on the left is unstable. We insert the rod. We piss him off. Breaking through the wall. We leave. In the next clockwise chamber, we select a note and oil behind the bed. In the next chamber, we are shocked! And we see an ordinary and naked man. No! Down with perverts. It's just a naked man. And he's dead. We select 2 drones and go to the next chamber. In it we take an opium bucket and a tinderbox. We are trying to exit through the main door. However, he doesn't want to. We approach the well in the middle and unscrew the rope up. We attach the bucket and lower it. We raise again. We take a bucket and approach the pipes. The key is there. We use the bucket on the pipes and wash the key on the ground. We use the key on the doors. We leave. Ai MAMA freak minya back! A creature with 65 tentacles and 21 eyes is chasing us!!! Okay… and you can’t dream up. It's just that the graphics would not pull out like that. Red fog is chasing us. We run with all our might. We open all the doors and dismantle the rubble and forward forward forward. And by the way, I feel sorry for you as well as myself, if by that time the lantern had run out (it’s generally worth saving throughout the game for such cases) We leave for the Nave.



Chapter 6

Nave 1.1

We take a tinderbox from the table and a note. Let's look at the intro. woke up? We go straight to the door. Another door. We take a tinderbox and through the door to the left. +1 tinderbox - we leave. We go to the door on the left / straight. We go along the corridor. We go down the stairs. The location is familiar to us, though it became dark. We see that the Alchemy room has opened on the right. We don't need her yet. We go to Agrippa. He tells us that everything is fine. We move into the passage opened on the left. We take a saw on the shelf. See the blood trail on the floor? We approach a small hatch where blood flows. We open it, before that we connect the jar with the rope in the inventory and put it there. We get the bank. Now we go to the Alchemy room. We put a jar on the device on the right and warm it up. On the device on the left we clamp the grass. We substitute the jar - squeeze it out. On the device in the middle, put the bone there, substitute the jar. We fry. Ale op! Alchemy lesson number (what is there already?) is over) We return to Agrippa for further water procedures. We do what he says. We take what he gives. We go back to the altar.

Altar

We go up the stairs. Here again the system is left-middle-right. We go to the left. If there are zombies, then we wait for him to disappear where the thread will disappear and anyway we go to the left. We take a note. We take a tinderbox and a bucket of resin. We're going down. We need to stop the mechanism by jamming it. We take the box from above and stick it between the gears. Now we go straight into the room. We are close to the final. We see a pedestal on the left. I put the resin on the pedestal. Next, glue the sphere on the pedestal piece by piece. Ale op. We go to unknown lands. We run into the inner sanctuary.

inner sanctuary

We go down. Use the lever on the column on the left. We go to the left door. We read the note. We approach the sacrificial table on the right. We pierce (we like it so much, uh) Then we stand on the pentagram. Reason shook. But nothing rest and again in battle. We go into the room on the right. Back to the altar A drop of blood. Then a pentagram. The passage is open. We run into it. And into the Hall of the Sphere.

Sphere Hall

Here he is, Alexander. He gives us long speeches. What can I say? This is already an entertaining end to Amnesia. Decide what to do for you. There are 3 endings. If you haven’t done anything yet, then it’s better to try, if you don’t know what to do, then here are 3 options
1) Push the pillars that feed it with energy.
2) Do nothing, listen and wait for the gates to open and throw Agrippa's head in there
3) Do nothing, listen and wait for the gates to open and do not stop Alexander from leaving for another world (the same ending happens if you are killed by a shadow in any other place in the game)

So, welcome to the world of nightmare! Let's start this walkthrough with useful tips. At the very beginning of the game, you will go through a short training course, which will tell you how to interact with the outside world, and most importantly, how to behave with monsters. Read everything carefully - it will definitely come in handy.

  • In this game, light is life in the truest sense of the word. An oil lamp and tinderboxes will be at your disposal. (this is a box filled with tinder - a material that ignites from a single spark). The number of tinderboxes and oil in the lamp will be limited, so take care of the light and always carefully examine the locations for the presence of tinderboxes and jars of oil.
  • The game has a life gauge. Life can be restored with the help of opium tincture, which, in turn, can be found in locations. Don't use it unless absolutely necessary. Stay away from the red substance on the walls - it bites painfully. And heroic jumps from a great height can end very badly.
  • Never try to befriend monsters. As soon as you hear a roar and “exciting music” (you will get used to it over time) - immediately hide in the darkest corner. It is impossible to stay without light for a long time - our hero starts to go crazy, faints and generally behaves poorly, which greatly interferes with the game. Monsters have the same effect on him if you look at them for a long time. The hero begins to worry, which betrays his presence, and this is fraught with death from the clutches of an unmerciful monster. The sensor in the lower left corner of your inventory will help you understand what state your mind is in.
  • If you forgot what to do and where to go out of fear, take a look at the Journal. There, in the "Memories" section, your tasks are scheduled.
  • Always be extremely careful, nothing in this game happens just like that. The game itself tells you what to do next. A suddenly opened door, rose petals on the floor, a fallen book, a broken window - all this is not accidental. Read the documents, pay attention to such clues - and you will never get lost in this game.

Control

Now about useful buttons. You will have to play with both the keyboard and the mouse. With the keyboard you walk, and with the mouse you perform various activities: take, wear, open, throw, move.

In the settings section, you can change the settings to those that will be convenient for you personally, and by default the buttons are set in this way:

  • Inventory– Tab
  • Magazine- J
  • Memories–M
  • last record- N
  • Show cursor- X
  • Throw an item- Right mouse button
  • Use Item-Left mouse button
  • Rotate an item- hold R and perform rotational movements with the mouse
  • zoom in or delete inspected item - scrolling
  • Flashlight-F
  • Movement- W, S, D, A
  • Run- left shift
  • sit down- left ctrl
  • Bounce- space

Prologue

This chapter of the game was created so that we could understand the principles of interaction with objects and study the behavior of the main character. We received the first task - to follow the trail of drops and find the source of the liquid. The task can be read in the journal, in the "Memories" section. Now we begin to carefully explore the locations. Let's start with the room behind us, on the left. There on the table we pick up our first tinderbox. Further, following the drops on the floor, we head to the hall. Here our hero will experience the first attack of fear. Pay attention to how the control changes, and be prepared for such a reaction of the character to monsters and other irritants. The large door is locked, but there is an entrance on the left. There are two cabinets in the corridor, opening them, we find tinderboxes. We go into the room on the right, on the table we take a tinderbox. The next door down the corridor will lead us to the stairs. Climb up and follow the pink drops on the floor. We arrived at the great hall. The door to the right opened. We go there. Here we have to get the first lesson on the use of tinderboxes. As soon as the lights go out, find the candelabra in the room. When we move the cursor over the candle, an image of a tinderbox will appear. We light candles. We go back to the hall and head to dark room, the first from the entrance to the hall. It's dark in there, and we don't have a portable light source. Therefore, we quickly run to the end of the room, pick up the tinderbox and - back to the light. Now we go to the passage on the opposite side of the hall. We go down the stairs and open the door leading to the next location.

old archives

We go along the corridor, following the pink drops, to the suddenly opened door. The lights will go out and Daniel will start to panic. We find a torch on the wall and light it. Do not light too many torches - fuel must be saved. We go into the room into which the draft so kindly invited us. We go down the stairs. In the closet opposite the stairs we take two drones. There is nothing else in this room - we return to the corridor. We go further and go into the room on the left. On the floor near the table we select a lantern. Now we have a portable light source. And it is just very handy, because there is a dark corridor on the right, and the tracks indicate that we need to go there. We pass the dark corridor and get into the next room. Looks quite safe. To the left under the window we scatter the boxes and pick up the tinderbox. Another tinderbox in the closet. We go in the door at the end of the room. On the table we take a gas station for our lamp and read the note. To the left of the table on the wall is a lever - we lower it and open a secret entrance.

Hall

We rise up the stairs. Where the rose petals, having received another dose of hallucinations, we go down to the door leading to the "Processing Chamber". Some sticky substance blocked our entrance, and now our task is to find something that could dissolve it. We rise back to the hall and go into the opening immediately opposite the stairs. In the chest we select oil and a tinderbox. In the second cabinet on the shelf we take another tinderbox, and behind the third cabinet - oil. The door at the end of the room is closed. We return to the hall and go into the opening, located on the left. Going down the stairs, we find ourselves between two doors. The door on the left ("Wine Cellar") is locked. We enter the door on the right.

Laboratory

We go down the stairs and to the right on the floor, near the lit torch, we pick up the oil. On the left on the cabinet, at the very top, again, we select the oil refueling. We go down. On the right on the floor we select a tinderbox, another tinderbox in the chest. Further, again to the right is a table. We read the note on the table. We pick up oil in the cabinet opposite. Another through the closet - tinderbox. To the left of the entrance is another table. On the table we take a note and a jar, in a drawer - a tinderbox, and in a locker - an artifact. In the stove opposite the table we select another tinderbox. From the records we learn about solvents and the storage of chemicals. It remains to get them.

Hall

We return to the hall and climb up the stairs and to the right. On the left in the opening littered with stones, we select a tinderbox. We go further, to the very end of the corridor to the doors leading to the Archives. Next to the doors there is a ladder down, we can go down it and pick up another tinderbox on the steps.


Introduction


We follow the trail of drops. There is a closet in the hallway. We open it, we take a tinderbox. We go into the room on the right. We take the tinderbox on the table. We go further along the trail of drops. Next, after the glitches of the character, we go to the first door on the right. We take the tinderbox on the shelves. We go into the next room on the right. The light goes out. We leave and go down the stairs further behind the trail.

old archives


We follow the trail. The door opens and the light goes out. Let's go through this door. We take 2 drones on the shelves. We follow the trail to the room. A lantern falls from the table. We select it. We continue on the trail. Now you can do this with a lit lantern (press F, it consumes oil, you need to look for it to keep the fire going) In the next room, next to the stove, there is a cabinet. Inside the tinderbox. We open the door, take the letter, read it. Former Daniel tells us that we must kill Alexander of Brenenburg. There is oil on the table next to the note. We take it (now, having entered the inventory, you can replenish the energy of the lantern by clicking 2 times on the oil. In the same room, on the left near the shelves, there is a lever. We pull it. A secret door opens).

Part 1

Hall

We go where the petals show. Organic mass blocked the passage to the processing chambers. Opposite the stairs to the processing chambers in the hall is a room, in it on the left at the very beginning there is a chest. Inside is a tinderbox and oil. Let's try to open the big gate in this room. Didn't work? Organics blocked the exit again.

We go back to the center of the Hall. We go into the passage, located at the base of the stairs up. We get down and go to the door leading to the Laboratory. We go.

Laboratory

If it’s dark for you, then light a lantern or use tinderboxes to light torches on the walls, under the ceiling and wherever it suits you. Here I will not describe where and how to light (this is stupid). We go down the stairs in the laboratory. There is a shelf next to the stone-filled passage. There is oil next to it. We go to the only way under the stairs down.

In the 1st room on the right, among the boxes, there is a tinderbox and a chest with another one inside. We see an alchemical table and a letter on it. We read and find out that all the ingredients are in the wine cellar (with bugagaga ghouls). In the same room, on the other side, there is another table with a jar and another letter. We take a jar, read the letter, find out exactly what ingredients are needed to create the acid. We check the lockers in the table, inside the tinderbox and the "cassette" (a cylindrical artifact, it needs to be read and admired). Opposite this table is a stove, inside it is a tinderbox.

We're moving out of the lab. We are being intimidated. Put out the light and hide. When everything settles down, we leave the laboratory. In the hall we go up the stairs to the door with the inscription "Archives". We go.

Archives

We go in the door to the right. We read the note. We go to the door on the left. We take a note on the shelves. There is a tinderbox in the table cabinets. We go into the corridor to the door "Cabinet". We go. We read the note from the table. There is a tinder box in the boxes. We leave the office through another door. We go to the "Old Books". To the right in the chest is a tinderbox and oil. There is a tinderbox in the oven. We leave.

We are trying to enter the “Hall of Local History”. Closed. We leave to the right into a large beautiful "corridor" with fireplaces on the sides. We go left to the end of the corridor and then turn left again. We take oil from the table next to the piano. Go to Floor Plans. We listen to the story of the rotten castle. In the upper left corner of the room is a chest with 2 tinderboxes and oil. We leave.

Let's go to Maps. We approach the table. We take a note. Daniel gets high again. This time we are helping him. Moving forward to shine. We take a sphere. We are back in reality. We are content with beautiful classical motifs sounding in the background. In the table where there was a note, again a tinderbox. The exit was filled with stones. How to get out? We go to the wall between the two offices. Do we see cracks? A fragile wall, but you can't break it with your hands. We take something heavy (in particular, a helmet lies nearby) and throw it at the wall. We are free.

We go into the room. There is oil on one of the shelves here. At the end of the room on the left is a note. You need to break the window with something (for example, a book). Let's use the books on the shelves. It is necessary that they be turned on all at once, but each of them is inserted back after being pulled out. Therefore, you need to find all the necessary books and use them as quickly as possible. We take them all out, and the passage opens. There is a note in the desk locker. On the table is the key to the wine cellar. We take it. Someone scares us.

We go into the room with books - we see that the door, closed on the right, is now broken. We leave the archives, being frightened along the way. Having left, it is necessary to move away from the door as soon as possible - the shadow is indignant. We go into the wine cellar (the door is in the same descent as the laboratory, on the contrary). We use the key on the door.

Wine Vault

We're going down. We listen to the scene. We go in the door opposite the stairs. We take cuprite. In order not to go crazy, we light some kind of candle and wait 20 seconds in this room (the enemy is wandering outside, though not a fact, but caution did not bother anyone). We leave, we go through the rooms clockwise. Let's go to the next one. Are cockroaches crawling on your monitor? Do not try to knock it down) There is a tinderbox on the shelves. On the right is a barrel of oil (the most useful thing in this game :)) There is another tinderbox on the tables. There is calamine on the floor. We take it. It rolled over like a barrel, and a blockage blocked the door. We parse it. We drag away heavy stones by holding the mouse and w, a, s, d moving. Has the dam been cleared? We leave.

The next entrance is without a door. Someone made a pate. It's a pity. We listen to the scene. There is a tinderbox in the chest. There is a note on the table and… ROGA vodka… mmm. Unfortunately, we just take it. We go to the last door under the stairs. Rather, there are 2 of them, but we go into the one to the left. We take opium at the end of the corridor on the left on the shelves. Beware, a deadly ghost is roaming this room. We select tinderboxes on the shelves (we also look at the top of the shelves). We look around the whole room. We find Orpiment and exit the wine cellar. Again the shadow is indignant. We go to the Laboratory.

Lab 1.1

Remember the alchemy table? We run to him. We install all the ingredients, the jar too. Now let's start chemistry. We turn the valves in a circular motion. Gas first. Then in turn at each test tube. We take the resulting bottle with acid. We see the consequences of such strange noises - the stairs are destroyed. We use the wonders of the local physics: we put boxes on the remains of the bottom of the stairs, climb onto these boxes and jump up. We leave the laboratory.

We go to the already hated organic mass, which blocked the way to the processing chambers. We use on it a vial with acid. The mass has dissolved.

Processing chamber

We move through the tunnel. We listen to the scene. We see the enemy. We hide. We move more carefully in the direction where the enemy went. We go into the room. We take a note. On the shelf on the right is a tinderbox. We move to the next door. Another tinderbox. Next room with a locked door. There are several boxes to the right of the door (be careful, there is a red substance between the boxes and the door). We rake them - the passage to the next room.

In it we see ... A barrel of oil! Hooray) We take all the tinderboxes from the chest (2) and shelves (1) We see the hatch down. But it's too heavy to lift. We see a rope. But the mechanism does not work because the stick is stuck in one of the parts. Searching from above. We remove the blockage. We turn the lever. The hatch is open. We jump down. We go to the door to the basement archives.

Basement archives

Here it is, one of the most disgusting missions of Amnesia. Entering the room and walking a bit, you see how the light goes out and the room is already partially filled with water. Everything seems to be in order. But you must not stand in this water. Because there is an enemy in it, and he wants to eat you. You have to jump on the boxes.

We jump into the room on the right and use the lever there. Now you need to run to the door in time, which is open, but will be closed. Did you run? Another room with something hungry on the floor. We throw him pieces of meat and run to open the door (here we will have to control the lever ourselves). Opened? Quickly run in, open the next door and jump on any box. The next door needs a key. There is no key, but there is a hollow needle on a shelf in the same room. We use the needle on the door and exit into the Archive Tunnels.

Archive Tunnels

Oh my dear mother!!! The monster wants you dead right here and right now. Just run, run like crazy, remember the wise saying "Good food is dead food". Today you are food and you have to run away. The tour is short and linear. Don't get confused.

Part 2

remote hall

Follow the trail to the room on the left. We listen to the scene. We are trying to start the elevator - it does not work. We leave. We go up the stairs to the Living Room.

Living room

We read the note. We get opium from the table locker. We take a crowbar, a tinderbox in the next room on the table and read the note. We use the bed. We listen to the scene. We approach the only door on the right, which does not open. Use the crowbar on this door from inventory. We move the scrap here and there. Bam. The door did open. We read the note. Approach the closet on the right. Bugaga! The enemy is coming. Hide in the closet and close the doors. Remember Freddie's rhyme? It's time to remember her. We listen to the sounds. We are waiting for the monster to come out (door sound). We leave the closet.

In the same room, a key is hidden behind a painting. We move the picture, and it falls down. We take a bottle with a key and let it go. The flask is broken - we select the key. We return to the "Remote Hall" After leaving, we immediately go from above to the next door "Study".


Cabinet

We enter the door on the right. Open the chest - take the tinderbox. We enter the door on the left - we read the note. We leave - we go along the corridor. Next to the windows we go into the first door. We listen to a scene about how dogs were tortured. We read the note on the table. Read the note in the next room. We search the table - a tinderbox and a pile of skulls. We leave these rooms. We go along the corridor to the right. Blockage. Don't pass. We return to the windows.

The first window cracked (there is oil next to it, we take it). We throw something out the window, for example, a chair. We go out to the ledges. We jump on them until we see the entrance to a new room. In this room we look at the new "cassette" (cylindrical artifact). In the next room, fill the lantern with oil from the Barrel. We read the note, select the rod. In the next room is a chest with 2 drones. That's it, you can leave the same way back along the ledges and return to the "Remote Hall". In the Remote Hall we go down the stairs and go to the room on the right - "Storage".


storage

We move forward. We take a tinderbox. In this room, try to light at least some of the torches - there is little light, or use a lantern, but it must be used wisely. First we go through the door, on the left we take the part from the drill on the shelf (before taking the part, close the door for God's sake!). We hear the grumbling of the monster. We are waiting in this room. There are 3 drones on the shelves. Since there are no torches and candles here, you will have to stupidly spoil an already shattered mind, but nothing, not the first time. We leave the room. But be careful.

We go to the next (if you count clockwise) from the room a passage called "Details". We light candles and torches along the way so as not to get confused later. We go all the way, go down and see that the passage is littered. We need explosives. To make explosives, you need to mix 2 substances. We have a bank. We go back to the center and move into the next passage called "Equipment". We are looking for other parts from the drill in different rooms. There is a handle and 2 drones in the center of the room. There are 2 tinderboxes in the room on the right and oil + opium + tinderbox in the chest. In the room to the left there is a base from a drill and 2 tinderboxes on a shelf (1 in the middle, another on top). Putting the drill together by moving items on top of each other. Now we find next to the horizontal barrels (with wine?) Vertical barrels with taps. But the faucets are rusty. We use a drill. We substitute the container. There are 2 such barrels. We are looking more carefully, both are here. Poured explosives? We are afraid, but we are not afraid, because we are fearless pioneers. Now back to the "Details" room. We install explosives next to the stones. We take the meanest pebble of those that lie nearby. We retreat about 10 meters. And we throw a pebble. Don't get in? Then you can just come up and hit with a boulder close ... but is that interesting? Explosion. Bang bang! We go into the room. We take our favorite tinderbox on the shelf (what number is there?) We go to the left. We listen to the scene. In the next room, we take tinderboxes on the shelves (on the left and on the right, one at a time).

We go into the room on the right. We take another tinderbox. We go to the far right room. We open. Bugaga! Zombie. Actually, it was not necessary to open it, but I scared you) Shut the fuck up this door and run forward into the passage, run, in the end you listen to another scene and go through the door on the right. There are 2 more rods and a note. We take them and try to get out. Zombie!!! He scared us again. We sit in the room. Then we carefully get out of it and move in a squat. It is advisable to put your head under the pillow. No? It's a pity. In general, we are moving towards the exit from the Vault, along the way meeting monsters and our most secret horrors. Having gone out into the Remote Hall, we see how it has changed, and we move to the Engine Room. It is in the room where the elevator is only on the left. We open the door with the key.

Engine room

We enter the door on the right. We read the note. A little further we turn on the light in a suspended lamp. We see the mechanism. See the numbers above and below the levers? It is necessary that the levers raised up be the sum of the numbers \u003d 8 and down 8. We solve the problem - it gives the inscription "The flow is uniform." We go down. We go to the 1st door. We take 2 notes. We turn on the light in this room (required) in order to better understand what needs to be done here. We see 3 notches on a large metal panel. We insert rods into them. The steam cycle rod is round. Triangular to triangular. Four-phase to square. We leave the room.

Pay attention - there is a large gear in front of the room. Another one inside the room. They will still be useful to us. We go down. In this room, we also turn on the light next to the mechanism. Here you need to put 3 gears. 1 lies in this room and 2 is where we just went down from (read a couple of lines above). Did you put in 3 gears? Great. To the left of this mechanism is a firebox. Here, too, it is necessary to turn on the light in the lamp from above, otherwise you will not see the nose. We open the firebox. She is empty. In the room on the left there is coal (there is also 1 tinderbox on the shelf). We take balls of coal and throw them into the furnace. You need 3 pieces. Filled the firebox - close - press the lever. Approach the mechanism on the right - press the lever. Did you feel like a driver? Still) Exit the engine room to the Remote Hall. Run to the elevator!!! We're leaving home.

Part 3

Dungeon

We listen to the scene. We clear the blockage at the door. We go. We go to the right next to the wall. If you see something that can be lit (torches, candles) - light it. We move all the time along the right wall (this is not necessary, but this way you will understand what places I am talking about, otherwise it is unlikely). We see the first light coming from above. We turn right and go further, we see the first camera. We go into it. We take a tinderbox. We leave the room, go further along the wall. We take another tinderbox, well, and, in fact, this is a dead end. We return to the light from above. Have you regained your sanity? Now move along the left wall... We go into the 1st cell. We take a tinderbox and oil.

We go to the far camera. They scare us with knocks. Let's go back and reclaim our sanity. There is a hammer in the chamber opposite the left one. We take it. We go further along the right wall. Zombie dead is scary. Aaa! In general, we hide and wait until the creature disappears. Well, either you can die, and next time he will already be somewhere else, if you walk carefully. We go up the stairs. We turn right. We go along the right wall. Next is the entrance to the room (point 1). It is advisable to light a torch next to her. Inside is opium and a tinderbox. We get out of it. We go further along the wall, there is a descent down. We are being intimidated. We rise back to point 1. Moving directly from point 1 - the room. It contains tinderbox and oil. We leave to the left from the room with oil.

Let's go into the left room. We listen to the scene. We move the bed - we see a hole, but the passage is too narrow. Well, let's look for tools. We leave this room and go straight to the stop. Entering the room, we listen to another scene. We take a chisel on the floor. We leave. We approach the door on the left. Writes that the lock is weak and rusted. We connect a chisel and a hammer. We use it on the door. Barrel of oil! Yuhu! We refuel and move to the room with a narrow hole. We use a hammer and a chisel on the hole. She got bigger! Human anatomy? No, friend, physics!

Dungeon (Northern Corridor)

We crawl through the tunnel. Left or right? To the right, of course :) Are you out? We follow the signs to the "Storage" (Receptaculum). We follow the signs on the walls. Since there was a barrel of oil at the end of the last level, I hope you are not walking blindly and see these signs. If anything, then light the torches on the walls to see. We come to the Vault, take a jar and 2 tinderboxes. Now we follow the signs to the "Kitchen" (Culina). If we meet monsters, then we cheerfully hide, sit out and go hunting again. Did you go to the kitchen? We read the note. There are 2 drones on the shelves.

We approach the boiler at the end of the room and use the jar on it. Alarm! Alarm! Zombies are here! We hide behind the pig carcasses and put out the light. Sit down and that's enough. We take oil here nearby and leave the room. Again we go towards the storage. Climb the stairs, go right, left, left, right, left. We go in the door on the left, we take oil and tinderbox. Through the door on the right, listen to the scene.

We go further in the old direction. We read the note in the room. We go back - they intimidate us. We hide. Did you sit out? We leave. Now we go in the opposite direction, then left, right, left until it stops. We see a door with a lock in poor condition. We pour acid from a can on it. We finish with a hammer with a chisel. We are being bullied again. We open the door and run into the Passage to the Cistern.

Part 4

Passage to the Cistern

We listen to the scene. We see a pillar in the middle, and on it is a lever that lowers the stairs. But it needs to be lubricated. We go to the pipe from which oil flows, we substitute the jar. We take the bank and go to the lever. We use on it. Let's use the lever. The ladder did not go down to the end - the pipe interferes with it. You need to break it. We raise the ladder. Lower again with the lever. And so several times. The stairs went down - we crawl up. We go forward to the door. We use the right lever, the left lever. We go along the bridge that descended from the right lever. Let's go to the cistern.

Tank

We walk along the path and listen to the scene. We see a descent and a new rise from the other side. Let's go to it. We jump along the bridges to the very end. There is a note and you need to scroll the lever. So we lower the water level in an adjacent location, and we will need to go there later. Cool. We go back. We pass to the right side. We take oil and a tinderbox from the chest. Now we go to the other side of the bridges, after which we crossed the water for the first time (apparently there is no one in the water, although I have not been there long enough). To the right of this rise is another one. I'm going to him. We see a suspension bridge. It is necessary to throw a stone along the chain. The bridge went down.

We go to the end. We read the note. To the right of the boxes is oil. Turn the valve. Monsters are rampaging. We return back. The last valve remains. It is located on the left, if you walk on the water, then after 10 meters you will see a rise - we are on it. Gas pipes. We pass carefully, wait for one to go out - we pass. We are waiting for the next one. Easier than a steamed turnip. We twist the valve so that it does not smoke here. We go to the end. We read the note. Turn the valve. You can leave here. We go to the Passage to the Cistern. We went out to the passage. Now we go into the "Control Room" (where there are 2 levers for lowering the bridges).

control room

Let's go listen to the scene. We go into the room on the right. We take the tinderbox on the box. We look at how the levers are fixed. We go to the room opposite. Here they must be fixed in the same way. If it does not work out, try further, twist, twist. The only strange puzzle in this game, because they are fixed in fact not exactly, just like in the room opposite. Perhaps you need to listen for clicks in the mechanism. Have you noticed that pipes are lying around in these rooms? They will still be useful to us. Approach the door to the next room and turn the valve. We go into the room and at the same time I advise you to throw 2 of these pipes into it at once.

We go first to the right room. A tinderbox and a note. Also on the floor is the 3rd pipe. There is oil by the stairs. Remember how the levers are located on the mechanism. We go to the left room. We take the handle. We install the levers in the same way as in the right room. We go to the last room. Here you need to install these 3 pipes, which are lying in different rooms. Bring them all here. Install pipes on the left when viewed from the entrance to the room! How to install? (just bring it up, they will stand up as they should). Long in the middle vertically. 1st small through the long horizontally. 2nd small to the left of the long vertically. Earned! Just 2 games in one. Exit the control room. You can not? Has the valve fallen off? Use the handle instead.

We leave in the Passage to the Cistern. Use the lever to lower the bridge to the next room. The bridge doesn't want to go all the way down? We get down to the ground. We take a larger stone and throw it on the bridge. If you don’t have enough strength to throw it right away, we first throw it on a stone base, on which we have already run gloriously. The bridge went down. Let's go to... MORGUE.


Morgue

What will be next. Maybe Hell? So it does not matter. Let's go ahead. We listen to the scene. We go, without turning, to a room with a bunch of bones. We listen to Daniel's panic. We take a tinderbox and a copper tube. Opium is on the shelves above. We go back to the turn. Let's go to that room. We see inside the laboratory for the study of human organs and other perversions. Inside the table, we look at another “cassette” (cylindrical artifact) + tinder box + opium in the cabinets. There is a note on the table. On the shelves next to it is another + tinderbox. I hope you didn't go to examine the corpses in the adjoining rooms? Fu, well, you and ... But okay.

We approach the corpse on the table. We drill his skull with a drill. We stick a copper stick into the hole. Insert a needle into the stick. Hooray! Anatomy lesson completed. Now we prick ourselves with this needle and catch the Teletubbies! Now try to get out. Oh my bastard! Tinky Winky is banging on the door! Rather, hide under the corpses (heh, it's a pity that you can't). In general, just hide in the rooms with corpses, wait and leave from here to the Passage to the Cistern. Are you out? Get down. Go to where it used to be flooded. Now you can safely go there. Forward. We go down to the Collector.

Collector

We are moving forward. We're going down. Let's go. We see zombies. We hide. We go further carefully to where he came from. Then we go all the way to the right. To the left and enter the room. We refuel from a barrel of oil. 2 levers. We put them in such a position that there is less noise. (right maximum to the right, left maximum to the left). We go back to where we were frightened by the dead zombie ghost. Fig there. He came here too. We hide. We are waiting.

Let's go where I said earlier. Have you come? So, you are standing next to the "water tower". Go to the remaining tunnel. On the way, there is a tinderbox in the pipe (how many of them do you already have? :)). We've reached the end. We see a broken pipe. Breaking it down finally. We return to the "water pump". We block the movement with a pipe. We crawl. I'm going straight. Right. We enter the door. There is opium at the aisle. Go ahead. Dead end? We return back. Boom! The monster broke the bars. We hide. We are waiting.

We go to where the lattice is broken. Now you need to lure the monster from one side, run around in a circle and run from the other side to where it blocked the passage (how to lure it is up to you. I can only say that you can’t hit it with a stone - they fly through, try throwing this stone at the wall or hitting it ... and in NO EVENT do not try to lure the zombies with your carcass and try to escape - even if you manage to survive in the tunnel, dodging behind the pipes, the first door you will most likely be killed (in one fell swoop), although thrill-seekers may like it. Hear the growl?! Hurry up, run, open the doors and crawl up the stairs. Phew ... Light light! Oh yes! And we are crawling out somewhere. This location is Nave.

Part 5

Next to the well is a tinderbox. We go into the door on the right (to the right of the rope, if we consider your location as the original after the previous level). The door doesn't budge. We go straight through the door - there is a tinderbox and the passage is littered. We go to the door behind. There is a barrel of oil, a tinderbox, a note and 2 levers in the room. We don't need them yet, but remember this place, let's call it Point Bravo. Now we go to the last door on the left. We move along the corridor - stairs down. We're going down. There are 2 drones under the stairs and a door next to it. We go in the door. We listen to the scene.

We go to the left, open the door and go down. Who do we see? Old friend, Agrippa. He tells us a couple of lovely stories. We listen to him and look to the left. There is oil on the table. We take and crawl onto the table. From above we open the hatch. We put a chair on the table (items can be rotated with the R key) and climb onto it. Fixing the detail. The mechanism has been fixed.

Now we run to the Bravo point (where there are 2 levers). We use leverage. We run again to Agrippa. We go further down the corridor to the next large room. I'm going to the cameras. In the near right bottom is a tinderbox. In the far right top is a tinderbox. When lifting from the left side up, we see meat on the table. We take.

We return to Agrippa. Now two gates have opened in this room. We go first to the right (if we consider where we just came from) or to the left (if we stand next to Agrippa and look at these two gates). Come in? We reach the room. Well inside. We tie the meat to the rope. We lower the meat into the well. Om-Nom-nom. The monster says thank you for the dessert. We pull back. We take a bone. We go further in this tunnel to the entrance to the Transept.


Transept

There are 3 rooms (left, right, front) + a room up the stairs. Let's go to her first. We go into the office. We take a tinderbox and oil. We take out a note from the table and look at the "cassette" (cylindrical artifact). We take the rope on the table (here it is worth considering two options: 1 - the one described by the author, the second is mine, it seems to me that it is more economical: after you have taken the rope - go into inventory and connect the jar with the rope, now (continuing to act on the passage) in the torture room, where people were sawed upside down with their feet, we approach the infernal apparatus and look at the grate below. Open - insert the jar. You already have blood. Now you can not skip the laboratory by and return to it later, but immediately do all the experiments with the potion (we will talk about the laboratory much later).

We go into the room to the left. We enjoy torture. We take out the 1st piece of the sphere from the cabinet. We leave the room. We go straight to the room. We listen to the scene. We go in a straight line to the stop. We open the door. We listen to the scene. Tinderbox nearby + 2nd piece of the sphere under the bags. We take them and leave the room.

We go into the room to the right. We go to the room. Enjoying another torture. We take the 3rd piece of the sphere and we can leave the Transept. Are you out? So you are in the Nave. Now we go to the gate opposite. Door on the left. We go. On the shelf is a tinderbox. There is a tinderbox + "cassette" (cylindrical artifact) in the table cabinets. There is a note on the table. We leave the room and go into the Kliros (Before going to the Kliros or better BEFORE the Transept), you can visit the Altar, inspect it all (carefully, there are zombies, but after the first patrol it disappears somewhere), I especially advise you to go to the right room (if you look from the place where you entered. Why? More on that below).

Choir

We go along the corridor. We enter the door on the right. Below and on the table are tinderboxes. We go to the door on the left. Let's use the note. Take knife. Cut the "bastard". We leave the room. We go further along the corridor, we go down. We go to Kliros (Main Hall). So, here, just like in the Transept, 3 rooms for each martyr. I hope you have enough oil in your lantern;) Because it's terribly unpleasant here - foggy and dark. In general, remember how to return to the original point (let's call it the Gamma point), and everything will be in order. First we move to the left. You can go straight along the left wall.

We reach the room. In it, in the passageway on the left, there is a tinderbox. On the right is opium. In the middle is the Iron Maiden. We enjoy torture again. To the left of the iron maiden lies the 4th piece of the sphere. We leave this room and return to the Gamma point. Again, just go along the wall (now the right one). So, you are at the entrance to Kliros. Now go to the room on the right. The main thing here is not to miss the bridge to it. Did you find the bridge? Which looks like Morrowind. So you are on the right track. The main thing is to move strictly next to the wall on the right. If there is a dead end, then go to the next wall and move back. In general, all the time on one wall. So you will stumble upon the room for sure. Do not forget that a monster is walking nearby (either he is alone, or he wanders exactly where you need to go, and then disappears, be on the alert PERMANENTLY, you can calculate the infection without even seeing it - by the grinding, howling and, most importantly, the fright of the main character, who, apparently, sees much further than you. And yet, I advise you to walk the entire choir on tiptoe, so calmly). We go inside. We enjoy torture. We take the 5th piece of the sphere.

Then we leave the room and continue to move along the right wall. As a result, after a long torment, you will stumble upon the 3rd room. There is a mushroom nearby. Break it with a hammer and chisel. Poison gland with us. Hooray. We go into the room. We enjoy the torture and take the 6th piece of the sphere. Phew. Now you can leave the Kliros and forget about it like a bad dream. We approach Agrippa, he is again more talkative than ever. We go to the very last room, which we have not yet entered - the Altar.


Altar

We go up the stairs. We open the door. MOM NATIVE. A bunch of perverts are running up to you! What will they do?!? Phew. Just chopped off. The loading screen says "Sleep"... so sleep. So we are in prison. We listen to the scene. Oil under the bed. We break off a steel bar from the grate (you can use a hammer and a chisel, I still had them by that time (and then disappeared). The wall on the left is unstable. We insert the bar. We bend it. We break through the wall (we pull the piece of wood towards us).

In the next chamber, we are shocked! And we see an ordinary and naked man. No! Down with perverts. It's just a naked man. And he's dead. We select 2 drones and go to the next chamber. In it we take opium, a bucket and a tinderbox. We are trying to exit through the main door. However, he doesn't want to. We approach the well in the middle and unscrew the rope up. We attach the bucket and lower it. We raise again. We take a bucket and approach the pipes. The key is there. We use the bucket on the pipes and wash the key on the ground. We use the key on the doors.

We leave. Ai, MOMMA, freak me back! A creature with 65 tentacles and 21 eyes is chasing us!!! Okay… and you can’t dream up. It's just that the graphics would not pull out like that. Red fog is chasing us. We run with all our might. We open all the doors and dismantle the rubble and forward forward forward. And, by the way, I feel sorry for you as well as myself, if by that time the lantern had run out (it’s generally worth saving throughout the game for such cases) We leave for the Nave.

Part 6

Nave 1.1

We take a tinderbox from the table and a note. Let's look at the intro. woke up? We go straight to the door. Another door. We take the tinderbox and go through the door to the left. +1 tinderbox - exit. We go to the door on the left / straight. We go along the corridor. We go down the stairs. The location is familiar to us, however, it became dark. We see that the Alchemy room has opened on the right. We don't need it yet (we used my method - go to the room). We go to Agrippa. He tells us that everything is fine.

We move into the passage opened on the left. We take a saw on the shelf. See the blood trail on the floor? We approach a small hatch where blood flows. We open it, before that we connect a jar with a rope in the inventory and put it there (if there is already blood, this is not necessary). We get the bank. Now we go to the Alchemy room. We put a jar on the device on the right and warm it up. On the device on the left we clamp the grass. We substitute the jar - squeeze it out. On the device in the middle, put the bone there, substitute the jar. We fry. Ale op! Alchemy lesson number (what is there already?) is over. We return to Agrippa for further water procedures. We do what he says. We take what he gives. We go back to the altar.

Altar

We go up the stairs. Here again the system is left-middle-right (there is now a failure on the right, and there is no way to get there). We go to the left. If there are zombies, then we wait for him to disappear somewhere, and still we go to the left. We take a note. We take a tinderbox and a bucket of resin. We're going down. We need to stop the mechanism by jamming it. We take the box from above and stick it between the gears. Now we go straight into the room. We are close to the final :) We see a pedestal on the left. I put the resin on the pedestal. Next, glue the sphere on the pedestal piece by piece. Ale op. We go to unknown lands. We run into the inner sanctuary.


inner sanctuary

We go down. Use the lever on the column on the left. We go to the left door. We read the note. We approach the sacrificial table on the right. We pierce (we like it so much, uh) Then we stand on the pentagram. Reason shook. But nothing, rest and fight again. We go into the room on the right. Back to the altar A drop of blood. Then a pentagram. The passage is open. We run into it. And into the Hall of the Sphere.

Sphere Hall

Here he is, Alexander. He gives us long speeches. What can I say? This is already an entertaining end to Amnesia. It's up to you to decide what to do. There are 3 endings. If you haven’t done anything yet, then it’s better to try, if you don’t know what to do, then here are 3 options:

  1. Push the pillars that feed it with energy (each falls in a certain direction - does not give in to one, push to the other)
  2. Do nothing, listen and wait for the gate to open and throw Agrippa's head in there
  3. Do nothing, listen and wait for the gates to open, and do not stop Alexander from leaving for another world (the same ending happens if you are killed by a shadow in any other place in the game)

Thank you all for your attention and good game :)

Many thanks for the material - Parradoxio (Edited by DancingLenin)

  • Basic tips for the game:
  1. Don't fall from nowhere- here it is fraught with the loss of a large number of lives. Slide down the stairs or something else, but, most importantly, be careful.
  2. save lantern. He is vital. Use tinderboxes more often. By the end of the game, I found 30 of them in my possession (that is, they are quite enough for me to live). (Actually, tinderboxes should not be spent too often. In order not to be dark, it is enough to light 1 - 2 torches in the room. At the expense of a huge number of tinderboxes at the end, this is true, but their excess appears only at the end, when there are a lot of tinderboxes, and torches - on the contrary. In other matters, it's up to you, of course)
  3. Follow your mind. If it is very cloudy for you, then look for sources of light and do not look at the monsters for a long time - this also upsets the psyche.
  4. Don't forget to check your diary. In particular, “Records” and “Memories” often contain information useful for passing