amnesia the dark descent walkthrough

Amnesia the dark descent walkthrough

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By using this forum, you agree that some data is collected on you. Read more in our Privacy Policy. Login — Register. Thread Rating: 1 Vote s - 5 Average 1 2 3 4 5. Thread Modes. Adeno Junior Member. We're going to need this for another puzzle on the floor below.

Amnesia the dark descent walkthrough

Spoiler warning! This page contains spoilers, or hints about the game's storyline or progression. You might want to skip to the next page if you do not want facts about the game's storyline or plot revealed to you. Health represents physical health, reduced by taking damage. Damage is sustained from monsters, hazards e. Health will automatically regenerate until you reach "A few cuts and bruises". Further health can be restored by taking Laudanum, or exploring new areas. If you run out of health, Daniel will die. With two exceptions in the game, Daniel will be returned to the start of a given area with full health and sanity. Sanity represents Daniel's mental state. Sanity generally decreases while playing due to streesful events. Witnessing any thing unusual, looking or interacting with dead bodies, seeing monsters, or even remaining in the dark can cause a gradual loss of sanity. Sanity is harder to regenerate.

Leave this room and go across the hall to the Maps room.

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Log In Sign Up. What do you need help on? Cancel X. Would you recommend this Guide? Yes No Hide. Send Skip Hide. Message Sent. Walkthrough PC by Adenosine Version: 1. Thank you very much! Exiting The Archives IV.

Amnesia the dark descent walkthrough

Back at the main menu, start a new game on normal again and we are ready to begin to real playthrough. As soon as you start, turn around, head through the door behind you and pick up the first tinderbox — T 1. Exit the room and turn right, down the hall and turn right again. Enter the hallway on your left, past the knight statue. Enter a door to your right and find T 2 in there. Directly outside this room is a wardrobe with another tinderbox — T 3. Continue down the hall and check another wardrobe on the right for T 4 before heading up the stairs. Head left and up the stairs and along the winding path until you reach another hallway with some rooms. Enter the first room on your right and find T 5 at that back on some shelves. Exit this room and head straight down the next set of stairs on the left side of the hall and through the door to Old Archives.

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This item has been added to your Favorites. To the right is a cabinet, open it. Find a rock nearby and throw it at the rusty chain holding the bridge up. Now look left and search the small chest here for two tinderboxes - T 44 and T In the next room is a corpse lying on a table. Now go back but this time near Agrippa there is a hatch, jump and pull the cog to make it function. However, the most important item in this room is on the floor next to the overturned table. This will stop the door from going down and closing. Carry it outside the room and down the stairs and into the next room. Turn right and continue on. The right is to grab the pipe for the progression or wait until you clear left path.

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Listen to Agrippa if you want but then continue to the left path. Once the lights go out spin around and stand beneath the big emblem on the wall until you hear a confirmation noise. The guide is intended as a free help for those struggling with the game. There's no danger though. Just quickly jump into the water and run as fast as you can until you reach the stairs! Then turn left and jump on top of the table. I took one two hit but I made it, get the hollow needle to regain sanity. Beyond all your best judgment open up and go through the scary door in this next room. Tinderbox When starting, enter the room I on your left. One, you can put a box on the lower part and jump up, or two, you can move a pallet against the walkway and climb up. There are big monsters here who will get you if they see your light! Straight to the oils, we grab 8 and 9 shown on the image map. Go down the stairs and enter the Walk up to the moving machinery and throw the rock at the wheels to jam it. Pick up the note telling us the location of third rod, but we don't need to worry about it since we've already found it.

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