Story
Amnesia: The Dark Descent takes place in 1839, as you control Daniel, a wounded amnesiac, who awakens in the dark corners of the Brennenburg Castle in the Prussian Empire. He isn't alone as something dark and monstrous hunts him unceasingly throughout the dark stone castle. Throughout the game, Daniel will locate letters and diary notes from other patrons that will help him along his treacherous journey. Also, Daniel will find notes written by his "former" self, attempting to save his future identity from death.
Amnesia: The Dark Descent Walkthrough Part 1
- Your character will wake up in a gloomy hall. You will automatically gain your first Memento (these provide hints if you are stuck).
- Follow the liquid trail on the floor into a hall with a door blowing open. Open the dresser there and pick up a Tinderbox. These are used to light candles and other sources of light, which will be necessary to survival.
- Go into the door that blew open (next to the dresser). Inside the den, grab another Tinderbox on the table by the fireplace.
- Go back into the previous hall and get another Tinderbox from a second dresser next to the door you came in from. Go into the closed door next to the dresser.
- Climb the stairs ahead and follow the hall and the liquid trail. You will enter another hall with an overturned dresser. Inside the pantry next to it is another Tinderbox on the shelf.
- If you go into the room to the left of the overturned dresser, the lights will go out. Flee or light up the room if you want; the longer you stay in the dark, the more your sanity erodes, which makes you harder to see and control, and will be eventually fatal if you don't do something about. Otherwise, go down the stairs, following the liquid.
- You will find a door that leads to the Old Archives. Enter it and follow the liquid trail in the hall. The lights will go out again; head down the hallway past the lit windows into a doorway on your right.
- Open the chest inside the room for a Tinderbox. Next to the chest on the floor is a Lantern. Be sure to grab it as it will essentially be a portable light source for you. It runs on Oil found in jars you can collect; use them sparingly as they will be in limited supply. The Lantern comes with some Oil but you will quickly need to find more Oil to refuel it.
Amnesia: The Dark Descent Walkthrough Part 2
- Get the lantern out and enter the door on the right. Enter the door at the end of the hall and explore the archive room; there's a Tinderbox in the dresser.
- Keep following the liquid out the door into the next room. Pick up the Oil on the desk and the file "David's Note to Self" as well.
- Find a lever in the same room and throw it to move a bookshelf. Enter the secret passage to enter a door to the Entrance Hall.
- Step into the symbol in the center for a cutscene. In the hall to the left, you can find Oil and a Tinderbox in a chest, with another Tinderbox and Oil on a bookshelf and behind a crate.
- In the room with the cutscene, take the small doorway by the stairs and follow them to the entrance to the Laboratory.
- Inside the Laboratory, head down the stairs and look for a passage leading down into a storage area. Search it for a desk that holds a Chemistry Pot and collect it. You can also search for the following items: a Tinderbox in the desk's drawers, Oil and a Tinderbox on the bookshelves, the files Chemical Relocation (by the beakers) and Carly Alchemy Experiment on another one of the desks.
Amnesia: The Dark Descent Walkthrough Part 3
- Head back to the Entrance Hall and take the stairs in the foyer up to the balcony above. There's a Tinderbox by the rubble in one of the doorways you can collect.
- Continue onward along the balcony till you find a door that leads to the Archives. Enter the Archives and go into the room with the broken door. Search the desk for a file ("Daniel's Diary 1/3") and a Tinderbox in the drawers.
- Enter the room across the hall from the previous room. Search the shelves inside for a file ("Wilhelm's Contract").
- Exit the room through the second door out to a new hall. Enter the first door you see and search the desk there for another file ("Daniel's Diary 2/3").
- Exit through the second door out of this room into a small open-area study. Enter the door with the sign "Libri Vereres" next to it. Inside is a chest behind the desk contain Oil and a Tinderbox.
- Go back outside and continue exploring down past the study. There's a locked door ahead that leads to the Local History room; go down the hall to the right instead and enter the twin fireplace room.
- Go towards the leftward fireplace (there is a Tinderbox sitting on it). Enter the nearby door and go past the rubble; there's Oil sitting on the table.
- Continue down the hall until it ends, then enter the nearby room marked as "Tabulae"; this room has maps framed on some displays. Look for a desk in the room; search the drawers for a Tinderbox, then grab the note on the desk for a cutscene and to get teleported away.
Amnesia: The Dark Descent Walkthrough Part 4
- After grabbing the note on the desk in the Tabulae room, you'll be in a strange place; walk forward on the path through the darkness and grab the blue orb sitting there.
- You'll be back in the Tabulae room. Exit the room and go back down the hall into the next room on your left and walk down the aisle between the middle shelves for a cutscene. There's also a chest in the back that holds a Tinderbox and Oil and another Tinderbox in the shelves on the aisle to the left of the middle one.
- Exit this room; if you haven't noticed, there's exposed brickwork by the Tabulae room; examining it will tell you that's breakable but "not by hand". You will need to pick up something heavy like a statue bust or a rock and throw it at the brickwork; it will crumble, revealing a hole.
- Go into the hole to enter the Libri Vereres room without having to unlock its door. You'll get a cutscene as you enter. Explore the back end and you will stumble upon three glass displays; smash the center one for a file ("Local Folklore"). There's also Oil on one of the shelves.
- Now search the bookcases for three glowing books; they are grey and have a gold plate on their binding. Interact with all three in any order as quick as possible; if you do this quick enough, they will open a secret passage. If you are not fast enough, the books will reset and you will need to try again.
- Enter the secret passage and explore the room; take the Wine Cellar Key off the desk inside, and search the drawers for another file.
- With the Wine Cellar Key in hand, head back to the Entrance Hall. The door to the Libri Vereres room will now be unlocked, creating a shortcut back to the exit.
Amnesia: The Dark Descent Walkthrough Part 5
- Inside the Entrance Hall, go back down the stairs you used previously and enter the doorway nearby. Go down the stairs to the left and use the Wine Cellar Key to open the Wine Cellar door.
- Inside the Wine Cellar, head down the stairs to get a flashback. A map of the area will be next to the door at the bottom.
- Enter through the open doorway and over to the table for another flashback. Inside the chest nearby is a Tinderbox. Go into the room nearby for a file ("Wilhelm's Last Words") and the Aqua Regia next to it.
- Go back to the stairwell. There's two doors underneath the stairs; one you can't open and the other leads to a hallway. Go left down the hall and pick up the Laudanum off the shelves; Laudanum will restore your health if you've been injured.
- Follow the hall in the other direction as it curves around the bend; follow it through the open door. Search each shelf as you pass it; you should find two Tinderboxes on the shelves.
- The hallway continues onward then curves around to the right again and dead-ends into a doorway and more liquor shelves. Search the shelves to the left of the doorway for Orpiment, then take the nearby door back into the stairwell.
Amnesia: The Dark Descent Walkthrough Part 6
- Enter the door next to the map; search the table there next to the tools for Cuprite, then go back into the stairwell.
- Finally, if you haven't already, search the stairwell for a door that's slightly ajar and has blood in front of it. Enter it and search the room. There's a metal keg on the far right side that has oil with which you can refuel your Lantern (can't take it with you though). You can also get Tinderboxes on a shelf next to the keg and another one on the workbench.
- The item in this room you want is the Calamine by the overturned table. Pick it up and the lights go out and an earthquake occurs. You will now need to physically clear the debris blocking the exit; do so by clicking on an object, holding down the button, then moving to drag/push the object out of the way. Make sure to light the torch by the rubble before doing so.
- If you have the Calamine, Cuprite, and Orpiment, you are done with the Wine Cellar; go back into the Entrance Hall. Go up the stairs from the Wine Cellar and straight ahead onward to the Laboratory.
- Inside the Laboratory, go back to the desk where you got the file "Chemical Relocation" (from the stairwell, go underneath the stairs through the open dooway and make a right).
- The desk has four beakers on it. Use the chemicals you collected (Aqua Regia, Calamine, Cuprite, Opriment) on the beakers, then use the Chemistry Pot by the eye dropper-like thing to the right of the beakers.
- After doing all this, turn the wheel to the bottom-left of the leftmost beaker to prime the burners, then turn each wheel by holding down the mouse button and moving your mouse in a circular motion to ignite each burner. If you did this all correctly, the Chemistry Pot item will be replaced with a "Pot of Acid"; collect it.
Amnesia: The Dark Descent Walkthrough Part 7
- Meanwhile, the Laboratory stairwell will have been destroyed. The best thing to do is to just grab a nearby crate or wood pallet and use it as a step-up to the staircase wreckage. Climb up the wreckage back to the door to the Entrance Hall.
- Back at the Entrance Hall, head to the main foyer and go down the stairs with the rose petals. At the bottom of the stairs, behind the door, you will find some fleshy growth blocking your way; use the Jar of Acid to clear it out, allowing access to the Refinery.
- Follow the hallway through the Refinery; you'll hear some narration as you progress, then you'll enter a wide area with giant wood kegs. An enemy is lurking around; you cannot kill enemies in this game and can only run from them, or hide from them while being crouched in darkness. Just make sure to keep light sources out around them and stay hidden; do not look directly at them if you can help it as this may start hurting your sanity literally.
- Proceed past the kegs and enter the door on the left that's slightly ajar. Enter it and grab the Oil off of the shelves to the left. Open the next door in the room and explore the wine cabinets for Laudanum.
- Next to the Laudanum is a desk with a file ("Daniel's Diary - Return 1/2"). Grab it, then exit through the door that spookily blew open into a dining hall. Follow the hall till it ends into another door (the door on the left halfway through is blocked on the other side). Enter the door and grab the Tinderbox inside.
- Go back to the door that's blocked. To the right of it are a stack of crates. Move them out of the way to reveal a hole you can slip through.
Amnesia: The Dark Descent Walkthrough Part 8
- On the other side of the blocked door, search the walls to your left for a crate holding a Tinderbox. Look also for another keg holding oil to the right of where you come in.
- Now note the "crank and pulley" device in this room; the crank is being jammed by a stake in one of the pulleys on the ceiling. Grab a nearby crate and place it under the jammed pulley. Climb the crate and pull out the stake to unjam it.
- Turn the crank to open a hole in the floor. Drop down the hole and follow this hallway to a door leading to the Cellar Archives.
- Inside the Cellar Archives, you will get a cutscene. Afterward, the entire area will become flooded and invisible creatures will prowl the waters; make sure to stay on floating crates whenever possible as traveling in the waters will put you at risk. If you are in the water and hear the music getting intense, it means one of them is on your tail. Anyway, make your way to the flooded waters into the first door on your right.
- Look for a lever on the wall in the room; hop onto a nearby crate and throw the lever upwards; you should hear a clacking sound, then the sound of gears turning.
- Exit the room and run through the flooded halls as fast as you can, without entering the other rooms on the side. Your goal is to get to the end of the hall to a gear-operated gate before it closes shut; if you are too slow, you'll need to return to the lever and throw it again. If you decide to explore the rooms before the gate first, you can Laudanam in one of the rooms on the left on the way to it.
- Once you get past the gate, immediately get on some floating crates to avoid another creature in the water. Now you need to run to the other side of this room to another gate, with the creatures in your way. You can use the chunks of human remains on the crates to distract them; just toss a chunk far off into the water and the creatures will leave to investigate and then chow down on the flesh and ignore you unless you make loud splashing noises.
- Make your way to the gate and turn the wheel next to it to open it up. If you didn't distract the creature with human remains, he will slaughter you as you turn the wheel. If so, you will need to place a crate in the water by the wheel and use it as a stepping stone to turn the wheel safely. Once the gate's open, run through and open the door.
- Inside the next room, climb on the crates to the right and grab the Hollow Needle off the shelf. You can use it to unlock the door to the Archive Tunnels.
- In this area as soon as you progress a bit forward, you'll be under pursuit from another monster; this guy will not stop for anything, so you will need to run like crazy away from it. The problem is that the area ahead is a maze with dead-ends; to get through it, go through the first door, then run forward, ignoring all other doors till you hit a fork. Go left, jump over the crates and garbage then turn left and run to the door leading to the Back Hall.
Amnesia: The Dark Descent Walkthrough Part 9
- Inside the Back Hall, climb the steps and go to the right to find a chest holding two Tinderboxes and Oil underneath the staircase, by a chair.
- Look for a door next to the foot of this staircase and follow the stairway inside to a door leading to Storage.
STORAGE WALKTHROUGH PART 1:
- Walk forward to the light sources you first see in Storage; there's a Tinderbox neaby them. Go around the obstruction to the right towards an open passage leading down.
- Go down the stairs into a large room with giant kegs. Enter the door to the right from where you first entered. Inside this room on a desk is a file ("Regarding Explosive Mixture") and a Tinderbox underneath the desk.
- Go back into the large room with the kegs and enter the door ajar behind the counter to your right. Inside this room, grab two Tinderboxes off of the shelves and workbench.
- Go back into the large room with the kegs and enter the door ajar that is between two of the large kegs on the opposite wall. Search the shelves there for a Drill Part, and the bookcase nearby for two Tinderboxes (a second one is sneakily hidden on the top shelf).
- With the Drill Part in hand, leave the keg room from where you came, back up the stairs to the first room of Storage. Go across to the other side of the room to a closed door. Enter the room.
- Explore the shelves of this room on the left for two Tinderboxes and another Drill Part. After grabbing this Drill Part, a monster, "The Grunt" as usual, will be stalking around outside in the first room of Storage. Stay hidden and wait for him to go away.
Amnesia: The Dark Descent Walkthrough Part 10
STUDY WALKTHROUGH PART 1:
- In the Back Hall, climb up the staircase and enter the door marked as "Study". Inside the Study, go into the first door on your right to find a Tinderbox on a shelf and another one in a trunk.
- Enter the door across from the room you just entered. Check the small table by the chairs for a file ("Letter Regarding the Discovery of an Orb").
- Go back into the hallway and follow it to three windows; you can grab Oil by one of them. Enter the door across from the windows. Search the large table for a file ("Animal Experiment"). You will get a cutscene if you approach the far end of the table.
- Exit out the second door in this room. Search the desk drawers there for a Tinderbox. There's another file on a table by the seat ("Anatomy Frontiers").
- Pick up an object and smash the window in front of you. Climb out onto the ledge; there will be a Tinderbox outside and more ledges you can jump on.
Amnesia: The Dark Descent Walkthrough Part 11
GUEST ROOM WALKTHROUGH PART 1
- Go back into the Back Hall and enter the "Guest Room" (to the left of the Study). You will get a flash back inside; search the desk for a file ("Daniel's Diary - Revelations 1/3") and the shelves to it for Oil.
- Enter the open doorway ahead into a bedroom. There's a Tinderbox on the fireplace, a Crowbar and another Tinderbox on the desk by the window, and to the left another file ("Daniel's Diary - Revelations 2/3").
- Return to the first room and use the Crowbar to open the door with the broken lock (use the Crowbar on the door, then grab the Crowbar). The door is pried open and you'll get a cutscene.
- Once you enter the door, dive into the nearby open dresser and shut the doors to it. A creature will show up soon and prowl the room, then leave; stay put in the dresser until it's gone.
- With the creature gone, pick up the file on the desk ("Daniel's Diary - Revelations 1/3").
Amnesia: The Dark Descent Walkthrough Part 12
STORAGE WALKTHROUGH PART 2:
- If you haven't already, take the two Drill Parts you found in Storage and use them together in the item screen to create the Hand Drill.
- With the Hand Drill, head to the room with the large kegs (down the stairs from the first room). There's two barrels with spigots marked as "Primariul" and "Gecundariuf". Use the Hand Drill on each of the marked barrels to drill a hole in the barrels to create a flow of liquid, then use the Chemistry Pot on the ground where the flows are landing to fill it up. Doing so for both barrels will transform the Chemistry Pot into the Explosive.
- Go down the dark hall across from where you first entered Storage (make sure to light up the candles as it will be dark). Keep following the path till it ends into a roadblock of rocks and debris. Set the Explosive by the roadblock, then climb up the stairs to the top. Atop the stairs, throw rocks at the Explosive until one connects; it should start bubbling up. Get out of there as it will explode, clearing the roadblock out.
Amnesia: The Dark Descent Walkthrough Part 13
STORAGE WALKTHROUGH PART 3:
- Explore the past the roadblock; to the right, you will find a bookcase with a Tinderbox. Go to the left into a doorway for another hall and cutscene.
- The path leads into a fly-infested pantry. Search the shelves to the right for a Tinderbox.
- The door to the right of the Tinderbox you picked up from the pantry shelves has a bunch of rotting meat and a Tinderbox.
- If you open the other door to the left of the Tinderbox on the pantry shelves, a monster will come stalking out of there; it's not necessary to open that door (there are three Tinderboxes for you to snag if you do), but if do you let him loose, make sure to hide from him.
- Take the open doorway nearby up the stairs. You will get a cutscene and then a spook with the crucible in the center of the room with chains upstairs lights up.
- Enter the door next to the crucible to enter a closet. There's a file ("In Case of a Missing Rod") and two key items: Four-phase Amplitude Rod and Trinity Steam Rod. You can also find a Tinderbox hidden behind one of the storage chests.
- Grabbing the rods will cause another monster to show up. Use your best stealth techniques to slip past him if you do run into him on yor way back down to the pantry.
- With the two rods in possession, there's nothing left to do in Storage, so return to the Back Hall.
Amnesia: The Dark Descent Walkthrough Part 14
STUDY WALKTHROUGH PART 2:
- If you haven't already, return to the room in the Study where you got the Anatomy Frontiers file. It's the room adjoining the big bloody table room, next to the hall with windows and the rockslide.
- Pick up a heavy object like the hammer from the bloody table room and throw it at the leftmost window; it will shatter and you can climb out onto the ledge. There's a Tinderbox for you to collect.
- From your ledge, hop to the right along the other ledges to another open window. Head inside and try to grab the blue object on the nearby desk for a cutscene.
- Head into the next room. Grab the note "Elevator Machine Instructions" and the Flow Cycle Rod.
- If you go into the next door, you will be behind the rockslide and can grab two Tinderboxes from a nearby chest. Otherwise, there's nothing left to do in the Study, so return to the Back Hall.
GUEST ROOM WALKTHROUGH PART 2:
- If you haven't already, go into the room where you hid in the dresser to avoid the monster. There's an askew painting on the wall; pick it up with the mouse and toss it aside to reveal a hidden cubbyhole.
- Inside the cubbyhole is a bottle; pick it up with the mouse and throw it to smash it, revealing a Machine Room key. Nothing left to do in the Guest Room now, so return to the Back Hall.
MACHINE ROOM WALKTHROUGH PART 1:
- The Machine Room is in an area in the Back Hall to the left of the fountain. Go in the door to the left of the fountain, then hug the left-hand wall until you find the Machine Room. You'll get a cutscene on the way if you haven't got it already.
- Go downstairs from where you enter the Machine Room and enter the first door on your left. Inside on a table is a file ("Daniel's Diary - Haunted 1/3"). To the right of it is another file ("Machine Equipment Memo"), a chest with two Tinderboxes, and a console with a plaque that reads "Tractatio Fluxns". Note the console as you will be returning to it.
Amnesia: The Dark Descent Walkthrough Part 15
MACHINE ROOM WALKTHROUGH PART 2:
- Go into the door to the right of the stairs leading down from the start of the Machine Room area. Inside the room is a file on a desk ("Daniel's Diary - Haunted 2/3"), two Tinderboxes amongst the crates, and a console with six levers with numbers above and below them.
- You must move the levers so that both rows of numbers above and below them equal eight each; from left to right, throw the switches down, down, up, up, up, down. If you do this correctly, you will get a message that reads "The flow is even and stable".
- Exit the room and go down the stairs past the room with the Tractatio Fluxns console. At the bottom past the pipes and boilers is another file on a desk ("Daniel's Diary - Haunted 3/3"), some gearworks that has missing gear locations and a lever to start the machinery, and another lever next to a coal burner. There's also a storage area nearby with a Tinderbox and oil to raid from a metal keg.
- For the gearworks, you must find the missing gears, pick them up, and carry them to the gearwork spokes to insert them in place. The first gear is on the the other side of the room from the coal burner, propped against the wall and behind a crate.
Amnesia: The Dark Descent Walkthrough Part 16
MACHINE ROOM WALKTHROUGH PART 3:
- The second gear you need to fix the gearworks is one the second floor, in the hallway, across from the Tractatio Fluxns room.
- The third gear is inside the Tractatio Fluxns room, to the left of the chest that held two Tinderboxes.
- Once you have all three gears, put them on the spokes from left to right in this order: large gear, small gear, large gear.
- Now to start the burner. Go into the storage area near the burner to find lumps of coal. Pick them up, open the burner lid, and drop the coal inside. Keep dropping coal into it until you get a message saying the burner is full.
- If you haven't already, you must now solve the Tractatio Fluxns puzzle. First, you must find all the rod items if you haven't already (there's two in Storage and one in the Study). Once you got all three rods, go the Tractatio Fluxns console and insert the rods into the three holes from left to right in this order: Flow Cycle, Trinity Steam, Four-phase Amplitude.
- With the burner full of coal and the Tractatio Fluxns puzzle solved, throw the burner lever, then throw the gearworks lever. The machinery should now be operational; return to the Back Hall.
- Inside the Back Hall, exit the Machine Room and go to the left to find an elevator; with the machinery fixed, you can now enter it and throw the lever inside to ride it down (for what it's worth).
- Your character will wake up in the Prison. The door ahead is blocked by rubble and debris; move it out of the way and open the door.
Amnesia: The Dark Descent Walkthrough Part 17
- After moving the rubble aside and entering the Prison, you will find a fork. Go straight at the fork, then go left from the stairs ahead. If you wish, you can go right at the fork to find a Tinderbox in a cell by the rock slide.
- Go into the first open doorway you find on your right past the foot of the stairs and grab the Hammer off the ground underneath the bed frame.
- Open the door across from the previous room and enter it to find Oil next to the bed frame there.
- Go back to the stairs and climb them. Watch out for the monster wandering around up there, then when he's gone, resume exploring.
- From the top of the stairs, you can go right until you spot an open doorway to your right; enter it to find Laudanam and a Tinderbox by the rocks inside the cell.
- Go down the hall across from the open doorway to find two doors at the end, one ahead and one to your right. Go into the one ahead to get Oil and a Tinderbox.
- Go down the hall across from the two doors to find another two doors. One of them is rusted shut and needs to be broken down; the other one can be opened and has a cutscene inside. Search the floor after the cutscene to get a Chipper.
- Combine the Chipper and Hammer together in your item screen, then use the result on the rusted-shut door. You will knock it open; inside a metal keg with oil to raid from it. Beneath the metal keg are clothes you can examine for a cutscene.
Amnesia: The Dark Descent Walkthrough Part 18
- If you haven't already, go into the cell to the right of the one that held Oil and a Tinderbox (across the hall from the other two cells with the Chipper) and you'll get a cutscene. After doing so, move the bed, revealing a hole in the ground. Use the Hammer and Chipper on the hole to create an exit to Prison - Northern Block.
- Make your way through tunnels into a pile of rubble; move them out of the way to enter the Northern Block proper. This area is a bit of a maze; it helps to draw a map for yourself as you progress.
- Past the blockage, go to the right, up the stairs, from the sign that reads "Receptaculum". Follow the linear path along the halls from the stairs until you hit a fork.
- At the fork, follow the next Receptaculum sign to the right. Another fork lies ahead; instead of following the Receptaculum sign here, go left instead and then right at the next fork. You'll end up in an area with two cells and several monsters patroling, including inside one of the cells; stay hidden from the monsters and raid the cells for Oil, a Tinderbox, and a file ("Daniel's Diary - Brennenburg 1/3").
Amnesia: The Dark Descent Walkthrough Part 19
- Go forward past the cells to another fork. To the left is a padlocked gate. Go right following the sign to a storage room where you can raid two Tinderboxes and Oil from a chest, two Tinderboxes on the shelves, and a Glass Jar on the shelf by the chair.
- Go all the way back to the fork before the two cells you searched earlier and take the other route. From this route, at the following forks go left, then straight, then right and you should end up at another trio of cells. Search them for a naked corpse, Oil, two Tinderboxes, and in the last cell at the end of the hall, a file ("Daniel's Diary - Brennenburg 2/3").
Amnesia: The Dark Descent Walkthrough Part 20
- You now need to return to the start of this area, where you dug out of the rubble. There is a fork nearby; take the left route (the right just has a stuck door and padlocked gate) and follow the path up the stairs to a kitchen.
- One thing to note: a monster is going to bash through a door inside the kitchen; be ready to hide from him when he starts banging on the door.
- Inside the kitchen, grab a file off the table ("Daniel's Diary - Brennenburg 3/3"). There's Oil by the fireplace, two Tinderboxes and Laudnam to the left on the shelves.
- Finally, before leaving the kitchen, use the Glass Jar on the barrel with the green bubbling liquid to create a Jar of Acid.
- Go back to the entrance to the Northern Block via the door the monster bashed through. From there, go up the stairs, then make these following turns at the forks: right, straight, right. You should be at a gate with a rusted padlock if you went the right way.
- Use the Jar of Acid on the lock, then use the Hammer and Chipper to open the exit to this prison and to the Cistern.
Amnesia: The Dark Descent Walkthrough Part 21
- You are inside the Entrance to the Cistern. The lever on the central column is stuck and "its gears need to be greased". Instead, look for a pipe in the wall to your left that's spouting oil; use the Glass Jar on the oil puddle to get a Jar of Oil.
- Use the Jar of Oil on the stuck lever and you may now throw it. Throw it multiple times to have a ladder smash through an obstructing pipe down your level; climb it.
- Atop the ladder is a door to the Control Room. Enter it and you'll get a cutscene. Enter the door on your right.
- Inside is a machine with three valve handles; they are stuck in place. There's also a Tinderbox in this room. Across the hall from this room is another door; enter it to find another machine, this one with working valves handles.
- You want to turn these working valve handles so that the weights in this room match the same height as the weights in the other valve handle room. You can hear a clicking noise if you got the weights at the correct height and listen very carefully, so just turn each valve handle slowly until you hear the click; you will get a message when this is completed.
Amnesia: The Dark Descent Walkthrough Part 22
- Exit the valve handle room and go towards the gate ahead. It opens via valve handle, located right next to it; if nothing is holding the handle up, the gate will close, so open the gate and stack a couple of crates underneath it to keep it jammed open.
- There's three doors in the next room; take the left one to find a room with four levers that operate a hydraulic piston. Throw the levers from left to right in this order: down, up, up, down. Grab the Wooden Crank on the nearby table before leaving.
- Go into the room across the hall; this is another hydraulic piston room, however, the levers are already in the correct position. Search the small table to the left for a Tinderbox and a file ("Machine"). There's also Oil underneath the stairs.
- Now enter the middle door. The right-side wall has a network of pipes; the left side is bare save for piping holes. You must collect three u-shaped pipes and place them on the left-side wall in the same arrangement as the right-side. If you haven't found them already, one pipe can be found in one of the hydraulic piston rooms, and one each in the valve handle rooms.
- With all the machinery up and running, head back to the Entrance to the Cistern. Throw the switch to your immediate left as you enter and a bridge will lower, allowing access to the Cistern proper.
Amnesia: The Dark Descent Walkthrough Part 23
- This area is flooded with water, so stay out of it lest you want invisible creatures chasing you down. Follow the stone path till you find steps leading down. From there, make your way across the water to the stairs on the other side. Take the right-hand steps to get a Tinderbox off the crates ahead.
- Take the other stairs and follow the path to a bridge; cross it to grab Oil and a Tinderbox out of a chest.
- Continue past the bridge along a series of crumbling ledges until you spot a valve handle and a file ("Daniel's Diary - Discovery 1/3"). Turn the valve handle and the water will drain out of the Cistern.
- Go back to the start of the Cistern and go up the steps until you spot stairs leading up to the left. Climb them and follow the stone path to a raised drawbridge; throw rocks at the chain holding up the drawbridge until you strike the chain, knocking the bridge down.
- Follow the path across the crumbling ledges and wood planks to another valve handle and another file ("Daniel's Diary - Discovery 2/3"). Turn this valve handle as well.
- Go back across the drawbridge and move forward, looking to the left for another ledge you can reach. You're going to need to distract any wandering water creatures by throwing rocks, then making a break for it across the water for the ledge.
- Once on the ledge, avoid the steam blasting from the pipes as they hurt, and pass through them carefully. Beyond them is a valve handle you can turn to shut the steam off for good.
- Cross the bridge ahead; on the other side is a crate with a file on it ("Daniel's Diary - Discovery 3/3") and the last valve handle you need; turn it.
- Make your way back out of the Cistern to the Entrance to the Cistern. Go to the door of the Control Room but do not enter it. Instead, throw the lever to the left of the door. The bridge on the right side will lower but will get stuck.
- To get this bridge unstuck, make your way down to the bottom of this room and grab a rock. Throw it back up to the upper level, then climb up and throw it at the pulley above the bridge; if you strike it, the bridge will be unstuck and lower.
- Cross the lowered bridge and enter the Morgue. You will get a cutscene, then the path ahead splits. Go straight and follow the path into a room with skeletons and another cutscene.
- Inside the room with the skeletons, look for a Tinderbox on the floor by the overturned shelving unit, and Laudanum and a Copper Tube on the upright shelves.
- Return to the fork and take the other route. The path leads into the blood-soaked floor of an autopsy room.
Amnesia: The Dark Descent Walkthrough Part 25
- Inside is a naked corpse on an autopsy table. Open the large cabinet in the nearby desk and attempt to pick up the blue object there. Also on the desk is a file ("Vaccine Trials") and a Tinderbox and Laudanum in the drawers. Finally, check the shelves by the autopsy table for another Tinderbox and file ("Plague Outbreak"). The two doors in the room lead to corpse-filled rooms with no items for you to collect.
- If you haven't already, take the Copper Tube and combine it with the Hollow Needle in your item screen to make the Syringe. Next, use the Hand Crank on the head of the dead body on the autopsy table to drill a hole in his head, then use the Syringe on his head to fill it with blood.
- Leave the autopsy room the way you came; a monster will come smashing through the door. Quickly hide in one of the body-filled rooms. When the coast is clear, book it out of the Morgue and return to the Entrance to the Cistern.
- Back at the Entrance to the Cistern, go to the bottom floor and go to the left down the hall where you got the Jar of Oil. Earlier this hall was flooded and impassable; solving the Cistern puzzles drained it of water but it was now filled with deadly toxic gas. After completing the Morgue puzzles, you can now safely go through the gas into the Sewer.
Amnesia: The Dark Descent Walkthrough Part 26
- Inside the Sewer, go through the gate and down the ladder. This area is flooded although the invisible creatures stalking the waters do not seem to be present. At the fork with the water wheel, go left. Do not try to slip past the water wheel as it's not possible yet.
- Follow the path (there's really only one way to go) till it leads into a room with some pumping systems. There's a meta keg here you can refuel the Lantern with it, and two switches with three symbols each: small, medium, and large gear-like shapes. The shapes represent the speed settings of the water wheel that you can adjust; set the switch on the level to "smallest gear" and the switch on the right to "largest gear". Now the water wheel will be moving at a crawl.
- Return to the water wheel; you still need to jam it to get past it. Go to the right down the other route of this fork and look for a broken pipe jutting from the wall (you get a message if you examine it). Grab it and wiggle it till it breaks loose.
- Return to the water wheel and use the pipe on it to stop it in place. Slip past it and continue forward. The gate ahead is barred, so go up the stairs on your right into the next room.
- In the next room, you will find Laudanum on the ground amongst the fleshy growth. Go back to the barred gate and a monster will come smashing through it. Slip past it however you can and head on through the broken gate.
Amnesia: The Dark Descent Walkthrough Part 27
- Once you've gotten past this monster and slip through the broken gate, make your way through the rest of the Sewer. The path splits briefly to form a square shape, and a monster is guarding the exit ahead. You can throw rocks to distract it, then run to the other end of the square to get past him while he's distracted. You can also find Laudanum on some rocks if you take the right-side route first and look to your left after the bend.
- Once you slip past this monster, head to the exit door, and follow it to a ladder leading out of a well inside a new area, "The Nave". Outside the well, check the four doors. One is stuck and won't budge, one ends immediately into a rock slide with a Tinderbox amongst the rocks, and the door across from the previous one leads to a room with two switches and several items; enter it.
- Inside this room, get the file ("Daniel's Diary - Ritual 1/1"). Fill up on the metal oil keg if you like. The switches in here do not function. Exit this room back into the well room and this time take the only other door you've not tried yet.
- This door leads to some stairs curving down into a cellar. Search the crates for Tinderboxes, then look for a door under the stairs to enter. Do so.
- Past the door is a fork; to the right is a boarded-up door. Go left instead and open the gate. Head down the stairs to find a man chained up on the wall. He will wake up when you approach and ask you to throw the switch next to him. Do so.
Amnesia: The Dark Descent Walkthrough Part 28
- The man, named Agrippa, will give you a new quest: find six pieces of the Orb. Start this off by climbing onto the nearby surgical table (it has Oil on it for you to collect). There's a trap door in the ceiling; stack crates on the table so you can climb them and reach the trap door and open it. You should see gearworks inside the trap door; move the gear that is stopped to set it back in its proper place.
- GOOD ENDING REQUIREMENTS: If you want the "Good Ending", you need to solve a puzzle for Agrippa. Requirements for this puzzle will be listed in this walkthrough.
- Return to the well room and enter the lever room. Throw the levers upward. Now return to Agrippa's room; there's three doors to his right that are now accessible (left, middle, right).
- Take the left passage; it will lead to the Transcept. Inside, go into the first door you find on your left. Follow it into a torture chamber.
- There's a Tinderbox on the lower shelf on the table, and a Piece of Orb inside the closet. Grab them both and return to the main room. If you want, turn the crank for a spook and examine the ceiling manacles for a cutscene.
- Head into the next door on your left. Follow this hall to another torture room. Collect a Tinderbox on the chair and move aside the sacks by the door to find a Piece of Orb. Approach and examine the spike in the center for two cutscenes if you like, otherwise, go back to the main room.
- As before, take the next door on your left. Follow the hall to another torture chamber.
Amnesia: The Dark Descent Walkthrough Part 29
- Inside this torture chamber, find another Piece of Orb by the blood drain, sitting on some ropes. Examine the torture implement for cutscenes. There's also a Tinderbox in the bucket on the floor. Return to the main room.
- In the center of the main room is a spiral staircase; follow it up to a study. Search it for a Tinderbox on the table with the tools, Oil on the shelves, String on the desk, a blue object inside the desk cabinet, a file ("Notes on Torture") in the desk drawers.
- GOOD ENDING REQUIREMENT (GLASS JAR OF BLOOD): Get the String from the study above the spiral staircase and combine it with the Glass Jar. Now go to the torture room with the blood drain; move the grate in there out of the way and use the combined item on the blood inside to get the Glass Jar of Blood.
- With all complete in the Transcept (unless you are skipping the Good Ending requirement), return to Aggripa's room. Take the right passage to head to "Choir - Entrance". On the way you can enter a door on your left to enter a small study to get two Tinderboxes (one in the desk), a file on the desk("Agrippa Channels Weyre"), another blue object (in the desk cabinet), and Laudanum (on the shelves).
- Inside "Choir - Entrance", go forward until you find a pair of doors. Enter the one on the left if you wish to start a bizarre interactive cutscene. Picking up the file on the sacrificial alter starts it.
Amnesia: The Dark Descent Walkthrough Part 30
- To complete the interactive cutscene, you must pick up the Dagger on the nearby stand, then examine the man restrained on the sacrificial table. There's nothing really gained for this other than the cinematics, also, your sanity will take a big hit after the cutscene ends.
- The door on the other side of the hall has two Tinderboxes (one underneath the table on the right). Grab them, then leave and go down the stairs to "Choir - Main Hall".
- This area is ridiculously confusing at first until you master it, so start by hugging the walls in this first area. Start by going directly to the left along the wall till you find a Tinderbox in the corner by the rocks.
- Follow the wall forward till you find a door on your left. Head inside the first crypt passage on your right for Laudanum. Go in the crypt passage directly across from it for a Tinderbox.
- Approach the iron maiden on the dais ahead for a spook (and a cutscene if you examine it). Go down the passage to the left of the iron maiden to get a Piece of Orb underneath the cage there.
- Exit the iron maiden room and return to the start of the area. This time hug the wall as it leads to the right. You will come across a bridge; cross it and get to the wall, then follow the wall to the right around each bend it makes until you find another passage leading to the next torture room.
- GOOD ENDING REQUIREMENT (POISON GLAND): Right outside the brass bull torture room is a blue mushroom emitting a green gas. Use the Hammer and Chipper on it to get the Poison Gland, an item needed for the Good Ending.
- Enter this torture room. Inside, grab another Piece of Orb to the right of the brass bull (behind the column). There's also a Tinderbox in one of the room corners. Examine the bull if you wish for a cutscene; you can also light the tinder underneath the brass bull for a spook.
Amnesia: The Dark Descent Walkthrough Part 31
- Exit the brass bull torture room and hug the wall to the left until you spot a collapsed pillar. Grab a Tinderbox near it and use it as a bridge to cross the chasm. On the other side, hug the walls until you find the last torture room of the Choir.
- Enter the torture room. You can examine the wheel for a cutscene. Grab the Piece of Orb to the left of the wheel.
- With all three Pieces of Orb obtained, go all the way back to Agrippa's room by hugging the walls. You will find a Tinderbox in a wall corner along the way.
Amnesia: The Dark Descent Walkthrough Part 32
- Take the only passage left now out of Agrippa's room. You will be in an area with two staircases and four cells. There's a Tinderbox in one of the cells and another one on the shelves. You can climb the stairs to get Meat, an item for the Good Ending, and open one of the cells up there for a cutscene, a spook, and a Tinderbox.
- GOOD ENDING REQUIREMENT (REMAINS): Get the Meat on the table up the staircase, then take the the tunnel that leads to the Transcept. Along the way is a well; use the Meat on the rope above the well, then turn the nearby crank to lower it. A monster in the well will eat the Meat; raise the rope again and collect the "Remains".
- When ready, enter the door underneath the staircase to enter the Chancel. You'll get attacked by a bunch of monsters that will knock you out (you can't avoid this). You'll wake up in a cell. You can search the cell for some Oil.
- Look for a loose bar on the cell bars above you (NOT the one in the lower right corner). Wiggle it until it snaps off; you can pick up the Iron Bar afterwards as an item.
Amnesia: The Dark Descent Walkthrough Part 33
- There are two ways out of the cell; you can break off the Iron Bar from the top of the cell, then use the bed or table in the room to leap up and squeeze out of the gap in the bars, or you can search for loose bricks in the wall, use the Hammer and Chipper to break them, then tug on the support beam behind the wall to smash open an exit.
- Once outside your cell, go into the next cell on your left for a file ("Last Prisoner Note") and some Oil behind the bed frame.
- You can examine the destroyed cell for a major spook and a Tinderbox behind the bed. The cell next to it has Laudanum, a Tinderbox, and a Wooden Bucket.
- Grab the Wooden Bucket and approach the well in the center of this prison. Use the Wooden Bucket on the well rope, then turn the well crank to lower the bucket until you hear it hit water. Turn the crank to bring it back up and collect the Bucket of Water.
- Now approach the exit door to this area; it's locked. Use the Bucket of Water on the pipes to the right of the door and you will get a Key; collect it and use it to open the exit.
- Once you open the exit, you will need to run like crazy again. Move the rubble out of your way blocking the second door, and at the fork, make a right. If you make it, you will be back at the Nave's well room. There will be a bloody table there; you can examine it for a Tinderbox and a note that will trigger a cutscene.
Amnesia: The Dark Descent Walkthrough Part 34
- Enter the only other way out of this room to enter the first well room you entered in the Nave; grab a Tinderbox on the well in this room, and enter the door on the left for another Tinderbox.
- GOOD ENDING REQUIREMENT (REMAINS): If you missed the opportunity to get this, you can still get it here if you have the Meat; use the Meat on the well's rope, lower it down, let the monster eat it, then pull back up the Remains. If you don't have the Meat at all, I think this ingredient becomes permanently missible.
- Take the only other door out and make your way back through familiar territory back down to Agrippa's room. On the way, you will find that the boarded-up door outside his room is now open; go ahead and enter it.
- Inside this small laboratory, you can grab a Tinderbox off the shelves. You can also create the Weyer's Tonic if you've collected all the ingredients
- GOOD ENDING REQUIREMENT (WEYER'S TONIC): You must have acquired the Glass Jar of Blood, the Remains, and the Poison Gland. If so, enter the boarded-up laboratory and use the Glass Jar of Blood on the device with the burner. Use the valve handle on the device to heat the jar, transforming it to the Incomplete Tonic; pick it up. Next, open the panel on the central device, use the Remains on it, then close it. Put the Incomplete Tonic by the pipe-end of the device and throw the lever; pick up the Incomplete Tonic again afterward. Now put the Poison Gland inside the machine with the crank and the Incomplete Tonic underneath it; turn the crank until the Incomplete Tonic becomes Weyer's Tonic.
- GOOD ENDING REQUIREMENT (GLASS JAR OF BLOOD): If you have the String from the study in the Transcept, you can still get this requirement. Go into the room where the Bonesaw is (the hole in the wall next to Agrippa) and open the grate on the floor where the blood is draining. Combine the Glass Jar and the String and use the result on the blood inside the open grate. If you don't have the String, I believe you can't get this ingredient.
Amnesia: The Dark Descent Walkthrough Part 35
- GOOD ENDING REQUIREMENT (POISON GLAND): If you missed this, you can still get it now. In Agrippa's room, just head down the passage that leads to the Choir; you can find a blue mushroom there at the dead-end you can destroy with the Hammer and Chipper for the Poison Gland.
- GOOD ENDING REQUIREMENT (AGRIPPA'S HEAD): A hole will appear next to Agrippa's left, having been created by the recent catastrophe. Crawl in and you will find a Bonesaw. Collect the Bonesaw, then use both Weyer's Tonic and then the Bonesaw, in that order, on Agrippa himself. You can now get the Good Ending.
- When ready, head into Agrippa's room and enter the only passage still functioning; the one that leads to the Chancel.
- At the Chancel, follow the path to the intersection and then go left. Explore the tower at the end of the path for a file ("Daniel's Diary - Downfall"), a Tinderbox and a Bucket of Tar on the shelves.
- Go back to the intersection and take the parapet to the left of the one you came from. It will lead to a room with crackling electricity with a pedestal on the left. Use the Bucket of Tar on the pedestal, then use all six Pieces of Orb on the pedestal until the Orb is created.
Amnesia: The Dark Descent Walkthrough Part 36
- Creating the orb will not be enough; if you haven't already, you will need to break the noisy machine in the room next to the one where you find the Bucket of Tar. To break it, just go up the stairs, grab a heavy rock, and throw it at the gears on the noisy machine until they explode.
- Make your way back to the Orb room; there will be a monster prowling, so watch for him. At the Orb room, if you've assembled the Orb and shut down the machine, you can enter the Inner Sanctum.
- Make your way down the stairs of the Inner Sanctum. Throw the lever on the column to your left at the bottom, then go down the left-hand passage into a room with magical artifacts. Get the file on the altar ("Daniel's Diary - Revenge").
Amnesia: The Dark Descent Walkthrough Part 37
- After reading the file, examine the emblem on the nearby altar with the candles. After doing so, step on the nearby pentagram.
- Exit the room and go into the room on the opposite side of the main chamber; there will be an identical altar and pentagram here. Perform the same steps here as well; the door to the Orb Chamber will open, allowing you access to the final battle. Your actions here will determine the final ending.
BAD ENDING: Simply wait and do nothing; you will eventually automatically get this ending.
NORMAL ENDING: There are three pylons charging up Alexander's portal; you must grab them and push them down to break them. Break all three before Alexander's portal opens and you will get this ending.
GOOD ENDING: You must have the item "Agrippa's Head". If so, wait for Alexander to open the portal (it will turn bright blue), then use Agrippa's Head on the portal itself. If do correctly, you will then get this ending.
