Amnesia: The Dark Descent: Game Walkthrough and Guide

Hall with rain.
After the entrance roller, wake up in some castle. We read the entry in the diary and go on the corridor, focusing on the pink trails on the floor. We also do not forget to read the tips and look into rooms, cabinets in search of useful items. For example, drummer is necessary for the ignition of candles and t. D.
Old archives.
We continue to go, hoping to find the water source. In the room where traces are running, from the floor we select a lantern, on the left there is a chest. In it is a vulberry bottle. We go to the next, reaching the cabinet with flasks, read a note from the table. Daniel asks us to kill Alexander. It turned out to be a note. After all, we, accepting a certain elixir, lost memory and, assuming such complex consequences, took care of the return of us to the old life. Immediately taking the fuel for the lamp. To the right of the table, on one of the shelves activate the mechanism. Through the opened passage go to the next location.
Hall.
Going out to the main hall, look a small cat-scene. Go down to the backlit door. Nothing good there is no – the road blown a sticky mass. Need to somehow dissolve her. Once again I want to note that useful items are scattered throughout the game with great generosity, you only need to be able to detect them, even in the most unexpected places.
Laboratory.
Go down the stairs and turn left. In the room of experiments from the table we select a note. On the left side of the room we read another note, and we take a blank flask. After leaving the laboratory, hearing a female cry that is coming from the second floor.
Archives.
With the right room, we take a manuscript off the table. Coming out of the room, turn right, still right and find yourself in a huge corridor. We go to the end and turn to the left room. In the “floor plans” in the last row we discover the chest. Leaving the room, turn right, overlooking the dilapidated wall hearing the roar. At the left room, we select the next urinal. We also take into the hands of the stone and throw in the wall with the opening. We pass on. We inspect the hall of the local history, first find all three books that need to be activated. Under the glass legent last manuscript from this series. Napping books, activate them and go to a secret room. Call the key, and get a note from the bedside table. Hearing the roar, go back to the hall, where a new door opened. Carefully move by corridors, t. to. Near the monster wanders. Leaving the archives, the same way that 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: buy. Next, we look at the rooms from left to right. In the second room we select the following component. For a few seconds we will lose consciousness. In the corner of the room you can pour fuel for the lantern. We remove the blockage before going out and go to the next room. Going to the door, we see that someone breaks on the reverse side. But this is just an illusion, in fact there is no one there. We take the royal vodka. Return to the stairs. Now we go with the right to left. The first door is locked, go to the second. Entering, we immediately turn left. At the end, with the shelves we select the tincture of opium (healing drink) and immediately see the monster. No danger he has not yet been. If we are on the verge of madness, the simple lantern will not save us. It will be necessary either to quickly advance through the plot, following the task, or go to a very lit territory. We go further around the corner where the monster disappeared. We go to the end, from the bottom, on the shelf you see the last component, taking it. Go to the laboratory, for the manufacture of acid.
Laboratory.
We go to the room with a chemical experimentation device. Pour all components, twist left, then the remaining screws. Quickly substitute an empty flask under the faucet on the right. We take acid.
Hall.
Use the acid to the mucus that blown the road.
Camera recycling.
We move on a dark corridor. Seeing the monster, turn off the lantern and try to click on squatting. Turn to the left and go into the room. On the shelf on the left selected fuel for the lantern. In the next room, from the shelves, we select the opium tincture. Next, we find that the door is blocked on the reverse side. We go further until we find a note. Return back to the locked door. Right, removing the boxes, through a narrow passage penetrate the back room. Passing a little, replenish the fuel reserve. Gates not spinning, it should be fixed. Somewhere in the middle, looking at the ceiling, we see that the mechanism is bothering the area. Put the box and reaching it overlooking it until it breaks. Crow a gate. Do not forget completely, before leaving, carefully examine the room. Next, go down, through the opened door.
Basement archives.
So, after a few second loss of consciousness, jump onto the first box. Invisible monster next to us! We can track it only in the footsteps. Also, if we go on water, he instantly notices us and kills. On the right there is a room. Activate the lever and very quickly go on the corridor, at the end of the metal grille, which slowly closes. If you do not have time, you will have to do everything again. Of course, if it is difficult for you to navigate, you should first explore everything. Intelligence will help, detect useful items in other rooms. Once in the next zone, there is another monster. Boxes are located dismembered parts. Throw them into the water, and we wait until the monster starts them. Then, quickly move along the water and twist the mechanism on the door to go further. Meat need to throw up constantly. Passing into the next room, we take the needle from the shelves and use it on the door.
Tunnels archive.
Run, run and run again. Do not forget to close the doors!
Remote Hall.
Estimating a look left, the game itself indicates where we should go. The elevator does not work, the engine room is locked. Return to the hall and go to the opposite direction.
Storage.
Having passed on the corridor, turn to the left. We enter the room and select one of the parts of the drill. Monster here as here, quickly dissolve in the dark. Also here are a lot of drunk. In the branch, it is best to ignite the lamps and candles everywhere to easier to navigate. Go to the right. There are many barrels, among them there are tanks with primary and secondary liquid. We need them for the manufacture of explosives. Carefully inspect the rooms in the search for the remaining parts of the drill. Find them connecting them. Using a drill drilling hole in capacities with liquids and substitute an empty flask. Ready. Return back and go to the last branching, where, in fact, there is a blockage. Use explosive on the stones. Take into hand small pebbles and throw in a dangerous mixture. It will light up, and we have a few seconds to run off. We go along the corridors, inspecting the rooms. Moving quietly, t. to. On the way, a couple of monsters will meet. Having reached the room, we select two rods and a note, which says that the third rod is in the office on the second floor. Let’s leave the repository.
Cabinet.
We look at the rooms. Go on, going up to the window, it cracks. Next lies oil. We go into the room to the right. We look at the memories, we are looking for useful objects, notes. Take a heavy item, such as a chair and throw in a cracked window. Through the cornice, jumping to the other side. Right off the tables on the sphere. We go further, right pick up the last rod and instructions for setting up. In the next room on the left inspect the chest. Leaving, do not forget to fill with oil lamp.
Living room.
We look at the left room, we take a scrap from the table. With bedside tables. In the middle room with the shelves we select oil. We read a note from the table. We take out the door to the right room with a scrap. Slightly I am heard the roar and read the warning. Monster goes, quickly hiding in the closet. When he leaves, read the last note, remove the picture with the wall and take the key from the cache.
We go to the hall with an elevator. We use the key on the door of the engine room.
Engine room.
We pass forward and turn right. Left from the table We read a note. We go further, now it is necessary to adjust the levers according to the instructions: there should be a sum of figures 8 – from below, 8 – from above. We do, as shown in the screenshot.
Having done everything correctly, we will see a notice. Return to the entrance, go down the stairs and turn to the left room. Install the rods: three-phase – triangle, four-phase – square, steam – circle. We read all the notes in the room. We pass on. Entering the room with the mechanisms, we immediately turn right and read a note. Next, you need to fill the oven coal, it opens the hatch for this, and go to the room on the left, throw three coal balls into the oven. Gilt all this with the lever. Now you need to find three gears: one of them is somewhere in this room. The second in the room where the rods installed, the third right at the exit from the room, in the corridor. Setting everything as it should, launch the mechanism. Everything started, go back to the elevator and go down.
Dungeon.
Remove stones and boards from the passage. In the dungeon it is very easy to get confused, especially when you have to run away from monsters. However, if the rules adhere to everything goes like oil. So, we go, holding the left wall and carefully (!) Inspecting the rooms. On the way we will meet, the door with the castle, and the room in which the memories will start, how do mom and daughter talk. If you remove the bed, you can see the hole on the floor, it leads to the northern wing of the dungeon. We continue to inspect the rooms, in the search for chisels and hammer, which we will expand the hole on the floor. And yet, if you feel that you do not run away from the terrible inhabitants of the castle, then better let yourself kill, with the next loading of this monster there will be no.
Dungeon (North Wing).
We move around the narrow tunnel. In the fork we turn right. Removed the stones, turn to the left. Now you need to get into the repository. To do this, we look into the walls and see the shooter pointing the path. Of course the path will be folded, the monsters are not going anywhere, we also view the rooms in the search for useful items. In the storage itself, we take the jar, do not forget to look in the chest, in the corner of the room. Next, focusing on the same shooters, go to the kitchen. At the end there is a barrel with acid. Fill it by the bank. Now the question is what to use this acid? Remember the long corridor in front of the storage. So, we now go not on this corridor in the direction of the repository, but continue to go ahead, where we stumble on the door with the old castle. Merge the acid on it and finish the hammer. While the monster did not reach us, quickly go further.
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