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ShowGamer.comWalkthrough Amnesia: Rebirth

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Walkthrough Amnesia: Rebirth

Amnesia: Rebirth is an atmospheric first-person horror game that is a direct continuation of previous games in the series, with the exception of the unrelated spin-off Amnesia: A Machine for Pigs.


Desert

This is the first game location where you will find yourself at the beginning of the game. The main character of the game Tasi Trianon, along with her husband Salim Khannaki, fly on a plane called "Cassandra". Their team went on a mountain expedition to French Sudan, but unfortunately the plane crashed. It takes place somewhere in the desert. Waking up, Tasi realizes that she was left alone.

After the accident, the girl will start to panic. She suffers from a mysterious illness that causes her condition to worsen as stress increases. Move the mouse and press the WASD keys. Crawl forward to the bottle of sedative and interact with it (this medicine will calm the girl down).


How to pass Amnesia: Rebirth
How to pass Amnesia: Rebirth

After drinking a sedative, take the sketchbook behind the seat in front and walk to the front of the plane to hear Dr. Mitzir trying to contact theeat anything on the radio. Unfortunately, trying to answer him is useless, so turn left and try to leave the plane. There is no handle on the door, but it is lying right in front of you, on the floor. Pick up the item and place it on the door, and then open it.

From here, move to the right to an area with a chest in the middle. Continue moving forward, pass between the rocks on the right hand. After that, turn left, staying in the shadows, and continue along the gorge until you reach the cave on the left.

Council . Staying in direct sunlight is bad for Tasi, so always stay in areas with shade.


Before entering the cave on the right side, inspect the chest, which contains a letter from one of your group members, Jonathan Webber. If you turn around while standing there and pick up a box of chocolates, you will find expedition leader Hank's notes about Rachel Holt.

Cave entrance in Amnesia: Rebirth walkthrough
Cave entrance in Amnesia: Rebirth walkthrough

Cave

The cave is the second location in Amnesia: Rebirth. Once inside, you will find a campsite, but there will be no one else. H?? box to the left of the campsite, next to the first-aid kit, there is a wedding photo of Salim and Tasi. There are three documents on the table in front of you - a crew list, a map, and a list of property. The suitcase next to the table contains matches and Hank's notes about Tasi.


Council . Matches burn out quickly, so don't rush to use them. They may also turn off if you are moving too fast.

From this table, return to the main area and enter the room on the right. Go forward and find some more matches next to the engineering scheme of the mine lying on the table. On the right side of the other table is a photo of two of your group, Richard Fairchild and Alex Sterling. Then go to the next room on the right and find Yasmine Chabani's ID card lying on the box in front.


Walkthrough Amnesia: Rebirth
Walkthrough Amnesia: Rebirth

If you approach the suitcase on the floor, next to the crate, you will find an entry from the Algiers Encyclopedia lying on the floor. From here you need to turn around and find a letter written by Jonathan to his wife. It explains the events of the accident and what the expedition decided to do next.

?From the place where Jonathan's letter was found, go left to leave the room. If you lift the pillow on the bed on the left, you will find Hank's notes about Eva Ritter. From here, descend the ramp (wooden plank) to return to the main cave area. Cross over to the other side and enter the adit. Unfortunately, Eva will be there and she is dead. Next to her is the last note she managed to write. On the stone in front you will find a poem in German, and next to it is the grave of her husband Lukas Ritter with his own photograph.


Exit the room and turn right. There is Salim's note on the green table on the right. Walk forward, pick up the matches on the bed on the left and start walking deeper into the cave. Turn right, light a small fire on the left and keep moving forward until you see another fire. Go left - a dead end. Turn sharply to the right and find the first note from Salim (a page torn from his diary).

Go down into the darkness to find a place to light a fire (both left and right). The tunnel on the right is a dead end. Go through the left tunnel, follow down and pick up a few matches lying in the basket. The middle tunnel is intertwined with the left one. From where the matches were found, turn right and find another fire spot. The tunnel on the right is a dead end, so go left. To your right on the branch there is another pagefrom Salim's diary. Keep moving forward, head towards the light on the left (the path to the right is again a dead end). Unfortunately, the fire will go out, but do not panic. Keep walking forward to see an illuminated temple on the right. There you can calm down.

How to pass Amnesia: Rebirth
How to pass Amnesia: Rebirth

There are matches in the chest near the altar door. Near the altar there is a white pot with other matches. You can throw it to smash and pick them up. Also, someone left a note on the altar. When you're ready, go back outside and go right. Soon you will reach a fork in the cave. First, move to the left to pick up a few more matches. Then return and go down the other part of the tunnel. Soon you will find a fire on the left and another page from Salim's diary on a rock on your right.

After picking up everything you need, overcome the board ahead, go along the path, turn right and find another board. Start moving towards the light, but, unfortunately, the board will break, and you will find yourself in the depths of the cave. Once down, turn around and head towards the green light. You will see the first monster. After the cut-scene that takes you to another part of the cave,get up on your feet and walk towards the light ahead. On the left, there are several stones floating in the air. Trust me, it will make sense soon. Keep going down, forward through the gap and duck to get under the branch ahead.

A cut-scene will start, in which Tasi's amulet will light up and start moving. Turn right and approach the floating rocks. The amulet will open a rift through which you can pass. Do this, go right and go through the door ahead. From here, go forward until you find the lit torches. Someone was here. On the right, on the stone, lies another note from Salim's diary.

Walk up and to the left. Use the amulet on the top of the hill to get to a new part of the cave. Move forward until you come across a fork. The path to the left is a dead end. Walk to the right to find a crack in the wall on the left, where light oozes from. Get inside.

Dark world

Follow the light and use the amulet (the big arrow pointing in the direction) to get through this area.

deep caves

At this level, everything is quite simple.

Path through the desert

Everything is the same - just get to the team's resting place by the only route.

Fortress

Follow the illuminated corridors. Remember that light preserves sanity. You will find a radio behind the wall. First you need to go upstairs. And for this - fix the elevator. Examine the papers on the ground to figure out what's missing - a winch. Go down the corridor to the right of the elevator to find a winch in the room with the corpse on the barrel (this is the second turn to the right, if my memory serves me). The light will flicker light, but there are no enemies here. Take the winch from the table with the shooting device, on the side of the corpse, and return to the elevator. But this is not enough - there is no floor in the elevator. Take the plank from the wall on the left when you exit the elevator and put it on the floor. You can go upstairs.

At the top there will be a corridor and an area with a cracked floor. To destroy it, you need to push the cannon from the corridor nearby. This requires two wheels. One lies next to the cannon, and the other is in the room behind it, where there are several corpses. After picking up both wheels, push the cannon onto the cracked floor, jump down and interact with the radio.

Arsenal

Examine the tank in the center of the fortress. After opening the doors at the back, climb inside. need ammo. Take out the key from the arsenal from the box on the left (inside the tank) and open the door at the beginning of the fortress.

How to make a projectile

Inside, go down the stairs, go forward and enter the armory. In front of you is a machine with a ready projectile, but you need ingredients for gunpowder. The plate lists the components - sulfur powder, saltpeter and crushed coal. There is a note on the table on the left stating that the saltpeter has been moved to the Quartermaster's warehouses. We will deal with it later. First find what is here.

The door is locked, so go down the corridor on the left. There is a trap on the floor! There is a box of coal in the room on the right. Place one charcoal in the machine next to it and grind it into a powder. Return to the corridor, go to the right into a dark room with a grate enclosing the far part. Need to get there.

Where to find sulfur and coal

If you go to the windows on the left and turn around, you will see the key in the left hand of the dead man sticking out between the bars. Take the key, return to the door, open it and run to the shelter. But you can not explode a grenade. To do this, examine the window to the left of the grate, behind the hanging cloth. Get out, jump to the left and open another window. Go back, close the previous door and exit through the last window again. Then jump to the right to get behind bars. Be that as it may, enter the room and go to the cabinet in the right corner to find a sulfuric ointment, a sedative, and a drug warning leaflet.

Return to the corridor. Sulfur must be boiled. Go to the room where the coal was, put the sulfur on the stove to the right of the blocked door to the main part of the arsenal. Use a match to light the stove and boil the sulfur.

Where to find saltpeter

Saltpeter remains. Return to the warehouses of the quartermaster, from where they fled to escape the monster. Turn left, go up the stairs and go forward. You will see an open utility room door. Take the saltpeter canister from the shelf. Return to the arsenal, fill in all the ingredients and pull the lever. Return to the tank, insert the projectile and shoot at the big gate.

underground ruins

Remember that by crouching, you become less visible to the monster. The path through the catacombs is quite simple. Look for valves that will open the doors and raise the grates.

How to solve the puzzle with three valves (wheels)

Turn the left valve to open the right hatch and extend the platforms. The left hatch is jammed, it will have to be repaired. Turn the middle wheel to the left to move the tank a little to the left. With its help, you must cross to the platform with the right hatch open.

Climb inside and get to the jammed hatch. Bypull the lever to get rid of the obstacle. The hatch is open! Return to the valves. Make sure the platforms are pushed into the wall. To do this, turn the left wheel. Then use the middle valve to move the cistern to the right slot in the wall.

Use the right wheel to lift the cistern up this slot. Quickly turn the left valve to extend the platforms. The cistern should drop down to the right platform.

Return to the first hatch that was previously jammed and crawl through it. Turn right, then left, following the direction of the green light. Then turn left until you reach the hole in the top of the tank. Move slowly.

There will be a long stretch next. Hide from the monster. And when you get around it, run down and through the tunnels get out. You will need to bend down to follow through the flooded areas. And at the end, the ghost will show you the way.

Oasis

Everything is simple. Follow the only route through the desert until you fall down through the sand or go through the rift on the right on your own.

The riddle of the alchemists: light, triangular pyramid, sphere and Leyden jars

Once inside, take the trionaked device and place it in the central room so that the crystal above the door on the left is activated. Then go to the next room and examine the device with three columns. Go to the room on the right, take the sphere from the right table (open the box), and from the left - another triangular pyramid.

Return to the room on the left, holding the triangular pyramid, go into the corridor and open the door outside. Go down and pull out the Leyden jar from the cupboard to the right of the woman in the chair. Another Leyden jar is in one of the coasters opposite the woman.

Go back, take the triangular pyramid and put it on the pedestal to the right of the columns and the device with symbols. First you need to throw away the cubes. Then insert the sphere into the device between the pillars by lowering the lever, and then select on the panel those symbols that are displayed in the next room, on the wall to the left of the door. They are easy to spot.

Click on the button to activate the sphere. Then click on the button on the right to teleport the triangular pyramid to the next room. Run there and open the rift with the amulet.

Tin Hinan Tomb

Try to get outside. Everything here is really simple and straightforward.

Portal room

First you need to repair the portal. The puzzle is similar to the puzzle with the sphere and Leyden jars from the alchemists' laboratory. Place the sphere, go up the wooden stairs and go to the hall with tall columns through the green door (another location, through the loading screen).

Approach the panel in the center of the room. As in the case of the puzzle with the sphere, you need to choose the correct symbols on it, and combine them with the symbols on the three columns. The right and middle columns rotate with the help of levers opposite. The left column does not rotate, that is, you already have the first character (left) for the red frame! You need to check all possible combinations, but the most interesting thing is that you can rotate the panel with symbols. Rotate it twice to select the symbols marked in the screenshot below. From the same place on the middle and right columns, and then confirm the decision by clicking on the button above the panel.

How to complete the maze in the Hunting Grounds

Pick up the Leiden jar after the failed portal activation (if it doesn't work, look on the side for a faucet that needs to align the third ring with the other two already priced??RU). Go to the hall with tents and insert the Leyden jar into the hole behind the hatch to the right of the grate. Go to a new location.

Move through the maze by removing blocks from the floor tiles or jumping over these tiles so that the passages do not close. The first meeting with Leon will be normal, so don't worry that he grabbed you. But after that, trying to find a bright corridor, avoid collision with Leon. When he suddenly appears in front of you, run back and hide. And then go under the bars.

Go past the strange car and see Richard. Open the door and lock the door so that the monster stays inside. Free Richard and resist the aggression. After that, go to the corner of the room with the car and take the Leyden jar. Need to go back. Next to it is a lever. Lower it and go through the opened door.

Go to the levers on the left, get out of the water, lower the left and right, and then push the cage onto the rotating devices to stop the lowering stakes and get under them. Get out of here, take the first Leyden jar and try to get to the portal. You will fall into the ground!

Catacombs

Move slowly, quietly, use matches to light the way. Need to get past the set?island, but there is only one way, so there will be no problems. Be patient and move deeper into the location.

How to heal Amari and create vitae

Next, you need to decide whether to help Amari or not. In any case, you have to find a triangular pyramid. Go through the adjacent doors to the right to the far room with the pyramid. When you go back with the pyramid, a flying monster will appear. Leave the pyramid if it approaches and hide. Go past the first console that launches the funicular. You can do it (run), go down and leave. But this is the case if you do not listen to the spirit and help Amari.

And if you still decide to help, carry the pyramid to the room with the armchair. Insert into four paws sharp stakes scattered throughout the room. You can not touch the upper foot. In the same room, find a chip with the image of a "trident" and insert it into the control panel opposite the man. Press the button to the right of the man, and then lift and hold the lever to start the torture. If the stakes are placed correctly (in the mechanisms near the man), then the process will go on and end with success. Vitae will flow through the pipe, and you will need to sit in a chair. Then return the pyramid to the previous room, lower the lever, go down and go further on the funicular. Hide from the monsters thateat the funicular.

Village

Everything is simple. Get to the cave with the doctor, following through the village.

Tower

Pursue Dr. Metzir. Use the elevator, and when it gets stuck, get out through the hatch on the roof and the hatch in the wall on the side. Get to the room at the very bottom, pull out the cable, break the pipes in the fence on the right and stick the cable in there. Insert it into the hole and return to the elevator.

Throne room

Here you will have to decide how to proceed and what endings to get. More on this in our endings guide .