All materials on showgamer.com are protected by copyright. Partial copying is permitted with an open (for search engines) link. ShowGamer (2015)




Walkthrough Amnesia: The Bunker

Walkthrough Amnesia: The Bunker
Author
Andrey Pavlenko
Date of publication
25 May 2023

Walkthrough Amnesia Bunker

When you wake up, search the room and take the note from the table. Go to the corridor, to the right and enter the first room. Take out the lantern and the note from the closet. By holding F, you can charge the flashlight. The first photograph hangs on the wall in the next room. It's a collectible, just like the notes. Inside the table, look for a note about Raynar's autopsy. Behind the next door is the fuel needed for the generator.


Go down the corridor, on the right there will be a door with a padlock. Move on and talk to the wounded soldier. Take away his gun, open the door opposite and get two cartridges from the wall box. Hold R, click LMB to load the pistol. The soldier will be killed by the monster. Go back to the locked door and shoot him.

Open the door ahead. This is the administration office. There is a map on the right. Marks from plot notes will appear on it. Under the map there is a chest where you can store items. There will be a note and a token on the table. Collect other resources. There is another note in the table on the right. Go down, find the canisters and fill the generator on the left through the mouth (RMB + LMB). Pull the lever to start it. There will be light in the bunker (there are levers on the walls that turn the light on and off, but this does not affect the consumption).


There is a clock on the chair. They will allow you to navigate by the charge of the generator - they show how much time is left??elk. Collect other resources. There is a note in the drawer, another hanging on a post opposite the generator. Pick up the token near the corpse, unfold and see the code. All codes in the game are randomly generated!

Return to the administration and open the door with a combination lock. Also, there is a lamp above the table. By interacting with her, you can save.

Going out into the corridor, on the right you will see a littered exit. There is a note on the stool opposite. This is the first story note. All such notes are marked with push pins. Two places will appear on the map where to look for a detonator and dynamite. Go the other way, ahead is the path to the arsenal, but it is closed. On the left, remove the crate to create a shortcut. Turn right and turn the red valve to release the blockage. The valve will break.


Opposite there is a warehouse with two locked doors. To the right of them there is a grate. Move it and climb inside. Examine the far cabinets. You need Delil's locker, inside of which a red valve is visible. Take a photo. Return to the crossroads in the main corridor with an exit. Go down to the armory and turn left into the residential corridor. Search different rooms. Enter the rest room (third door on the left), move the barrels in the corner and make your way through the opening into Delil's room. Find the token next to the corpse to find out the code for his locker. You can also remove from thea bag that increases inventory.

Return to the warehouse opposite the broken valve, open Delil's locker and take the valve. There is also a corpse with a token nearby. You can pick it up and find out the code from Auclair's locker. Install the valve and remove the emergency lock. The demo will end.


PS If you want to get into Raynar's room, you have to blow up the door. For example, a grenade. Or move the balloon / barrel and shoot it.


Game from the guide