Walkthrough Amnesia: The Bunker
- The game does not have an auto-save function. Instead you need to manually save inside the save room (by interacting with the save lamp). Make sure to save often as you will otherwise lose your progress if you die.
- Keep the generator running as often as possible as the game gets increasingly difficult without it.
- Try not to make too much noise as the monster can hear you.
- Codes, notes and photos are all automatically added underneath the different tabs in your inventory when you acquire them.
Handling obstacles and blockers
Basically any wooden obstacle (doors etc.) can be be broken down in multiple ways:
- Throw a heavy brick on it twice.
- Throw a grenade at it.
- Make an explosive barrel explode near it.
- Have the monster break it down.
Padlocks can be destroyed in multiple ways:
- Throw a heavy brick on it twice.
- Throw a grenade at it.
- Make an explosive barrel explode near it.
- Fire your weapon on it.
- Use the chain cutters on it.
Chains can only be broken using the chain cutters. Ventilation gratings can only be bypassed using the wrench. Metal doors with keyholes can only be unlocked using the specific key.
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Randomness
Multiple elements of the game are randomized with every playthrough. Here’s a list of what’s randomized:
- All the 4-digit codes for the lockers and doors are randomly generated and some of them are randomly placed.
- Most of the resources and item placement are random.
- Trap placement and trap type are random.
There are also two “key items” in the game that are not required to complete the game but that enables players to approach obstacles in new ways. These items are the lighter and the gas mask. The codes to the lockers that contain these items will always be located in the
same place the first time you play the game but for consecutive playthroughs these codes will be located near a random corpse.
Getting through the intro sequences
- Get through the first locked wooden door.
- Grab the brick that lies near the door and throw it on the door twice.
- Get through the second locked wooden door.
- Grab the grenades that lie near the wooden door and use one to blow open
the door.
- Get through the wooden blockage.
- Alt 1: Load a bullet into your gun and shoot at the explosive barrel located near the blockage.
- Alt 2: Throw one of the grenades (that you found earlier) at the blockage. If you find yourself out of brick, grenades or bullets then new ones should have spawned in the location where you first found them.
Reaching the Admin Office
- The first step after having woken up in the bunker is to get to the Admin Office (this is also the game's main save room).
- Meet “the smoking soldier” inside the kitchen near the officer’s mess hall. Receive the gun from him. Find the bullets in the pantry located next door.
- Get through the locked door out in the hallway near the mess hall. Alt 1: Shoot the padlock with your gun. Alt 2: Throw a brick at the padlock (there are bricks near where the smoking soldier sat).
- Go down the stairs, open the door straight ahead and step into the Admin Office.
Finding the code for the Admin office door
- In order to get out of the admin office you need to find the 4-digit code for the door lock.
- Go down into the generator room adjacent to the Admin office.
- Check the dog tag of the dead soldier lying near the generator. Interact with the dog tag. Rotate the dog tag to check the backside for the code.
- Use the code on the code lock of the Admin office door.
Open up the sublevels using the lockdown wheel
- At the start of the game only the hub-level is available to you. You need to find a second lockdown wheel in order to open the lockdown gates to the other sublevels (Arsenal, Soldier Quarters, Prison and Maintenance).
- Find the lockdown controls outside of the Mission Storage. Turn the wheel and see how it breaks.
- Find a way into the Mission Storage. Alt 1: Remove the loose grating to the right of the doors and climb in through the ventilation shaft. Alt 2: Break one of the wooden doors.
- Locate the lockdown wheel. Look at the lockers at the far end of the Mission Storage room. One of the lockers has a new lockdown wheel inside it. The name on the locker says “Delisle” and you now need to find him in order to get the code.
- Find and get into Delisle’s room. Delisle’s room is marked on the map in the Admin office.
- Get into the room either through the vent in the Lounge next door or by breaking down the wooden door.
- Get the code from Delisle’s corpse. Check the dog tag near the corpse. Remember to rotate it to see the code on the back.
- Get the lockdown wheel from the locker. Head back to the Mission Storage. Input the code into Delisle’s locker to open it. Take the lockdown wheel.
- Head back to the lockdown controls outside of the Mission Storage.
- Put the wheel in place and turn it to open the gates to all of the sublevels.
Getting the wrench
- In order to get into the Warden’s office in the prison you need to get hold of the wrench. The wrench is located in one of the lockers in the Mission Storage. The name on the locker says F Stafford and you need to track down Foreman Stafford in order to get the code. Foreman Stafford is located in the Pillbox in the Maintenance sublevel and this is what you need to do in order to find him:
- Go into the Maintenance sublevel.
- Find the workshop and get through “the rat tunnel”.
- Get past the locked door leading into the Pillbox. Alt 1: Use a key. Go to the Chapel located. Find the priest in the confession booth. Next to the priest lies the key to the Pillbox door. Get back to the pillbox and use the key.
- Alt 2: Break your way in. Break the door to the munition storage (next door to the pillbox). Break down the wooden wall between the munition storage and the Pillbox.
- Get the code from Stafford Examine the dog tag near the corpse in the Pillbox. The code leads to the locker with the wrench in it.
- Get back to the Mission Storage and unlock Stafford’s locker using the code you found in the Pillbox.
- Take the wrench.
Getting the chain cutters
The chain cutters are located in the cell with the German prisoner in it. In order to get hold of the chain cutters you need to:
- Get the wrench (see above).
- Open the grating that leads into the Warden’s Office.
- Make sure the generator is running so you have power to the cell doors.
- Open the cell with the German prisoner.
- All this noise will now likely require you to handle the monster but you need to get to the cell and grab the chain cutters before power goes out and cell doors close again.
Getting the detonator handle
When you have the chain cutters (see above) you can cut the chain that locks the gate leading into the water filled storage that in turn leads down into “the roman tunnels”. Once you have cut the chain you will be able to move into the water filled storage.
- Drain the water. Turn on the power switch that is located further into the water filled storage. Turn on the pump that is located back near the gate where you cut the chain. The pump requires the generator to be running (as well as the switch to be turned on).
- Once the water has been drained you can move into the far end of the storage area where a metal box and a plank is blocking you from entering the tunnels. Remove the plank. Push the metal box away. Move into the tunnels.
- At first you will reach a small camp. Here you will be able to save the game using a save lamp similar to the one you have in the Admin office.
- Move into the Roman tunnels and manage the blind and crazy soldier that lurks there. If you kill him you will be able to get the shotgun from him. If you are skilled enough you can sneak past him without ever killing him.
- No matter how you manage the enemy you need to get into the room with the detonator handle and grab it. You will need to break down at least one door in order to get into the room with the handle.
- OPTIONAL: In the room with the detonator handle there is a hidden passage that leads out into a crater. There you can find a dog tag (with a code) and a rabbit doll that can be used against the monster later.
- Once you have the detonator handle you should go back to the bunker. a. You need to push a couple of boxes (one smaller and one larger) near the ledge where you dropped down before the encounter. Use them to jump up and backtrack all the way to the bunker.
Getting the code for the Arsenal door.
In order to get into the main area of the Arsenal you need to get the code for the door. The code is being broadcasted by one of the officer’s via radio so you need to get to the Communications Room inside the Soldier Quarters.
- Go into the Soldier Quarters sublevel.
- At the far end of the first corridor sits the door to the Communications Room. It’s locked with a key. Next to the door is a sign saying “Security”, pointing to the right.
- Find and get into the security room. Follow the “Security” sign to the Security room. Break down the door. Open the key box and read the note inside. The note is signed by a person (random per playthrough).
- Find the key near the bed of the person who wrote the note. Search the two barracks for the bed with the name on it that matches the name on the note found in the security room. Optional: The Clerk’s Office (first room of the sublevel) contains a sketch
showing which bed has been allocated to which soldier, if help is needed.
- Search the bed once you find it. The key should be somewhere on the bed or in the “postal box”.
- Use the key to open up the Communications Room.
- Once inside the Communications Room you will find that the radio doesn’t have any power. You now need to follow the power-flow that leads to the radio due to power-switches being daisy-chained.
- Find your way to the Utility Room. Go through Barracks B and into the corridor leading to the Mess Hall. Make your way to the Break Room. Shoot (or throw a brick) on the padlock that locks the gate into the adjacent Utility Room.
- Once inside the Utility Room, turn ON the switch that sits on the wall.
- Head back to the Communications Room and turn on the radio. Make sure the generator is running. Make sure the switch on the wall inside the Communications Room is turned on. Press the button on the radio to hear the code.
Getting the dynamite in the Arsenal
The dynamite is located in the Arsenal but in order to get there you need to get the code for the Arsenal door first (see 11 above). Once you have it you can unlock the door that leads into the main area of the Arsenal. Get through the “labyrinth” and get into the Explosives Storage from “the back”.
Blow up the exit
- Put the dynamite in the wooden box near the exit.
- Put the detonator handle in the detonator.
- Interact with the detonator. This now creates a hole in the ground, near the exit, which the player will have to jump down
into.
Final encounter
- Down in the big final encounter area you will have to face the monster. You can finish the game in two ways:
- Avoid the monster and buy enough time to get over the “wall” (by pushing the nearby crates) and up to the exit.
- Make the monster fall down into the rift beneath.
- Some pointers: The bridges are randomly generated. Wooden bridges can be broken either by explosives or by using the shotgun.