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Amnesia machine room levers
Amnesia machine room levers






amnesia machine room levers

According to designer Thomas Grip, "the idea was basically that the darkness itself should be an enemy." Sanity is reduced by staying in the dark for too long, witnessing unsettling events or looking directly at monsters. Low sanity causes visual and auditory hallucinations and an increased chance of attracting monsters, while its complete depletion results in a temporary drop in mobility, or death in higher difficulties. Light sources help restore sanity, and if none are available, Daniel may use tinderboxes to ignite candles and torches or deploy an oil-burning lantern. However, the number of tinderboxes and the amount of oil available are both limited, even more so in higher difficulties. If a monster sees Daniel, it will chase him until he evades its sight. Daniel has no means of fighting monsters, so he must either avoid being seen or run away. Daniel can withstand only a few attacks from a monster before he dies, which will cause the most recent save of the game to load. The player can restore Daniel's health by using laudanum found throughout the game. The player can hinder monsters by closing doors and building barricades from nearby objects.

amnesia machine room levers

However, monsters can destroy doors and knock over objects. Hiding in dark areas where monsters will not notice Daniel is also effective, but will decrease Daniel's sanity. In higher difficulties, the monsters will move faster, deal more damage and search for Daniel for longer periods of time. On August 19, 1839, a young man awakens in the dark and empty halls of the Prussian Brennenburg Castle with no memory about himself or his past. All he can remember is that his name is Daniel, that he lives in Mayfair, and that something or someone is hunting him.








Amnesia machine room levers