Amnesia: The Bunker
Amnesia: The Bunker is a first-person horror game set in an abandoned World War I bunker. Come face to face with the oppressive horrors stalking the dark corridors. Find and use the tools and weapons at your disposal while keeping the lights on at all costs. Overcome your fear, persevere and get out of here alive.
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Amnesia: The Bunker walkthrough - all secrets and puzzles

Our guide to the passage of the game Amnesia: The Bunker, we will tell you about all the misadventures of Anri, how to overcome all obstacles, get all achievements and complete the game in 100%.

Note: In Amnesia: The Bunker, all ammo is worth its weight in gold, so take care of it and don't waste it!

Contents:


Video walkthrough Amnesia: The Bunker

Start of the game: trenches

We start with the trench that Henri jumps into in the middle of a fight. Our task is to move forward along the trench until we find ourselves in front of the headless corpse of a soldier and the entrance to the dugout. We push the door and go inside.

Here you need to pick up three cartridges and load them into a revolver. They will be needed very soon!

When leaving the bunker, we take a stone and throw it at the wooden door blocking the further passage.

Now you can go ahead! Move along the linear route, remove 2 boards to crawl under the rubble and turn right at the fork into a dead end. Pick up behind the boxes cartridge and return to the main route.

Suddenly, 3 enemy soldiers will open fire on Us from above, so quickly hide behind sandbags and deal with the enemy. Remember, there are 3 of them and you have 4 cartridges! I'm not sure if it was necessary to shoot at the enemy, but after 3 rounds fired towards the enemy, help came in the form of Lambert from above and the ally promised to cover our advance.

Roll back the barrel and go to the next dugout where you can pick up cloth, bandages and grenades.

Grenades are needed to open the next locked wooden door.

Note: Almost any wooden obstacle (doors, etc.) can be broken in several ways:

  • Throw a heavy brick at her twice.
  • Throw a grenade at her.
  • Make it so that an explosive barrel explodes next to it.
  • Let the monster break it.

After the door is blown up, you can return to the trenches again. In the recess with the bed on the left we raise cartridge. We clear the blockage with a shot in a powder keg and fall under a gas attack, in which Lambert will once again come to the rescue and save Henri's life.

Unfortunately, in the next mini-part of the game, Lambert will die, and you won't be able to save him! As a result, after the shelling, Henri will end up in the hospital.

Hospital

First of all, after you wake up in the hospital, look around. Pay attention to the table in the second half of the ward, where there is a note "Amnesia Cause" (Dr. Yosinski). Press the TAB key to open the menu and read the new note. Also note that if the item can be picked up in the inventory, the cursor will take the form of a hand with two fingers.

When you're ready, go to the door. Hold the left mouse button (LMB) to open the door and exit into the corridor. Move to the right along the corridor and turn the corner. Enter the first room on the left, where the door will be open.

Inside the room you will see two cabinets. You can't cut the chain at the moment, but you can open the cabinet on the right. Open the doors and take the lantern and the first note of the protagonist - "Clement's Diary - Agony" (Henri Clement). Do not forget that the hero will only voice his notes.

Using the flashlight: To use the lantern, hold down the F key. The hero will take out the lantern and start charging it. Remember that the charge does not last long, so you will have to repeat the procedure. Be careful and try not to make too much noise to ensure Henri's safety.

Return to the corridor and open the next room on the left. Take a photo off the wall by the table. Pay attention to the table: inside such tables, drawers can be pulled out to find consumables and notes. In this case, when you open the table, you will find "Reynar's Autopsy Protocol" (Dr. Yosinski). After that, open the nearest door and you will see the corpses. Pick up the fuel canister.

Path to unlocked door: Keep moving down the corridor. On the right you will see a door with a padlock. To knock down the lock, you will need a gun. So turn left. If you do not go into the room on the right, then at the end of the corridor you will see a door locked on the other side. To get around this, go into the dining room, look around and open the next door. So you will find yourself in the kitchen and meet a wounded soldier. Find a piece of meat on the kitchen table that can be used to attract rats.

Getting a gun: Listen to the wounded soldier and take the gun. To do this, open the closet door opposite the wounded man, go to the wall cabinet, lift the hook up, open the door and take two pistol cartridges. To reload the weapon, hold down the R key. When you see the open drum of the revolver, click LMB to insert a cartridge. Repeat this twice since you have two ammo.

Padlock Unlock: Return to the wounded soldier who was dragged away by the monster. Do not worry, in the next 10-15 minutes you will be completely safe. Run back and shoot the padlock as I described above. Then go down.

Administration room: The path to the left leads to a locked door, so turn into the "Administration" room. In this room you will find a number of interesting items and information to help you progress in the game.

Administration and Generator

Use important items in the room:

Lamp: When interacting with the lamp, you can save your game progress. Do not forget about it.

The map: There is a map hanging on the wall, on which marks appear in the form of red rings. These marks point to important areas where you can find useful items. Pay attention to them.

Chest: Under the map is a chest where you can store items you don't need at the moment. Remember that inventory space is limited, so allocate your resources rationally.

Get a "B. Baptiste" and a note from the clerk:

Take the token "V. Baptiste" from the table in the center of the room. It refers to the collectibles that you can collect in the game.

Also find a note from the lead clerk, K. Freel. Read it and remember the important details.

Look around the room and find resources:

Find another can of fuel on the floor. Resources such as fuel are scattered randomly in this game, and their amount depends on the chosen difficulty. Collect everything you can.

Find fabric on one of the shelves. If you find another piece of cloth, you can combine them to get a bandage. Just drag one fabric onto another.

On another table, find the note "Rats and Burnt Corpses" from Dr. Yosinski.

Fall into the basement, following down the stairs. There is a generator in the basement, which plays an important role in the bunker.

Get a K. Frilu" and find out the code for the second door:

Pick up the "K. Frilu" and unfold it. You will see the code for the second door in the administration room. Remember this code as you will need it later. It is important to note that all codes in the game are randomly generated, so each time they will be different.

Collect additional canisters and fuel the generator:

Find other canisters and approach the generator. The hero will automatically take the canister. If necessary, you can open the inventory (press TAB), move the cursor over the canister and set the shortcut key from "1" to "4". This will help you quickly get the canister out of your inventory.

Pour fuel from all available canisters into the generator. Just hold RMB and LMB to refuel.

Explore the generator environment:

There is a pocket watch on a stool near the generator. They show the remaining generator run time. If you're not going far from the generator, you can leave the clock in the chest to save some inventory space.

Open the drawer in the table near the generator and find the note "Don't turn off the lights!" from an unknown author. Be sure to read it for more information.

Hanging on a post nearby is another note "Fuel and Fire" from Private Boiron. Read it carefully for helpful hints.

Start the generator and go up to the administration:

Turn the handle on the generator to start it up. Remember that this generator powers the entire bunker, so its proper operation is extremely important.

Go up to the administration and save the progress of the game:

When you reach the administration room, find a place to save your progress. Perhaps it will be a table with a computer or a special device for saving.

Use the save game feature to record your progress and be sure that your achievements are saved.

Okay, enter the code on the lock from Frilu's token: 7432.

You open the lock and go out into the corridor. The path to the right leads to the exit. Keep moving in that direction.

You reach the rubble, and it becomes clear to you that you will need dynamite and a detonator. However, before that, you need to turn around and go all the way forward.

Along the way, you notice a locked armory door. At the moment, the emergency lock has worked in this part of the bunker. Leave it for a while and continue on your way.

It is also recommended to remove the box that is located to the left of the armory door in order to create another path to the administration. Pay attention to all the niches along the way and collect all the consumables you find.

Unlock

Great, now you need to remove the emergency lock. Return to the fork where you turned left. Now turn right. You will see a red valve on your left hand. Try to rotate it and it will break.

Now, opposite the place with the broken valve, you will see a strategic warehouse. Both doors are locked. But to the right of the right door there is a hole covered with bars. The grate is just leaning, so move it out of place and climb inside.

Once you're in the warehouse, open both doors. In the center of the warehouse, there may be grenades on the racks. Also, at the very end of the warehouse, there are several lockers. Under the left lockers is a note called "Clement's Diary - No News" (Henri Clement).

One of the lockers is open and you can search it (it will be on the far left). The rest of the lockers are closed with code combinations. In the corner of the warehouse, you will notice a corpse with an “F. Auclair. Expand it to reveal the code and use it to open Auclair's locker. Inside you will find useful items.

If you pay attention to Delisle's locker, then inside you will find a valve, and the information will be updated. You will need the code for his locker. To the right of the locker there will be a photograph that indicates a secret hole in the corner of one of the rooms.

If necessary, return to the generator and refuel it. Then return to the corridor leading to the armory. Instead of an armory (blocked door ahead), turn left. There you will find a T-shaped corridor with rooms for the inhabitants of the bunker.

The first room on the left belongs to Joubert. Inside, there is a photograph on a shelf, which you also need to collect, as well as collect other resources.

On the table in the room is a note "The Last Journal of Joubert" (Sergeant Stéphane Joubert). This is an important plot note that says that the code from the arsenal can be obtained via radio communication in the communication center. A marker will appear on your map pointing to the communication node.

You need to return to the corridor and continue moving. On the left side you will see Blanchet's booby-trapped door. You can open it right away, but be prepared to run away immediately to avoid taking damage (you may have to use a bandage). Inside the premises there will be a minimum amount of resources, no notes or photographs.

Opposite Blanchet's room is the Strategic Operations Room. Go inside and examine the table. There you will find a note "New information about the Roman tunnel" (Sergeant Stéphane Joubert) and photo #4 with a picture of a mine and a miner with a trolley.

Search the room and collect other resources. In the drawer of a small table at the back of the room is a note "Prisoner of War in Custody" (Brig. Gen. Delpy). Open another door to return to the same corridor, but from the other end.

On the right you will see the door of Raynar's room. It is locked from the inside, and to get inside, you need to either use a grenade (you can get it from the warehouse where the valve was located), or move an explosive barrel nearby and shoot it with a revolver. In the drawer of the table in Reynar's room you will find a note "Assumptions about the motive" (M. Fournier).

The next room belongs to Fournier. Go inside and take the note "Hunting the Beast" (M. Fournier) from the table. In the drawer on the table you will also find a bandage and another note "Arsenal Defense Strengthening" (M. Fournier).

On the locker next to the bed in the room is a note "In charge of security" (Major Blanchet). This is also a story note that says that the spare faucet is in Delisle's locker.

At the fork in the residential part, you will notice the half-open door of the recreation room. Go inside and in the right corner you will find several barrels. Move them to the side to reveal a grate. Remove the bars, break the boards and enter Delil's living quarters.

It is important to pick up Delil's token, which lies near the corpse. Unfold it and memorize the code for its locker in the warehouse. Also hanging on the wall is a bag that will increase your inventory by one cell. On the table lies the "Report to Lyarue" (Private Lyarue).

You can continue on through the residential apartments. The stairs leading down will lead you to a door that opens a shortcut to the hospital. On the right there will be a passage with a stretch. Run through it and run away to avoid damage from the explosion. The door ahead will be blocked, but on the left you will be able to go down to the wine cellar. On the floor before going down to the cellar you will find a Chopin token. Inside the cellar you will find resources and a note "Where is our wine?" (M. Fournier). Entering the cage will not work, as it is blocked by a chain, and the grate is bolted.

Return to the strategic supply warehouse, open Delil's locker, take the red valve and install it in place of the broken one. Turn the valve to release the emergency lock. Now the path to the prison and the communication node will be available.

Getting a Wrench

How to get a wrench in the game: a useful guide

To successfully complete the game and reach the goal, you will need a wrench, which is located in one of the lockers in the mission storage. It's important to know that this locker belongs to Foreman Stafford, so you'll need a code to open it. Here is a step by step guide on how to get the wrench:

Go to the "Maintenance" sublevel. To do this, explore the game world and find a suitable entrance to this sublevel.

Inside the sublevel, find the workshop and go through the so-called "rat tunnel". It can be a narrow passage or a secret passage.

Moving further, pay attention to the locked door leading to the Dot. You have two alternatives that you can use:

Alternative 1: Use the key to open this door. Go to the located chapel, find the priest in the confessional and next to him you will find the key to the Dot door. Return to the pillbox and use the found key.

Alternative 2: If you don't have the key, you can break into the ammo store next to the Dot. Break open the warehouse door and break the wooden wall separating the warehouse and the pillbox. This way you will be able to get inside the warehouse.

When you are inside the Dot, pay attention to the token near the corpse. Examine it and find the code on it. This code is the key to the wrench locker.

Return to the mission vault and use the code you received to open F. Stafford's locker.

Finally, take the wrench from the locker.

By following these instructions, you will successfully obtain a wrench that will become a useful tool in your adventure. Don't forget to use it

    Getting chain cutters: important steps to achieve the goal

    In your adventure, you are faced with the need to obtain chain cutters that are in a cell with a German prisoner. To successfully get hold of these tools, follow these steps:

    1. Use the wrench to open the grate leading to the overseer's office. You received this key by following the previous instructions.
    2. Make sure the generator is running to provide power to the cell doors. If the generator is not working, find and activate it to access the camera.
    3. Look around to find a cell with a German prisoner. You may have to overcome obstacles or deal with a monster that may be in your path. Be prepared to fight or use other skills to get through this danger.
    4. Approach the cell with the captured German and free him. This may require the use of a special key or other tools to open the door or unlock the mechanism.
    5. Immediately after the release of the German prisoner, hurry up to get the chain cutters that are in the cell. You need to have time to grab them while the electricity keeps the cell doors open. Try to act quickly and decisively so as not to miss your chance.

    Obtaining a Detonator Handle: Basic Steps and Tips

    When you already have the chain cutters (see above), you will be able to access the detonator handle, which is located in the water-filled vault leading to the "Roman tunnels". Here is a step by step guide to help you achieve this goal:

    1. Drain water from storage. Activate the power switch further inside the water-filled vault. Turn on the pump located next to the gate where you plan to cut the chain. A working generator is required for the pump to work (make sure it is also activated).
    2. After the water is drained, move to the far end of the warehouse, where you will find a metal box and a wooden board blocking the path to the tunnels. Remove board. Move the metal box. Move forward into the tunnels.
    3. In the tunnels, you will first reach a small camp. Here you will be able to save the game using the save lamp, similar to the one you have in the administration office.
    4. Keep advancing through the Roman tunnels and beware of the blind and crazy soldier who is hiding there. You can fight him and get his shotgun, or use your stealth skills and get past him without causing conflict.
    5. You need to reach the room where the detonator handle is and grab it. You may have to break at least one door to get into this room.

    Extra clue: There is a hidden passage in the room with the detonator handle that leads to the crater. In this passage, you can find a token with a code and a rabbit doll, which can be useful to you later in the fight against the monster.

    1. Once you have the detonator handle, head back to the bunker. You will need to move several boxes, one smaller and one larger, near the ledge where you fell earlier. Use them as props to jump up and back to the bunker.
    2. On the way back to the bunker, be careful and beware of any obstacles or dangers that may arise.
    3. After arriving at the bunker, use the detonator handle to destroy the desired door or obstacle to continue your adventure.

    Obtaining the code from the door of the Arsenal.

    To get the Armory door code and access to the main area, follow these steps:

    Go to the "Soldier's quarters" sublevel.

    At the end of the first corridor, find the door to the communication room, which is locked. There will be a sign next to the door that says "Safety" indicating the direction to the right.

    Find and enter the security room by following the "Security" sign. Break open the door and open the key box inside. Read the note that is inside the box. The note will be signed with the person's name.

    Search the bed of the person whose name matches the name on the note found in the security room. Search the bed in the two barracks for a key. If you need help, refer to the sketch that is in the clerk's office (the first room of the sublevel), it will show which bed is allocated to each soldier.

    Once you find the key on the bed or in the "mailbox", use it to open the communication room door.

    Upon entering the communication room, you will find that the radio is not working due to a lack of power. Now you need to follow the power flow that leads to the radio since the power switches are connected in series.

    Find your way to the utility room, go through barracks B and enter the corridor leading to the dining room. Go to the rest room and break the padlock on the gate of the adjacent utility room (you can use a weapon or a brick).

    When entering the utility room, turn on the switch located on the wall.

    Return to the communication room and turn on the radio. Make sure the generator is running and that the switch on the wall of the communication room is turned on. Press the button on the radio to hear the transmitted code.

    You should now have access to the code for the Armory door, which is transmitted via the radio in the communication room.

    Obtaining dynamite in the Arsenal

    After receiving the code from the Armory door, you can open the door leading to the main area of ​​the Armory. Go through the "maze" and move towards the Explosive Vault.

    1. Go through the open door of the Arsenal using the code you received.
    2. Navigate the main area of ​​the Arsenal, following the signs or charts if available. Be careful as there may be guards or traps inside the Arsenal.
    3. Focus on the scheme or map of the Arsenal to find the way to the Vault of Explosives. Usually the Vault is located in the back of the Arsenal.
    4. After reaching the Explosive Vault, find and pick up the dynamite. Perhaps the dynamite will be stored in boxes, safes, or other containers. If necessary, use tools or keys to access it.
    5. Check your inventory items and make sure you got the dynamite.

    Blow up the exit

    You need to use dynamite to blow up the exit and create a hole in the ground, follow these steps:

    • Place the dynamite in the wooden crate that is next to the exit.
    • Insert the detonator handle into the detonator.
    • Approach the detonator and interact with it to activate the explosion.
    • After activating the detonator, the dynamite will explode, creating a hole in the ground next to the exit.
    • Jump into the created hole to go down and continue your journey.

    Final meeting

    To end the game and face the monster in the large final encounter area, you have two options:

    1. Avoid the monster and buy time: You need to move fast, dodge the monster, and use nearby crates to create temporary barriers between you and the monster. Push the crates towards the "wall" or other obstacles to create a path and move towards the exit. Get to the exit without letting the monster catch up with you.
    2. Make the monster fall into the rift: Use your shotgun or explosives to destroy the wooden bridges that the monster can use to chase you. Watch the monster's movements and shoot the bridges when the monster is on them so that it falls into the rift below. At the right moment, destroy the bridges and make the monster fall, after which you can safely continue on your way to the exit.

    Both options require good coordination and strategic thinking. Choose the approach that best suits your play style and the resources at your disposal. Good luck finishing the game!

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