

Many of them have holes in them that allow the creature to move quickly between rooms, and even grab Anri and pull it there if you walk past such a hideout. Even in a well-lit room, you can often hear an awkward neighbor somewhere behind the wall. With a terrible inhabitant of the bunker with whom you have to constantly fight. The ability to grab and throw anything that isn’t pinned to the ground helps a lot when playing cat and mouse with a monster. Somewhere there is a hidden hole, in another place you can build an improvised staircase from boxes and barrels – the game world is interactive and tactile, following the Frictional tradition. The obvious solution to a problem isn’t always the best – it’s always worth thinking about and looking around for. Only there are very few cartridges, and the last one could be spent on the lock … The monster can be driven away with a few successful hits. Fortunately, Henri is not completely defenseless. And the terrible creature is sensitive to loud sounds, and even the light will not stop them from wondering who is making noise in their possessions. The lock on the door is destroyed by a shot. For example, most wooden objects can be destroyed with a grenade. Mixing traditional survival horror with immersive simulation elements, Amnesia: The Bunker consists of interconnected systems. On the way to the goal, Anri will encounter many obstacles, but each of them can always be overcome in different ways. The hero doesn’t panic or psychosis from groping in the dark, but wandering through total darkness is mediocre fun.
#Amnesia monster with wings generator
Just make sure you come back before the generator goes down. Limited resources are the basis for building a game cycle: we look at the map, decide which wing to go to, note the time before we plunge into complete darkness, throw supplies and tools in a small duffel bag and make ourselves on the way into the unknown. Luckily, the rescue room is right in the middle of the bunker. There is also a single lamp for saving progress. That’s enough for the next research trip, but you have to constantly return to the generator.
#Amnesia monster with wings full
Gasoline cans are scattered in different rooms, and with a full tank the car drives about fifteen minutes. The power supply comes from a generator in the basement of the administration, which has to be constantly supplied with fuel. The first and most important thing to remember is that the living being does not like light. Explore the bunker, memorize the layout and learn the rules of survival. The note tells you which side to look for the bomb and the handle for the detonator, and after that the authors release the player on a completely independent journey. To get out, you’ll need to clear the way with some sticks of dynamite. The only way out is blown up and littered. The bunker will be Henri’s whole world for the next few hours. The only place that can by far be called safe. All we can do is run headfirst to the well-defended administration building and lock all the doors. And after a few moments he dies in the mouth of a terrible monster. Literally a few minutes later we come across a wounded colleague. It seems that there is not a soul left in the bunker, but this impression is deceptive. I have no idea how long he’d been unconscious. We try to help him, but come under enemy fire. And now we are already in the night watch and come across a wounded comrade. You even have to shoot at enemy soldiers. The sky is ripped apart by explosions and machine gun fire. In the middle of the night battle, we make our way through the trenches. We slip into the role of Henri Clement, a French soldier in the First World War. The first few minutes are extremely untypical for frictional games.
