Amnesia: The Bunker: Walkthrough

At the beginning of the game, you will find yourself in the trenches of the First World War. Moreover, you are in the thick of the battle. Just follow the only path until you reach the door that leads to the shelter. Inside the shelter, look for boxes with bullets, each of which contains only one bullet. Be sure to pick them up and reload the revolver. To do this, hold down the R key. When you see the drum, additionally hold RMB and click LMB. Each click of LMB is a command to send 1 bullet into the drum.

Exit through the other door of the shelter and continue moving until you reach a locked gate. Find a heavy brick nearby and throw it at the gate twice (RMB+LMB or only RMB depending on the controls) to knock down the wooden barrier. Moving along the trenches, you will soon encounter the first enemies. Quickly hide behind the sandbags, and then try to shoot at least someone. After a while, Lambert will appear, who will finish off the remaining Fritzes, and then you can reach the next shelter.

By the time you reach the new shelter, you are bound to get injured. Inside the shelter, find two pieces of cloth. Take both, then open your inventory to turn them into a bandage (drag one cloth onto the other). Apply the bandage to yourself (select in your inventory, hold RMB and click LMB, similar to reloading a weapon) to restore your health. The more bloody fingers you see while holding TAB, the more injured you are and the more bandages you need (also depends on the selected difficulty). Now go around the table, crouch and make your way to the next part of the shelter. There are grenades on the shelf opposite you. Pick them up, select any one in your inventory, hold RMB and click LMB to throw the grenade towards the locked wooden door. You can destroy the doors inside the bunker in the same way.

Back outside, you’ll see another blockage blocking your way. There’s an explosive barrel on the other side. Shoot it or throw a grenade (neither ammo nor grenades will be transferred to the main bunker). After the explosion, move through the next trench, cross the plank and follow to the end until grenades with poison gas fly into the trenches. Follow in any direction until a cutscene starts. Lambert will pull out Henri Clement, giving his friend a gas mask.

After the cutscene, go forward through the burnt field until you find a huge crater with Lambert in it. After that, a cutscene will start. Henri will help Lambert out of the crater and then carry him on his shoulders. Just run forward, ignoring the sounds of pursuit, until you come under artillery fire.

Central bunker

Please note: some aspects of  Amnesia: The Bunker have a random effect. For example, the types of traps, the location of consumables and ammunition, the codes you use to open the locks on the lockers in the dressing room, and even the holes from which the monster can crawl out. Others, especially story or more important items, such as tokens, notes, photographs, key items like a wrench, bolt cutters, codes to get them, as well as the bunker plan itself, are an exception to the rule of randomness and always appear in the same places. To avoid seeming strange, I will explain right away: there are more tokens in the game than lockers. Accordingly, some of them will have code combinations on the back, others will not. And here, randomness is in effect (with some exceptions, such as codes for lockers with a red valve, wrench, bolt cutter, and, on the first run, a lighter and gas mask; on subsequent runs, tokens with codes for lockers with a lighter and gas mask will be random). 

You will wake up in a hospital bed, in the infirmary, located in the northern part of the central bunker. Go to the second half of the room to pick up Dr. Yosinski’s note “The Cause of Amnesia” lying on the table. Continue along the corridor, opening the nearest door. In the next open room, there are two cabinets on the left. There will be a chain on one of them, and it can only be cut with bolt cutters. But the right cabinet is open. Slide the doors, then take the flashlight and Henri Clement’s first diary, “Agony”.

How to use a flashlight

The flashlight is perhaps the most basic tool in the game. It has two uses. The first is to dispel the darkness. Hold down the F key to charge the flashlight. Anri will pull the small cord, since the flashlight operates using a dynamo. Accordingly, this will lead to the appearance of noise that can attract the monster. Keep this in mind in the future! The second use of the flashlight can also be considered as its main drawback. As written above, every time you charge it, it makes a fairly loud noise, attracting the attention of the beast. If it is nearby, it will hear you and get out of the nearest hole. However, this fact can be used purposefully to attract the attention of the monster, if it requires it. Moreover, after you drive it away with a shot from a weapon or throw a grenade, it will hide for a few more minutes and will not react to the noise.

In the second room on the left hand side, look for a photograph hanging on the wall above the table. Inside the drawer of the same table is a note from Dr. Yosinski “Reynard’s Autopsy”. In the next room, there are burnt bodies and the first canister of fuel, which you can use later. Depending on the difficulty level you are playing on, and also due to randomness, there may be a token of one of the killed here.

After leaving the room, go further down the corridor to find a locked door on the right. You can’t do anything with it now, but you’ll be back here in a couple of minutes. Go left, away from the door, and enter the room on the right – the officer’s mess. Examine the room. There’s nothing interesting here except for a hole in the wall. There will be holes like these everywhere, and the beast can use them to get into your part of the bunker. The monster also uses them to get back behind the walls. Watch the placement of these holes! You can’t block them with other objects, but you can spill fuel and then set it on fire to scare the monster away.

Go to the next room to find yourself in the kitchen. There is a survivor in the small room on the left. He will hand Clement a revolver and ask him to shoot him before he dies from the monster’s paw. But there are no bullets in the gun, so the man will direct the protagonist to the room opposite, the laundry room, where there should be additional ammunition. Go there, open the wall cabinet and reload the weapon, as they did in the trenches. Even if you start aiming right from this place, the monster will appear and drag the soldier behind the walls. It is impossible to stop him!

Go back to the locked door and shoot the lock to proceed further. Alternatively  , a brick will appear in the utility room where the survivor was. You can grab the item and use it to break the lock (throw 1 or 2 times). This path leads to  the administrative office .

The Administrative Room  is the safest place in the bunker, but keep in mind that if the monster is behind the door, it must be locked. However, towards the end of the game, the beast will be able to break down the wall and create a hole leading into this room. And, as was written above, it can get to you through an open door (if it is slightly open or slammed, but not locked with the lock itself).

Inside the room hangs a map, which shows only the main part of the bunker (the central one), but even now it will be useful for navigation. Above the table hangs a lamp, by interacting with which you can save your progress. Under the map look for a chest, inside which you can (and should) store additional items. Inspect the table to pick up a token and a note from Senior Clerk Freel regarding tokens. It says that on the back of some tokens there should be codes to the lockers of soldiers and officers.

On the table by the stairs lies another note from Dr. Yosinski, “Rats and Burnt Corpses.” From this note, you learn that in addition to the monster, there is another danger in the bunker, coming from the bloodthirsty rats that eat corpses. They are hostile and attack as soon as you get close enough. What’s worse, if you are wounded (Henri starts bleeding), then when you move, a bloody trail will follow you, which the rats will follow. Thus, if you get wounded, do not delay with treatment (there are bandages, rags from which bandages are made, and large first aid kits in the game). Especially if there is a pack of rats nearby!

Go down the stairs to get to the room with the generator. Pick up the pocket watch from the stool, which will allow you to track how much longer the generator will work on the current fuel supply (every time after refueling the generator, be sure to pick up the watch, and Anri will set the correct time). Interact with the generator itself to refuel it. Take the fuel canister from your inventory, hold down RMB, point the canister at the filler neck and click LMB. Everything is standard! You can find several more canisters nearby. Be sure to pour the fuel into the generator tank. Pull the large lever on the generator to start it. Light will appear in the bunker.

Pick up the dog tag near the nearest corpse, to the right of the generator, unfold it and find a code combination on the back. Any passwords you see will be stored in your journal, in the corresponding “Codes” section, provided that you saved and did not die after finding them. An alternative is to write down the passwords on a piece of paper (as well as the name of the soldier to whom this or that dog tag belongs). In this case, even after death, you will be able to open the locker belonging to the soldier with the dog tag. If this code allows you to open the lock on the door inside the administrative room, then absolutely all the others are used to unlock the lockers in the locker room. We will get there very soon! Check the drawer of the nearest table to find a note “Don’t turn off the lights!” At the far end of the room, in the passage to the fenced area, there is a note “Fuel and Fire”.

Return to the administrative office and open the lock on the door using the code found on the back of the token in the generator basement. After that, you will find yourself in a long corridor. On the right side is a dead end. In fact, you must destroy this blockage to get out of the bunker. On the way to the blockage, look for a note “How the hell do I get out of here”, from which you will learn that you need dynamite (in the armory) and a detonator handle (in the Roman tunnels).

Go in the opposite direction, past the door you came through (leads to the administrative office). Go past the turn into the corridor on the right. Go down a couple of steps and you will find a long corridor with officers’ rooms on the left.

Officers’ quarters, Delisle token (valve)

In the corridor with the officers’ quarters, there are several rooms that can be explored to collect additional notes, tokens and consumables. The first room on the left side belongs to Joubert. Inside you can find the second photograph and two notes “Joubert’s Diary – Strange Noises” and “Joubert’s Last Diary”. The next room, but on the right, leads to the strategic operations room. Go there and search the huge table on which lies photograph #3 and the note “New information about the Roman tunnel”. On the right side of the room, inside the drawer of the table you can find another note (Prisoner of war in custody). The door to the second room on the left (belongs to Blanche) will always be mined. It is not necessary to open it at all, since there is one random consumable inside (most likely some kind of bottle).

Before checking the third room on the left, the living room, explore the other rooms located along the corridor on the right side (the fourth door on the left leads to Delisle’s room, but the door is locked, and you can get there just through the living room). In the meantime, turn right and you will see three additional doors here. The door on the right leads to the strategic operations room, where you have already managed to visit (the door opens from the inside). The first room on the left belongs to Fournier. Enter inside and search the cabinet on the right to get photo # 4 . On the table and inside the drawers of the same table, look for two notes – “Hunting the Beast” and “Strengthening the Arsenal’s Defense”. The last room on the left belongs to Reynard. The door will be locked, and you can break it by throwing a grenade or a brick. Or by rolling an explosive barrel and shooting it with a pistol. All these actions will surely attract the attention of the beast, so after them, take a break and run to the administrative room to survive the appearance of the beast. Inside Raynar’s room, find two more notes – “In charge of security” and a note “Assumption about the motive.”

Go to the break room in the same corridor. You passed it earlier. Once in the break room, examine the far right corner to find several barrels against the wall that need to be moved aside. You will see a ventilation hole. Fortunately, the grate is not bolted, so move it aside, crouch down and crawl through the ventilation shaft into Delisle’s room. Take the pocket bag from the hanger , which will increase your inventory capacity by 1-2 cells. Delisle’s token is lying near the corpse. Pick it up and unfold it to see the code for his locker. Open the desk drawer to pick up “Lyaru’s Report”. You can open the door from the inside to return to the corridor with the officers’ quarters.

Take your time and go left, past the corridor with Fournier and Reynard’s rooms. This path leads to the beginning of the bunker. Open the door to create a shortcut to the officers’ mess and the infirmary. In addition, in the corridor with the officers’ quarters, there is another turn (if you come from the administrative room, then the second on the right). Going down, you will find a corpse with a token (the code may appear on the back). To the left of the corpse is a descent into the wine cellar, where you can find a note “Where is our wine?” The cage in the wine cellar is locked and can be accessed using bolt cutters or a wrench.

How to remove the emergency lock?

Once you’re done exploring the officers’ quarters, take the opposite route to the administrative quarters. Before you reach it, turn off the long corridor into the smaller one on the left. There are two vault doors on the right, and ahead are the doors leading to the prison and the soldiers’ barracks. All of these doors will be closed. Along the left wall, you’ll notice a red valve. Turn it, but it will break, and you won’t be able to disable the emergency lock. You’ll need a spare tire, which is hidden in Delisle’s locker. To get into the vault, either smash or blow up the doors, or better yet, find the boxes to the right of the doors that you can climb up to the ventilation shaft. The grate isn’t screwed in, so move it aside and climb into the vault. Open the doors from the inside to make it easier to get into this room.

Inside the room, there are several shelves and lockers with combination locks. First, search the shelves and collect supplies. Then, pay attention to the locked lockers. They all have combination locks, and to open them, you will have to search the bunker for tokens. Tokens are rarely lying on tables, but sometimes they are lying next to corpses. On the floor near the lockers is “Clement’s Diary – No News”. In one of the lockers there is a pocket bag, but you probably don’t have the access code for it yet.

There is a corpse in the corner. Pick up the token, unfold it and you will see the code. Open the corresponding locker using the same code to get consumables. After that, find Delisle’s locker and enter the code found on the token in his room. This will give you a spare tire. Then use the wheel on the mechanism in the corridor to remove the emergency lock and gain access to the remaining parts of the bunker – the repair shop, the arsenal, the prison and the soldiers’ barracks. If you have not met the monster before, then from this moment on it will become your constant companion.

At the moment, you have two main targets – the detonator handle and dynamite. The detonator handle is hidden behind the armory, in the Roman tunnels, and the dynamite is in the armory itself. But to gain access to them, you will have to find additional items – a wrench, bolt cutters and the armory code, which you may have learned from one of the many notes.

Repair shop

The Repair Shop is one of the areas that is important to visit in order to find the Detonator Handle. The main objective in this area is to use the clues to find the code for the locker with the wrench, which is needed later in another area to get the Bolt Cutter.

Go to the eastern part of the bunker, where the descent to the wine cellar is located, to find the entrance to the repair shop. The first room on the right is the office of the clerk Frilu, inside which, on the wall, hangs a map of the repair shop. After examining it, you will also supplement the main map in the administrative room (as in the case of found items, if you die before saving, part of the map will disappear). On the nearest table, find a note “Rats”, and inside the cabinet – photo # 5 . Opposite this room is a small supply warehouse, but you can only find consumables there.

Return to the corridor and move on. There will most likely be a rat ahead. You will scare it away by approaching and it will most likely run into the trap. This will lead to a fire, noise and the appearance of the beast, so I recommend going back or hiding somewhere. By the way, on the way back to the administrative building before going down to the wine cellar, rats will most likely appear gnawing on a corpse. You can try and jump over them with a running start. When you are ready, return to the repair shop and go to the fork. The path to the right leads to the corridor, on the left there are steps going up to the foreman’s room. Go up and enter the room to get photo #6 , a token with a code (the first time you play the game, this token will always have a code for the cabinet with a lighter ). There is also a note to a dead friend on the table .

Take the time and be sure to return to the locker room with lockers. Open the locker with the code from the token found in the foreman’s office to get an important item – a lighter . It will come in handy for fighting rats. Return to the repair shop, go along the corridor and turn right into the corridor opposite the steps leading to the foreman’s office. You can see a hole in the wall through which part of the rest room is visible. There is a lock on the door from the inside, which you can shoot to get into the room without having to blow up or break the door. If you hear the roar of the beast, you can hide in the nearest cabinet located at the end of this corridor.

After breaking the lock, look into the rest room, where there will be rats eating the corpse. You can scare them away with fire, and the best way is to create a torch from a piece of cloth and a stick (sticks can be found in the workshop), and then light it with a lighter (drag the stick onto the cloth or vice versa, then select it in the inventory; if you have a lighter, you will equip the torch and light it; otherwise, you will not even be able to take the torch in your hands). There are other, noisier and more expensive methods. For example, pour out fuel, then throw a grenade or shoot to ignite it. In general, fuel or Molotov cocktails are needed to burn corpses. If there is no corpse, then the rats will not return. Once you get rid of the rats, examine the corpse to find a token .

Return to the fork and move deeper into this place. Do not turn anywhere until you run into a grate, behind which you can see a room. Turn right, down the stairs. Get rid of the rats and search the cabinet, inside which there is a token and a note “It hears me”. You already know how to resist the rat.

How to get through the rat tunnel

The door in the back of the locker room is closed, so go back up and head to the right side, where you haven’t been yet (there’s a blockage on the left). There’ll be another room on the right. This is a food pantry. There are also rats eating cheese there. Drive them away (optional) and collect supplies. After that, go to the end of the corridor to find yourself in the workshop. In the far right corner, there’ll be a huge hole in the wall. This is a small tunnel connecting the workshop and the main warehouse. There are three corpses in the tunnel, and next to each one there’s a couple of rats and a token. You can find three tokens in total. You can, of course, run through the rats if you have first aid kits and recover. But at a higher difficulty level, this is difficult. In addition, you won’t be able to examine the tokens to get (if any) the codes for the lockers. Instead of such an unreasonable action, it is much better to use the torch that we talked about above (cloth + stick, then take it in your hands, provided that you have a lighter from the cabinet, the code for which you will find in the foreman’s office).

Dota door

Go through the tunnel, burn the bodies if possible and collect three tokens. Turn left to find the door of the pillbox. It is locked, and to open it, you will have to find the key. Although there is an alternative! Take the note from the door “Where is the key to the pillbox?” It contains a hint that the key to the pillbox should be looked for on the priest in the chapel. You can break the door to the left of the pillbox door, and inside the room, destroy the board covering the hole in the pillbox. There will be a lot of noise, the room is a dead end, which means you can end up in a trap. However, if you climb the stairs to the pillbox itself on the surface, the monster will not follow you.

If you want to act sequentially, turn around at the door of the pillbox and go in the opposite direction to find yourself in a spacious storage room, which has no equal (except for the armory). Turn left to find the door of the chapel. There may be traps on the way to it! Go inside and take the pocket bag from the main altar, which increases the capacity of the inventory. It may appear in another place. On the same altar lies another token. Check the confession booths. In one of them lies the search note “Lambert’s Diary – Part 1” . In another booth, covered by the door, there will be a dead priest, who was mentioned in the previous note from the door of the pillbox. Nearby on the shelf lies the key to the pillbox . Keep in mind that immediately after this, a monster will come here, so it is best to hide in the locker with the corpse.

Return to the storage. On the opposite side, there is a staircase leading down to the locker room door. Be sure to open it to create a shortcut around the rat tunnel. Also, next to the descent, there is a fuel storage door. Behind it, you will find several bottles and a barrel of fuel. You can fill the bottles with fuel, then combine them with rags to get Molotov cocktails. With their help, it is easy to burn corpses that attract the attention of rats. A lighter is a must!

Return to the door of the bunker and use the key to open it. Climb the stairs, but do not stand up to your full height, otherwise you risk getting shot. This is the reason why it is simply impossible to get out of the bunker through the bunker. Pick up the token of Brigadier Stafford and find the code on the back. After going down, you can use the flashlight to save (it does not appear on all difficulty levels). Also pay attention to the board, when destroyed, you can get to the ammunition depot. You can blow up the board with a grenade. There is a note on the warehouse “I saw his face”. Return to the locker room of the central bunker, to the lockers, and open Brigadier Stafford’s locker with the recently found code from the bunker. Inside you will find the desired wrench .

Once you have the wrench, you can optionally visit the wine cellar to try out the new tool and open a small chamber containing a file cabinet with two notes – “List of the Guilty” and “Noyer’s Translations”. In the same place are bottles that can be used to make Molotov cocktails (fill with fuel in the fuel storage in the main room of the repair shop, behind the door opposite the chapel). Your next stop is the prison, located in the northwest part of the bunker.

Jail

After getting the wrench, leave the locker room in the central bunker and go through the opening on the right side, which leads to the prison. The first door on the left side contains a map of this place, but it is locked. Do not rush to blow it up, so as not to waste a grenade. Instead, go further and find a brick in the next interrogation room. Use it to break the first door and take the map along with some supplies. There are also consumables in the second room on the left, where you found (or can find) a brick. The metal door on the right hand side leads to the warden’s office, but it is locked from the inside.

Proceed further down the corridor. On the left there will be a small corridor with six cells. In one of them there is a living prisoner of war. It turns out that the bolt cutters are inside his cell. This tool is needed to advance the plot! Leave the corridor with cells and turn into the door on the left side. After breaking it, you will get to the last part of the prison. Ahead and on the left there are four doors of small utility rooms, but instead you are interested in the grate leading to the warden’s room, opposite the corridor with cells. Pick up the note “Note on the location of the key” from the box, and then use the wrench on two bolts to remove the grate and get into the warden’s office.

Inside the office, there is a save lamp (not on all difficulty levels), which can be used to save your progress. In the warden’s office, you can also find a photo and a note “New information about the POW”. The most important thing in this room is the control panel for the prison cell doors. You can activate at least all the switches to open each cell. The noise of the gate opening will attract the attention of the monsters. You can ignore it, let the monster kill the POW, and hide somewhere. After that, calmly take the bolt cutters. On the other hand, the POW can be saved to get a secret achievement . So, open the lock on the door of the warden’s office. Start opening the prison cell with the POW and run to him. Crouch, take the bolt cutters, return to the warden’s office and close the cell with the POW. Or scare off the monster using a weapon. But in general, saving the prisoner is not necessary!

Optionally, inspect the other cells and four storage rooms (one of them will be locked with a chain, which you can now cut with the bolt cutters). You can also cut chains in other places – in the first room after the infirmary, where you found the flashlight; in the wine cellar; in Fournier’s or Reynard’s room.

Soldiers’ barracks

Before heading to the Soldiers’ Quarters, first make sure you find a Wrench in the Repair Shop and get the Bolt Cutters in the Prison (although you don’t need them for the Barracks). Once you’ve done that, head to the Soldiers’ Quarters. The hallway leading to the Barracks is in the same place as the doors to the locker room with the coded lockers. The first door you’ll see when you go down is the Clerk’s Office. Behind the door is a map of the Soldiers’ Quarters, a photo, and a note that says “Joubert’s Journal – Patrol Report”. The photo contains a clue that will come in handy later, although it’s optional. Continue down the hallway, past two locked doors leading to Barracks A (on the right) and B (on the left). There’s another locked door ahead, and on the way to it is a note on the wall that says “Switch Sequence”. The locked door ahead leads to the Communications Hub. A special key is required to open it.

Turn left and head into Barracks B. In the right corner as you enter, look for a grate that can be opened with a wrench. Behind it, you’ll find a Pocket Bag (a potential spawn point) and a note reading “A Gathering of Initiative Men”. Check the other beds in Barracks B to find more items, including a photo, two notes reading “Fear and Paranoia” and “Clement’s Diary – Torment”, and Clement’s dog tag with the code to his locker. Open the locked door on the left, which will allow you to return to the long hallway from the beginning of the soldiers’ barracks. There’s another door on the right (inside Barracks B), which you should definitely open to get to the next hallway.

Follow this corridor that goes to the right. Once you see the locked door leading to the dining room, look to the right to find a power box with  a photo and a corpse with rats. Get rid of the rats, then pick up the token from the corpse (it may contain a code). Pay attention to the map in the photo, which shows the location of all the electrical panels with levers that need to be activated (the levers must be down) to supply power to the communication node. Each additional panel requires fuel, so the generator’s consumption will increase. You can turn off the generator to save on fuel, and then turn it on when you are ready to go to the communication node.

Go past the door, down the hallway, and open the next door to enter the break room. Look behind the door on the right to enter a utility room with a locked gate, where you’ll find another electrical panel with a lever. Use the bolt cutters to cut the lock, then grab the note “Officers Escaped .” Check the other door in the break room. You’ll have to knock it down with a brick or a grenade to get to the pantry. Once you’ve done that, go through the next door to enter the kitchen. Open another door, and you’ll find yourself in the dining room. Inside, find another electrical panel with a lever that needs to be pulled down (near the locked door). Explore the area to find the note “Farber’s Last Note” and another grate behind the barrels in the far corner. Move them, and remove the grate to find a photograph .

Return to the main corridor and go the other way to get to the door leading to Barracks A. But first, open the door a little further, on the left hand side (on the same wall as the Communications Hub, on the right) to enter the photo lab, where you can find a photo. Return to the corridor and open the door at the very end to get to the security office, where instead of a key, there is a note inside the wall locker that says “I have a key to the Communications Hub”. From the note, you will learn the name of the soldier who locked the door to the Communications Hub and took the key with him. His name, like the bed he belongs to, is randomly selected. Take a look at the first photo found in the clerk’s office at the beginning of the soldiers’ barracks (where the map is) to find a diagram of the beds. Find the name of the soldier you need and the location of his bed. Examine the bed and take the Key to the Communications Hub . It can be found without this diagram, just carefully examine all the beds.

If the note leads to Barracks B, be sure to take the time to explore Barracks A to find three notes at once – “Nikolai’s Unsent Letter”, “Noyer’s Diary – Part 1” and “Toussaint’s Diary”. Finally, there’s a corpse on the floor. Drive away the rats and examine the token.

After getting the key to the communications center, make sure you have activated all the panels by lowering the levers and return to the locked door at the end of the long corridor. Open it with the key and go up the stairs to get to the communications center. Look around and collect three notes – “Farber’s Death”, “Note to Farber” and “Noyer’s Diary – Part 2”. In addition, there may be a pocket bag here, and on the wall there is a panel with a lever. If necessary, lower it down. If you lowered all the levers in the soldiers’ barracks and the generator is fueled and working, activate the radio receiver located on the table. You will hear a four-digit code for the door in the armory. You need it to get into the storage and get to the room with dynamite. After receiving the code, you can go to the next area, the armory.

Arsenal

After getting the code from the communications hub in the soldiers’ barracks, return to the admin room to save, dump unnecessary items, refuel the generator, and then head south into the armory (past the hallway with the officers’ quarters). You’ll find yourself in an ammunition depot. The first room on the right is the clerk’s office, which has a map of the armory and a photo . Brick the door open or blow it up with a grenade. Keep looking around. There’s some rubble you can crawl under to find a path leading into the Roman tunnels. We’ll use that later, but for now we’re going the other way.

After entering the warehouse with shelves, move between them, breaking wooden boards, and find a corpse with rats. After driving away the rats, you will be able to examine the token. On the right, there will be a locked door with a lock that opens with a code received via radio. Thanks to this, you will get into long parallel rooms with many shelves and rats. Stock up on torches in advance. In the far part, look for a corpse with a token, but first you will have to scare away the rats. If you run into a dead end, either look for boxes nearby that can be moved to jump over obstacles, or break the boards (with a grenade, explosive barrel). Or a monster may appear that will start smashing everyone and everything, including boards and wooden shelves. Having reached the end of the first warehouse, go to the second on the left. Go in the opposite direction. At the very end, on the right side, there will be a storage room, inside which a pocket bag may be lying.

Go to the back room to find dynamite. Take it and return to the central bunker. Plant the dynamite near the rubble, in the box to save inventory space.

Roman tunnels

Before heading into the tunnels, make sure the generator is fueled and running, as without it, the pump will not work. To get to the tunnels, return to the armory, find the rubble with the sign “To the tunnels”. Crawl under the rubble and cut the chain on the metal gate to gain access to the next area. The passage deeper into the location is flooded, and to pump out the water, you will have to start the water pump. Go through the flooded room. Where necessary, duck to get between the shelves directly under the water. There will be a panel on the wall, and you need to lower the lever to supply power to the pump. Then return to the pump and start it by interacting with the lever directly on the device. Go back to where you found the lever, follow the depths of the room and remove the box from the way to get through a narrow tunnel.

Once you reach the first tunnel area, you’ll find a save lantern and some tables. Collect the photo and two notes – “Comments on Noyer’s Report” and “Toussaint’s Madness”. As you may have noticed, the tunnels don’t show up on the map in the Admin Room. The Roman Tunnels map is in the Soldiers’ Barracks mess hall, and you may have found it earlier if you picked up the photo hidden behind the bars. It shows a sketch of “Tunnels” rotated 90 degrees clockwise from the other maps in the bunker. It’s pretty hard to get lost in the tunnels though!

In the tunnels you will see dark silhouettes, but in fact they are hallucinations that do not cause physical harm. In addition, the monster will not be able to get here. Move along the corridor and jump off the ledge. Use the boxes below (one small and one large) in advance to install under the ledge and create steps that you can jump back on. Soon you will hear someone’s voice. This is a maddened Tousen, who gouged out his eyes. He cannot see, but he hears well.

How to get a shotgun

Once you reach the large room with fog in which silhouettes appear, first deal with Tousen. On the right side there will be a passage leading to another room where Tousen is located. Due to the thickness of the fog in this area and the flickering silhouettes, you should not rely solely on your eyesight. Focus on Tousen’s voice to understand which side to look for him. Then kill him with a pistol or by throwing a grenade. Tousen will not be able to kill you with one shot, do not worry. Once Tousen is dead, pick up the shotgun from the floor. It will be useful in the final game. Also, some achievements are associated with its use – shoot several rats at once with a shotgun, destroy a wooden door with a shotgun and, finally, shoot at the dark silhouettes visible in the thick fog.

Detonator handle

Go back to the previous room and enter the next door on the left. You will have to break it. For example, with a shotgun blast. Here you will find a detonator handle , which you will need to escape. There is also a pocket bag lying nearby .

Plush toy

In the same room, look for some boxes and barrels in the corner. Push them aside to reveal a small hole you can crawl through. It leads back to the crater where you found Lambert. Pick up Lambert’s token and the stuffed rabbit. This toy is linked to an achievement. Summon the monster, throw the toy, and it will disappear with it. Then find the toy in the repair shop chapel to get the “Fanatic” achievement.

Return to the exit and plant the explosives. Sort out your inventory, take bandages, grenades, shotgun shells with you. Be sure to grab a toy that can distract the monster. Blow up the rubble to create a hole through which you can jump down.

The ending

True Ending: Death of the Beast

In the final part of the game, you will find yourself in a cave, which contains a massive structure consisting of many bridges. Below is an abyss. Almost all the bridges are connected to each other and lead to the opposite side, where the exit is. While some of the bridges are made of concrete, others are wooden and can be destroyed. If you lure an animal onto such a bridge and then destroy it, it will fall into the abyss. Use a grenade or a shotgun for this. You can also distract the monster with a plush rabbit.

Once the monster falls into the abyss, the wall blocking the way will collapse, and you will be able to climb over it, climb the stairs and get to the surface. Then Henri will hear the screams of German soldiers, who probably noticed him or are reacting so loudly to the explosions in the cave. Perhaps because of this explosion, the ground began to collapse, dragging the Germans with it.

Alternate Ending: Escape with the Beast

You can get out of the cave without killing the beast. To do this, you need to get to the other end of the abyss and use two boxes to create steps that will allow you to climb over the wall (as long as the beast is alive, the wall will not collapse, so this is the only option). But it will not be easy! The monster pursues Anri throughout the entire test. You will have to outsmart it and overtake it. First, lure the beast to your side, where you start your journey. Then raise bridges, create traps, etc. to slow down the enemy.

Once you get over the wall and reach the exit, you’ll be in the same place and see the monster coming out of the cave. Luckily for Anri, he’s distracted by the fighting and he runs away. You’ll still hear the screams of German soldiers approaching you, but it’s safe to assume they’ve spotted the beast instead of Anri.

The fate of Henri

Given that both endings end with Henri outside and hearing the screams of approaching German soldiers, our hero’s fate is anyone’s guess. Perhaps he can pretend to be dead and avoid detection. Or he will be caught by the enemy and taken prisoner. Or he may simply be shot on the spot.

What kind of monster is this?

Although the game does not explicitly state this, it is revealed that the beast is Henri Clément’s closest and most loyal companion, Augustin Lambert. Augustin appears to have mutated into a large rat-like creature with enhanced vision and hearing. During one of his patrols, he fell into a crater and was severely injured. Feeling guilty for cheating on the bet that had prompted Augustin to go on patrol, Henri goes looking for his friend. He later finds him in the crater and helps him out, but not before collecting water from a puddle for his friend.

Henri manages to pull Augustine out of the crater, but both are spotted by enemies and subsequently shelled. Miraculously, Henri wakes up in a hospital located in an underground bunker. It later turns out that Augustine somehow recovered from the explosion and carried his comrade to safety. Perhaps it was the rocks in the crater that affected him, or maybe it was the water that Henri treated his friend to. But everything went to the point that he slowly turned into a beast.

Eventually, Augustin transformed completely and killed all the people left in the bunker, with the exception of Henri, whom I can only assume was spared due to the small amount of humanity he had left. That same human soul can also be seen with the help of a plush rabbit, if you throw it at your feet. The monster will definitely pick up the toy and then run away. Lambert bought this rabbit for his child, but never got around to giving it to him.