14.09.2019

Amnesia Through The Portal

Amnesia: Through the Portal v2.0 (Expansion) Out Jun 20 2011 News Updated the story with new areas, new scares, new puzzles, new notes, and a completion% at the end of the game. 100% Completion gives you a small prize.

RefineryTinderboxes: 9Notes: 0Danger: HighOnce in the Refinery, continue along the linear path and you'll see a monster walk in front of you. Just wait a little in this area till it disappears, then continue into the next hall. Head into the first room on the left and check the top of the left bookcase for T#37. Now look to the right and move the barrels in the corner away and there's a hidden tinderbox in the corner - T#38. Now head into the next door on the right, through this room and through the next door into a longer room with a table and chairs.

Walk towards the far right corner of this room and there's a tinderbox on the ground, opposite the crawl space - T#39. From here, head straight into the next room and search to bookcase on the right for a tinderbox - T#40. Move into the next room and go to the right corner. To the left of a bookcase is a small gap with a tinderbox on the ground - T#41.

Now go to the opposite shelf and find the tinderbox at the bottom of it - T#42. Now head back to the long room with the table and chairs. In here, there's a crawl space blocked by a crate. Move the crate and crawl through.

Just to the left of the trap door is a tinderbox on a shelf - T#43. Now look left and search the small chest here for two tinderboxes - T#44 and T#45.

Now, look at the ceiling and try to dislodge the piece of wood blocking the mechanism. Once it’s removed, turn the wheel by the door to open a trapdoor. Head through the trap door and into the Cellar Archives. Cellar ArchivesTinderboxes: 0Notes: 0Danger: HighWhen you start, head forward slightly and the screen will flash.

Water will now everywhere. An invisible monster will spawn, but it can only hurt you if you are in the water. Jump on a nearby box. Being cautious of the water monster, head into the small room next to you and pull the lever on the far wall.

Sprint back and go right following the path and through the gate. Jump on another box once you reach the next room. Head to the locked gate on the far side of the room and jump on the nearby crate. Here you need to distract the monster by throwing body parts into the water.

Once the monster starts gnawing on the flesh, quickly turn the valve and crouch through the door once you have enough space. In the next room, stay on the boxes and search the shelves for a needle and use it to pick the door lock, then head to the Archive Tunnels. Archive TunnelsTinderboxes: 0Notes: 0Danger: HighGet ready to sprint and close all doors behind you. You must keep running. Standing on boxes here will not work. Your goal is simply to run from the water monster and get to the door to Back Hall.

Once you arrive in Back Hall you will unlock. Back Hall (Hub Area)Tinderboxes: 2Notes: 0Danger: SafeOnce in Back Hall, head up the stairs and at the top, you'll see a fountain in front of you. Turn right and you'll see a staircase. Walk to the right past it and underneath the next floor. There's a chest here with oil and two tinderboxes - T#46 and T#47. Turn back around, walk past the adjacent staircase and through the door, down the stairs and into Storage.

StorageTinderboxes: 25Notes: 2Danger: HighOnce in the Storage, walk forward down the stairs and approach the lit shelf. Beside the candle is the first tinderbox - T#48. Now walk left and into the first door. Close the door behind you and search the left shelf for two tinderboxes - T#49 and T#50. Now, head over to the other side of the room and find the tinderbox on another shelf beside some crates - T#51.

Now walk back to where you found T#49 and T#50 and pick up the drill piece on the next shelf. A monster will spawn outside, so just sit tight in this room. Use your lantern briefly to maintain sanity. Once the danger music is gone, head outside the room, past the shelf with a candle and head straight and down a long set of stairs. Once at the bottom, head in the first room on the right.

Check the table on the left for N#8 ('Regarding Explosive Mixture'). Then, look under this same table and pick up a tinderbox - T#52. Now exit this room and head right, past the shelf and into the next door on the right. In here pick up one tinderbox on the left shelf - T#53. Then look to your right and pick up another tinderbox on this wooden table - T#54. Now head to the other side of the room and pick up a tinderbox on the shelf - T#55. Then look to your left and open the small chest in the corner for Oil, Laudanum and a tinderbox - T#56.

Now exit this room and head into the next door on your right. Head to the back of the room and pick up the tinderbox - T#57 and the drill part behind some crates. Then look to your right and there's a tinderbox resting on a crate - T#58. Now exit this room and head into the next room on your right. In here, check the very top of the bookshelf on the right for T#59.

Then two shelves below that is another tinderbox - T#60. Then go to the opposite side of the room and pick up the drill part on the shelf. Now, open your inventory and combine the drill pieces by moving them together. Exit this room and head left into the corner and you should see a massive keg. Use your drill on this, then use your chemistry pot on the liquid to catch the liquid. Then go to the opposite corner of the room and do the same. Now, head back up the stairs and take a right.

Follow this path and you'll reach an area which is caved in with rocks. Just in front of the rocks is a tinderbox on the ground - T#61.

Use your explosive on the rocks, then pick up any rock and throw it at the pot. Then run back up the stairs and wait for the explosion. Head past the destroyed rocks and go to the right side of this room and search the bookshelf for T#62.

Now, turn around and go over to the left side of this room, move the barrels away and there's a hidden chest with a laudanum and two tinderboxes inside - T#63 and T#64. Now, turn left and through the hall on your right and into Food Storage.

Stay on the left side here and search the middle of the left shelf for T#65. Then turn around and search the middle shelf for T#66. Then head straight and follow the sign to Machine Parts.

You'll reach a room with a burner in the middle. After it screams, head into the door on the right.

Pick up the note on the shelf in here - N#9 ('In case of missing rod'). Then pick up the two rods and a monster will spawn outside. Move to the back of this room past the candle and at the very back, behind a large crate is a tinderbox - T#67.

Once the monster is gone, exit the room and past the burner, down the hall and down the next staircase into the next room. You're now back in food storage. Head through the first door on your left. Check the shelves in the far left corner for two tinderboxes - T#68 and T#69. Now go to the opposite side of the room and there's a tinderbox in between two crates - T#70. Now exit this room, turn left and check the second set of shelves for a tinderbox - T#71.

Then go in the next room on your left. Check the shelves on your right for a tinderbox - T#72. Exit this room and head through the hall on your left. Then turn right and run past the area where we destroyed the rocks. Upon ascending the next small staircase a monster will spawn ahead of you, so turn back around and hide in the food storage area. Once it's gone, head back past the destroyed rocks, up the stairs and follow the hall through to the first storage room.

Then run around the middle shelf and towards the exit and in to Back Hall. Back Hall (Hub Area)Head back up the stairs, then up the large set of stairs on your left. Head into the door labelled Guest Room.Guest RoomTinderboxes: 2Notes: 0Danger: HighOnce in the Guest room, turn left and into the bedroom. Pick up the crowbar from the desk and a tinderbox below it in a small cupboard - T#73. Then turn around and walk over to the fireplace. On the mantelpiece is a tinderbox - T#74.

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Now exit the bedroom and head straight towards the locked door. Use your crowbar on the door, then move the crowbar until the lock snaps and the door opens. Beware, in this next room, if you move towards the right side of the room a monster will spawn. If you hug the left wall, it won't spawn at all. If you do encounter it, close the door and hide in the wardrobe. So, hug the left wall and move the painting away from the wall. You'll see a jar behind it.

Pick it up and throw it against a wall to reveal a key. Then pick it up. Keep hugging the same wall and exit the room. Now head back to Back Hall.

Back Hall (Hub Area)Turn left and head into the door labelled Study. StudyTinderboxes: 6Notes: 4Danger: SafeIn the study, head through the first door on your right and search the shelves on the left for a tinderbox - T#75. Then head to the back of this room and open the chest on the left for T#76. Now exit this room and head straight into the room opposite. Head to the back of the room and find a note on the table - N#10 ('Letter regarding the discovery of an orb'). Now exit this room and turn left. Follow the hall and enter the next door on your right.

On the table in the middle of the room, there's a note beside a dog head - N#11 ('Animal experiment'). Head straight into the next door and inside, turn right and pick up the note on the small table in the corner - N#12 ('Anatomy frontiers').

Now go over to the desk in this room and search the drawers for a tinderbox - T#77. Now exit this room and back out into the hallway. You'll see a number of window. Go to the very left one and spam it until it breaks. If this does not work, throw something at it. There's also an Oil canister beside this window.

So once the window is broken, you'll see a tinderbox on the windowsill - T#78. Now move onto the windowsills and follow them to the right by jumping between them. Enter the first open window you see. Once inside, head to the next room and pick up the rod and note on the table - N#13 ('Elevator machine instructions'). Now head into the next door and search the chest on the left for two tinderboxes - T#79 and T#80.

Now head back outside to the windowsills and head back to the first area. Then head to the exit and to Back Hall.

Back Hall (Hub Area)Head down the stairs to your left, then enter the door on your left. Then enter the Machine room on your left by using the key on the door. Machine RoomTinderboxes: 5Notes: 1Danger: SafeIn the machine room, head straight and into the first door on your left. Head to the far right corner and there's a tinderbox resting on a crate - T#81.

Then, look slightly behind this and behind a pipe, on the ground is a tinderbox - T#82. Now head over to the left and look at the levers. You need to move the levers so the numbers equal 8 up and 8 down. Solution below. Now exit this room and head down the adjacent staircase to the left.

At the bottom, enter the first door on your left. Head to the back of the room on the right and open the chest for two tinderboxes - T#83 and T#84. Now move over to the left and just to the left of the rod machine, pick up the note on the table - N#14 ('Machine equipment memo'). Now look at the rod machine. Put the trinity steam rod in the hole with the triangle, then put the flow cycle rod in the circle hole, then finally put the four phase amplitude rod in the square hole.

Now head over to where you found the tinderboxes in this room and pick up the cog wheel. Carry it outside the room and down the stairs and into the next room.

Drop it beside the machine. Now head back out, up the stairs and at the top, pick up the cog wheel just to the left and carry it to the room down the stairs. Now that you have two cogs in this room, head left into the coal room. On the shelf in here is a tinderbox - T#85. Now, pick up coal and carry it out of the coal room and to the left.

There's a furnace here, so put the coal inside. Put 2 or 3 pieces of coal in until you are prompted that the burner is full. Then pull the adjacent lever. Turn around and there should be another cog wheel resting on the opposite wall. Pick it up and carry it over to the machinery. Place all 3 cog wheels on the open spokes, then pull the lever and the machine should be complete and moving.

Now, exit this room and head up the stairs. Be careful of the fleshy matter that spawns here as it can hurt you. Now, continue up the staircases and return to Back Hall. Back Hall (Hub Area)Once you return to Back Hall, head left and towards the elevator.

Close the elevator doors and pull the lever. Prison South BlockTinderboxes: 6Notes: 0Danger: HighAfter a long and unsuccessful elevator ride, you will arrive in Prison south. You should then unlock. Now, head forward and move the debris away from the gate door. Head through and turn right. Follow the path and take the first right. Head into the cell down this hall and pick up the tinderbox beside the chair - T#86.

Now head out of the cell and look right. There's a tinderbox on the ground before the rocks - T#87. Now turn around and run back down the hall and turn right, then immediately left past the stairs. Enter the cell on the left at the end of the hall. Inside, there's a bucket on the ground.

Inside of the bucket is a tinderbox - T#88. Now go into the opposite cell and pick up the hammer. Now exit the cell and head left. Before ascending the stairs, beware that a monster will spawn at the top, so immediately turn around down the stairs and head down the hall on your left. Hide there till it disappears.

So, head back up the stairs again. At the top, turn right and follow the hall, then take the first right. Check the floor in here for a laudanum and a tinderbox - T#89. Now exit this room and turn right down the stairs.

At the bottom of the stairs is a gate door. On the other side a monster spawns, but it can't harm you.

Check the ground beside this gate door for T#90. Head back up the stairs and turn right, then go forward and enter the cell straight ahead. A monster will spawn outside after entering this cell, so close the door.

In here, there is both oil and a tinderbox beside the bedframe - T#91. Once the coast is clear exit this cell and turn right, head into the cell straight ahead at the end and pick up the chipper inside. Open your inventory and combine the hammer and the chipper. Now exit this cell and head straight and into the cell at the very end.

Inside, move the bed left and you'll be able to use the hammer/chipper on the hole. Once it is wide enough, enter it and proceed to the North block. Prison North BlockTinderboxes: 12Notes: 0Danger: HighStarting the level you will be in a tunnel. Crawl straight ahead then at the split, turn right and move the rocks away until you can exit the tunnel. Once out, turn left, then right and head up the stairs. At the top, turn right, then take the first left. Head straight, then turn right, then take the next left, then the next right.

Once you enter this hall a monster will spawn at the end of the hall, but it should only walk around for about 15 seconds. So just wait at the start of the hall and then head forward and into the first cell on your right.

In here, pick up the tinderbox on the small table in the corner - T#92. Now exit this cell, but beware that the cell opposite contains a monster upon opening the door and we need to get a collectable from inside, so just open it then quickly close it, then hide in the previous cell. There is also a glitch with this room in which the monster inside does not despawn as it gets stuck on something in the room.

This may not happen to you, but if it does you'll need to let it kill you. Once it's gone, head into the cell and all the way to the back room and find a tinderbox on the floor - T#93.

Now exit this cell and turn left, then take a right down some stairs and into a small room. Pick up the glass jar from the shelf ahead, then turn right and pick up two tinderboxes on the shelf - T#94 and T#95. Then open the chest on the other side of the room for oil and two tinderboxes - T#96 and T#97. Now exit the room and as you head up the stairs a monster will spawn, so head back into the small room and wait here. Once the coast is clear, head back out and up the stairs, turn left and go to the end of the hall. Turn left at the end, then right, then left, then right, then left, then left and head straight and up the stairs into the kitchen.

Close the door behind you. Upon moving towards the back of the kitchen, a monster will spawn outside, so stay at the very back behind a wall. Once the coast is clear, use the glass jar on the acid. Then check the shelf in the middle left of the room for two tinderboxes - T#98 and T#99. Now exit the kitchen and head straight down the hall, then right and up the stairs. Then take a right at the top, then a left, then a left, then a right, then a left.

Head down this hall and enter the cell on the right. Pick up the tinderbox under the small table - T#100.

Then enter the opposite cell and pick up the tinderbox beside the corpse - T#101. Exit this cell and turn right. Beware that a monster may or may not appear at the end of the hall. This encounter seems to be random. So, at the end of the hall, take a left, then take a right, then a left. At this hall, take the right turn and head all the way down and turn right.

A monster will appear close by so just stay round this corner. There is a tinderbox in this corner on the floor - T#102.

Once the coast is clear, head back around the corner and turn right at the end. Before the gate door, there is a tinderbox on the ground to the right - T#103. Now, use the acid jar on the gate door lock. Then use your hammer on it.

Then very quickly go through as a monster spawns behind you. Run forward to the cistern entrance. Cistern Entrance (Hub area)Tinderboxes: 0Notes: 0Danger: SafeOnce in the cistern entrance, go over to the left side of the room and use your jar on the oil leaking from the pipe.

Now go over to the middle where you see a lever. Use the jar of oil on the lever. Then move it down and up 3 times until the ladder is accessible. At the top, head straight and towards the door to the cistern. Before heading in, pull both levers beside the door. Control RoomTinderboxes: 3Notes: 1Danger: SafeIn the control room, head forward and into the first door on the right. In the far right corner is a tinderbox ontop of some crates T#104.

Now head into the opposite room and pick up the tinderbox beside the candle - T#105. In this same room, go over to the valve panel. Here, you need to match the weights as per the height in the opposite room. The weight on the left should be the lowest, the weight in the middle should be the highest and the weight on the right should be in the middle. Solution below.

Still in the same room, pick up the pipe in the right corner and carry it out and left and drop it beside the closed door. Go into the other room and pick up the pipe and do the same. Now, open the crank door and carry both pipes through and drop them in between the two rooms on the left and right. Now go in the room on the right and down the stairs and turn left.

Pick up the tinderbox and note from the small table - T#106 and N#15 ('Machine'). Pick up the pipe in this room and head back up the stairs. Drop the pipe with the others and go and into the opposite room. In here, pull the levers so they align as follows from left to right: down, up, up, down. Pick up the crank from the table to the right. Once complete, head back out and carry all the pipes into the next room.

You'll need to place the pipes on the wall. Solution as follows. Now exit this room and head straight and towards the crank door. Upon touching the valve, it will break off, so use the crank in your inventory on the hole and open the door and head through.

Make your way back to the cistern entrance. Cistern Entrance (Hub area)Pull the lever on your right, then head down the bridge on the left and into the Cistern. CisternTinderboxes: 2Notes: 0Danger: MediumOnce you arrive in the cistern, head forward and follow the path around to the right.

You'll notice that there's water everywhere. Luckily, you are completely safe if you do this level before the Morgue so feel free to splash around to your heart's content. From here, turn right slightly and head across the water and to the other side. Head up the stairs to the right and follow this path straight and there's a tinderbox on a crate at the end - T#107. Now turn back around, head down the stairs into the water then up the stairs ahead. Follow this path around the corner to the right and head straight.

Jump over the gaps, then take the first left turn. Head across the bridge and search the chest just to the left for oil and a tinderbox - T#108. Now turn back around and across the bridge again.

Turn left and make your way along the path all the way to the end. Turn the valve at the end. Now turn around and follow the path past the bridge and straight. Then head into the water and up the stairs ahead of you. Follow the path around to the right, then left and you'll see a hanging bridge.

Pick up a rock and throw it and the chain holding the bridge up. Then cross the bridge and follow the path right. Be careful here as it is easy to fall into the water, so take your time and jump over the rocks.

Cross the makeshift bridge and turn the valve ahead. Now turn back and head across the rocks again and over the bridge.

Turn right after crossing the bridge, head straight then jump into the water. Hug the wall on your left and follow it. Head up the stairs on your left. At the top, follow the path around by avoiding the steam and moving past them when they are off.

Turn the valve at the end of the path. There are actually two valves in this area. The first one turns off the steam and the second one is the main one and drains the sewer. Now turn back, head past the steam pipes, head straight and down the stairs.

Keep heading straight in the water and head up the stairs ahead. Follow the path around and head back to the Cistern Entrance. Cistern Entrance (Hub area)Head into the middle area of the cistern and you'll notice the bridge ahead is stuck.

Head down the ladder and pick up any brick. Throw it above the ladder and it should land on the next level. Now climb back up and throw the brick on top of the raised bridge and it will lower. Now head across into the Morgue.

MorgueTinderboxes: 3Notes: 2Danger: HighOnce in the morgue, head forward, then take the first left. Follow the path around and into the room with bones everywhere. You'll see a bookshelf lying on the ground. Just in between the shelves is a tinderbox - T#109. Then check the adjacent upright shelf and pick up the copper tube. Exit this room and follow the path around and head down the left path. In the next room is a corpse lying on a table.

Before we deal with that, head over to the two bookshelves in the corner and on one of them is a note - N#16 ('Plague outbreak'). Then, look at the left bookcase and pick up a tinderbox on the bottom shelf - T#110. Now look left and go over to the desk.

Pick up the note on the desk - N#17 ('Vaccine trials'). Now search the drawers in the desk and pick up a tinderbox - T#111. Okay, now go over to the corpse and use your handdrill on the skull. Then combine your copper tube with the hollow needle and use this new item on the corpse. Before interjecting yourself, open the door on your right.

Now inject yourself by simply interacting with the syringe. Beware that when you walk over to the door to exit this room a monster will spawn right outside. So once that happens, head inside the door we previously opened, close the door and hide behind the staircase until the coast is clear. Then, exit the room and head back to the Cistern Entrance. Cistern Entrance (Hub area)Head into the middle area and down the stairs.

At the bottom, head left and straight and you'll see a staircase to the left. Follow the staircase all the way down and head into the Sewer. SewerTinderboxes: 1Notes: 0Danger: HighOnce you arrive in the Sewer, you will unlock. So, head forward and down the stairs. Head forward and you'll see a enemy walk past. Stay back for a few seconds, then head forward.

Take the first right and head straight, then left. Before the next turn there is a pipe sticking out of the wall. Inside it is a tinderbox - T#112. Now continue on and head right. Head straight towards the end and you'll notice a loose pipe. Wiggle it until it falls, then pick it up.

Turn back down the path and head to the central area with the water wheel. Head past it and into the next hall. Take the first right, then head straight and then take the second left. Head up the stairs and into the control room.

Close the door behind you. Head over to the controls and move the lever on the left all the way left and move the lever on the right all the way right. Beware, as you leave this room a monster will spawn outside. As soon as it does, run back into the door, close the door and hide in the corner beside the machine.

Once the coast is clear, head out and return to the water wheel. Use the loose pipe on the wheel and walk under it. Head straight and into the first room on the right. Head up the stairs and upon entering your screen will blur indicated a scary event, but there's no danger. Head back outside the room and a monster will spawn at the bottom of the stairs. Run back in the room, close the door and go into the very back room and hide in the corner behind the door so the monster can't see you. Keep your screen like this.

Once the coast is clear, head out and down the stairs and right. Take a right and head forward. Another monster will spawn, but this encounter is quite different.

It will not despawn and will only stand in one spot, so we have to distract it in order to progress. So in the next area there's a path left and one straight. Make sure to crouch in this entire section and head straight and round the bend to the left. Just around the bend, look left and there's a pile of rocks. Pick one up and carry it and turn back the way you came. You need to stand facing where the left path was previously and throw the rock in the middle of the hall.

Once done, turn back around towards where you found the rock. Head straight past the rocks and before taking the left, peek out to see if you can see the monster.

If the coast is clear, slowly crouch and head up the stairs ahead. Beware that after heading up the small stairs and entering the next door, the monster will spawn right behind you and give chase. Just run straight through all the doors, don't bother to close them and head up the ladder ahead. After getting to the top you'll reach the Nave (there is no door labelling Nave here, you just arrive there) Nave Version 1 (Hub area)Tinderboxes: 11Notes: 1Danger: Safe. There are two versions of the Nave and Chancel levels. The first versions are when you first enter the Nave and Chancel. The second versions are after being captured and placed in the cells.

It's very important that you obtain all collectables in each version, as some will be unobtainable in the second version. I have videos on the tinderboxes in each version of the Nave as they are well hidden in this level.Nave 1 all tinderboxes and note video. As soon as you arrive in the Nave, just beside the ladder well is a tinderbox beside a rope - T#113. Now head into the door on the right and head towards the end of the hall. Just before the cave in, there's a tinderbox on the ground - T#114. Now head out of the hall and go into the door to your right.

Head all the way down the stairs and at the bottom, turn left and walk down this path. At the end of the path is two tinderboxes on a crate - T#115 and T#116.

Now turn around and head forward a little. Just ahead is a pile of rope on the ground. There's a tinderbox just beside this - T#117. Now head through the door opposite the stairs and turn left. Head straight, through the gate and follow the stairs towards the hanging Corpse (Agrippa). When he talks to you, pull the switch just beside him.

Then turn left and jump on top of the table. Look up and open the attic door. Then jump and interact with the cogwheel which is stuck (check the above video if you are struggling with this). Now, go all the way back to the ladder well where we started this level by heading up the stairs beside Agrippa and then up the large spiral staircase.

Head into the door which was originally on the left upon starting the level, but open entering this room now it will be on your right. Inside, pull the two levers up and check the table on the left for a tinderbox - T#118.

Now head back Agrippa. Turn right past him and head into the hall on the right. Just before the door to the Choir entrance is a door on the left. Head in here and pick up the note from the desk - N#18 ('Agrippa channels Weyer'). Now check the some desk drawers for a tinderbox - T#119. Then look to your left and pick up the tinderbox from the shelf - T#120. Head back to Agrippa.

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Look at Agrippa, then turn right and head into the gate straight ahead. Just inside, check the shelf on the left for a tinderbox - T#121. Now head over to the first cell on the right. Open the cell and pick up the tinderbox in the corner of the cell - T#122. Exit the cell and head up the adjacent staircase. At the top, head inside the second cell on the right.

There's a tinderbox in here - T#123. Head back down the stairs and head straight into the door to the Chancel (Version 1). Chancel Version 1Tinderboxes: 3Notes: 1Danger: HighHead up the stairs to the left and through the door.

A monster will spawn as you enter this door. In my experience this guy likes to hang around for ages, so I would advise quickly going back to the Nave and then back to the Chancel again. This should get rid of him. So head up the stairs again and through the door. Head right and across the bridge. At the intersection, turn left and head down this path. Head through the door at the end.

Inside the room, go to the back and there's some shelves. There's a tinderbox on the top shelf - T#124. Pick up the tar just below it.

Now look to the right and head down the small staircase. At the bottom of the stairs is a tinderbox, just in front of the gate - T#125.

Now exit this room and head back across the bridge and then head straight down this bridge ahead. Head inside the door at the end and pick up the note on the table to the left as soon as you enter - N#19 ('The Shattered Orb'). Now look right and there's a tinderbox on a bookshelf opposite this same table - T#126. Now exit this room, head across the bridge and turn left at the intersection.

Head across the bridge, then turn left and head back down the stairs to the Nave. Nave Version 1Back in the Nave, head up the stairs to your right and pick up the meat on the table. Head back down the stairs and head through the gate opposite the Chancel door. Turn right and head down this hall. Enter the first door on your right. Go over to the well and place the meat on the rope, then lower the rope with the crank.

When it hits the water, wait a few seconds, then pull the rope back up and obtain the remains. Exit this room and turn right and head into the Transept. TranseptTinderboxes: 4Notes: 1Danger: SafeWalk towards the spiral staircase and head through the door on the left. Continue down this hall and into the first torture room. There's a tinderbox on the lower level of the small table on the left - T#127. Now look in the corner on the right of this room and pick up the piece of orb.

Now head out of the room and into the next torture room on your left. Inside, there's a tinderbox sitting on a chair on the left - T#128. Now look in the corner again and pick up the piece of orb. Now exit this room and head up the spiral staircase we previously saw. Head all the way up and through the door ahead. Inside, pick up the string on the table and the note inside the drawers - N#20 ('Notes on torture').

Now look left and there's a tinderbox on a small table - T#129. Now head back out and down the spiral staircase. Go on the final torture room, which upon entering the transept was on the right, but should now be on your left.

In the torture room, there's a tinderbox in the middle left of the room on the ground - T#130. Now, open your inventory and combine the glass jar with the string. Check the torture area for a small drain. Open it and use the jar/string on the drain to obtain a jar of blood. Now pick up the piece of orb in the corner of the room. Now exit this room and head back to the Nave. Ensure that you have 3 pieces of orb before leaving the transept.

Nave Version 1Head straight, past the room where we obtained the remains and then head straight into the hall ahead. Head along the path and into the Choir Entrance. Choir EntranceTinderboxes: 2Notes: 0Danger: SafeHead forward and into the first room on your right. There's two tinderboxes in here. One on the table next to the candles T#131 and one on the ground in the corner of the room (the corner is on the right as you enter the room) - T#132. Now exit this room and head right and down the stairs and into the Choir Main Hall.Choir Main HallTinderboxes: 9Notes: 0Danger: HighChoir strategy and all tinderboxes.

To start, head left and hug the wall on your left. Head straight and at the corner, pick up the tinderbox in the corner - T#133. Turn right and keep hugging the wall on the left. Turn left at the corner and head straight into the cell. In this cell, check the first alcove on the left for a tinderbox - T#134 and the second alcove on the left for a piece of orb. Exit this cell and hug the wall on your right and head all the way back to the entrance door.

Walk past the entrance door and in the corner ahead is a tinderbox on the ground - T#135. Now look left and see the bridge beside you. Run across it and there's a tinderbox on the ground straight ahead in between two rocks - T#136. Turn left and hug the wall on your right. Head forward all the way until you reach the corner. Pick up the tinderbox in this corner - T#137.

Now turn left and go straight, still hugging the wall on the right. Then take the next right and sprint straight down the hall, then take a right and head into the torture room ahead. In this torture room, pick up the piece of orb in the far left corner. Exit the room and once you're back in the fog, head straight all the way until you reach a gap ahead.

There's a collapsed pillar here to the left. Quickly pick up the tinderbox on the ground beside it ( T#138) and jump on the collapsed pillar to the left and walk across. On the other side, check the corner in the left for a tinderbox - T#139. Now head forward and towards the door on your right. Just before going in, there's a green mushroom beside it. Use your hammer on it and obtain the poison gland. Now head into the torture room.

There's a tinderbox to the left corner before the bull - T#140 and a piece of orb in the right corner after the bull. Pick these up and exit the room. Before continuing, just a word of warning, the collectable in the next area is guarded by a monster, so it will be tricky to obtain, but I will do my best to guide you, or you can watch the video above on my strategy. So after exiting the previous cell, head forward and hug the wall on your right. Keep heading forward and you'll eventually hear the monster. Your goal here is to head forward all the way until you reach the chasm ahead. At the chasm, turn right and head forward, ensuring you keep the chasm on your left.

Just ahead of here before the wall is a collapsed pillar and the tinderbox is behind it - T#141. Now, turn right and go forward and keep the chasm on your right this time.

If the monster is still active, head down the next bridge on the right and go straight to Choir Entrance. If it isn't head past the bridge and keep heading forward with the chasm on your right. At the corner, turn right and keep the chasm on your right again. At the end is a bridge, so cross it, then hug the wall on the left and head through to Choir Entrance.

Choir EntranceGo straight up the stairs and into the Nave door. Nave Version 1Head straight and then right and back into the Chancel. Ensure you have 6 orb pieces before entering. Chancel Version 1Tinderboxes: 0Notes: 0Danger: Special rating - A scripted encounter results in capture (cannot be avoided)Head up the stairs and through the door and forward a little. Upon entering the door, you will be ambushed by 3 monsters. This cannot be avoided and must happen in order to progress.

CellsTinderboxes: 3Notes: 1Danger: MediumTo start with, head over to the bars in your cell. At the top is a hole in the bars. There is loose bar that you can wiggling and eventually break off. Do so then pick it up. Then head over to the left wall of your cell and use your hammer on the brick that sticking out.

This should reveal a small hole. Now, grab onto the wooden pole through the hole and back it towards you. This should destroy the wall. Go through this cell then exit the cell.

Head into the cell to your left and on the ground is a note N#21 ('Last prisoner note'). Now exit this cell and head into the next cell on the left. Upon entering the screen will go black and you'll hear some scary noises.

There's no danger though. After the event is over, head over to the far left corner and there's a tinderbox on the ground - T#142. Now go over to the corpse and to the left beside the bed frame is a tinderbox on the ground - T#143. Now exit this cell and head into the next cell on the left. Pick up the laudanum, wooden bucket and just behind the bucket is a tinderbox - T#144.

Now exit the cell and go over to the main door to the left. Just beside this door is a pipe. Use your cell bar pipe on the small holes in the pipe. Then move the pipe left so it pushes a key out of the pipe.

Pick up the key just on the ground below the pipe exit. Now use the key on the door. Get ready for a chase! Run straight down the hall and through the door. Move any debris blocking the door. Head through the next door and at the split path, go in any direction and the rocks will block the both.

Simply head down the other path and continue down the hall. From here it's a linear path.

Just keep heading down the path, up the stairs to the Nave. Nave Version 2Tinderboxes: 5Notes: 0Danger: SafeNave 2 tinderbox video. Once back in the Nave, head forward and there's a table on the left with a tinderbox on it - T#145. Now head through the door ahead and into the next room with the blocked well and debris everywhere. On the rim of the well is a tinderbox - T#146. Now head into the door to the left of this well and pick up the tinderbox on the ground to the right slightly - T#147.

Now head out of this room and head through the door on the left. Go forward and down the long staircase. At the bottom, head through the door ahead and go right into the laboratory. On the shelf at the back left is a tinderbox T#148. In the lab, boil the blood on the bunsen burner, then place the jar under the vice/crank, then put the poison gland in the vice and squeeze it into the jar.

Finally put the jar at the end of the center device, then put the remains in the little door. Then obtain the jar now called Weyer's Tonic. Exit the lab and head straight and down the stairs. You're now back with Agrippa.

Just to the left of him is a newly formed room. Just before this room is a tinderbox on the ground, directly underneath the attic with the gears - T#149. Now go inside the new room ahead and pick up the bonesaw from the corner. Now go over to Agrippa and use Weyer's tonic on him. Then use your bonesaw on him.

After the gross sounds, you now have a severed head in your inventory. Turn right of Agrippa's corpse and head straight and back into the Chancel. Chancel Version 2Tinderboxes: 2Notes: 0Danger: MediumHead up the stairs and through the door. A monster will spawn around now so just head back down to the Nave door and wait till it leaves. Once the coast is clear, head back up and walk straight after the door.

There's a tinderbox just here behind a collapsed pillar and beside the shadow residue - T#150. Now turn right and head across the bridge. Be careful as in the middle the shadow's residue can hit you. Turn onto the left bridge and head across.

Head inside this room and pick up the final tinderbox on the shelf and the back - T#151. You now have. Turn right and pick up a large rock and take it down the stairs ahead of you. Walk up to the moving machinery and throw the rock at the wheels to jam it. It will damage you too but this cannot be avoided.

Head back up the stairs and back out onto the bridge. Head down the bridge on your left and into the room at the end. Head over to the pedestal and use the tar on it. Then use each of your orb pieces on it until it forms a full orb. Once done, the door beside you will eventually become accessible.

Once so, head straight through and into the Inner Sanctum. Inner SanctumTinderboxes: 0Notes: 0Danger: MediumUpon arriving, you will unlock.

Amnesia amadeus

Head forward and down the stairs. Pull the lever you see at the bottom and head into the room on the left. Go over to the right and interact with the altar to draw some blood. Then turn around and stand on the symbol on the ground ahead for a few seconds. Then exit this room and head straight into the room ahead and do the same. Then, exit this room and head right, then straight down the hall and into the orb chamber. Orb ChamberTinderboxes: 0Notes: 0Danger: SafeWalk over to Alexander and wait for him to stop talking.

Get your Agrippa's head ready and use it on the portal which forms in the centre. Once done, the game will end and you'll unlock.