Which amnesia monster are you




















Monsters are very bad at corners, so run close to the corners, jump over tables and stuff. This will give you time to find cover behind something. I've been playing amnesia for a while now and I think I understand the monster behaviours fairly well now.

Avoiding detection consists of 3 parts: 1. Reduce your sound crouching helps 2. Reduce visibility 3. Increase your distance. If the enemy sees you going in a room or corner, it is only bound to follow you to some extent. If there is nowhere in the room to hide, such as no closets they won't come in the room and will just stand at the entrance for a while.

Also, they will not travel long distances to chase you. After you either run a certain distance away or hide for long enough, they will de-spawn so, not to worry. So therefore, if you pretty much break visibility between you and the monster and are able to stay for about 10 seconds, then you're safe. The developers made the monster fairly easy to evade as to not excessively frighten the gamers and avoid more "effect" than necessary. All of the stated above were based on my own experience and gameplay.

So, don't underestimate them; you should still be extremely cautious. I don't know about some of this stuff but I can give advise on hiding spots. If you encounter a monster and he starts pursuing you try to go for a closet behind a open door or just in a spot where you're in a corner surrounded by objects.

But if you can't find any of these, the best thing to do is try to get in a corner and put stuff around you to hide you. Remember when in a closet keep the doors shut and if you feel the need you can peek out from the door. The creatures act as if they can feel electromagnetic waves of both the radiance of light and dark, they probably sense you through high pitched unhearable squeals As long as you don't throw things, touch them, walk in front of them, or run real loud, you should be fine.

Sign up to join this community. The best answers are voted up and rise to the top. Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams? Learn more. How do the regular monsters "see" in Amnesia?

Ask Question. Asked 9 years, 8 months ago. Active 3 years, 1 month ago. Viewed 8k times. Improve this question. Add a comment. Active Oldest Votes. Early in the game it will tell you to turn your lantern off to avoid them.

Standing in ambient light isn't quite as bad, but still results in visibility. This can sometimes result in a decision to be made regarding being seen vs. They seem to have basic hearing. It's usually the least you need to worry about, as most anything you can do that makes noise will also result in increased visibility.

But if you're moving around right behind them, they'll notice. Proximity seems to be a huge factor. If they're really far away, they're unlikely to see you until they get closer. You can often see them before they see you, depending on the lighting in the area. If one is chasing you, run until you can get both : a good distance away, and around a corner or. Once you've broken the line of sight, they will only follow you for what seems like a predetermined distance, which you'll probably get a feel for.

Might as well turn your lantern on while you run. Looking at one will slowly drain your sanity, but it can be useful once or twice to get a feel for their movement speed and patterns. There are two different Gatherers: the Grunt and the Brute. They patrol various parts of Brennenburg Castle , attacking Daniel when he is spotted.

As Daniel is unarmed, they cannot be killed and therefore must be avoided by running, hiding in wardrobes or hiding behind objects to avoid being seen. The Gatherers will always alert the player of their presence with an audible growl when entering Daniel's immediate area. When Daniel sees these monsters, his sanity will decrease. It is, therefore, best to avoid direct eye contact with them.

The Gatherers generally do not remain for long periods of time and are usually unthorough in their investigations, providing Daniel ample space to hide. If the game is played in Hard Mode , these enemies will become an even bigger threat: they will have increased movement speed, increased attack damage, higher perception in spotting the player and will linger around areas for longer.

There will also be no search music to indicate if they have left. Sanity being too low kills the player in this mode, which means that not looking at enemies is even more important. The Gatherers first appeared in the Archives and Wine Cellar , although those were purely cinematic encounters; players would remain safe.

In the Archives, after witnessing an actual Gatherer, Daniel could hallucinate that one was chasing him if he ran up to some rubble at the leftmost part of the window gallery, but it would disappear before it gets too close. In the Refinery , it was possible to have your first dangerous run-in with a gatherer, although it was very easy to avoid as the monster would disappear very quickly, and was easy to hide from.

The first truly dangerous encounters with Gatherers would occur in either Storage or the Guest Room , depending on which place the player decided to visit first upon reaching the Back Hall. The Gatherer in the Guest Room would only spawn when Daniel stepped in front of the open wardrobe in the side room to the right of the entrance and could be avoided entirely by keeping away from the open wardrobe. If the monster does spawn, the open wardrobe is intended as an obvious, introductory hiding place to teach the player about evading future encounters.

Gatherers in the Storage and Prison blocks posed a much greater threat. Hiding when alerted of a Gatherer's presence is always the safest option, but sometimes they were inescapable. Their loyalty to Alexander of Brennenburg was made known later in the game when Alexander explicitly ordered them to stop Daniel from continuing forward in his mission, leading the Gatherers to intercept Daniel in the Chancel and lock him up in the Cells.

Other references to Alexander's connection with the Gatherers could be heard when Daniel's location is unknown to Alexander. At certain points in the game, Daniel would hear Alexander furiously ask the Gatherers questions like "Where is he now? Daniel mentioned in his diary the presence of sneaky and skulking servants in the castle.

According to the loading screens , these servants smelled of spiced wine permeated by clove and sage. In the short story The Outrider , Gabriel was able to follow the mysterious creature due to the same particular smell. The creature was then revealed to be a servant Grunt.

It is unclear whether the servants mentioned by Daniel are Gatherers, like the one encountered by Gabriel. If this is the case, they are most likely covered by a cloak - as in The Outrider - to avoid raising suspicion from their monstrous appearance.

Gabriel , an outrider who grew up in Altstadt, and who had just returned to the hamlet at the behest of Daniel who urged him to take him there, gave chase to the creature and put a couple of shots in its back. After chasing it to a cave, the creature grabs hold of him, and Gabriel unmasks the beast in his panic, revealing it to be a Servant Grunt.

He manages to escape its grasp by smashing it upon the head with his lantern. A local cooper in the story, Herr Zell , told Gabriel that the Grunt was "One of them lost souls who come for the animals. They collect them. The Gatherers usually appeared when Daniel picked up a plot item or stepped into certain zones. When a Gatherer appears, it will make a monstrous cry and start looking for Daniel.

Specific, intense music tracks will play while a Gatherer is roaming and stop when the Gatherer leaves, indicating safety. When a Gatherer spots Daniel, the Terror Meter can be heard and begins the chase. When giving chase, Gatherers would alter their speed in relation to their proximity from Daniel. At close range, they would slowly stagger towards him, but would quickly pick up speed from a distance. They are capable of tearing down doors and knocking obstacles out of their path.

Surprisingly, they didn't appear to see Daniel hiding even if they saw him enter a dead-end room and simply gave up the chase. Even hiding in a dark corner can be enough to get them to leave confused, which may indicate they don't possess much intelligence. Gatherers are able to break closet doors if they see that you are inside if they see you enter a cabinet or see you peeking out by opening the door. The cabinet would, like broken doors, remain destroyed.

If trapped inside a room by a Gatherer, the player can try picking up an item a barrel, a chair, a rock, etc. The Gatherer will be knocked back momentarily, and if the player hurries, they can dart around it and possibly manage to escape. However, this action would not only drain Daniel's sanity, but the Gatherer will also recover quickly and charge Daniel in the blink of an eye.

This is not recommended to do If the Gatherer has just noticed Daniel. Doing so would cause the Gatherer to instantly charge at him at full speed. There is always a warm-up time before the actual chase begins. If a Gatherer has just noticed Daniel then it is possible to quickly hide or duck around a corner.

Doing this will either cause the Gatherer to lose interest or going into a short "search" for Daniel. Only when the chase music begins, then you should start running. The Terror Meter is not the key to being chased. In most scenarios, if the creature was unaware of Daniel's presence, looking away from the Gatherer would keep the player safe. Also, by hiding in a dark corner and by crouching it reduces your chance of being noticed by the Gatherer.

Avoiding direct eye contact with the creature is essential to survive and keep Daniel's sanity up.



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