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Pig Mask
"I am begging you. You made me. You are my Creator, my Father. You cannot destroy me!"
This article is about content that ended up unused or was removed during production.

Before being given the name Amnesia: The Dark Descent, the game had gone under two different names, Lux Tenebras and Unknown. The game underwent many changes before release, resulting in a lot of content being left on the cutting-room floor. This is a summary of all the known cut content from the game.

Characters[]

The game was planned to include a lot more NPCs (the anonymous old man for instance) for Daniel to meet and speak with, or start their side missions. When the Frictional Games team decided to keep the protagonist completely isolated, the idea was immediately scrapped, leaving Agrippa as the only NPC of the entire game.

Locations[]

  • Greenhouse - A garden room with bizarre plant lifeforms.
  • Dissection Lab - The laboratory with post-tested animal corpses.
  • Hubs - There were two more hubs planned. This originally intends to make a total of six hubs instead of four.

Items[]

The game was initially intended to contain combat elements, much like in Penumbra: Overture. Weapons included a pickaxe, a bow and arrow, and a flintlock pistol.[1] These were all removed, but other items, such as the Sanity Potion and Thalers, can still be implemented in Custom Stories.

  • Bomb – Could blow up walls, similar to the explosive used in the Storage
  • Bow and Arrow – A weapon that could be used to fight off enemies with.
  • Flintlock Pistol – A pistol that could be used to fight off enemies with.
  • Pickaxe – A leftover from Penumbra: Overture.
  • Sanity Potion – A potion used for restoring sanity.
  • Severed Hand – A severed human hand with unknown usage.
  • Strange Statue – A scrapped hidden collectible.
  • Thalers – Bags of coins used for opening chests.
  • Torch – An earlier light-source item before the Lantern was implemented.
  • Trampolines – Could presumably be used to create physics-based puzzles, allowing for items or the player to reach otherwise unreachable areas.
  • Unreleased Keys – Four unused keys for few various existing locations.
  • Unreleased Jars – Two unused jars with unknown usage.

Monsters[]

The monsters were first intended to be hybrid combinations of humans and plants,[2] before ending up quickly rejected for a better idea. When the Gatherers were first adapted, their designs were a lot more different: the Servant Grunt was more human-looking and wears a 8th/19th-century outfit, while the Brute was originally called "Headless Brute" and thus appearing as a decapitated humanoid beast.

  • Baby Plant - A plant-like creature that opens its "mouth" like a pea pod to attack by vomiting.
  • Fish-face - A zombie head with thick root-like tentacles sprouting from the mouth.
  • Plant

    Baby plant concept art.

    Flower Man - A human corpse-like entity infested by a large flower.
  • Sorcerer - A monster who is originally planned to be included in the game, as suggested from one of the developers' enemy description logs.
  • Spider - Small enemies that were meant to be a part of the Archives where Daniel hallucinates a dying man. Functions the same as in Penumbra: Overture, albeit unable to be killed.
  • Tuurngait Infected - A monster from Penumbra: Black Plague who is used as a test enemy from one of the prototype gameplay videos, before ending up replaced by the Gatherers. They have the same voice files and function as they had in Black Plague, though have the sanity loss effect added.

Documentations[]

Miscellaneous[]

Some unused sequences remain in the files.

  • Cloud Thing - Referred as ps_cloud_thing01.ps-ps_cloud_thing04.ps from the files. This particle would occur at least four times in the Archives location. Kira, the crew member of Frictional Games, confirmed in e-mail that the particles were possibly meant to be used as either an attempt at characterizing smoke/fog or a remnant of the Grunts despawning.[3]
  • Many Books - An unfinished scare sequence involves the books falling off from the shelves upon entering one of the Archives rooms.
  • Darker Fog - Found from the script, the fog was meant to have the Storage area a much darker and stronger atmosphere.
  • Blood Rituals - Two sequences meant to reveal Daniel performing the torture during his time with Alexander from the Transept and Choir room.

References[]

  1. "Planned gameplay features for Amnesia: TDD that never made it into the final game:

    - Sanity restoring potions
    - A flintlock pistol
    - Bags of coins
    - Inventory potion mixing
    - Bombs that blow up walls
    - Trampolines

    #Amnesia10Years
    "
    - Frictional Games. September 8, 2020. Twitter.
  2. "Initially, monsters in Amnesia: TDD were meant to be disgusting plant-human hybrids.

    Some idea were:
    - Fish-face
    - Headless brute - Puking baby-plant
    - Flower-man

    #Amnesia10Years
    "
    - Frictional Games. September 8, 2020. Twitter.
  3. "Hi, Seth! Thanks for the question! I asked around regarding this, and no one including Thomas Grip seemed to remember this. It might be an attempt at dynamic smoke or fog, or a remnant of the Grunts "poofing" away. The game is so old now that our memories are becoming ("AreaCloudThing_1", false).
    Still, thanks for the question, and hope you'll continue enjoying our games!
    With kind regards,
    Kira


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