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The Kaernk is a water-dwelling, otherworldly creature that is invisible to the naked eye. Fortunately, it can be detected by the splashes it makes in the water as it "walks" in a slow, deliberate gait. A similar creature, although different in origin, appears in Amnesia: A Machine for Pigs.

Description[]

Appearance[]

The Kaernk is completely invisible, except for the effects of its movement, and as such has virtually no physical appearance to speak of. From its movement patterns in the water, however, it seems clearly bipedal.

Personality[]

The Kaernk has little personality to speak of. It seems animalistic and single-minded, only desiring to feed on flesh. It only makes guttural roars when it hunts and splashes as it moves. Its single-mindedness means it's easily distracted by splashing objects and especially by food.

Intelligence[]

Kaernks may have the lowest intelligence of all the monsters in Amnesia: The Dark Descent, as they most easily distracted and do not apparently receive orders from Alexander, but instead only colonize new areas and hunt prey, more like predatory animals. They do not speak intelligibly, so the complexity of their thoughts, perceptions, or society are unknown.

However, they do not perceive, do not care about Daniel when he is not physically in water. Plus, when even an inert object is thrown into the water, they will always investigate it and remain nearby the object, no matter how many times this tactic is repeated to escape them. This shows a lack of pattern recognition below even some invertebrate animals (e.g. octopuses, bees).

Kaernk concept art.

Information[]

Originating from the same world as Alexander of Brennenburg, this aquatic nightmare was delivered to the Baron from Johann Weyer as its saliva contained Tampter, an ingredient for a tonic to release Agrippa without killing him. Several water monsters were safely contained within wells in the depths of Brennenburg Castle. However as the events of The Dark Descent unfold, the Shadow following Daniel consumes room after room, until it causes structural failures that allow the deadly Kaernk to escape.

Behavior[]

The Kaernk is only capable of attacking things that wander into the shallow pools that it inhabits. However, what it lacks in reach it makes up for with its invisibility. Daniel can only see where the monster is by the loud splashing noises, the splashes it makes when moving, and the banging it makes on doors when trying to break them down.

When hunting, a Kaernk only reacts to movements in the water. It does not differentiate between living beings and objects before starting to pursue them. However, when it reaches the source of movement in the water, it is able to distinguish an ordinary object from food. However, if any meat is thrown into the water, such as severed body parts, the monster will pursue and devour the meat, buying Daniel a short amount of time to move in the water unharmed. If Daniel does not disturb the water after throwing an edible object, the Kaernk will return to where it was after it has finished eating, whereas if a book is thrown the creature will remain where it landed.

Strategy[]

The player can also use a "run and jump" strategy to slow down the Kaernk while in water, although it is always safer to jump on a box or crate.

Encounters[]

Kaernks are encountered a total of six times throughout the game, four of which are purely visual encounters with no actual threat. They are encountered in the following locations:

  • Laboratory (Visual) – Daniel can catch a glimpse of the creature early in the game as it splashes about below the grating on the floor.
  • Archive Tunnels – in a chase to exit the area, the Kaernk is slower than the first. However, hiding on boxes will not work, as it will easily reach and inflict serious damage. Daniel must either run all the time and quickly open doors or slow it down by closing doors behind him in order to outrun it.
  • Cistern – Much later in the game, it is encountered for a fourth time, in the Cistern. If Daniel's sanity was high enough, he will only hear the Kaernk growl and occasionally splash in the water as he turns the valves, but the creature will not actually pursue or attack him, making it seem like a hallucination. However, if Daniel has completed the Morgue first, the Kaernk will actually appear in the water once the last valve is turned, along with the Shadow's fleshy residue. It is a far less dangerous encounter here though, as Daniel can use the many walkways to easily avoid contact with the creature.
    • If Daniel stayed in the Cistern for too long or completes the Morgue before going there, a Kaernk will appear, even if Daniel doesn't have low sanity, it will attack if it gets the chance.
  • Sewer (Aural) – On low sanity, Daniel may also "see" a Kaernk splashing towards him in the sewers but it cannot damage him.
  • The final two encounters occur during the quest to recreate Agrippa's Potion, during which Daniel encountered a well-dwelling Kaernk. To obtain a sample of Tampter, Daniel lowers a haunch of meat into the well and allows the Kaernk to feast on it. If Daniel did not do this at the first well, he would have to do so at the second well located near the Cells. Falling into a Kaernk-containing well is fatal.

One of the most dangerous encounter occurs in the flooded Archives, where Daniel must evade two of the creatures in immediate succession.

As Daniel explores the Sewer, he may come across a passageway that the Shadow has collapsed completely. Once there, he can hear the watery predator growl. It seems that the Kaernk is trapped in the rubble from this recent cave-in as it is unable to enter the area and attack him.

Trivia[]

  • The inability to distinguish Daniel from simple objects makes it possible that Kaernks are unable to see what is above the surface of the water or that they are completely blind.
  • The word Kaernk is an anagram of "Kraken", the name of a giant squid in Norse Mythology. This may or may not be intentional.
  • Even though it's invisible, looking at a Kaernk can drain sanity.
  • If standing on a small box in the second part of the cellar archives, the Kaernk may push away the box and make Daniel fall into the water.
  • Though the ripples in the water when the Kaernk moves make it look like an invisible walking biped, concept art for the creature indicates that the Kaernk is actually a gruesomely mutilated dolphin-like creature without legs.
  • The Kaernk's hissing and defined roars are similar to those of an alligator or a snake.
  • It usually cannot reach Daniel if he's standing on a box, even if only a few inches above the water level. However, if Daniel stands too close to the edge of a partially-submerged box he's on top of, the monster may successfully bite and injure him.
  • Despite the fact that Tasi Trianon travels to the Other World in Amnesia: Rebirth, no Kaernk's are encountered there, despite their homeworld being there.
  • It is the only monster/creature in the game that can be "killed", specifically by smashing a large barrel or crate on top of it. This will stop the Kaernk activity, and leave its yellowish blood in the water. This fact alone makes it the least dangerous monster in Amnesia.
  • The Kaernk was intended to appear in the Justine expansion, but was cut.
  • The Kaernk's behavior is referenced with Specimen 13's chases in Spooky's Jumpscare Mansion, a different horror game.
  • The word Kaernk translated to english means Kaerg in Greek or Russian.

Gallery[]

Video​[]

Amnesia_The_Dark_Descent_-_Kaernk

Amnesia The Dark Descent - Kaernk

Kaernk Music

Amnesia_The_Dark_Descent_-_Water_Lurker_sounds

Amnesia The Dark Descent - Water Lurker sounds

Kaernk Sounds


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