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If you're spotted by a Gatherer, run.

Running (or sprinting) is a method of in-game movement, distinguished from normal movement by increased speed. Running sometimes carries tradeoffs in games, such as a limitation on its use (such as "stamina") or situational disadvantage (such as increased noisiness of movement, hurting one's stealthiness).

Running is present in every game in the Amnesia series, including in Amnesia: The Dark Descent, Amnesia: Justine, Amnesia: A Machine for Pigs, Amnesia: Rebirth, and Amnesia: The Bunker. In Amnesia games, running is one of the two main ways (the other being hiding) to avoid being caught by enemies. To run, by default settings on PC, hold the Left Shift key.[What are the default keys on other systems?]

By game[]

Amnesia: The Dark Descent[]

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Amnesia: Justine[]

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Amnesia: A Machine for Pigs[]

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Amnesia: Rebirth[]

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Amnesia: The Bunker[]

In Amnesia: The Bunker, it seems that Henri moves at about the same speed as the Beast (while sprinting). This makes it so that Henri cannot outrun and escape the Beast, and the player must either rely on hiding out of line-of-sight or underneath objects, on fending the Beast off by use of a weapon like the Gun, or on taking refuge in a safe area inaccessible to the Beast, such as the Administration Room (found in the Central Bunker).

In terms of other enemies, running is not as useful. For instance, Rats are easily outpaced by Henri even at a walking speed, so the ability to sprint is hardly required. It is unknown whether the Shotgunner in the Roman Tunnels can be outrun or otherwise dealt with by running, since both the blindness of the enemy and the low-visibility conditions of the Roman Tunnels encourage stealth over running, which is noisy and would attract the Shotgunner's attention.

Tips[]

General[]

  • There is no "Stamina" meter in Amnesia, i.e. faster movement is unlimited and can only be stopped when Daniel's or Justine's Health is on "Barely conscious." Mandus, however, can always run, regardless of the state of his health.
  • Monsters will not chase Daniel, Justine, or Mandus through loading screens (with the exception of the Kaernk[citation needed]). If a clear run to a door that leads to a loading screen is available, go for it. This tactic is an absolute necessity in some parts of the games.
  • Please note that there are some threats in Amnesia: The Dark Descent which Daniel cannot escape, due to the prescribed unfolding of the story, so it's important to discern what can and cannot be avoided, so as not to waste Laudanum.
  • Make sure to stay as healthy as possible! Having a badly bleeding wound makes it harder to sprint away from danger. Use Laudanum, if near that low level of health, before running.
  • Do NOT look back at the monster while running from it, as this significantly slows the protagonist down.

Stealth[]

  • Running makes much more noise than hiding, so only run if already seen.
  • Make sure the lantern is off. If it is on, there is zero chance of escaping, since the creature will see the source of light; however, when the lantern is off, the enemies will have trouble keeping track of the player (excluding the Kaernk, which will always know where the player is—with or without the lantern on—for as long as they are in water).
  • Even when in the darkness, do try to keep an eye on the surroundings and know where you are heading. The last thing you'd want is to be chased into a dead end.

Chases[]

  • The Terror Meter sounding will warn about getting chase without fault. This is the cue to run.
    • Inversely, when the terror meter stops, the monster has lost sight. Take this as an opportunity to find a hiding place (or just keep running, making a large space between him and the monster).
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Daniel runs from a Servant Grunt.

  • Do not attempt to pick up items that would slow down flight; the player can always return to pick them up later.
  • If a Gatherer can be heard snarling and swinging its claws, that means it's directly behind Daniel. Head for the nearest exit if possible, but don't use doors that open towards you, since this offers just enough time for the Gatherer to strike.
  • If the Gatherer hits Daniel, don't stop, since it will slow down for a while before it picks up its pace. Being healthy allows taking two hits before death.
  • Brutes and Suitors can run faster than Daniel and Justine, so running from them is very difficult should one be spotted. Hiding is relatively more effective, and the priority is to avoid them as much as possible in the first place.
  • Whenever a Manpig spots Mandus, instead of the Terror Meter going off, the abomination's high-pitched shriek will be heard. This is the cue to run; however, since Manpigs are much faster, hiding is more advisable. Additionally, unlike Daniel, Mandus isn't nyctophobic, so he can hide as long as necessary with no effect on his sanity.

Movement[]

  • Try to cut corners and to take the most direct route down passageways to avoid injury from a pursuer.
  • Moving in a zig-zag pattern decreases speed, but it reduces the Gatherer's accuracy, and it will often miss when it's trying to attack.
  • If running is desired but a monster impedes the path, wait until just before it swings, then dodge to either direction. This often makes them miss and allow a gap of time to run past them.
  • If trapped in a room with only one door with an alerted monster on the other side, escape is still possible. After breaking down the door, the monster will wait a second before attacking again, giving the opportunity to sprint past it. Doing so is risky, but often the only option.

Obstacles[]

  • Don't forget to close doors, if possible. The monsters all move faster than Daniel, Justine, and Mandus can, so at some point, it's necessary to slow them down in order to survive the encounter.
  • Some players tend to grab objects and put them in the path as a means to slow down the Gatherer.
    • This is a dual-edged tactic as it slows you down (and the Gatherer could walk around it, unless the object is big enough and the area is narrow), but at the same time could buy you time as they cant jump over it and must smash through (unless the object is small or light in which case they just push through it).
    • Don't try to fortify an area when a Gatherer is giving chase. It will be a fatal end before this can be accomplished, the fortification can be torn down, regardless of size.

Trivia[]

  • In the game files of Amnesia: A Machine for Pigs, there are files called "sprint_over.snt" & "sprint_over1-3.ogg", which meant that there was supposed to be a sprint meter, but it was cut.

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