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Amnesia: A Machine for Pigs Game Guide by gamepressure.com

Amnesia: A Machine for Pigs Game Guide

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The Basement | Walkthrough Amnesia: A Machine for Pigs Guide

Last update: 02 October 2017

1 - The Basement | Walkthrough - Walkthrough - Amnesia: A Machine for Pigs Game Guide
You will wake up on the floor - The Basement | Walkthrough - Walkthrough - Amnesia: A Machine for Pigs Game Guide

You will wake up on the floor. Cross the door and you will receive a journal update (Trapped!). Go straight ahead. Under the wardrobe, there is a fuse [1]. You can collect it and take it to the next room, where there is another fuse on the shelf ([2], in the screenshot, after you have brought the first one), or leave it. You will soon need it.

Move on - The Basement | Walkthrough - Walkthrough - Amnesia: A Machine for Pigs Game Guide

Move on. You will reach a room with a device with damaged fuse. You can backtrack to get one, or turn right and collect one of the fuses from the neighboring room. Remove the damaged one [1] and you will receive another journal entry (The saboteur has been this way). Place a new one there and push the lever [2]. The green light should go on.

Go right and into the room with spare fuses - The Basement | Walkthrough - Walkthrough - Amnesia: A Machine for Pigs Game Guide

Go right and into the room with spare fuses. At the end of the room, there is a windlass [1]. Give it a crank, as far as you can and a passage will open. Return into the room with barrels and climb down the stairs.

After that, go left, walk behind the lowered ladder and pull the latch [1] - The Basement | Walkthrough - Walkthrough - Amnesia: A Machine for Pigs Game Guide

After that, go left, walk behind the lowered ladder and pull the latch [1]. As a result of that, barrels should start dropping down. Once the passage is clear, take it.

Yet another machine to repair. - The Basement | Walkthrough - Walkthrough - Amnesia: A Machine for Pigs Game Guide
Yet another machine to repair.

The machine to the right has a functioning fuse, so simply push the lever. Return downstairs. Note that the grate that used to block the passage has been lifted. Cross the passage and reach the stairs. First, climb up and go right. You will reach another machine with a burned fuse. If you have taken one from downstairs, replace it. If not, go right and climb down the stairs.

Door blocked with a latch. - The Basement | Walkthrough - Walkthrough - Amnesia: A Machine for Pigs Game Guide
Door blocked with a latch.

To the right, there is a blocked door. Lift the latch. You will walk into the location where you have fixed the first machine. Take the spare fuse, go upstairs and replace the burned one. While approaching the machine, you should receive a new journal entry (More electrical sabotage). Remember to press the lever after replacing the fuse!

A grate will go up behind you. Cross the passage and move on.

You will reach stairs - The Basement | Walkthrough - Walkthrough - Amnesia: A Machine for Pigs Game Guide

You will reach stairs. Climb down and then, onto the fragment of floor with collapsed pipes on it. Go left and you will be back to the forking stairs. Go left and twist the valve [1], which will open the door.

2 - The Basement | Walkthrough - Walkthrough - Amnesia: A Machine for Pigs Game Guide
In the next room, there are two valves and two levers - one between the valves and one across them - The Basement | Walkthrough - Walkthrough - Amnesia: A Machine for Pigs Game Guide

In the next room, there are two valves and two levers - one between the valves and one across them. to cross to the other side, you have to use them in the correct order. First, stand between the valves and press the lever across them [1]. Then, twist the left valve [2], move the lever between the valves [3] into "on" and finally, twist the right valve [4], which will open the next door. turn around and pull the lever across the valves [1], which will activate the device. Do not worry if you do not remember the correct order. The construction of the machine will only allow you to do one of the activities, whereas the rest of them are blocked. Walk into the next room. There is nothing interesting here, so take the passage to the right, at the end of the room. You will enter a new area, where you will receive a new journal entry (The path is clear...).

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