Amnesia: Collection

Amnesia: Collection

22 Achievements

1,000

15-20h

PC
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Masochist

Masochist

My name is... Daniel... and I... have made life... exceptionally hard for myself.

100

0.38%

How to unlock the Masochist achievement in Amnesia: Collection - Definitive Guide

Welcome to the guide for the Masochist achievement. It will not be an entire walkthrough but will guide you in beating the tougher parts of the game and give you information for monster spawns on each level.

This achievement requires you to beat The Dark Descent on Hard Mode.

Hard mode differs from the normal game in the following ways:

- Autosaves are disabled, and manual saving costs 4 tinderboxes
- Sanity dropping to zero results in death
- Less oil and tinderboxes throughout the levels
- Monsters are faster, spot the player more easily, deal more damage and stay around for longer
- There is no danger music when the monsters are near.
- If you die you go back to your last save.

You can pick between normal mode and Hard Mode when starting a new game of Amnesia: The Dark Descent. The mode changes some fundamental elements of the game, and therefore can’t be changed halfway through.

The mode affects the Illuminatus achievement, which you can’t get while playing in Hard Mode as it reduces the number of tinderboxes throughout the level.

Few tips for hard mode:

- Use headphones. You will be able to hear the enemies much easier doing this.
- I recommend at least one playthrough before doing this. You need to know what you’re doing and where you’re going.
- I recommend getting the Illuminatus achievement before so you will be familiar with some of the tinderbox locations - note the tinderbox locations do not actually change
- Turn the gamma up. You will be able to see the surroundings much easier.
- Don’t go for any notes. It will just make the run longer and slightly tougher.
- If you somehow didn’t know this, standing in darkness and looking at enemies drains your sanity. Try to avoid these, but especially the latter.
- You should try and scavenge for as many tinderboxes and oil as you can. If you previously did the illuminatus achievement, this should be easy. If you do scavenge, you will find plenty of Oil so you can use your lantern a lot.
- This can be done without dying, so technically you may not need to save at all. I did it without dying but still used saves to be safe.
- Do not use any tinderboxes on candles unless it is absolutely necessary, for example if you have no oil and need to light up an area to heal your sanity.
- If your vision goes blurry and the controls begin to feel shaky and hard to control, it means your sanity is very low and you are about to die. Try to illuminate the area and try to make some progress.
- In the cases where a monster spawns and you are forced to wait for it to leave, as previously said its best to use headphones to see if you can hear it close by. It will probably lurk around for 2 or 3 minutes before despawning.
- The scripted capture in the Chancel does not count as a death.

Level guide:

Legend:

Safe = No monster spawns
Low risk = Possible monster spawns, but unlikely to harm player
High risk = Several monster spawns, possible to harm player
Monsters = This refers to the maximum amount of monster encounters. Not all may be encountered depending on your route.
Hub area = These areas contain multiple rooms and are used for connecting them when multiple objectives are active.

Rainy Hall:
Objective: Follow the liquid trail to its source
Risk: Safe
Monsters: 0

Old Archives:
Objective: Find Daniel’s note to self.
Risk: Safe
Monsters: 0

Entrance Hall:
Objective: Hub area – Melt the residue blocking the path to Refinery
Risk: Safe
Monsters: 0

Archives:
Objective: Obtain key to wine cellar
Risk: Low
Monsters: 2

The monsters in this level can’t harm you as they will disappear as soon as they spawn. There’s technically only 1 spawn that you should encounter, which is after leaving the history room and heading to exit the archives. If you go back to the area with the rocks, a monster will spawn behind you then immediately disappear.

Wine Cellar:
Objective: Find 4 jars of chemicals
Risk: Low
Monsters: 1

This is technically another safe monster encounter, it is scripted to appear in front of you only after collecting a bottle of laudanum but will quickly leave and disappear.


Laboratory:
Objective: Create the acid
Risk: Safe
Monsters: 0


Refinery:
Objective: Proceed to next level.
Risk: High
Monsters: 1

This is the first dangerous encounter and it happens early in the level. It will spawn once you reach a more open area after the dark tunnels. The game will also hint you about enemies. It should not see you though, so just wait in this area for a while.

Commentary guide:


No commentary:


Cellar Archives:
Objective: Proceed to next level.
Risk: High
Monsters: 2 (Water monsters)

The water monsters are invisible creatures that can only attack you when you’re in the water, so be sure to stay on boxes and use body parts to lure them away.


Archive Tunnel:
Objective: Run from the water monster, proceed to next level.
Risk: High
Monsters: 1 (Water monster)

In this section, you want to close every door behind you to slow the monster down. Other than that, keep sprinting down the linear path because this one can kill you if you stand on boxes.


Back Hall:
Objective: Hub area
Risk: Safe
Monsters: 0

Save your game after reaching Back Hall

Storage:
Objective: Obtain 2 rod pieces
Risk: High
Monsters: 4

Commentary Guide:


No commentary:


Guest Room:
Objective: Find machine room key
Risk: Low
Monsters: 1

The encounter in this level is dangerous but can be avoided. Once you open the door with the crowbar, be sure to stay in the very left corner of this next room. Move the painting and smash the small jar to obtain the key. Be sure to stay on this side the entire time. If you move closer to the closets in the room, a monster will charge at you from behind. If this does happen, close the door and hide in the closet.

Commentary guide:


No commentary:


Study:
Objective: Find flow cycle rod.
Risk: Safe
Monsters: 0


Machine Room:
Objective: Fix machinery
Risk: Safe
Monsters: 0

Save before entering elevator

Prison South Block:
Objective: Obtain hammer and chipper, escape to north block.
Risk: High
Monsters: 3

After you clear the debris blocking the gate, head out and around the bend. There should be a path to the right, left and straight. Head to the left one and find a hammer in one of the cells. Head back towards the staircase, but be cautious, as a monster will spawn when you are about halfway up the stairs. The best way to deal with this is walk slowly up the stairs, then as soon as you hear the monster, turn around and bolt it, then go down the path that was originally on the right, but will now be left. Wait in the room down here for a while. Once the coast is clear, head back up the stairs and straight. There should be some cells to your left and right. Go in the one on the left and find the chipper, then combine the hammer and chipper in your inventory by dragging one onto the other. Do not head back down the previous staircase at this point. Exit this cell and head straight, towards the cell at the end of the hall. Ignore the cells on the left. The bed inside covers an exit. Move the bed and use the hammer to make to hole wider, then enter.

Commentary guide:


No commentary:


Prison North Block:
Objective: Melt the weak padlock using acid, proceed to next level.
Risk: High
Monsters: 8

This level can be very confusing, so I would recommend looking at the video so you know what to do.

Commentary guide:


No commentary:


Cistern Entrance:
Objective: Hub area
Risk: Safe
Monsters: 0


Control Room:
Objective: Fix elevator machinery.
Risk: Safe
Monsters: 0


Cistern:
Objective: Fix water levels.
Risk: Low
Monsters: 1 (Water monster)

If you do this level before the Morgue, it will not spawn a monster. Technically there will be one in the level, but it can't hurt you as it will remain passive. It will only be hostile if you do the Morgue before this level, so don’t do that.

Save your game before entering the Morgue

Morgue:
Objective: Inject vaccine using corpse.
Risk: High
Monsters: 1

The monster will spawn right outside the room after taking the vaccine and when approaching the door. My advice would be to hide in one of the adjacent rooms, behind the staircases. Make sure to not look at the corpses as it will drain your sanity.

Commentary guide:


No commentary:


Sewers:
Objective: Proceed to next level
Risk: High
Monsters: 4

Commentary guide:


No commentary:


Save after Sewers if possible

Nave:
Objective: Hub area
Risk: Safe
Monsters: 0

Do not enter the Chancel before collecting all orb pieces. Otherwise you can cause yourself an unnecessary death.

Choir Entrance:
Objective: Access Choir Main Hall
Risk: Safe
Monsters: 0
This room connects the Nave and the Choir Main Hall


Choir Main Hall:
Objective: Locate 3 orb pieces
Risk: High
Monsters: 6

This level is high risk because the level has poor visibility and there are numerous monster encounters close together. Using the following route should minimize the encounters and make the trip a breeze.

Commentary guide:


No commentary:


Save after Choir

Transept:
Objective: Locate 3 orb pieces
Risk: Safe
Monsters: 0


Chancel:
Objective: Get captured
Risk: N/A
Monsters: 1

Be advised that you must enter the Chancel after collecting all orb pieces to trigger a scripted capture. This cannot be avoided and must be done to progress. It does not count as a death.

Cells:
Objective: Escape the cells and run from the Shadow
Risk: Low
Monsters: 0


Optional: Save before entering Chancel

Chancel:
Objective: Access inner sanctum
Risk: Low
Monsters: 3

All the monster encounters can be avoided if you use the following de-spawn and then proceed to destroy the machinery first at the left path (also pick up tar) and then mend the orb. If the orb is mended before destroying the machinery, a monster will spawn in the middle area of the Chancel.

Commentary guide:


No commentary:


Note for Chancel / Inner Sanctum: A lot of people told me that they had difficulty surviving in the Inner Sanctum due to the various sanity draining events. The best way to avoid this is to ensure you leave the Chancel swiftly after the electric gate opens, but not until your sanity improves. What I mean by this is that when you open the gate, eventually your sanity will improve ( when the screen flashes purple).

Inner sanctum:
Objective: Access orb chamber
Risk: Low
Monsters: 0
The risk here is that the Shadow is chasing Daniel, which means you should hurry when progressing through this level. Keep your lantern on during this entire level.

Commentary guide:


No commentary:


Orb chamber:
Objective: Stop Alexander
Risk: Safe
Monsters: 0
Tip over the 3 pillars to end the game.
4
0

21 Oct 2022 14:04

If someone, like me, was constantly dying in the inner sanctuary from loss of mind, then this video will help you (only I couldn’t get through the wall on the left side of the gate, but I did on the right, time on the video is 1:00: 51)
3
0

26 Mar 2019 20:21

3 Comments
In the video tip attached above are all those feints, like passing through walls, etc. It’s very difficult to do, that player plays on a PC, apparently everything is easier there with a mouse and keyboard.
In this video everything is much simpler, and it comes out faster. Although this video is longer, believe me, it is better than jumping near walls.
Video guide .
14
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By pinosha on 17 Jun 2019 19:20
I’ll add a complementary hint because after half an hour of jumping on the windowsill, I only fell out of the textures once and then missed, as a result, the decision was made to go through the video, but without going beyond the textures.
The trophy is given for completing the first game on Hard.
The main difference between Hard is the absence of autosaves, we save only manually, the price is 4 flints (no flints - no saving). The second flint is much smaller, I collected about 29-33 (7-8 saves and one left), if you scour all corners you can find more, but there is a chance that they will fill it up, it’s not worth it. Oil becomes a necessary resource, because you can die from loss of sanity, but oil is more than enough to complete the passage, and you can only die from loss of sanity at the very end when opening the door to Alexander.
There shouldn't be any problems when going through the video, just a couple of points.
I had a glitch in the tank control center and after starting one of the bridges that leads to the morgue did not lower. I solved this by returning one of the four levers to its original position, and then lowering it again.
There were difficulties with the monster in the pantry, which is after the stones that we explode. In the video he runs around quickly. I couldn’t manage to run through it; I saw the solution in another video. We approach the stones, pass them and go up the stairs a couple of steps, then back, hide behind the stones, wait a couple of minutes and quietly sneak towards the treasured door.
At the very end, when we open the door to Alexander, who was dying all the time from loss of sanity, it is decided that we are not in a hurry, we activate one altar, enter the circle, activate the second, but do not enter the circle of the second, we wait until the level of sanity rises to a slight headache pain, then we go into a circle and quickly run to the door.
For the rest, we go through the video, the game is scripted and the monsters walk along an agreed route with an agreed timing, so if you don’t rush, hide, wait for the moment and vice versa drown at the right moments, it won’t be difficult to complete the game.
And one more thing. It saves in the video as soon as you entered the Altar location, I recommend saving later, just run straight into the room with the sphere, wait half a minute and run for the glue, the monster will no longer be in the room and nothing threatens anything. We save after entering the room with altars or even after activating two altars, but before entering the second circle. With this approach, there will be less need to replay in case of failure and death from loss of sanity.
4
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By DanteFess on 08 Jul 2019 12:26
Personally, I recommend using both guides and combining them.

In some places the glitches from the first video can actually be very useful, but in some places it's the opposite. For example, I still don’t understand why in one of the rooms this dude reached for the textures in order to simply bypass the completely safe corridor.

In addition, no matter how hard I tried, I couldn’t get through the wall in the tank, and due to the fact that in the previous location I didn’t collect the can, I couldn’t get through it the normal way, so in the end I had to re-pass it (luckily I started not very far ).
1
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By alexey310398 on 19 Sep 2019 10:38
View all 3 comments Show less comments
During the ritual at the end of the game, in order not to fall from loss of sanity, you need to light 1-2 candles after the lights in the room go out. You need to get stuck in the fire to restore your sanity. On average, sanity is restored in 6-10 minutes at a light source.
1
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10 Jul 2019 09:21