The Prison entrance, right outside the Elevator.
|Game||Amnesia: The Dark Descent|
|Objective||Reaching the next area.|
|Danger rating||High risk|
InformationEditThe prison is where Alexander of Brennenburg kept his human victims before they were brought down to the torture rooms. It is a maze of hallways and jail cells, and is patrolled by Servant Grunts. Brutes will also make various appearances, but they will be purely cinematic. As with the Storage, the player should explore this section of the castle with extreme caution as the darkness, the labyrinthine disposition of the rooms, and especially the great number of enemy encounters make this location one of the most dangerous in the game.
It is inadvisable to conserve on lantern oil by lighting many torches, partly because The Shadow often blows out sources of light, wasting tinderboxes, but mostly due to the Gatherers. However, lantern oil may be found in various places in the Prison anyway. Trying to escape from a pursuing Grunt in these lit corridors is almost impossible and will likely result in Daniel being killed if you run into a dead-end. The best way to deal with Grunts, as in previous areas such as the Storage, is to keep one's ears open for a Grunt's growl, which are triggered by picking up certain objects or moving into certain areas, and immediately turn around and hide in a small room with the door closed and the lantern off. If you're spotted and cornered, duck past the Grunt and run somewhere else with the lantern off. Daniel can withstand a couple of hits from Grunts, and Laudanum can be taken if first aid is needed.
A Brute can be heard savagely beating a screaming man, suggesting that there are some prisoners still left, although this can be just another one of Daniel's hallucinations. It is believed that most of the people being held in the Prison cells had been taken away for torture or died of other causes long ago.
When Daniel is about halfway down the elevator it will break down. When he later wakes up he will find himself at the Prison's Southern Block, which is the fifteenth location visited in the game. After a flashback where Daniel asks Alexander about the Prison, or the "dungeon" as Daniel refers to it, he will start searching the prison after clearing a cave-in in front of the door out of the elevator room. There are a few Servant Grunts roaming the area, so be cautious. Your objectives in the Southern Block are to find a hammer and a chipper, combine the two, and find some way to exit the Block, as all normal exits are locked. The Southern Block is comprised of Cell Area I (area cellūs I) and Cell Area II (area cellūs II).
Once you proceed up the short flight of stairs you'll have arguably one of the most dangerous encounters with a grunt who will appear at the top. You should hear the grunt growl when you're about halfway up the stairs, at which point you should turn around and scatter. You'll have seconds to run back and you may hear the terror music as you're chased because light is coming into the corridor from a hole in the ceiling as you flee. Be careful if you've lit too many torches in this area since the grunt will see and continue chasing you. Run back to the elevator room and hide or jump onto the lion statue if need be. Lie in wait until the grunt goes away, then go to the room northeast of the prison facing away from the elevator. If necessary, design one of the cells into a hiding place by using chairs, barrels, and the bed. Another possibility is to go partway up the stairs to get the grunt moving and then go down the hall immediately to the right to collect the hammer.
If you go back down the stairs where the first grunt appear (if you forget a tinderbox or something), after you've done everything you were supposed to do, or simply walk the whole round through the corridors upstairs and then walk down the stairs, you'll hear a monster growl when you're half-way down. There's another grunt in the hallway before the stairs where you came from (the elevator room). The grunt won't see you if you run quickly to the dark cell to hide. The grunt will then just walk towards the door where a brute is seen slamming a man to the door when you get close enough. He will then disappear.
Once you enter the northeastern cell, there will be a flashback after which you must look under the bed. This was the cell where the murdered girl's mother was kept. There will be a hole there, which the girl had used to escape the Prison, and which you in turn must use now. Use the hammer and chipper on the hole to make it wider and thereby gain entrance to the tunnel which will take you to the Northern Block of the prison.
Once you have made it to the Northern Block of the prison, the game's sixteenth area, you will need two more items to get through a door that has a padlock in poor shape. Head towards the left after you get out of the hole in order to reach the storage (receptaculum) and collect a glass jar that you will use to hold the acid you will use to weaken the padlock. It's advisable you follow the signs here and head for 'storage' before going to the 'kitchen' as that minimizes the number of encounters with a Gatherer. The Northern Block is dangerously full of Grunts, but it also has lots of supplies for Daniel's quest. The Northern Block is comprised of Cell Area III (area cellūs III), Cell Area IV (area cellūs IV), the kitchen (culina), and the storage.
Be careful as there are roughly twice as many enemies in the area compared to the Southern Block; just keep an eye and an ear out for them. You don't have to worry about Brutes; they are mostly just visual encounters and the worst they'll do is drain your sanity so just stand still and wait for them to leave. A Grunt, on the other hand, will always growl right before wandering into your area. Don't panic if you hear them; just find a good, dark place to hide. You'll find a locked gate to the Cistern Entrance but ignore it for now as you can't weaken the padlock just yet. A dead body can be seen in one of the cells leading to the Storage. A Servant Grunt is lingering in one of the cells here. Before you reach the storage room there'll be a corridor with one door open and the other closed. The open cell is safe and has a diary entry in there. Do not open the closed door.
Go down the short steps into the lit room and take the glass jar. Be careful as the monster in that cell you passed by earlier will now come out, run straight back to storage and wait. When it's safe, you may enter the cell without fear of attack as the Grunt has left it. Now you have a glass jar and just need to fill it with acid. Proceed to the kitchen. Be wary, just before you grab the acid, you need to hide from the enemy that is just about to enter the room. Once it leaves, grab the acid with the glass jar and head back to the other side of the prison again. A Grunt may randomly spawn as you leave the kitchen so run back and hide if this happens. This is near the area where you found the glass jar, except you will not be going down that particular hallway to the door you need to get through. Instead, head down the other path that is there. Once you have found the door leading to the Cistern Entrance, use the acid on the padlock and then the hammer and chipper. After you break the lock, a Servant Grunt will spawn behind you and the terror music will start, so you must open the door quickly and head to the Cistern Entrance.
- Through a barred window you can see a lit spiral stairway leading down into the depths of the castle. This area is not to be confused with the Nave and is inaccessible.
- If the player somehow gets killed by a grunt inside the tunnel you must crawl through to reach the Northern Block, the player will respawn in the tunnel, but the latter will be consumed by The Shadow.
- If the player closes the padlocked door behind them after breaking the lock and watches the Grunt approach the door, it will despawn.
- The two Brutes found in the Southern Block are both named "im_in_a_bad_mood" and "im_just_cute_and_happy".
- One monster can be avoided simply by going to the Storage in the Northern Block and obtaining the glass jar before entering the Kitchen.