The room where Wilhelm and his men died.
|Game||Amnesia: The Dark Descent|
|Objective||Gather the chemicals.|
The Wine Cellar is an area of Brennenburg Castle that can be accessed off the Entrance Hall, after the Wine Cellar key has been obtained from the Archives. Daniel needs to pick up four chemicals here and take them back to the Laboratory, to use in the creation of an acid.
- In the area you see the Grunt walk off to after you pick up the Laudanum, a pair of tinderboxes can be found. (24 & 25)
- Further ahead in that same area, near the blocked-off door, another one can be found on a shelf, and on the immediate other side of that wall, on a bookshelf, yet another one can be found. (26 & 27)
- Near the Orpiment. (28)
- In the room with the Calamine, two tinderboxes can be found. (29 & 30)
- In a chest in the room with Wilhelm's note and the Aqua Regia. (31)
- In a corner on a shelf. (1)
The Wine Cellar is a very dark and gloomy place. Only a few small windows that let the natural daylight in can be found.
A note in the Laboratory tells you to find the compounds for the acidic solution in this section of the castle. The chemicals for the acid are:
- Aqua Regia
One room has a door to the left that when entered, is beat on savagely, and screams of a man are heard. After these events, the room is accessible.
The room with the blood on the floor and the flashback occurrence holds a note and a flashback that will explain the possible place of origin of the Gatherers, or some of them. Wilhelm and his men died in the room because of the tainted wine offered by Alexander, which made their bodies burst, leaving them miserably deformed. Since there are pieces of flesh on the floor, this event has a possible explanation that it wasn't too long ago that it happened in the game. In the flashback to this room, two of Wilhelm's men are drinking the wine that was left by the baron. One of his men challenges Wilhelm, who says that they aren't getting out alive. The second man then demands that Alexander comes down, but never gets the chance as he starts hacking violently. This is possibly the start of the transformation.
This is one of the first chambers where you encounter a Servant Grunt. Its appearance is triggered by picking up a bottle of Laudanum in the same room where you find the Orpiment. It will not attack you and leaves quickly after spawning.
When Daniel obtains the Calamine, the Shadow roars and causes an earthquake. The room in which Daniel currently is starts to collapse. Debris blocks the door and a barrel falls from above, knocking him unconscious. When Daniel recovers and clears the rubble to the exit, he regains a bit of sanity. Like its Laboratory counterpart, the Wine Cellar is in a state of ruin. In one of the rooms, a part of the ceiling beams (where some barrels are stored) will fall apart, trapping the player, who will have to remove the debris in order to exit.
There is also the noise of a Brute heard in one of the rooms, like in the Archives. When attempting to open a locked door, the sound of a brute can be heard, as well as glass shattering from behind. When finding the alternate entrance to this room, rocks will fall from a hole in the ceiling, suggesting the brute has climed up this area. Your sanity will be damaged.
- There is actually a second laudanum and extra tinderbox that could have been found in a chest in this map. Only seen in the Level Editor, an "invisible" chest can be found on top of a shelf in the room with the Calamine. This chest has been set a "ghost" item, as the box that says "Active" is missing a check mark.
- When approaching the Wine Cellar, one can see the words Cella Vinaria ('wine cellar' in Latin) inscribed above the door.
| Brennenburg Castle:|
Rainy Hall - Old Archives - Entrance Hall - Archives - Wine Cellar - Laboratory - Refinery - Cellar Archives - Archive Tunnels - Back Hall - Study - Guest Room - Storage - Machine Room - Elevator - Prison: Southern Block - Prison: Northern Block - Cistern Entrance - Cistern - Morgue - Control Room - Sewer - Nave - Cells - Choir Entrance - Choir Main Hall - Transept - Chancel - Inner Sanctum - Orb Chamber
London - Algeria - Altstadt - Tomb of Tin Hinan - Zimmermann Farm
- Just ahead of you as you enter the room.
Thomas Grip: Themes and creatures
"A major design guideline for us was to give each level a unique theme, something that puzzles, events, and a general atmosphere was built upon."
"This makes each level a little piece of theme and story and theme at large, and also gives them focus, so the player is not distracted with too much information."
"The theme in this level is the strange creatures that lurk in the castle. The player first spots them momentarily in the Archives, so here is the perfect place the build some fear."
"There is never any real threat in this level, but it's much darker than any before, and there's a constant pressure with boards creaking. The flashbacks also give hints of where the strange creatures come from, making them all focus on the level's central theme."
- Two more microphones can be found to your right as you leave the stairs.
Jens Nilsson: Introduction
"Hello. I'm Jens Nilsson, co-founder of Frictional Games. I work mainly on sound, game play and event scripting in Amnesia. For my commentary in this game, I'll jump back and forth between the topics of sound, puzzle creation, and even talk about making this commentary."
Jens Nilsson: My past, a Level crafter
"The basic structure of the earlier levels in the game has been built by me. I have not created models or anything like that, but I have built the levels with the graphics from the artists used our level editor. This was the very reason for us to create the level editor, as it would allow for the whole team to work on levels, building them from scratch, if so needed."
"For our previous Penumbra games, you could perhaps tweak a level a little bit, but making the level was the job for an artist, and no one else."
"In the early days of the Amnesia project, the artists had our hands full with making graphics. And so, I was the one building the levels."
"Looking at the levels now, a lot of things have changed, and improved, but the base is still there, showing that the idea to create the level editor was a sound one."
"One of the few things, in fact, with the Amnesia project that has not been scrapped, reworked, or modified heavily."