Amnesia: The Bunker

Amnesia: The Bunker

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Niev Jun 13, 2023 @ 3:54pm
2
2
PSA about the monster
Too many lies in the steam reviews and here, time to clear some things up

1)
The monster is a physical presence around the player for most of the game, it physically moves in the level with more or less awareness of the player, based on your noise level or noises triggered by rats. A strong noise will lead it in your direction if it hasn't detected you, but if it's already stalking you the same noise will make it come out.

2)
It teleports in some scripted events and when you move across more than 2 levels, if it moves above you it doesn't mean it has detected you, crouch walking and avoiding every single piece of debris (reposition them if needed) will give you a very good chance of it never even coming out, all of this dependent on difficulty: on hard it will sometimes come out with the lights on just based on cumulative noise level you're making
If you localize the beast and move away enough from it as silently as you can, you can complete a noisy objective with less chance of it coming out, if it's close to you it will come out much more easily when you make a loud noise

3)
The beasts aggressiveness is determined by the noise produced by the player and rats, and it's multiplied by a factor when the lights are off. Imagine each of your regular footsteps adding +1 to a meter, and when that meter reaches 100 the beast starts coming for you, if you wait without producing sound the meter slowly decreases. Crouch walking without producing any noise is the only way to move stealthily without the beast hearing you, walking normally attracts it and sprinting REALLY attracts it.
Actions like throwing grenades or shooting your guns will always attract the beast, bricks and flares/molotovs have a chance not to, provided you've been very stealthy prior to using them and the beast is far enough away

4)
The beast has various "states" and behaviours all signaled with audio cues when you trigger them by noise level, no sound is random in this game and standing still and listening will give you a lot of information on your current safety. Consider that roaming in the dark carries the risk of the beast randomly exiting its holes, even without detecting the player

5)
With the lights on, the beast won't roam on its own, it will sit in the walls lethargically and follow the player by sound, it's also less perceptive, you can notice it following you by the lights behind you flickering slowly, if they flicker fast it means it's right there ready to pounce. It will only come out if excessive noise is made. Keep in mind my observation about the beast's anger being a "meter", if your previous expedition was very noisy you need to let the beast cool down for a minute or two before going out again, or it will chase you even from just walking too much

6)
With the lights off, the beast has the freedom to come out as it pleases to investigate whatever it wants. If it comes out it doesn't mean it has detected you. It's more perceptive and prone to anger, crouch walking with stops every 30 seconds is mandatory to remain truly unnoticed. The effect of every sound will be multiplied, things that would only attract its attention in the light will trigger an outright chase in the dark

7)
Stages of anger, none of this is confirmed in the game files but after a lot of gameplay I came up with this categorization of its behaviour that I think is correct:
Stage 1: beast is unaware of the player and mostly calm, it will slumber behind the walls producing very low shifting sounds, will sometimes change hole by running in the ceiling but it doesn't mean it has detected you, it's just roaming

Stage 2: beast is aware of the player because of some noise you produced, it will now follow through the walls and make more aggressive movement sounds, it will loudly follow you through the walls and ceilings and sit stealthily in a hole waiting, it still doesn't really want to come out if the lights are on, if they are off it just might

Stage 3: beast is seriously angry with you, chance of it coming out is much higher but its behaviour will still be similar to stage 2, stalking through the walls and sitting in holes, the difference is that this time it won't be "stealthy" about it and will roar loudly and express its feelings towards you (not very constructively). Will attack if you sit in front of a hole, lights or not. If the lights are off at this stage, it's a matter of seconds before it comes out.
NOTE the creepy music can play at this stage too (most often with lights on), even without clear signs of the beast being present: it means it's laying in ambush very close to you and isn't making a sound on purpose. If you wait a bit it may either come out or change hole, giving itself away

Stage 4: beast is about to come out of the hole, maximum anger, signalled by the creepy music (sublime horror music), you have about 20 seconds to GTFO of your current location.

Stage 5: beast is chasing you, lose it or fight it in classic survival horror fashion, once it retreats it will revert between stage 3 and 4, wait a bit for it to cool off before continuing your expedition or running away

8)
I noticed 3 main story phases in the beast behaviour:
Pre-Wheel where it will never come out openly on the first playthrough (it will from then on) to chase you but it will catch you if you stay too close to a hole, so make as much noise and get as much done as you can before you lift the lockdown
Post-Wheel, as soon as you pick up the wheel it will activate the "regular" behaviour, it may spawn immediately in the corridor
Post-wrench, the highest level of aggression and anger, I've observed, the beast is very aware of the player and it often ignores lights, if you get the bolt cutters too it may get even more aggressive, signalled by the safehouse becoming.. less safe (maybe..)

9)
One pistol shot is all it takes to make the beast flee, on any difficulty, the only difference between difficulties is how long it retreats for: on hard it will come back very quickly, on normal it might give you a couple minutes of peace. Try to hit it head on, right in the forehead/between the eyes (head, eyes) while it's roaring at you, keep calm and take aim. A shotgun is a oneshot, explosions and fire usually hurt it enough for it to retreat immediately, gas makes it angry more than anything but it will avoid it and leave you alone (good strategy if you have the gas mask)

10)
The beast only one shots YOU if it catches you from behind, otherwise it's either a two-shot or rarely a three-shot, it will shove you and hurt you but allow you to escape. You become slower the more hurt you are, it also becomes difficult to see and hear. The blood trail you leave behind when wounded attracts rats and the beast alike, it will become very hard to shake off the beast when bleeding, it will smell your blood and become extremely persistant
Last edited by Niev; Aug 8, 2023 @ 3:51pm
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Showing 1-15 of 42 comments
I agree with most but I think some things are off. I played Hard mode first, and the Beast doesn't really just "do whatever it wants". However, it is way more likely to detect the player and is more prone to leaving the walls to spot noises. Also, I'm pretty sure the Beast can leave and go on "patrol" whenever it wants when the lights are off, aggression aside.
freddypad Jun 13, 2023 @ 7:51pm 
I've become really fond of the monster. Since I shot it and it not only writhed in pain, but also ran away whimpering, I officially feel so sorry for it! Then the thing with the bunny. I gave the bunny to the monster and it seems to be so happy about it. It has even found the bunny a nice place! I think I would accept this monster as a pet by now. :P
Rockman9x Jun 13, 2023 @ 8:50pm 
When the monter running to you, shoot at the leg (or hand?) of monster, it will fall down. This will give you more time to escape from the monster.
Last edited by Rockman9x; Jun 13, 2023 @ 8:51pm
DreadPirateFury Jun 14, 2023 @ 2:35am 
Might be wrong but I've noticed increased monster aggression over the course of the game. I believe that it becomes more sensitive to sound cues and even more likely to patrol openly with the generator on as you hit key milestones.
Last edited by DreadPirateFury; Jun 14, 2023 @ 3:19am
L@z@rus Jun 14, 2023 @ 2:55am 
Every time I run into it I'm reminded about the failed experiments from the Fictional WW2 movie (even though this is WW1) Overlord
Originally posted by Special Thanks, You:
Also, I'm pretty sure the Beast can leave and go on "patrol" whenever it wants when the lights are off, aggression aside.

It does. I was testing with the debug tool and waiting in some corner in darkness (gen off). At random times, the Beast would emerge and casually patrol around the map you are on, destroying whatever is in its path and get into the hole again, repeat.

In normal difficulty, I read a SitAndWait state by the monster at random times (usually where there aren't lights).
Niev Jun 14, 2023 @ 6:55am 
Some more stuff to reply to some comments, P.S. I also love big boy, it both scares the ♥♥♥♥ out of me but also makes me empathize, one of the best videogame monsters ever

Originally posted by Special Thanks, You:
I agree with most but I think some things are off. I played Hard mode first, and the Beast doesn't really just "do whatever it wants". However, it is way more likely to detect the player and is more prone to leaving the walls to spot noises. Also, I'm pretty sure the Beast can leave and go on "patrol" whenever it wants when the lights are off, aggression aside.
I have 4 normal playthroughs and 1 on hard where I gave up after getting the wrench, it just wasn't fun because it seemed like the beast didn't give any ♥♥♥♥♥ about "the rules" of the game, randomly coming out of holes with the lights on, unscripted, and with me crouch walking for 5 minutes.
If not even constant crouch walking in full light can give me some reprieve, then it's too much for me, maybe it was bugged or something? it seemed to ALWAYS know my location, and also didn't announce itself before coming for me. It seemed to go from stage 1 awareness to stage 5 chasing me immediately, losing a lot of atmosphere and build up in the process
Originally posted by Rockman9x:
When the monter running to you, shoot at the leg (or hand?) of monster, it will fall down. This will give you more time to escape from the monster.
Wrong, the best place to shoot it is right in the forehead, not even the mouth or jaws, right above its mouth and head on (not from the side) I found it reliably one-shots it, you just gotta keep calm and take aim while it's roaring at you, 2 bullets is when you fail to one shot it
Originally posted by DreadPirateFury:
Might be wrong but I've noticed increased monster aggression over the course of the game. I believe that it becomes more sensitive to sound cues and even more likely to patrol openly with the generator on as you hit key milestones.
I noticed 3 main phases:
Pre-Delisle code (not the wheel, just the code) where it almost will not come out but it still can if you make too much noise and provoke it in front of its holes
Post-Delisle code, the "regular" behaviour
Post-wrench, the highest level of aggression and anger, signalled by the safehouse becoming.. less safe (maybe..)

5)
With the lights on, the beast won't roam on its own, it will sit in the walls lethargically and follow the player by sound, it's also less perceptive, you can notice it following you by the lights behind you flickering slowly, if they flicker fast it means it's right there ready to pounce. It will only come out if excessive noise is made. Keep in mind my observation about the beast's anger being a "meter", if your previous expedition was very noisy you need to let the beast cool down for a minute or two before going out again, or it will chase you even from just walking too much

6)
With the lights off, the beast has the freedom to come out as it pleases to investigate whatever it wants. If it comes out it doesn't mean it has detected you. It's more perceptive and prone to anger, crouch walking with stops every 30 seconds is mandatory to remain unnoticed. The effect of every sound will be multiplied, things that would only attract its attention in the light will trigger an outright chase in the dark

7)
Stages of anger, none of this is confirmed in the game files but after a lot of gameplay I came up with this categorization of its behaviour that I think is correct:
Stage 1: beast is unaware of the player and mostly calm, it will slumber behind the walls producing very low shifting sounds, will sometimes change hole by running in the ceiling but it doesn't mean it has detected you, it's just roaming

Stage 2: beast is aware of the player because of some noise you produced, it will now follow through the walls and make more aggressive movement sounds, it will loudly follow you through the walls and ceilings and sit stealthily in a hole waiting, it still doesn't really want to come out if the lights are on, if they are off it just might

Stage 3: beast is seriously angry with you, chance of it coming out is much higher but its behaviour will still be similar to stage 2, stalking through the walls and sitting in holes, the difference is that this time it won't be "stealthy" about it and will roar loudly and express its feelings towards you (not very constructively). Will attack if you sit in front of a hole, lights or not. If the lights are off at this stage, it's a matter of seconds before it comes out

Stage 4: beast is about to come out of the hole, maximum anger, signalled by the creepy music (sublime horror music), you have about 20 seconds to GTFO of your current location.

Stage 5: beast is chasing you, lose it or fight it in classic survival horror fashion, once it retreats it will revert between stage 3 and 4, wait a bit for it to cool off before continuing your expedition or running away
Last edited by Niev; Jun 14, 2023 @ 6:59am
Niev Jun 14, 2023 @ 7:16am 
Originally posted by Thekillergreece:
Originally posted by Special Thanks, You:
Also, I'm pretty sure the Beast can leave and go on "patrol" whenever it wants when the lights are off, aggression aside.

It does. I was testing with the debug tool and waiting in some corner in darkness (gen off). At random times, the Beast would emerge and casually patrol around the map you are on, destroying whatever is in its path and get into the hole again, repeat.

In normal difficulty, I read a SitAndWait state by the monster at random times (usually where there aren't lights).
Yes it absolutely does and it makes it even more baffling when people claim the beast is 100% scripted and only follows the player, you will constantly explore the map and find triggered traps that you didn't trigger, destroyed doors that you didn't destroy, it even killed some rats for me at some point, the beast in this game has a mind of its own but you won't notice it if you aren't really paying attention
Samz Jun 14, 2023 @ 8:35am 
Originally posted by Niev:
Originally posted by Thekillergreece:

It does. I was testing with the debug tool and waiting in some corner in darkness (gen off). At random times, the Beast would emerge and casually patrol around the map you are on, destroying whatever is in its path and get into the hole again, repeat.

In normal difficulty, I read a SitAndWait state by the monster at random times (usually where there aren't lights).
Yes it absolutely does and it makes it even more baffling when people claim the beast is 100% scripted and only follows the player, you will constantly explore the map and find triggered traps that you didn't trigger, destroyed doors that you didn't destroy, it even killed some rats for me at some point, the beast in this game has a mind of its own but you won't notice it if you aren't really paying attention

My first "Proper" (past the wheel) encounter with the beast was definitely not scripted.

I went into the "Darkroom" with the red light in the Soldier's Quarters.
I make a bit too much noise and I hear the monster clearly get agitated, so I hide and ready my revolver.
I hear VERY loud noises and the monster, so I eventually decide to check the area.
I leave the room, and there's a trap flare that's gone off and set the ground on fire, clearly the monster had actually tried to use that trapped door.
The monster then leaves from a nearby hole and watches the fire, and it notices me behind itbecause I forgot to put away my flashlight, I shoot it in the face, run and jump over the fire (taking some damage in the process) and sprint back to the safe room.

I very much doubt the monster triggering a trap by itself is scripted.
Graaf BerenGeur Jun 14, 2023 @ 9:31am 
I got the achievement for blowing open a door with a barrel by staring at the map in the Admin office, haha. I did *hear* the boom tough, so I guess the monster set off a trap, which set off an explosive barrel, which blew open a door. Never figured out which door though.
Special Thanks, You Jun 14, 2023 @ 10:48am 
Originally posted by Niev:
Some more stuff to reply to some comments, P.S. I also love big boy, it both scares the ♥♥♥♥ out of me but also makes me empathize, one of the best videogame monsters ever

Originally posted by Special Thanks, You:
I agree with most but I think some things are off. I played Hard mode first, and the Beast doesn't really just "do whatever it wants". However, it is way more likely to detect the player and is more prone to leaving the walls to spot noises. Also, I'm pretty sure the Beast can leave and go on "patrol" whenever it wants when the lights are off, aggression aside.
I have 4 normal playthroughs and 1 on hard where I gave up after getting the wrench, it just wasn't fun because it seemed like the beast didn't give any ♥♥♥♥♥ about "the rules" of the game, randomly coming out of holes with the lights on, unscripted, and with me crouch walking for 5 minutes.
If not even constant crouch walking in full light can give me some reprieve, then it's too much for me, maybe it was bugged or something? it seemed to ALWAYS know my location, and also didn't announce itself before coming for me. It seemed to go from stage 1 awareness to stage 5 chasing me immediately, losing a lot of atmosphere and build up in the process
Originally posted by Rockman9x:
When the monter running to you, shoot at the leg (or hand?) of monster, it will fall down. This will give you more time to escape from the monster.
Wrong, the best place to shoot it is right in the forehead, not even the mouth or jaws, right above its mouth and head on (not from the side) I found it reliably one-shots it, you just gotta keep calm and take aim while it's roaring at you, 2 bullets is when you fail to one shot it
Originally posted by DreadPirateFury:
Might be wrong but I've noticed increased monster aggression over the course of the game. I believe that it becomes more sensitive to sound cues and even more likely to patrol openly with the generator on as you hit key milestones.
I noticed 3 main phases:
Pre-Delisle code (not the wheel, just the code) where it almost will not come out but it still can if you make too much noise and provoke it in front of its holes
Post-Delisle code, the "regular" behaviour
Post-wrench, the highest level of aggression and anger, signalled by the safehouse becoming.. less safe (maybe..)

5)
With the lights on, the beast won't roam on its own, it will sit in the walls lethargically and follow the player by sound, it's also less perceptive, you can notice it following you by the lights behind you flickering slowly, if they flicker fast it means it's right there ready to pounce. It will only come out if excessive noise is made. Keep in mind my observation about the beast's anger being a "meter", if your previous expedition was very noisy you need to let the beast cool down for a minute or two before going out again, or it will chase you even from just walking too much

6)
With the lights off, the beast has the freedom to come out as it pleases to investigate whatever it wants. If it comes out it doesn't mean it has detected you. It's more perceptive and prone to anger, crouch walking with stops every 30 seconds is mandatory to remain unnoticed. The effect of every sound will be multiplied, things that would only attract its attention in the light will trigger an outright chase in the dark

7)
Stages of anger, none of this is confirmed in the game files but after a lot of gameplay I came up with this categorization of its behaviour that I think is correct:
Stage 1: beast is unaware of the player and mostly calm, it will slumber behind the walls producing very low shifting sounds, will sometimes change hole by running in the ceiling but it doesn't mean it has detected you, it's just roaming

Stage 2: beast is aware of the player because of some noise you produced, it will now follow through the walls and make more aggressive movement sounds, it will loudly follow you through the walls and ceilings and sit stealthily in a hole waiting, it still doesn't really want to come out if the lights are on, if they are off it just might

Stage 3: beast is seriously angry with you, chance of it coming out is much higher but its behaviour will still be similar to stage 2, stalking through the walls and sitting in holes, the difference is that this time it won't be "stealthy" about it and will roar loudly and express its feelings towards you (not very constructively). Will attack if you sit in front of a hole, lights or not. If the lights are off at this stage, it's a matter of seconds before it comes out

Stage 4: beast is about to come out of the hole, maximum anger, signalled by the creepy music (sublime horror music), you have about 20 seconds to GTFO of your current location.

Stage 5: beast is chasing you, lose it or fight it in classic survival horror fashion, once it retreats it will revert between stage 3 and 4, wait a bit for it to cool off before continuing your expedition or running away

(I don't know how to quote specific parts of a comment on steam, so sorry that his comment is a bit unwieldy). Just wanted to comment on your problems with hardmode. I do agree that I think the monster investigates noises for a bit too long, but even on my over 12h hard playthrough the monster never came out just randomly. Even post wrench (which assuming you're correct, is his max aggression setting), I could turn on the lights and just walk normally, rummage through things and debris just fine. Perhaps it was bad luck or things you didn't notice? He only really came out when I was around the Prisoner or some particularly annoying rats.
This was very good
Kain Jun 14, 2023 @ 10:57am 
"It's more perceptive and prone to anger, crouch walking with stops every 30 seconds is mandatory to remain unnoticed."

I don't think it's accurate. I think crouching for any extent of time doesn't alert the beast.

If you're far enough you can even walk.

Running though I'm not sure, I think when it's out, your distance will affect whether it can hear you or not, but if it's in the hole if you run you're always signalling it your location, meaning it will come out eventually.
Kain Jun 14, 2023 @ 10:58am 
But, pretty good post.
Niev Jun 14, 2023 @ 3:38pm 
Originally posted by Special Thanks, You:
(I don't know how to quote specific parts of a comment on steam, so sorry that his comment is a bit unwieldy). Just wanted to comment on your problems with hardmode. I do agree that I think the monster investigates noises for a bit too long, but even on my over 12h hard playthrough the monster never came out just randomly. Even post wrench (which assuming you're correct, is his max aggression setting), I could turn on the lights and just walk normally, rummage through things and debris just fine. Perhaps it was bad luck or things you didn't notice? He only really came out when I was around the Prisoner or some particularly annoying rats.

It could have been bad luck or some other factor but it happened pretty consistently walking or crouch walking, with lights on and just walking without bumping into anything, it spawned without any sound cue it just got out of the hole and started running for me, seeing that I supposed that was the point of the difficulty so I just decided it wasn't for me, could it have been a bug? it also excessively loiters on hard I agree with you, in my playthrough it spawned in the locker room, didn't notice me but lingered in the room for 10 straight minutes at which point I just reloaded because it didn't seem to stop, that's just excessive for that difficulty
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Date Posted: Jun 13, 2023 @ 3:54pm
Posts: 42