Amnesia seems simple in what it asks of its players: explore the castle while avoiding detection and death at the hands of its monsters, solve puzzles, pick up notes, and experience auditory flashbacks that fill in Daniel’s backstory. The player is left with a note, written by the “past” Daniel, instructing him to descend into the depths of the castle and kill someone named Alexander. The game has many jar graphic variants, but these red and blue ones are never used.But is Daniel a different person under the player’s control? Conventionally, gamers are pushed towards a “redemptive” or “good” choice for the character they control, but Amnesia asks the player if they are even fit to make those very choices for someone else. Similar to the Sanity Potion, this unused game mechanic can also be seen in some early gameplay footage. When you have enough thalers you can open chests containing valuable items.Īn additional hint tool-tip appears the first time one of them is picked up. Picked up a Pouch with 10 thalers Picked up a Bag with 25 thalers Picked up a Sack with 50 thalers You have found a bag of thalers.
Each size has a slightly different message. They come in divisions of 10, 25, and 50 but don't appear in the player's inventory when picked up (they still have an inventory icon). Three bags (or sacks) containing coins of a currency called thalers. Technically it is used since it does make a very brief appearance during the ending cinematic, but cannot be used as the inventory is then locked. It gives twice as much oil as normal when used. It appears in some early gameplay footage. Restores some of the player's sanity similar to how Laudanum restores health. Most are all complete and can be placed in the level editor. Their appearances are nearly identical to the ones from Penumbra: Overture, another game created by Frictional Games. They attack Daniel when they are near him, dealing him a minimal damage. However, they can be only added in the game with an editor.