Amnesia monster with wings7/1/2023 Try to stay in very zig-zaggy passages, where you can easily lose the monster by sprinting around corners. While running down one you will have no way to avoid being spotted and killed. Try to avoid long, brightly lit hallways, or just hallways in general. As long as they don't see you, they usually won't stop until the door is demolished. Some monsters may even stop to knock down a door if you slam it open while still in a hallway. This will be one of the few methods of protection you will have against them. Brutes do this in two hits, so if you are in a Brute infested area, like the Sewers and Choir, CLOSE ALL THE DAMN DOORS. Even if it does attempt to open it, Grunts do so very slowly, taking up to four hits to knock down the entire door. If you do this, some monsters that spawn outside may never even attempt to enter the room, unless the programming tells it to. As such, here are very effective ways of losing monsters.Ĭlose doors behind you. You can run into an EMPTY SQUARE ROOM and as long as you duck into a corner, it will most likely lose you. Brutes and Grunts are nearly complete ♥♥♥♥♥♥♥, only knowing where you are upon direct sight in light. Lets get one fact clear here: They don't look smart, they don't act smart, and they sure as hellĪREN'T smart. The Kaernk, if there is one, will go and investigate. If you suspect a Kaernk is in the same room as you, try throwing something into the water. However, they do make gurgled noises quite often, so it can be told if one is very close to you. Kaernks are harder to locate because they do not move without provocation. This may save your life in the Choir, where Brutes lurk around every corner. Brutes make a sharp metallic creaking sound as they walk, and can really help to give them away. This will give their position away and can alert you of their presence. When walking, Grunts make a weird limping leathery sound. The closer they are to you, the more noises they make, such as grunting and moaning. The Kaernk has a unique soundtrack that only plays while you are in the water with it. Listen for this change to occur after a monster spawns, and once it leaves, the music will stop and the game will continue with it's normal ambiance. Monsters have their own special themes when they are already spawned and running around. This can be crucial if you need a quick escape, but are unsure as to where the monster is. Make sure you always know where and when a monster appears. To know the location of your enemy is to hold an advantage over them. This fact alone makes it the least threatening monster in all of Amnesia. If the player grabs a medium or large object, like a barrel or crate, and repeatedly smashes it on top of the Kaernk, it will show some yellowish blood where the crate made contact, and the Kaernk will stop moving. However, the Kaernk can actually be killed, and quite easily too. The only exception to this is the Kaernk in the Cellar Archives tunnel in the big room, which is notably bigger and faster than normal Kaernks, and can actually outrun you, as well as hit you while on top of smaller crates in the water. Kaernks are often much slower than you think, and are quite easy to outrun. Chunks of human body parts work even better for distracting the Kaernk, as once it walks over to the flesh it will start to eat, taking as long as ten seconds to fully finish, plenty of time to open a crank wheel as long as you don't panic. This can give you some time to get past it if it was blocking a door, or something else important. However, any object can be thrown far away to distract the Kaernk, and make it go away. As long as you are not in the water, the Kaernk will not move from the spot it stops in, which is often right next to you. However, it is also the most easily fooled monster in the game. The KaernkSimply called the Water Monster by most players, the Kaernk can be one of the most annoying foes in Amnesia, due to its invisibility.
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