Amnesia: A Machine for Pigs Walkthrough

Amnesia: A Machine for Pigs Walkthrough


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Get help surviving the desperate world of Amnesia: A Machine for Pigs with our walkthrough, guiding you through every puzzle and terrifying obstacle. The spiritual successor to Amnesia: The Dark Descent puts players in the shoes of a wealthy industrialist who, upon his return to London from a trip abroad, finds himself dreaming of a dark machine.

Learn more about the next Amnesia with our Machine for Pigs video preview.

One day, the machine comes to life — and disgusting forces are out for your blood. Filled with dreadful creatures and complicated puzzles, get all the answers you need with Game Front’s step-by-step guide below.

If you’re looking for anything secret, special or extra check out our list of Amnesia: A Machine for Pigs cheats page.



Amnesia: A Machine for Pigs Walkthrough



Waking the Doll’s House

Shake off that nightmare and get out of bed, because Amnesia: A Machine for Pigs has started. Leave through the (extremely dark) door opposite the cage-like bed.

Circle around the bed to find a desk. In this kind of extreme darkness, it’s usually handy to locate and activate new light sources. Unless you’re being hunted by a horrible monster.

Turn on the light on the desk to get a better view of the surroundings. The first note is located here, take it for more mystery, then leave by holding the left-mouse to interact with the door and pull it open.

You’ll hear your children’s voices. Do as they say – find them. If you read the note, you’ll know where they are. The kids are playing in the attic.

The attic entrance is straight ahead and to the right of the bathroom. The stairs will go dark, and lead to another hallway. At the far end is a pull-string hanging from the ceiling near the last door.

As Bela Lugosi would say, pull the string! Upstairs, you’ll find almost complete darkness. Grab the lantern from the crate to help illuminate the way – just be aware that light will draw the attention of whatever is hunting you.

In the hall, drag the heavy crate to reveal a passage. Crouch to get through it. Move the crates in your way, and exit to find a large stairwell outside the nursery hall.

Looks like the kids aren’t hiding in the attic after all. Chase them down the mansion stairs – if the doors are already closed, they can’t be opened.

At the bottom, look in the lounge for a small table with a wide speaker. There are audio logs scattered throughout the mansion – there are no in-game benefits for listening, but you’ll gain new insights into the mysteries of Amnesia if you’re willing to seek these out and listen. I’ll point them out as they’re found.

Go through the door behind the table covered in playing cards and continue down the hall until you hear a phone ringing through an open door. Don’t just wait there, go ahead and answer it.

That wasn’t helpful. So now what to do? Look on the wall opposite the telephone, you’ll see scratch marks on the lowest rifle. Grab it and pull it up – it’s actually a secret mechanism.

Circle around the wall and enter the secret corridor behind the paintings. There’s a note attached to the wall, next to the window, down the path to the left.

Continue forward and pull the switch near the window looking over the bathroom (Gross.) with the disturbed sketches pasted to the walls. The switch will open another secret passage further down the corridor. This is your exit back into the mansion hallways proper.

Look for a flashing door on the left. The cursor should look like an opening door – that means you’re about to enter a new area. Time to move deeper into the mansion.

Amnesia: A Machine for Pigs Walkthrough



In Lily’s Honour, a Banquet

Entering another grand chamber of the mansion, take a swerve left to go down the stairs or continue forward and grab the note in a small balcony lounge.

There’s a sharp rattling as Mandus goes downstairs. The front door is, of course, barred from the outside.

To the right of the stairs is a billiards parlor with an audio log. There are two doors here, but I backed up before exploring deeper.

There’s a note next to the piano in the banquet hall. This must be the feast that text was referring to earlier.

Learn more by exploring the hallway connecting the billiard’s room with the banquet hall. There’s a ringing phone, and another door to open.

The man on the telephone implores Mandus to repair the great machine under the mansion. The trouble now is finding it – the game’s called amnesia for a reason, our hero can barely recall his way around his own mansion.

The courtyard can be reached through the doorway across the telephone, or through the door of the trophy room.

Get to the quarters through the courtyard or from the second door in the parlor. Another note rests on a dresser.

Enter the washroom at the end of the hall, the door is ajar, and look around. If you’ve been keeping up with Mandus’ personal journal, you’ll know that there is a secret passage here. Take a look around.

Move the painting to find a switch. Pull it to reveal a secret passage. What’s the purpose of this one? The blood-covered walls aren’t a good sign.

Through the path, you’ll get your first look at the strange machine at the heart of the mansion. Turn the valve clockwise to stop all this over-pressure.

The machine roars back to life. Nothing left to do here, back-track to the hallways outside the washroom to discover an unfortunate change in scenery.

The blood trail trails leads into the bedroom. Check it out for a quick voice-over, but your goal is in the trophy room.

Run across the courtyard, and look for the bear trophy. Grab it and drag the case right until another secret door is revealed.

Turn the valve inside clockwise and return to the telephone hallway. The gates in the courtyard have opened to create a new path.

With the gates open, the rickety door can be accessed through the courtyard path from the door opposite the telephone.

Follow the path through the strange machine and out onto the street outside, through yet another door disguised as a stone wall.

Most of the doors here are locked. Look for stairs leading underground to the right of the gates past the trolley.

Take a few steps down the basement stairs, and the pipes above to crack, tumbling and destroying your only escape. Looks like there’s only one way to go now…

Amnesia: A Machine for Pigs Walkthrough



Against the Rising Waters

Welcome to the dank basement. The stairs are ruined, so there’s only one way to go, and that’s forward.

There’s a ringing phone straight ahead from the first open door. Don’t forget to answer it – and read your new journal entry.

Strange noises abound in the cellar. The voice says the bilge is flooded, but it sounds like footsteps. Circle the wooden barrels to find another ajar door, leading to a bronze device with a prominent switch.

There’s nothing better than pulling a switch, right? Unfortunately, it doesn’t work. Pull out the broken fuse, the one sparking in the slot. It looks like Mandus needs an unbroken fuse.

Not a long search. Turn right and step through the door to find a fuse on a crate ahead. Pop that sucker into the slot on the bronze machine and flip the switch.

That started something. But what? Don’t worry about that now, return to the storage room to the right. At the end of the path, there’s a pulley. Turn the wheel to lower a platform through the grate, down bellow. It’s tough to spot, just keep turning the wheel clockwise until it stops.

To get down into the room, go back to the large chamber with the wooden barrels and look at the metal gate for an opening. The stairs lead down to the ramp. Instead of going up the ramp, look for a large switch beneath it against the wall.

Pulling the panel out will cause the barrels to roll down, allowing Mandus to use the ramp. Not so tough, right?

Up the ramp, turn right to find another device with a switch. This time, the fuse is still intact. Push the switch in to drain more of the water.

Back down the ramp, circle around the great machine to find more stairs leading up.

The gate to the right should now be raised, but there’s another closed gate to the left. Go through the open gate to reach a catwalk leading to yet another machine.

You know what to do. Push the switch in – except the fuse is broken. Wonderful timing, as there’s another great crash, and the music intensifies. Be very wary, and explore the passage to the right.

Through the wooden door, go down the steps to find a note resting on a crate.

Unfortunately, there’s a bad sign to the right. A barred door.

Throw off the wooden barrier and open the door to find yourself back at the first machine. The storage room is just across the way, and there’s another fuse inside.

But, the tell-tale squeal of a pig should let you know – this area isn’t safe. Crouch and turn off the lantern.

The fuse should be on the cabinet around the first corner. Grab it and sneak back across to the barred door. And bar it.

Return to the broken fuse and replace it, then pull the switch. The final gate should now be open. Go through the catwalks stretching above the machine and down the steps.

Here, you can get a look at the busted pipes. Drop down, and return up the steps to find the newly opened gate.

Ahead, you’ll find another audio log and a strange porthole with a valve. Listen to the log, then turn the valve to open the mechanical door. Now you’re really deep inside Mandus’ machine.

Another odd bit of machinery. Turn the valve on the opposite panel to activate the device, locking Mandus in place.

It looks complicated, but it’s actually quite simple. Once the device is on and the bars raised, turn the valve on the left to close the bulkhead. Pull the switch in the center down, then turn the valve on the right to open the door.

Shut down the machine by pulling the starter lever backward. Now you can continue on. But, it doesn’t appear Mandus is still in his mansion. Look at the mural on the wall – the machine appears to be part of some giant pig-slaughtering operation.

Exit through the door to the left of the mural.

Amnesia: A Machine for Pigs Walkthrough



The Collar, The Neck, The Noose

Where is Mandus now? The green walls don’t give the area away, but the ringing phone past the counter gives a clue.

Leave through the back door of the offices. Another note can be found outside. Is this some sort of factory?

The doors lead into an abandoned, and gruesome, shipping bay. The cart is loaded down with dead pigs.

All the doors here are locked, so continue down the stairs to the lowest to continue further through this strange industry.

Through the passage, the next open door will lead to an open window. Deftly jump over the pile of crates and open the windows, allowing Mandus to crouch through and exit outside.

Before leaving, open the door in the same room as the exit window to find another note.

Down the road, you’ll get a good look at your next destination in the far distance. The church is where you need to go next.

Don’t miss the note on the motorized truck. The truck is blocking the entrance to the graveyard, so you’ll need to find a full tank of gasoline to get the machine moving.

Look inside the storehouse down the street. The large double doors are hanging open. Keep your eyes on the left wall to find the tank of gas you need for the truck.

But, the canister is empty. What to do with it? Back track to the window and return to the shipping bay (with the dead pigs) to find a special pump that’ll fill that canister full of oil.

Place the empty can onto the slot and turn the valve to fill it up.

Try to ignore the racket. Doors will crack and slam as a pig squeals in the distance. Just keep turning the crank until the canister is full.

Run back to the window and escape to the streets, where things are a lot quieter.

Return to the truck with the gasoline, and place the canister into the slot. Then circle around front and turn the crank to get the engine going.

The graveyard is now open, and the path to the church ahead.

Amnesia: A Machine for Pigs Walkthrough



Livestock and Bibles

The church is silent, even for the empty halls of Mandus’ industrial empire. The office to the right, down the hall contains the first note. The other two open doors lead upstairs.

Both sets of stairs lead up to the entrance hall. There’s an audio log in the center to listen to before creeping deeper into this hollowed ground.

Either of the two side doors leads into the main hall. Someone has left a gruesome offering on the altar, and the stained glass windows have new images supplanting the old.

Beyond the altar, look at the empty space below the windows. There’s one candle, but where’s the second one? Time to look around.

Return to the entrance hall and look in the storeroom through the left passage. The candle is found above three plants in the back left corner of the shelves.

Take the candle back to the stained glass windows behind the altar and place it. Then, twist both candles inward.

You’ll hear a strange noise, but nothing will happen. Time to see what that did – look in the room just to the left of the altar. There’s some strange machinery inside. Does this belong in a church?

Pull the lever, and turn around. The altar has moved to reveal a secret passage leading underground! Go inside, but be wary.

The stone paths are lined with cages. A sign warns, “Don’t startle the acquisitions!” which isn’t a good sign. Especially as the path closes behind you.

Stay on the straight path to find another note on a desk, lit by a single candle.

Take the stairs down to spot – it. A pig. Of course, you’ll have to press further down. Continue through the path ahead, and don’t worry. The creature won’t appear again quite yet.

Not until you round the corner. Stick to the extreme darkness, turn your light out, and stay crouched. The pig will wander the halls, staying relatively close to the candle-lit path.

Wait for it to stalk by, then continue forward. Use the candle-lit path, and use your lantern to light the way to the exit door.

Circle around the cages to find it. The faster you can get out of this place, the better.

Amnesia: A Machine for Pigs Walkthrough



And so to The Stoking

Another secret wall leads out to the entrance to Mandus’ factory. Cross the road and try to ignore the carts filled with pig carcasses.

The desk in the offices features another interesting audio log. Clearly, Mandus isn’t just a meat magnate. Something else is going on here.

Continue into the depths of the factory through the stairs going down into the Pistons Room.

Halfway through the catwalks, the pistons will roar to life, but only for a moment. If you look carefully, you’ll see a creature run off in the darkness ahead.

Try to put the pigs out of your mind, and continue to the stairs at the end of the room to find another office. The minor comforts of this room are shattered as a truck drives by outside.

Grab the telephone. Your contact will tell Mandus to meet the saboteur, but beware the wretches – the way you seek is below the piston room.

Down the stairs and continuing on, crouch under the slightly open gate to enter another extremely dark chamber.

Past the empty furnaces, you’ll find your objective. The Piston Control Room is clearly marked, and the controls are laid out in extravagant fashion through the door.

But how does it all work? A sign above the piston controls reads, “Stop! Are your furnaces fueled?”

Around the room are doors marked with brass numbers. These list the numbered furnace through each doorway. There’s a note on a desk inside, as well.

Furnace 4 is already fueled, but Furnace 3 is empty. Open the grate and toss in two chunks of coal. Close the grate, press the flashing button, and the fire will alight.

Back at Furnace 2, the coal is already inside. Simply close the door and hit the button. Furnace 1 is already going strong.

That leaves only 5 and 6. Fill the final furnace with two chunks of coal, close it, and light it up with the flashing button. Return to the control room to get these pistons going.

After all three levers are pushed in, the lights will go out. The way forward is path furnaces 5 and 6. Enter the area, yet another pig will rush by. Don’t let it scare you, keep going for the exit.

The gate is now open, revealing stairs going further still into the factory.

Stairs lead down into another piston room, and the gate will slam shut behind Mandus. One of the pigs stalks the area, so shut off the lantern and stick to the darkness.

Creep around to the right, where it’s almost pitch-black. The pigs stay closer to the light. The tricky part here is just finding where to go without using your lantern and alerting the stalker.

The pig comes from a passage along the spools on the right side of the room. Wait for the pig to patrol by, then creep ahead.

From the right path, cross over to the left path. Once you’re in the back corner of the room, cross over to the right to find a hole in the floor filled with coal. Jump in to finally escape the monsters.

Down the chute, climb out of the coal to find two doors. There’s another map of the grounds ahead, past the doors, with a note nearby.

Neither door leads out of this place, sadly. Instead, you’ll need to get back on the coal conveyor and continue down the opposite path into the deep darkness.

At the end of the road, climb the steps to find another lit area. Neither of these doors work either, so where do you go?

Look in the corner for a dumb waiter, marked with signature. Pull up the door and climb in to finish this section.

Amnesia: A Machine for Pigs Walkthrough



In the Nest of Eggs

The trip isn’t so kind. After the elevator shakes around, Mandus will wake up. Pull up the cover, and step outside to the ringing of a telephone.

The entrance into the underground must be close now. Trek on, or look in the room to the right for another note, detailed some bizarre and inhuman medical procedure. The equipment here doesn’t fill one with confidence.

In the back corner of this room is a locked door. Try opening it to get a new journal entry. The locked gate leads into the machine’s maintenance access. Mandus is too weak to smash the lock, so there must be another way.

Downstairs is another strange machine. It looks like a mixer, with two slots for two compounds. Off to the side of the room are two tunnels. One of each compound is down this pair of tunnels. Take a deep breathe, and press on.

Down the right tunnel, Mandus will face a room full of cages. Never a good sign. It isn’t long before one of the creatures stalks across the screen – bigger and even more fearsome that before.

Continue along the pens. Through another open door, you’ll find a storage room with a note inside.

Upstairs, take note of the door to your immediate left. Locked, right? Explore down the hallway where water is spilling down stone sluices, then turn around.

The door is now open. Tread carefully forward. Crouch and snuff out the lantern, because a monster patrols the storage room ahead. It walks left and right, into the room on the left, then back down a corridor on the right.

Unfortunately, you’ll need to get into that corridor on the right. Hide in the darkness on the right, then dash forward. Bring up your lamp and run down the steps.

Salvation! The creature will give up as the phone begins to ring. Answer it and go up the second stairs to find a pneumatic tube with chemical compounds on a crate.

Grab a chemical, place it inside the tube, and pull the switch to send the chemical back to the mixing room.

Time to get back to the hub. The narrow, pipe-filled hallways to the left of the tube lead out of the holding pens.

Or does it? After a child runs by, exit through the doorway to find… you’re back in the room with the pneumatic tube? Both doors are totally gone, but the chemicals over the catwalk have stopped. That’s your new direction.

Crouch through the narrow passage, and you’ll be back at the hub. Now look for the door (on the left) marked “Low Temperature Storage”, that’s the way to go for the second compound.

Inside, there’s a large barrel and a pneumatic tube. Flip the switch on the barrel, and a chemical compound will dump down into a slot. Grab it, and place it in the pneumatic tube. Pull the lever to launch the chemicals back to the mixing room.

But, things have changed. The area has shifted. Walking through the halls, you’ll hear a loud squeal – don’t even look back, just run! Run forward and swing open the door. As you re-enter the mixing room, the door will slam behind you.

Safely back in the mixing room, take the chemicals from the pneumatic tube and place them into the slots in the circular device.

There are three slots, but you’ll only need to place two. Just keep trying each slot. The third slot is for the resulting mixture.

A switch in the corner of the room will begin to flash red and click. Press the button to start mixing.

Take the blue-ish compound upstairs and smash it on the lock. But, that isn’t enough. Nothing is happening! How do you get it to burn?

Grab the lamp over the medical chair and position the beam of light over the acid-covered lock. It’ll light up and begin to burn.

Throw open the lock and enter the maintenance tunnel. Climb down the ladder in the pit by clicking it, then drop down into the pit below.

Amnesia: A Machine for Pigs Walkthrough



This Leaking World

Welcome to the sewers. The factory’s waste is dumped here, and it appears something is inside the fetid waters. Don’t miss the note near the start, in a alcove to the right.

Find the two locked doors to Sluice Gate 1. The tunnels are flooded, and the only way deeper into the machine is to raise the gates.

The only place to go now is a series of maze-like tunnels. They’re not as complicated as they look. Stick to the right wall, and watch your step – those roars indicate a pig-monster isn’t far away.

Entering another open chamber, you’ll know you’re on the right track. The waters are raised here, the tunnel ahead leads into a maintenance office.

Read the note off the desk, and take note of the valve on the wall. This is the sluice control system, simply turn the valve to activate Sluice 1.

Grab the telephone and start trekking back to the previous room. Stick to the left wall to return to the (now open) Sluice 1 doors. Circle around to the right-side to find the second sluice control room.

Cross the catwalk and head up the steps to find a second winding tunnel system, also patrolled by demonic swine.

Try to ignore the noise, and head down the left path to find the second control valve, and a slightly hidden note on the shelves.

Turn the valve, and step back into the sewers. The waters are lowered and the gates at Sluice 2 are raised. Take an immediate right and enter the strange bulkhead.

You know what to do. Pull the switch on the back, turn the left valve, pull down the center switch, then turn the right valve. De-activate the process with the switch on the back, and continue on. You’re getting closer.

The dank sewers aren’t about to let up yet. Creepy music blares from an unknown source, and a revolting banquet is served down below…

There’s only one way to go – forward. Try not to think about what all these cells contain, and eventually you’ll reach a ladder. Climb down, maybe you’ll get a closer look at the feast.

The tubes will shake and rumble, run along and drop down a hole between the left and right sides, then creep forward until Mandus can located another ladder.

Left again for another ladder, then left yet again. Further and further down into the machine, you’re getting closer.

Finally, at the bottom, you’ll find the Bilge Pump access hatch.

Amnesia: A Machine for Pigs Walkthrough



From Tide to Spine

Salvation of this strange machine is getting close. Straight ahead, there’s an audio log to listen to before continuing across the catwalk.

Run down the walkways to the ladders to cross this chamber. Mandus must only find the controls for these pumps to drain out the flood waters and save his children.

The first set of auxiliary pump controls are up the last ladder. Turn the valve inside to get the device running. Now to find the second.

Climb back down, and look right for a newly opened gate leading into a second pump chamber.

Watch out! The catwalk will drop while crossing the far side of the catwalk. If you die to the invisible creature, you’ll reappear with toxic gas spraying from the pipes overhead. Only one way to go, then.

The main pump controls are upstairs, but the open machinery box is busted. Some of the wheels have been removed and need to be replaced.

Grab the wheel near the open box and slot it in. The second wheel is located next to the pump control valve. Place both, then turn the valve to pump out the remainder of the flood waters.

Now to get down into the muck and open the bulkhead below. To get there, find a hard-to-spot ladder in the pump room.

Get through the decontamination chamber, and you’ll be one step closer to the core of this great machine.

Amnesia: A Machine for Pigs Walkthrough



The Children, Dancing

The rickety underground doesn’t look fit for a grand machine, but Mandus is getting closer. On the shelves ahead, look carefully to take a note before going through the narrow path downward.

Through the narrow path is a massive stairwell.

There’s an elevator at the base. Step near it and pull the lever.

The machine looms in the distance. Take the stairs up to a control room overlooking the core of the factory.

Nothing to do here, yet. Go back downstairs and enter the door below, leading to the Rod Control Room.

Listen to the audio log, then approach the control panel. Most of the switches are lit up, but several are not. Flip all of them to the “on” position. All of them but Rod 3. The saboteur has obstructed the area.

Use the ladder down the maintenance passage to the left to find what’s mucked up the machine.

Lift the hatch up, over the single raised rod, then return to the switch panel and turn 3 on. If you’ve completed the process, a loud ding can be heard.

Return to the second floor control room now. Push in each of the green switches in sequence to restart the great machine.

Something has awoken, and the fate of Mandus’ children does not appear bright.

Amnesia: A Machine for Pigs Walkthrough



Mandus, Saboteur

Only one way to go. Lost, with no objective and no memories, Mandus continues to push through the factory.

A quick vision of his children, and the mechanical bulkhead disappears with a note left in its place.

Upstairs, another complicated machine is left dis-used.

To continue forward, you’ll need to find a way to stop the steam regulation. Start by pulling out the fuses from the two boxes on the right.

When both are pulled, look for the green switch on the left. Tug it down, and the steam will stop.

Return to the passage near the ladder, and make your way forward.

Down the ladder, crouch to pass through the cylinders while Mandus talks to his apparent collaborator.

After another black-out, you’ll appear to an unfriendly site. One of the pigs walks away, with another note left before you. Grab it, and stay crouched with the lantern off from this point forward.

There’s a ladder visible ahead, leading up into the brighter beam of light coming from the center of the room. That’s the way out, but currently the exit is blocked by scalding steam.

On the right side of the chamber, look for a lit-up panel. Grab the pipe in the center and pull it out.

The machines will temporarily stop, but the steam over the exit hasn’t ceased yet. There’s another lit-up pipe near the start. Look for one single wheel turning and pull out the second pipe.

Now travel to the back left corner, where jets of steam previously impeded progress. Smash the glass over the steam sprouts with one of the convenient gears to send the machine in further disarray.

Massive monstrous workers will appear in the area, so stay low and put the lantern down. Sneak (or run!) directly for the ladder and start climbing to escape.

Run through the pipes, and don’t stop. Use the lantern to help find your way. At the first dead end, duck into an alcove to the left and exit using a small ladder. Then, simply board the elevator to leave this place.

Amnesia: A Machine for Pigs Walkthrough



Anything to Save Them

Back outside, the streets are overrun. There’s nothing here to directly threaten you, so press on through the backyards and into the first backdoor.

Up the stairs, you’ll find a note.

Return to the streets through the open backyard gate.

Look on the streets for an open cellar window. Jump inside to escape the chaos on the streets.

Sneak through the basement. At the stairs leading up to a door, look in the room on the left for another note. What does it mean?

Through the catwalks, Mandus is back on the streets.

Follow the pig down the alley. Past the first awning, where a pig is pounding on the door of a screaming woman, the lantern will flash…

Run! A pig is waiting around the corner. Just keep running until you step across the gate. It’ll slam shut, leaving you safe for now.

Push on through the overcrowded tunnels. At the end of the line, there’s another elevator marked “To the Pigline.”

Amnesia: A Machine for Pigs Walkthrough



Farming the World

Welcome back to the machine. Step around the catwalks to the Iron Butler, and watch the gap carefully to see what is now being processed here…

Press the button to the massive Mandus Industries door ahead to swing it open.

Through the dimly lit corridors and dark chambers, eventually you’ll enter a room with another map of the grounds. On the far end are large cylinders, and you should hear a strange sound below… like spinning wheels grinding together.

Muck up the works by dragging one of the Compound X containers over the ledge, dumping it into the spinning gears and destroying them.

Now backtrack through the corridors back to the Mandus Industries door you opened with a button. There’s a ladder to climb up nearby, where you’ll find this…

Grab the spotlight and light the beam to shine over the cylinder. Leave it there until an electrical current runs through the water.

The electricity will kill a pig guarding the control room down the hallway forward. Jump down to the crates and leap over the water to the control panels.

Time to ruin the machine. Turn the large handle in the center first, then begin flipping switches on the two switch-boards. It doesn’t matter what you do, any change will ruin the machine. Keep flipping switches until everything shorts out.

The electricity will stop, and the door opposite the control panels will swing open. Cross the flooded hallways and move straight to reach the now-open door to the Tripery.

Down the hallway, and down the ladder, you’ll reach another narrow corridor.

If you look down below the grating, is that blood?

Continue on, and step closer to the pair of children in the Nursery.

Appearing in a sluice of blood, there’s only one way to go.

End of the road, board the elevator to go deeper into the machine.

Amnesia: A Machine for Pigs Walkthrough



The Veil Lifts, the Bride is Waiting

Silence fills the air.

Past the Vacuum Eviscerators are more halls.

Continue on to the Orgone Distribution Tanks.

Further into the facility, a door will swing open.

Be wary as you enter, the room will black out, and an immense beast, sprouting electricity, will appear.

Whatever this creature is, it will slowly hunt you down. There are two red switches in the room. Quickly push in both to reactive the lights and send the monster away.

Leave through the door on the opposite wall of the entrance, and follow the halls to the exit door.

Amnesia: A Machine for Pigs Walkthrough



Mandus Descending amongst The Spirits

Use the ladders of the catwalks to climb up toward this bizarre tower. On the third catwalk, there’s a note near a discarded teddy bear.

Enter the tower, and weave through the halls.

One step forward, and you’ll re-appear somewhere new. The great titanic creation will appear ahead through the glass hallways.

Run past it and through the halls, through the open door and toward the light ahead! In a moment, you’ll reappear, right where you left off.

There’s a strange device inside… remember it for later.

In one of the corners, there’s a ladder.

Up top, there are four strange devices. Touch all four, then climb back down and stand at the center of the room, on the platform pictured above.

Amnesia: A Machine for Pigs Walkthrough



Enoch, Edwin, Oswald and I

You’re at the heart of the machine. The iron lung contraption appears to have a man at the center of it.

Turn around, and jump onto the conveyor belt down the long, lonely walkway.

Climb the temple…

This is the heart of the machine.

When you’re ready, push the button.

Congratulations! The Mandus Meat Processing Company is closed for business.