Complete listed story — includes the ending
On 19 August 1839, a young man awakens in the dark and empty halls of Brennenburg Castle in Prussia with no memory about himself or his past. All he can remember is that his name is Daniel, that he lives in Mayfair, and that someone or something is hunting him. Shortly after regaining consciousness, Daniel finds a note he wrote to himself, which informs him that he has deliberately erased his own memory and is being hunted by a "Shadow", an unearthly presence that manifests itself through fleshy, acidic growths spreading throughout the castle. The note instructs Daniel to descend into the Inner Sanctum of the castle in order to find and kill its baron, Alexander.
As he makes his way through the castle, Daniel gradually learns both about its mysteries and about his own past, through notes and diaries he finds as well as through sudden flashbacks and visions. The origin of his situation is a mysterious orb that he recovered from the Tin Hinan Tomb in Algeria. When the orb was shattered, Daniel received a vision which enabled him to reassemble it, unleashing the Shadow in the process. Each of the experts he consulted in person about the orb were later found gruesomely dismembered. Disturbed by this, Daniel desperately exhausted all archaeological leads into strange orbs until contacted by Alexander, who summoned him to Brennenburg. There, Alexander informed him that the Shadow was slowly stalking him, killing everyone he came into contact with, and will not stop until it kills him as well. Alexander promised a means of repelling the Shadow by ritualistically coating the orb with a "vitae" substance, which could only be harvested from humans experiencing extreme pain and agony. Alexander's true purpose is to use Daniel's vitae-enriched orb to return to his native dimension, from which he was banished centuries prior. To achieve this end, Alexander and Daniel gathered vitae by torturing prisoners in the castle dungeons, many of whom were innocent people that Alexander claimed to be murderous criminals.
To maximize the production of vitae, the victims were forced to consume a potion that induced amnesia, so that they could never grow accustomed to their torment. Daniel slowly realized that the rituals were becoming less effective and the Shadow was getting ever closer. Desperate to survive, he became sadistic in his attempts to harvest vitae, and accidentally killed two escaping prisoners, a mother and her young daughter, in a fit of rage. Following the final ritual, Alexander sensed Daniel's guilt and declining faith in him and left him for dead as a result. Realizing how Alexander had manipulated him, Daniel swore revenge and consumed an amnesia potion in order to overcome his paralyzing guilt.
As Daniel nears the Inner Sanctum, he encounters Heinrich Cornelius Agrippa, a man who had once studied the orbs with his student Johann Weyer and has since been kept alive and imprisoned by Alexander, due to his extensive knowledge on the subject and as leverage against Weyer. He tells Daniel that Weyer stole Alexander's previous orb and harnessed its power to travel between dimensions. When Daniel asserts that he has learned to reassemble orbs, Agrippa instructs him to find his own shattered orb, which is needed to breach the Inner Sanctum. Agrippa also asks Daniel to take with him his head, which can be severed alive using a tonic invented by Weyer, and throw it into the inter-dimensional portal after Alexander opens it.
Once Daniel enters the Inner Sanctum, he finds Alexander preparing to open the portal. From here, there are three possible endings:
If the player does nothing, Alexander enters the portal, leaving Daniel to be killed by the Shadow and descends into darkness, while Alexander tells him his sacrifice will be forever celebrated.
If the player prevents the portal from opening by knocking over its support columns, the Shadow kills Alexander and spares Daniel, allowing him to leave the castle, content with his redemption.
If the player throws Agrippa's head into the portal, the Shadow kills both Alexander and Daniel. In the darkness, Agrippa assures Daniel that everything will be alright, calling upon Weyer to help him.
A secret fourth ending, similar to the one where Alexander escapes, can be obtained at an earlier point when Daniel is captured and imprisoned by Gatherers. If the player waits in the prison cell for an extended period of time, the Shadow will arrive and kill Daniel, with Alexander once more thanking him for his sacrifice.
Amnesia: Justine
The player takes control of an unnamed woman, who awakens with amnesia in a dungeon cell. A phonograph in the cell contains a recording by a woman named Justine, who tells the unnamed woman that she is the subject of a psychological test. The woman must overcome three puzzles to escape the dungeon. In each, she has the option of simply abandoning the puzzle and walking away, but doing so will cause an innocent victim to die. She is also pursued by the Suitors, three monstrous characters who turn out to be Justine's former paramours, now twisted by physical and psychological torture. After surviving the puzzle sections, the woman discovers a phonograph dangling from the ceiling, which causes the walls of the chamber to close in and threaten to crush the woman. She passes out, but awakens unharmed and begins to congratulate herself, revealing that the woman is Justine herself, who staged the entire experiment to see if she still had any compassion for humanity within herself. The ending sequence's dialogue differs depending on the number of people Justine had rescued.
Amnesia: A Machine for Pigs
The game features several interlocking storylines. Some take place in the past, some in the present, and some are overtly real while some may be imagined. Set in London on New Year's Eve, 1899, the game's protagonist is Oswald Mandus, a wealthy industrialist and butcher. At the beginning of the game, he awakens from a fever that has lasted for several months, after returning from a disastrous expedition to explore Aztec ruins in Mexico. He hears the voices of his sons, Edwin and Enoch, calling for him as they lead him through the different areas.
Mandus receives a call from "the Engineer", who tells Mandus that Edwin and Enoch have been trapped far below them, in the "Machine" which Mandus created beneath his house. The Machine has been sabotaged, putting his sons in danger. The Engineer tasks Mandus with clearing the floodwaters and bringing the Machine back online, providing ongoing guidance through telephones throughout the facility. Mandus is opposed in his tasks by the Manpigs, deformed swine-like monstrosities that patrol the depths through which he descends.
After a series of puzzle-like tasks, Mandus eventually reactivates the Machine, but the Engineer betrays him, taking control of the Machine and unleashing Manpigs out into the streets of London to round up unsuspecting victims with which to feed itself. Mandus regains his memory, recalling the recent past: after returning from Mexico, Mandus was consumed with obsession over a vision of the future presented by an artifact discovered in an Aztec temple by him and his children, known as the "egg,” hinted to be an Orb. In this vision, Mandus witnesses numerous horrors and atrocities that will occur in the coming century, including Edwin and Enoch's deaths at the Battle of the Somme. Driven mad by the vision, Mandus decided that he could not allow it to come to pass, and he built the Machine to create a godlike being via mass ritual human sacrifice to save humanity from its own carnage. He sacrificed Edwin and Enoch to the machine to spare them their fate at the Somme. From there, Mandus began a one-man vendetta against mankind, holding massive parties where he would capture and grind up rich socialites into sausage to sell, and killing hordes of child workers to feed the captive Manpigs. At one point, Mandus' soul ended up splintered in the madness, with the evil, wicked fragments merging with the Machine, creating the Engineer. Mandus, however, soon came to realize the error of his ways and in a bid to stop the Machine, he attempted to sabotage it, before he was hindered by the onset of amnesia and sickness.
Now remembering everything, Mandus vows to finish what he started by destroying the Machine once and for all. Despite the pleas of the Engineer, who believes the world would be better off if the Machine is allowed to consume it, Mandus succeeds in recreating most of the sabotage. As Mandus reaches the core of the Machine; built to resemble an Aztec temple, the Engineer begs for Mandus to stop, reminding him of the future atrocities he witnessed, including the atomic bombings, and the Cambodian genocide. Ultimately, Mandus sacrifices himself to the Machine, putting an end to both it and the Engineer, and ending the horrors above as year 1900 begins.
Amnesia: Rebirth
The game is set in March 1937, and follows Anastasie "Tasi" Trianon, a French drafter on an expedition in colonial Africa. After her plane crash-lands in Algeria, she wakes up to discover that her companions are missing, with no recollection of what happened. Following the trail of her expedition, Tasi realizes that she is pregnant and has come into possession of a Traveler's Amulet, an alien device that allows her to travel to an alien world. During this time, she finds her husband Salim's corpse, having died from the crash.
Tasi reaches an abandoned French fort and discovers an unknown force has slaughtered its garrison. She contacts an expedition survivor, Dr. Metzier, who instructs her to head to a nearby village. Tasi travels under the fort and encounters mutated ghouls that stalk the tunnels. She makes her way out but is caught in a cave-in and falls into ancient ruins that belonged to a highly advanced, but now extinct, society. As she studies the ruins, Tasi learns that the facility was built by an alien race dubbed the Gate Builders, who could traverse worlds and extend their lives thanks to vitae, a substance obtained by torturing humans on a mass scale. A failed plot to end the suffering caused the Gate on their homeworld to destroy itself, wiping out the Gate Builders and spreading the Shadow, a dangerous force that manifests in red tumor-like growths. Tasi also comes across signs of a previous expedition led by Professor Herbert. To her horror, Tasi discovers that one of her expedition members, Leon, has been turned into a ghoul. She later rescues another expedition member, Richard, but kills him in a rage when he attempts to leave her to die.
Tasi activates a teleporter in the ruins to transport herself to the village, but finds it deserted and goes into labor. She encounters expedition member Yasmin, who in the process of turning into a ghoul had killed the villagers. Metzier arrives and kills Yasmin. Tasi enters labor, assisted by Metzier, and gives birth to a girl, Amari. Metzier takes Amari, claiming she is needed to reverse the curse causing them to become ghouls. Tasi chases after Metzier, who uses the Traveler's Amulet to travel to the Gate Builders' world.
During the pursuit, Tasi recovers her memories. Shortly after the plane crash, the Empress of the Gate Builders approached the expedition and brought them to the Gate Builders' world. The Empress, longing to be a mother after vitae treatment for an affliction rendered her infertile, gave them the Traveler's Amulet and promised to save them if Tasi gave her Amari. Tasi, still traumatized by the loss of her previous daughter Alys, refused. The Empress then tricked the expedition into drinking from a fountain that inflicted the curse, before sending them back to Earth.
Tasi catches up to Metzier and kills him. The Empress warns Tasi that Amari is afflicted with the same illness that killed Alys. She pleads with Tasi to allow Amari to stay with her, as she can provide vitae to Amari to suppress her illness, allowing her to live a full life. Tasi is left with three choices.
If Tasi leaves Amari behind, the Empress commends her for making the right choice and turns Tasi into a ghoul. Tasi roams the ruins of the Gate Builders' world with fragmented memories of Amari. This ending is also achieved if the player is captured by the Empress during the final section of the game.
If Tasi decides to fight the Empress, she injects the flesh of the Shadow into the Empress' vitae supply, killing the Empress and ending the Gate Builders' civilization. While this euthanizes the humans being tortured for their vitae, both Tasi and Amari are consumed by the Shadow's growth and perish.
If Tasi decides to flee with Amari, she activates a teleporter that sends her and Amari to Paris and beyond the Empress' reach, with both of them facing an uncertain future.
Amnesia: The Bunker
In the year 1916, France and Germany are in the midst of World War I. French soldier Henri Clément heads out into No Man's Land in search of his friend Augustin Lambert, who has gone missing during a patrol. Henri finds Lambert trapped in a large crater. He has Lambert drink from the water he finds inside the crater to revive him, and attempts to carry Lambert to safety. However, they are spotted by the Germans and Henri is knocked unconscious by an artillery shell blast.
Henri wakes up some time later inside a seemingly abandoned bunker with no memory of how he ended up there. He quickly finds a surviving soldier, Albert Boisrond, who informs him that the bunker has been sealed off, and instructs him to find dynamite and a detonator to reopen the exit and begs for Henri to kill him. Boisrond is attacked and killed by a strange creature shortly after. Exploring the bunker further, Henri learns that some unknown Beast had appeared out of nowhere and has been terrorizing the bunker, slaughtering the French garrison one by one. The bunker's cowardly officers fled, caving in the only exit to seal the Beast inside, but trapping the soldiers left behind. With no other choice, Henri searches the bunker complex for dynamite and a detonator. During his search, he comes across more clues left behind by the soldiers and he begins to piece together the events that led to this situation.
Some time ago, the bunker garrison discovered an underground tunnel dating back to Ancient Rome. They began to excavate the tunnel with the intention of using it to stage a surprise attack on German lines, but some of the soldiers began suffering hallucinations and vivid nightmares about ritualistic torture, monsters fighting to the death, and extradimensional architecture. Fearing that the tunnel actually led to Hell, a group of soldiers sabotaged the excavation with dynamite in an attempt to seal the tunnel. The saboteurs were subsequently court-martialed, and the excavation was indefinitely delayed.
Meanwhile, Henri and Lambert gambled with dice to determine which of them would go out on patrol one evening; Henri, still smarting from a series of pranks played by his friend, cheated with a sleight-of-hand trick, causing Lambert to lose. Guilt-stricken when Lambert failed to return, Henri left the bunker in search of his friend. Later, Lambert brought back a wounded and comatose Henri; oddly, Lambert was completely unscathed. It is revealed that the water Lambert drank originated from the tunnel and was part of the ancient rituals; it began to slowly mutate him and drive him insane until he completely transformed into the Beast, stalking the bunker and killing his former comrades.
Henri is eventually able to recover the dynamite and detonator and blasts open the exit. However, instead of finally escaping, Henri accidentally falls deeper into the Roman ruins, where he has one final confrontation with the Beast, where he can either try to fight it (and send it plunging into an underground abyss) or flee.
Henri eventually manages to return to the surface. However, if he failed to kill the Beast, it escapes along with him before running off into No Man's Land. Regardless of the ending, Henri falls into a shell crater filled with the mangled corpses of French soldiers just as a German patrol approaches, leaving his fate uncertain.
Sources and content license
Source and revision history ↗ · Exact listed stories combined in catalog order. Sources retain their stated license; formatting and headings adjusted. Adapted from Wikipedia contributors, Amnesia: The Dark Descent. Section headings and formatting adjusted. Adapted from Wikipedia contributors, Amnesia: A Machine for Pigs. HTML and reference formatting removed; headings adjusted. Adapted from Wikipedia contributors, Amnesia: Rebirth. Section headings and formatting adjusted. Adapted from Wikipedia contributors, Amnesia: The Bunker. Section headings and formatting adjusted. · Content license