Amnesia: The Dark Descent

Amnesia: The Dark Descent

Trapped in Broadmoor (Mod Jam 2024 - Escape Room Edition)
 This topic has been pinned, so it's probably important
Scarily Olivia, Formerly Aurora  [developer] 7 Sep, 2024 @ 5:17pm
PUZZLE HINTS & SOLUTIONS
Since I've been getting a lot of feedback about the puzzles being too difficult (absolutely no shade to anyone, I'm still honing my puzzle-building skills), here is some info on the different sections.

1) Cellar: This is the simplest puzzle in the whole mod. Find the hollow needle in the potatoes. Use it to unlock the top drawer of the chest of drawers in the middle of the room. Use the handle on the mount found on the post also in the middle of the room. Pull the lever. Grab and move the lone bookcase to uncover the grate leading to Dr. Zarkov. Complete the conversation with her. Turn on your lantern to give her light after the main conversation.

2) Ground Floor - Waiting Room: Pull out the moveable books in the bookcase that are related to revenge. If the combination is correct, you will hear a bear grow. Push the bear towards the corner and the secret wall will unlock, leading to Mildred's Room. The Ward Key can be found in one of four spots: by the scrolls on the floor under the big table, on the floor by the vase, in the bookcase, or under the moveable bed.

Books Solution: The correct books are Wuthering Heights, The Strange Case of Dr. Jekyll and Mr. Hyde, Hamlet, The Count of Monte Cristo, and Tess of the D'Urbervilles.

3) Ground Floor - Cells: Use the hint on the board across from the cell switches to find the correct inmate and their cell number in the List of Patients document in your journal. The hints will refer to the person's hair or eye color, age, interests, and personality. The solution is to find the correct order of three numbers to unlock the ninth switch. Finding the correct solution will unlock the prison door at the top of the stairs that leads to the next puzzle and will lock the bottom and top doors into this small room.

Cell Switch Solution: 6-2-7

4) Passage to Attic: I don't have a specific path for completing this, but there are several variations for sure. I've been able to finish in as few as three moves and up to 10. Just keep clicking and it'll eventually open.

5) Second Floor: This is certainly the most involved puzzle, and not all these steps are required to complete it but they will help. Behind the picture of the bridge is one of the hints: female is blue-gray and determined by birthday, and male is red and determined by time worked. The color relates to the color of the billiard ball and the birthday/time worked is the number to look for. There is a note in the main office area that breaks down the symbols found on the billiard table. Use the male/female info, the note on the symbols, and the keywords against the List of Staff documents to find the correct number for the billiard ball. The main takeaway from this really should be reading the List of Staff and looking for who matches the keyword.

Billiard Table Solution: Hook - 1, Tempt - 11, Sanctuary - 13, Tower - 6, Heart - 7, Reign - 4

Finish the Level: Flush the toilet to open the rotating bath. Fill up the bucket from the wardrobe in the bathroom sink. Use it on the fire in the office. Grab the pig mask and place it on the plate behind the now-extinguished fire. This will unlock the hatch in the wall containing the exit key for the second floor.

6) Attic: This puzzle will randomize each playthrough. There is a light switch located on the wall by the chimney stack with the plant. When you flip this, the lights in that room and the next big room will turn off, and certain candles will now be lit. Each candle has an object it is placed next to. In Sidney's room, there is a table littered with matching candles and objects (though they may not be directly matching, for example: the banner in the big room matches the candle next to the painting that features banners. If correct, Sidney will comment that the lever by him is unstuck and one of the exit doors from this area will unlock. Otherwise if incorrect, the candles will reset and you can try again.

7) Exit Hall: In each area, there is a lit book that will give you a number. There are four numbers in total that are randomized every playthrough. Find the average of these numbers, rounding down. So if you're average is 6.5, it will become 6. Find the corresponding number on the wall and solve the riddle to find your password. In the corner room, there is a grid of numbers. This is where you will enter your password. There is a grid by the bookcase that will tell you which letter becomes which number. Once you've successfully input the password, the painting on the other wall will unlock and you can pick up the exit gate key.

8) The Decision: At the very end, before you can leave, you must decide who dies and who goes free. To unlock the last door, you must choose for each person. The ending you receive will be selected by who lives and who dies.