Important distinction[]
If you launch the game through Steam, the loadwarps won't be consistent, so make sure to use NoSteam.exe for this category. The program can be found in the following folder:
DriveLetter:\Program Files (x86)\Steam\steamapps\common\Amnesia The Dark Descent\
Route[]
Chapter 1[]
Rainy Hall
- During the opening cutscene you want to dialogue skip four times to get rid of the opening monologue. Try to open the door to your left when Daniel says "This is crazy." When your timer is at about 28 seconds you can start holding sprint and D to slowly crawl on the floor towards the hallway. As Daniel looks up towards the ceiling you can add in S. Once you're up on your feet you want to follow the liquid trail. Remember to jump up the stairs to save some time. Fight against the camera as best as you can in the hallway where Daniel falls to the ground. Jump down the last flight of stairs and lean-click the door.
- Movement speed in Rainy Hall is randomized, and there is no way to control it. The best to worst times leaving this map range from 1:50 to 2:00, but the majority of runs will have average luck and will be around 1:55.
Old Archives
- Enter the lantern room and head out as soon as you've hit the lantern trigger (around the liquid trail spot just past the doorway). Use the rocks at the collapsed end of the hallway to boost up and clip out of bounds. Make a jump and boost to the top of the study area. Jump around two walls and grab the door while falling (doordive).
Entrance Hall
- Loadwarp using the second-to-last save (autosave).
Refinery
- Follow the path and attempt as many horizontal rock and plank boosts as possible. Run straight past the Grunt (he will likely swing and miss), open the door and crouch through the hole in the wall. Use the goo in the top-left part of the room to boost and clip out of bounds. Avoid fall damage by descending onto the wooden beam in the wall then doordive.
Refinery (advanced)
- Step 1: Be ATDDProof
Cellar Archives
- Run straight ahead to activate the flooding sequence. Always jump when submerged in water to increase your movement speed. Enter the first room and pull the lever. Head out towards the gate and enter the next area. Jump on top of the big chest to the left and toss a severed arm in front of the Kaernk [link]. Jump into the water towards the valve when the monster starts eating the limb. Spin the mouse clockwise (not too fast), crouch and nudge yourself towards the bars until you've ducked under. Open the door, grab the Needle and unlock the door.
Cellar Maze
- Close the door behind you to give yourself a few additional seconds to attempt the coming boost. Boost up the goo with at least three jumps to go through the ceiling. You will land on a small ledge. Turn your camera left to not void out. Run straight forward, boost up, do a corner boost and bunny hop across towards the door. Upon descending, catch yourself by boosting against the goo to your right to avoid fall damage, then click the door.
Back Hall 1
- Count 5 jumps up the stairs, then turn left. Jump on top of the railing and boost up towards Study. If failed, either retry or use the corner boost by the railing and eagle statue just ahead.
Study
- Follow the hallway all the way. Either double lean or clip through the wall by the painting to reach the rod, then loadwarp out.
Back Hall 2
- Enter Guest Room AKA "Daniel's Room"
Guest Room
- Grab the Laudanum in the bottom left drawer. Enter the bedroom and clip out by the left side of the bookshelf. Grab the bottle from out of bounds, carefully fling it against the wall to break it, grab its key and loadwarp out.
Back Hall 3
- Eagle boost past the stairs and enter Storage.
Storage
- Jump down the stairs and enter the left room. Close the door on your way in to buy yourself time for the next trick. Pick up the right box and place it one shelf above its original location, sticking out. Grab the drill piece, jump on the right crate, then on top of the box you placed on the shelf, crouch jump to get on top of the shelf, then sprint towards the right piece of wood while spamming jump with a very slight angle so that you glide along it. Once you pop through the ceiling do a 180 to avoid falling out of the map. Jump on top of the next ceiling, do a horizontal boost off the bent edge and bunny hop your way across towards the right side of the bright collapsed hole in the ceiling. Do a jump to make it across, then follow the top of the ceiling while avoiding a flashback trigger. Jump onto the wooden beams in the wall (easy to fall off) twice, then around the corner to the left. Run straight forward and clip back in bounds by the barrels. Descend onto the barrels to avoid fall damage, then head into the next area. Grab the blue rod, then the red rod, take the box and place it on top of the left side of the cogwheel as straight as possible. Boost up onto the cogwheel, crouch jump onto the box, clip out of bounds by holding sprint, spamming jump and holding/tapping S. Jump across to the next ceiling. Do an up-left late jump towards the next ceiling to avoid fall damage. Clip back in bounds using the same technique as you did at the barrels. Enter the room right next to you, grab the drill piece and enter the room at the end of the area. Grab the drill piece, look at the right wall and loadwarp.
Storage (advanced)
- Text guide yet to be written for this segment. You can help!
Back Hall 4
- Jump up the stairs, hit the door trigger by the stairs and unlock the door to Machine Room (make sure the camera panning is over before you enter, otherwise you're stuck with a bugged camera for the rest of the run).
Machine Room
- Enter the right room. The solution from right to left is: up, down, up, down, up. Enter the next room and place each rod into the machine from left to right. Pick up the cogwheel that's sitting on top of the little table and carry it to the machine downstairs. On your way down pick up another cog right by the stairs. Since you cannot carry two items at the same time you must juggle them down the stairs and into the next area. Toss the third cogwheel towards the machine, toss 3 pieces of coal out of the small room and place them into the burner (you don't need to close the lid or pull the lever). Place the cogwheels in the correct spots, pull the lever, look towards the hallway and loadwarp.
Back Hall 5
- Enter the elevator.
Elevator
- Take a breather :). Fun fact, the elevator is stationary and the elevator shaft is what moves.
Chapter 2[]
Prison South
- Move the wooden beam and rocks and open the gate. Grab a heavy rock in the hallway and walk with it to increase movement speed. Get the Hammer, jump up the stairs, hug the Grunt (swing and miss), grab the chair, do a clockwise(!) 180 and toss it at him. Run into the left room and close the door behind you if skipping the flashback. Get into the right corner, crouch, look towards the Chipper, lean, inch forward and grab it without activating the flashback (easy strat: don't close the door and hit the flashback trigger then pick up the Chipper). Open the door, hug the Grunt (swing and miss), run into the room at the opposite side of the hallway, push the bed and use the Hammer or Chipper on the hole. Fall/click the hole to enter the next area.
Prison South (advanced)
- Text guide yet to be written for this segment. You can help!
Prison North
- Crawl through the tunnel and remove the rocks in this order: top rock throw, left rock pull up + throw, right rock push, remove the rest. Head left, up the stairs then towards the rocks. Boost up the rocks and clip through the ceiling then doordive at the end.
Cistern Entrance 1
- Flashback skip, late jump off the pipe to avoid fall damage, then boost to Morgue.
Cistern Entrance 1 (advanced)
- Run towards the door to Morgue, Fly Jump towards the Morgue door.
Morgue
- Clip out of bounds by the right wall next to the door frame. Boost up and run on top of the ceiling towards the room with the Copper Tube. Descend using the door frame (let go of sprint) to avoid fall damage, jump along the edge around the corner, grab the Copper Tube and Laudanum then continue out of bounds along the edges. Boost clip back in bounds by looking at the man's left foot. Extra Laudanum is in the bottom-left drawer. Use the Needle with the Copper Tube, assemble the drill and use it on the man. Wait until the drill has faded away and then use the Syringe on him. Using these two items on the man too quickly can result in a bug where you cannot progress. Click the man to inject yourself. After the camera is normal, look towards the door and loadwarp.
Cistern Entrance 2
- Clip out of bounds by the left side of the big door and enter Sewers.
Cistern Entrance 2 (advanced)
- Clip through the wall by the broken stairs and enter Sewers.
Sewers
- Text guide yet to be written for this segment. You can help!
Sewers (advanced)
- Text guide yet to be written for this segment. You can help!
Nave 1
- Text guide yet to be written for this segment. You can help!
Choir Entrance 1
- Running and jumping down the stairs can be faster, but try not to hit your head on the ceiling.
Choir 1
- Text guide yet to be written for this segment. You can help!
Choir Entrance 2
- Do an immediate 180 and reenter Choir.
Choir 2
- Text guide yet to be written for this segment. You can help!
Choir Entrance 3
- Loadwarp through the map.
Nave 2
- Text guide yet to be written for this segment. You can help!
Transept
- Text guide yet to be written for this segment. You can help!
Nave 3
- Text guide yet to be written for this segment. You can help!
Chancel 1
- Text guide yet to be written for this segment. You can help!
Chapter 3[]
Cells
- Text guide yet to be written for this segment. You can help!
Nave 4
- Text guide yet to be written for this segment. You can help!
Chancel 2
- Text guide yet to be written for this segment. You can help!
Inner Sanctum
- Text guide yet to be written for this segment. You can help!
Orb Chamber
- Text guide yet to be written for this segment. You can help!