Many players often find themselves confused and perplexed about the functioning of the Monster’s artificial intelligence (A.I.) in het spel. While the exact code of the A.I. remains undisclosed, this guide aims to provide a rough understanding of how the Monster operates (although nothing is fully confirmed).
Invoering
The Monster’s behavior is similar to that of the Alien in the game Alien: Isolation. It reacts to the player’s actions, such as the type and volume of noises they generate. The Monster has the potential to deliver instant one-hit kills, but there are instances where it may only wound the player.
Noises
The Monster can be provoked through various means, although doing so will only make it angrier and stronger in the long run.
The Monster reacts to any noise created by the player throughout the game. There are no scripted events to force-spawn the Monster; it acts independently based on its own rules.
Noises can be categorized into two types:
- Quiet noises include activities such as cranking up the flashlight, running, tossing objects, tossing empty bottles, using flares, destroying doors, and slamming doors.
- Loud noises include gunshots, explosions, and prisoner yelling.
When quiet noises are made, the Monster may or may not emerge from a hole. Causing quiet noises increases the random chances of the Monster’s appearance, but it does not guarantee its emergence. Bijvoorbeeld, running for two seconds does not guarantee the Monster’s appearance, but the more you run, the higher the chances.
Anderzijds, loud noises almost always result in the Monster’s emergence. Daarom, if you shoot a keychain or make any loud noise, it is advisable to seek a hiding spot. You may hear the Monster crawling into a wall before emerging from a hole.
When either type of noise is made, and the Monster emerges, it will investigate the source of the noise. It will emerge from the hole closest to the noise’s origin. The duration of the investigation seems to depend on the number and volume of the noises. Bijvoorbeeld, if an explosion occurs, the investigation may take up to a minute, and it may take two minutes if there are two explosions.
Echter, the Monster’s emergence does not necessarily mean it is fully aware of the player’s presence at that moment. After completing the investigation, the Monster will return to a hole, allowing the player to move around safely. You may still hear the Monster crawling elsewhere.
Certain actions, such as using the flashlight or manipulating other items, do not seem to create any noise, so you can perform those actions without alerting the Monster.
The game’s difficulty setting affects the Monster’s behavior. In EASY mode, the Monster may not emerge at all, even in response to loud noises. In NORMAL mode, the chances are standard, while in HARD mode, the Monster is more likely to emerge frequently and patrol for longer periods.
Holes
The Bunker is filled with holes that the Monster uses to emerge and move freely or investigate noises. These holes are the Monster’s primary means of navigation throughout the Bunker. Anderzijds, players must find keys to unlock doors and navigate through the Bunker, putting them at a disadvantage.
Soms, you may hear the Monster crawling through the ceilings and into the walls. Falling dust from the ceiling indicates the Monster’s movement. Echter, be careful not to mistake it for random artillery outside the Bunker.
When a noise is made, particularly quiet noises, the Monster may crawl to the nearest hole near the noise’s origin and remain there. Dust continuously emanating from the hole indicates the Monster’s presence. Walking through an active hole or standing nearby can result in the Monster snatching and instantly killing the player. Af en toe, the Monster may emerge from a hole, injuring the player and briefly incapacitating them.
Active holes may cause nearby lights to flicker slowly.
It is possible to block holes with heavy objects, preventing the Monster from emerging from those specific holes. Echter, it may attempt to emerge from other nearby holes instead.
Lights and Darkness
Having the lights powered on by the generator can decrease the game’s difficulty and serve as a lifesaver. With the lights on, the Monster does not roam freely in powered areas but remains within the holes. Echter, it will still emerge if sufficient noise is made. When the Monster emerges in lit areas, lights near its location will flicker rapidly, providing an indication of its presence. Distant lights will flicker slowly. The lights can be essential in identifying the Monster’s rough position.
With the lights off, the Monster can freely roam at any time for any reason and may not return to the holes. Aanvullend, it is more likely to emerge from holes in response to noise compared to powered areas, where it may not appear at all.
Using explosions can destroy nearby lights, plunging those areas into darkness and allowing the Monster to roam freely. Exercise caution when using explosives.
Attacks
The Monster has the ability to spot the player from long distances. When it detects the player, it will stand up on its legs, roar, and begin pursuit until it catches and kills the player. It is impossible to avoid its grasp, as the Monster is stronger and can overpower the player.
In sommige gevallen, the Monster may choose to injure the player rather than outright kill them, such as emerging from a hole when the player is nearby.
There are a few defensive actions players can take, including shooting at the Monster, using smoke grenades, or causing explosions. Injuring the Monster will cause it to flee into a hole and temporarily leave the area. Echter, it will eventually return, even angrier than before. Further defensive measures may not always work against it. Bijvoorbeeld, if a single gunshot from a revolver made it flee, you would need up to three gunshots to make it flee again. The same principle applies to other defensive tools.
If the Monster loses sight of the player, it will go to the last known noise source (bijv., the player’s location when running) and investigate the immediate vicinity. During the investigation, the Monster may stand idle as if trying to listen for any noise the player makes, such as cranking the flashlight.
The Monster cannot break down locked metal doors, such as those found in safe rooms.
Opmerking: This guide provides an overview of the Monster’s behavior based on available information, but keep in mind that it may not cover every aspect or be entirely confirmed.
Dat is alles wat we vandaag hiervoor delen Amnesia: De bunker gids. Deze handleiding is oorspronkelijk gemaakt en geschreven door »SOD« Thekillergreece. Voor het geval we er niet in slagen deze handleiding bij te werken, U kunt de laatste update vinden door dit te volgen link.