How to Play 1666: Amsterdam
Beginner's guide — master Noa, Aaron, and Amsterdam before the hunt begins.
1666: Amsterdam is a third-person action-adventure with a split day/night gameplay loop developed by Panache Digital Games. You play as Noa Brooklyn, a young apprentice apothecary who secretly belongs to the Zaindaris coven of witches. Every 333 years, she is called upon to collect the power of beings called The Originals. Her familiar is Aaron, a university professor whose consciousness was pulled back to 1666 and now inhabits the body of a black cat. This dual-protagonist system is the core structural idea of the entire game.
The Day/Night Cycle
During the day, Amsterdam feels almost peaceful. You explore the city as Noa, speaking to NPCs, gathering clues, and identifying which citizens are actually The Originals wearing human faces. Every building in the city is explorable, and many contain hidden documents, clues, or items. This is the investigation half of the loop — slow, atmospheric, and packed with worldbuilding.
At night, the Esbat begins. The moon is full, and the supernatural veil over Amsterdam lifts. The Originals emerge in their true form, and Noa must hunt them down before dawn. This is where the action and combat take place. The Esbat is the most mechanically distinct part of 1666: Amsterdam, and it carries roguelite elements: if you die during the Esbat, the night resets and you lose all the Coffers you collected.
Dual Protagonists: Noa and Aaron
Switching between Noa and Aaron is seamless. As Noa, you investigate, fight with witchcraft, and interact with the world. As Aaron, you explore in cat form — this sounds gimmicky, but it is a genuinely clever mechanic. Aaron can squeeze through small gaps, climb up walls and drainpipes, and coerce NPCs into helping you. He cannot fight, but he can distract enemies and unlock routes Noa cannot reach.
Understanding when to switch is a skill. In many investigation sequences, sending Aaron ahead to scout a restricted area while Noa waits outside is the intended solution. In Esbat sequences, Aaron can move through dangerous zones without triggering Suspicion, letting you plan your assault.
The Suspicion System
Noa carries a Suspicion meter. Witch hunters patrol the streets, and if they spot her using witchcraft or acting suspiciously, the meter rises. If it fills completely, witch hunters converge on your position and the hunt becomes significantly harder. Managing Suspicion is a core skill in 1666: Amsterdam. You can reduce it by returning to your safehouse, using certain items, or waiting in a hiding spot until the hunters move on.
This makes daylight investigation a careful balancing act. Using obvious witchcraft in populated streets will raise Suspicion fast. The game gives you multiple tools to manage this — but ignoring it will make your playthrough much harder.
Witchcraft: Lux and Nux
Noa’s magical abilities draw from two sources: Lux and Nux. Lux abilities are tied to the environmental manipulation — lighting candles, manipulating shadows, and interacting with supernatural phenomena in the world. Nux abilities are combat-focused — offensive spells, defensive shields, and the abilities you use directly against enemies.
Nux is the more limited resource. You restore it primarily through successful quick time events during combat, which means paying attention during the QTE sequences is not optional — it is how you fuel your most powerful attacks.
Coffers and Ability Choices
Throughout Amsterdam, you will find Coffers left by the Zaindaris coven. When you open one, you choose between three abilities represented as jewelry on Noa’s witch form. Each ability belongs to a different branch of witchcraft — there is no single correct build, but the game does respond to your choices in subtle ways. Some abilities synergize with specific playstyles, and experienced players may want to plan their Coffer choices around a desired build.
The Safehouse
Your safehouse serves multiple purposes. It is a sanctuary where Suspicion is automatically reduced. It is where you craft potions using ingredients gathered throughout the city. And it acts as a fast-travel hub, letting you jump between districts once you have discovered a route there.
Returning to the safehouse regularly between investigation sessions is good practice, especially before attempting an Esbat. Entering the night with full potion stocks and low Suspicion will make every hunt significantly easier.
How to Approach the Early Access Campaign
The Early Access version of 1666: Amsterdam launched with approximately 15 hours of content covering the first chapter of the campaign. The game is structured around distinct districts of Amsterdam, each with its own story arc, Original targets, and Esbat sequence.
Start with the Prologue Walkthrough if you have not played the demo. Then approach the main Early Access campaign methodically: explore thoroughly during the day, manage your Suspicion carefully, and treat each Esbat as a self-contained challenge with high stakes. There is no failure state in the broader campaign — death only resets the current night — so the game rewards patience and preparation over brute force.
Related Pages
For combat mechanics, see Combat Guide. For investigation tips and clue gathering, see Investigation Guide. For understanding the Esbat hunt loop in detail, see How to Hunt The Originals.
Frequently Asked Questions
Quick answers to the most common questions about 1666: Amsterdam.
Is 1666: Amsterdam an open world game?
It is not fully open world. Amsterdam is divided into explorable districts, each with interconnected streets and buildings. Within each district, the city feels open and dense — every building is enterable and many contain secrets.
Can I switch between Noa and Aaron at any time?
You can switch at any time outside of active combat and cutscenes. During the day, switching is often required for puzzle-solving. During the Esbat, you primarily play as Noa, but Aaron remains active as a companion you can command.
What happens if I die during the Esbat?
Death during the Esbat resets the current night. You lose all Coffers collected during that Esbat sequence. You do not lose progress in the broader campaign — the night resets but your exploration and story progress are preserved.
Do I need to manage inventory in 1666: Amsterdam?
There is no traditional inventory management. Potions are crafted at the safehouse and consumed during gameplay. Coffer abilities are equipped automatically when chosen and can be viewed in the witchcraft menu. The only resource you actively manage is Suspicion.