This walkthrough is for the Freeware 2006 Tech Demo of Penumbra, not for the (several) commercial versions of the game.
Penumbra (2006 Tech Demo) is a (small) horror adventure that was designed by Frictional games. The demo was so well accepted that it evolved into a full game.
Opgelet: deze file is enkel geldig voor de gratis 2006 tech demo versie van Penumbra, niet voor de (verschillende) coommerciële versies van het spel.
Sla de Dutch.lang file op in de Penumbra/redist/config
folder.
Pas de taalparameter aan in de settings.cfg file:
LanguageFile="Dutch.lang".
Deze file kan gerust geopend en aangepast worden in
Notepad.
De (configuratie-)menus in Penumbra blijven in het Engels
maar het spel zelf zal nu in het Nederlands verlopen.
Dutch.lang - versie 0.80 - 20.06.2006 (rechts klikken en 'opslaan als' kiezen)
Entrance
The exit door is closed so you will have to find a new
exit. At your right you see a locker. Open all lockers and
watch / take everything that is inside. This is a fine way to
get used to the different mouse and movement functions: right
click to watch or investigate and get some info, left click to
open, use, etc...
Once you have the glow light you can trigger it by pressing
G, the light will come in handy to watch inside the lockers and
to wander through the dark corridors that will follow.
One of the lockers has a written statement of a worker. Don't
forget to read the second page, it gives you the entrance code
of the electric door.
Try to open / investigate the left locker that is closed
with a lock as well. This will trigger a note in your notebook;
throughout the game notes will be added in your book to remind
you what you have to do in order to finish the game. Look at
the hatch in the ceiling.
Open the electric door.
Corridor
Once you are in the corridor the lights will go out, the
glow light comes in handy. The corridor has 3 doors to the
left.
Door 1 has a broken entrance panel: your notebook will
add a note to fix it.
Door 2 is locked and has a broken key. Take the 2 parts
of the key.
Door 3 has no power.
An open room contains a sturdy metal rod, lying on a
crate. Door 4 leads to another powerless electrical door (#5)
but using the right tool you can open it.
Basement
Door #5 behind you has closed and only a power restore can
open it.
Downstairs to level -01.
On this level is the generator room with a backup generator
that needs some fuel first. Lucky for you there is also a
storage room that contains a gas can (and some dynamite and
some batteries). You will have to find a way to take the gas
can as it is on the top shelf.
Downstairs to -02.
On this level is a door that needs a special code and a key
card to open. A note will be made in your notebook once you
have found the door. As usual there are some goodies on a
shelf. A table with two drawers contains a hose made of rubber
and metal holds, flares, and dynamite.
Upstairs to -01.
Use the rubber hose and the fuel to start the generator.
Electric doors and lights will work again.
Upstairs to 00.
Open the electric door. Go to the corridor and fix the broken
entrance panel of door 1.
Vampire zone.
Hall 1.
It is smelly in here. A shelf contains a jar with some
unidentified liquid.
Left door 1: WC, closed.
Left door 2: a storage room that contains some batteries.
Hall 2.
Left door is locked and, lucky for you, it cannot be
opened.
Right door leads to a storage room with a power switch on the
right wall. This power switch creates an electrical discharge
above the door and it is worthwhile remembering that. Take a
look at the backside of the room, not that it contains much
that is of any use. Leave the room.
...
Try to survive. An easy way to get rid of the flying critter is
described here.
Run to the opposite room, avoiding the vampire.
The beast will follow you.
Run immediately back to the storage room and pull the
switch.
When the monster flies through the door it is
electrocuted.
This is another way:
Immediately run backwards. Turn left to the wall and pull
the switch.
And this is for adventurous people:
Kill the beast with dynamite. 3 to 5 sticks will be
necessary.
Enter the vampire room. On a shelf is a tool for opening
ventilation hatches. An electric door leads to a corridor.
Steamy corridor.
A tube blowing hot steam blocks the corridor. There are
several ways to avoid the deadly steam:
Go back to the main corridor and use the ventilation tool
to open a ventilation hatch. Try to find the right hatch. It
is located at the bottom of the wall.
Find some switches to stop the steam running through the
pipes. You may have to remove some things first.
Use some material in the corridor to make a safe passage
through or under the steam.
A door leads into a small broom room. Inside are two
flares and a jar of smelly powder.
At the end of the corridor is an electric door; alas you have
not the proper code. Suddenly a hatch in the ceiling falls
open. Find a way to climb into the hatch.
Crawl through the pipes. Open the second ventilation
hatch.
Workshop
The workshop has several items. Some rusty and old
equipment, a cutting tool on a table and an unknown machine
that needs a power chord. On the floor between some garbage is
an interesting paper containing an administrator access code.
The tables have some drawers and these contain, as usual, some
goodies. Take the dark corridor to the garage.
Garage
Of course the garage has an electrical power chord on top
of a shelf. Use your imagination to grab the chord; the use of
the garage facilities may come in handy. In the garage is a big
elevator, but it is broken. Go back to the workshop and repair
the unknown machine. Insert key pieces 1 and 2 and start it.
You have a key.
With the administrator code you can leave the workshop. Go
back to the corridor were you found the key pieces. A shortcut
can be taken by using a hatch on the bottom wall in the 'steam'
corridor. Go to the entrance first.
Entrance
Open your inventory and combine the 2 half-empty jars into
acid. Use the acid to burn the lock from the remaining locker,
inside is a key card.
Door 2
Entering the room triggers a new vampire that will bust the
door. You can barricade the door using the crates or, if you
are quick enough, immediately leave the room by opening the
hatch in the ceiling. The ventilation tubes lead you to another
area.
Computer room
The computer has an important mail, containing some access
codes. One of those is needed to leave the computer room into
the corridor. Try to avoid the critter while running to the
basement.
Basement -02
Open the door using the key card and the secret code.