Penumbra: BLACK PLAGUE: Game Walkthrough and Guide

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March 25, 2022
10 minutes
141

By Jonny Gamer

Penumbra: BLACK PLAGUE: Passage
Penumbra: BLACK PLAGUE: Game Walkthrough and Guide
PENUMBRA: BLACK PLAGUE:

We choose from the chamber, or crawling on ventilation mines

Having come to themselves, first try to leave the camera through the door leading in the corridor. But it was not there. It is locked on the castle, controlled by electricity. Nothing else remains how to try to find another way out. We look at the wall to the left of the table. Move to the side of the rack, followed by the entrance to the ventilation shaft. The grille is tapering tightly, her bare hands do not remove it. We inspect a metal locker, standing near one of the walls. Open it, get a coin. Maybe it will be able to unscrew the screws that are attached to the wall ventilation grille? Trying. The coin will be too thick. Come to the writing. Check all drawers. We find a luminous stick, as well as a note from the previous inhabitant of the camera. We look at the vice standing on the table. We insert a coin into vice and grind the handle clockwise to the limit. Thickens Split coin. Now with it we will be able to unscrew the screws on the ventilation grille. Having done this, we climb into the mine.

Mine in the mine to the room, where there is an automatic machine for the sale of carbonated drinks. On the way through the grille, we can look at the creature lying on the table and having some similarity with a person. Looking ahead, warning – Later we will meet her face to face. Morally get ready. Selecting from the mine, from the floor we select a note left by Chemist Oswald. Come to the machine selling gas. To the right of it from the floor we select batteries, and on the left – alarm cartridge that can be used as a light source. From the machine we need to take the jar of soda. There are two options how to get it. First, you can insert a coin into a slot, and, secondly, you can take the walls of the wall and hit them on the machine. The result in both cases will be the same.

Having received a jar of soda, we climb into another ventilation mine, which lay Oswald’s note. If we crawl just right in the mine, we will stand in the challenge, about which the batteries will lie. But the main path will be on the left hand when we get into the mine. There’s still on the walls we will see the inscriptions like “See where you step”. And indeed: if you look at, then you can notice the federated metal bottom of the mine. Again, there are two options in this situation. You can simply quickly smoke a dangerous area or take a long board and make something like a bridge from it. Anyway, by passing a dangerous plot, we will be very soon on the fork.

“Cool” thermostat

The way to the right will lead us to death from poisonous vapors, breaking away from the pipe, and the way to the left – to the freezer. Week left and jump into the room. We notice the movement of the creature behind the door, which, fortunately, will be closed. Go to the freezer. We use the jar of soda on the thermostat. Returning to the mine and the moon, by the place that used to be deadly, to the hall, where the corpse of the scientist will lie. If we prone, the poisonous pairs will again begin to make the way from the pipe and will have to re-produce gas.

Hall with a dead scientist and laser trap

We select a medical report lying on the floor near the corpse. This is Chemist Oswald. Next to him we will see the laser rays. It is a trap. If something biological will hit them, the explosion will thunder. To avoid danger, you can put the barrels along the beam and move on them to the other side, and you can try to deactivate rays: for this it is worth using the remote control (yellow boxes on the walls) and in the menu that appears to set red characters in both columns instead of green. Once upon the other side of the rays, pay attention to the double door. To the left of it there is a biological castle, to open the blood of any working underground laboratory – for example, Oswald, the corpse of which lies a few steps. It remains to think about what to dial blood. Unreaving the artificially created challenge from racks to the right, followed by the door. We go to the corridor.

We produce blood packaging

Go to the first room on the right. Here on the rack we find a bottle with medical alcohol, and on the upper shelf – batteries. Using the artifact you can save the game. We inspect all metal lockers. We find other batteries, alarm cartridge and cassette. Listen to recording using a player standing on the table left. Go back to the corridor and go straight to the distribution panel. The doors of the two remaining rooms are closed on electric locks, and the rooms can be checked thoroughly only if you cut the electricity. The shield cover is taking a pair of blows of the wall in a wreck, then with a sharp movement pull the red wire. Go to the room where the bloody trail is leading. We approach the locker with medicines and get out of it painkillers and syringe. Taking the last item, we will hear movement in the corridor. Quickly hiding for an inverted table on the right and wait until the creature will make up all the rooms and will not leave. When the path is safe, we return with the syringe in the hall to the dead scientist.

Path in the dining room

We approach the corpse. In the syringe trying to dial blood. He will be dirty. Then in the inventory process the syringe with alcohol and again try to dial blood into the syringe. Subsequently, we use blood on the biological castle to the left of a closed bivalve door. Go to the door.

Inspect all tables in the room. On one find a CD, on the other – a note. The only open door will lead us to the storage room, where we can take an anesthetic medicine from the shelves. Another metal door in the room (not that through which we went here) will be closed and will open only in an emergency case. For example, as a result of a fire. Let’s arrange him. Come in again in the storage room. From there we move the barrel with gasoline to the open distribution panel in the room. Lower the switches nearby, to let the current on the wires to the shield. The sparks will do their job: a gasoline barrel will light up. Move it to any splitter installed on the ceiling to work alarm and the metal door opened. We go to the table. The door on the left is tightly sealed, and the door to the right opens remotely.

Cabinet Father

We go to the kitchen. From the lockers to the right of the door, we get the batteries, and from the locker above the slab – the 1st secret artifact. We go into the room to the left, where the projector and computer is installed. Next to the projector you can find an artifact to save the game. Turn on the projector, then watch the screen so that Philip makes the record. Check all table boxes, they find batteries and a flashlight for which, actually, batteries and are intended. Insert a CD in a computer drive. We view its content. Philippe will make the records of all important, but it will also be nice to record yourself on a piece of access codes for doors. Having finished viewing the CD-ROM, on the desktop of the computer we will find two files: text and executable – “DoorLock Controller.EXE “. We read a text file, and then run executable. We find the only closed door 236 and enter the code 1167 to open it.

We fall into the sewer

Return to the table. We go through the just open door to another storeroom. With shelves racking alarm cartridge. We move toward a large box, standing in the corner. Under it will be descent in the sewer. Go down. We go through the tunnel. In one place you can find batteries. Having reached the pool without water, we will faint and in a dream will face six nightmares.

Nightmare First

We will be in the cabin of the ship from the first part of the game. To get out of the first nightmare, we need to recreate in the cabin atmosphere, which is captured in the picture hanging on the wall. To do this, we need to push the chest under the table, can be taken from the floor and put it on the shelf, the bottle of whiskey lying on the table, break about the floor, and the kegs from the left corner of the cabins move to the right corner of the cabin to another barrel standing there. If everything is done correctly, changes will occur in the cabin.

The nightmare is second

From the chest, standing on the left of the table, take the egg spider. It put on a highlighted image in the picture that can be found on the table. If everyone did right, the spider hatch out of the egg. Next approach the bed. From somewhere on top there should be a dead dog. We take the corpse of the animal and waters it into two hands – something like an altar. After some moment, a black hole will appear on one of the walls, draws all items. Run into the opposite side of the side to be in a dark corridor.

Nightmare Third

In the corridor, we find four hands leaving the walls: two on one side and two on the other. Standing face to a closed door (not that through which we got here), numbered hands as follows. Hands 1 and 2 – on the left wall (1st hand closer to the door), and hands 3 and 4 – on the right wall (3rd also closer to the door). Then raise your palm first third hands, then the first and second and, finally, the fourth. The corridor as a result of such actions will be covered. We will only have to turn the valve next to the door closed and go to the next part of the nightmare.

Four nightmare

Lower the lever attached to the wall. The hall will go out in the corridor, and we can see multicolored circles on the floor. There are three barrels in the corridor, you need to put them on some circles. With attentive observation, you will find that three circles are highlighted with greenish blue. On them and put barrels. Then turn the valve on the wall and go further.
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