Penumbra: Black Plague

I'm trying to document basically everything (Except examining lines). Most of it is related to speedrunning the game, but I also write about parts that are skipped in a speedrun, doing things "the intended way".
By the way, any typo you find here on this page from text directly taken from the game (Such as item descriptions) are written the way they're written in the game, so they're not my fault :) There are quite a couple of them (And a lot more in the documents...), they should bring out a patch and fix those mistakes.
Note that the speedrun routes described below are based on the Easy difficulty setting.


General tricks

- Jump in ventilation shafts (Or lower spaces where you need to crouch) to move faster (This can also help to get past certain dangerous parts such as the unstable shaft part in Ventilation Shafts and the big crate death trigger in the level Storage).
- Mash the jump button in the air to make the character float a bit, this can extend a jump.
- Grab an item, move forwards, jump and put the item underneath you and then just keep mashing jump (And holding forwards) to be able to fly great distances on the item. You can also stand on an item, then jump and grab it, then in mid-air release the buttons and jump and grab it again. This way you can also go higher but it's tricky to keep up.
- If you're climbing up a ladder you can jump and press the left mousebutton again to grab the ladder, this way you can faster get up the ladder (Not used in a speedrun).


Tricks-In-Progress

- It's possible to use a chair (Or any item which has things sticking out) to push double doors open a bit but not enough to get through. When using other items combined with the chair you can open doors even more. But still, so far, not possible to get double doors open enough to get through it. It should theoretically be possible but practically it's very hard to get done :) And even if it's possible it maybe wastes more time trying to get it actually done than doing it the intended way...
- When mashing the jump button in mid-air, you descend slower which maybe can also reduce the amount of damage taken from falling down from great heights. Needs to be checked.


Testrun through the whole game showing tricks

I've made a little run through the game to show most tricks. Some other tricks/optimisations were found later on and thus they're not in this testrun. I also included the Gas mask level (Storage) to show how to get through it, but this level is skipped in a speedrun. This was done on Easy so a few adjustments need to be made for the other difficulties (Gas damage, fall damage, enemy boost damage, etc.).

Part 1 (57 MB)
Part 2 (150 MB)
Part 3 (87 MB)
Part 4 (193 MB)



Levels


Levels that need to be done in a speedrun:
Starting room
Ventilation Shafts
Messhall Entrance
Cells
Messhall Entrance (Revisited)
Messhall
Sewers
Dr Swanson's Room
Residential Corridors
Machine Room

Levels that are skipped in a speedrun:
Mental Realm
Storage


--- Starting room ---

- Speedrun route

Grab the Coin from the locker and the Glowstick from the middle drawer of the desk. Use the Coin on the vice on the desk and squeeze the Coin, then grab the Flat coin. Now use the Flat coin on the ventilation shaft cover behind the furniture (Move the furniture out of the way, dragging it away is the fastest method, you can also "grab and examine" twice) and get into the ventilation shaft, follow the ventilation shaft till the next level loads.

- Additional information

The Glowstick must be picked up to continue, otherwise Philip will be teleported out of the ventilation shaft back into the room.

- Stuff that can be picked up

"Coin" - From the starting position, it's in the first locker on your left.
"Flat coin" - Can be picked up after squeezing the "Coin" in the vice on the desk.
"Glowstick" - In the middle drawer of the desk.
"Scrap of paper" - In the top drawer of the desk.

- Tricks

None

- Manual save spots

None

- Autosaves

None


--- Ventilation Shafts ---

- Loading screen text

May, 2001
I wasn't sure how long I'd been out, but my head still hurt - either it hadn't been long, or they hit me really hard.

I didn't have a clue what was going on and, all of a sudden, I really didn't care. I was getting out.

- Speedrun route

Just follow the ventilation shaft till you get out of it (In the beginning part of the shaft you also get teleported back a bit one time, just keep going forwards). Grab the brick in front of the soda machine and get into the other ventilation shaft, throw the brick over the unstable shaft part and then mash jump to get over the unstable shaft part and pick up the brick again, then use the brick (Or any low-weight item, a pipe works too but is more troublesome to drag around since it's longer and can more easily get stuck in the shaft) to block the steam (Hold it grabbed below the pipe against the steamhole while moving past it) and enter the level transition to Messhall Entrance.

- Additional information

The freezer part is skipped by getting past the deadly steam with an item. In order to deactivate the deadly steam for a moment (It's a timed event), get the Soda can from the soda machine (Use the Flat coin on the soda machine) and then use the Soda can on the panel in the freezer and then quickly get past the deadly steam.

- Stuff that can be picked up

"Batteries (3)" - One on the right side of the soda machine. One in the back with the black boxes. And one in the ventilation shaft at a blocked passage.
"Escapee note" - It's in front of you when you get out of the ventilation shaft.
"Flare" - On the left side of the soda machine.
"Soda can" - Can be picked up from the soda machine after using the Flat coin on it.

- Tricks

There's a part in the next ventilation shaft which is unstable and you can't get over it while crouching normally (Then you would need to use planks to make a walkway to get over it). Just mash jump and you can easily get past this unstable part.
There's deadly steam near the end of the level which you normally need to deactivate with a panel and the Soda can, but you can use an item to block the steam and then squeeze yourself past it.

When you get up on the other ventilation shaft, you can crouch under the ceiling and then go through the ceiling. It requires some special positioning to get it done.
You can also crouch underneath both ventilation shafts and either get through them or even fall through the ground.
A plank can also be put in like a 45 degree angle in the ventilation shaft to be able to get through the roof.

*** To-do: Make videos of the last 3 mentioned tricks. ***

- Manual save spots

None

- Autosaves

At the start of the level.
When you get out of the ventilation shaft.
When you've picked up the Soda can from the soda machine.
When you've used the Soda can on the panel in the freezer.


--- Messhall Entrance ---

- Speedrun route

Get out of the ventilation shaft and get past the beams (The runjump method is the fastest). Stand in the corner next to the door that's blocked, grab the top of the bookcase and pull it to the left until it stands almost vertically, then you can enter the door.

- Additional information

None

- Stuff that can be picked up

"Medical Report" - It's on the ground on the right side of the corpse.

- Tricks

There are 3 ways of getting past the beams:
1. Walk on the corpse and then runjump over the beams.
2. Put a barrel in front of the beams, get on the barrel and jump over the beams.
3. Crouch near a plus/minus box (Located behind the beams in the corners) and then you can click on it and disable the beams.

I'm pretty certain that the following solution is the fastest for disabling the beams with a plus/minus box:

(The 8 buttons from the plus/minus box are represented here by numbers, 1,2,3 and 4 are the plus signs)
1 5
2 6
3 7
4 8

8, 7, 6, 5, 5, 7, 8

- Manual save spots

None

- Autosaves

At the start of the level.


--- Cells ---

- Speedrun route

Enter the first cell you encounter and pickup the Alcohol in the bookcase on the right, then pickup the box next to it on the right side. Get out of the cell and run to the back of the hallway. Then throw the box against the fuse box and if done correctly the powercord inside will break and thus the power gets cut off. Enter the third cell (The first one you'll encounter on the way back) by grabbing the door and then either push it open yourself or use the "Examine" function (I think pushing it open yourself is faster though I'm not completely sure), then grab the Syringe in the back (No need to open the little doors first). Then leave this whole area the same way you got in to get back to Messhall Entrance.

- Additional information

After the power has been cut off, you can go back to your starting room again (Second/middle cell). Not much more to do there anymore though.

- Stuff that can be picked up

"Alcohol" - On the right side in the first cell in a bookcase.
"Batteries (2)" - On the right side in the first cell on the bookcase. In the first cell in the left-most locker.
"Cassette" - In the first cell in the middle locker (You can put the Cassette into the cassette player on the desk in the first cell and then click on it, you'll lose the Cassette once you do this).
"Flare" - In the first cell in the middle locker.
"Painkillers" - In the third cell in the left-part of the wallcloset in the back.
"Syringe" - In the third cell in the right-part of the wallcloset in the back.

- Tricks

None

- Manual save spots

In the first cell in the back corner in the lower part of a bookcase.

- Autosaves

At the start of the level.
After you've picked up the Syringe.


--- Messhall Entrance (Revisited) ---

- Speedrun route

Go to the left and jump over the chair then run towards the corpse. Stand close to the beams next to the plus/minus box on the right side of the beams. Go into your inventory and use the Alcohol on the Syringe to get the "Clean Syringe". Then use the Clean Syringe on the corpse to get the "Syringe with blood". Walk to the closed door behind you and use the "Syringe with blood" on the device next to the door. Wait a short moment with clicking on the door (Until the light goes green) otherwise you'll get a message about the locked door. Of course you can just mash the left mousebutton on the door till you get through ;)

- Additional information

None

- Stuff that can be picked up

"Clean Syringe" - You get this item when you use the Alcohol on the Syringe.
"Syringe with blood" - You get this item after you've used the Clean Syringe on the corpse.

- Tricks

You can use the Clean Syringe on the corpse without deactivating the beams. Just stand close to the beams next to the plus/minus box on the right side of the beams, and then you can use the Clean Syringe on the corpse.

- Manual save spots

None

- Autosaves

At the start of the level.


--- Messhall ---

- Loading screen text

If this 'stronghold' was anything like as elaborate as its security, I was in for an experience. I didn't know what to expect, but I was getting used to that.

- Speedrun route

Open the door from the little storage room on the right (Just give the door a good swing :) The barrel can easily push it further open) and pull the gasoline barrel out of the storage room. Then move the gasoline barrel next to the damaged fuse box and pull the handle on the wall next to the door of the storage room. Then move the burning gasoline barrel underneath the watersprayer (On the ceiling closeby the fuse box) and wait till the alarm turns on. When it does, move to the closed emergency double-doors and move to the kitchen once these doors open. Go through the door that leads to the computer room. Grab the Flashlight, then click on the computer and unlock the door with the code "1167" (The code is found in the file "CD-Rom Drive/Password changes.txt" after inserting the CD in the computer. You'll lose the CD when you insert it), press ESC after clicking the "Ok" button to immediately leave the computer. Go to the room that leads to the sewers and pull the big crate to the left, fall down and through the tunnels till the next level loads.

- Additional information

It's necessary to pick up the Flashlight to be able to enter the next level, otherwise Philip will not continue in the sewers and starts talking that he needs a more reliable source of light.
When you've entered this level, you can't go back to "Messhall Entrance".

- Stuff that can be picked up

"Batteries (3)" - In the little storage room (With the gasoline barrel) in the back behind the box. One in the right-most part of the wallcloset (When you're facing it) on the right side of the kitchen. One in the middle drawer of the desk in the computer room.
"Flare" - In the furniture on the left in the room that leads to the sewers.
"Flashlight" - In the top drawer of the desk in the computer room.
"Howard's Research" - You can get this document when you view and close the file "Research.txt" in the computer.
"Painkillers" - In the little storage room (With the gasoline barrel) in the furniture on the right.
"Password Changes" - You can get this document after inserting the CD into the computer and then view and close the file "CD-Rom Drive/Password changes.txt".
"Shelter Orientation" - You can get this document after inserting the CD into the computer and then view and close the file "CD-Rom Drive/Introduction.txt".
"Strange artifact" - When you enter the kitchen it's in the left-most wallcloset in the back on the left.
"Survivor's note" - From your starting point it's on the second table to the right.
"Timeline" - You can get this document when you click on the projector in the computer room and then examine what it shows on the projection screen.
"Welcome to the shelter" - From your starting point it's on the table to the left (If you insert this CD into the computer, you'll lose the CD).

- Tricks

I think the only thing really worth mentioning is pressing ESC to leave the computer immediately after you've filled in the code and pressed the "Ok" button.

- Manual save spots

In the computer room next to the projector.

- Autosaves

At the start of the level.
When the emergency double-doors open up.


--- Sewers ---

- Loading screen text

The sewers seemed like the only route out, but it wasn't out I wanted anymore. My father had found something, and I needed to know what - without that, everything would have been for nothing.

- Speedrun route

Get out of the shaft and grab the small crate on your right. Use it to fly over the water part, run to the end of the tunnel and put the small crate on the ground. Jump on the small crate, jump and exit the level. This is the easiest way (And most reliable for a single-segment run) of ending the level. Read the "Tricks" section for the other methods.

- Additional information

At the start of this level you'll automatically lose the "Soda can".
When you start this level and wait 41 seconds, you'll be automatically taken to the level "Mental Realm". Once you've completed "Mental Realm", you'll be brought back to "Sewers" and spawned just before the water part.
When you've entered this level, you can't go back to "Messhall".

- Stuff that can be picked up

"Batteries" - From your starting point when you get out of the shaft, the Batteries are behind the small crate on your right.

- Tricks

You can use the small crate (Only item before the water part that can be dragged around) to fly over the water part.

There are 3 ways of ending this level:

1. Stack crates (1 small crate is already enough), jump on them and then jump and reach the exit.
2. Jump on the pipes on either side of the tunnel (The left side is easier), and jump and reach the exit.
3. You can stand underneath the exit and mash the jump button 2 or 3 times and then hold down the jump button, this way it's also possible to reach the exit (Quite tricky to do).

- Manual save spots

None

- Autosaves

At the start of the level.
When you're on the other side of the water part.


--- Mental Realm (Skipped in a speedrun) ---

*** To-do: Describe the entire level. ***

- Speedrun route

- Additional information

- Stuff that can be picked up

- Tricks

- Manual save spots

- Autosaves


--- Dr Swanson's Room ---

- Speedrun route

Open the door and walk to the closed door in the back. Open the panel on the left side of the door and grab the plug and put it in the left-most hole in the panel. Click on the computer on the desk and click on the button "Answer", then skip through it all by pressing ESC until you leave the computer, then exit the level through the unlocked door.

- Additional information

When you've entered this level, you can't go back to "Sewers".

- Stuff that can be picked up

"Batteries (2)" - From the starting point it's in the right-most part of the wallcloset on the right. One is in the middle drawer of the desk.
"Flare" - In the top drawer of the desk.
"Virus Research; Report #2" - You can get this document when you open and close the file "Recent Research.txt" in the computer.

- Tricks

Press ESC multiple times to skip through the video feed and exit the computer.

- Manual save spots

On the right side of the desk.

- Autosaves

At the start of the level.


--- Residential Corridors ---

- Loading screen text

Infected. I'd skipped a beat when I heard that word in association with me. Still, it seemed like just one more reason to find my father. Hearing a friendly voice hadn't hurt either - but by that point, I was pretty certain she'd turn out to be crazy.

- Speedrun route

Here's the map of the area including the speedrun routes.

Route 1 = Open/prepare some doors, grab the Saw and go to the Machine Room level.
Route 2 = Go to the Computer Central level.
Route 3 = Go to the Infirmary level.
Route 4 = Go to the Library door, take a little detour to make the door reappear, use the Hand and Head on the device next to the door (The items will be removed when the door becomes unlocked) and then enter the door.

- Additional information

When you enter this part, Clarence will start talking after a short moment. It's possible to enter Dr Swanson's Room again just when he starts talking and when the swaying starts. When you then go back to Residential Corridors again, you can move around normally without your view swaying and the falling down everytime (If you entered the door as late as possible that is, otherwise your view will start swaying and you'll fall down). You still can't enter other levels or open certain doors though.
Also, when you go back to Dr Swanson's Room and Clarence starts talking there, then wait till he finishes his speech (It's not the entire speech). When he's finished (You can also use the manual save spot and load your game to finish his speech) go back to Residential Corridors. Now he won't talk anymore (And won't ever talk, no matter how long you wait) and you still can't go to the other levels or open certain doors, in other words you're stuck...
If you use the Hand on the device and then put the Hand on a hotkey, then use the Head on the device and quickly press the hotkey, the Hand will be equipped and if you wait the game crashes shortly after :) (Can also be done the other way around, Head on hotkey. Probably works for any item that'll disappear from your inventory.)

- Stuff that can be picked up

--- Room R104

"Archaic History" - On the left side of the room, throw a brick against the glass to break it and then grab the document.
"Batteries" - In the top-right locker.
"Strange artifact" - Under the bench on the right side of the room in the corner in the back.

--- Room R109

"Flare (2)" - When you enter the room there's one on your right side in the top of the standing locker. There's one on the right side of the room in the third bookcase.
"Saw" - In the lower part of a bookcase in the back of the room.

--- Room R110

"Batteries" - In the bottom locker.
"Flare" - In the top locker.

- Tricks

Not a superbly useful trick since you could just take the route around, but when you start Residential Corridors there's a blocked door on your left, and if you grab the door and press Examine (And then repeat Grab and Examine several times), the door will open further and further till you can get through. So much for a barricade... :)
The closed wooden intersection door next to R104 was once completely open when I came back from the Computer Central level. But I can't seem to reproduce it ever since :( Maybe I opened it myself and forgot about it...

- Manual save spots

None

- Autosaves

When you come out of Dr Swanson's Room (At the start of the level).
When Clarence is done talking and your head stops spinning.
When you've picked up the Saw.
When you come back here with the Gas mask from the level Storage.
When you come back here from the level Machine Room.
When you come back here from the level Computer Central and you've unlocked door 3061.


--- Storage (Skipped in a speedrun) ---

*** To-do: Describe the entire level. ***

- Loading screen text

Savaged, infected, terrified... and now I was hearing voices. Yep, just about everyone down here turns out to be crazy, even me. Regardless, I needed to find a way through and into the library.

- Speedrun route

- Additional information

- Stuff that can be picked up

- Tricks

- Manual save spots

- Autosaves


--- Machine Room ---

- Speedrun route

- Additional information

- Stuff that can be picked up

- Tricks

- Manual save spots

- Autosaves

--- Default ---

- Loading screen text

- Speedrun route

- Additional information

- Stuff that can be picked up

- Tricks

- Manual save spots

- Autosaves


Items


Alcohol - A bottle of medicinal alcohol.
Batteries - Fully charged batteries.
Cassette - It has the name "Eloff" written on it.
Clean Syringe - Clean and sterilised by the alcohol.
Coin - An old coin, not sure which country it's from.
Flare - It's a flare. Could be a handy light source.
Flashlight - This should be a good help in darker areas.
Flat coin - Hope this coin isn't valuable.
Glowstick - A little ghoulish, but should be a decent fall back if the torch cuts out.
Notebook - Good thing they left this behind when they searched me.
Painkillers - Well, I'd prefer a first aid kit, but at least if I'm injured I can grin and bear it.
Saw - Rusty with worn edges.
Soda can - It's a can of soda, not my favourite flavour, but sweet enough. Still ice cold.
Strange artifact - I'm not sure what this is. Some kind of wierd statue... it almost looks like a collector's item.
Syringe - A filthy syringe - I reckon it's past its use-by date.
Syringe with blood - Syringe filled with blood.
Welcome to the shelter - A CD labelled "Welcome Briefing".



Documents


Archaic History - Page 1 - Page 2
Escapee note - Page
Howard's Research - Page 1 - Page 2
Medical Report - Page 1 - Page 2
Password Changes - Page
Scrap of paper - Page
Shelter Orientation - Page 1 - Page 2
Survivor's note - Page 1 - Page 2
Timeline - Page 1 - Page 2 - Page 3 - Page 4
Virus Research; Report #2 - Page 1 - Page 2