Penumbra: Necrologue

Penumbra: Necrologue

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Penumbra: Necrologue & Twilight of the Archaic FULL GUIDE
By Oymon
This should be a nice simple and straightforward guide to Penumbra: Necrologue and its expansion Twilight of the Archaic.
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Before We Begin
Just a few basic things to go through before we get into the full guide. I’m going to assume that you’ve played through the original three Penumbra games (Overture, Black Plague and Requiem) and so know the basics of how to actually play the game. If you haven’t played the original games, I would completely recommend doing so before you play Necrologue. Not only for the gameplay knowledge base, but also the story, as Necrologue is a direct continuation from Requiem.

Randomness
The game has a certain amount of randomness to it in a few select areas, meaning that sometimes items might not be where I say they are. If you notice something not being in the right place, let me know where you find it and I’ll add other locations to the list.

Optional Areas and Split Paths
This game also contains areas that are totally Optional and aren’t necessary to continue the game, as well as times when you can use two different methods to continue the game. I will point these areas out and you can choose which you decide to explore and use.

Strange Artefacts
Although I've listed the location to all the Strange Artefacts in a separate guide, I'll also list them here too so you can see exactly where they are in the whole story. Also, it's worth mentioning that only Necrologue has Strange Artefacts. Twilight of the Archaic doesn't have any at all.

Videos
As an extra note I have recently played both Necrologue and Twilight Of The Archaic on my youtube channel, and you can listen to my thoughts on the game, as well as get any visual help that you might need with a puzzle or situation if you check the videos out.
You can find my YouTube channel here: https://www.youtube.com/user/Oymon/

Also, I feel I shouldn't have to say this considering it's a full guide but:

SPOILER ALERT!!!
Necrologue: Act 1, Part 1 - Waking Up To A New Nightmare
Examination Room

After the intro with (Not) Phillip, and then waking up off the floor with (Not) Clarence talking to you, look down on the floor and pick up the Flashlight. The computer with start beeping at you, so interact with it to see that (Not) Swanson is still alive!
Maybe we can get that Hug after all!
After she’s done talking and more ramblings from (Not) Clarence, you’ll be able to go through the nearby door. For the record you can look around the rest of this room if you want, but there’s nothing to pick up.

Infected Hallways

Despite the name, and the fact that you will often see moving lights and hear footsteps, there is actually ZERO danger in this room. The lights and sounds are nothing but tricks to try and keep you on your toes. In reality, they’ll vanish once you get too close. So no need to worry about it.
Now, there’s an item we’re looking for in this area called the Hook With Rope, however as best I can understand it’s location is totally random. As such I’ll take you on a quick tour of this whole area so you can see everything and hopefully you’ll find it along the way.
First, walk forward and the room on your right has some Batteries in locker. Further on down the corridor will be a door on your left. Walk through and go around the little U-bend. When you get to the fork in the path, turn left again and follow the corridor. Right at the end you’ll find a closed door, so open it up and inside you’ll find a largely empty room with a chair and a bin and maybe the item we’re looking for.
If not leave the room and turn left and then left again and down the corridor here past the open hole in the window. Remember this for later. Keep going and around the corner you’ll find four doors. The first one of the left is blocked, but the first one on the right is open. While it leads to a dead end, you might want to have a look for the Rope down there. The second door on the right also leads to a dead end with a Locked door at the end of it that you can never open. The remaining door however does lead to proper room. In the filing cabinet in the corner you can find the ‘Research of the Virus’ Picture, and next to the TV you can find the ‘Survivor’s Note’ Note. There are some Batteries on the top shelf next to the bed, and in you go into the bathroom you can find some Painkillers in the cabinet there.
Leave the room and go left through the door, Take a left and go down the corridor and through the door on the right at the end. You’ll find yourself back where we started. Go back down the corridor facing the door only this time take a right at the end. Here will be a closed door that you can open to find a room with a TV and two chairs, but little else of interest. Continue around the corner and another door on your right will bring you to a Generator Room. Unless the Rope is in here, this room is also empty.
At the end of the corridor take a left and into a small square area with four pillars. To your left is a dead end with collapsed rubble, but before that there’s a door into a small room. Have a look, but there’s nothing much in there. Do a complete 180 from the rubble and down the corridor ahead, taking your first right. There’s a door there with a room containing a Save Point Statue, and in the top draw of the table is the Cassette Tape ‘Alford #5’ that you can keep until later.
Leave this room and turn left back to the corridor you were previously in and then go right towards another hole in the wall. Again, remember this for later. Take a left at the hole and follow the path all the way up the stairs and to the locked door at the end. There’s a bin there that has some Batteries in it. Now, all things being equal, you will have hopefully found the Rope With Hook somewhere along this path.

- OPTIONAL -

Research Room

Near that second hole in the wall is a double door with a sign that says ‘Research Room’ above it. If you go inside you can confirm for yourself that Swanson wasn’t killed (YAY!) and that you in fact seemingly killed a Tuurngait Zombie. You can also find some Batteries in the middle of the three sinks in the dark room next to where you killed the Tuurngait Zombie. That’s about all you can see in there though, so when you’re ready, you can leave.


- CHOICE -

Remember those two holes in the wall that I told you about? Well, each one leads to a way forward that takes you in a slightly different direction but ultimately takes you to the same place. The first one is safer, but the second one nets you some Items and a Note, so which one you choose is up to you.

- Option A
This is the choice that will take you through the broken glass on the Eastern side of the area. Use the Hook With Rope on the hole and then climb down, dropping safely onto the lower platform. Go left, follow the corridor and through the door. Down the stairs and then take a right and then another right around the corner. Follow this corridor, through the small archway ahead and through another door. In this small room is a metal door that you can go through into the next area...

- Option B
This is the choice that will take you through the broken wall on the Northern side of the area. Use the Hook With Rope on the hole in the wall and then climb down. You’ll eventually fall and black out. Once you come to, you can check the bag for some Painkillers and you can also pick up the ‘Benjamin’s Last Words’ Note. Once that’s done, crawl you way through the small hole in the snow and follow it around and down to the next area...
Necrologue: Act 1, Part 2 - Monsters All The Way Down
Collector

If you came into this place through Option A, walk forward and around the corner and you should see a small hole on the right wall with a door just inside it. If you came in through Option B go around the nearby corner with the barrels and you’ll see a door ahead of you. This is the same door, so go through into the room here.
Inside you can find a Save Point Statue and some Batteries on the desk. There are also some Painkillers in the little cabinet, A Cable on the shelf next to that, and if you open the bottom draw in the desk you’ll find a Capacitor. Leave the room and turn right, and check the boxes right in front of you. You’ll see A Wire on the floor next to them. Turn around from the boxes and walk back down the corridor, and go into the second door on your right. In here you’ll see a radio but it’s broken. There’s a Soldering-Iron on the shelf on the right side of the room, the ‘Worker’s Note’ Note on the table next to the radio, and if you open the right draw on the table you’ll find some Rosin. In your Inventory, combine the Rosin with the Soldering-Iron, and then use the Cable, Capacitor, Wire and The Soldering-Iron With Rosin on the radio to fix it.
At first you’ll hear from (Not) Red, and then from Jayla Kwon, and then from (Not) Clarence. Once they’re all done talking, the roof of the room will pop open and you can climb up. Ignore the doors on your left and right as there’s nothing worth seeing down them and go through the door straight ahead. There are some Batteries in the top draw of the filing cabinet in here. Once you have them grab the big blue box and slide it off the door on the floor, and then lift it up to open it. Climb down the ladder, and then use the little console next to the door to open it up, so you can leave whenever necessary. One the wall will be a valve that you can turn to try and drain the water. Once the light turns green and the alarm starts, look on the floor of the room for an open hole. Climb down the ladder and look for the red light down here. Head towards it and you’ll see a section of a pipe that seems to have come loose. Pick it up and put it back where you see the water flowing from the broken pipe to fix it, and then climb back out of this area.
Once you’re back up in the room, you’ll see that the light is green again, so turn the valve a second time to finish draining the water. Leave the room now and go left, around the corner and then take a right towards the white light. Climb down the ladder here and then up on the other side. Take a left in this new room and through the door into the smaller room there. Inside you can find the ‘The Sealed Door’ Note, some Batteries in the cabinet next to the door, and an Old Key in the draw below the vent. There’s also a keypad next to the door, but we don’t have the code for it yet. With the Old Key in hand, head back the way we’ve just come, down the ladder and then up the other side.

- CHOICE -

We now have a small choice to make on where to use that Old Key we just picked up. (Thanks to Cosmic Chicken for pointing this choice out!)

- Option A

This is the easier of the two choices, and the one I recommend that you use. Go to the left and then into the room on your right with the Green Light. Climb up the ladder and then go through the door. On your left is a locked door that you can use the Old Key to open up. On the table in here you can find the Screwdriver.

- Option B

Go left, down the corridor and into the door on your left. Now, if you were paying attention earlier you likely noticed that there’s something rather unpleasant beyond the locked door in this room. When you use the Old Key to unlock it, a Tuurngait Zombie will burst through it and take a bite out of you. Quickly run away and hide somewhere. Where is up to you but they can’t climb ladders, so you’ll be safe in the upper area. Wait a few moments and then sneak your way back down into the bathroom that it just burst out of to find the Screwdriver.

Once you’ve got the Screwdriver, head back to the small room where you found the Old key earlier. Enter the small office room again and use the Screwdriver to unlock the Vent cover. Climb inside and follow it into the new area.

Refrigeratory

Walk through the vent and drop down into the room at the end. A Tuurngait Zombie will seal you inside and you’ll quickly start freeing to death. There are two boxes opposite the door here, one with a blue box on top and one without. Lift the lid off the box without the blue box on it and inside you should find a severed hand. Pick it up and press it against the hand scanner on the wall to open the door.
Only some of the doors here are open to you. On your left are two open doors; the first one doesn’t have anything of interest yet, but the second one has some Batteries in the locker. The room opposite this one on the right side is also open. There are even more Batteries in the top draw of the desk with the computer, and the ‘Guide “Computer for Dummies” ’ Note right next to it. Be sure to read this as it explains how to use the computer system that this mod uses. We’ll use the computer in a moment, but first head into the other room. In here you’ll find a Save Point Statue, the ‘My opinion about the experiment’ Note, and a Cassette Player that you can use to listen to the Cassette Tape ‘Alford #5’ that you picked up ages ago. Once you’ve done that, go back and use the computer. The first icon will add the ‘Impact of the Cold’ Note to your collection, and while you can’t use the second icon yet, the third one will unlock all the doors in this area.
Now that you can access all the rooms and the Cryo-chambers, we can now look for the necessary item, but first look inside the trash bin to your right as you leave the room with the computer to find some Painkillers. The item that we're looking for in the Cryo-Chambers, I’m fairly certain that its location is random each time. To find it, go into one of the Cryo rooms and look for a small lever on the wall. Lift it up to unlock the nearby chamber. Once it’s open you can check the body inside. Eventually you’ll find the Floppy Disk. Once you have it go back to the computer and use it on it. You can now access the second icon on the list. This allows you to access two file. The first one is sadly corrupt, but the second one will net you the ‘Code for Staff’ Note. This note contains important codes that you’ll be using on several occasions, so don’t forget about it. Once you have it you can go back into the vent where you entered this area and take it back.

Collector

Now that we have the Note with the codes, we know that the door here can be unlocked with the code ‘3715’, so type it into the little keypad here to unlock the door and head on through.
Necrologue: Act 1, Part 3 - Mixing Things Up
Sewers

Walk forward and eventually the Tuurngait Zombie will follow in behind you.

STRANGE ARTEFACT ALERT! #1
Right after the Zombie appears, turn left up ahead and then left again just beyond that. There’ll be a metal grate here that you can raise using the wheel on the wall. Once it’s up enough for you to crawl under, you can pick up the Artefact that’s sitting under the pipe.


When the Zombie comes in behind you go left first and wait for the Zombie to pass. Once it’s moved on, you can turn around and walk forward. At the intersection up ahead you can go left or right. We need to go left but also need to wait for the Zombie to be heading back, so wait at the corner and wait until you see his light returning and then moving off. Quickly sneak up where he just came from and around the corner. You should be in a darker area with two gates to raise. You need the one furthest from the corner you just came around, so quickly go over and turn the wheel to lift it up. Once you can go under it, you’ll find a ladder in the area beyond that will allow you to escape.

Laboratory

You’ll find yourself in a bathroom. There are some Painkillers in the cabinet by the sinks. Leave the bathroom and you’ll find a lot of doors in this little corridor. First, go left to the door at the end. While the room itself is Empty, if you flick the light switch on the wall next to the door, some writing will appear in the corner next to the pipe. Look at it and you’ll get ‘The Strange Formula’ Picture. Leave this room and go into the first room on your left, opposite the toilet you just came in through. This small storeroom has a Matchbox on the top shelf at the back of the room. It’s quite small, but you should see it.
The next door on the left is locked, but the one opposite on the right is open and leads to a small office. In the far left corner of the room is a Cassette Tape ‘Alford #4’, and near that is a series of lockers, one of which is locked. We’ll be using that later. Leave the room, and then go through the only door left at the end of the corridor. Ignore the dead body; it isn’t going to be getting up anytime soon. There are some Painkillers in the cabinet next to the door, but not much else besides, so just head through the door at the far end.
The door on your left is sealed, the door at the far end of the corridor is locked, and the door on the right side of the corridor leads to a room with nothing in it. So, head through the nearby door. In this small room there is a Save Point Statue and five chemicals; ‘Aqua Regia’ and ‘Benzene’ on the shelf next to the door, ‘Manganese Acid’ and ‘SO3’ next to the Save Point Statue, and ‘Ice-9’ on the table with the equipment. We’ll be using those soon, but first go through the door into the small classroom-like area. There are another four Chemicals in here; ‘BaCl2’ on the table in the middle of the room, ‘Sulfur Oxide (IV)’ on the nearby bookshelf, some ‘Distilled Water’ in the upper part of the cabinet in one corner of the room and some ‘Trg’ in the opposite corner of the room, in the lower part of a cabinet. The ‘Lecture notes about Acids’ Note is on a table in the middle of the room, and in the door at the far side of the room you can also find some Painkillers on the top shelf.
Now that we have all nine Chemicals, head back to the little lab room and the equipment mentioned earlier. Turn on the gas at the little valve on top of the nearby canister, and then use the Matches to light the Bunsen burner. Although we have nine chemicals at our disposal, we only need three of them: ‘SO3’, ‘Trg’ and ‘Distilled Water’. Add all three to the mix and you’ll get Acid, as well as losing all the extra Chemicals that you didn’t need.
Head back to the office with the locked locker and use the acid on it to open it up. Be sure to use it on the padlock to actually get it to work. Inside you’ll find the ‘Dr.K’s Office’ Key. Use it to open the locked door opposite. Inside switch on the light and you can find some Batteries on the shelf to the door, as well as the ‘Anatomical Observations’ Note in the top draw of the filing cabinet next to the chair.
In the corner of the room next to the door you’ll see an arrow on the floor pointing near a radiator. If you crouch down, you should see a big button. Press it and the shelf on the other side of the room will swing open revealing a vent. Crawl on through...
Necrologue: Act 1, Part 4 - Everything Breaks
Living Quarters

There’s nothing in this first room so you can go straight through the door. The door to your right in this corridor is sealed, so head left. After a short scene where the power goes out; of the first two doors the one on the left is sealed and the one on your right is a small room with some Painkillers of the shelf. The next two door beyond that; this time the right one is sealed and the left one leads to a small room with a Save Point Statue, and a Flare in the draw beneath it.
Beyond the four doors you can go either left or right. To your left is a locked door and while we do have the code for it, we don’t have the necessary items needed in the room beyond. So turn right and go past another door you can’t open, this one needing a keycard. Turn right when given the choice and go straight ahead to the two doors in this little dead-end area. While the first one leads to a room with nothing of interest, the second door leads to a room with a Cassette Player where you can play Cassette Tape ‘Alford #4’, there’s a Flare in the top draw on the table with the computer, some Batteries in the middle draw of the filing cabinet closest to the tape player, and also next to the tape player is a Fuse. Obviously we’re gonna need this.
Leave the room and go back up the corridor and take a right. The left door here leads to a shower room with nothing of interest, but you can find some Painkillers in the cabinet in the toilet on your right. The door ahead leads to another corridor. To your left will be some lasers that you need to get past. You can either jump over the using a nearby barrel, or to get rid of them permanently, turn left and grab a rock from the floor. Throw the rock at the electricity box with the arrow pointing at it, and then yank the cable out to turn the laser off, allowing you access to the door beyond.

Archives

Head forward and into the area...

STRANGE ARTEFACT ALERT! #2
To your right will be a wide open set of double doors. In this room are a set of display cases, and the Strange Artefact is inside one of them. In order to be able to get to the item, you first need to open up those glass cases. To do this, look at the door you walked in through and on the left (from inside the room) in the corner is a REALLY hard-to-see button made out of the little lion-face on the wall. When you push it, you’ll then be able to lift up the glass and get to the artefact. However, grabbing it will active the security in the room. Thankfully there’s a way to turn it off too. At the back of the room, opposite the way in, are two bookshelves. Each one has a loose book that you can pull out. The left on is higher up, and the right one is lower down. One you’ve pulled them both out, the alarm will turn off and the door will open!
(BIG thanks to ‘j0j0’ for showing me how to make this glass cases lifetable in this room, which was the key to solving the whole thing!)
(In an additional note, you can also pick the Sphere up in this room too. If you do and you carry it with you all the way to the end of the game, you will actually save yourself from picking one up later when you need it.)


Past the open double doors you’ll see a decontamination chamber that’s sealed because the power is out. To the right of that is a double door that’s mostly shut, but the left door of the two is slightly ajar. You can grab it and pull it open. On the shelf to your right will be the ‘Power supply of research station’ Note.
First, turn the wheel on the far right to move a bookshelf. Once it’s moved you can grab ‘That Archives’ Picture. Use the wheel again to move it back, and then use the next wheel along to move another shelf and you can grab some Batteries on the floor. Spin the inner-left one along and go through the second gap to get to the other side of the shelves. Once there, spin the wheel that’s just by itself on the back wall to reveal the ‘Excerpts from the code of the Archaic’ Note where you came through. Just be sure to use the wheel to move it back so you can leave later.
In the corner of this side of the room is a chair next to a vent. Pick up the chair and throw it at the vent to smash it open and allow you to crawl your way through. On the other side you’ll be in a small hospital room. Grab the lump of rock from under the bed and use it on the cabinet on the wall to get the Medical Drug and some Painkillers. Leave the room through the door and go left. At the end of the corridor there’s a door on your left leading to a room, but there’s nothing in there, and next to that is a Fuse on the wall which you should grab.
Don’t worry about the power going out, it’s fine; all we needed was the Fuse. Go back into the first room and crawl back through the vent. Go back past the books and then back into the previous area.

Living Quarters

Go forward, around the corner and through the door on the right. Forward again, right, then left. At the end of the corridor far ahead of you should be a single door with the red light above it. Go up to it and you’ll find you’ll need a code. Thankfully we’ve already got it, as it’s in the ‘Codes for staff’ Note that we got earlier. It’s 8643. Type it in and head of through.
Necrologue: Act 1, Part 5 - Let There Be Light
Generator Room

Walk through the door in front of you and then through the door to your right. Go through this room to the one beyond it and in the back of this room are two lockers. One has some Batteries and a Flare, and the other has the third and final Fuse. Leave these rooms and go right. Once you see the stairs on your left, look right and you’ll see a door down a little corridor. Go in the room there and you can find a Gasmask in the cupboard. Leave the room and then climb the stars in front of you. In the small room up here you can find some Painkillers in the medical cabinet. Leave the room and go left. Head past the large generator on the right and the second set of stairs on the left and go down the little corridor ahead. Go around the corner, down the stairs and through the door.
Spin the wheel on the wall to open the hatch and then climb down the ladder. Walk forward into the room and (Not) Clarence will create a button. Push it or not, it doesn’t really matter either way. To your right will be a lever on one side of the room and a device on the other. You can insert the three Fuses in there. Move to the other side of the room now, on the slightly elevated platform. On the right side is a loose cable that you should pick up and stick in the hole in the wall, and then press the single button to raise the shutter on the glass.
You now to have to get the device working by pressing the buttons on the panel in front of you; the different buttons push out/in the four rods on the device and you need them all out. Start with the Upper-Middle-Left, then Upper-Middle-Right, and finally the Bottom-Middle Button. Now you can go and flip that lever on the wall. Once that’s done, head back up the ladder and then up the stairs and around the corner. Head up the large stairs here and into the room at the top. If you want it there’s a Save Point Statue in the back, but you’ll want to focus on the device near the window. There is a sliding bar along the top and three buttons. The slider is currently at 0% but you can’t move it. First you have to press the three buttons in order: Middle, Right, Left. Then you can move the slider to 50% and then to 100% to really get the power going. We now need to head back to the Archives, and I’m going to jump straight there as I’d like to think you can remember where they are.

Archives

Walk around and to your left will be a door that’s closed. The button on the wall will open it up. Inside you can find some Painkillers in the draw to your right and the ‘List of Exhibits’ Note on the desk at the back of the room. Leave the room and turn left and go through the small decontamination room. On the other side there’ll be a toilet to your left that has nothing in it. To your right around the corner will be a door on your left. In the office here will be a Save Point Statue on the table, and some Batteries in the button draw on the computer table on the back room. Also, note the closed door into the other room. There’s just the one computer desk in here and at the back of the room is a vent hatch that we’ll open later. Leave the room with the Save Point Statue and turn left. After the corner you should see a door and some stairs. You can ignore the stairs as there’s nothing up there but a box and a sealed door. Open the door and follow the corridor around the corner and into the room at the end.
Once you walk into the room the door will get sealed shut and you’ll find yourself locked in with a Tuurngait Zombie. He’s harmless...for now. Move past him and you can find a Vent Tool on the shelf. Use it on the Vent in the corner near the door and crawl your way through. At the other end of the vent use the Vent Tool again. Once you start moving forward the Tuurngait Zombie will break out of the room and chase you. Quickly run forward and to the left. Run into the computer room and then into the office beyond. Use the Vent Tool on the vent at the back of the room and crawl through.
At the other side of the vent you can find a Keycard on the floor and the ‘Alford #3’ Cassette in the top draw of the desk, which you can use right away on the Cassette Player here. Now that you’ve got the Keycard you can head back through the vent and into the room with the Save Point Statue. Leave the room and go right towards the decontamination room and once you’re through the Tuurngait Zombie will show up behind you and start chasing you. Quickly flee back to the Living Quarters.

Living Quarters

Once you’re back in the Living Quarters, we’ve only got one more place to visit before we move on. Move forward, through the door and then forward some more. You should remember the locked door with the Card Reader lock on it just around the corner from here, and we can use out new Keycard to open the door up.

Security Room

Use the computer to have another chat with (Not) Swanson, and after listening to her, pick up the Comradio next to the set of TV monitors. Check the bottom draw of the desk with the computer on it to find a Flare, and in the corner of the room are two filing cabinets. The ‘Illegal experiment’ Note is on top of one of them and in the top drawer right under that is the ‘The incident in the laboratory’ Picture. Once you’ve got all this, leave the room.

Living Quarters

Once back here, Jayla Kwon will contact you. After she’s done talking, the door out of this area will open up. Turn right and then go left around the corner and through the double doors ahead.
Necrologue: Act 2, Part 1 - The Hunted
Unfinished Complex

Walk forward and onto the metal platform. A cut-scene will show the lights turning on, and for the observant among you something slinking off in the distance. Drop down to the lower platform and then take the ladder all the way down. Jayla Kwon will contact you again once you’re in the middle of the room and tell you that the place is gonna be like a maze. Great!
In the opposite corner to where you climbed down the ladder should be some scaffolding. Behind that you should see some very sharp-looking stalagmites, and behind those you should see another ladder. Climb on up and then move the large sheet of metal out of the way. Hiding behind it is a lever, so pull it to open the door out of here.
Climb back down the ladder and move forward into the room. On your right you should see a box next to some partially destroyed metal steps. Jump onto the box, and then onto the lower steps, then use the little metal strip at the side to walk up and reach the door.
As you might expect, it will seal itself shut just as you walk through it. No turning back now! Walk into the green gas up ahead, and after coughing a little you’ll equip the gasmask automatically. Because of this, your field of vision will be drastically reduced, which will make what comes next even more worrying.
Walk forward and to the left down the corridor. Turn right when you can and follow the stairs down. Move the metal sheet out of the way. You can find some Batteries on the wooden pallet once you move the metal sheet. You might drop the sheet on them, so look carefully. Head forward and to the left. In the room at the end of the corridor you can find the ‘At The Construction Site b606’ Picture, and there’s also a Flare on the shelf in the opposite corner. Head back, pass the stairs and down the other corridor. Cross the small wooden planks carefully, and then pull open the door. Once again, it’ll seal itself shut behind you.
Be very careful in this area, as there’s a rather dangerous creature called The Hunter crawling around the place. Move slowly and carefully, and listen out for the tell-tale sound that it makes as it moves. If you are unsure, hide in one of the many side room. Don’t expect to move through this place at any great speed, so don’t worry. If it does see you, run for it as far as you can, and once you’ve put some distance between you and it, hide in a side room. Hopefully it’ll loose interest and go back to patrolling the area. I’ll be as thorough and descriptive as possible.
The small room on your right contains two Flares on the shelf in there. Move forward. At the junction you should go right towards the door with the red light.
When you reach the door with the red light, turn left. The first room on your right has some Batteries on a box. The next room along, on your right is empty. The next room along, again on your right, has some Batteries on the shelf. The room after that is on the left side and should contain the Battery. Now, the Battery is what we need from this part of the area, but if you wanna keep searching you can find a set of double doors with another red light. Opposite them is a box and behind that are some Batteries.
Either way, once you’ve gotten the Battery, you should head back to the single door with the red light above it, and head the only direction you haven’t yet been.

STRANGE ARTEFACT ALERT! #3

When you reach the door with the red light, turn right and then go forward. Up ahead is a dead-end where the floor has collapsed. If you look up at the ceiling you’ll see a vent that sticks out above the path. The Strange Artefact is hidden on top of it. To get it you’ll have to stand up and get close to it, but you should be able to grab it without jumping. Be careful, as if the creature is nearby, it will likely see you and give chase.


Head down the corridor and at the junction head right, towards the lit area with the hole in the wall. Near that hole you should see a rectangular box on the floor. Place the Battery there, flip the lever on the wall, and quickly go through the door.
Once you’re through, the doors will close and you’ll take off the now useless gasmask (you’ll also find it gone from your inventory). You’re safe now though, as the creature can’t get you and the vent system works here. Anyway, head to the left and up the stairs, and then jump over the hole in the floor. In the small room ahead, look to your right and you should easily see a room being not-very-well-hidden behind a shelf. Move it out of the way and in the little room here you’ll find the Blue Artefact on the floor. Once you have that, head through the large hole in the wall.
Necrologue: Act 2, Part 2 - A Requiem Revisited
The Living Quarters

You’ll arrive in a small Bathroom, with some strange glowing particles on the floor. While you can check the small office beyond the bathroom, there’s nothing in there to see or get, and the door leading out is locked. However, if you use your recently acquired Blue Artefact on the little glowing place, it’ll sit quite happily on the ground, glowing. Touch it and you’ll find yourself...back in the past?
Walk into the office and then outside. After a brief glance of...someone, you’ll find yourself back in normal world, and in a very familiar place. (Hopefully you’ve played the three previous Penumbra games.)
To your right is a small room where you can find the Cassette ‘Alford #2’ in the top draw of the desk. Leave the room and looks down to the bottom floor. You should see some crates you can drop down onto safely. Once down there, you can find some Painkillers on the shelf.
(Note: Some people have said that the button down here next to the shelf with the Painkillers can be pressed and will open the door on the bottom level of the room. However I have been unable to get this to work. It could be a randomised effect, or it could be triggered by other factors. If you find that it works, let me know.)
On the far side of this lower part of the room you can find a girder leaning against a pillar that you can use as a ladder to climb back up. Once up, walk into the room ahead and the door with seal shut behind you.

STRANGE ARTEFACT ALERT! #4

As soon as the door closes, look to your left. At the top of the wall there you should be able to see a half-open hole in the wall. Stick a box on the floor nearby and jump up, timing your clicking to pick it up.


It’s puzzle time. If you look up you’ll see there are four buttons on the ceiling. Your goal is to use the boxes and throw them up at the switches. However, as you might expect there is a strict time limit in place. If you’re not quick enough, the first switch will reset. The best piece of advice I can give you is to place all four boxes near the middle of the room and stand in the middle of them and turn and throw in sequence. It might take some practice, but it’s not impossible.
Once the door opens head on through and Jayla Kwon will contact you. You’ll see a door ahead and if you look above the door on the wall you’ll see a whole in the wall. Enter the room and in there you’ll find a bunch of boxes. If you bring two out, you can climb up them and get into the vent. In this room you can find a Flare in the bottom draw of the desk with all the TVs on it, and some batteries in the middle draw of the right-most of the two filing cabinets. Once you’ve got those, crawl back out of the vent, and then lower the ladder to get down to the ground floor.
Down here you can find a Cassette Player for the Cassette you’re carrying, and there’s also the ‘In The Mess Hall’ Picture on the floor near the boarded up door.
Head through the door near the soda machine and in the corridor beyond, avoid the lasers as you move through the corridor. Head through the door and then up the stairs beyond. You’ll hear from (Not) Red again. In this corridor, the first door on your right, labelled ‘Armoury’ has a Flare in the left-hand locker. In the far right-hand side room, there’s a Save Point Statue.
Once you’re done, head through the door at the end of the corridor. Follow the path around the corner and at the double doors ahead, turn left. Follow the corridor all the way around, past a door on your left with a number pad next to it (we’ll come back here later), and you’ll see an open door to your right. Head inside and go to the far end of the room where you can find the maybe-dead maybe-alive body of Eloff Carpenter. On the floor next to him is the Cassette ‘Eloff’.
Head back the way you came in and on the right is a door, and in the room inside you can find a Syringe in the cabinet. Head back out to the corridor and go right and around the corner to find a pipe with a valve attached. Spin it to shut off the gas.
Continue down the corridor and you’ll see a toilet door on your left. Inside you can find the ‘Prisoner Of Doom’ Note. Continue following the corridor and you’ll eventually see a dead Tuurngait Zombie on the floor. In your inventory, combine the Medical Drug with the Syringe to get the Filled Syringe and then use it on the corpse. It will then drop what it’s holding, allowing you to pick up the Crowbar. Turn around a head back, following the corridor until you can turn left, down the corridor or right, towards a door.

- OPTIONAL -

If you want to explore an optional area, go left and around the corner. Here there is the door with the keypad I mentioned earlier. The code is in your notes, and it’s: ‘5174’.

Base Entrance

Go down the stairs and through the door ahead. Continue forward and through another door you’ll find yourself in a familiar location (if you’re played the previous Penumbra games). You can go past the first two doors as there’s nothing of interest, but the second door on your right (as well as having your own blood in front of it) also contains some Painkillers in the medial box on the walls and the ‘Letter From The Red’ Note on the floor. There are also some Batteries in the bottom draw of the left-most filling cabinet next to the note.
Continue to the end of the corridor and through the door here. Climb the stairs and examine the door, but Phillip decides that he isn’t finished in The Shelter just yet. So head on back and you’ll find the door has mysterious closed behind you. When you enter the corridor again...Déjà vu?
Walk towards the mysterious shadow and all the light will go out, as well as all the doors sealing shut and your flashlight stopping working! History really is repeating itself.
Walk forward and you’ll find that...
...nothing happens.
You can walk to the end of the corridor, open the door and then walk into the other room. Once you’re there, everything will ‘reset’ as if it never happened.
Did you have a Vietnam-style flashback, or was our old friend Clarence messing with us again?
Who knows...
Head back up the stairs and through the door to the previous area to continue the game.


Head to that door and use the crowbar on it to open it up.
Necrologue: Act 2, Part 3 - Déjà vu All Over Again
Cells

You’ll yet again find yourself in familiar surroundings. Walk forward and around the corner and then go all the way to the room at the end of the corridor. In here you can find a Save Point Statue, and a Cassette Player to play the Cassette you have on you. You might find it familiar.
Head back to the middle of the three rooms and (Not) Clarence will taunt you yet again. Crawl through the vent in the corner.

Ventilation Shafts

Continue forward, having a look out of the grate if you wanna see something cool, and eventually exit the vent into a room. However as you’ve already explored here before (in a previous game) there’s nothing else to do but continue up the other half of the vent. Take a left when you can and over the planks. You’ll then see that the coolant leak from before is back, so exit the vent the only way you can.
While the door in front of you is still locked, you can now use your Crowbar to pry it open. Sadly, it won’t survive the effort. (Seriously, are the crowbars in these games made out of like bacon or something? They’re really not that flimsy in real life you know!) Turn right and the door on your left has a room with some Batteries in the locker on the left.
The door at the end of the corridor is jammed shut, so go through the only other door available, and then through the next door too. In this room, shut down the first valve, and then use your Vent Tool to shut down the second one.
Head back the way you came, and climb back in the vent to proceed past there the coolant was leaking from and continue onwards.

Messhall Entrance

Your time in this room is very brief as you only have to climb out of the vent and go through the double doors in front of you.

Messhall

Walk forward through the open door in front of you and as you walk towards the kitchen you’ll hear Jayla Kwon talking to Amabel.
And it’s not on the Radio, it’s actually her!
Listen in to the conversation, but don’t actually walk into the kitchen area, as it will cut the conversation short. Once it’s over, and trust me you’ll know when, walk on inside and see what’s left of your primary hope of rescue.
Oh well...
In this room there’s a Save Point Statue, you can check the backpack on the side for some Batteries, Matches, and Painkillers. There’s also a Steel Rod next to the large hole in the wall. If you look carefully you’ll see the end glowing green slightly. Move it up and down a bit and it’ll eventually come loose so you can pick it up. Head back into the dark dining area and use the Steel Rod on the metal door to get through.

Corridor

- OPTIONAL -

In front of you is a door that’s blocked by some wooden planks and shelf. If you move them all out of the way you can go through the door.

Residential Corridors

You may find this place rather familiar. Go right and around the corner and through the hole in the wall. On the left there’s a door, so go through. You’ll see four doors here which we’ll deal with later. Ahead you’ll see a door standing open. Head on over and in this little library you can find a Save Point Statue, but more important you can check on the body of your father to find that...
...He’s gone!
Does this mean he’s still alive? Or has someone (or something) taken his body?
You can find the ‘Scrap Of Paper’ Note on the floor where he should be.
Once done, head back to those doors. The one on the far-left is blocked by rubble, but if you use the Steel Rod, you can enter the other three. Here’s what you can find:

STRANGE ARTEFACT ALERT! #5
Near-Left door: In the bathroom in this room, you can find the Strange Artefact in the sink.

Near-Right door: You can find a Flare in the middle draw of the desk, and the Cassette ‘Dr.Eminiss’ in the middle draw of the right-most filing cabinet. There’s also a Cassette Player in the room that can allow you to play it.

Far-Right door: There are some Painkillers in the cabinet in the bathroom.

Once you’ve got everything you want to, head back the way you came to the Corridor.


Turn the corner and head through the door. Simple.
Necrologue: Act 2, Part 4 - Finding A Way Out
Complex

The room on your left has some Painkillers on the medical box and some Batteries in the far-left locker. Ignore the room on the left side of the corridor for now and instead go into the next room on the right. There’s a generator in here that isn’t working. Pull the three metal panels down, and you’ll find that the middle one doesn’t connect. Stick the Metal Rod in there and then push the red button to start things back up again.
Once you have the power back and running again, head back to the room on the other side of the corridor. In here you can find a Save Point Statue, and a now functional Computer. Use to have a chat with (Not) Amabel. Once she’s finished talking activate the program on the computer to turn off the nearby lasers. Leave the room and while (Not) Clarence natters at you, turn left and follow the corridor. It’s quite a long corridor; down some stairs and through some doors.
You’ll eventually reach a large warehouse room.

- CHOICE -

To exit this room, you have to find your way into a vent, and there are two ways to do this.

- Option A
This is the easier of the two ways. When you walk into the room, on the far wall with the door opposite where you walk in is a small boarded up door. Next to this is a small black box and a sheet of metal. Move them out of the way and there’ll be a vent in the corner. Use your Vent Tool on it to be able to get into the vent system. Once there, follow the vent to the end and turn left. Go past the zig-zag part of the vent and then past the place you can turn left. (This just leads to the room from Option B).

- Option B
To your left when you walk into the room is a large box blocking a door. It’s too heavy to move, but if you climb up the ladder and push the black box that’s up there off the ledge, it’ll smash it to pieces. Climb back down and you’ll find a Flare among the wreckage, and you can get into the small room and the open vent inside. Crawl inside and follow the vent forward and take a left at the end.

STRANGE ARTEFACT ALERT! #6
When you enter the vent system (from either option) always turn right at the first chance. Technically, Option A will put you closer to the statue, but you can still get there from Option B if you follow the vent after taking that first right turn. Either way, you’ll eventually pass by an open grate on your left-hand side, and then just beyond that some blood. When the vent ceiling opens up you’ll see a vent hatch on the floor. Use your Vent Tool and then drop down into the room. You can find some Batteries in the large lockers next to the computer, and the Strange Artefact is hidden behind the black boxes in the corner of the room. You can also use those boxes to get back into the vent and back to where you were.


Continue following the vent to the end and you’ll find a vent hatch in the floor. Open it up with the Vent Tool and you can drop down into the room. There’s some Painkillers in the top draw of the right filing cabinet, and a Cassette ‘Alford #1’ in the top draw of the left one.
What comes next is a chase scene. When you leave the room and start down the corridor, The Hunter will show up and give chance. You just have to run as fast as you can down the corridor and hope that he doesn’t catch you. To complicate matters, one of the little flying things from the Penumbra Tech Demo will make an appearance to try and slow you down!
This is what you have to do: Turn Right, then Left, then jump over the barrier. Hit the button on the wall quickly and go through the door. Keep running, jump over two more barriers, go Right, then Left. The flying creature will be in front of you now so quickly dodge to the side and then race for the stairs. Once you reach them the corridor behind you will collapse, stopping The Hunter or the little flying thing from following you.
Phew!
Once you’re safe, heal up any damage you might’ve gotten from either creature, and head through the door at the top of the stairs.

The Elevator

Walk forward into the elevator and press the Up button. You can then enjoy the two-and-a-half minute long ride up. You do however get some nice music (certainly better than the usual stuff you get in elevators), as well as some cool and freaky things to look at on your way up.
At the top, go through the door and then straight ahead. The door to your left has a room with some Painkillers in the middle draw of the left filling cabinet. Other than that, just go through the big doors here.
Necrologue: Act 2, Part 5 - So Close, And Yet So Far
Outside

As with all external places in Penumbra, staying out in the cold will slowly drain your health, so be sure to move quickly when outside.
Head forward and to your right and you’ll see a door. Enter here to stay safe from the cold and you can also find some Painkillers in the medical cabinet to your right. Sadly there’s not much else to see in here, so head back outside and head right. You’ll see a metal bridge up ahead, but you can’t use the control panel as it’s out of gas. Cross over the bridge and you can find a little hut, inside of which you can use the matches to light the barrel to stay warm.
Once you’re warmed up, opposite the hut you’re in is a small shed with a door that’s frozen shut, but if you go to the right of that you can find another hut. While this one doesn’t have a barrel to set alight, you can find a Flare in here. Leave this hut and go forward and you’ll see a large double door, with a small one that you can enter.
To your right is a small office where you can use the computer to chat to (Not) Amabel. There are also some Batteries in the bottom draw of the computer desk. There’s also a Cassette Player if you want to play the Cassette you’re carrying, as well as a Save Point Statue. On the other side of the area to the small room you can take the long path to the other side of the area and you’ll end up back outside.

Hangars

Run forward (ignore the dogs, they’re not really there); the door to your left is frozen shut sadly so instead head right and you’ll see one of the hangers here and the door leading inside it.
Ahead and just a little to your left you’ll see two shelves, and on one of those shelves is the Gasoline. (NOTE: Had a few comments suggestion that the exactly location might be random. So if you don't find it on the shelves, look around the room.) Although it’s a good thing to find, it’s only about half of what we actually need to power the generator, so we’re going to need another one. If you check at the back of the area, it’s a small office room. In here you can find another tape player (if you really need one), and some Batteries in the middle draw of the right-most filing cabinet at the far end of the room.
With all that you can leave this Hanger. If you go kinda 45-degrees to your right, you should see a shed building. While this one is frozen shut, right next to it is another one that you can open, containing a Flare and a barrel that you can light. You should have noticed that it’s sitting right next to another hanger. If you follow the building around you’ll eventually find the way inside.
Just in front of you, you should see that one of the large red storage contains is slightly open. Inside you should find a couple of metal boxes. Pull one out and drag it away from the door you came in through. There should be a large crate here next to some destroyed stairs. Move the metal box next to it and then check that you can jump up easily enough. You’ll have to be able to do this fairly quickly, shortly. Once you’re fine with it, look for a lever under the metal stairs. Pull it and then climb up the boxes and up to the upper platform. A box should get carried over to you, so hop on and then ride it to the end side of the hanger.
Drop down to the floor, and look for the large container that’s fully open. In it you’ll find some Painkillers on the floor. But more importantly, if you walk through it to the end closest to the wall, and then squeeze through and look at the large container next to that one, you’ll see that that side is open, and inside there you’ll find and second can of Gasoline.

STRANGE ARTEFACT ALERT! #7
If you use the boxes in this area, you can climb up into the small office room at the back of the hanger. You might have to Jump-Crouch to get in. Once inside you can find some Painkillers in the middle draw of the right filing cabinet. That Artefact itself is on top of the vent in this room, just above the mostly empty bookshelves. Use the small box in here, and then Jump-Click to get it.


Once you’ve gotten all that, undo the latch on the door and go to leave. As you do a Tuurngait Zombie will burst from one of the large containers and chase you. Quickly get to the door, and leave. Once you’re back outside, head back the way you’ve come, as we’ve got everything we need in this area. Turn right out of the hanger and then right again once the path opens up. You should eventually reach the long tunnel again.

Outside

You can just head straight through this tunnel, as there’s nothing to do here. Once you’re back outside again, head forward and back over the bridge. Use the two can of Gasoline on the generator and then pull the level down to move the bridge. Cross over it in the new direction, and you can duck into the little shed a set the barrel on fire to warm up. Once all warm again, run past the large satellite dish and you’ll find another door you can enter into.

The Main Core Of The Shelter

Head down the stairs and then go left, around the corner and then forward into the main large room. On the left-hand side there are some stairs. If you click on the gate next to said stairs you might catch sight of a survivor...well, he was a survivor anyway...
Climb up the stairs and jump over the hole in the floor. In the room to your left you can find another Cassette Player (assuming you even still need one), and a Save Point Statue. There are also some Batteries in the bottom draw of the left-hand filing cabinet. You’ll have likely just stepped over the dead body that’s lying in the doorway. If you use your Syringe on him, you’ll get the Syringe With Blood for later.
Continue on and turn left when you can, go through the door and up the stairs beyond. At the top, turn right and then go left, and then have a look in the room at the first door on your right. In here you can find a Flare in the lower-right locker, and some Batteries in the middle draw of the left filing cabinet.
Leave this room and then go back left, and into the door right in front of you. (Not) Red will contact you but oddly get cut off. In this room, you can find a sealed door. Use the Syringe With Blood on the device next to the door to open it up, and then use the computer inside. Select the only option available to you and then the first option. Highlight the Meteorological station and select it to change the layout of the bridges outside, and then you can leave the computer.
We’re done here now, so head back down the corridor, down the stairs, through the main room of the building and then back outside.

Outside

With the bridge now pointing in the right direction, you can climb up onto it and cross it...
...
...sadly it seems that we won’t be getting that hug from Amabel after all. Fate apparently has other plans for young Phillip. Halfway across the bridge it will give out and you’ll fall into the abyss.
But not to your death...
Necrologue: Act 3, Part 1 - Fall From Grace
Living Sector

(Not) Clarence will tease you yet again for failing to complete your objective. Although I think a bridge collapsing is hardly our fault.
Anyway, in the fall you will have lost all your items except the Matches, the Comradio and any Strange Artefacts you may have picked up. This also includes your Flashlight, so until you get it back, you’ll have to rely on your blue Night-Vision, or lighting up the area’s lanterns with you matches. Both work well enough, so it’s up to you. Interestingly enough, if you brought the Sphere here all the way from the little museum-like place back in the Archive area, you’ll find it on the floor behind you, so you can pick it up again. You’ll also be at half health, but we’ll find some healing stuff soon enough.
Take a step or two forward and just to your right you’ll see a Cloth on the floor to pick up. There’s a destroyed chest next to it, but next to that is a complete one with some Painkillers in it. There’s also a Flare in the explosive box behind where you fell, and another Flare in the chest to the right of that. Head through the door, and to the other side of the room. The door on your right will lead to a small office. There’s two Painkillers in the chest by the bed here, a Save Point Statue, the ‘Diary Of The Mine Headmaster #1’ Note, and you can use the Cloth on the dark smudge on the desk. Have a look at the strange markings to get the ‘Symbols On The Table’ Picture. This will be important later. Head back out and turn left to the opposite corner of the room. Through the door you’ll find a Flare on the floor, but beyond that there’s nothing else to do beside heading through the door ahead.

Old Shafts

(Not) Red will contact you once you enter this room. Now, there are a lot of Lanterns scattered around this room to help you see better, however this room will also soon because home to a wandering nasty, so light them or not as you wish.
Turn left first and you’ll see a door ahead of you. Sadly it’s locked, but remember it for later. Turn right, and then left and you’ll see another door ahead. This one is open however, so head on inside and you can find the ‘Diary Of A Mine Headmaster #2’ Note. Leave the room now and turn left, then right, go forward for a bit and then left again to find a door to go through.

Old Storage

To your left will be a Save Point Statue, and a door. Walk though and you’ll see some Painkillers on the shelf. There’s also an upper platform here, but we can’t get up there yet. Go back and through the door on your now left. Up ahead is a box on the floor with two Flares in it. Turn left again and you can see some Batteries on the self. Walk forward through the gate and then the door beyond into the small room.

STRANGE ARTEFACT ALERT! #8
In this small room is an already lit lantern on a large barrel. Above it is a small shelf with some sacks. On the left side you can grab and move a tool box. And behind that is where the Strange Artefact is. You might have to Jump-Click to get it.


In this small room are several ladders. Pick one up and carry it all the way back to the room with the painkillers and hook it on the upper area. Climb on up and you can find a Magnet in one of the Chests.
Once you’ve got it, drop back down and go back into the little corridor to the left. Opposite the lantern on the box is a door. Open it up and inside to your left will be a box on top of a very obvious trapdoor. As you approach it something underneath it will create a racket and all the lanterns in the area will flicker out. Move the box out of the way and open the trapdoor up. Before dropping down there however, go back and grab another one of those ladders. Take it to the trapdoor and attach it to the hooks on the side. If you have trouble, you can always drop the ladder down and then try it from below.
Once down there, look around. You should clearly see a Note in the opposite corner of the room. Be sure to only move between these two corners, as the other corners of the room contain Spider Eggs. DO NOT approach those eggs.
If you keep your distance they won’t hatch and you can go about your merry way without being bothered.
When you pick up the Note you’ll get the ‘Notes Of The Mine Worker’. Near the barrels in this corner is another hatch that you can push open. You can then move a barrel against the wall to jump up into the room. In here you can find a Blue Artefact hiding in one of the chests. Once you have it, you can actually throw rocks at the door several times and it will eventually break open, meaning you don't have to go back down into the basement. Either way, you can then leave this room altogether.

Old Shafts

Go a little forward and then turn right and go straight ahead until you hit a dead end. You should see a door on the floor next to some collapsed rubble.

- CHOICE -

You now have a choice before you. However, unlike before it’s not a choice of direction but rather a choice of how to solve a puzzle. Pick whichever option you feel like.

- Option A
If you look at the bottom-right part of the rubble you should see a Key among the rocks. Use the Magnet you picked up earlier to get it.

- Option B
You should easily see the glowing blue lights on the floor near the rubble. Place the Blue Artefact there and then use it to once again travel back in time. Once in the sepia-toned past, open the door here and right in front of you you’ll see a barrel clearly labelled TNT. Pull it away from the lantern on the wall and out of the room and you’ll prevent the explosion that caused the rubble in the first place!
Technically a time paradox, but I’ll let it slide this one time...
Anyway, once the TNT is safe you’ll get warped back to the present and the room will be restored. Head inside and the Key will be hanging on the wall to your right.

Once you’ve gotten the key, you’ll sadly attract the attention of a dog that’s decided to come wandering around the area. You can either make a run for it and quickly hide in one of the two rooms (the Old Storage or the Living Sector) or you can try to sneak past it. It’ll be trick, as he kinda knows where you are and likes to follow you around, but it is possible.
Once you lose him either way, head back to that locked door I mentioned earlier. Use your newly acquired Key on it, head inside. You’ll find another locked door and a keypad. Sadly we don’t have any numbers for it...or do we?
Actually yes, we do. It just doesn’t look like a normal number. If you take another look at the ‘Symbols On The Table’ picture, it should give you a really good clue.
The code is: 7352
Head through the door once it’s open.
Necrologue: Act 3, Part 2 - Shafted
Auxiliary Shaft

You’re gonna have fun in this place, as you’re about to be chased by some highly annoying spiders. Once you make your way past the wooden barriers the tunnel behind you will collapse and several spiders will come zooming at you. Run to the left and follow the tunnel, past the light on the pillar and into a large opening. You should see a green light on your left right next to a lever. Pull it to turn the lights on.
Now, this should make the spiders flee, however on several occasions the spiders won’t, and you’ll be stuck with them in the area. If you back away from them to the other side of the room quick enough, it might just make them passive. They’ll still wander around but won’t actively try to attack you. If you manage to get some free space from them either way, in the middle of the room is a valve that you can spin to bring down a crate. Once it’s at the bottom, quickly hop inside it and ride it slowly upwards.

Iron Shafts A

Head around the corner and when you can, turn right. Now, in case the music didn’t clue you in, there’s a dog wandering around this place, so take care you don’t run into it. Take the first left that you can and follow the path to a door. Go through and turn left to the Changing Room. In the lockers in this room you can find two Flares, some Painkillers and some Batteries. You’ll also see a Mining Helmet on the bench in here. Before you equip it, remember that once the light is on your head, you won’t be able to turn it off. This will make it much easier for enemies to see you. So think carefully before you decide if you want to wear it or not.
Leave the Changing Room and go through the door on your left. There’s a door here to Iron Shafts B, but we’ll go there later. Go through the door on your right, and then ahead turn right, and then left almost immediately. Follow the path around and up ahead there’s a door on your right into the Storage room. There’s not much in here now, but you can grab some Painkillers in the medical box at the back of the room. But try to remember this place for later.
Leave the room and turn right, go around the corner and then right again. The dog tends to patrol this area, so be careful. Go forward and when you can turn right again. Follow the path forward and around the corner. In the large room at the end, pick up the Hammer on the shelf. Thankfully that’s all we need from here, so turn around and leave. Again, be cautious of the dog!
Turn right and then quickly left. Follow the corridor, making note of the missing map on the wall, and around the corner. You’ll see a metal door in front of you, so go through it.

Iron Shafts B

Walk up the stairs, go forward and then around the corner. There’ll be a door to your right, so go through and then through the closed door on the left. In here you can see a box of dynamite on the table that you can smash open with the Hammer. Pick up the stick of Dynamite (yes it has to be the specific one that glows) and then leave the door and go through the door to your left.
In here you can find a Save Point Statue, the ‘Journal Of The Away Team’ Note, and most importantly the ‘Map Of The Iron Mine’ Picture. The obvious circle on the map gives you a good clue as to where your next goal is.
Head back out and (Not) Clarence will have a go at you. Turn left, past the corridor door, go arund the corner and down the stairs ahead, back out the way you came in.

Iron Shafts A

Fortunately, the dog that was wandering this area is gone. Unfortunately, it seems that some strange mental effects are taking place. Your vision is blurry and some little details are off.
Either way, turn left and go around the corner, and then go left again when you can. Just past the box you’ll notice the spot where you need to do some minor demolition work. If you try to use the dynamite on the spot (and you have to actually try it) you’ll realise that you need something bigger.
Turn around and walk down the central path and take the next left. You’ll find the door to the storage room, so go inside. To your immediate left are the canisters that you need, helpfully glowing red. Pick one up and lug it back to the spot on the wall. You’ll then have to return to bring the second canister as well!
Once both are in place, stick the Dynamite in place and then light it with the Matches. Then beat a very hasty retreat, lest you get blown to pieces. Approach the hole you just blew in the wall and (Not) Clarence will seemingly bid you a fond farewell and you’ll walk through to a new area.

Iron Shafts C

Head forward, past the flames to your left and on your right you’ll see a closed door and a valve wheel next to it. Spin the valve to open the door and walk through. There’s a Tuurngait Zombie patrolling these halls, so be careful.
Take a right first and then go right again when you can. Once you go through the open doorway, take the first left. The door at the end of the corridor should lead to a small room. Pull the level on the right in here down to shut off the gas.

STRANGE ARTEFACT ALERT! #9
When you leave the room with the levels, if you go left up ahead, around the corner and then go right and then right again, you’ll find a large box in the little dead-end here. The Artefact is inside.


Leave the room and head back the way you came (right, corner, left, left), and the door will be open. Walk through and it’ll close behind you, meaning you don’t have to worry about the Tuurngait. Head left down the corridor and then go right into the corridor where the flames were. At the end of the corridor is a room full of acid on the floor. Move along the rails and then jump down to the box. From there, jump onto the stone floor and make your way through the huge tunnel.
Necrologue: Act 3, Part 3 - The Tomb Of Doom
Main Excavation Site

Head forward down the huge tunnel and at the end you’ll get an amazing view of the often referred to but never before seen temple where the Tuurngait was originally found. Look down and to the left and you should see some scaffolding that you can drop down onto. Climb down the first ladder and then the second to be able to drop down to the floor. (Not) Red will contact you and once again fail to tell you some important information. There’s nothing much to see out here, so you might as well just head into the Temple itself.

Tomb

Head forward and then forward again in the room ahead. On the right there’ll be some tables where you can get some good stuff! First there’s a chest on the floor, inside of which you can find Howard’s Book. On the table next to that are two Painkillers, and the next table has some Batteries, and (finally!) and Flashlight. There’s also a Save Point Statue nearby.
Now that we have all that, time to turn back around the way we came in. At the four-way split, take a left, go around the corner and down the slope.

Tomb Lower Level

This place down here is very much like a maze, so be careful about getting lost.
Right in front of you will be some Batteries and the ‘Unofficial Excavations Report’ Note. Turn left, and then take the right turn. After that, turn right again and then a little father on right again! In this little area you can find a Flare on the floor next to a pillar, and if you check the bag next to the dead body you can find some Batteries and an Empty Container. Leave the little area, go around the corner, straight ahead and then around the next corner.
Keep going forward down this longer corridor and turn right at the third opportunity. Should be a large-ish corridor. Go forward and then turn right at the end, and then left. Go past the next left turn, but take the second one. You’ll see a closed stone door ahead of you, and a small hole in the wall next to it.
Crawl into the hole and you’ll see that you’re going to have to be moving around underwater. This puts a sort-of time limit on you due to drowning. So try to move quickly. Duck down and go left, turn the corner, go right, follow the path, turn another corner and then you can stand back up again. Behind the two pillars in this room are button under the water. Stand on both of them to turn on a laser. Head back underwater, around the corner, and then straight ahead through the now open doorway, and then around the corner and back out of the water again.
Head forward and stand on the button to raise both doors. Go right into the new room and you can find a Sphere on a small pedestal.

STRANGE ARTEFACT ALERT! #10
On each side of the room is a small hole with a tree growing out of them. The one on the left-hand side (facing into the room towards where the Sphere is/was) contains the Artefact. You have to jump into the hole to get it, which you should be able to do by hammering the jump button to get inside. Assuming you’ve been following this guide, this is the last one!


As you leave this area, The Hunter will now be patrolling around, making things fare more dangerous. Thankfully there’s also nothing else we need down here, so we just have to find our way out. The quickest route, if you don’t mind potentially running into The Hunter is: Right, seconds right, left, left, third left, right, right, left up the slope and out...

Tomb

Go forward and then left and you’ll be back in the room with the items from earlier. Walk forward and in the archway just past the Save Point Statue is some writing on the left-hand wall. You can use Howard’s Book on them to read what they say. Go right, around the corner and then right again. Next to the large door, you can find buttons on the wall (they’re the parts that stick out of the otherwise flat wall), one of the left and one on the right. The door will then open.
First turn left into the room there. Move the stone block onto the switch and it will get destroyed. This will be useful later. On the back wall you should see a small ledge sloping up to the upper platform. Climb it and then use the Cloth to wipe the dirt off the tablet on the wall. Then you can just match up the symbols on the pedestal to activate the laser. (Should be two spins for both)
Drop back down and leave the little room, going left towards the giant spider statue. There’ll be some stone blocks here, so push them into the lower area, and then move them to form a bridge that you can jump across without dropping down. The pit will soon be full of acid, so you need to be able to cross without falling in. Once you’re satisfied with it, go to the far side of the pit. There’s a Save Point Statue here if you want to use it, but what you need to do is pull the lever on the left-hand side. Cross over the stone blocks back to the central area.
Now that the acid has dropped on the left, go back to the block you smashed earlier and chuck a couple of the pieces down the slope. Using those and the large block that’s already down there to make a stairs to be able to get up to the ladder, climb it and grab another Sphere.
With all that done, leave this area back to the central corridor, and take a right and then another right to find a door already open for you. If you got forward and all the way to the back of the room you can find a Flare behind the box here. Head back out and in the little central place; move the two boxes off the buttons to activate the laser. This will also close the door though, so put them back on to open it up again.
Back in the central corridor, take a right and then other right and press another two buttons to open the door here. There’s a Save Point Statue in this central area if you want it, but otherwise go left. This archway has some writing on the right side you can translate if you wish, but notice who two of the symbols on the wall look darker. How odd...
Go to the left and around the corner and you should see a pile of sand on the floor under the fire. Use the Empty Container on it to turn it into the Full Container. Go back and opposite the way you came into the area is some ivy on the wall that you can climb up. Follow the path around and then drop down to the pillar. Remember those dark symbols from earlier? Those are the symbols you need to use here. Turn the top one once, the middle one three times and the bottom one once to activate it. Drop back down and leave this room, and go forward into the one ahead. You’ll see what appears to be a large bottomless pit. Use the Full Container to reveal the hidden path across to claim the Sphere.
Head back to the central corridor, take another right and then a left into the middle of the area. You can translate some more text on the archway into the room, but other than that, just stand on the bottom and then jump onto the elevator to head on up.
At the top walk towards the door and it will open by itself. There will be one final Sphere here for you, but only if you haven’t lugged the one all the way from The Archives. If you did then it won’t be there. Follow the path around and up the slope. Go through the next automatically opening door and you’ll see a deactivated portal. Use the four Sphere’s you have on you to turn it on.
Whenever you’re ready, step through the portal...
Necrologue: Act 3, Part 4 - Out Of This World
Another World

You’ll briefly see Howard walking through a door. Obviously we need to follow him.

- CHOICE -
Right from the off we have two possible was to solve a puzzle. Once is easier than the other.

- Option A
Turn around 180 degrees and walk over to the fountain. On the opposite side of it on the floor, you should see a handle. Take it over to the door and fit it into the lever place next to it. Pull it down to open the door.

- Option B
Just to your left you should see a small stone block. Grab it and push it down the path to your left, around the corner and onto the X icon on the floor. Go back to the central area and check over near the fountain to find a second stone block. Push this one down the other path opposite the first one, round two corners and onto the I icon on the floor. This will open the door.

This place is a literal maze with various letters scattered around the walls. You’ll also get random glances of Howard wandering around. To solve the puzzle here, you have to spell ‘HOWARD’ by pressing the buttons in the right order as follows. Go left, and right immediately, then straight ahead to the far wall, then turn right to find the H. From there, turn 180 and go right, go forward then 180 again and take the left path to the end to find the O. Turn back around and at the end of this corridor, go left (past the H), then left again, and then down the left path (next to the R) and you’ll see the W on the wall. Turn right from the W, and then forward past the H from earlier. Keep going forward around the corners. You’ll eventually see some wind blasting you backwards and the A on the wall. You have to run into the wind to be able to press it. Turn around and head back to the H, then turn around from it, go left and then left again and the R will be to your left. From there, go down the path to the left, straight ahead to the far wall and then right to find the D.
Phew!
With all those buttons pressed, make you way back to the wind that pushed you back earlier. To the left there’s a path you can take with a hand scanner. With all the right letters pushed, use that to shut the wind off.
Head down the path the wind was blocking you from and turn left. When you reach the door, it’ll open and you’ll see Howard walking with a bunch of Tuurngait Zombies. You’ll pass out, and when you come to the area will be full of fog. Head forward and the Tuurngait Hivemind will talk at you for a bit. Make your way slowly through the fog until you arrive at the tower, and the door at the base of it.

Another World Tower

Climb up the stairs here while the Tuurngait Hivemind will talk to you. All you have to do is climb the stairs to the top. Once there, you’ll find yourself in another room. Climb up again to the top of the central pedestal. A cut-scene will then kick in and the Tuurngait Hivemind will talk at you even more.
After that, you get to make one final choice as to how you want this game to end...
Necrologue: Act 3, Part 5 - Necrologue Epilogue
Option A – Leaving Everything Behind

On your left will be a large open portal. Walk towards it and click on it. You’ll find yourself back in the long winding staircase from before. Quickly head down the stairs, being careful of the fact that sometimes it will collapse as you’re going down. When you reach the bottom, go through the obvious open door...

Option B – Following In His Footsteps

To your right you will see your father Howard. Approach him, and then follow him off the tower. You’ll wake up and find yourself right back at the beginning of the whole adventure, at the entrance to the Mines. And now, oddly, you have another choice before you...

Option B.1
If you go through the door ahead of you, you’ll see the hatch leading into the mines is open. You can climb down into it, to start the whole thing up again...

Option B.2
If you’d rather not relive the horror again, turn around and climb up the ladder and then make your way through the snow. Eventually, you’ll find your escape...
Twilight Of The Archaic: Act 1, Part 1 – Unforeseen Consequences
Eleanor’s Room

After a bizarre dream you’ll wake up in your bedroom. Once out of bed, have a look around the room. There’s some Painkillers in the bathroom cabinet, and next to the chair you can find two filing cabinets. In the middle draw of the one of the right you can find the ‘Employment Contract’ Note. On the other side of the room is a computer desk where you can find the ‘Computer For Dummies’ Note, and if you check the middle draw of the desk you can find the ‘Eleanor’s Diary’ Note too. You can also check the computer to have a look at some pictures, but aside from that there’s nothing to see.
When you’re ready to face the day, head through the door.

Living Quarters

If you want to actually see a normal person in this game, head left first, and when you enter the middle of the large room ahead, someone will tell you that Eamon is looking for you. You can also wander around the area and check all the doors here to see the names of people that worked at The Shelter. All this is optional though.
Go forward from your room, through the door at the end of the corridor and then go right. Go through the doors that open automatically, and then turn left around the corner. Head through the doors up ahead.

Infirmary

Eamon will ask you to come and see him, so head forward through the door ahead. You can check on the patients in the rooms here if you want, but keep moving forward. When you reach the door at the end of this room, Eamon will tell you to go and find the records of someone called Neil Carlin. Grab the Key on the table to your right, and then back to where you came in.
On the left will be a small office, and you can use your Key to open the door in here. To your immediate right are three filing cabinets labelled M-H, and in the middle draw of the right-most one you can find the ‘Information On The Patient’ Note. To your left are two filing cabinets labelled A-G, and if you check the middle draw of the left-most one you can find the Folder With Papers.
Leave this room and head back to where you found the key earlier. The door here will now open, allowing you through, and to your right is another door. Approach it and, as you might have expecting, things go very bad very quickly.
Enter the operating room, and to your left is a cabinet with some Painkillers in it. On the other side of the door you can find a Fuse in the electrical box. Take it and head back into the office. Ahead and to your left is another door. In here, place the Fuse in the electrical box in front of you. Once that’s in place, head into the small observation room and pull the lever on the wall marked ‘Do Not Switch On’. When the machine explodes, crawl through the broken glass, and then through the vent on your right, and then follow it to the end to get to the next area.

Morgue

Leave this small room and turn left, and then enter the door on your right. In the medical cabinet on the wall you can find some Painkillers and some Adrenaline. Now, Adrenaline is a new addition to Penumbra, and that’s because your character can’t just sprint endlessly anymore. If you run for long enough you’ll eventually get tired and slow down, which is bad if you’re being chanced. If this happens, use the Adrenaline to pick your speed back up.
On the desk in the opposite corner you can find the ‘Experiment #1’ Note, and in the large cabinet with the glass front you can find a Glowstick. This will be taking the place of the Flashlight for the duration of this mod. When you pick it up, the door with open in the next room, but when you walk through it will seal shut again.
Turn to your right in here, and on both walls will be a lot of draws for dead bodies. Turn to the set on your left, and check the third draw along on the bottom row for a Severed Hand. If you check the operating table at the back of the area, there’s some Adrenaline on the far side.
Turn around and go through the double doors at the other end of the room. Head forward and into the lit area to find the ‘Experiment’ Picture and the ‘Experiment #2’ Note on the table here. To the left of this table is an electrical box on the wall. Grab the rock from the floor near the automatically opening door and throw it at the box. You can then pull the cord out.
With the power now off, turn back around the way you came in and head back, turning left when you can. You’ll find yourself in a room with a Save Point Statue and if you open the far furnace you can find a Key. Take this back to the right and to the locked double doors near the table with the Notes and use it to unlock it.
Head down the stairs and use the Several Hand on the scanner on the wall. To your left is a dead body and the ‘Experiment #3’ Note. Head down the opposite path and you’ll catch sight of The Hunter. No, that’s not an illusion, it really is wandering this area. The quickest and easiest way out is to just follow the wall on your right. After a few turns, you’ll see a manhole on the floor that you can make your hopefully quick escape through. The exactly location of The Hunter is kinda random, so be sure to crawl quietly and keep the Glowstick off to best avoid detection.
Twilight Of The Archaic: Act 1, Part 2 – Computer Tasks
Sewers

Duck under the boards and you’ll be contacted by someone called Willmar. Drop down onto the small metal platform and then climb down the ladder. Do yourself a favour here and don’t jump in the water. Apparently you can’t swim. Walk along the path around the giant pool, and pull the lever on the wall. Head back to the ladder and you should see the platform that’s come up from the water. Cross it and you’ll find another lever to pull. Head back and use the new platforms to continue down this path. You’ll find a third lever along the way that you can also pull. Eventually at the end of the long series of platforms you can find a door being propped open by a box. Crawl under and in this room pull yet another lever.
Now on the opposite side of the room to the lever you can see an open hatch with a button on the wall. Pressing this button opens and closes the hatch, as does the button inside the hatch. Remember this for later as it will be vital.
Leave the room and you’ll find the grate opposite is now open. Head on through and follow the tunnel to the end, ignoring the tunnel to you right, as it’s just a dead end. At the end of the main tunnel, there’ll be two valves for you to spin on opposite walls. Once you’ve done this the water will start slowly rising, so run back to the generator room from before and climb inside that small hatch I told you about. Press the button to seal yourself inside.
The water will eventually short out the generator, meaning you can leave the hatch safely. Leave the generator room and follow the platform to find a door to your left now open. Climb on up the ladder.

Reactor

Climb up the ladder here and then crawl under the door on the other side of the room. Head forward and cross the bridge and Willmar will contact you again. Keep going forward and when you can turn either left or right, go left. Climb up onto the platforms and then back down on the other side. Flip the lever here and then climb back up onto the platforms and use them to climb into the now open room.
At the far side of the room is a panel with 6 buttons on it labelled: 41, 8, 10, 22, 13 and 5. The poster above them says ‘Stabilising Rate: 73’. As you might have guessed you have to press the correct buttons that add up to 73. If you’re maths isn’t so good it’s: 41, 10 and 22.
Leave the room and head back right, keep going down the corridor under you can climb up a ladder. At the top, there’s another lever for you to pull. Go back down and the past the ladder to find another one. Climb up this one and you’ll have another number puzzle to solve with the same set of numbers but this time a ‘Stabilising Rate: 48’. Press: 8, 22, 13 and 5.
Head back down the ladder and when you reach the door ahead, Willmar will contact you yet again. He’ll send you a Human Eye in the little shoot near the red light. Use that and the Severed Hand from earlier to unlock the door here, and go through.
Head round the corner and go straight ahead, and through the door at the end of this corridor. Inside you’ll find Willmar.
And he’s a computer...
...neat!
Anyway, there’s a Keycard on the computer desk, and the ‘Human And Machine’ Note in the top draw. There’s also an locked door at the back of the room. How curious. Leave Willmar’s room and go through the first door on the left. Use the Keycard on the device in here and then go through the door.

Storage

Walk forward. To your right will be a Tuurngait Zombie behind a metal grate. He’s harmless...for now. To your left is another room with the Save Point Statue. Now, if you pick up one of the metal tool boxes from the nearby shelf and then turn around you should see a single door on the far wall. Just above and to the right of this door is a vent. Throw the tool box at this vent to bust it open. Then use the boxes and barrels in the area to climb inside.
Move the boxes out of the way of the door to be able to open it, and you can find the Red Card on the shelf in this room. Head back the way you’ve come and don’t worry about the grate seemingly raising, it’s just a trick.

Reactor

Head back to Willmar’s room on the right and use the Red Card on his circuits. After he tell you about a nearby communication station, he’ll then ask you to go and get yet another card! Looks like we’re going back to the Storage Room again...
Seriously, head back to the storage area...

Storage

Although the grate only opened a little bit last time, now it’s fully open. Thankfully the Tuurngait Zombie seems to have moved beyond yet another grate, so we’re once again totally safe. In the newly accessible area, you’ll find a small room on the left with a laser beam in it. Jump over it to grab the Blue Card. Willmar will then contact you to tell you he’s sound someone else, a female person...
Could it be...?
Amabel!?
Either way, head back once again to Willmar’s room...

Reactor

Head back to Willmar’s room and...the place will be in tatters!
You can use the Blue Card on the machine like you did the Red one, and then check through the now open door. In here you’ll find some Adrenaline, a Saw, and a Save Point Statue. But aside from that, if you play the Cassette Player, you’ll also find that Willmar was actually a real person just tricking us the whole time!
He pulled a Wizard of Oz on us!
It also seems that he was infected and has finally lost it. This could be a problem.
Leave the room and head forward and you’ll finally see Willmar. Or what’s left of him. We’ve got to get down the corridor where he’s wandering sadly, so some stealth is going to be required. Follow after him, being sure to crawl, and when he goes into the room at the end of the hallway, duck behind the wooden crate nearby. Wait for him to leave and then quickly duck in there. Once inside look at the right side of the room to see a door sealed with a wooden board. Use the saw on it and then enter the vent.
This will briefly stop Willmar from being a problem. There’s a Save Point Statue here if you want it that will, curiously, alter the way the room looks but aside from that makes no real different. The computer desk it sits on has some Painkillers in the top draw and some Adrenaline in the middle draw. Head up the stairs and then turn right at the top and through the door.
Twilight Of The Archaic: Act 1, Part 3 – Ever Decreasing Circles
The Main Core Of The Station

Go down the stairs and turn left, and go around the corner. Head forward (you can see a familiar location if you head up the stairs to your left, but sadly the door is locked), around the corner and through the gate at the end. In the room here you can find a Crowbar. You’ll also notice that the room had a bunch of invisible lasers that close the door. We’ll deal with that later. Head back and go down the stairs you past earlier.
Use the Crowbar to open the door (don’t worry about the Tuurngait Zombie in the room, it’s just an illusion), and go into the room with the green light. To solve this puzzle, turn all three valves and the machine will break.
Head back up to the room with the invisible lasers and when you walk in they’ll become visible because of the Steam. Make sure the door on the far side is open (flip the lever by the door up to open it if it isn’t) and then make your way through the room.
Once through, head forward, through the door head, and then up the stairs. The first door on your right leads to a room with a Save Point Statue, some Painkillers in the top draw of the left-most filling cabinet, as well as the ‘Generator’ Picture on the filing cabinet and the ‘Workers Note’ Note on the computer desk. This has a useful code in it, so take note.
Leave the room and continue left and into another room. There’s some Painkillers in the right-most locker by the door, and in the far corner of the room you can find a Cog just lying on the floor. It’s glowing slightly, so you should be able to see it. Leave the room and carry it down the stairs to your right. Turn right at the bottom and around the corner is a locked door that needs a code. Enter ‘8643’ to open it and inside, attach the Cog you’re carrying to the machine on your right. There’s a second Cog hidden behind the boxes on your left as you walked into the room, that you can also attach here.
On the opposite side on the room, pull the three metal panels down on the generator and then press the button to start it up. With that going, pull the lever on the machine with the cogs.
Now we’re getting somewhere.
Head back, and go back up the stairs, around the corner and up another set of stairs. At the top, the room on your left has the ‘Howards Research File’ Note on of the bookshelves. The door opposite this one is the computer room. Flip the lever on the far side up, and the use the computer to send off a message for help.
Leave the room now and go right, and then left and down the stairs. The door ahead labelled Exit is where you want to go. As you go this long corridor, Willmar will bust through the wall behind you and give chase. Now might be a good time to use some of that Adrenaline. Run as fast as you can, over the boxes and around the corner and the quickly get under the closing door before it shuts. Once you’re through and temporarily safe, go right and through the door. Press the button to call the platform and jump on as it moves past, leaving Willmar behind.

Outside

After the ride, step off the platform and through the door. Climb up the slopes here and follow the path around. Eleanor will start feeling unwell, her vision going blurry. At the top of the room, go through the door and head right down the long corridor. About halfway down Eleanor will collapse.

Nightmare

You’ll wake up seemingly back in your room.
Was it all a dream?
Unlikely...
You’ll see an almost perfect picture on the wall. If you’re played the previous Penumbra games, you should know what to do here. Grab the bottom on top of the filing cabinet and smash it on the floor, and then grab the book with the blue edge off the floor and place it on the bookshelf next to the bottle. Finally, pull open the two draws of the filling cabinet that you can, and then open the door to what was your bathroom.
Walk forward down the corridor, and when you reach the closed door, look on the wall to your right for a valve to turn to open the door.
There’s another one beyond that, this time on the left side of the door. Go around the corner and pull down the lever to open the next door. In this room you’ll see a lot of hand sticking out of the walls and floor. Best to avoid them as they can damage you. Slowly make your way past the hands, through the first open door and then crawl under the next set of hands to reach a closed on. A Head will be rolling around on the floor, so pick it up and carry it back to the open door. Next to this is a lever and two hands with a light between them. Place the head there and then pull the lever three times to crush the head and open the door. This will also remove the hands from the area.
Continue forward, opening another door with a valve...but even as you do the room will start filling with blood and you’ll soon drown...

Outside


You’ll wake up right where you fainted. Head forward and through the first door on your left. In here you can find a Save Point Statue, some Painkillers, some Adrenaline, and the ‘Note Of The Survivor’ Note on the desks. On the back wall you’ll see the Warm Jacket, that when picked up will drop a Key for you to also get.
Leave the room and head right, then left when you can to find a locked door you can open with your Key. Climb up the ladder in here and once at the top, walk forward and through the door ahead. You’ll find yourself outside, but thanks to the Warm Jacket you’re wearing it’s not a big issue. Go left, past the small building and keep following the path. On the left will be a small shed with some Painkillers in it, and then beyond that you’ll reach an area with a large red box. To your left here is a door with a chunk of ice on the lock. At the back of this area are some loose rocks on that floor, and you can pick on up and smash the ice to pieces, allowing you to get inside, but that comes later. On the other side of the area is a small building that you can go inside. In here you can find a Valve on one of the shelves.
Once you’ve gotten the Valve a Dog have appeared in the area, but not to worry, as we can just run into the door that we smashed the ice off of earlier. Run down the stairs and forward until you can turn left into the room you unlocked earlier so climb the ladder again.
It’s time to start these boilers working. Open the grate on the first one and nearby you should find three Logs on the floor. Pick them up and place them inside the boiler, close the grate, and then hit the ignition switch. You can then use the Valve you picked up on the wheel hole and then spin it to get the steam up. With the first one done, head though the little corridor to find a second boiler. There are two Logs in this area, but to find the third one you need to climb up the ladder in the corner of the room. You can find the Log among the boxes here, so drop it down and then follow after it and set about activating the boiler in the say way as before.
Once they’re both going, head back up the ladder and through the hole in the wall and turn left. Time you running under the pistons carefully, lest you get squashed, climb up the ladder on the far side, and then go through the door.
Things start getting kinda weird now, but turn left and follow the wall to find a door. Pull the nearby lever to open it up and walk inside...
...
Well now, who saw that one coming?
Twilight Of The Archaic: Act 2, Part 1 – Revelation
Meteorological Centre

With Eleanor dead, we now take on the role of Amabel herself!
After seemingly realising that Phillip isn’t coming to rescue her anymore, head back inside lest you freeze to death outside.
Check the small room here to find two Painkillers and a new Glowstick. You can also see if someone will talk to you on the computer, but it seems that no one is picking up.
Leave the room, turn right and head down the stairs. At the bottom go through the door and turn left. Follow the path and at the end climb down the ladder. Once off the ladder turn right and go through the door in the lit alcove.

Engine Room

Go forward and down the stairs and then through the door on your right. Pull the lever on the wall down and then stand on the platform to take it down to the bottom floor.
Down here, be very careful of the security cameras, because if you get caught they’ll unleash a bunch of flying Roach-things.
There are three levers that need to be pulled down here. The first is to your right. Avoid the green light from the cameras, and pull the lever in the little alcove. You’ll notice some green light on the floor. Don’t walk over them or the creatures will be let loose. Continue into the room and the next lever is on the left-hand side. Duck under the laser and pull then, but be careful as a second one will turn on intermittent.
At the far end of this room you’ll see a camera that, rather than just moving back and forth, it’s flashing its green light. As long as you don’t enter it when the light is bright, and only when it’s fading, you can get past it.
Use the hand-scanner on the wall to open the door here and inside you can find the ‘Madman’s Note’ Note on the mattress, as well as having the lever to pull down. Once you’ve done that. Just head back to the little lift that brought you down here, being sure to avoid all the lasers, cameras and such, and take it back up.
Leave the room here and go through the door to your right and then up the ladder inside. Here you’ll find a Save Point Statue, and three levers to pull down. This will start the ventilation going, so time to head back to the previous area.

Meteorological Centre

Turn left and you’ll find a ladder down. At the bottom, jump over the gaps ahead and circle round to the big door with the lights next to it, then head through.

Factory

The door that you can open on the right is a small room. In here you can find some Painkillers on an upper shelf of the right-most bookshelf, and a Save Point Statue on the lower shelf of the left-most one. Go through the other door into a large room. On the right you can find the ‘Paul’s Last Words’ Note.
Head to the other side of the room and through the door. To your right, along the platform is a Box. Grab it and pull it towards you a little and then push it through the gap in the railing to your right. It should drop down onto the conveyer belt below. On the opposite side of the room are some stairs you can take down.
Wait by the conveyer belt for a bit and eventually the box will get smashed and the machine will break, allowing you to be able to pick up the Battery. Carry it into the other room, and to your right is another machine. If you stand facing it, on the right is a hole in the wall where you can place the Battery. Once it’s in place, move the three central levels upwards to raise the pistons and crawl through.
Follow the conveyer belt and at the end move the rocks out of your way. Go through the door here and in this security room, pull the lever next to the TVs. This will open a way forward. The way back however is now blocked, but a new way opens up. Enter the new room opposite the security room and on your right is a vent cover you can smash with a rock. Crawl inside and follow the vent, as there’s only really one way to go, and no real dangers.
At the other end drop down and go forward, around two corners and then moves the boxes to be able to open the gate. Go up the stairs and after a strange flash of light you’ll find yourself back in the room from earlier, although the body on the floor seems to have mysteriously vanished. Go left, through the door and then through the door at the end of the corridor.

Meteorological Centre

Go left and then down the ladder, and follow after our mysterious man.
Twilight Of The Archaic: Act 2, Part 2 – One Final Escape
Mine

Head forward and into the room on your left when you see it. In here you can find the Chemical ‘BaCl2’ on the shelf on the left side of the room, and a Zippo Lighter on the top self on the right side of the room. It’s behind a box, so look carefully for it. There’s also a Save Point Statue if you want it.
Leave the room, go left and around the corner then straight ahead. In front of you on a table you should see the ‘Pickman’s Diary #5’ Note, and in the left side of this little intersection is a box next to some stairs. Climb up and go around the platform to find the Canister in a box.
Drop down and from the gate you entered this area from, run straight ahead and then go left, then right. On the right you can see another Save Point Statue and the ‘Pickman’s Diary #1’ Note. Turn left from here and go around the corner to find a small room. In here you can find two more Chemicals ‘Red Phosphorous’ and ‘Manganese Solution’, and also the ‘Pickman’s Diary #3’ Note.
Now you need to head back to where you entered the area. From the room, head around the corner, go right, left, and right again. You should get there. Turn right now and follow the corridor to the room at the end. In the medical cabinet you can find some Painkillers and some Adrenaline. Next to this you can see a hole in the floor with some canisters on the other side. Use the Canister there to pour the liquid out, and then use the Zippo Lighter to set it alight. Be sure to back off as it explodes. Once it does, go through the now open door and into the room beyond.
In the bookshelf here you can find the ‘Chemical Laboratory’ Picture, and in the lockers opposite you can find three more Chemicals; ‘Mysterious Substance’, ‘Distilled Water’ and ‘Barium’. On the other side of the room is a small lab setup. Turn on the gas and then use the Zippo Lighter on it to light it. Mix up the ‘Barium’ and the ‘Red Phosphorous’ to create the right Mixture.
Pick it up but be extremely careful when carrying it, as it’s quite volatile. Leave the room and go around the corner, straight ahead, around another corner and you’ll see a hole in the wall where you can place the Mixture. Once it’s in place, pick up and rock, take a few steps back, and throw it at the jar. It should hopefully explode.
Walk through the hole and turn left and walk to the end of the corridor. When you examine the door here, the Giant Worm will burst through the nearby wall. Turn around and run back, Adrenaline will help a lot here, and duck back through the hole you came in from. When the Worm passes, it’ll burst through another wall and you can follow. It’s not over yet though, as when you continue down the corridor another work will burst out of the left wall. Dodge past it and then turn left. The big worm will be back behind you now, so run forward and once you’re in the red room, press the button on your left to seal the door. It won’t hold forever though, so quickly start pulling the barrels away from the door they’re blocking and quickly get through, running up the slope and through the door.

Helipad

On your right is a small staircase, so go up, through the door, up another set of stairs, and then through another door. There’s a trashcan to your right with some Painkillers inside, then follow the corridor and through the only door available to you. Crawl into the vent and follow it all the way to the end.
Climb up the stairs and you’ll see a Helicopter!
I guess it’s lucky Amabel can fly...
Head to the right around the fence to find the ‘Report Of A Rescue Mission’ Note and the ‘Arrival’ Picture. Continue around the fence and you’ll find a room you can enter. Inside you’ll find Save Point Statue. Even further around the fence is another room. There’s an electrical box in here that you can’t use yet, but there’s also a Lever you can pull to raise all the grates in the area.
Head back the way you came into this room, down the stairs and follow the path back to where you entered the area. Opposite where you are is another set of steps leading to another door, and beyond that another door to go through.
Go left, around the corner and climb down the girder to get to the bottom. Walk through the door and there’s a Save Point Statue to your right. Use it if you want, but other than that just follow the corridor. At the very end you’ll reach a door with a red light above it. If you try to open it the man you’ve been following will appear behind you and knock you unconscious.
When you wake up you'll find out that it was Clarence this whole time!
He...somehow...managed to possess a dead body. That is both curious and very inconvenient.
On one side of the room are some large black boxes. Move then out of the way so you can get to the metal sheet, and behind that you’ll see a hole in the wall. Crawl through and leave the little beyond. Go left down the corridor, and at the end turn right.
As you might’ve guessed, Clarence is patrolling these corridors and will attack you on sight. Stay low and quiet and only move if you feel you can. Also, he has an annoying habit of being able to light Flare to reduce the number of places you can hide in.
Turn right and at the end of the corridor is a room in which you should find the Boltcutter. From this room, turn right and then right again down a small corridor and into the lit room straight ahead to find the Screwdriver. (On a small side-note, some people have commented that these two items might be random.) These are the two items we need here now, so head back the way you came, going straight and then I actually recommend going right and around, as this is the same direction Clarence patrols in, so you’re technically less likely to run into him.
Go down the long corridor with the light in it and when you reach the light turn right towards the red light. You’ll now be back at the door where you got knocked out, so head straight down this corridor. After a couple of corner Clarence will realise you’re making a run for it and give chase, so use some of that Adrenaline and run to the end or the corridor and the climb back up the girder.
Once back up the top and, technically at least, safe, follow the corridor and head back through the door on the left, heading all the way back to the Helicopter from earlier.
Once you’re back at the helicopter, head right and into the small room. Use the Screwdriver on the electrical box to open it up and then cut the cables into with the Boltcutter.
With the power now off, go left to the gate into the Helicopter’s pen and...
...
...well, I don’t think anyone thought it would all end like that...
Thanks!
Well, that’s all there is to see in Penumbra: Necrologue and Twilight of the Archaic!

Big thanks to CounterCurrent Games for making and fun and entertaining, if often confusing mod of Penumbra!

I hope you found the guide useful and accurate. I can’t guarantee that I got everything 100%, so if you find something I’ve missed or maybe gotten wrong, please let me know and I’ll add in in there.

Aside from thanks, thanks for reading, and I’ll see you in my next guide!
88 Comments
chan 30 Apr @ 2:37pm 
Necrologue: Act 3, Part 3 - The Tomb Of Doom
Tomb lower level

I died underwater and respawned at save point statue but particle effects showed underwater and game trteated me as if i was still in the room with two pillars and buttons but i didnt stand on the second button to open the doors again. it saved the closed doors and didnt restart from save point
Acton 8 Apr, 2023 @ 11:50pm 
For those who got the sewer bug, just reload the game and it will be fixed right away
mytomanen_bre 17 Aug, 2022 @ 3:41pm 
This guide is perfect. Well written, easy to understand and follow, and very helpful. Well done, sir. And thank you!
Button Eyes 11 Apr, 2022 @ 4:46am 
Hey, I wanna add that in Act 2, Part 2 (mess hall in Requiem) you can do the optional puzzle if you can activate the timed door. Drag a box near the door, press it, and push the box in. Then put it on a pressure plate to open the door to the mess hall.
Tommi 13 Aug, 2021 @ 1:20pm 
this game was a pain to play, not very fun and puzzles constantly. i would rate this game 4/10
eldarlrd 11 Jul, 2021 @ 9:07am 
Thank you for the guide, mod's great but the puzzles are really confusing.
Oymon  [author] 18 Jun, 2021 @ 3:44pm 
@Heterosexual Tom Cruise
Well, Phillip only talks in the intro cut-scenes for the games. Although he does have a different voice in both Overture and Black Plague, so I guess that is at least consistently inconsistent. XD
Heterosexual Tom Cruise 18 Jun, 2021 @ 3:28pm 
lol, I don't remember the voice for Philip in this game, but Clarence for me, was quite clearly not Clarence. For a bit I thought there was going to be a reveal that Philip was a doppelganger or something.
Oymon  [author] 18 Jun, 2021 @ 11:24am 
@Heterosexual Tom Cruise
The reason I refer to characters as '(not)' is kinda a joke. The idea being that all the Voice Actors are different from the original games. So while you're hearing from the same characters as the original games, it's technically not them...
...I never said it was a funny joke, but it made me smile while I was writing the guide. XD
Heterosexual Tom Cruise 18 Jun, 2021 @ 9:27am 
I got the sewers bug too, quitting and reloading fixed it for me. Also i'm curious why you reference to Philip and Clarence as (not)