The Solution of Penumbra Overture: Episode One

The Solution of Penumbra Overture: Episode One

SHIP

Take the notepad from the desk, open the inventory, select the key and insert it in the first slot, then use it on the lock to open it. Enter the door, take the battery and the light stick, then open the drawers near the bed and retrieve the flashlight, then open the trunk at the bottom of the cabinet and take the letter from the fisherman.


EXTERNAL AREA
At this point, go outside, read the note in the diary, then begin to proceed quickly so as not to lose energy due to the very low temperature. Run to the left, then when you see some rocks take one and keep running to the hatch. Throw the rock at the ice to break it, open the hatch and drop down.


UNDERGROUND AREA 1
Use the light stick, then proceed to a door that you cannot open, pick up the iron bar on the left, open the box next to the door and take the rocket, then move the barrel to the side of the passage to collect the other rocket. hidden behind it, then exit the door onto the walkway to the left. Take the hammer from the shelf, drag the shelves away against the wall to make a small tunnel appear, hammer the wooden planks to break them, then crawl inside the tunnel, through it until you reach the back room. The room in question is the one you could not access initially and by opening the door you will return to the first room. Use the iron bar on the metal bargain in the corner, turn it counter-clockwise, then enter the door on the ground, which will finally open. Then read the two notes, try to open the door to add another one, then follow the tunnel to find a map. The only places you can access for the moment are the office and the warehouse and the door to the left of the map is locked. You try to open it anyway to see another note appear, then enter the office and get ready to stuff your inventory well.



OFFICE Take the Baxtrin and the office diary on the desk, the Copenhagen newspaper and the key in the drawer, the battery for the flashlight in the cabinet, the two pieces of meat in the drawer next to the typewriter and in the cabinet next to it. of the trunk, in which you will also find painkillers. Then also take the rocket on the shelf above the trunk. Then activate the first save point by clicking on the lantern-like object on the desk and then exit the office.

UNDERGROUND AREA 2
As soon as you hear a dog howling, it means the animal has been released. Too bad that, unfortunately, you cannot kill him, which will force you to adopt an alternative solution. You can hide, making sure that the man's best friend doesn't see you, or attack him and then run away when he's stunned. Your main goal, in this area, will still have to be reaching the warehouse, which is essential to continue with the adventure. When you see the animal, then, run forward and jump on the crate, so that it cannot reach you, perhaps even turning off the light stick in your hands. Wait until he's gone to go down and proceed to the warehouse.

WAREHOUSE

Approach the door from which strange noises are coming and try to open it to make a note appear. Then take the empty lighter from the shelf with the drawings, take a look at the drawings to find out what to do, then enter the room on the left, move all the stones from the chest in the middle of the room, then push it away to reveal a trap door. . Enter the new door, grab the painkillers and torch batteries from the shelf, save if necessary and then go back to the hatch, open it and drop inside. Proceed north, taking the first left, take the ladder and bring it under the hatch, so you can then exit later, then go back to where you were before, but this time turn right, go to the end of the tunnel, take the missile and the scientific findings, then head west, passing the pipes from which steam comes out, trying not to end up in the middle. Then go north, then take out the hammer and use it on the lock of the door at the bottom, take the fuel for the lighter from the shelf and combine it with the lighter, collect the batteries for the torch from the box, turn the wheel on the tube attached to the wall to turn off the pipes and, consequently, the steam, then go back first south and then south east to get your hands on the second part of the scientific findings, then go back to the hatch and go up again to the upper part of the warehouse. Save, exit to the main room, enter the north door (which was previously locked) and take the note and old key from the desk, then take a look around to see a tongue on a shelf and a dead spider on a table. . Exit, enter the other room, take the two pieces of meat from the desk drawer, then exit the warehouse and proceed into the tunnel.



UNDERGROUND AREA 3
You will have to go to the closed door in the center of the map, this time without having to pay attention to the presence of a possible dog nearby. Once inside the door, you will have to try to block it, so don't go too far. Move the barrels and rocks so that the passage does not close, then push the dynamite keg into the section of the mine with the explosives, read the added note, then take another one near the entrance to the cave, inspect the debris in the area a north, then follow the path that leads to the workshop and enter the code 8412 on the panel, in order to enter.

WORKSHOP
Grab the cotton thread from the box on the shelf and the missile from the one on the opposite side, then go to the part of the room with the pile of rocks and look under them to find an ax. Go back through the door, then follow the corridor first to the right and then to the left, then take the missile under the barrels. Go back from the corridor, look to the left to find a room protected by an electronic fence, then use wooden objects such as boards and boxes to jump to the other side, deactivate the battery and proceed to the door at the end, try to open it to make appear a message, then, since it will not open, use the hard way and pull out the ax to destroy it. Grab the dynamite from the box and in the area to the right of the door, plus the painkillers from the shelf, then smash the gunpowder barrel with the ax and use the cotton thread on the substance to create a fuse. At this point, go back, heading towards the tunnel.


UNDERGROUND AREA 4

Head to the area to the north where you left the barrel, but be careful, as the dog is wandering around the area again. So make sure you don't get noticed, then make sure the barrel is in the hole along with the debris and, if it's not in this location yet, throw it in. Use the fuse and the lighter on the object, then run away so as not to be involved in the explosion and, when the stone dissolves, exit the hole. Then proceed into the tunnel ahead of you, being careful not to open the door with the panel, as there is a dog just waiting to jump on you. Then reach the door marked "Power Room", enter and go through the next one as well.


MAINTENANCE ROOM 1
Take the two batteries and the generator manual from the shelf, save if necessary, then destroy the fence around the hole with the ax, push the box into the opening, go down the ladder and get another battery, go back up and use the hole. object in question on the side of the control panel, then turn all the valves and finally try to press the switch. When the fuse blows, exit the room and then head to the closet.

WAREHOUSE
Take the broom near the door (you can use it as a weapon), the missile, the batteries for the torch and the two pieces of meat from the shelf, then move the boxes so that you can climb on them and reach the top shelf, on which you will find a fuse and the document containing the emergency procedures. At this point, go down and exit the room, heading towards the communications center.

COMMUNICATION CENTER
Take the radio and the warning from the table, then listen to the Morse language transmission and use the translation to get a code (5738), then return to the maintenance room.

MAINTENANCE ROOM 2

Replace the blown fuse with the new one, turn the valves in this order (valve 4, valve 3, valve 1, valve 2, valve 5), then press the switch to start the power, save and head to the panel.

UNDERGROUND AREA 5
As you approach the panel, Red will call you over the radio. Listen to what he has to tell you, then approach the panel, enter the code found earlier (5738), avoid the dog again and proceed towards the door behind which the animal was to notice two doors, one to the east and one to the west. Enter the second, paying attention to the two dogs wandering around the area, one to the west and one to the east, near the door leading to the auxiliary shaft. Then go to the excavation area and enter it by entering the door.

EXCAVATION AREA
Grab the digging note from the table with the save point, grab the ladder and jump up under the hole in the roof to hook it. Then move two of the three boxes under the ladder, then drag the other one under the "altar" facing those already moved, and push to bring it on top of the other two. Then jump onto the stack of boxes and grab the ladder.

SPIDER TUNNEL
Go ahead, ignore the first left, then grab the boulder and block the tunnel you came from. Go a little further, pass the broken paraffin box, use the lighter to ignite it, move the boulder to block the other tunnel, then follow the one that opened north. Take the smallest stone and take it with you along the tunnel, throw it in the acid and use it as a support, then run into the tunnel to the east so as not to be crushed by the boulder that chases you, turn right at the end, wait for the stone to be stopped on the left and go there, ax in hand, to destroy it. Follow the tunnel to the next boulder, smash it again with the ax, go ahead and do the same with the last rock, then run and jump into the hole that takes you to another warehouse.

MAINTENANCE ROOM 2

Replace the blown fuse with the new one, turn the valves in this order (valve 4, valve 3, valve 1, valve 2, valve 5), then press the switch to start the power, save and head to the panel.

UNDERGROUND AREA 5
As you approach the panel, Red will call you over the radio. Listen to what he has to tell you, then approach the panel, enter the code found earlier (5738), avoid the dog again and proceed towards the door behind which the animal was to notice two doors, one to the east and one to the west. Enter the second, paying attention to the two dogs wandering around the area, one to the west and one to the east, near the door leading to the auxiliary shaft. Then go to the excavation area and enter it by entering the door.

EXCAVATION AREA
Grab the digging note from the table with the save point, grab the ladder and jump up under the hole in the roof to hook it. Then move two of the three boxes under the ladder, then drag the other one under the "altar" facing those already moved, and push to bring it on top of the other two. Then jump onto the stack of boxes and grab the ladder.

SPIDER TUNNEL
Go ahead, ignore the first left, then grab the boulder and block the tunnel you came from. Go a little further, pass the broken paraffin box, use the lighter to ignite it, move the boulder to block the other tunnel, then follow the one that opened north. Take the smallest stone and take it with you along the tunnel, throw it in the acid and use it as a support, then run into the tunnel to the east so as not to be crushed by the boulder that chases you, turn right at the end, wait for the stone to be stopped on the left and go there, ax in hand, to destroy it. Follow the tunnel to the next boulder, smash it again with the ax, go ahead and do the same with the last rock, then run and jump into the hole that takes you to another warehouse.

STORAGE AREA

Red will contact you again by radio, so listen to him. At the end of the conversation, open the first aid kit to find some painkillers, ignore the boulders for the moment and destroy the locked door to the south, then turn 180 degrees and enter the furthest passage, follow the corridor and take the two rockets from behind the shelves, then go back to the main room and head west, following the large room that leads north. Slide off the lid of the green box in the corner of the room and grab the key inside, kneeling to the left of the box if you can't stand up. Then take the rocket, the batteries for the torch and the three pieces of meat from the shelf, then go back to the door you destroyed and head west, paying close attention to the usual steam. Then take the two batteries for the torch from the shelf, enter the cage, take the notes from the locker, then approach the machine with the three levers. The first raises or lowers the box, the second extends or retracts the arm, the third instead moves the object left and right. You will have to maneuver the levers in order to position the box near one of the ones at the bottom and be able to use it as a rise from the ground to climb on the shelf and access the grate on the wall to the east. You will then practically have to move it to the southeast corner while holding it suspended. After placing it, climb up, use the hammer to destroy the grate and enter, go forward, shatter the next protection and take the gas can on the floor, go back up and then into the control room, to return shortly after to the room with the planks. that blocked the door. Smash them to pieces with the tool of your choice and go out.

UNDERGROUND AREA 6
Head to the tool shed, without fearing the arrival of dogs or other beasts. Enter the building, get a saw, some dynamite, a rocket, the batteries for the flashlight and the report, then exit the room. Proceed to the door leading to the auxiliary shaft, but be extremely careful this time as the dogs are back, angrier than ever. Use the saw on the boards that block the door, open it, exit, then proceed towards the north part of the map, in the area of ​​the auxiliary shaft, without getting bitten by the group of four-legged friends scattered around the area.

ROOM OF THE MACHINES
Take the rocket from the shelf near the save point, retrieve the plug and socket and insert one into the control panel and the other into its housing, then use the key with the panel, open the gas can with the hammer and fill fuel to the excavation machine. Then listen to the communication from your friend Red, then go back to the front of the panel and turn the key to start the machinery, then start moving the levers so that the blade shatters the rocks. It will take a few seconds to create a hole in which you will have to drop down, eventually entering the door on the right.

ROOM OF WORMS

Then head to the other side of the planks, towards the door at the end of the L-shaped corridor. with a single shot. Try not to get caught and wait for the creature to enter the hole marked by the boards, never to return. Then head to the room where the animal came out, take the passage to the south, then turn east, pass the area that is teeming with spiders, then enter the other room to the north. Hit the switch on the wall to set off an alarm, then run back to the first room, the one that also had a locked door, which you have to enter before it closes again.

UNDERGROUND AREA 7
Once inside, use your cunning to lure the dogs into the puffs of steam and kill them. Take out the numerous pieces of meat you collected in the first part of the adventure, then as soon as you see the animals in front of the pipes, pull the lever to kill them. After making a clean sweep, head to the tool shed, take the screwdriver and pincer, then proceed to duct 13.

DUCT 13
Enter the tunnel to the south, as the end of the east section is blocked off, then run south, turn first east and then north until you can enter the room in the north east corner of the map. On this journey you will be attacked often and willingly by some spiders and you will even be forced to kill some of them, so as not to lose your life. Before entering the room, take the empty piece of paper and the two pieces of meat from the cabinet against the east wall, then go forward, collect the two rockets on the ground near the boulders, the piece of meat, the painkillers and the two batteries. from the lockers against the west wall, the dynamite and the piece of meat in the northwest corner and finally the document from the counter. Then move the debris against the west wall and head to the exit from the hole you just cleared, then proceed towards the refinery.

REFINERY

Climb onto the platform to see a control desk with seven buttons, which you must press to raise and lower the four pistons on the conveyor belt. The buttons at the top go from 1 to 4, the ones at the bottom from 5 to 7. The first allows you to raise the pistons 1 and 3, the second 2 and 3, the third 1, 3 and 4, the fourth 2, 3 and 4 . Those from 5 to 7, on the other hand, raise the pistons 1, 3 and 4 in order. To move forward it is necessary to raise all the pistons, then you must press, in order, the buttons 4 (2, 3 and 4 rise ), 6 (3 is lowered), 7 (4 is lowered, only the second remains on) and 3 (1, 3 and 4 are raised). After solving the puzzle, head to the small niche to the west and take the two rockets, the two batteries for the torch and the motor, then place the latter on the conveyor belt closest to the entrance, thus unlocking the ladder. Climb to the top of this one, grab the motor and take it behind it to the fan, put it between the spokes in order to destroy it, then crawl inside, not forgetting the useful object. Follow the tunnel, then drop the engine into the new room to bring down the ladder, then put it back in its compartment, then hit the switch and proceed on the conveyor belt to the room where all the puffs of steam start. It won't be easy, because you can only go a step or two at a time, having to wait for the smoke to clear. Then advance one step, then right one, down one, right one, forward two, diagonally left one, forward one twice, then right one two more times. Once at the bottom, move the barrels under the stairs, go through the ventilation shaft, follow it to the right and exit into shaft 12, but noting that the door at the top of the stairs has not yet opened.

DUCT 12
Move the cart blocking the passage, turn around and head towards the middle, cut the chains in front with the pincer, then push the cart onto the rail to shatter the wall. Pick up the newspaper fragment, take the old newspaper from the drawer and use it, along with the screwdriver, on the door. Use the newspaper again to retrieve the metal key, open the door, enter the room to be contacted by Red again, then turn on the light near the entrance, take a look at the photograph of Jack Nicholson, open the inventory and double click on the blank piece of paper, get a password (1371), get the worm study from the closet, then go out through the door you unlocked earlier.

UNDERGROUND AREA 8
Proceed to section C, enter the code 1371 on the control panel, open the door and, once inside, pay close attention to the usual dogs. Kill them as before, with the steam, then hide behind the box which should be almost in front of you. Listen to what Red has to tell you, then throw some meat into the middle of the room, lure the beast and kill it. Do the same with the dog in the corridor to the east. Then head to the chemical warehouse, entering it through the door in the far corner.

CHEMICALS WAREHOUSE

Advance down the corridor, watch the cutscene, then escape the worm. Once you have seeded the creature, enter the opening and press the switch to the left, run to the right and use the boxes to jump over the acid. Then close a second door with the switch on the right, destroy the two barricades with the ax, push the boxes into the acid and jump to the other side, get behind the plank facing the area you came from and reduce it to shatter with the ax, then use the valve to open the door, then enter the room and take the note from the table, the chemicals (A and D) from the tables, (E) from the cabinet, (B and F) from the 'cupboard and (C) from the shelf next to the door. While you're at it, also retrieve the two rockets from the box on the ground and the piece of meat from the drawer, then save before leaving and head to the lake in the southwestern part of the map.

LAKE UTUQAO
Follow the tunnel to the lake, using the save point if you need it, then proceed to the edge of the frozen body of water until the ice breaks. At that point, jump back, then jump onto the floating chunks of ice, reaching the first island. Use the same strategy to arrive safely on the second island and then on dry land. Then cut, with the saw, the hand that comes out of the ice and take the crowbar, examine it, then exit, proceed in the direction of the incinerator and, once in front of the door at the end, use the crowbar to open it and enter .

INCINERATOR

Listen to Red again, then proceed until the corridor splits to the left as well. Turn around, follow the boards until you are in a room, take the two painkillers from the first aid kit and the glass container from the table, then open the drawer and collect the fuse. Combine the petrol tank and the Bunsen burner, turn on the burner, put the glass container on it, mix the chemicals D and F to produce an explosive, take the container and bring it in front of the boards before, without dropping it, if not you want to blow up and be reduced to offal. Dip the fuse in the substance, light it, then run away so as not to be involved in the explosion. Then enter the passage you just opened and advance until you reach a T-shaped room with a door in the front area. Then enter Red's room, which however is located in a coffin above the incinerator, information that will make you understand that the character is probably a vampire. Go to the right of the machine and press the button to save Red, then open the drawer under the incinerator, take the key, go back from the corridor, go through the door on the right and open the locked one at the end. Then open the other drawer, take the sermon, open the door in the corner, move the bookcase to find an electrical panel, use the screwdriver to open it and the pincer to cut the wires, then go back to the area of ​​the door that you were not yet managed to open and then use the crowbar to do so.

REFUGE
Pick up the note, go down the stairs, open the door, turn right and head to the strange figure at the end of the hall, then when the lights go out, pull out the stick and turn it on. Someone will hit you as you go down the hall, knocking you unconscious and putting an end to this first chapter of Penumbra Overture.

Solution summary

SHIP
EXTERNAL AREA
UNDERGROUND AREA 1
OFFICE
UNDERGROUND AREA 2
WAREHOUSE
UNDERGROUND AREA 3
WORKSHOP
UNDERGROUND AREA 4
MAINTENANCE ROOM 1
WAREHOUSE
COMMUNICATION CENTER
MAINTENANCE ROOM 2
UNDERGROUND AREA 5
EXCAVATION AREA
SPIDER TUNNEL
STORAGE AREA
UNDERGROUND AREA 6
ROOM OF THE MACHINES
ROOM OF WORMS
UNDERGROUND AREA 7
DUCT 13
REFINERY
DUCT 12
UNDERGROUND AREA 8
CHEMICALS WAREHOUSE
LAKE UTUQAO
INCINERATOR
REFUGE

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