Convenient

Convenient

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The Definitive Convenient Walkthrough & Speedrun Guide!
By TRIX | Wanderlust
This is essentially a Walkthrough Guide + Speedrunning Guide + In-Game Encyclopedia. I saw the other Steam Guide was a bit messy and cluttered so I built this in response.
   
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Introduction
Welcome! If you're somehow reading this it means you wish to speedrun the hit Indie Horror game Convenient! Good if so! My name is Wanderlust, and I'm here to provide the ultimate guide for this game! Everything you need...all in one Guide!

This guide will focus on all important routes for speedrunning, the exploits in questions, the terminology used, and a general walkthrough!

NOTE: If you want to get as much as you can from this guide, I would highly recommend reading the Table of Contents below, you will not regret it.
How to Read the Guide!
This guide is a multi-collective of info, both for a walkthrough, a 100% walkthrough, a compendium, and a Speedrun guide. As such, the ordering of certains is a bit weird.

The Table of Contents
The categories/chapters of this Steam Guide has been put into chronological order, for the most part. That being said, not everything needs to be read.

What is a Sleep?
is a must-read if you are confused by the wording about the walkthrough for Part 1.

What are Routes, Mysteries, and Endings?
is a spoiler-less explanation on key info for playthroughs of the game, and is a must-read to better understand the gameplay walkthrough chapters.

Routes, Exploits, and Speedrun Terminologies
is where you should begin, as it is the chapter that helps point you to whether or not you want to do a normal walkthrough, or a 0-Sleep walkthrough, which involves major speedrun exploits.

1/2-Sleep Route
is the route for Normal playthroughs, or Non-Speedrun playthroughs and as such covers extra details like optional items you can grab.

0-Sleep Route
is the route for Speedrunners, and as such you should not read this unless you are ready, as it may confuse a new player.

The New Map and the Endings
covers the second half of the game, and should be read after reading/completing Part 1 of the game (escaping the Basement). It comprises all of the activities you can do after escaping.

The Mysteries
is a mini-encyclopedia on the various Mysteries you can find throughout the game, and what they represent.

100% Guide and Routes
is a WIP, and will be updated as new discoveries are made.

Lore Encyclopedia
is a WIP, and will be updated as the Devs give me more info.
What is a Sleep? (IMPORTANT)
In Convenient, the aptly-named Indie Horror game about finding yourself chained up to a wall in a basement, you notice that the floor you spawn on is a bed. This bed is interact-able, allowing you to sleep (with your eyes open).
While this normally is useless, at certain points in the game the person who held you hostage (in this guide I call him the Kidnapper) runs downstairs if he hears a loud noise. In order to keep yourself alive, you must throw yourself back in bed and wait it out until he leaves.

This is what we call a Sleep.

Sleeps define the first half of the game, as it defines what you do on your route, but most importantly, how long your route is.

For example:
2-Sleep is the standard route a majority of players play. You do both required Sleeps in order to progress to the second half of the game. A majority of people would just call this a normal route.

Luckily for us though, Sleeps aren't exactly needed to beat the game...
What are Routes, Mysteries and Endings? (IMPORTANT)
Convenient is a really interesting game when it comes to completion. The game is incredibly linear up until you leave the Basement (Part 1). However, once you leave the Basement, you now have access to all 3 Endings and all 4 Mysteries. But what are these words?

Routes:
Routes, for the most part, is the word I use to describe the different steps you can take in Part 1. These all depend on 3 things:
- Time
- Completion Rating
- Difficulty
Time correlates to how long the route is, which usually ties into completion rating.
Completion rating is how much of the game one wants to complete in 1 run.
Difficulty is self-explanatory for the most part. The hardest routes are usually the ones with the least amount of Sleeps, and if its a 0-Sleep, how fast you can escape.

Since Part 2 is very non-linear, there is no definitive way to do Part 2. I can do as many Mysteries as I want and still get whatever Ending I choose.

Mysteries
Throughout the game, you'll find multiple hidden areas and items, which usually require a pre-requisite action to interact with. Once interacted with, it will spawn a colored VHS tape that you can collect. Placing this VHS into the Basement's VHS Player (only if you've repaired in that playthrough) will play a corresponding video that will increase a number on your playthrough's Ending Screen.

This is a mystery, and there are 4 of these (1 of the Mysteries is not a VHS) throughout the game. Save for the Blue VHS Tape, which is needed for the Secret/Backrooms Ending, these do not impact your ending at all and as thus you can do a playthrough without collecting any.

Endings
This game has 3 endings, all of which will explain more about the lore when completed. There is a "Good Ending, a "Bad Ending", and the "Secret Ending". The first two endings are incredibly similar to each other and can both be achieved with a short period of each other due to both having the same endgoal, however the "Secret Ending" will require you to find a certain Mystery (listed above in a Spoiler tag).
Routes, Exploits, and Speedrun Terminologies
When speedrunning this game, there are some important terms to keep in mind and remember because they will help you determine how to format your route!

General Route Terms:

2-Sleep: This is the route that a majority of every player takes on their first run, whether it be a speedrun or not. 2-Sleep means your run requires you to do both "mandatory" sleeps. First being when you crack the wall painting for the Broken Glass in the beginning, and the second being after you go into the bathroom to grab the Hairpin. This is not optimal for speedrunning at all.

1-Sleep: This is the route that only requires you to sleep once (to grab the Broken Glass), as you can grab the Hairpin from the bathroom. The rest is completed as normal.

0-Sleep No-WW: This is the fun one. This route involves doing every required action in the basement as fast as possible. For the entire run, you will be chased by the Kidnapper, even outside of the store. This route requires the learning of Lock Walking.

0-Sleep: This is the REALLY fun one. Play the game up until you speak to the Kidnapper in the store. Once he knocks you out, you chainwarp back into the store and continue the run at normal, skipping 2/3's of the game. This route requires that you play on Patch 1.0.

General Exploit Terms:

Lock Walking: As of Patches 1.0 - 1.2(this was patched on the 27th of September), you could walk around while holding the Lock. This is incredibly relevant in 0-Sleep No-WW, as you need to input the keycode while being chased around the room by the Kidnapper, and lockwalking allows you to do.

Chainwarping: This is a bit of a weird one to explain. For some reason, you can interact with your environment between the time your body passes out in the store and reawakens in the basement. By pausing on a certain frame and doing certain movements, you can trick the game into thinking you've unlocked the door with the Hairpin and spawn you back in the Store, skipping half of the game.

Item Unloading: A trick in all versions of the game, this trick is very relevant for versions of the game with the Inventory Update. Selecting an item in your inventory and then using a different item in your inventory. This will unload it, and cause your held item to shift. This does allow you to skip somethings, but nothing optimal yet.

Item Transfer: When you die, certain held items will drop onto the ground as invisible objects. When you respawn, by Item Unloading correctly, you can respawn all items at once into your hand, giving you really funny scenarios like holding both the gun (with no ammo) and the knife in the beginning room before opening the door.
1/2-Sleep Route (Part 1)
Hey! If you're reading this, you want to play the game normally, and thats fine! Here's a simple and concise guide on how to 1/2-Sleep route!

NOTE: This section covers how to 1/2 Sleep the game. Since Sleep is not required needed or even relevant in the second half of the game, I have split it into a seperate section.

First Half of Convenient
If this is your first playthrough, go into the store to fill up your car with gas. Otherwise, speak to the Kidnapper/Store Owner so you will get knocked out.

Once you wake up in the basement, what you do next depends on how fast your reflexes are.
Before Sleep #1, you can do any of the following (in chronological order):
- Smash the Glass (which is required to trigger Sleep #1 and everything below)
- Grab the Broken Glass
- Tear up the Couch Hole with the Broken Glass (removes Broken Glass from your inventory and lets you grab the Key)
- Close the couch hole (if you fall asleep and the Kidnapper sees it open, he will kill you).

Fall asleep before he comes within sight of you! (Side Note: Please play this game with sound on. There are multiple audio cues that are very needed for both speedruns and non-speedruns) Stay asleep until the Kidnapper's Panic Song finishes playing and the audio switches back to ambiance.

You have completed your first sleep!

From this point, you can unchain yourself from the wall with the Key, if you have not grabbed it already and venture around the room! I will cover the important triggers for right now, and the optional triggers later.

Your goal in the basement is to do the following:
- Figure out the keycode for the Lock on the Bathroom door
- Enter the Bathroom and grab the Hairpin (This will trigger a second, but optional Sleep)
- Use the Hairpin on the Basement stairs door

By this point in your playthrough, you've probably noticed the lightswitches and lamp in the room. While optional, they do make the gameplay feel softer on your eyes and help you find stuff easier so I'd recommend turning them all on. What you do next depends on if you already know the 3-digit code.

If you don't know the code:
- Locate and take the Black VHS on the cabinet beside the TV
- Locate and take the Batteries in the compartment beside the lamp
- Place both in the VHS Player and Broken TV Remote respectively.
- Use the Remote and watch the footage, looking for a 3-digit number in said footage.
(The code is 527)

If you do know the code:
- Input the 3-digit code into the lock
- Walk in and grab the Hairpin

Walking in too far will trigger a Sleep!
If you wish to skip Sleep #2 (the optional one), you can pick up the Hairpin from the entrance of the room, skipping Sleep #2. I highly advise doing this if you have a lot of lights on in the room or modified items, as not skipping it in that scenario will trigger the Kidnapper to kill you and reset your progress.

Once you acquire the Hairpin and proceed with Sleep #2, or skip it, you can make your way to the stairway and use the Hairpin on the Basement Door, opening it and starting Part 2 of the game. If you wish to collect optional items for the other endings or to 100% to complete the game, then Proceed to Part 2 of this Guide..

Optional Objectives
In your travels across the basement, you've probably noticed a couple of things. Things that you could interact with or find that don't help you get out of the Basement. There are three of these optional items that help trigger different Mysteries when you interact with them. They are as follows:

Mannequin #1:
In a room hidden by an invisible wall in the Bathroom. Walk inside and look at the Mannequin. This is Mystery #1.

Cup of Water:
Right beside the bed you wake up in. Drinking from it triggers VHS #3 to spawn behind the Gas Station. (Needed for Mystery 3 AND the Secret Ending)

Mannequin #2:
In a closet right behind where you wake up for the first time. Speaking to it triggers VHS #4 to spawn outside the Gas Station. (Needed for Mystery 4)
0-Sleep Route (Part 1 for Speedrunners)
Are you a Speedrunner? Did you come to this route for a challenge?
Well, if you're reading this, you want to play the game to the extreme! Completing the impossible! The thrill of the win! Cool I guess?

NOTE: This section covers how to 0-Sleep the game, which involves Glitches and Exploits. If that isn't your thing, head back up to the 1/2-Sleep Route chapter.
It's also a WIP chapter!

The 2 Variations of 0-Sleep
Did you know that 0-sleep is split up into 2 variants? Any% and Any% No Warps.

Any%
Any% involves beating the game as fast as possible, with any means necessary. Starting from the beginning frame, we make our way into the Store, Chain-Warp back into the Store once we get knocked out, then complete the Bad Ending as you normally would. Since this is hard to explain in text, I have a Youtube video to walk you through it instead.


Any% No Warps
This a WIP Variant! While it is technically possible, I am still working on grabbing footage to prove it's real and working! For context, Any% No Warps forces you to speedrun the Bad Ending like normal, but while the Kidnapper is chasing you for the entire game! Pretty scary stuff!
The New Map and the Endings (Part 2)
So! You escaped the Basement and found yourself outside, congrats!

NOTE: This section covers the second half of the game, which plays way differently than the first half. No longer are you trapped in a room under the control of someone else, you're in control now, or so you think...

The New Map
Once you exit the store, you have a bit of time to look around and stretch your digitalized arms. Now that we are outside of the store, we now have access to all 4 Mysteries and all 3 Endings. The Kidnapper is also gone, allowing for free-roam without having to worry about being chased.

Yet.

Due to the non-linearity of the second half of Convenient, instead of explaining specific steps I will first explain the branching paths.

Front and Back of the Gas Station
You'll notice once you step out of the Basement as a free-individual, the layout outside is different. Behind the store is an opened-gate to the Woodland Trail, which was closed at the start of the game. 2 VHS's can be found in this area, provided you've activated their triggers in the Basement. If you're clever, you'll notice there's a locked door behind the Gas Station that does look unlock-able. Also, your car is now moved to the other-side of the parking lot, and is locked. This means your next objective (after escaping) is to find your Car Keys and leave. Maybe they're in the woods?

The Basement
The basement for the most part is now the least important area of note. Since you don't need to do Sleeps, you'd think going down there is wasting time. However, remember the Basement is where the VHS player is. On the topic of mysteries, the 1 non-VHS Mystery is hidden within the Basement. As this implies, you will only ever come back here for if you're trying to complete all Mysteries.

The Woodland Trail
The trail behind the Gas Station is a rather long straight-path that leads to a clearing with a Knife on an altar (the same altar from the Black VHS) and Gun Ammo in the shack behind it. On the topic of items, there is a hidden area with an item needed for the Good Ending, and 1 Mystery VHS. If you want to find it, find it before you grab the Knife.

NOTE: Picking up the knife starts the Good/Bad Ending fight and effectively locks you out of the Secret Ending and collecting Mysteries, so it is very highly recommended you grab all Mysteries first if you are trying to 100%. If you didn't grab the Gun, then good luck getting the Good Ending!

Now that we've discussed that, let's discuss the different Endings!

Once you leave the store, effectively all you have to do is grab the Knife from the altar, and run back to your car (you'll get your Car Keys in the process, don't worry). Clicking on the car with Car Keys in your inventory starts the Ending Cutscene, meaning you've won! Sorta.
Depending on whether or not you got the Bad or Good Ending.

If you want to go and complete either ending blind, here's where you stop scrolling. Otherwise, continue reading from this point on, but there will be spoilers (I put the Mysteries in a separate category).



I warned you.





The Endings
Sorting the Endings from the likely order you'll find them, we begin with:

Bad Ending
The Bad Ending is the Ending most people will get on their first playthrough, as it's the easiest one to commit to and finish, and in general, also the fastest.

To begin this Ending, grab the Knife from the Altar, and make your way towards the Gas Station again. This will spawn in the Kidnapper, who angrily charges at you with his own Knife! In the knick of time, the Wendigo jumps out of the treeline and kills the Kidnapper in one fell swoop, causing him to drop the Car Keys. Pick up the car keys and make your way towards the opened gate you entered from; but wait, the Wendigo is there!

From this point on, you are staring down a hulking Wendigo preventing you from winning. Whether or not you picked up the (Gun) determines whether or not you get the Bad Ending. If you did not pick it up from the hidden path, then you are instead forced to dodge the Wendigo back to your car.

This can be considered very difficult, especially at the beginning. When the Wendigo charges at you from the gate, try to sidestep it best you can. Since you are in a very tight space, I'd suggest baiting to charge one side then running to the other to get behind it and continue forward. From the gate, you can either go the way of the Dumpster (the left) and make it to your car faster, or you can take the long way of running towards the Gas Pumps. On either, the Wendigo can and will run through the foragery and hop through walls to try to capture and kill you. This is why I highly advise walking backwards as a way to make sure the Wendigo does not pounce on you.

Touch the car with your Car Keys with the Wendigo alive will give you the Bad Ending, also awarding you the first Steam Achievement!

Good Ending
The Good Ending is the Ending most people will get on their second or third playthrough, as it requires a tiny bit of exploration. This makes it a tiny bit longer, however it becomes incredibly easy the second you encounter the Wendigo, as this Ending lets us use a very special Item, the Gun!

For this ending, do whatever else you want to do beforehand (i.e collect all the Mysteries), but make sure to collect the Gun from the Forest. You can find it in a clearing hidden on the left side of the trail, along with the Green Mystery VHS hidden near it.

Once you are ready, and if you grabbed the Gun Ammo from the shed behind the Altar, grab the Knife and chase down the Wendigo at the gate. It may be resistant to other items, but 3 shots of your Gun will put it down for good.

Entering your car with the Wendigo dead gives you the Good Ending, giving you the second Steam Achievement!

Secret Ending
The last ending left is the Secret Ending, an ending that ditches the main plot of the game and instead forces you to do a side quest of sorts. The upside to this Ending is that you can start it the second you spawn in the Basement, and it's the one unique Ending you can quest for.

This ending is a 5-parter, and it all begins once you drink water from the Water Cup in the Basement. This will spawn the Blue VHS Tape in the Dumpster behind the Gas Station. Once you escape the Basement, go grab the Blue VHS Tape and place it into the Basement TV after turning it on with the TV Remote. The tape will show that the Backdoor to the right of the Dumpster is now unlocked; why don't we go check it out?

Once you walk a couple of steps into the room kept behind the Backdoor, you cannot leave. If you want to change Endings at the last second, do not walk inside.

If you decide to continue, you will fall through the floor and the Basement and enter the Backrooms, a damp-smelling systems of infinitely looping floors and rooms, all lit by faulty office lightbulbs. For the sake of this guide, the path to the end is to stick to the right, until you find yourself in a very small and tight corridor. Walk to the end of it and proceed forwards till you find a room with a door. Attempting to open the door causes the Void Wendigo to spawn, who will chase you down and kill you. Since you are chained to the wall, you are not able to leave, nor shoot him, as he does not take damage from bullets. Dying to him gives you the Secret Ending, giving you the third and last Steam Achievement!
The Mysteries
So! You've beaten the game and want to replay it to find the Mysteries! You're probably trying to 100% the game for a Speedrun, aren't you? Either way, you want to learn about the Mysteries, and I'm here to spread the word!

The Complete Mystery Breakdown
There are 4 mysteries, each netting you a special video to watch, or in the case of Mystery #3, the Secret Ending!

Mystery Locations
Mystery #1: This is by far the easiest Mystery to get, and you will most likely grab it by accident. Entering the Basement Bathroom, walk into the right wall and you will walk through it, entering a room with the Basement Mannequin, a monster that cannot attack you, but rather will spin around to face you if you walk around it. You gain the Mystery the second you walk into the room and face the Mannequin.

Mystery #2: This is the singular Mystery VHS Tape that does not require any pre-requisites. Simply walking into the hidden path on the Woodland Trail will net you the Green VHS Tape, as it is hiding right behind the table with the TV. You gain the Mystery once you put it into the VHS Player in the Basement and turn it on.

Mystery #3: This is covered in the above category on Endings, but I'll summarize it here. Mystery #3 is the only required Mystery for an Ending, meaning you need it to begin the Secret Ending quest. You can begin it by drinking the Water Cup in the Basement, and then grabbing the Blue VHS Tape from the Dumpster behind the Gas Station. After watching, head into the Backroom of the store and fall through the floor. You gain the Mystery once you get killed by the Void Wendigo.

Mystery #4: The final Mystery VHS Tape and the fastest one to get, Mystery 4 requires you to interact with the Mannequin in the Basement Closet. After you exit the Basement, simply walk out to the gas pump on the farthest right and pickup the Red VHS Tape. You gain the Mystery once you put it into the VHS Player in the Basement and turn it on.

The Content of the Tapes
Ignoring Mystery 1, every Mystery you can collect requires you to watch a video on the Basement TV to either collect the Mystery or, in the case of Mystery #3, unlock the Backdoor. But, what's on the tapes?

So what are they?
Mystery #2: This tape is known as the Dance Tape because the tape displays the Kidnapper doing a quirky dance on the couch in the Basement.

Mystery #3: This tape is known as the Backdoor Tape because it depicts the white light in the back of the Gas Station above the Backdoor flashing red, which unlocks the door.

Mystery #4: This tape is known as the XXX Tape because it depicts a white, male streamer (presumably the streamer xQC) imitating an act of humping, but while technically sexual, is played off for comedic value.
100% Guide and Routes
WIP, give this guide some time!

:D
Lore Encyclopedia
WIP, give this guide some time!

:D
Credits
Thank you for taking the time to read my guide!

I'd like to thank the Devs for providing me all the info I needed for this guide <3.

Follow me on Discord at Princess Wanderlust#1317 if you have any questions.

Peace~! <3
4 Comments
Yamato 1 Jan @ 1:37pm 
PAIA.
TRIX | Wanderlust  [author] 7 Nov, 2022 @ 7:11pm 
I dunno if I've mentioned this in the guide but on a CLEAN SAVE FILE, when you open the door after speaking to the gas clerk after you fail to fill up your car, he spawns behind you and when you turn around, he gets you.

Here's where it gets interesting. If you can stand where he stands and tap the door at the correct angle, he spawns below you pushing you up to the ceiling. From here you can parkour but if you look in the wrong direction he insta-knockouts you. In theory, this can get you into the backrooms early, meaning Secret Ending could be done faster than Bad Ending (in theory).

Also, if you can find a way to consistently pausescum on certain areas (where the gas clerk stands after you get teleported to the basement, your car, etc) you'll spawn elevated. This ofc can let you do platforming stuff but if you can somehow get lucky enough to do it for the gas clerk you can jump over the basement door and go into the backrooms.
TRIX | Wanderlust  [author] 7 Nov, 2022 @ 7:10pm 
1. Never thought of adding it to SRC since at least as of right now I've yet to see anyone else attempt a speedrun and the game IMO is way too short.

2. If you know how to use Windows Registry Editor, there's a variable in the Luna Apps folder for Convenient that lets you reset the save-file by changing a 1 to a 0, don't remember which but it stands out like a sore thumb.

3. Good/Bad endings are almost identical to the point where I kinda just consider them the same thing since the only diff between Good and Bad is that in Good you're walking outside for ~15 more seconds than a Bad run. Realistically I just identify Good/Bad, Secret, and 100% as the categories. In terms of speedrunning, Secret is the one I want to see someone try to break because that one has like, so much potential.


While I'm here, let me provide like info on recent exploits I've found.
Kurt Russell's wig 7 Nov, 2022 @ 4:19pm 
Hey, great help!! Few things?

1. This doesn't seem to be on SRC (speedrun dot com), was it rejected or you just didnt add it?

B. Is there anyway to get him to not jump over the counter after the first playthrough, as this will cause an inconsistency with subsequent runs?

Thirdly. what would you think would work best, 4 different leaderboards, Good / Bad / Secret / 100% (this ties into the counter jump, this will give a different time, as speedruns will take multiple resets)

Looking forward to your input :)