Outlast walkthrough for men's section. Walkthrough of Outlast. Get out of the block

Outlast walkthrough for men's section.  Walkthrough of Outlast.  Get out of the block
Outlast walkthrough for men's section. Walkthrough of Outlast. Get out of the block

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9. Administrative block. 10. Underground laboratory.

  • Whistleblower DLC:
    1. Underground laboratory. 2. Hospital.
    3. Crematorium. 4. Hospital, upper floors.
    5. Prison yard. 6. Prison.
    7. Yard. 8. Attic.
    9. Sewing workshop. 10. Professional block.
    11. Men's department. 12. Administrative block.
  • Passing levels

    6. Men's department
    Outlast. Walkthrough

    Objective: Get to ground floor men's department.

    There's a barricade on the way. On the left we move the lattice cabinet and climb into the ventilation. A motionless patient sits in the room; we pass by.

    In the corridor we go right, the rest of the paths are closed. In the next room on the table we take the battery. We wait until they stop banging on the door, then we move the closet and open the doors. On the left we climb into the ventilation hatch.


    We find ourselves in an operating room with many couches and curtains. There is a battery on the table on the left between the first curtains.

    The door ahead does not open, so we climb onto the bloody couch and climb into the ventilation shaft at the top. We crawl into the next room.


    This is where it starts a real nightmare. There is a violent psycho in the room, chained to a chair. He picks up terrible scream, this is why all the crazy people around start running here. We quickly move the closet and open the door. Having passed the door, be sure to close it behind us. We run further, there are already several pursuers behind us. There is no need to break into closed doors; we enter the ajar door and close it. We move another cabinet, open it, and close the door. We also enter only through the slightly open door, close it and barricade it with a closet standing next to it. The pursuers will not go any further.

    We ended up in the morgue, here we can rest, but then there will be enemies again. We climb into the ventilation and jump out in the corridor. The pursuers run out of the door on the right. We run to the left. In the offices we turn right, jump over a table, turn left, another table, at the end we jump over a long abyss.

    The psychos are breaking into the next door, so without stopping, we run on. Turn right, then right again. We climb onto the table, and from it we climb over the boarded door from above. We run through a couple of rooms and close the doors behind us. In the room, over the radio, we hear a stranger’s advice - to use a lift. Let's approach square hole with a net and climb there.



    At the top we are met by a psycho-doctor. He immediately stuns us, ties us to a chair and takes us to his office. On the spot, he cuts off the hero’s finger on each hand, then goes to other patients. We rock the chair, jerking from side to side (move the mouse left and right), and free ourselves from the handcuffs.

    We leave the room, on the right we see a living patient talking about the doctor.

    We quietly go out the door, hiding from the doctor. We turn left and then right. We approach the elevator, but it does not work without an access card. To the left of the elevator we climb onto the couch, and from it into the open ventilation. We jump out into the corridor.

    Move the closet to the left and open the door to the previous part of the corridor. We go further into the corridor on the right, a crazy doctor appears ahead. There are two wards where there are still living but mutilated patients lying on the beds. We run into one of the rooms, hide in the dark or under a bed. If the doctor has discovered it, then you can run from him in circles between the two wards, and when you break away, hide again. In a calm state, the doctor walks along the corridor from side to side. We peek around the corner to follow him. When he goes the other way, we go out into the corridor, move the closet away from the double door and enter it. We run straight and climb into the open ventilation at the top.

    We jump down and find ourselves in the toilet.

    In the corridor we climb through the window, on the wall we take elevator start key. Suddenly, someone starts to break through the door nearby with a knife. We quickly return to the corridor, turn right and hide in the shadows. It's Dr. Rick Trager again. When he passes by, we run through the broken door, run straight and left along the corridor, and return to the elevator. We use the key in the elevator and go down.


    The sound of the elevator attracts the doctor and he overtakes us. On the lower floor, a psycho doctor bursts into the elevator, but we fight him off. As a result, the doctor will be pinned to death by the elevator between floors.

    The elevator is stuck, so we open the hatch on top and climb onto the roof of the elevator. We go out onto the floor and go down the stairs. We find a battery under the stairs. On the lower floor we squeeze between the boards and pass offices with computers. We see a priest behind the glass ahead, he calls us to him.



    We turn left into a dark corridor. There is an empty toilet ahead, so we immediately turn right.

    We pass by the washbasins and go out into the corridor. We go to the end and find a battery on a shelf in the closet. We return to the middle of the corridor, climb along the table into the window under the ceiling.


    Objective: Turn on the fire extinguishing system and extinguish the fire.

    IN big hall cafeteria, all the furniture was set on fire by a completely sane patient of a mental hospital. We go around the burning places, pass on the right side.

    From the psycho we go to the center of the room, jump over the table, then on the right we crawl under the bench and go out the door.


    In the corridor we squeeze between the shelves. We enter the room with the pumping station, but we can’t turn it on. We receive the message “There is no water in the system. Open two shutters."


    We pass further along the corridor, in the distance we see a hefty psycho. Hiding in dark place. In the center on round table There is a battery next to the three corpses. We enter the corridor on the left, squeeze between the shelves, and pass the bathroom (Bath). There is a psycho near the bathtub, but he is not dangerous. At the end of the room we open first valve.

    We return to central room, we go around the psycho. To do this you can run to office space ahead, run in a circle, deceiving the psycho, run out to the center. Leaving the office, we turn into the left corridor, we find ourselves in washing department kitchens (Laundry Room). Here we go further a couple of rooms, open second flap. We run out of the room and hide in a dark corner behind the shelves. The psycho will come here, start looking around the room with the shutter, and at that time we will go out to the center.

    The psycho will move aside, at this time we go back to pumping station, press button. The fire sprinklers on the ceiling have turned on, and you can now return to the burning dining room.


    Objective: Find Father Martin outside.

    We pass through the dark, extinguished dining room to where we see the light, and find ourselves in the kitchen. At the entrance, suddenly, a deranged psycho attacks us and runs away further.

    7. Yard
    Outlast. Walkthrough


    It is pitch dark outside, with heavy rain and lightning temporarily illuminating the area. The camera illuminates the dark worse open area, so it’s better to focus on the light coming from buildings.

    We walk along the road, at the fork near the fountain we turn left and a little back, we go into a lit barn. Here we find the battery and utility block access key.

    A ghost can be seen from time to time above the fountain. From the fountain we go to the right. We open the lattice door with the found key.


    There is a dead end inside the room on the left, go right.

    We exit from the other side of the building. There is nothing in the yard here, we immediately climb up the stairs to the roof. We jump over the gap in the roof. Further on the left we see a psycho sitting on the edge, he is not dangerous, we approach him, take the battery. We walk along the roof, turn right around the corner, jump over to another roof. We pass along a narrow cornice and jump over again. We jump down and climb up the boxes into the opening in the lattice fence.


    Then we walk along the yard forward and to the left. There are only harmless crazy patients around. Along the way, we see a burning lantern behind the bars, climb the inclined stairs, and reach the Prison Block building. On the left, near the trash container, near the psycho, there is a battery. From the entrance to the Prison block we go to the right, climb through the gap in the lattice fence.

    At the bottom of the yard we approach the illuminated part, where there are a bunch of boxes. Using the boxes we climb onto the cornice of the building, along it we move to the right around the corner. We jump down and see a gazebo. We go into the illuminated corridor on the left, but there we meet with an aggressive a huge psycho. We quickly run back, run around the gazebo, deceiving the psycho, run into the illuminated corridor, climb through the hole in the wall.

    8. Women's department
    Outlast walkthrough


    Objective: Find Father Martin in the women's department.

    We leave the tunnel and try to get into the Female Ward building, but the door is closed. We go into the courtyard on the right.

    On the far bench on the left we take the battery. To the left of the building wooden pallets we climb into open window. In the building we go right. Behind the rubble of a completely destroyed room we see a priest on the second floor.


    Objective: Go through the upper floors to catch up with Father Martin.

    We go into the dark corridor on the left. If we turn right in the corridor towards the window, we will find a battery. We turn left, squeeze between the shelves, and climb into the window on the left.

    There is nothing in the room on the left, we go into the corridor on the right.

    In the corridor, go left, we find ourselves in a lit room. Here we find a battery near the body of the guard.

    We go up the stairs to the left of the elevator, jump over the abyss and find ourselves on the second floor.


    2nd floor. In the corridor we go left, jump over the burnt furniture, climb through the window on the left. In the illuminated room we approach the grate on the wall, behind it we see a corpse and a key. We see the message “Laundry room gutter requires three fuses.” Ahead in the corner of the room we find a battery.



    1. We go into the corridor on the right. Near the psycho in the stroller we turn right. On the shelf on the right we find two batteries. We meet an aggressive psycho ahead. We lure him closer, hide, run forward. In the room we see a bloody corpse and the inscription “Invite the Walrider”, next to it lies on the table first fuse. In the same room there is a battery in the stone.

    2. We return to the fork where the crazy person is sitting in the stroller. Let's go to another corridor. In the room we see a sedentary psycho, next to a corpse, and above it the inscription “Pray for Revelation” (Pray for Revelation). We take it away second fuse lying on the table. Further behind the fireplace there is a battery. Outside at the intersection we will be met by the first psycho. We run past him into the corridor on the right, close the door behind us, and hide in a locker at the dead end of the corridor.

    3. We return to the laundry room with the chute and insert a couple of fuses. From here we climb into the window on the right. We walk along the burnt corridor, in the room we see the inscription “Drive in the Nails” and a man hanged on a cross. Nearby on the table on the left we take it third fuse. With him we return to the gutter. On the way back we hide from the psycho.


    Having inserted the fuses, press button, but this causes the corpse and the key to fall down the chute. We need to go back downstairs to the dryer. We go down the stairs around the elevator, go to the right corridor, go into the right room, take access key to the third floor.

    Let's move forward again. This time the psycho who was hiding behind bars comes out and attacks us. We dodge it, run forward and climb up the interfloor staircase. We open the door to the third floor, take a running jump over another abyss, and find ourselves at the top.



    Objective: Follow the bloody trail.

    On the table under the bloody inscription we take two batteries. We pass the dark corridor to the end, we find another battery. We turn into a corridor with a collapsed floor, walk along the ledge on the right and jump over into the side room.

    We walk around the room, but immediately fall to the floor below. There is a battery on the bedside table in the corner. We climb up the stack of beds back to the top floor.

    At the top we go into the next room.


    We go out into the corridor, it is circular, here both paths lead to one double door.

    Two naked psychos come out of the double doors. We quickly run away from them. Each of the psychos walks along their own corridor, you won’t be able to get around them, you need to hide in the dark and then run forward.

    Having bypassed the psychos, we find ourselves in an almost collapsed room. We jump over the abyss, walk along the ledge, and jump over the next abyss with a running start. But upon landing, our video camera falls into a gap on the first floor.


    Goal: To navigate in the dark, you need a camera.

    Then it’s pitch black, it’s impossible to get through, so we jump down to the first floor. We enter the door on the left. You can find a battery on the table in the room. We go further through the world, climb through the gap in the wall. In the toilet, in the broken stalls, we go down through the gap to the basement floor.

    We are walking along the corridor, suddenly we see a psycho running away. We move on, and this same psycho jumps out from around the corner at us and runs away further. We pass a room with a couple of calm patients. We pass through the kitchen, jump over the table, and find ourselves in the dining room. Here on one of the tables we find our video camera.


    Goal: Find a way to get to the 3rd floor.

    We turn on the camera, look into the darkness and discover that there are three crazy people behind us! We quickly run away from them, jump over the serving table, return to the toilet, and climb up the lockers to the top floor.

    We enter the dilapidated hall where the camera fell. Clinging to the sloping floor top floor, let's climb up.

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    Walkthrough

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    In the room we see Father Martin again talking about some crap. Count it all game outlast and its passage lies in the fact that we do not understand anything and only listen to the nonsense of psychos, but this should not be strange, we are in a psychiatric hospital. We find a passage to the dryer. From there, to the left, there are batteries in the toilet. to the right where we need to go. We find the stairs and, having accelerated, jump over the gap in it.

    Circuit breakers

    The path further is blocked by a closed grate for which you need to find a key. Of course, we find the key, but as always it’s not perfect, and now the task is the fuses and as many as three that need to be found and inserted in order to gain access to it.

    • There is one fuse right there, we take it down, because the crazy one will come to check the fuse (Why do they always do this?)
    • Another fuse is in the room near the corpse lying on the couch surrounded by candles. Here everything is just a guy lying there and being silent because he can’t do anything anymore.
    • And there’s another fuse in the room where a crazy dude with an ax in his hands stands over a corpse surrounded by candles, it’s completely harmless until you pick up the fuse. Then he starts yelling something. But it’s just that there’s a chair standing next to it, you break off the leg from it and beat it until you lose your pulse! Oh, I forgot, this is not the same game! Just before entering, leave the door to the room open, and taking the fuse, run out, closing the door behind you.

    We insert the fuses and go down to the floor to the dryer where we came from before. We select the key and get away from the patient with the club, who suddenly becomes active, and open the grate. After two floors up, jump over the cracks in the stairs and open the bars.

    At the top we go along the gap, at the bottom a weirdo is hammering away somewhere, we jump over to the other side. In the room we suddenly fall down, but you can climb up the beds again, having first picked up the battery.

    We wander from corner to corner along the dark corridors in search of a way further. We open one of the doors, and there are two serious guys standing there, hoping to “ask someone for a light,” holding a baton in their hands, their faces are angry, which clearly tells us that they are ready to conduct peaceful negotiations. We realize that we are not fumbling at all in negotiations, we go to the right and hide, they go to the left.

    After waiting for the parliamentarians to leave, we enter this room. We go further and jump over the gap, then the ledge jumps over the gap again and then Miles can’t hold on and the camera falls out of his hands. He, realizing that the camera is very expensive, decides to go after it.

    Lost camera

    We jump down and move into the next room, where you can find two batteries. Next, we leave this room and crawl under the gap. We go into a shower room with stalls; in one stall there is another battery. Then we jump into the room with washbasins. We leave it and then turn right. We go into a room where a guy is sitting on a table, and outside the window we see the shadow of a wandering patient. We move on from this room, and after walking forward a little, we move in pitch darkness towards the camera.

    As soon as we pick up the camera, several enemies immediately appear, we run from them back to the very beginning into the room with the washbasins and climb up in the same place where we jumped. We return to the place where our camera fell out and jump up to the next floor.

    Administrative block

    We go into the corridor, turn left, immediately see a gap in the floor and jump over it. In the room where the floor is collapsing, jump down from the ledge on the left side. we pull ourselves up again. We pass by a guy who talks about one way out and then we climb under the rubble of cabinets and drawers. On the way straight along the corridor we will meet big guys again, we run through second door on the left and we climb into the ventilation having first climbed onto the table. We push out the obstacle and jump down.

    Looking for the key

    We go into the door and one of the still adequate ones through the bars tells us where to find the key to it. We must therefore find him. We move to the left side, find a room with a billiard table, jump down there, climb up the stairs, and climb along the ledge. Then we jump down and reach assembly hall. We are watching a film about the “Walrider” experiments of Dr. Wernicke.

    We leave the hall, find a staircase, climb it, crawl under the boxes. Let's move forward. The madman closes the door in front of our nose, we go back and go through the opened door, then we climb along the ledge and jump over to the balcony. We take the key and run back. We open one of the doors and see how the door is broken down. We wait on the sidelines for the patient to break the door, then we go through it. Open the grille with the key. We go further outlast through the rooms and where the patients pray in the rooms we look broken window and climb along the ledge. We are looking for Father Martin, listening and watching his highly spiritual delirium and burning. We take the key and look for the entrance to the ventilation in the corridor above.

    Path to the elevator

    We jump down, a big guy is coming straight down the corridor to meet us, we run to the right into another corridor, through the last door, we run into the room. A room with two doors. He breaks down the door and you run into another and into the corridor from where he came. Or in the first room you hide under the bed and wait for him to pass. You jump out and run into the corridor where the big guy came from and turn left at the end of the corridor through the door. Moving along the left wall of the room, look for the entrance to the ventilation at the top. After which you calmly jump off in another room and go to the elevator.

    Underground laboratory Final outlast

    The elevator, of course, does not lead us to the exit, as expected, but descends into some kind of underground laboratory. We move forward all the time and already near the exit the dark shadow of Walrider is moving towards us. We run back from her. Having opened the door, the big guy grabs us, but the shadow kills him. We go to the right and find a section with a surviving Wernicke. He suggests that we kill Billy by disconnecting him from the life support system.

    On the way to the laboratory we run from the shadow that will pursue us. Once in the very center of the laboratory, the task appears to turn off Billy’s life support system. Below, where Billy is connected, we look for the door and go into it. We find the shutdown valve, turn it and go back to Billy’s body. We run into another room, go up the spiral staircase and jump over the obstacle. We reach the room and turn on the cable. We return to Billy and turn him off.

    After Bill is turned off, the demon attacks Miles, who survives and with his last strength moves towards the exit. There he will be met by special forces who will shoot him without talking. Well, that's all, this is the sad end of the outlast game.

    Walkthrough of Outlast.

    It all starts with Miles driving up to the Mount Massive Psychiatric Hospital. Having gone inside, he reads a note from an anonymous person and then takes his video camera. The main entrance is of course closed, we make our way on the left side of the main entrance through the hole in the grate. After scaffolding We climb up and through the window we enter the hospital. Then everything is clear and understandable, we move through the rooms, climb into the ventilation shaft.

    Entering the library we see a bunch of corpses! And a suspended soldier who is still alive. He warns Miles to get out of the hospital quickly. Passing through the opening between the cabinets, some mutated man attacks and throws Miles down. He will wake up, and another crazy person will be screaming all sorts of nonsense above him. Miles gets up and of course understands that he has to get out of here.

    Get out of the hospital.

    Once in the main hall, we move through the computer room on the left, further. There will be a crazy person sitting in the corridor wheelchair we pass by, he won’t do anything. Next in the room there will be three more patients sitting, staring at the TV; we pass by; they are also harmless. We crawl through the passage under the door, in the room opposite on the corpse we take electronic card access to the security room. We go back the same way. Here we are getting ready for the crazy person who was sitting in the stroller to attack. at us, getting ready to click on the buttons (quickly press the left and right buttons) to throw him off.

    Returning to the place where we fell, we leave this hall and move to the right along the corridor to the security room. Inside we sit down at the computer, but one of the patients turns off the lights everywhere.

    Restart the generator in the basement.

    Moves further to pass Outlast. Immediately after the lights are turned off, we hide in the closet in the same room. A thug comes in, we wait for him to leave the room. To start the generator, you need to turn on two fuel pumps and the central switch. We go down to the basement. We start the gas pumps in two rooms, while not forgetting to immediately get out of them or hide, as a crazy person will come to check them after turning them on. Then we turn on the switch and hide in the closet from the psycho. after he leaves, we make our way to the generator and turn it on.

    Prison block. Follow the bloody trail.

    Back at the security control room, we are attacked by the Priest, Father Martin. We find ourselves in a room in a prison block. We are waiting for the crazy person to open the door for us. We go out and go down, in one of the chambers there is a broken passage, we go into it and then we stand on the box and go up. We go into the same room, only on the other side, where we left the cell and walk along the ledge. Next, we go through the room for chemical and bacteriological treatment and go up the stairs, jump down into the gap under the floor next to the psycho who is rushing about near the wall with the inscription.

    We pass by the psycho who is standing behind the glass, the main thing is not to approach him then he will not attack, we pass by him. We open the door to the security room, another psycho who is in it notices us, so we quickly close the door and run back, hide in the locker and wait for him to pass by. We go into this room and press the button to open the doors. We hide in the closet, wait until the psycho comes again, and then we follow him and run through when he breaks down the door to one of the rooms.

    Next, we see how the two we saw at the beginning of the passage of the prison block are standing again. We jump out into the opening on the right and crawl along the ledge into the next corridor. We find the access card near the body of the guard to the shower room.

    Shower room.

    We go into the shower room and move along a dark corridor; along the way we will meet some big guys again. We climb out the window and crawl along the ledge to the last window, again we climb into the shower room. We go to the end along the corridor and in the security room we press the button to open the gateway. A thug begins to break into the room, we run back and climb into the shaft at the top. We continue to go through Outlast.

    We crawl along the shaft and jump down into the corridor, running from the thug. The blast wave will suddenly throw Miles down through the window. There is an enemy and then we run into the cell and hide under the bed.

    Find the passage to the shower.

    We go up, we go around, the thug hears us and goes up, takes out the bars, we hide from him in one of the cells, wait for him to pass by. After which we pass through the grate he broke. We crawl through the small passage between the bars, then crawl under the bars and go out into a large room with patients in cells.

    In the center we stand on the bed and cling to the second floor, climb onto it. Then we make our way along the ledge and jump over to another part of the second floor. We go up to the third floor, there will be an angry patient there, you can hide from him, or better yet, score and run past, then along the ledge into the cell, and from the cell there is a small passage in the wall to another cell. We leave it, jump into the opening in the floor and go downstairs to the shower room. There is a hole in the floor in the shower, we jump into it.

    Sewerage.

    Further in the passage of the game we move through the sewer tunnels. We find a small hole and crawl through it. We find a hatch even lower filled with water. Appears new goal drain the water by opening 2 valves. I recommend that you do not go through this mission in stealth mode, but rather run to the valves, hiding from the big guy in small sewer tunnels where he won’t reach you. One is in the hallway to the right of the room with the boxes. The other one is in the corridor on the left. If you open the valve, a big guy comes every time. Having opened both valves, we return to the stairs and go down to the level below.

    Find a way out of the sewer.

    We go up to another part of the sewer, there we will see someone shining a flashlight in the tunnel, but when we check, there will be no one and it is littered with stones. We go in the door, the patient will stand there and say that he is normal, you can safely approach him, he is really harmless.

    We go down the stairs, reach the end of the tunnel and climb into a small passage, crawl, on the left there is a dead end on the right there is an exit. We go through the door where dark room, we move forward and fall into the water. We climb up the boxes, from there we fall into the water again and go up the stairs, pass through and again into the water. We climb through the gap in the grate, move carefully forward, there is an enemy walking there, carefully go around him and go towards the light.

    We find a ladder, accelerate and jump, clinging to it. Upstairs going out to narrow corridor a crazy person will run at us, but if we run away he will fall down. Having reached the dude who will break the bars, we carefully pass behind him, into the corridor on the left, and go down. Then we just go to the end.

    Get to the bottom floor of the men's department.

    When we go up the stairs, we move the box away from the manhole and climb into the room with the patient sitting on a chair, we leave it and go into the room and move the box away from the door. We go in and go left, looking for a hole in the medical bay. In the medical bay we climb into the ventilation at the top. Having jumped down, we quickly move the box away from the door and run into the room opposite, closing the door behind us and pushing the box so that the psychos cannot break the door. We also leave this room and quickly run to the left, run into the room where the bloody trail leads, and push the box towards the door. We climb into the hole at the top.

    After jumping down, get ready to immediately run to the left, and then to the right in glass room, quickly jump out the window, run around the room and jump to the other side through the gap below. Then we run along the corridor all the way to the top of the box and jump into another room. We run through the classroom, run to the right to a room with an open door and climb into the lift.

    Dr. Trager.

    At the top, the crazy Dr. Trager grabs us and takes us to torture. Spouting all kinds of nonsense and managing to cut off Miles' finger on each hand, he leaves. Miles, with a little effort, frees himself from the wheelchair and we continue the passage of the game Outlast.

    We leave the room and see another poor “patient” Trager on the bed. We hide in the shadows or under the bed, leave through the exit near the elevator and climb into the ventilation at the top. We jump down and bypass the doctor wandering along the corridor, dive into the rooms on the left, where his victims lie, from this room we move to the next. From this room, as soon as the doc moves away, we quickly run out into the corridor and move the box away from iron door, turn right and run straight to the end, jumping into the ventilation at the top.

    Having jumped off in a push, we go into the room and from it into the corridor we see a window behind it, we take the keys. Doc breaks down the door, we run away from him and hide under the bed or in the shadows. Then, when he leaves, we run through the room where we took the keys, turning left to the elevator.

    Fire extinguishing system.

    In the elevator, Miles finally does something to save his life and pushes Trager into the elevator passage and crushes him. We climb into the elevator shaft, and from there we go down the stairs. We find Father Martin.

    Having reached the burning room, a new task appears: to put out the fire. To do this, you need to turn on the fire extinguishing system. We leave the burning room and through the racks we get to the launch system in which we find out that there is no water and of course we need to start it. We move forward, hide from the big man behind the door and wait for him to leave. Afterwards we move all the time to the right and open the water in the laundry room. We hang around while the enemy checks the valve. The second valve is found if you move straight and then to the left from the beginning of the meeting with the big guy and then crawl through the shelves. Running through the room where there are many bathtubs, we turn on the water. After which we turn on the water. We return to the room where the fire was and go out to the kitchen.

    Having reached the exit to the street, we do not find Father Martin, and now the task is to find the key to the closed grate to the utility block. It all starts with the fountain, we look for paths from it, in one of the huts you will find a battery and a key in the other only a folder. We pass through the utility block and climb the stairs to the roof. We move by jumping from roof to roof, then down and up, and so on.

    Approaching the bright passage, a big guy appears, we run back from him. We make a circle and rush as fast as we can towards this passage. We crawl underneath and then climb out the window.

    Women's department.

    In the room we see Father Martin again talking about some crap. Consider the whole game outlast and its passage and the fact is that we do not understand anything and only listen to the nonsense of psychos, but this should not be strange, we are in a psychiatric hospital. We find a passage to the dryer. From there, to the left, there are batteries in the toilet. to the right where we need to go. We find the stairs and, having accelerated, jump over the gap in it.

    Circuit breakers.

    The path further is blocked by a closed grate for which you need to find a key. Of course, we find the key, but as always it’s not perfect, and now the task is the fuses and as many as three that need to be found and inserted in order to gain access to it.

    There is one fuse right there, we take it down, because the crazy one will come to check the fuse (Why do they always do this?)
    Another fuse is in the room near the corpse lying on the couch surrounded by candles. Here everything is just a guy lying there and being silent because he can’t do anything anymore.
    And there’s another fuse in the room where a crazy dude with an ax in his hands stands over a corpse surrounded by candles, it’s completely harmless until you pick up the fuse. Then he starts yelling something. But it’s just that there’s a chair standing next to it, you break off the leg from it and beat it until you lose your pulse! Oh, I forgot, this is not the same game! Just before entering, leave the door to the room open, and taking the fuse, run out, closing the door behind you.
    We insert the fuses and go down to the floor to the dryer where we came from before. We select the key and get away from the patient with the club, who suddenly becomes active, and open the grate. After two floors up, jump over the gap in the stairs and open the bars. At the top we go along the gap, at the bottom a weirdo is hammering somewhere, we jump over to the other side. In the room we suddenly fall down, but you can climb up the beds again, having first picked up the battery.

    We wander from corner to corner along the dark corridors in search of a way further. We open one of the doors, and there are two serious guys standing there, hoping to “ask someone for a light,” holding a baton in their hands, their faces are angry, which clearly tells us that they are ready to conduct peaceful negotiations. We realize that we are not fumbling at all in negotiations, we go to the right and hide, they go to the left.

    After waiting for the parliamentarians to leave, we enter this room. We go further and jump over the gap, then the ledge jumps over the gap again and then Miles can’t hold on and the camera falls out of his hands. He, realizing that the camera is very expensive, decides to go after it.

    Lost camera.

    We jump down and move into the next room, where you can find two batteries. Next, we leave this room and crawl under the gap. We go into a shower room with stalls; in one stall there is another battery. Then we jump into the room with washbasins. We leave it and then turn right. We go into a room where a guy is sitting on a table, and outside the window we see the shadow of a wandering patient. We move on from this room, and after walking forward a little, we move in pitch darkness towards the camera.

    As soon as we pick up the camera, several enemies immediately appear, we run from them back to the very beginning into the room with the washbasins and climb up in the same place where we jumped. We return to the place where our camera fell out and jump up to the next floor.

    Administrative block.

    We go into the corridor, turn left, immediately see a gap in the floor and jump over it. In the room where the floor is collapsing, jump down from the ledge on the left side. we pull ourselves up again. We pass by a guy who talks about one way out and then we climb under the rubble of cabinets and drawers. On the way straight along the corridor, you will meet the big guys again, we run through the second door to the left and climb into the ventilation, having first climbed onto the table. We push out the obstacle and jump down.

    Looking for the key.

    We go into the door and one of the still adequate ones through the bars tells us where to find the key to it. We must therefore find him. We move to the left side, find a room with a billiard table, jump down there, climb up the stairs, and climb along the ledge. Then we jump down and reach the assembly hall. We are watching a film about the “Walrider” experiments of Dr. Wernicke.

    We leave the hall, find a staircase, climb it, crawl under the boxes. Let's move forward. The madman closes the door in front of our nose, we go back and go through the opened door, then we climb along the ledge and jump over to the balcony. We take the key and run back. We open one of the doors and see how the door is broken down. We wait on the sidelines for the patient to break the door, then we go through it. Open the grille with the key. We go further outlast through the rooms and where the patients pray in the rooms, we look for a broken window and climb along the ledge. We are looking for Father Martin, listening and watching his highly spiritual delirium and burning. We take the key and look for the entrance to the ventilation in the corridor above.

    Path to the elevator.

    We jump down, a big guy is coming straight down the corridor to meet us, we run to the right into another corridor, through the last door, we run into the room. A room with two doors. He breaks down the door and you run into another and into the corridor from where he came. Or in the first room you hide under the bed and wait for him to pass. You jump out and run into the corridor where the big guy came from and turn left at the end of the corridor through the door. Moving along the left wall of the room, look for the entrance to the ventilation at the top. After which you calmly jump off in another room and go to the elevator.

    Underground laboratory Final.

    The elevator, of course, does not lead us to the exit, as expected, but descends into some kind of underground laboratory. We move forward all the time and already near the exit the dark shadow of Walrider is moving towards us. We run back from her. Having opened the door, the big guy grabs us, but the shadow kills him. We go to the right and find a section with a surviving Wernicke. He suggests that we kill Billy by disconnecting him from the life support system.

    On the way to the laboratory we run from the shadow that will pursue us. Once in the very center of the laboratory, the task appears to turn off Billy’s life support system. Below, where Billy is connected, we look for the door and go into it. We find the shutdown valve, turn it and go back to Billy’s body. We run into another room, go up the spiral staircase and jump over the obstacle. We reach the room and turn on the cable. We return to Billy and turn him off.

    After Bill is turned off, the demon attacks Miles, who survives and with his last strength moves towards the exit. There he will be met by special forces who will shoot him without talking. Well, that's all, this is the sad end of the outlast game.

    Explore Mount Massive Asylum

    From the very beginning of the game, an interactive video shows how main character carefully drives up to a place supposedly associated with crimes. After stopping the car, main character named Miles, he himself grabs a camera and a document that sheds light on the state of affairs. Proceed to the area in front of Mount Massive through the open door, then try to go further through the gate, which, of course, will be closed.

    Follow to the left all the way to the broken fence, under which you will have to gracefully crawl. Further - to the stairs, and up it all the way to the window, a small jump and Miles is already inside the creepy mental hospital. Get out of the room and follow straight along the corridor, there is still no other way. After several closed rooms there will be a dead end ahead, climb over the shelves and again travel along the empty corridor, at the end of which a open room, and there is a path along ventilation shaft. After going down from there, follow to the library, and then to double doors and a corridor where the passage is blocked by two shelves. Before they can squeeze through even a few steps, the hero is abruptly distracted by a large fellow.

    Objective: get out of the hospital and... survive

    It is necessary to get out of this crazy place, but the exit is only available through the main gate, the key to which is lost somewhere near the security office. Proceed through the security office located to the left of the main entrance. In the next dark room there is a document telling some details of the patient's treatment. Go out into the corridor and follow the patient straight to open door, there is a group of psychopaths, carefully go around this group of people and follow to the second entrance from the room. There, jump over the shelves and go into the opening of the room opposite. Take the key from the corpse and quickly return to the beginning of the journey through the security post.

    To the left, where the body of the guard lies, there is a special room hidden from prying eyes. Open the door, go inside, there is a computer, turn it on using the button and boldly press open the gate.

    Restarting the generator in the basement

    After abruptly turning off the lights, use the night vision function on the camera, and follow to the closet, where you sit quietly for a while. When Miles' pursuer leaves, get out of captivity and follow the corridor to the place where the game of hide and seek began, turn into the alley there, and then down the stairs and further, straight to the entrance to the basement.

    Then there will be only one path until the moment when closed door. There is a secret passage in the wall nearby, make your way through it and follow to the central room where the generator is installed. Theoretically, you need to connect two pumps and turn on the lever. The activation buttons are in the rooms ahead, and the lever is on the left at the end of the corridor. Next you will have to cut circles from the pursuer of the Demon. To hide, close doors behind you, climb into closets and under beds. When all the pumps are turned on and the lever is activated, go to the main console, where you again persistently press the button to open the gate.


    Get out of the block

    Explore the room, then proceed to the door, which will be opened by a particularly kind prisoner. Follow the corridor to the left and then down the stairs. Again open the door next to the madman trying to break through the wall with his head, again go through the hole in the wall. Further - up through the corridor, then carefully make your way through the broken passage. Follow straight, then right through the corridor, where Miles will be disinfected.

    Following the bloody trail...

    Follow up the stairs, all the way to the corridor, where a strange young man is reading bloody inscriptions from the wall. There will be a hole ahead, jump without fear or regret. There - to the left, past the security block and the scene of the actual crime, where the maniac mercilessly kills the victim. Carefully make your way to the next door, behind which stands an uncompromising guy with a heavy club. Distract the bully and rush headlong towards the room with the switch; when the pursuer is nearby, press the button. Carefully get out of captivity and return to where you came from. Then follow through the corridor to the bars that closed the two killers. Continue towards the dark tunnel where the key card lies. Pick up important element and return to the blood trail and then to the showers.

    To freedom through the showers

    Quietly make your way through the corridors, avoiding psychopaths; if a meeting does occur, get out through the window into the street. Climb along the ledge to another window, and from there back to the psychiatric hospital. Follow to security unit, turn on the switch. Further - into the passage above, and from there, holding down “Shift”, run wherever your eyes look.

    Find a workaround to the shower room

    With confident steps, follow right straight to the first open door, where you hide under the sofa. After Miles' pursuer leaves, get out of the room and move through the center, then turn into the only remaining passage. Then - into the opening formed in the grate. Once inside an incomprehensible room, a person will appear whom you should not be afraid of; he, as it turns out, is kind and adequate. Proceed to the central compartment near the building.

    The next game of hide and seek with pursuers involves jumping along narrow ledges. Sometimes, during planned cut-scenes, a psychopath will attack the main character; in order to avoid death or severe injury, you must quickly move the mouse from side to side. After completing the pursuit race, follow through the opening in the floor to the hole formed inside the room.

    Find a way out of the sewer

    Follow strictly the light falling from cheap light bulbs onto the floor, then, without turning, make your way through the obstacle, turn right and climb into the tiny opening again.

    Drain water using two switches

    In the location, on the left wall, there is a plan of the building, on which a special yellow line shows the path to two levers. Of course, it’s not possible to get to them so easily - the entire building is guarded by a huge demon. Move carefully from box to box, try not to make noise. If Miles is suddenly spotted, jump into small holes on the floor, where, for some reason, the pursuers do not notice anyone. After turning on the two levers, go back to the map, and then jump into the hole on the right.


    Lower tier

    Turn on the backlight on the camera, turn left, then right straight to the end of the tunnel, and at the end go up.

    Looking for a way out

    Follow the light coming from the end of the tunnel. Once you're at the ruins and the guy with the flashlight, turn back and go through the door on the left. Listen to a psychopath talk about a crazy doctor. After finishing the story, go down the stairs.

    Make your way forward, following the blurry pools of blood, all the way to the men's residential block. When you reach a dead end, feel for the opening in the wall and make your way through it. Afterwards you will have to be knee-deep in cold water. And then - up along the ledges to a dark corridor and a half-open door. There, climb over the boxes and climb up the stairs. Turn left, then down, closer to the light source. Once at the next opening in the wall, feel free to squeeze inside.

    Use your camera to highlight surrounding objects, while trying to quickly find the stairs to the top. Then run around the monochromatic corridors, and do not catch the eye of the pursuer, otherwise you will have to start over. After getting out of the maze and finding yourself in the corridor, follow the light source, and then again up another staircase with an infinite number of steps.

    Get out of the men's section

    Once at the box, crawl through the small opening, now turn right and go through the door. Wait for the loud knocking to stop, then remove the box and get out of the room. Follow the corridor forward until you reach deep hole on the floor, jump down there. Once in darkness and dampness, follow the room with the martyr, located at the end of the corridor.

    After a short and unfriendly encounter with a couple of psychos, move the closet and get away - that is, move from room to room, close the doors with drawers, crawl through the openings, finally climb into the lift and, finally, breathe a sigh of relief.

    Escape from the Doctor

    At the beginning of the chapter, you will have to wait for the end of the cut-scene where Miles is transported to the torture room. The doctor will talk long and persistently about his faith, about humanity and the situation around him, then the doctor will carefully cut off the fingers of the main character. Next, you will have to quickly turn the mouse in different sides in order to get out. Once free, follow to the opposite room, where a strange guy is sitting on the sofa. At the first glance at Miles, the psychopath will start screaming at the top of his lungs, which, of course, will attract the doctor’s attention - dive sharply under the sofa and don’t move. When it becomes quiet, get out of captivity, follow to the elevator, once inside, press the “up” button.

    At the top, follow the corridor to the right all the way to the first room. There - right under the sofa, in order to hide from the doctor. After this, move to the next room, where the psychopath is again, this time tied to the couch. Without noise and fear in your heart, move into the corridor and then to the left. Move the closet, climb through the passage, and follow to the sofa, where you will have to jump up again.

    Open the heavy door and move left. Move to another room through the window, take the key and go back. Hide from the doctor again, and then run towards the elevator, climb inside and press the button. The elevator will not be able to take Miles to his destination - he will have to climb out through the hatch from above. There's a corridor and then down the stairs. Once in the huge hall, move closer to the holy father.

    Meet Father Martin

    Explore dark corridors using the camera's night vision mode. Turn first right, then left and again into the darkness. Make your way through the passage into the corridor, and then through the window.

    Put out the fire

    Going through the fire is quite simple - jump over the not burning tables to a safe corridor, from there to the left through the shelves with books. Make your way into the room located on the right hand.


    Restore water supply

    From the very beginning of the chapter, act extremely carefully, since the “fan” of the young journalist Miles is wandering somewhere nearby, and maybe behind the back of the main character. Make your way along the corridor, tracking down your pursuer, always waiting for the moment when he passes by. Then go forward, right and right again to the room where the special lever is located. After activation, return back to the burning room.

    Find Martin on the street

    Follow to the kitchen, where you will have to quickly move the mouse several times in order to free yourself from the psychopath's strong grip. Get out into the corridor, then follow to the street, where the holy father is waiting for Miles. Make your way to the janitor's house, where the key lies safe and sound. Unlock the lock and go around the perimeter of the house. Continue along the stairs to the roof, and then slowly and carefully down again. Beware of the pursuer, while trying to find a light source that will help you get into the section of the women's home.

    Find Martin in the women's section

    You won't be able to get into a mental hospital, so go straight to the park. Climb up the boards to the window women's department. Martin is on the second floor, so Miles will have to climb higher too. There are several guards on the first floor, so be quiet. There is a staircase near the elevator, follow it up, being careful of the broken steps, because of which you can fall down. Next, search the rooms for stairs. Hide from demons in rooms or under beds.

    Follow the blood

    The task is located in a destroyed location, surrounded by several maniacs. You will have to follow the trail of fresh blood left on the floor. At one point, Miles will lose his camera; in order to find the source of the evidence, he will have to go lower, and then, with the camera in his hands, return to the beginning of the location.

    Find Father Martin in the administrative block

    Wander through the corridors and dark rooms, look for a cinema, and then climb into the operator’s office. Next, look for Father Martin following the trail of slightly blurred blood. At the end of the mission, Miles will find himself near a small chapel, where the body of the man whom the hero has been looking for for so long is already being burned.

    Get to the elevator and leave the hospital

    At the beginning of the location, immediately run to the elevator and quickly go down. Miles will find himself in an icy, darkened cave. You will have to look for a laboratory, simultaneously avoiding spirits, maniacs and other unfriendly creatures. Having broken all the mechanisms, leave the location and run to the only exit. Next is the final video, revealing some elements of the plot. The game is over, Miles' mission is completed.