Outlast

Outlast

401 ratings
Tips for Outlast: Insane Mode
By Linkzilla
This will provide a short detailed walk-through of the game and provide tips and tricks you can pull-off in order to beat the game on its hardest difficulty; Insane Mode.
And believe me, it earns the name.
3
17
2
   
Award
Favorite
Favorited
Unfavorite
Getting Started
So you want to beat Outlast on Insane Mode and get that 'Lunatic' achievement, do you?
If you have already tried, you must know by now how easy it is to fail at this, and how tedious it can become; the impatience building up within you, causes you to be wreckless and make more mistakes.
It can an indeed get frustrating, as soon you'll realize that it took you 45 minutes to simply get to the area you were killed in, and will probably take just as long to get back, especially because the cutscenes cannot be skipped. (And believe me, they slow things down a LOT.)

What does Insane Mode entail for you?
For starters; on this difficulty, Miles can only carry 2 batteries at a time. At first that might alarm you, as there are many times where you have to sneak around in COMPLETE darkness, and the batteries run dry quickly. But this guide will be sure to put your mind at ease of such.

What comes next is what you must worry about...
On Insane Mode, you are given absolutely no checkpoints at all throughout the Game. Which means that if you die, at any point in the game, you are sent all the way back. (Imagine my frustration when I had finally made it to the Underground Lab, only to be caught by the Walrider.)

But it gets even worse than that as the Varriants (Bad-Guys) can more a bit faster than in previous versions, their hearing is much better and they listen intently for your movements, and in some cases can see you, even in complete darkness.Being spotted can be a very bad thing, especially if you run and can't find a hiding place. Every Varriant in this game can kill you with just Two-Hits, the second one resulting in an inescapable cut-scene. But even worse than that, an encounter with Chris Walker on Insane is certain death should he catch-you. In lesser difficulty, you could escape Walker should he decide to punch you, or should he grab you, he might toss you away.
On Insane Mode, he offers no curtesy; he grabs you...you're dead.

If you're to survive Mount Massive Asylum and the Monstrous, Mercilest, Massacre that lay before you on Insane, you must first familiarize yourself with the controls and make sure you do not get them backwards or mixed up; the slightest error will mean death.

--Controls--

W-A-S-D type game
W - Forward
S - Backward
A - Strafe Left
D - Strafe Right

Use the Mouse to Navigate. (VERY important; do not use an over-sensitve mouse, or one that is known to fail or not-respond while playing this game.)
Left-Click - Interract with Objects; open doors, pick-up items, and push objects
Right-Click - Raise Camera

While Camera Raised;
F - Activates Night-Vision.
R - Reloads Battery. (use with caution; Batteries can be swapped out, even when Camera is down, and it is easy to hit the R button in panic, when reaching for the E button.)

When against a Wall before an Intersection;
E - to lean to the Right, to peek around a corner.
Q - to lean to the Left.

Spacebar - Jump (you'll be doing that a LOT)
Left Ctrl - Crouch (you'll be doing THIS even more so)

Left Shift + W - Run/Sprint (You'll probably do this the most.)
While Running;
E - to look back (right shoulder)
Q - to look back (left shoulder) - (I don't reccomend doing either; it doesn't slow you down, unless you bump into something.)

Now, once you familiarize yourself with the controls and are confident that you won't mess-up in action, it's time we got started. HOWEVER...for the purposes of this guide, I'd reccomend you first attempt to follow it on "Nightmare" Difficulty first; the difficulty and 2-Battery Limit are the same as on Insane Mode. Use that mode to practice all of my tricks and set them to memory. If you should practice enough, then you can try it on Insane Mode.

Now...to the game itself.
Part 1; Administration Block
When you start the game, you will of course have to endure the long and tedious cut-scene of Miles Upsur driving toward Mount Massive Asylum on the Mount Massive Trail. When Miles finally arrives at the Asylum, the madness begins.
Unfortunately, this is the only courtesy you are granted in this game; the only checkpoint you have is set when Miles exits his Jeep, meaning if you die, you don't have to sit-through the cutscene again...But its still a tedious chore to go through the beginning of the Game before any of the danger begins. (A wiser choice would've been when Martin first finds you; but I digress.)

If you wish to make a Speedy-Runthrough of this game, put all notions of Collecting the Journalist Notes and Documents throughout the game out of your head; they will only waste your time.

When you begin, immediately move through the gated-door, and move immediately to your left, crouching through the broken gate.
You might assume your only means of climbing up would be to use the ladder. However, you can cut some precious seconds off your trip by staying on the ground, going to the first jumping section of the scaffolding, and jumping up to the ledge.
Proceed inside the open window and the light will go out; but don't be startled, there's no danger. In fact, just navigate toward the light of the door. If you have memorized the layout of the room like I have, you can avoid the furniture without needing your night vision.

Proceed to the recreation room, you can vault over the couch by pressing the space-bar. Don't be startled by the TV's static when it springs to life. Move through the barrier and go into the room on the left, taking the spare battery. Proceed down the hall to the Break-room and jump into the vent.
Follow the vent until you drop down. Move into the next available room, disregarding the decapitated corpse hanging before you.
Proceed through the room, using the night-vision sparingly. Don't bother listening to the Soldier who is still alive; by now you should know what he says. Immediately move out of the room and do not be afraid that Walker is out there, entering the next room; he is literally incapable of interracting with you...as of now.
You can run right past him, even before he enters the next room fully. But he will still teleport right behind you when you sneak into the gap, and toss you down into the main lobby.

Endure the cutscene of Martin declaring you as his Apostle. When you come to, move immediately to the left, entering the "cube-farm" until you get to the westward halls. Keep running past the guy in a wheel chair and disregard the guys watching the TV. Enter the next office and get the card, returning to the Hall.
Don't worry about the guy in the wheel chair; it's just a cutscene and he can't actually hurt you.

You should know what to do by now; go to the Security Office. Don't bother exploring the surrounding rooms; there's no batteries to be found here. Interract with the console until Martin turns off the power. Hide from Walker in the locker until he passes on. But if you "jump the gun" a bit and alert Walker's attention, don't panic...just run. If you run fast enough and get down to the basement, you'll lose Walker.

Now down in the Dark comes the Irritating Part. You must activate the two Generators and then throw the Main Breaker, all while dodging a Patient with a stick. When you get into the water-filled chamber, move immediately to the left, pass by the first door, and instead go to the door where the first Generator is.
But rather than go in, instead just open the door and turn away, going to the SECOND Generator room first; open the door and press the button. Run from the scene as fast as you can, to get back to the first room and press the button there. By now you should hear the Variant banging on the door.
Do NOT be afraid of that noise; in fact, you'll soon grow to regard that noise as a friend. Once you press the button, move from the room as fast as you can. But once in the water again, stop and crouch down. Move toward the door that leads to the Main Breaker as slowly as you can, to hide in the corner next to the door. (You won't make it, but don't panic.)
When the door comes down on the SIXTH bang, stop and stay completely still. When an enemy in the game stops to examine the area, they can spot your movments even in the dark. When he appears, don't move at all; wait for him to start moving again and then slowly crouch your way into the corner, ontop of the wooden platform.

Be sure to keep your eyes on him to determine which way he will go. Sometimes he will go right, moving toward the entrance, or to the final power-button. If he does, feel free to begin moving up the stairs. However, should he go left, be careful not to move until he either goes up the stairs to the first generator room or move on to the next one.
Crouch your way up the stairs until you come to the light; stand up and sprint down the hall. Do not be afraid; if you timed just right, he shouldn't spot you. But if he does, you'll have enough lead on him to where you can run to the electric room and shut the door behind.

NOW - once in the Electric room, throw the breaker immediately...But DON'T go to the lockers.
This Trick is called, "Epic Dodges" - where you will run from an enemy, while they're still searching the room for you.
In this instance, once the switch is thrown, move to your right and crouch down in the corner, turning your night-vision OFF.
Now, remain crouched here until you hear him banging on the door from outside. You can now turn on the Night-Vision and watch him. Varriants like him take at least six-tries to break down the door, so you can count them. When he comes into the room, do not move.
He will first move toward the breaker to examine it, before moving toward the locker. When he does, you can make your move. Remain crouching and crawl out of your hiding space while he moves to the locker - be sure to keep your eyes on him.
When he stands in front of the locker, he will somehow "pocket" his beating-stick and open the locker. When he does, stand on your feet and run like hell. He'll be too distracted with the Locker to spot you moving.

However, by now your first battery should be nearly gone. Swap it out while you run down the hallway, being careful to vault over the barrier in front of you. When you finally turn the corner, before going over the second vault, go into the open room and find the Battery among the intestines on the shelf. Be quick, because by now the patient will be on his way back. Jump over the vault, run around to the final button, throw the switch and jump across back to the entrance.
If by some reason you hear the "Chase Music" begin to play, keep running until you get back to safety, although in my case, this happens because of a glitch.

Now that the lights are back on, return to the Security Office so that Martin can drug you and drag you off to his cell...Where he will probably spend the next 12 hours preparing his "path" through the Asylum, destroying walls and killing men to mark the path in blood.

Congratulations...You've gotten through the first section of the Game.
If you follow all my tricks, you should be through here in about 5 to 6 Minutes.
Part 2; the Prison
Outlast is meant to be a Horror-Game, dependant on the atmosphere as well as standing and waiting for the interractions with some of the characters in order to build suspense for the challenges ahead.
HOWEVER...it's at this point in the game where you realize that, On Insane Mode, though tense, Outlast doesn't necessarily feel Scary...and instead becomes something more akin to a Wile E. Coyote/Roadrunner Chase Cartoon.

The one thing to keep in mind is that, you CAN and WILL outrun ANY enemy in this game, provided that you don't bump into any obstacles, and jump whatever hurtles you come to.

That being said...let's begin.
When you wake up in Father Martin's Cell, raise your camera to take the note; the door won't open otherwise. Move to the door and wait a few seconds for a patient to open the door. Now...instead of moving left to encounter the twins, just go foward and press the space-bar to hurtle over the railing and drop down.
You should drop just before the cell you need to enter, just behind a support pillar. Enter the door and slip through the gap. You don't need your night-vision here; just move to the left as far as you can and press the space bar. You should begin to climb up. When you're up, move to the left and walk the path behind you, not bothering with the patient raping a dead body. There's no spare battery here, but you shouldn't need one yet.
Move back to the main cell-block area and begin to shimmy along the ledge. Then follow the path to the first Security Purge Gate and go in.

Once through, move up the stairs to the top, and then enter the "Down the Drain" hole. You should drop down to a Hallway, where you need to activate another Purge Gate to pass through.
Now pay attention because THIS point gets tricky.
When you move into the area, you should hear an irate patient yelling,
"SHUT-UP! Let me THINK for a minute! QUIET!!!" and you will hear him beating someone to death and see blood splattering on the window. Here is a tip that will completely change how you play the game from here on out...

...Do NOT be afraid of this guy. Believe it or not, after what you just saw...this guy doesn't become Hostile toward you...yet. You can move right past him; don't bother with the two extra rooms in this place; they have Spare Batteries, but you DON'T need them (or at least you shouldn't if you follow my instructions.)

The thing you need to worry about is the security Room where you activate the Purge Gate. There's a Patient inside, and don't kid yourself...he is VERY Hostile. This is one of the few moments of the game where you have to hide and wait for a few minutes. And be VERY careful (this is one of the sections you should practice.)
When you walk up to the door, press AND HOLD the left-click. Then use W to slowly open the door; DO NOT OPEN IT FULLY, just leave it cracked slightly so that you can see the Patient - and more importantly, so he can see you.
If you do it right, he shouldn't notice you at first and should instead walk toward the console, mumbling about how the Doctors are trying to "trap them there". After a few minutes he should turn and spot you.
When he does, Close the door with the S button and let go of the Left Click. The door should be closed now. Turn around and run for it, until you get to the first set of lockers you find. The patient will have to break down the door in order to follow, and by then you will be perfectly safe in the locker.
Sit patiently until you see this guy walk by. Once he moves out of view, continue to wait a few seconds and you SHOULD be able to hear him opening the door to the stair-well AND close it. Be sure to wait until you hear that SOUND cue, because you don't want him to be around for the next part.

Once he's gone, you're free to go back to the Security Room to activate the Purge Gate.
Now...once the gate is open, the FIRST Guy now becomes Hostile. BUT what you need to keep in mind is, he's does not chase you. So, once you turn on the gate, you can go back to the Hall. If you move quick enough, you should get there right as the guy makes his move. He should slowly try to block your path. However, if you're quick enough, you should be able to manuver around him without getting hit. (If you DO get hit, don't worry; just keep running.)

Once you reach the safety of the Purge Gate, you'll finally encounter the Twins for the "first" time. Unfortunately, this section doesn't have a quick trick to get around. Go out the window and shimmy around them until you get to the other side. Go through the Broken Purge Gate, and you should see Walker decapitate a Security Guard down below. Find the Key-Card for the showers and head back through the Broken Gate.
Unlock the showers and turn your Night-Vision on. Proceed through the showers until you get through at most the second-broken window, or until you can see one of the twins coming toward you. Go out the window and shimmy around them. Exit the showers and lower your camera, leaving the Night-Vision on.

Now run down the Hall and push open the barred door so it doesn't block your path later. Turn and enter the security office to activate another Purge Gate. HOWEVER, once this one opens, Walker will emerge from the right and spot you through the glass. He will attempt to break the glass to gain entrance to the office.
But you can ignore him. As soon as you push the button, you should turn around and run toward the back of the office and the grate over the vent should fall loose. Jump into the vent and escape out of the security Room. If you do this quick enough, Walker should be left eating your dust.
Proceed down the hall until the explosion from the Purge Gate sends you flying into Cell Block D.

Now this comes another tricky part that you should practice often, but like I said, Walker soon becomes Elmer Fudd to your Bugs Bunny. After watching Miles stand up from the pile of corpses, raise your camera, turn around and move toward the other end of the Cell Block, strafing as far to the left as you can. You should come to a barrier formed by a table and an over-turned cell-door.
Press the space-button to vault over the Cell-Door, and when you do, IMMEDIATELY crouch to the ground. By now, you should hear Walker drop down. (If you feel brave enough, move slightly to the left to get against a corner; otherwise, DON'T MOVE!)

Walker will proceed down the stairs saying scary things. If you remain completely still then Walker should go left, moving around the barrier and search the other side of the Cell-Block. When he does, crawl toward the stairs. Once there, stand up and run as fast as you can up the stairs.
*Note; if you move too much while crouched down, Walker will "hear" you and move right, toward your location. In the event that Walker DOES stop and you see him moving right, stand up immediately and run underneath the Staircase. This should prompt Walker to chase you. Once you loop him around the Stairs, you'll be free to run up them.*

At the top of the stairs, turn right and continue running and vaulting over the barriers. You should be able to hear walker muttering to himself down below. Once you come to the end, make the turn and start going back toward the staircase, now behind the locked gate. However at this point, it's highly likely that Walker will have either begun moving up the stairs, or teleport to the top.
If you hear Walker banging on the gate, do NOT stop. Keep running like mad; Walker will spot you, but he'll still have to break-down the Gate to get you.
*Note; unlike every other enemy in the game, Walker can break down a door with only THREE hits; so make sure you're gone by the second hit occurs.*
You should make it to the barrier by the time Walker breaks down the door and appears around the corner. But you're not out of danger yet, as Walker will back-track down the hall to another locked Gate and proceed to break it down to get at you.

(Out of Space; continued in Part 3.)
Part 3; The Sewers
"What's that Smell? Oh, it's EVERYTHING!"

Continuing from where the Prison Guide got cut-off; move toward the barrier made of beds and crawl through it. (Nevermind the jump-scare hiding behind a mattress; just flip him off and move on.)
Proceed into the Cell-Block where you saw Walker decapitate that guard. Move toward the overturned bed and use it to climb up to the next level. Proceed across the walk-way until you're attacked by that one patient; the cutscene is thankfully short. Keep going and shimmy along the narrow ledge to make the jump.
*Note; due to glitches in the game, it can result in you missing the ledge for seemingly no reason; be sure to keep your finger off of the Shift, Ctrl, and A button while jumping. Believe me, these parkour skills are critical.*

Once over the gap, proceed up the staircase, turning on your night-vision. Before moving on, go Right and swap out your batteries. Proceed into the cell and pick-up the spare Battery inside. (Believe me, you'd rather do it NOW than later.
Back on track, sprint across the walk-way until you get to the next ledge. Shimmy across, minding the cutscene that attacks you until you get into the open cell. Crouch down and crawl; you should be able to do this part in the dark.

Proceed down the drain to the "Walrider" Message. Run to the next room and jump into the gap in the floor, hurtling over the bars to save time. Crawl through the narrow gaps until you finally enter the Sewers.

This part of the Game is Tricky, but it's thankfully short if you know what you're doing.
Proceed through the tunnel until you spot the Walrider. Follow it to the narrow Gap, where you will come to the area you need to be; where you Drain the Male and Female Sewage Pipes. Most people try to be sneaky with this part.
HOWEVER, when you first emerge from the gap, hold down Shift and run as fast as you can, moving to the right as you do. If you do it correctly, Walker should drop down by the time you pass a pile of Crates. The Crates will block him from spotting you and he'll be too distracted from the fall to hear you.
Hurtle over the planks, proceed through the tunnel and close the door behind you.
Here we come to ANOTHER episode of "Epic Dodges". That's right; we're about to dodge Chris Walker; the Biggest, Baddest, ♥♥♥♥♥♥♥♥♥♥♥♥ in Mount Massive.
Turn the valve, draining the Male Drain, and - instead of going to the lockers - turn around and crouch down in the corner. You will be in complete darkness, and Walker won't be able to spot you unless you move.

Now wait for Walker to get here; I used to think he teleported there, but now I'm not sure. It usually takes him around 23 seconds to finally show up and break down the door. Walker will first examine the valve; DO. NOT. MOVE.
He should then walk toward the lockers; MOVE!!! Crawl as quickly as you can while he walks to the lockers; use your night vision to watch him in the dark. When he opens the locker, he should grunt; when he does, stand-up and GTFO of there. Run as fast as you can; if you did it right, Walker shouldn't have spotted you...but keep running anyways.

Head toward the tunnel leading to the Female Drain. Jump the hurtle and then crouch down when you come to the tunnel you can crawl through. Proceed through the tunnel and then slide through the gap that leads to the Female Door. Push the door open, turn the valve and then immediately turn back and slide through the gap and then crouch down back through the tunnel.
I repeat; GO BACK THROUGH THE SMALL TUNNEL!
Because I'm certain that Walker teleports to this location; if you crawl through the tunnel, you should see Walker's legs come into view; which means if you'd gone around, you'd have run into him.
This part is a bit tricky; you have to manipulate Walker into going where you want him to; you have to lure him to come after you. So when you first spot Walker while crouched down, use the S button to back up, crawling out of the Tunnel. Doing this should make enough noise to where Walker should IMMEDIATELY turn around and begin coming back around the corner.
When he does, crawl through as quickly as you can, and you MIGHT just spot Walker going around the corner. But if you don't spot him, it doesn't matter. Get out of the tunnel, and run as fast as you can; jumping the hurtle, and climbing down the ladder.

*Note; most Speed-Run Throughs depict the ability to jump down to the lower levels, without needing the ladder. DO NOT attempt this trick on Insane Mode; the fall WILL kill you.*

Proceed through the tunnels using your night-vision; move as fast as you can to save battery life. Climb the ladder and you should spot Martin at the top. Continue to climb and follow the Tunnel to the right. You should spot Martin shining his light through a pile of Rocks. There's a Spare Battery around the corner near the end of the tunnel, but you shouldn't need one at this point.
Move into the door where that Friendly Patient tells you about Dr. Wernike...ignore him and proceed down the ladder. (You can jump this one and live)

Follow the path until you can crawl through the small tunnel. When you come out, rather than crouching under the bridge, you can instead get up by walking to the first wall and pressing the space-bar to grab the railing. Pull yourself over and proceed. Keep following the path until you enter the large, half-flooded room...with Walker.
*Note; most Speed-Runners get through this room quickly by continually jumping through the water until they reach the staircase. I have attempted and managed to pull it off, however I don't recommend this technique. Glitching in the game can cause Miles to jump to the left or right rather than forward, and excessive jumping lures Walker right to you.*

Instead, I reccommend THIS method. When you enter the room, move immediately to the right, holding the Shift button to wade through as quickly as possible. Once you see the wall, move parallel to it, headed for the back of the chamber. If you'd like, you can turn around and look backwards as you frantically try to spot where Walker is...(Tip; if you can SEE Walker in this room, its already too late.)
Keep moving until you get as far back in the room as you can and continue to follow the wall. This time, move the camera until you can see the light shining on the broken railway. You CAN move toward the staircase...BUT instead, I reccomend you move toward the light, stand underneath the broken walk-way and jump up there with the space-bar. The Chase Music will activate, but Walker can't possibly catch you now. Jump onto the ladder and climb up.

You are now successfully out of the Sewers, and can proudly Taunt Walker for not being able to catch you as much as you want.
Congratulations; you've only just NOW completed the First-Act of the Game.
Be confident in your achievment...because odds are, you're about to die, and have to go through it all again.
Part 4; the Male Ward
"Today on Epic-Dodges,"
This part of the game is frustrating because the game has to buffer for a few seconds before you can do jack. You should wait for it to fully load, or else you could get your ass kicked, and you know why.
Running toward you is an irate Patient who is yelling, "Get-Back; get the ♥♥♥♥ away from me!"
Me: "Hey Jackass; if you want to be left alone, then WHY ARE YOU CHASING ME WITH THAT STICK?!"
When he comes running at you, wait by one of the side-doors in the tunnel. When he comes close enough (past the first door) duck through the door, and loop around him. After dodging him, run down the tunnel, duck through the door at the end, and keep running from him till you get to the stairs. After that, for some reason, the guy Sod's off.

You'll temporarily be "back" in the Sewers, where you'll be following this one guy in a strait-jacket. Following the tunnels should be self-explanitory. Proceed through the game, learning about the Push-Mechanic. You should follow the path until you reach one of Trager's "Patient-Wing".
By now, your battery should be pretty low; swap it out for a new one, and find a spare Battery in between two of the patients' beds. Proceed into the vent.

This next part is critical, make sure you look down the opening before dropping out of the vent. Doing this should allow you to remain on your feet; ready to run with the shift button. Not doing so will cause Miles to take fall-damage and temporarily be stunned.
If you do this right, you should already be over to the door, pushing the obstacle out of the way, by the time the guy in the chair starts screaming. This gives you plenty of time before the other two patients show up and begin breaking down the doors.

Be sure to close the door behind you. And do the same for the next room, pushing the barrier to stop them from breaking in. Move the next barrier and go through the door. The next section should be the "morgue". When you open the door, don't bother with the barrier, just jump into the vent. Other than that, just run and parkour your way through the section and jump the huge gap.
*Note; in the event you should take a breather after making the jump, be sure that when you return to the game, you're going in the right direction. If you don't...you might end up going off the edge of the gap before you even realize what you've done.*

Keep running until you get to the Dumwaiter to escape the pack of rabid patients. And this is where you meet...Trager.

When you finally get to move again after that ungodly long cutscene, leave the Bathroom, CLOSING the doors behind you. When the patient calls for you to come closer, go to him at first, but then leave him. Walk toward the doors where Trager comes in from, and hide in the corner behind the door frame. When the Patient freaks out and summons Trager to him, Trager will be so occupied with him, that you'll be able to sneak out of the room quickly.
Climb the bed, jump in the vent and come out the other side.

Now this part is crucial.
Step 1; move the objects from out in front of the gate door.
Step 2; open the door.
Step 3; turn on night vision, and run down the hall as fast as you can, ducking into the first patient-room on the left, before Trager appears in the Hall. If you're fast enough, he shouldn't spot you.

If you feel jumpy - and you should - hide under one of the beds. Remain crawling all throughout this room, ducking under beds in order to progress. Try not to stand as some patients will mistake you for Trager and begin yelling at you, summoning him to your location.
Move to the back of the room and use the connector door in order to get to the next patient room. Remain on the floor, without alerting any of the patients until you can get to the front of the room near the doors. You should be in enough darkness to where Trager can't spot you, but you can see him.

Now THIS is the crucial part of the game. Observe Trager until you learn his pattern; he will walk down to this end of the hallway before walking back, only to stop at the double-doors nearby before coming back. When he comes back, he'll walk to the end of the Hall this time. You have to wait until he does so that you can make your move. If you peek around the corner, you should be able to observe Trager through a gap of the up-turned Matress. If you see that he's down at the end of the Hallway, MOVE.
Go to the end, move the barrier and go through that door to the back hallway; he WILL see you and chase you, but he's far enough away to where you can open the door and outrun him. Run to the end of the Hallway and jump into the vent.

Here's what you NEED to know; Trager is probably the most finicky part of the game; it tends to glitch-out the most. There are a few glitches that can be beneficial...and two that can screw you over.
The One Helpful Glitch to keep an eye out for, is a strange phenomena where Trager will somehow become "stuck" at the end of the Hallway, and will basically jog in-place endlessly. This will free you up to go straight for the back hall.

The two you need to worry about...Simply put; Trager can see through walls and solid barriers.
Secondly; he will sometimes teleport into the second patient room and always pull you out from under the bed you hide under.

Anyway; follow the vent to the third patient room, vault into the office and get the key. Trager will attempt to tear down the door. Vault out of the office back into the hall, but instead of going back to the Patient Room, instead go toward all of the bed frames and crouch down. It's dark enough for you to hide.
Wait for Trager to vault into the Hallway. He shouldn't be able to see you and should move on into the Patient room, at which point, stand up, vault through the path he came and make a break for the Elevator.

Booyah, Trager is dead and you can go down stairs. This is the part of the game that's a bit tricky; when Father Martin tells you to meet him outside. Follow the path to right outside the kitchen; replace one of your batteries and pick up a spare at the spare room at the end of the hall. Climb into the burning cafeteria and speadily navigate it by jumping with the Spacebar.

And now we take you to Walker's Sprinkler Safari; where you have to dodge Walker in order to turn on the sprinkler system. (I got stuck on this part for almost a week.)
The thing you need to keep in mind is, no matter what, YOU can Outrun Walker.
The second thing to keep in mind is that, this area has places so dark, that even while he's chasing you, Walker will "lose" sight of you in the darkness.

Step Number 1; as soon as you come around the corner and see the end of the Hall where Walker is supposed to appear...RUN LIKE HELL!!!
You are fast enough to get down that hallway and turn right into the dark hallway where Walker can't spot you, before he even turns to come this way. (in the event that he DOES see you; don't panic.)
Run immediately to the right where the laundry room is. Close the door behind you regardless if Walker is following you or not. Immediately run into the next room, and the closet after that to turn the first water-pump. Waste no time moving back out and move to the other end of the room, and hide in one of the lockers. At this point, Walker should already be there, breaking down the door. (In fact, the door should come down RIGHT after you get inside the locker.)

Wait for Walker to leave the room; emerge after a few seconds, crawling to the end of the room. If done correctly, you should be able to hear Walker breaking down a door down the hall. This is good for you as he'll be distracted. Leave the room, run to the left, and then run across the open area toward the Bath-Area where the second water pump is; there's a barrier to slide through, so you'll be safe if Walker Spots you. Throw the switch and return.

Here's where you should be careful; Walker...vanishes.
Part 5; The Courtyard
Walker is programmed to teleport into your path in order to impede your progress. At this point in the game, no chances can be taken. Emerge from the barrier and CRAWL your way toward the door. By the tim you reach the overturned light, you will suddenly hear Miles' breathing become heavy, signifying that Walker is coming. Stand up and immediately retreat to the barrier.

Walker will mill around looking for you, but he shouldn't be able to spot you.
*Note; make sure you are all the way THROUGH the barrier. if Walker spots you and you're part-way through it...he will reach in and grab you.*

If you remain still, Walker should leave, proceeding down the Hallway in view. Observe him go, using the night-vision to keep him in sight; he should walk all the way down to the Door he'd broken into earlier and begin searching around. While he's distracted there, emerge from the barrier and run like hell toward back to where you started. If you did it right, Walker shouldn't have spotted you. Press the button to activate the sprinklers. However in the event that he DOES spot you, keep running until you get to the gap you original slid through, returning to turn on the Sprinklers when it's safe.
Note: in the event Walker does pursue you to the gap and you'll have to wait for him to leave to activate the sprinklers, keep your eyes on the window just down the Hall. When enough time Passes, you should be able to spot Walker headed for the Laundry room in order to look for more victims; this is the safest point you can emerge to turn on the sprinklers.

Get through the now burned cafeteria, recieve Jump-Scare from Pyro, and then move back toward the main Hall where Martin was. In the event you need a fresh one, crawl into the Elevator shaft and drop down to find TWO spare batteries. Climb out of the elevator shaft and begin moving toward the exit that leads to the Courtyard.

Instead of following Martin, instead turn on the Night-Vision and move to the left searching for the light of the Tool Shed to get the key. Then follow your way back, spotting the light from the locked door. Follow the path until you open the door revealing the Walrider; don't be afraid of it, it's not trying to hurt you...yet.

Climb up the the ladder and proceed along the rooftops/narrow ledges until you can safely drop down. You should pass by some Patients who say things like,
"Have to Get out," or "I can See his Ghost."
Climb the staircase near a dead security guard and turn left; there you should find a patient in a Stright jacket, who says, "Bleed of Me." By now your battery should be half-gone, so replace it with the one found in the blood on the ground behind that guy.

Proceed to the gap in the fence where you will run into Walker again in the open courtyard. Make careful to not let him catch you. Move as slowly and as quietly as you can to the left; crawling if you feel so inclined, and never take your eyes off the center of the courtyard where the bridge is, cause odds are, Walker is there.
If you succeed in this part, you should never be able to spot Walker. Run toward the pile of debris and climb up to the wall. Shimmy along the ledge until you're over the fence, there you an see a stone staircase.
VERY carefully make sure you are lined up with said staircase and then jump from the ledge; the fall is a high one, but the stairs are just high enough to where Miles won't die. Be careful though, at any point you jump from the ledge and miss those stairs, the fall WILL kill you.
Proceed immediately forward from where you landed and you should be headed toward the light. Walker should appear and...you have two options;
1; you can try your luck with a combination of jumping and sprinting and hope that you can beat Walker into the gap you're supposed to crawl in.
Or 2; you and Walker can play "Pop-Goes the Weasel" and lead him around the Mulbury Bush until you can safely return through the gap - see what I mean about how he can't catch you?

Brace yourself kiddies; we're almost done with Act 2, just a bit more.
After outrunning Walker, you'll come to just outside the Female Ward. Swap your battery for a new one and take the spare lying on the bench across the fountain of blood.
(Truth be told, this part of the game is oddly generous with the batteries...not that you'll use 'em.)

Proceed inside the Female Ward...WELCOME TO HELL!!!
Part 6; Female Ward (Dark of Hell)
Inside the Female Ward, Father Martin will spot you and begin another pretentious, Religious-Speech that you can of course ignore. Move to the left into the "Eternal Darkness" of the Hallway. You should hear some banging from a nearby door that you can ignore, and a patient across the Hall who will ignore you.

You'll come to another barrier to slide through...at which point you will spot Walker entering the Female Ward. (Persistent, isn't he folks?) But fortunately, you don't run into him here, and it'll be a while before he shows up again.
Proceed through the Laundry-Room and out into the hall. Pass by the stair-well with a patient who is non-hostile (for now.) You'll soon come out to the lobby area with an elevator; near the doors is a dead security guard with TWO spare batteries...that you'll probably not need and won't be able to get later.

Proceed up the staircase USING night-vision, so you can see the broken stairs. As careful as you can, sprint toward the edge for a running start and jump to reach the edge. (A fall here can KILL you). Climb to the next level and go left, where Martin will tell you to climb higher to cross. Get ready to burn some Batteries, cause it's time to find the Fuses.

Step 1; proceed over the vault to where the lone-fuse can be found FIRST. Go into the room at the end of the hall and close the door behind you. Take the fuse and return to the door. JUST like in the prison, press and HOLD the left-click and slowly open the door. Because of your pressence here, the "Running-Man" will appear and slowly approach the room you're in. If you spot him, close the door immediatiately and block it with the barrier.
The barrier will stop him from breaking the door, and the stopping will give you an indication of when it's safe to emerge. Wait a few moments before emerging again. Should he be gone, proceed down the hallway, careful to not alert him into coming back.

If done correctly, you should be free to go the other path that leads to the Two remaining fuses. The Running Man is patrolling the Halls. Once you pass through a pair of Double-Doors, there should be a gap in the hall, where another set of doors is. Duck one of the corners of this gap and crouch down, being careful to not move. Wait until the Running Man runs past this area before emerging.

When he passes, move down the hall to the T-Junction and go left. Enter the room with that one guy guarding the Fuse; be careful, he'll become hostile after you take it, and his screaming draws the Running Man. Quickly leave the room and proceed to the other room at the end of the Hallway. Close the door behind you and take the final fuse - picking up a spare battery from the Chimney - or the one on a shelf in the hall.

Emerge from the room, and go to the gap where the stack of bed-frames are. Hide in the corner and wait for the running-man to come back this way and pass you. When he does, emerge and begin moving back to the fuse-box, closing EVERY door along the way to slow the Running Man down for when he returns.
Install the fuses, push the button and immediately proceed downstairs. After you pick-up the key, the guy from the Stair-well will now become Hostile. But you can easily outrun him; run past him, up the stairs and make the jump in order to get away from him.
Now we come to the parts that...enrage me.

Use the key to unlock the door and proceed up the stairs, where another jump-gap is waiting. Be extra careful and precise with this one. (a fall here WILL kill you.)
At the top of the stairs here is an extra-battery just in case you need it. Now you come to what is arguably the last hard jump of the game. Like I said earlier, my game sometimes glitched to where Miles would phase through the ledge instead of grabbing it...But falling here is a worse problem.
If you closed the doors on your way back like I told you, you might not have this problem. BUT sometimes you just might. Down below the ledge from where you have to jump from, is the hallway that lead to the first fuse...The Running Man appears down there, apparently lost his stick, and is now banging his head on the broken doors there. You HAVE to make this jump in one go, or else you'll drop down there. And when he spots you, he'll begin hitting you.
So then you try to out-run him...but he follows you. He will follow you back to the stair-area and will even chase you up the stairs. Only the second-stair jump can keep him away from you...So make extra care to NOT miss the jump again.

If you get through, you'll come to the section of the female ward where the floor breaks underneath you. However, through a combination of sprinting and a well-timed jump, you can actually jump over the gap that's formed, and skip having to climb up again.
Proceed out the door, following the Walrider until you get to a set of doors that closed by themselves. Open the door to reveal the Twins standing there.

THIS is the one area of the game where you can dodge the Twins without having to go out the window. Because the Twins don't chase you, you can just run right past them; (but keep your distance though; they're one-hit killers.)

Run past them and make the jump to the next room. By now you should swap out one of your batteries; trust me. This is the part of the game where Miles loses his camera and has to retrieve it in the darkness.
When you climb down to the lower floor into the room with all the beds, you can find a spare battery on a night-stand; pick it up. Follow the path to the camera - by now you should know where to go.
When you come to a pair of open double-doors, close ONE of them, and proceed through the next open door. When you retrieve your camera, the night vision reveals a pack of patients in there with you. RUN!!!
Head back the way you came, staying ahead of the pack; when you get to the aforementioned doors, close them in order to block their path. Now you can proceed back up to where you came using your camera to navigate the darkness.

On the Third-Floor, you can cross to where Martin called to you. The floor begins to crumble when you approach it. Now, I tend to be a bit on the cautious side with this part. You CAN run down the broken floor and make the jump and survive; getting only minimal fall damage; but missing the jump results in death.
If you walk on the safe-side, you can instead move to the left, using your night-vision to see. The floor ends, and there's a ledge you can jump to. This ledge will carry you over the floor where Martin stood, allowing you to safely drop down.

You are now leaving the Female Ward and returning to the Administration Area.
And Guess what, if you're reading this, Congratulations; You've just Finished Act 2.
We're almost there...Hold onto your Butts.
Part 7; Return to the Administration Block (Flammin Priest)
Proceed through the various gaps and that connect the Female Ward to the Administration Area. Don't be afraid guys; we're almost there.

Slide through the barrier, and you should hear the music begin. Do not proceed into the light just yet. You should spot Walker at the end of the hall begin to break down a door at the very end. Use your Night-Vision to get a better look. When Walker breaks into that room, move as quickly as you can to the one door that's partially open; Walker should emerge by the time you get there, but if you do this right, he shouldn't spot you. Proceed into the room and climb into the open vent.

Proceed through the vent and you will spot a dead security-guard stuffed into the vent.
*Note; this doesn't have much to do with anything, but I found an amusing glitch at this part*


Leave the Vent and you'll be in the Administration area near where you came in. (In fact, you're actually just beyond the Barrier where Walker first grabbed you; took you all this time to just get back here.) Proceed toward the Elevator Shaft and Stair-Well, where a Patient will tell you to find the Key in the Theater.

Proceed to the Theater, with no real tricks or tips to get there faster. Once you get to the Theater, ignore the movie and instead move back toward the open door and proceed up to the projection-booth. Shimmy along the edge until you can jump to the balcony to get the key. BUT instead of going the "long-way" back, instead walk toward the rails of the balcony and press Spacebar. Miles should then hop-over the ledge and hang from it. Drop down and proceed toward the exit doors; move to the right and hide in the corner and wait as one of the Twins breaks the door down. He shouldn't be able to spot you if you don't move. When he moves on, move out the way he came and you'll find yourself back in the Elevator/Stair-Well area.

Use the Key, open the stairs and proceed to the third floor where you can move into the kitchen. Proceed through the double-doors and move to the right. Follow the path to the long hallway of employee dorm-rooms where all of the members of Martin's cult are praying. Replace your battery and pick-up the one at the end of the Hall, before going out the window and shimmying over to the next window.

Here we finally get to see Father Martin die as we proceed to the Chapel. Take the key and watch Martin's little sacrifice (as the Twins won't open the doors until it's over.)
Move to the right and go into the vent, you'll drop down into a Hallway much like one of the ones from before...At which point Walker will appear at the end of the Hallway for one Final Chase.

The only way to go is to the right which leads to...a Very Dead End.
Now, there are several "SAFE" ways to do this section; since most if not all the doors in this place are unlocked, you can open one, close the door and hide under the bed. Walker will know which one you went into, and will break down the door, but he still won't be able to find you. Wait for Walker to leave and you should be safe to move.

HOWEVER, that takes time, and can be boring. The way to get through this faster is to out manuever Walker just like you did with that Patient at the beginning of Part 5; just think of yourself as a Madador and Walker as the Bull. (I guess that makes the doors the red-cape.)
Run to the end of the Hallway and open the very last door you find. Go inside the room, AND LEAVE THE DOOR OPEN, but don't go too far from the entrance. (just far enough).

Walker...being a colossal idiot, will actually try to break down the closed door you DIDN'T use, instead of simply coming in the door you left open. When Walker breaks down on the third bash, proceed out the door you came.
*Note; This manuever is delicate; you have to lure Walker into the room just enough. Don't be too quick to run out into the Hall, because if you do, Walker can just double-back out the door he broke into and grab you; game...ruined...*

Once you're back out into the Hall, keep running from Walker. With no obstacles ahead of you, feel free to use E or Q to take a quick glance over your shoulder to observe Walker chasing you. (I did) It's how I learned that even though he's Athletic...Walker isn't all that fast. You can easily outrun him, as the gap between you keeps getting wider and wider.
Keep your eyes forward for when you come to the T-Junction. Go right to where Walker came from and take the door on the left. You'll find yourself back in the cafeteria from before. Run for the overturned vending machine and use it to climb into the vent.

Fortunately, Walker can't follow you because the kitchen doors have been blocked off by a large barrier; you've gotten away for now. Quickly leave the kitchen, making a B-Line for the elevator using the key to turn it on. Yes...Celebrate with a few "Wahoos" and fondly smile that you finally made it to the end of the game. (Only to realize that Walker, with how strong he is, can easily break through all the locked doors of the Stair-Well and is fast enough to beat the Elevator down there; but I digress).

You finally see the Main Lobby and the front doors are open...Only to have the Elevator continue to go down to take you to the Final Area of the Game.

Brace yourselves Kids; almost there with much at stake...There's only one challenge left.
Part 8; The Underground Lab
Here we go guys; we're so near the end. But don't overestimate yourself; it's still remarkably easy to trip at the finish-line. I'm not going to lie to you folks; barely anything else you've experienced in the game compares to this part. All throughout this play-through, you probably haven't been all that afraid, as you've realized it's somewhat comical to just be able to run away from the bad-guys.
This section of the game should give you something New to Fear...that After all this time and hard work getting here, there's so much on the line. The tension in you should be at it's peak; the lingering fear that even though you've gotten this far, all of that can be dashed away should you be caught.
All of my tips and tricks have literally been nothing compared to what I'm going to tell you to get you through this; because it's ironically the one part of the game where I have the most tricks. That being said...Let's get the ♥♥♥♥ out of this Place.

Proceed through the Underground Lab until you see the Loading-Entrance with the inviting light of day just beyond. Head for the exit until you hear and see the alarm blaring. Don't bother waiting for the Walrider to appear; JUST run!

Run back down the Hall and open the doors to activate the Cutscene;
Walker appears in the door and grabs you; after all this time he finally caught ya and what does he do? Throws you away...As Walker prepares to finish you off, the Walrider comes up behind him and recognizes him as the bigger threat; we see Walker get brutalized by the Walrider, who expresses seemingly negative effort in tossing him around. You almost feel sorry for the guy.
The Walrider leaves, dragging Walker through the air-vent, killing him along the way.

Proceed back the way you came until you see that one Air-locked Room is open.
Here you have your Encounter with the "Late"-not-so-Great, Dr. Wernicke.
*Fun Fact; Wernicke's unskippable, long-winded speech about what Project Walrider and the Morphogenic Engine are, is just long enough for me to take a bathroom break and come back.*

So now it's your job to stop the Walrider by killing it's Host, Billy Hope. The path to the Morphogenic Engine has just opened up. Proceed inside and you'll come to a long hallway with a cafeteria on the right and a shower room on the left. If you follow the Hall and turn left, the Walrider will appear and begin chasing you...Now...it was originally intended that you use aforementioned Cafeteria or Shower Room as a means of leading the Walrider on a merry-chase away from the doors you need to get through...
Instead...just run right past him.

Yup...When the Walrider shows up, just run RIGHT past him. That's right, faithful reader;
WE JUST EPIC DODGED THE FRIGGIN WALRIDER!!!
(Made possible by the precious seconds between that Walrider first appearing to before he starts chasing you.)
But don't get overconfident; you still gotta open the door and keep running. Slide through the gap between the two large amber-colored drums and proceed up the stairs. Run along the walkway and into the Purge Gate; the Walrider can't enter and will instead go around.

Proceed to the Morphogenic engine and head to the right; fortunately the Walrider hasn't caught up with you yet, so you can use this moment to catch your breath. Now listen close because THIS part is important; it's the one trick you might have to practice on a bit.
Once you're up the walk-way and turn the Valve, immediately begin moving back the way you came. BUT instead of going for the stairs, stop at the section of the walkway behind the large tanks of liquid. Line yourself up with what looks to be two large tanks of propane and press the spacebar to hurtle over the edge.
If you lined up just right, you should land on the tanks, and not take any fall-damage that might've slowed you down. Now hold down Shift and run like mad!

Proceed to the electrical plant that keeps Billy's life-support powered. It's gonna be a long chase; don't look back even for an instant. Sprint right into the slightly opened door on the left, and you should immediately ram through it. Run as fast as you can up the staircase. (After this, Miles should join a Marathon.)
Make the jump at the top and turn right, turning on the night vision to navigate the darkness. AND BE CAREFUL OF THE OBSTACLES; the Walrider will be RIGHT behind you. You'll be safe in the Purge Gate up ahead.

Get through it, climb the staircase, get to the fuse-box, rip out all the cables you find. There...now just one last final chase and it's all over. This is it folks; we can see the light at the end of the tunnel.
Head back for the stairs, using Spacebar to vault over the railing. Head back to the Purge gate and proceed backward. Make the final jump, activating the cut-scene of the Walrider catching you. Let him toss you onto the ground; it's technically giving you a head start.

As soon as you can, start running back the way you came; slide through the barrier ahead of you. When you get back to the Morphogenic Engine chamber, don't go down the stairs; instead head forward and vault over the railing. You'll land with a bit of damage, stunning you for just a moment, but you can make it!
Book it over to Billy's control-panel and deactivate the final fail-safe. And that's when you can let the realization wash over you...You've DONE IT;

YOU'VE JUST BEATEN OUTLAST ON INSANE MODE!!! (unless you're still practicing on Nightmare Difficulty; in which case; good luck.)

Revel in the fact that although the games not done yet, nothing can hurt you or stop you now. So sit back to the visual treat of watching the Walrider man-handle our pal Miles Upsur, and make him its new ♥♥♥♥♥. (Though seriously; our Boy Upsur sure can take a whallop)
Limp back the way you came, hopefully toward an exit with your head held high...only to discover Wernicke has -once again - double-crossed you, and now sets a Murkoff Tactical Assault Team to kill you.

But as the light leaves Miles eyes, rejoice in the fond knowledge of Dr. Wernicke's last words.
"Gott in himmel...You...have become the Host!"

Payback Time...

The End.
Conclusion: Achievement Get - LUNATIC
Well done; you've finally finshed the game on it's hardest setting.
You've got the lovely Lunatic Achievement Trophy to show for it.

I hope you have all enjoyed my walkthrough of Outlast and all of my tips and tricks to get you through the game as quickly as possible. All together, getting to the Underground Lab should take you a little more than an hour to do so.

If you have followed the walkthrough but are still having difficulty completing the game, and are experiencing the due frustration that comes with; just relax a moment. Take a breather; step away from the game for a few hours, and pick it up again tomorrow.
Believe me, it's a FRUSTRATING task. I have played for 50 hours over the past two weeks trying to beat this game on this difficulty setting; it makes you pull your hair out with frustration.
I cannot tell you how many times I got to the Chapel only to be killed by Walker before reaching the elevator, or even to the underground lab to be caught by the Walrider.

It's a tragic and frustrating thing to see all your progress mean nothing, and to have to start over at the very beginning. But don't be discouraged for a moment my friends; it IS possible.

I thank you all for reading my Walkthrough and I wish you all the best of luck.

Thank you, Again...

My Tips for Outlast:Whistleblower Insane Mode are coming soon...
50 Comments
HappyColander 27 Mar @ 10:18am 
I've not even attempted Outlast on normal mode and this guide was extremely helpful! Also fun to read!
Healed 22 Mar @ 2:32pm 
Can't you just do the glitch that lets you skip to the end of the game?
Sentobonbon 2 Mar @ 1:07am 
Thank you for this awesome guide. Frankly, I didn't use it that much. But it was a ginormous confidence boost to me; I was very stressed doing my first Insane run.
Some parts did help though, like what you said in the Underground Lab: The juke on the Walrider and the propane skip when you turn off Billy's first life support.
Again, thank you for this amazing guide, keep up the good work! :cwalker:
wrightistheidiot 31 Oct, 2023 @ 3:44pm 
made me cum
| SM00THIE | 18 Aug, 2023 @ 9:46pm 
Really amazing guide. Thanks for the hard work
Treepigg 12 Jul, 2023 @ 9:01pm 
Thank you. I only died once while following this guide, in the prison when Walker comes down the stairs. On my second attempt, I alt-tabbed after Wernickes speech and my game crashed. By my third attempt, I had practically mastered the game and become a speedrunner, finishing it in 90 minutes, thanks to you good sir.
MrMiguel 25 Dec, 2022 @ 11:36pm 
walker appears in the Female Ward? I don't think that's correct.
Asque 27 Oct, 2022 @ 12:22am 
Or just follow the speedrun strats for skips and stuff (with insane mode), you can beat the whole thing in 30 minutes so you don't have to memorize endless amounts of things for a full insane playthrough.
TikTok divorcedgamblingdad 15 Aug, 2022 @ 1:24pm 
for the last sewer part , you can spam jump and go through it hella fast :steambored:
axlr 14 Aug, 2022 @ 5:31pm 
Personally, my Male Ward strat is to run out when Trager enters the room for the yelling guy as the guide says, go straight for the vent, but then turn around and unblock the door. Run forward to bait Trager out, then make him chase you. Go back and loop into the vent, then climb back out to where you were in the hallway and run to the other end and unblock the door there.

From there it's pretty straightforward. It's risky especially if you panic and don't fully unblock the door because you overestimate how close Trager is, but in my experience it's a way faster way to clear the level without having to do anything too complex.