Outlast passing men's department. Complete walkthrough of the game Outlast. Get out of the block

Explore Mount Massive Asylum

From the very beginning of the game, an interactive video shows how the main character carefully drives up to a place supposedly connected with crimes. After stopping the car, main character by the name of Miles, he himself will grab 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 the left until the broken fence, under which you will have to gracefully climb. Further - to the stairs, and along it up to the very 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 a few 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 an open room will appear, and there is a path along the ventilation shaft. After going down from there, follow to the library, and then to the double doors and the corridor, where the passage is blocked by two shelves. Not having time to squeeze through even a few steps, the hero will be sharply distracted by a big kid.

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

You need to get out of this crazy place, but the only way out is through the main gate, the key to which is lost somewhere near the security office. Follow through the security office, located to the left of the main entrance. In the next dark room is a document that tells some of the details of the patient's treatment. Go out into the corridor and follow the patient straight to the open door, there is a group of psychopaths, carefully bypass this group of people and follow to the second entrance from the room. There, jump over the shelves and go through the opening of the room opposite. Tear off the key from the corpse and quickly return to the beginning of the journey through the guard post.

To the left, where the corpse 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 with the button and boldly press to open the gate.

Restarting the generator in the basement

After a sudden blackout, 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 the prison and follow the corridor to the place where the hide-and-seek game started, turn into the alley there, and then down the stairs and further, directly to the entrance to the basement.

Then the path will be one until the moment when the closed door appears. Nearby there is a secret passage in the wall, 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 buttons to activate are in the rooms ahead, and the lever is on the left at the end of the corridor. Then you have to cut circles from the Demon's pursuer. To hide, close doors behind you, climb into closets and under beds. When all pumps are turned on and the lever is activated, follow to the main console, where again press the button firmly to open the gate.


Get out of the block

Explore the chamber, 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 crazy man 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.

On the trail of blood...

Follow up the stairs, all the way to the corridor, where a strange young man reads bloody inscriptions from the wall. There will be a hole ahead, jump without fear and regret. There - to the left, past the security block and the site of the current crime, where the maniac ruthlessly 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 to the room with the switch, when the pursuer is nearby, press the button. Carefully get out of prison and return to where you came from. Then follow through the corridor to the bars that closed the two killers. Continue to 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

Slowly make your way along the corridors, avoiding psychopaths, if the meeting does happen, get out through the window to the street. Climb along the ledge to another window, and from there back to the psychiatric hospital. Follow to the security block, start the switch. Further - into the passage above, and from there, holding down "Shift", run wherever your eyes look.

Find a detour to the shower room

With confident steps, follow the right straight to the first open door, where you hide under the sofa. After Miles's 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 lattice. Once inside an incomprehensible room, a person will appear who should not be afraid, he, as it turned out, is kind and adequate. Proceed to the central compartment near the building.

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

Find your way out of the sewers

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

Drain water with two switches

In the location, on the left on the 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 so easy to get to them - the whole building is guarded by a huge demon. Carefully move from box to box, try not to make noise. If Miles is suddenly noticed - jump into small holes in the floor, there, 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 ahead to the end of the tunnel, and at the end go upstairs.

Looking for a way out

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

Make your way forward, following the blurry pools of blood, all the way to the male living quarters. When you reach a dead end, feel for the opening in the wall and make your way through it. After that, you have to be knee-deep in cold water. And then - up 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.

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

Get out of the men's section

Once at the box, climb through a 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 forward along the corridor up to a deep hole in the floor, and jump down there. Once in the dark and damp, 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 out - that is, move from room to room, close the doors with drawers, climb through the openings, at the end - climb into the elevator and finally breathe in relief.

Doctor Escape

At the beginning of the chapter, you will have to wait for the cut-scene to end, where Miles is transported to the torture room. The doctor will talk long and hard about his faith, about humanity and the situation that has formed around, then the doctor will carefully cut off the fingers of the protagonist. Further - you will have to quickly twist the mouse in different directions in order to get out. Once free, follow to the opposite room, where a strange guy is sitting on the couch. At the first glance at Miles, the psychopath will start yelling at the top of his lungs, which, of course, will attract the attention of the doctor - dive sharply under the sofa and do not move. When it becomes quiet - get out of prison, follow the elevator, once inside, press the "up" button.

At the top, follow the corridor to the right up to the first room. There - right under the sofa, in order to hide from the doctor. After that, 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 again you have to jump up.

Open the heavy door and move to the left. Move to another room through the window, take the key and come 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 get out through the hatch from above. There's a hallway and then down the stairs. Once in a huge hall, move closer to the holy father.

Meet Father Martin

Explore dark corridors with the night vision on the camera. Turn first to the right, then to the left and again into the darkness. Make your way through the passage into the corridor, and then through the window.

Put out the fire

Passing through the fire is quite simple - jump over the non-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 very carefully, as the "fan" of the young journalist Miles wanders somewhere nearby, and maybe behind the main character. Make your way forward along the corridor, tracking down the pursuer, always wait for the moment when he passes by. Further iditol forward, to the right and again to the right to the room where the special lever is located. After activation, return back to the flaming room.

Find Martin on the street

Follow the kitchen, there you will have to quickly move the mouse several times in order to free yourself from the strong grip of the psychopath. Get out into the corridor, then follow the street, where Miles is waiting for the holy father. Make your way to the janitor's house, where the key is safe and sound. Unlock the lock and go around the house around the perimeter. Further up 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 compartment of the female dwelling.

Find Martin in the women's section

You won't be able to get into the mental hospital, so go straight to the park. Climb up the boards to the window of the women's section. Martin is on the second floor, so Miles will also have to climb higher. There are several guards on the first floor, so be quiet. There is a staircase near the elevator, follow it up, being careful, at the same time, of broken steps, because of which you can fall down. Next, search the rooms in search of 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 move in the footsteps of fresh blood left on the floor. At one point, Miles will lose the camera, in order to find the source of material evidence, he will have to go down, and then, with the camera in his hands, return to the beginning of the location.

Find Martin's father in the administration 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 on 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 the hero has been looking for 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. We'll have to look for a laboratory, simultaneously avoiding spirits, maniacs and other unfriendly creatures. After breaking all the mechanisms, leave the location and run to the only exit. What follows is the final video, revealing some elements of the plot. Game over, Miles mission accomplished.


Administrative block

Reporter Miles Upshur arrives at the Mount Massive Asylum in hopes of obtaining exclusive material and investigating at the same time. Having just entered the territory of the hospital, it becomes clear that you should not expect an easy walk. There is no way back: the gates slam shut, leaving us alone with the horror that is happening. We read a letter from an anonymous source, which refers to the research carried out within the walls of the hospital. We go forward and open the door. We raise the camera to capture a strange moment and make a note accordingly. We move to the left side to the side gate. Below there is a gap, we squat and go through it. ahead scaffolding, climb them up the stairs. We turn right, jump over the gap around the corner and climb even higher. We turn around and, without reaching the end, we jump to the open window of the upper floor.

Here we are inside, turn on the camera again and activate night vision. In the upper right corner, the battery level and the number of batteries themselves are displayed. There is nothing interesting here, therefore, without delay, we get out of the room. From the corridor we move to the next room. It is more or less light here, so turn off night vision. We go to the right and open the next door. We squeeze between the locker and the shelf in the corridor. We immediately enter the room on the left and take the battery from the open box. Before reaching the glass door, we turn into the room on the right. We jump up and get into the ventilation. Having got out from the other side, we pass into the library, where we meet the only surviving soldier. He warns us of danger and advises us to leave this place as soon as possible. The main gate can be opened from the security control room.

We leave the library, turn right and, after going forward a little, turn right again. There is another battery in the toilet. We will be caught by a huge mutant and thrown down. As usual, the first thing we do is look into the toilet behind our back and take the battery from there. Now we move to the office space and get out into the corridor. Local patients do not even notice us, we go around them and pass under the boarded up boards at the aisle. Let's look into the next room and find a guard who has an access card. We return to the main hall and head to the opposite corridor on the left side. Let's explore all the side rooms in search of documents and batteries. Lastly, we unlock the security room and be sure to close the door behind us. We interact with the keyboard and observe the screen.

From the outside, Mount Massive looks harmless.


An unknown person turns off the power. We quickly hide in the locker and wait for the enemy to leave. We get to the hall and go down the stairs on the right side. To restart the generator, you need to turn on two fuel pumps and a central switch. We go into the first room on the right side. From the rack on the right we select the battery. We close the door, activate the pump and hide in the locker. When the patient leaves, we approach the door and try to track him down. We carefully move to the next room, turn on the second pump and quickly hide under the bed. We observe the illuminated passage on the right side. As soon as the enemy leaves to the left side, we move there.

Once in the corridor, go into the room and pick up the battery from the rack. Returning to the corridor, we jump over the obstacle and turn right at the fork. We get to the room with the lever, close the door, pick up the battery from the cart and pull the lever. We quickly hide in one of the lockers and wait for the enemy to leave. Returning to the corridor, we go to the fork, turn left and immediately enter a small room. We select the battery from the rack and hide under the bed. The patient will certainly look here. But as soon as he leaves, we can freely get to the generator, turn it on and return to the security room. We are trying to finish what we started, but they grab us from behind and inject some kind of solution.

prison block

Waking up in the cell, we approach the door and get out. We go to the left, go down and enter the fourth chamber on the left, in which there is a breach in the wall. We pass through it, jump onto the box, and then cling to the ceiling. Turn around and go left at the fork. We select the battery from the body and go back. We turn right, move along the ledge and thereby bypass the failure. Again we go to the right and start moving along the bloody trail. Don't forget to pick up the battery under the stairs. Climbing up, jump through the gap to the lower floor.

We open the door and select the battery from the table. We go back, jump over the obstacle and bypass the security room. An enraged patient won't touch us if we don't approach him. We get to the door and, holding down the corresponding button, slowly open it. The enemy will notice us in any case, so we slam the door and run to the lockers opposite the window of the security room. We are waiting for the arrival of the patient. He will go further, and we will return to the room where he was, and press the button. We hide in the locker on the right side. Let's follow the patient and flash behind him when he starts to break into the room. We get to the opened gateway and go through it.

Enemies do not see well in the dark, so sometimes you can wait out the threat in some corner.


The two big men still can't calm down. We approach the grate and get out of the window on the right side. We move to the last window and return to the corridor again. We pass through a non-working gateway, go to the end and select an access card. We leave the gateway, turn right and enter the room through the window. We find a battery on the computer table. Let's go back and move on. Open the door with a card. Turning the corner, we get out of the first window. Move to the right and exit through the last open window. We get to the security room, go through it and exit from the other side. We select the battery lying near the elevator. Again we go to the security room, go to the other end and press the button. An enemy has appeared, so we turn around and run to the ventilation. At the same time, the hatch opened. We jump up and get out into the corridor. We turn right and get to the broken gateway. The blast wave will throw us down.

It's too early to relax. After the appearance of the enemy, we pass into the chamber on the right side and hide under the bed. When he leaves, go upstairs and turn right. We go around, as the door on the left side is closed. As soon as the patient appears, turn around and run back to the stairs. The door is broken by a thug, so we calmly pass to the left side. Then we turn left again and squeeze through a small gap. Crouching, we pass under an obstacle. We get out to the open area, jump onto the bed on the left side and pull ourselves up. We turn right and go along the ledge. We go up to the third floor, turn right and pick up the battery from the bedside table in the cell. Now we run to the left to the ledge, without being distracted by the patient. We shift to the right, penetrate into one chamber and move to another through a breach in the wall. We get to the next chamber and jump through the gap in the floor.

Batteries are the only valuable resource in the game.


Sewerage

We go down to the illuminated side and head to the next breach. Before we go through it, we will pick up the battery in the corner next to the lockers. Once in the sewers, turn left, then right. We jump over the obstacle, turn left and, crouching, we pass through the channel. At the crossroads, turn right and go through the gap. We get to the boxes and take cover behind them. Through the gap we observe the thug. When he goes to the right side, we will go all the way forward, where we will find a battery next to the body. We turn around and turn right. Having jumped over the obstacle, we can go around on the left side, or directly along the channel. In the end, we get out to the room where we start the water pump. We go back only along the canal. The enemy will head towards the pump, and we can run to the next passage. After activating the pump, it is best to hide behind the rack on the right side. We are waiting for the arrival of the enemy and, as soon as he starts checking the cabinets, we run behind him, get out of the branch and turn left. We get to the stairs and go down.

On the only way we overtake the doors, but we are in no hurry to go inside. Let's go further and pick up the battery lying near the corpse. We enter the room and go down the stairs. Turn left as there is a dead end on the right. We run forward, we pass along the channel and, having moved to the left, we climb up. We go through the door, jump into the water and immediately turn right. We pass through the gap in the lattice and select the battery from the box. Returning back, we pull ourselves up to the opposite side. Climb the stairs to the right, turn right and jump back into the water. Having gone forward a little, we climb up, go down into the water and go through the breach. We turn left, climb a little higher and find the battery on the box. Returning back, turn right and go through the breach. We move along the left wall. The enemy patrols the area, so we often use the zoom on the camera so as not to lose sight of him. Having reached the corner, we continue to move along the wall. Soon we will notice a light in the center, we run to it. There will be a ladder, so we rise higher and, having properly dispersed, we cling to it. It was worth a little advance, as a patient appeared in front. We go around it on the left side, run to the end forward and turn into the last left passage. Almost reaching the next enemy, turn left again and go down.

Men's department

We follow the patient, we squeeze through the fault and climb the stairs on the right side. We move the object and, crouching, we move to the next room. After leaving it, we turn right and get to the next room. Someone knocks on the door. We select the battery from the stand on the right side and push the object blocking the door. We go to the left, then to the right and through the lower hatch we pass into the room. We take the battery from the bedside table in the left row. We jump onto the illuminated table and pull ourselves up to the ventilation shaft. Once in the room, other residents of the hospital run to the noise of the tied patient. We quickly move the object away, go through the door and slam it shut behind us. We run to the very last ajar door. We slam it shut and block it with a heavy object. We release another door, get out into the corridor, turn left and quickly run across to the next room. Similarly, barricade it and pull up to the ventilation shaft in the far corner on the right side. We get out into the corridor, turn left, then into the room on the right, jump onto the table and, crouching, go through the broken window. We constantly turn left, accelerate and make a jump through the gap.

And the exit was so close...


We head to the illuminated corridor. Enemies still won't budge. Constantly turn right and climb over the partition. We get to the room, slam the door and use the lift, on the advice of a stranger. We drove ourselves into a trap, as the stranger turned out to be that sadist. After spending a few minutes in his company, we free ourselves, swaying from side to side. We get to the still living martyr. We hide in the shadows on the right side and head towards the exit. We arrive at the elevator and pull ourselves up to the ventilation on the left side. Having got out into the corridor, we go into the left passage and behind the bed we find the battery. Now our main task is to bypass the enemy through the rooms on the left side. Since the door at the other end is barricaded, we need a head start in time. As soon as the enemy moves away from it, quickly move the object away and move on. We slam the door, turn right and run straight. We jump onto the bed and pull ourselves up to the ventilation.

Going to the bedroom, open double doors on the right side. We climb through the window, take the key from the wall and, returning to the corridor, immediately turn right and hide in the shadows. We are waiting for the departure of the enemy and through the opened door, we return to the elevator. Still, the enemy overtakes us and thanks to active actions, we manage to deal with him. The elevator is stuck, so we open the hole and stretch to the elevator shaft. After getting out of it, we go to the right. We get to the stairs, go down and under the stairs we find a battery. We squeeze through a narrow passage, leave the room and move forward along a wide corridor. After meeting with Father Martin, we turn left. Once in the locker room, we shift to the left lane. Having got out into the corridor, you can see a table on the right, and an open window on top. We are not in a hurry to jump out of it, first we will check the pantry at the other end of the corridor, where you can find a battery.

The fire engulfed the entire area. Jumping over obstacles, we move to the other side. We go to the left and pass between the racks. There is no water in the room with the system, we need to open two dampers. We continue to walk along the corridor and, noticing the shadow of the enemy, we squat behind the side partition. After waiting for the thug to leave, we turn right and head to the illuminated area. We pass into the room and get to the last room where the lever is located. Activate it and release the water. The enemy will certainly come to check, but we, of course, must hide. Dark Zones there's plenty here. Returning to the corridor, we move to the passage exactly at the other end of the diagonal. On the way, we pick up the battery lying on the table in the center. If the enemy notices us, then we can escape from him by passing between the racks. We get to the second lever and activate it.

Do you want to taste delicacies?


Going back can be problematic, as everything here is very well lit. Being in the shadow next to the racks, use the zoom on the camera and keep a close eye on the enemy. Having picked up the moment, we return to the room with the system and start the sprinklers. Without hesitation, we go to the place that was previously blazing with fire. From here we freely get out to the kitchen. We go out into the corridor and head to the fork. We go down into the elevator shaft and pick up as many as two batteries. Climb up and get to the exit.

yard

On the street it pours like a bucket. Rare flashes of lightning do not allow you to fully navigate the terrain. We go forward and look at our feet. Having reached the fountain, we begin to walk clockwise. We turn to the first path that will lead us to the building. Inside we find a battery and a key. We return to the fountain and continue to move in a circle. The next path will lead us to the stairs, except for the document there is nothing there. And, finally, the last path stretches to the economic block. We pass through it and exit on the other side. Climb the stairs, turn right and jump over the gap. The next failure around the corner, keep jumping until we reach the ledge. After crossing it, we go down, jump onto the garbage container, onto the box and pull ourselves up, clinging to the bars.

Going around the building, we get to the stairs and go upstairs. We turn left and pick up the battery lying next to the patient and the dumpster. We go back and move on. We jump down through the rift in the lattice. A thug roams the area, so we carefully move along the wall on the right side. Having reached the illuminated area, we climb onto the boxes, cylinders and move along the ledge to the right side. We jump down, turn left and run into the light. As soon as we start moving along the narrow passage, the enemy will run towards us. We step back, make a small circle and return to the passage. Having reached the center, we turn right and, crouching, penetrate through the gap inside.

We go outside, turn right and find a fountain filled with blood. There is a battery on one of the benches. We select it and head to the corner of the building. On the flooring we climb up and get inside through the open window.

Who is faster? It is better not to take risks, but to turn around and make a circle.


Women's department

We go to the right and go around the wreckage on the left side. We get out into the corridor (on the right - a battery), get to the shelves and go through them. We jump onto the table and enter the rooms with dryers. We leave this place and go to the right (on the left is the room where the battery is on the shelf). We go out into the corridor, turn left and get to the elevator (on the right is the training room, there is a battery near the board). Near the body on the unlit right side, you can pick up another battery. We quickly climb the stairs and jump over the gap to the top floor. Turning into the corridor on the left side, we pass to the grate and pick up the battery. Let's go back to the fork and turn right. We get to the illuminated room. The laundry chute requires three fuses.

The battery is in the corner on the right side. We select it and climb through the window on the right. Having reached the turn, do not forget to pick up the battery from the grate on the left. We go into the room and close the door behind us. We pick up the fuse lying opposite the fireplace. We hide in the corner and wait for the patient to leave. We return to the shield, but we are not in a hurry to insert the fuse, as this can attract the attention of the enemy, and he moves very quickly. We wait in the shade when the patient runs to the place where we got the first fuse. We pass into the corridor and turn right at the fork. After jumping over the bed, we pick up two batteries from the shelf on the right. We pass into the room, close the door and select the fuse. Let's also look inside the fireplace, where the battery lies. Returning to the corridor, we go only straight ahead and get to the next room. To the right of the fireplace is a battery. We select it and the fuse next to the patient. It's best to leave the door open. When the enraged patient arrives here, we leave the room and close the door behind us. We quickly get to the shield, be sure to close another door, insert all three fuses and press the button.

We return to the dryer, that is, to the previous floor. Opposite the door will be the same key. Press the button and take the key. Without stopping, we run to the elevator, climb the stairs and jump over the gap. We unlock the door on the right side, accelerate and climb even higher, jumping over the gap. From the table we select two batteries and go to the right. We go to the end and select another battery. Turn around and turn left at the fork. We move along the ledge and jump over to the other side. Having fallen down, we will take the battery from the extreme bedside table of the left row. We climb up the hill from the beds and pull ourselves up to the top floor.

At some point this had to happen.


We go to the passage in the middle of the room. Then we turn right and by any of the ways we get to the double doors. Having opened one of them, we quickly move to the right and wait for the enemy to leave. We move to the other end of the room. We go through the passage on the right side, jump over the gap and move along the ledge. When trying to jump over the next gap, our camera will fall to the bottom floor. It makes no sense to continue the path without it, so we go down and turn left. We go around the obstacle and head to the exit from the room. The battery is on the right. Bending down, we make our way to the locker room. We go to the gap and jump down. We freely get to the camera and pick it up, bypassing on the right. We immediately notice the patients and hastily return to the locker room. We climb onto the central lockers and pull ourselves up. We get to the place where we dropped the camera. We cling to the edge on the left side and go up.

Administrative block

We jump over the gap, turn left and, when the floor collapses, move along the ledge on the left side. We go down, pass under the obstacle and squeeze between the cabinets. Now we keep moving forward. We skip two doors and open the third one on the left side. We pull up to the ventilation shaft. We pass to the other end, drop the body and jump down ourselves. We turn right and cross to the other side. We go along the corridor and open the first door on the left. We pass through the fault, climb the stairs and move along the ledge. After going around the bars, we jump down and get to the auditorium. We move towards the left passage. We enter the room, open the next door and head to the stairs. Having risen upward, we bend down and pass under an obstacle. We go into the room and pick up the battery from the rack. We try to open the door, and return to the corridor. The door opened, we go out to the balcony and move along the ledge on the left. We jump onto the neighboring balcony, select the key from the table and go down to the auditorium. We turn left and along the shortened path, we get to the elevator. Do not forget to look into the room, where we will definitely find a battery.

We unlock the door and go upstairs. We pass into the room through the door on the right side. We get out into the next room and turn left. Once in the corridor, we enter the first room on the right side. On the table next to the billiard table is a battery. We continue to walk along the corridor until we find a break in the wall. A window is open in one of the rooms. We get out of it and move to the left along the ledge. We get to Father Matthias. We select the key to the elevator, leave the room, go to the right and pull ourselves up to the ventilation shaft. After jumping down, we run to the right to the most extreme room. Let's wait for the enemy in it and return to the corridor. We run to the end, enter the room on the left and climb through the top hatch in the wall. We get out to the elevator and go down on it.

Burning of Father Matthias.


underground laboratory

We get to the reception through the tunnel and turn right. We continue to walk along the bloody corridors. After jumping over the blue barrels, we reach the fork and turn right. There is a battery under the destroyed stairs. We pass further and soon we will encounter a dark creature Valrider. We turn around and run up to the double doors. Having opened them, a thug catches us. Walrider dismembers Chris Walker. We move forward to the first door on the right. We enter the room and find a surviving researcher who advises us to disconnect Billy's body from the life support system as soon as possible.

Turn left and continue down the corridor. As soon as the enemy appears, without delay, we pass through the double door and be sure to close it behind us. We turn right, squeeze between the tanks and climb the stairs. We get to Billy and go right. Having risen up, we pass to the end and unscrew the valve to stop the supply of fluid from the tanks. We immediately return to Billy, go to the other side and go up the stairs. We squeeze between the barrels, get to the stairs and climb even higher. Accelerating, we jump over the gap. Immediately turn right and keep running. We pass through the gateway into the control room, go along the right side and interact with the illuminated shield. We return to Billy and turn off the system by activating the panel to the right of him. Watch the final video.

.
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 section
    Outlast. Walkthrough

    Objective: Get to the lower floor of the men's section.

    Barricade on the way. On the left we move the lattice cabinet, we climb into the ventilation. A motionless patient sits in the room, we pass by.

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


    We get into the operating room with many couches and curtains. On the left, between the first curtains on the table, there is a battery.

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


    Here begins real nightmare. In the room is a violent psycho, chained to a chair. He raises a terrible cry, from this all the psychos around begin to run here. We quickly move the closet, open the door. When you pass through the door, be sure to close it behind you. We run further, there are already several pursuers behind us. IN closed doors no need to break, we enter the ajar door, close it. We move another cabinet, open, close the door. We also enter only through the ajar door, close it and barricade it with a closet standing next to it. The pursuers won't go any further.

    We ended up in the morgue, here you can rest, but then there will be enemies again. We climb into the ventilation, 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 the table, turn left, another table, at the end we jump over a long abyss.

    Psychos are breaking into the next door, so without delay, we run further. We turn right, then right again. We climb onto the table, and from it we climb the boarded-up door from above. We run through a couple of rooms, closing the doors behind us. In the room on the radio we hear the advice of a stranger - to use the lift. We approach the square hole with the grid and climb there.



    Upstairs 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 leaves to other patients. We swing the chair, twitching from side to side (we move the mouse to the left to the right), we free ourselves from the handcuffs.

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

    We silently exit 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.

    On the left, we move the cabinet and open the door to the previous part of the corridor. We go further into the corridor on the right, a crazy doctor appears in front. There are two wards where still alive, but mutilated patients lie on the beds. We run into one of the chambers, hide in the dark or under the bed. If the doctor found out, then you can run from him in circles between the two chambers, and breaking 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, climb into the open ventilation at the top.

    We jump down, we find ourselves in the toilet.

    In the corridor we climb through the window, on the wall we take elevator start key. Suddenly, the door next to someone begins to break through 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, along the corridor we run straight and to the left, we return to the elevator. In the elevator we use the key, we go down.


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

    The elevator is stuck, so we open the hatch from above and climb onto the roof of the elevator. We go out to the floor, go down the stairs. Under the stairs we find the battery. On the lower floor we squeeze between the boards, we pass offices with computers. Ahead behind the glass we see a priest, 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 washstands, go out into the corridor. We pass to the end, in the closet on the shelf we find the battery. We return to the middle of the corridor, on the table we climb into the window under the ceiling.


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

    In the large hall of the dining room (Cafeteria), all the furniture was set on fire by a completely sane patient of a mental hospital. We go around the burning places, we pass on the right side.

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


    In the corridor we squeeze between the racks. We enter the room with the pumping station, but we can't turn it on. We get the message “There is no water in the system. Open two dampers.


    We pass further along the corridor, in the distance we see a hefty psycho. Hiding in a dark place. Center on round table next to the three corpses is a battery. We enter the corridor on the left, we squeeze between the racks, we pass the bathroom (Bath). There's a psycho around the bathtub, but he's not dangerous. At the end of the room we open first damper.

    We return to the central room, go around the psycho. To do this, you can run into the 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 get into washing department kitchens (Laundry Room). Here we go further a couple of rooms, open second damper. We run out of the room, hiding in a dark corner behind the shelves. The lunatic will come here, start inspecting the room with the damper, and at this time we will go out to the center.

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


    Objective: Find Father Martin outside.

    Through the dark extinguished dining room we pass to where we see the light, we get into the kitchen. At the entrance, suddenly, a deranged psycho flies at 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 darkness in open areas worse, so it is better to focus on the light coming from buildings.

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

    From time to time you can see a ghost above the fountain. From the fountain we go to the right. We open the lattice door with the found key.


    Inside the room on the left is a dead end, we go to the right.

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


    Then we go along the yard forward and to the left. Around only benign crazy patients. On the way, we see a burning lantern behind the bars, climb the sloping stairs, we reach the Prison Block building. To the left of the garbage container near the psycho is a battery. From the entrance to the Prison block we go to the right, we climb into the gap in the lattice fence.

    In the lower part of the courtyard we approach the illuminated part, where there is a bunch of boxes. On the boxes we climb onto the cornice of the building, along it we move to the right around the corner. We jump down, we see a gazebo. We go into the illuminated corridor on the left, but there we meet with an aggressive hefty psycho. We quickly run back, run around the gazebo around, deceiving the psycho, run into the illuminated corridor, climb through the hole in the wall.

    8. Women's section
    Outlast Walkthrough


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

    We leave the tunnel, we try to get into the building of the Women's Department (Female Ward), but the door is closed. We go to the courtyard on the right.

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


    Objective: Go through the upper floors to catch up with Martin's father.

    We go into the dark corridor on the left. If we turn right in the corridor to the window, then we will find a battery. We turn left, squeeze between the shelves, 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, we go to the left, we get into the lighted room. Here, near the corpse of a guard, we find a battery.

    We rise along 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 to the left, we jump over the burnt furniture, we 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 "Three fuses are needed for the chute in the laundry." Ahead in the corner of the room we find the battery.



    1. We go to the corridor on the right. Near the psycho in the wheelchair we turn right. On the shelf on the right we find two batteries. Ahead we meet an aggressive psycho. We lure him closer, hide, run forward. In the room we see a bloody corpse and the inscription "Invite the Walrider" (Walrider's Invitation), next to it on the table lies first fuse. In the same room, there is a battery in the stone.

    2. We return to the fork, where the psycho is sitting in the stroller. We go to another corridor. In the room we see a sedentary psycho, next to a corpse, and above it is the inscription "Pray for Revelation" (Pray for Revelation). Pick up second fuse lying on the table. Further behind the fireplace is a battery. Outside, at the crossroads, the first psycho will meet us. We run past him into the corridor on the right, close the door behind us, hide in a locker at the dead end of the corridor.

    3. We return to the laundry room with a chute, insert a couple of fuses. From here we climb into the window on the right. We go along the burnt corridor, in the room we see the inscription "Drive in the Nails" (To nail) and a man hanged on a cross. Pick up on the table on the left third fuse. With him we return to the gutter. On the way back we hide from the psycho.


    After inserting the fuses, press button, but from this the corpse, along with the key, 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, pick up access key to the third floor.

    Let's go forward again. This time, the psycho hiding behind bars comes out and attacks us. We evade him, run forward and climb up the interfloor stairs. We open the door to the third floor, with a run we jump over another abyss, we find ourselves at the top.



    Goal: Follow the blood 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, go along the ledge on the right and jump over to the side room.

    We go around the room, but then we fall down to the floor below. There is a battery on the bedside table in the corner. On a pile of beds we climb back to the top floor.

    At the top we pass 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 loonies, we find ourselves in an almost collapsed room. We jump over the abyss, we pass along the ledge, we jump over the next abyss with a running start. But upon landing, our video camera falls into a gap on the first floor.


    Purpose: A camera is needed to navigate in the dark.

    Further pitch darkness, it is impossible to pass, so we jump to the first floor. We enter the door on the left. In the room on the table you can find a battery. We go further in the world, climb through the gap in the wall. In the toilet in broken cabins through the gap we go down to the basement floor.

    We go along the corridor, suddenly, we see a psycho running away. We pass further, and this very psycho jumps out from behind 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, we get into the dining room. Here on one of the tables we find our video camera.


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

    We turn on the camera, look into the darkness and find that we have three psychos behind us! We quickly run away from them, jump over the distributing table, return to the toilet, climb the lockers to the top floor.

    We enter the dilapidated hall where the camera fell. We cling to the sloping floor of the upper floor, climb up.

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    In the room we see how Father Martin is again carrying some kind of crap. Consider the whole game outlast and its passage and 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 it to the left in the toilet are batteries. right where we want. We find the stairs and, having accelerated, we jump over the gap in it.

    Circuit breakers

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

    • There is one fuse right there, we take it down, as 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, furnished with candles. It's all just a dude lies and is silent because he can't do anything anymore.
    • And another fuse in the room where a crazy dude with a hatchet in his hands is standing over a corpse surrounded by candles, he is completely harmless until you pick up the fuse. Here he starts yelling. But everything is just standing next to a chair, break off a leg from it and hammer 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 bring down the floor to the dryer to where we came from before. We select the key and bring down from the patient with a club, which suddenly activates, open the grate. After two floors up, jumping over the breaks on the stairs and opening the bars.

    At the top we go along the breach, at the bottom the weirdo is hollowing somewhere, we jump over to the other side. In the room, we suddenly fall down, but you can climb up again on the beds, before picking up the battery.

    We shied 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 types, standing in the hope of "ask someone for a light" in the hands of clubs, angry faces, which clearly tells us that they are ready to negotiate peace. We, realizing that we are not at all fumbling in the negotiations, we go to the right and hide, they go to the left.

    After waiting for the parliamentarians to fall down, we enter this room. We go further, jump through the gap, then the ledge again jump through the gap and then Miles is not kept 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, there you can find two batteries. Then we leave this room and crawl under the gap. We go into the shower room with booths in one booth there is another battery. Then we jump into the room with washbasins. We leave from it and then to the right. We go into the room where the dude is sitting on the table, and outside the window we see the shadow of a wandering patient. We go further from this room, and after going forward a little, we move in pitch darkness to 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 wash basins and climb up in the same place where we jumped off. We return to the place where the camera fell out and, having jumped, we pull ourselves up to the next floor.

    Administrative block

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

    Looking for the key

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

    We leave the hall, find the stairs, climb it, climb under the boxes. We move forward. In front of our nose, the madman closes the door, 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. We are waiting on the sidelines when the patient breaks the door, then we go through it. Open the grate with the key. We pass further outlast through the rooms and where the patients pray in the rooms we look for a broken window and climb 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, right along the corridor a big man is going to meet, we run to the right into another corridor into the last door, we run into the room. Room with two doors. He breaks the door and you run into another and into the corridor where he came from. Or in the first room you hide under the bed, wait for it to pass. You jump out and run into that corridor where the big man came from, turn at the end of the corridor to the left into the door. Moving along the left wall of the room, look for the entrance to the ventilation at the top. After that, quietly jump off in another room and go to the elevator.

    Underground laboratory Final outlast

    The elevator, of course, does not lead us to the exits, 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 away from her. Having opened the door, a big man grabs us, but the shadow kills him. We go to the right we find the section with the 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 haunt 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 are looking for a door, we go into it. We find the shutdown valve, twist it and go back to Billy's body. We run into another room and go upstairs. spiral staircase jump over the obstacle. We reach the room and turn on the cable. We return to Billy and turn it off.

    The demon, after turning off Bill, will attack Miles, he survives from last strength moves towards the exit. There he will be met by special forces who will shoot him without talking. Well, that's all such a sad end to the game outlast.

    You are reporter Miles Upshur, for a variety of reasons, you had to come to Mount Massive Asylum to investigate. As soon as you see the facade of the hospital, it will become clear that there was nothing good in this hospital, and it is better to leave this territory and as soon as possible.

    So, let's start playing. As soon as the car stops, we take from the seat: Camera, batteries and a magazine. Now we get out of the car and head to the hospital. We approach the gate and open it with [LMB].

    Now take your camera and shoot the facade of the hospital, after that you will have a note in the journal.

    It makes no sense to go to the main entrance, so we go to the left, there we climb through the opening, for this you need to bend down by pressing the button [Ctrl]. Further there will be scaffolding, we go upstairs and jump into the window. That's all, now we are indoors, but it's dark here, so we pick up the camera again and turn on the night vision mode [F key], we leave through the door. There is already lighting here, so you can turn off the night vision mode so as not to waste precious batteries, they will still be useful to us. Opposite there will be another door leading to the next room, we go in and look at the TV, to the right of it there will be another door. We turn left and climb through a narrow passage, there will be a room on the left, we pick up a battery in the table, go out into the passage and go into the next room, pick up a note on the table. We can move on.

    We return to the passage and go to the very end, the door closes on the left, we have no choice but to go to the right room. There is no way out of the room, but there is ventilation, we approach it and press [space]. We climb a little forward and look to the left and observe a small, but very frightening scene. We move further along the ventilation and jump down, go along the corridor and open the door on the right. We move along the bookshelf and turn left, turn the camera to the right and observe a small scene with a dying operative. He advises us to escape from this hell, we will listen to his advice and try to open the gate from the control room.

    From the corpse of the operative we head to the left and open the door. We pass the corridor and climb through the gap. But unfortunately, a huge mutant grabs us from behind and throws us to the lower floor. After watching a short cut-scene, we continue our way to the control room.

    We approach the dead guard and select the document from the table. We advance to the elevator and turn right, go into the left room, open the middle booth and film the corpse on camera. We get a new note in the journal. We return to the corridor and go into the room opposite, there we select the battery near the corpse. Now you can again return to the corridor and go to the next left room, this is the control room. But the door is closed, you need to find an access card. We pass further along the corridor and go into the next left room, on the table we select another note. We return to the hall, head to the right office space and turn right into the open door, wrap it behind the rack and pick up the document, now you can go further through the opposite door. We turn left and pass by a man in a wheelchair, he will not do anything to you.

    We pass to the end and go into the left room. We take out the camera and rent a room, now we have one more note. Mentally ill patients are sitting in the room, do not be afraid of them - they will not pay attention to you. We go around them and go into the lower right corner, there is a door, but it is boarded up with boards, we bend down and climb under them. Opposite there will be an ajar door, feel free to go in. A corpse sits at the end of the room, we approach and select from it an access card to the security control room.

    We return through the room with the mentally ill and go along the corridor, when you approach the wheelchair, the patient will jump on you.

    After a little struggle, we continue to move to the end of the corridor, then we turn right and open the door. We pass through the office and exit through left door, now we are back in the lobby where we started. We approach the elevator and go to the right, we pass along the corridor and open the second left door with the help of the extracted card. Don't forget to close the door. We approach the computer and try to open the doors, but to our misfortune, someone turns off the electricity. In addition, a mutant is breaking into the room, rather hiding in a locker and waiting for him to leave. We go out into the corridor and return to the elevator, go down the stairs and go through the open door, climb through the gap and move on. There will be a table on the right, we take another document from it. We go further, turn left and jump over the obstacle. We go straight, and at the end we turn right and climb into the passage.

    Now we need to start the generator. But for this, you first need to turn on two fuel pumps and a central switch.

    We go on the right side and go into the room, do not forget to close the door. We activate the switch and hide in the locker. We are waiting for the pursuer to leave, exit the locker, pick up the battery from the rack and head to the exit. But be careful, a mutant walks there. We go on the right side and go into the next room, activate another switch there and hide behind the barrel. As soon as the mutant leaves, we go back.

    On the right there will be another door, there is a fork, we go to the right, we select the battery from the shelf. We leave through the far door and jump over the table, go to the end of the corridor and turn right, there we jump over another table and go into the only room. We select the battery and activate the lever, and now we hide in the locker.

    Hooray. Now you can start the generator. We go along the corridor to the fork, there we turn left and jump over the table, then we turn right and return to the original location, where two pumps were turned on. We approach the shield of the generator and activate it. We turn around and run through the doors, further to the end of the corridor, turn right and climb through the gap in the wall.

    Now we calmly climb the stairs, turn left and go into the corridor, there we go into the control room, we try to open the doors, but then they grab us and inject sleeping pills.

    prison block

    We wake up in the cell, get up and inspect the camera, thereby getting a new note.

    We approach the door, and they open it for us, but the unknown person escapes. We can go out. We turn left and go to the end, we stop at the stairs and listen to a dialogue of two patients that is disappointing for us. Now we go down the stairs and go into the fourth left door, there we climb through the hole in the wall, climb onto the box and go upstairs.

    We go along the corridor, and then to the left, there we select the battery from the corpse, we return to the corridor and move on. At the end we turn left, there we climb along the ledge and find a bloody trail. You need to follow it.

    We climb the stairs to the topmost floor and turn left, there we select the document from the table, turn around and go to the end, there will be a hole in the floor, we go down! There we go to the left side, on the table with the computer we select the battery. Now we return to the corridor, jump over the obstacle. Be careful, there will be an enemy in the right room, do not approach him, and then he will not do anything to you. We carefully go around the room and move straight along the corridor, open the door and run back, jump over the table, run into the room, close the door and hide in the locker. We are waiting for the enemy to leave and return to the room from where he ran out to us. Don't worry, it won't be there anymore. When we are in the room, we approach the remote control and turn it on lock chamber. Now again we hide in the locker and wait for our opponent to leave. Now we can return to closed glass doors, they are now open. We pass the gateway and move in a straight line, two crazy people meet us behind the iron doors. While they can’t do anything to us, let’s seize the moment and climb through the window.

    We climb along the ledge and climb into the next window, on the left there will be a broken window into the room, climb up and take the document from the table. We return through the window to the corridor and go through the gateway. We take out the camera and film the event taking place on the lower floor. Now we have one more note. We go further, and at the end there will be a corpse, we take from it shower access card. We return through the gateway and follow the arrow drawn on the wall. We approach the closed door and open it with the access card. We go further and meet two opponents - one behind, the other in front. If we get close to them, they will immediately kill us. Therefore, we will not do this, we will climb out through the window and hang on the ledge. We climb to the end and climb through the window. We turn right and move on. We open the door and go to the right, go into the open room and select the document from the table. We leave and go straight until we hit the iron door, but we will open the left one, go to the table and activate the gateway. But a huge mutant comes out of the open airlock, turn around and get out through the opened ventilation.

    We run forward, we run iron doors and be sure to close them in order to detain our enemy. We continue to run towards the gateway, from which the fire comes. Suddenly we fail and fall on a pile of corpses. We move to the stairs, but the enemy is waiting for us there, turn around, run back to the bed and hide under it. When the enemy leaves, we leave and go to the right room, hide under the bed and wait for the enemy to go to the left side of the room, then we go out and climb the stairs. We go to the right, jump over the obstacle and run along the parallel side. We turn left, go through the open doors and climb through the littered exit. Now we turn right and climb under the cage and go through the ajar doors. There, another enemy comes out to us, turn right and climb up through the garbage. We go further, there another psychopath rushes at us, but we were lucky, not all of them want to kill us. One grabs him and throws him down. We continue to go forward and climb along the ledge, at the end jump to the other side, for this press . Enter the left chamber and pick up the document. Now exit and go up the stairs. Now we run, and quickly, because another psycho follows us, we run and climb over the ledge. Now we're in the cell, bend down and climb through the hole in the wall. Once in the next chamber, we leave through the door and carefully get out so as not to fall. We pass into the second chamber and go down through the hole in the floor. We go down the stairs and shoot the next room on the camera, we get another note in our journal. We pass further and find ourselves in a spacious room, go to the end and select the battery in the left corner, now we can go down through a large hole in the floor. Then we go down to the very bottom and climb through the gap in the wall. Everyone, now we are in the sewers.

    Sewerage

    Here we are in the sewers. We turn into the right tunnel, jump over the obstacle, turn left, bend down at the end of the tunnel and climb into the sewer. We go to the end and turn left, there we select the document and turn again, there will be a gap, we climb through it.

    On the right there will be a descent down, but it is flooded. To drain the water, you need to open two dampers. This is what we'll do. We pass forward, but our old and very harmful acquaintance is patrolling there - big Chris Walker. We are waiting for him to turn into the right tunnel, and we ourselves head to the left one, climb into the sewer and go into the opposite tunnel. Then we turn right and go into the room, activate the pump there and hide behind the rack, wait for it to leave, exit and head to the right passage. There we reach the end and climb into the pipe, but we don’t go out, but we wait, since he is already waiting for us there, we wait for him to leave and crawl out, turn right and climb through the gap in the wall. Now we go into the room and activate the second pump. That's it, now we've flushed the water out of the sewers. We leave the room and climb into the pipe through which we came there, again we are waiting for the enemy, and as he leaves, we move straight, exit the tunnel, turn right and find ourselves at the very beginning of the level, there will be a sewer leading to the lower level.

    We go down and go forward, but there are no light sources, so we use the camera more often. As soon as we are at the fork, we turn left and jump over the obstacle. We continue to move and stop at the pipe, as soon as steam stops flowing from it, we move on, jump over another obstacle and climb the stairs.

    There will be screams, but as long as we are not in danger, we go through a long tunnel. Someone appears ahead and shines a lantern, but there will be a door on the right, we go in and do not forget to get a camera to get a note. But the room is not empty, one of the patients of this monstrous clinic lives there, but he is not hostile, after a short conversation we go to the end of the room and go down the stairs. There is a fork here, but there is a dead end on the right, so we turn right, go to the end and turn left, there will be a pipe at the end, bend down and climb through it, then there will be a fork, on the left there is a dead end, so we turn right and exit the ditch. Now we go up and open the door, go further, but fall down into the water, there will be a rise ahead, we rise, we go further and jump, there will be a ladder on the right, we go up and turn right and go to the end, and then we jump down. We pass further, climb the boxes and go into the right tunnel. Further there will be a vast location, but it will be extremely dark there, besides, the enemy is patrolling there. Carefully we go to the middle, from where a small light source shines, we rise to the bridge, quickly turn around and jump to the stairs.

    Men's department

    Now we're in a pretty quiet room, going through the door, but back door closed, escape routes cut off. There is nothing to do, let's move forward. At the end there will be a narrow passage, we pass through it and find ourselves in the next room. There will be two patients, but they do not pay attention to us, we will not disturb them, we go to the right passage and go down the spiral staircase. And here we are again in the next tunnel, we go forward, at the end there will be a dead end, but there is a gap on the right, we will boldly climb through. We move at the end of the room, take out the camera and inspect the closed room through the window in the door, thereby getting a note in our wonderful journal, now we turn around and go up the stairs.

    There is a dead end, but do not panic, there will be a box on the right, we push it, and the entrance to the ventilation opens for us, we climb through and go out into the corridor. We move to the end and go into the right room. From the bedside table we select the battery, we approach the barricaded door and push the box. We pass and turn left and climb into the ventilation. Then we move to the large doors, they are closed, but on the other hand there will be another document on the right, we select, turn around and go to the open ventilation, climb up! There will be a psycho in the room, but fortunately he is tied to a chair, but two more psychos are breaking into the room through the large doors. But there will be another door nearby, we push the box, we go through the doors and be sure to close them, and now we run! At the end there will be an ajar door, we go in, close it and barricade it with a box. And on the contrary there will be another door, move away another box and run on. We jump over the obstacle and go into the right door and be sure to push the box behind it. At the end there will be ventilation, we will climb through it and run as far as possible forward, while jumping over the obstacle, and at the end we jump over the pit. But we do not stop, we run further, climb onto the boxes and climb through the door. Soon it will be broken, so we move on, run into the right door, and there someone tells us on the radio to climb into the freight elevator, there is nothing to do, so we quickly climb in and get out of these psychos.

    And here we find ourselves in a trap, because there we are met by a real sadistic surgeon. We are seated in a chair and taken to hell itself, where we are maimed ... But the good thing is that the madman is leaving, we will take the opportunity and try to escape. We move the mouse left and right until we get rid of the clips, then we take the camera and go out through the door. There is a former administrator in the room, he starts talking to us, and then screaming loudly, but that sadist will come to his screams, so we quickly hide under any bed and wait for him to leave. It's time to go, we go through the big doors and turn right, run to the end, and then right again, then climb onto the table, and then climb into the ventilation. There will be a door ahead, move the heavy box, now we have a quick passage to the elevator. And now it's time to find the key to this elevator and escape from this damned hell.

    We go along the corridor and go into the leftmost room, in the middle of this room a person will be chained, if you approach him, he will scream and attract unnecessary attention, so we carefully go around him on the left side and go through the door. There will be another person lying in the room, do not approach him. At the end of the room there will be an exit to the corridor, where there are large doors, but they are barricaded, besides, this psycho guards them. We are waiting for him to go the other way, and quickly approach the door and open them. And now we run straight down the corridor, quickly jump onto the bed, and then climb into the ventilation. Now we open the leftmost booth and select the document, now we go to the bedroom, open the double doors and jump into the window, pick up the key there, quickly run out of the room, hide on the right in the shadows and wait for the enemy to leave. Now we return to the room through the window, go through the opened doors and return to the elevator. We activate it with the key, but the enemy overtakes us, after a short but intense struggle, our enemy is clamped by the elevator, and he dies, but the elevator is stuck, so we get out into the shaft and exit to the next floor. Do not forget to inspect the corpse with the camera to get a note. Well, then we go forward along the corridor, go down to the lower floor and climb through a narrow passage. At the end, Father Martin will meet us and invite us to meet outside. We go left, then right twice and go through the toilet. There will be an open window further, but we will go further and go into the room where we will pick up the batteries, and now we can go back and climb through the window.

    There will be a fire in the room, so you need to get out of here quickly. We approach the stranger and listen to a short monologue, and then we go to the left, jump over the obstacle, then again to the right and climb under the boards and go through the open doors. We pass to the very end and select a document from the table, now we return and climb through a narrow passage. We move on and turn left. Ahead appeared our old friend - Chris Walker. We bend down and wait for him to leave, and then head to the opposite door. We turn left and climb through the passage, run through the bathroom, go through the closed doors and activate the lever. Now we return to the corridor and go to the right side, wait for the enemy to pass and head to the room where the light comes from. We activate the lever and hide in the locker, then when the enemy leaves, we go back and activate the sprinkler, and then run out and run to the left, climb through the narrow passage and go into the room where the fire was. Now the fire has gone out, and we can get out, we go to the kitchen and go left, then left again, and we have an exit to the street, but first we go into the right room and pick up the document, and in the left we pick up the battery, but now we boldly run out of this hell, it's time to get some fresh air.

    yard

    Here we are on the street, but it's night there, and besides, it's raining. Visibility is almost zero, you have to navigate by touch. We go around the fountain on the left side and turn onto the path, there we go to the warehouse and select the batteries and the key. Now we return to the fountain and run to the lattice door, from which light comes.

    We turn right and open the door, but the spirit of Walrider appears there, turn around and run back, wait a minute and return. There will be a large gate in the room, we go out into the courtyard and climb the stairs to the roof. Then we jump over the hole and go down the boxes, pick up batteries from the one sitting next to it, now we return to the roof and go to the end, turn the camera to the right and jump to the ledge, and then to another building. Then we move carefully and climb over the ledge, jump again to the roof, and then jump onto the boxes. We climb onto the dustbin and climb through the hole in the grid, move forward, climb the stairs and go to the left, pick up the battery there, go back to the stairs, go right and jump through the hole in the grid.

    And here we are again in the hands of the big guy Chris Walker. We go to the left, hide under the box and wait for it to pass by, and then go around it along the left wall, and at the end we climb the boxes and climb along the ledge. When we get to the end of the wall, we jump off and head to the left passage, where a big man meets us, we won’t have time to go through, so we quickly run back and climb under the box and wait for him to leave. Now we return to the passage where we met him and go left and climb through the hole in the wall. We pass to the right, inspect the fountain with the help of the camera, thereby we get a note, turn left and climb the boxes and climb into the window. Here we are in women's department time to meet Father Martin.

    Women's department

    We go forward and meet Father Martin, but we can’t get to him now, turn left, then left again and pick up the battery from the corpse, then turn around and go forward, jump over the obstacle and turn. We move on and turn left, climb through a narrow passage and see a passing shadow, you need to act carefully. We climb onto the table and climb through the window, inspect the dryer through the camera and get a note. Now you can open the door and turn right, then right again and go along the corridor towards the light. Then suddenly the light goes out, turn left and pick up the battery from the board, now we return to the corridor and go to the stairs, go behind it and pick up the note from the table, then turn around and go back down the corridor and come to the elevator. A corpse will lie at the entrance, we select a battery from it and go down the stairs, there we select a document from the table. We return and climb another ladder, jump over the hole, turn left and go to the light, pick up the battery there and return, but before reaching the elevator, turn right.

    We go further, jump over the obstacle and climb through the window. There is a key here, but to get it, we need three fuses, let's go in search! We leave through the door, and on the right there will be lockers in which we can hide if they find us, but for now let's go to the left. We meet a mentally ill person in a wheelchair and turn left, pick up a fuse there, but a psycho will rush at us, run away to the lockers and hide. Now we are returning, but we are already turning right, the enemy will also be waiting for us there, we run around him, we run into the room, be sure to close the doors and barricade it with a heavy box. We select batteries and a fuse there, when the door stops breaking, we return to the room where the key is located, and climb through the second window. We reach the end and select the last fuse in the room. Everything, now you can insert them and get the key. But the key falls down, you have to go down.

    We run to the stairs along which we climbed, we go down and run to the dryer from which we came, and our key is there. We pick it up and again run to the stairs, but the enemy jumps out at us, we run to the stairs and jump up. Everything, now he is behind, we go out and turn right to the second staircase, open the door with the key and go to the third floor, but the staircase is broken, you will have to jump over. The inscription “Follow the trail of blood” flaunts on the wall, there is nothing to do, let's heed the advice. But first, let's pick up the batteries from the table. We pass through the doors, but do not turn off, go to the end and pick up another battery, but now you can go into the missed turn, climb along the ledge and jump to the other side.

    We go further, but the floor falls through, and we find ourselves in a room with a ghost, he will not do anything to us, we select a battery from the nightstand and climb the beds upstairs. We go to the left, bypassing the hole in the wall, and open the door, go along the left side and select the document from the bed. We leave through the large doors and turn left, go until we stumble upon an open door, take out the camera, inspect the left room and get a note, do not go into the room itself, there is nothing for us to do, go back a little and open the double doors, but they meet us there two opponents, turn around and run until we meet a bed, hide and wait for them to leave, and go into that room. We go to the end and turn right, jump over the abyss and climb the ledge, jump over the abyss, but the camera falls down and falls through the gap in the floor, now we are deprived of the camera and will be guided solely by touch.

    We need to find the camera, we go down and go into the room where the door has just opened, go around the room on the right side, go through a large passage and turn right, climb through the hole in the wall, go into the toilet stall and go down. We move on, jump over the obstacle, a mentally ill person jumps out at us, fight off him and go into the next room, go through the room and exit through the right passage. We go further, without turning anywhere, we get out through the window and go to the table, our camera lies on it, go around it on the right side and take our precious camera, but it is a little broken, the image is rippled, and the glass is cracked, and even comes out to us crowd of fools. We take our feet in our hands and run the way we came here. We run into a room with lockers and climb on them and climb up. We return to the top floor, on which we dropped the camera. Now let's look for Father Martin in the Administration Block.

    Administrative block

    We turn left and jump over the hole, we leave the corridor, but the floor starts to crumble, we go on the left side, we jump over to the other side, we jump down to the lower level and we pass through the doors. There we are met by one of the patients of the hospital and advised to go to the next room, of course, it was a trap. He closes the doors behind us, and we have no choice but to move forward. Then we climb through a narrow hole, and then our familiar big man meets us, quickly run into the third room on the left, climb into the ventilation, turn right there and pick up the document, then return to the fork and climb to the right, dump the corpse, and then jump out ourselves. We open the door on the right and move straight, at the end of the corridor we go into the left room and climb through the hole in the floor. Then we climb the stairs and climb the ledge. At the end we go into the room and climb through the hole in the wall.

    We go under the projector and go to the right, we don’t turn anywhere and at the end we pick up the document, now we turn around and climb the stairs, overcome obstacles, go through the room and open the door, but they close the door in front of our nose and run through the emergency door, go back, climb under garbage and go in the opened door. We turn the camera to the left and climb along the ledge, get to the balcony and jump on it. We take the key to the chapel from the table, go out through the door and go along the corridor to the exit, but we don’t go out, the enemy is now wandering there, carefully look out, and when he leaves to the right, we go out and run into the left doors, which are already open. We go to the left and run to the stairs with the elevator, open the entrance to the stairs leading to the upper floor with the help of the obtained key and go upstairs. Opening the right wooden door and we pass through the double doors, go left and open the door, further to the end of the corridor and climb through the gap in the wall. We don’t disturb the one standing at the table, but we go through the doors and go to the end, there we take the battery, turn around and go to the left room, there we select the document from the table.

    And now you can leave, we go into the next right room and get out through the open window and climb to the right along the ledge into the next window. Now you can easily navigate by the inscriptions on the walls, we head to the right, then right again and go to the cross. We take the key and watch a small scene in which Martin's father is burned. It's time to get out of this damned hospital, we leave through the main entrance and go to the right, there will be an entrance to the ventilation at the top, we climb and see our big man at the end. We run to the right and wait for him to go the other way, and then we run to the right, fly into the last room, run to the fallen machine gun and climb up. We jump down, go through the doors, run into the elevator and activate it with the key.

    underground laboratory

    We go along the corridor, go into a spacious room and follow the bloody trail to the right. We move forward, reaching a long corridor, we pass into the second room on the left and select the document. We return to the corridor and continue to move forward, jump over obstacles, reaching a fork, turn right. When we reach the end of the corridor, the spirit of Walrider flies out at us, we turn around and run back, jumping over obstacles, we open the door at the end, and there we are grabbed by big Chris Walker. To our well-being, Walrider kills the big man and leaves with the corpse through the ventilation. Let's not linger and go forward to the open doors.

    We turn left and get into the room with the surviving scientist. There he tells us about what is happening in this hospital, and what the Murkoff corporation was actually doing, he also tells us that if we want to escape, then for this we need to turn off Billy's life support system, thereby killing him. The scientist knows better, so let's not argue and kill this Billy.

    We leave the room and go to the left, then we turn into the left corridor, go to the fork and turn left, at the end Valrider appears, jokes are bad with him, so we run around him and quickly run to the very end behind him, open the door and run forward. We climb between the tanks and climb the stairs, run through the open doors and be sure to close them. Further to the right, we take the document from the guard's table and go through the large corridor through the double doors, and here we are in the laboratory where "Billy" is located. We go to the right, run through the corridor, then we go up the stairs, go into the glazed room and take the document. We leave and go forward on the right side, at the end we activate the valve and turn off the life support system. Walrider already knows about our actions, we quickly go down the stairs and quickly run to the laboratory, closing all the doors behind us along the way. In the laboratory we go up the stairs, go further and close the doors, climb through the blue barrels and run further.

    We rise to the very top, jump to the other side, turn right, go up again and disconnect the cable from the generator. We go down, jump to the other side, but there the spirit grabs us and throws us down. We get up and run as fast as we can to the laboratory where "Billy" lies. To the right of the capsule is a remote control, we take a document from it and turn off the capsule. After a short cut-scene, we get to the exit and watch the final video.

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