Outlast
17 Achievements
1,500
18-24h
ENERGISER
Finished the game in Insane Mode without reloading camera batteries
200
0.18%
How to unlock the ENERGISER achievement in Outlast - Definitive Guide
I've posted the link and the video here.
To unlock this achievement you must NOT touch the Y button on the controller and I can't stress this enough! Just pretend like there is only A, B & X and that's it as if you get all the way near the end an accidently push it, you must restart from the very beginning of the game as there are 0 checkpoints and 0 saves.
As with all other insanity related achievements, you will face inmates that are much more alert and much more deadly then other difficultly types. They can one shot you and you will be sent back to the start again. By not reloading the camera, you face the Bulls**t task making your way through one of the darkest games made but by following the guide below and speed running through the game with flicking on the night vision every now and then when you get stuck then you should be able to conserve your battery In your camera Untill you reach the theatre which from then onwards is pretty much lit up for the rest of the game.
I will post pyx's video of him doing an insanity run Untill I can either make or find a video that can be used as a better reference.
A) Do it on normal first for funsies / collectibles.
B) Never, ever, under any circumstances, press Y while going for ENERGIZER. You'll have to quit to the main menu and start again, just dying won't work.
The most important information is relating to the enemy types. There are 5.
1. Ordinary insane patients. These will appear in some levels and are the weakest of all. On insane difficultly you can absorb 2 hits from them before dying.
2. Chris Walker - Main enemy and very powerful. He is slow but can kill you in one hit. Use his slow pace to your advantage.
3. Dr Trager (Only seen in Male Ward) - Easy to escape once you know how, but can kill you in one hit.
4. The (naked) Twins - Powerful enemies, but only a major threat in Female Ward and Return to Admin. If you know how to avoid them you can get away from them 100% of the time. Very easy to pull off.
5. Walrider - Powerful, one hit kill. Only a threat in Underground Lab and can be easily avoided if you know how.
The video I used to walk me through the levels can be seen below. It's very helpful. I do not own it.
- There are certain areas in the game which will require many practice runs due to the initial difficulty and layout. I would advise at least one full practice run on nightmare difficulty plus the following:
Admin Block - The part where you turn on the power is difficult due to the darkness and narrow layout. Definitely needs a few practice runs.
Prison - Relatively easy level, but the one part after being flung from the explosion might be difficult as Chris Walker spawns immediately after you get up.
Sewer - The majority of the sewer part is easy, apart from the very end where you go into the huge dark pool with the ladder in the middle. This requires perfect navigation and thus should be practiced many times.
Male Ward - Most of it is easy but you should know how to lure Trager so he doesn't catch you.
Courtyard - This is the hardest level in the game in my opinion. The entire level is dark so you will need to know this level perfectly. The 2 parts with Chris Walker are also quite difficult due to the darkness and thus you will need to know where to go and how to lure him away.
Female Ward - Not hard but it is very risky as the lures required are very close encounters. The darkness will throw you off in this level too.
Return to Admin - Relatively easy, but the Chris Walker lure should be practiced once or twice.
Underground Lab - Initially easy, but there is one part which may throw you off if
unprepared. This level should be practiced once, one for knowing how to get away from the Walrider and two for the part where you climb up a huge flight of stairs to get to the cables. After climbing the stairs, you will jump over and turn right. The next area is really dark and the Walrider will be right behind you. Now, at this point in the game you may not have any battery left, so you should know this area especially well and how to navigate it quickly in the dark. I say this because this part cost me a run, which sucked bad.
Outlast Energiser In-Depth Guide
Hi everyone, welcome to another guide.Before attempting this, I recommend you practice on Nightmare difficulty via chapter select for sections you’re having trouble with. Insane difficulty is the same as Nightmare but it's permadeath so if you die, you’ll start from the beginning. Thankfully this game isn’t too long, so it won't take you long to get back to where you were. The hardest chapter for me was chapter 6 specifically the 3 fuses section.
General Tips
A great strategy to take advantage of is closed doors that enemies are trying to break down. On Insane difficulty regular enemies take 6 hits until the door breaks. When a door breaks there's a brief window where you can run past the enemy. This is especially useful in Chapter 1 where you need to restore the power.In the following section is an in-depth overview of all the difficult areas for the 8 different chapters.
Chapter 1 – Administration Block
After the power goes out, hide in one of the lockers in the Security room. Wait for Chris Walker to walk out of the room and turn left. Once he goes past the window, run down to the basement.In the basement section, press the two switches as quickly as possible. By this point, an enemy will start breaking down a door. It will take 6 hits for the door to break. Wait near the door for it to break and run through to the room where the leaver is. You can use this to your advantage throughout the game as the enemies won’t be able to touch you for a second or so. Once at the leaver room close the door behind you and use the leaver. Wait for the enemy to break the door, and run back to the middle section of the basement and press the button on the main console.
The power will now be back on, run back to the security room. This is a good area to practice on Nightmare.
Chapter 2 – Prison Ward
There are two tricky sections during this chapter I think. The first area is where you need to press the button in the security room to open the door. Get the attention of the inmate and run into the room on the opposite side of this area, hide under the bed to lose the purser. After a little while the inmate will go into another corridor and close the door behind them. After this press the button into the security room, you will now encounter another enemy, run towards the door that you opened to escape.The next tricky area, is the Chris Walker section right after you get flung out of a window because of an explosion. Right after this, you’ll want to run up the stairs where Chris Walker is and jump over the railing on the right side of the stairs.
Chapter 3 – Sewer
There are two tricky areas for this chapter, first one being at the start where you need to drain the water. I recommend going to the room on the right side first, once in the room with the valve, turn the valve and hide behind the shelves where the boxes are. Once Chris Walker is in the room, he’ll look at one of the lockers. That’s your queue to run towards the 2nd valve room.Once you’ve used the 2nd valve, hide in the small pipe that’s nearby. Sometimes Chirs Walker will walk back to the middle area other times he’ll walk down the corridor on your right. Once Chris Walker is out of sight, run towards the ladder that was flooded earlier.
A little while later in the sewers you will reach a really dark room where you need to use a ladder to escape. I recommend turning on night vision on the camera and jumping forward in the water to increase your speed. Jump towards the small stair section in the middle of this room. Once here jump onto the ladder. This is a good area to practice on Nightmare.
Chapter 4 – Male Ward
The first tricky section for this chapter is the chase sequence at the end with the jump, I recommend having the camera downwards slightly and jump at the last second.When you get to the area where you’re captured by Trager. Once free from the chair, hide on the left side of the main door and wait for Trager to walk in. Once Trager is a good distance in the room run towards the vent. Once you’re out of the vent turn left and move the cabinet that’s blocking the door and open the door for later.
Next, you’ll want Trager to start chasing you, run into the room on your left and open the door into the next room. You’ll want to have some distance against Trager here as this is not a door that you can barge your way through. Make your way past all the beds in the room to the exit and close the door behind you. Next, move the cabinet out of the way of the door and go into the vent in the next room.
You will now need to pick up the elevator key, after you do this Trager will start breaking down a door. Run out of this small room and turn right to hide in the corner for Trager to walk past. Once the area is clear run to the elevator.
The next area that can be quite tricky is the sprinkler section where Chris Walker is. I recommend going to the switch on the right side first. Once you press the switch hide behind the white box that’s near the door. Peak around the box to see where Chris Walker is. Chris Walker will eventually turn around. Start crouch walking your way out of the room until you here him start breaking down a door.
After this go to the sprinkler switch on the left side of this area. Whilst leaving this area Chris Walker will be on your right as you’re leaving, do a loop around the middle area and run into the bookshelves you can shimmy your way past. Wait for Chris Walker to leave, and turn on the sprinkler system.
Chapter 5 – Courtyard
The two Chris Walker sections in this chapter can be quite tricky. First encounter occurs when you drop down into a grassy area. Stick to the left side and run around to climb the pallets with ease. The 2nd encounter occurs right at the end, Chris Walker will appear in front of the path you need to take to escape. Run around the gazebo anti-clockwise and run to the end. Best to practice these two encounters on Nightmare.Chapter 6 – Female Ward
The hardest section for me is when you have to get the 3 fuses. I recommend getting the fuse on the left side first. Once you pick up the fuse hide under the bed and wait for the enemy to appear. Once the enemy is on the other side of the room, close the door behind you and put the fuse into the console. If the enemy is still chasing you, jump over the counter from where you originally came from and the enemy will lose sight of you.Next, go through the door on your right to the area where the two other fuses are. I recommend getting the fuse on the right first and then the left. After getting the two fuses the enemy you encountered earlier will start walking over to where you are. You’ll want to get their attention and sprint into the room where you picked up the 2nd fuse. Close the door behind you, wait for the enemy to break open the door and run back to the fuse room. Jump over the counter on the left to lose the enemy. The enemy will go back into the room where you picked up the first fuse. Put the 3 fuses into the machine and press the button.
The last tricky section is the jump at the end of this chapter. You can circumvent this by running along the floor on the left side and dropping down.
Chapter 7 – Return To Administration Block
The two tricky sections for this chapter are the Chris Walker sections. The first Chris Walker section is at the start, run down the corridor and go into the room on your left, and go into the vent to escape Chris Walker for now. Best to practice this section on Nightmare.The 2nd Chris Walker encounter is right after you get the key from Father Martin. Once you have Chris Walker’s attention, go into the corridor on your right and go into the 2nd room on your right. Close the door behind you and hide under the bed. Chris Walker will break down the door and will leave a short while later. Whilst he’s breaking down another door that’s your queue to escape.
Chapter 8 – Underground Lab
The only tricky section during this chapter I found is the jump just before you cut off the electrical supply to the sub-lab generator. Definitely recommend practicing this before Insane.If you prefer a visual reference, feel free to use my walkthrough video as a reference:
all the major discovered skips for insane difficulty route. you don't have to do wernicke skip 12:34 & take the normal route going through the double doors & running back for the chris vent squashed & wernicke cutscene proceeding onwards after the 2nd vault door, enjoy
This may seem like a difficult task but once you learn the layout of the levels and how to avoid/deal with enemies it is not all that taxing. Again, knowing the levels will allow you to navigate dark areas from memory so you don’t have to rely on using your camera’s night vision. Due to you having to complete the game on insane, which means no saves or checkpoints, make sure to avoid the button completely, as accidentally hitting it will mean a brand new playthrough.
Here are a few tips to make this easier.
- Take your time. Unless you are in an area with enemies, take it slow and try to make it through the darkness without resorting to quickly tapping the night vision on as doing this again and again will still drain the battery.
- Hug the wall and floor. For some reason if you crouch or face a wall or obstacle the area will be lit, even in complete darkness. This is extremely useful in several areas where there is no light. However, only use this trick when there are no enemies around as it doesn’t really work when you are being chased.
- Play in a dark room or adjust your TV’s brightness. There are many areas in the game that are very poorly lit but there is enough light to see without using night vision. If you are playing in a well lit room it will be hard to see so turn off any unnecessary lights.
As mentioned above, you should only need to use the night vision in areas with enemies so you can avoid being killed. Outside of that the main section where using the night vision is important to surviving is in the courtyard when you are moving around on the roof and ledges. Again, practise this area and learn when you need to use it and where it can be safely turned off.