Outlast
17 Achievements
1,500
18-24h
LUNATIC
Finished the game in Insane mode
150
0.26%
How to unlock the LUNATIC achievement in Outlast - Definitive Guide
-------
Energiser, Claustraphobe are so easy. for the Energiser achievement, just increase your game gamma in options. that really helps. and for the glitch, whenever you've been spotted by an enemy. just keep pushing and the enemy will be stunned! keep pushing and t-bag towards the nearest place to escape. you DON'T have to stand completely and then push B to crouch. just smash it.
-----------------------------------------------------------------------------------
NOTE: the enemy will come after you when you stop pushing B, unless you are far away out of his sight. and make sure not to get too close to them while they are stunned. you might get hit or worse.
Good luck guys
Credit to PHub07 for mentioning this. I remember struggling with this myself but I forgot to add it to the guide. Walker(big scary guy) is glitched! If you use this glitch on him make sure you don't stop t-bagging unless there is so much distance and at least a wall between you two. he can grab you and insta-kill you from 40 feet away. DO NOT be in the same room/hallway with him when you stop pressing B.
If an instakill enemy is too close, the glitch will sometimes wear off.
If a 2 hit enemy hits you, RUN! The glitch will NOT save you if they have already hit you.
Overall, this glitch should be used as a backup in case things go south.
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:
Ashame about the down votes.
Thumps up from me.
wernicke skip is optional as the normal path is safe enough for the trophy, enjoy replicating what i do.
Insane mode is difficult because there are no saves or checkpoints available. If you die it’s back to the beginning to do it all over again. Luckily the game isn’t all that long and there are only a few tricky parts that are not so tricky once you know what to do. For this reason I strongly recommend leaving your insane playthrough for a second or third run. Reason being is knowing where to go and what to do makes this achievement considerably easier.
Insane also limits your battery capacity (not an issue if you are also going for "ENERGIZER") and enemies will react to you quicker and more often. If there are any parts of the game you found difficult on your first playthrough then I strongly suggest using chapter select to practise and get a feel for those areas before attempting them on insane.
There are a few tricks that may save your life or at least give you some breathing room. Tight spaces like crawl holes and thin sections you need to squeeze through protect you from being chased as enemies can’t follow you. However, just be sure not to get too close as enemies can reach in and kill you. Also remember that you can always run faster than enemies so if you came face to face, run. While running, always close doors behind you as this can buy you extra seconds and is useful when you run into a room to hide because if an enemy sees you hide they will still kill you. Another trick to keep in mind is that most areas that are either open or have multiple doors leading into them can be used to lure an enemy in, maneuverer around them and then double back.
Above all else, take your time. Unless you are in a situation where you need to run to survive like the medical bay before the doctor or the underground section, you can move at your own speed. Even if you are in a room with enemies, hide and plan your approach. There will be nothing more frustrating than thinking you will risk a move only to die. Enemies like the big enemy and the Doctor make plenty of noise as they move around so listen to where they are if you can’t directly see them.
The following are sections which may prove difficult:
*NOTE*: These ways are not the only way to make it through alive, so if a solution works better for you then stick with it.
Restoring Power in the Basement - The trick here is to wait until the enemy is patrolling the main room before going after the breaker. Once you hit the breaker either wait until he checks out the room and leaves or try and make it past him in the hallway. If you do get caught out you can try and run past him in one of the rooms, make it back to the main switch and then to the exit. You may get hit once and as long as you don’t get yourself trapped you will survive as it will take two hits to bring you down.
Follow the Blood – After opening the door to the security room, run all the way back down the hall to an area with some holding cells and lockers. Hide in the locker (be sure to shut the door to the room) and wait until the enemy leaves the room. He will leave the section and allow you to head to the security room to hit the switch. After this, the second enemy who was standing in the blood soaked room you pass will come for you. Hide in one of the lockers and when he's not between you and the door, run.
The Two Brothers – This isn’t all that tricky but if you take too long you will instantly die. Once you enter the door to the shower block you will begin down a corridor near some broken windows. Obviously the path is to jump out the window but if you take too long to do this you will die.
Pile of Bodies – Once you are blown out the window from the explosion and are back on your feet, hide under the bed in one of the rooms and wait for the enemy to move past you. Once he’s moved on, make a run up the stairs and around the outside of the prison block. At the top level be sure to turn left and through the tight gap otherwise going straight ahead will trap you.
Drain the Water – This part isn’t too bad because you can always run back to the start and squeeze in the gap as the enemy won’t follow you. The enemy seems to always take the path to the left when he is patrolling so this will allow you to drain the pipe on the right. If by chance you are spotted going down this path, run into the pump room, close the door and either hide in the lockers or in the corner of the far side of the room.
From here follow the enemy without alerting him to the second pump and when he turns left near the crawl space in front of you, go through it and then through the tight gap to your right. On your way back, again be quiet and move slowly. You should be able to hear if he’s close because the chains he’s wearing will rattle. If you are spotted, either run back to the safety of the tight gap or if you can, run to the newly drained hole and climb the ladder.
Flooded Room – The easiest way to avoid dying here is to stick to the outside of the room while moving left towards the light coming from the hole in the ceiling. You should be able to climb on the broken walkway and then turn around to jump to the ladder before the enemy gets close.
The Doctor – This section is tricky but you have plenty of places to hide if you are spotted.
The tricky part comes with having to move the two trolleys out of the way of the door. When you first climb through the ceiling vent and drop down, quickly run to your left and move the first trolley out of the way to avoid moving it later. With the second trolley you need to time your movements with the doctor’s. When he walks down the corridor towards the trolley you previously moved that’s when you have enough time to move the second trolley out of the way. Once you have the key hide under one of the beds in the open room you previously passed through. Once you have a clear shot to the door, run back to the security room and through the door the Doctor broke through, then back to the elevator.
The Sprinklers – There is only the one big enemy here but you have one tight gap you can always take cover in if you are spotted. Once you first enter this room head right and activate the first pump. The enemy will enter the room with the clothes bins but if you stay in the lockers at the end of the room you will be safe and he will turn around and walk back out. Getting to the second pump isn’t too difficult as you can always circle around the middle room and take cover in the tight gap. Getting back is a little difficult as you need to time your movements with the enemy’s so you aren’t spotted. Just move slow and if in doubt wait or backtrack to the safety of the gap.
Outside Area 1 – After heading through the outside area for a while you will enter a large open area with a big enemy patrolling the grounds. You should be able to hear him from the chains that rattle. The easier thing here is to hug the walls to your left and then make a run for the stacked pallets. Again this is a case of practise makes perfect so if you are unsure of where to go I strongly recommend a few practise runs first.
Outside Area 2 – The next enemy you encounter will be near a gazebo at the end of a long narrow section which leads back into the asylum. The easiest way to avoid death hear is to be spotted so you are chased, run back to the gazebo and circle round making sure you are followed, then double back to the exit.
The Fuses – This part is probably one of the hardest as it does take a certain degree of luck. There are three rooms, each one containing a fuse which you need to visit. One room contains an enemy who will not react until you pick up the fuse. Leave this room for last. If you are following the roadmap and leaving your insane playthrough for a later playthrough then you will already know the rooms and the layout. Luckily the first enemy you encounter will take two hits to kill you so you do have some breathing room if you mess up, but you still need to be careful. The best approach is to hide after grabbing the first fuse then sneak past the enemy and back into the main room where you need to insert the fuses. from here go to the second room and then to the third room with the enemy waiting in it in one go.
From there you can run back to the main room with the locked door and if you are being chased, continue on to the stairwell. Running back to the stairwell is something of a safe zone as the enemies won’t chase you past a certain point. It is also worth noting that if you are being chased into one of the fuse rooms, if you close the door behind you, you have enough time to move the trolleys in front of the door and ensure the enemy doesn’t follow you in.
Two Enemies from the Prison Block – Once you reach the top floor you will make your way to a double set of doors and they will open to reveal the two machete wielding enemies from earlier. Before you reach the double doors however, on the right hand side of this area there are another set of double doors near the room with the candles. If you open the door to the right only and then trigger the enemies, you can back track to these doors. The enemy who goes down this path will try and open the door on the left (his right) when he triggers the opening animation you can run straight by him.
Dropped Camera – This part relies on you knowing where to go so learn the path and as soon as you grab the camera retrace your steps.
Long Hallway – As you make your way back to the admin area you will find yourself in a long corridor and the big enemy at the far end knocking down a door. You need to quickly run until you see the door on your left that is slightly open. Head through and into the vent.
Cinema – After grabbing the key, the double doors will open to reveal an enemy. Simply hang back and move around him. There is plenty of room in this area to get past him.
Underground Area – This is mostly a case of running flat out and knowing where you’re going. The only areas that may prove tricky are after turning the life support valve, but as long as you keep running you will be fine. The other is the upper levels where you need to disable the electrics. The jump will kill you if you jump too early plus there is a tunnel that is in darkness and has obstacles in it. Be sure to not get caught on them as this will allow the wallrider to catch you.
Large enemies - Kill with one hit
Regular enemies - 2 hits.
Fortunately, it will be easier to just run through the game at this difficulty level. To help, here is a video guide in which a guy completes the game in 1 hour on the “insane” difficulty level without dying once.
https://www.youtube.com/watch?v=IK7dljUFQMU
The most difficult things for me were:
- Sewerage . At the end of the chapter, you will find yourself in a large room with a flooded floor, and Chris Walker. In the video, the guys are running along the left side of the room, but it’s better not to take risks and go calmly to the left, straight to the well with the stairs (you should see a small beam of light coming from there)! Under no circumstances try to enter the platform on the right, using the stairs! Just go to the platform and jump onto it from the side of the well ( this is on the video, 23:40 minute ).
- Men's department (doctor) . Here they are always trying to get into trouble. I have already died here a couple of times because the doctor did not always behave the same way. Therefore, I advise you to try this chapter (Men's Department) on a nightmare difficulty level, because it is the same as "Psycho", only with saves. The beginning of the video always works - you need to sit under the bed near the door until the patient finishes speaking and Tragger comes ( time on the first video, 31:35 ). After you slip past and go through the ventilation shaft into another corridor, there may be problems, so for the third time, I did it my way. As soon as you move the cabinet away from the door to your left, immediately run along the corridor and into the first door on the left (as they do in the video), then to the door at the end of the room. The Tragger will definitely follow you due to the noise from running, so continue to the second room (without stopping). Then, in the second room, the patient will lie with his leg tied. As soon as you pass by, he will certainly start screaming! This is to our advantage, because Tragger will come to the cry! He should appear from where you came from (that is, from the door at the end of the first room). To make sure of this, climb under the bed to the right of the exit to the corridor, and watch until Trageer enters the room through the door we need. As soon as this happens, immediately go out into the corridor (but without running, on foot!), slam the door behind you and start moving the second cabinet at the end of the corridor (where we need it). The rest is all in the video . BE SURE to test this method by selecting chapters, on the “nightmare” difficulty level, to understand what we are talking about.
- Return to the administrative block . This is the penultimate chapter; there shouldn’t be any special difficulties here if you do everything as in the video. However, at the beginning and end of the chapter, when you need to put out the fire and after the priest burns himself, the guys are at great risk by escaping from Chris Walker in this way, so I tried to do it differently. First meeting with Volker - as soon as you pass the burning kitchen, you find yourself in a room with Chris. At the beginning, do as shown in the video (that is, run to the right and open the first valve), hide and wait until Chris leaves and starts knocking down a door somewhere. As soon as you hear a knock and the joystick vibrates, it means the kris is far enough away so that you can calmly, on foot, walk to the second valve and open it. As soon as you do this and return back to the corridor, Volker will automatically be transported from where you last saw him to a certain place - just around the corner from the entrance to the second valve. I did this - carefully, on foot or even squatting, I approached the lamp on the floor, then a little further, until Volker begins to make noise with his chains (this means he is coming towards you), then you need to turn around and go through the shelves with books. Here he will never reach you or even see you. Now you just need to sit and wait until he continues on his way, namely, until he goes through the door at the end of the corridor (opposite you), because this is the most distant place. When you see that he is heading there (the wait may take about a couple of minutes, or maybe a couple of tens of seconds, depending on your luck), you can leave and go to the last button. Then quickly run to the kitchen. The second meeting with Volker will occur immediately after the priest sets himself on fire and you go through the ventilation hatch. You immediately find yourself in the corridor, where Volker is already ready to meet, and notices you. I found the perfect option, which I tried once on Nightmare 5 before doing the same on Psycho. As soon as you appear in the corridor, run to the right. Here you need to run without stopping to the second door on the left (number B313, if I’m not mistaken), leave the door open and hide under the bed to the right of the entrance. Volker won’t even enter this room, he’ll just stand near the entrance and go break down the doors. The most important thing here is to listen to his movements. First, he will go to the beginning of the corridor and knock down the door to room B311, after which he will go further to the end of the corridor. You should see his shadow as he passes by. As soon as they heard that he began to break down the second door, this means that he is already at the end of the corridor and the path is clear! Now calmly get out from under the bed and run to the exit! BE SURE to check these two methods through selecting chapters, on the nightmare difficulty level.