Outlast

Outlast

17 Achievements

1,500

18-24h

Xbox One
Xbox Series
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LUNATIC

LUNATIC

Finished the game in Insane mode

150

0.26%

How to unlock the LUNATIC achievement in Outlast - Definitive Guide

This guy does a full guide on how to get the Energiser,Claustraphobe and Lunatic achievement all in one run. Full credit goes to him for creating this awesome guide.
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28 Jun 2014 16:58

10 Comments
@Xeno which strat are you talking about?
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By on 25 Mar 2022 16:23
When he says "This is for people that have played it multiple times"... If I were to just watch the video in a couple minute increments, would it be possible to do it once? I'd say I'm an above average gamer.
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By undergr3nades on 18 Dec 2016 02:34
There's a video in YouTube to where you can skip to close to the end of the game doing the door glitch. You will get 6 achievements easily after finishing the game.
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By Guile132 on 06 May 2017 22:51
Yeah and he spent like 3 hours of dying to make it happen that 1 time.
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By GRAND NOBLE on 07 May 2017 00:25
Couldn't you just use the any% speedrun tactic and just beat the game in less than 15 mins and get all 3 achievements?
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By XenoHorizon on 15 Feb 2020 19:48
@Xeno yes, but those are pro pro pro pro level strats. The amount of time it takes to learn those tactics, would take wayyyyyy longer than just doing it for real.... Honestly in a real/legit speed run you can do this in about exactly 1 hour. OK let's say it takes you... 5+ times to fail..... that would still be less time then making a perfect any% run.
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By GRAND NOBLE on 16 Feb 2020 07:38
gotcha
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By on 30 Aug 2022 14:28
i think it was patched
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By on 29 Jan 2023 22:13
@AtomiicKiwi - No, it has not been patched. I just checked SpeedRun .com and searched for OUTLAST and XBOX specific, ANY%, and less than 1 month ago, someone beat the game in 8 minutes. It's still possible. That said, as I said above, if you're not already on the route of speedrunning... it's actually easier (and takes less time to learn) to just do it the real way.
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By GRAND NOBLE on 08 Feb 2023 23:09
Kxiliox Just check out a speedrun of Outlast. Any% is what you're looking for. They clip through a wall using a door glitch, which is already kinda hard, but then make a multitude of precision jumps, and up at the end of the game. Believe me, it's actually easier (and takes less time to learn) to just do it the real way.
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By GRAND NOBLE on 29 Mar 2022 14:30
View all 10 comments Show less comments
I recommend you guys a glitch that really helps to get this achievement and other two.
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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 cn_B and the enemy will be stunned! keep pushing cn_B 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.
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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 guystoast

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.
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10 May 2017 18:49

2 Comments
I've been testing this glitch out and for the most part it seems to only work if the enemy can't kill you in 1 hit.
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.
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By SpeciallyTDerp on 28 Jul 2018 15:59
I wonder if its part of the glitch or as a gag they patched this in. I failed 3 times now only up to the sewer part. While using the B method Walker is able to initiate an insta kill while being no where near my location. Tested it out in the first encounter as well. He can initiate an insta kill grab from over 40 feet away. If only the B thing stopped them before they get right up to you as I suspect thats what causes it. Be warned.
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By OurEvilLetterP7 on 11 Aug 2017 08:59
It'll take some trial and error, but if you stick to this guide you should be able to get it in no time! :)
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16 Mar 2014 04:54

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:

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07 Feb 2024 19:36

2 Comments
I will admit I used the top posts video, however I experienced a couple of inconsistencies and after watching your video, it definitely helped me out. You take a far safer approach.
Ashame about the down votes.
Thumps up from me.
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By Extravadanza on 03 Mar 2024 08:43
Thank you.
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By BabyishDuck on 04 Mar 2024 12:26

wernicke skip is optional as the normal path is safe enough for the trophy, enjoy replicating what i do.
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05 Nov 2022 16:11

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.

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As mentioned above, the trophy is difficult only because there are no save points at all and the enemies are capable of sending you to the “other world” with just a couple of blows to 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
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05 Feb 2014 22:49

9 Comments
I advise you to use the video guide only to clarify the shortest route and to select batteries. Enemies in many places behave randomly and copying a speedrun can lead to problems. The video guide has been edited.
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By Дмитрий on 10 Feb 2014 15:20
This video helped me more because it has comments, albeit in English. But there were still a couple of moments when I had to replay the chapter on the “nightmare” with saves in order to develop my own method.

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.
Everything else can be done either from the first video or from the second. I used the first video to know where the batteries were, and I used the second video to play through the game.
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By axtox on 05 Mar 2014 02:53
If you use the bug, then move away from enemies who kill with one attack, preferably 2-5 meters and around a corner.
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By DarkWolf on 28 Jun 2014 22:00
Here is a walkthrough of the game in less than half an hour using glitches. Video game version: PS4.

https://www.youtube.com/watch?v=MmOkPJWBtL0
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By Agro on 31 Jul 2014 05:59
A couple of tips that will make life on Psych a little easier. Tips for the first video on this thread. First of all, everything needs to be tested on the “nightmare”. So, at 11-00 minutes it is better to run to the very end of the location, to where you came from (there is still a schizo sitting in a cage) and hide under the bed. The pursuer will stand for a while, lose all interest in you, rattle his keys, open some door and retreat. There will be one less enemy. So, at 15-00 minutes it is better to run into the right chamber near the stairs and hide under the bed. Because then you won’t have to jump over anything, there’s less chance of messing up. Wait for Walker to move away from the door and start. At 18-00 minutes I turned the valves in the reverse order. It's easier this way, take my word for it. At 22-45 minutes I always walked quietly along the left wall, Walker did not appear even once. At 23-40 minutes, as soon as you hear the music, immediately turn around and run back. The door will already be locked, but it doesn't matter. In 95% of cases, the guard does not reach us, but stands with his back to us in the corridor and talks about some kind of nonsense. Or he runs up to us, hits us with a club once (which is not critical) and leaves. Taggart he passes is not a fountain. At 32-41 you need to immediately move the drawer and release the door (it will be behind your back). After that, without waiting for Taggart, run into the first door on the left. And run to the end of the room. As soon as Taggart enters the room, you rush through the entrance door like a bullet to wherever you need to rush. You will lose heartily when playing catch-up with Taggart. Our door is already open, so taking the key, we immediately head to the elevator. At the 42-00 minute, Walker is actually wandering around there. How did he manage to run straight through like that? Mystic. I walked along the left wall and hopped onto the cans. 42-30 minutes, don’t try to rush through right away, it won’t work. Sidekick is relying too much on luck at this point. I made a circle around the gazebo and rushed towards the opening. Keep in mind that the bastard Walker can pull you out of this opening. So crawl all the way. The most difficult part of the game is collecting fuses. Because what routes this comrade takes remains a mystery to me. The main thing is 44-46 minutes, jumping over these two obstacles the pursuer always disappears. If there's a chase, come right here. He thus breaks away from the chase by 45-35. Two obstacles and no chase. Well, depending on your luck. A difficult moment, and by that time you will have already spent about an hour in the game!!! 1-00-00 here I pissed off playing catch-up. Hiding in the room. Anyone, try it on a nightmare, whichever one you like. Or you can run, but the price of a mistake is starting from the very beginning.
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By matador_torba on 04 May 2016 15:34
The glitch, which allows you to get from the initial location by falling into the void to the final location (a link to an example of such a glitch is in the adjacent tips), works in the current version for PS4, but it does not work on the Psycho difficulty. This method allows you to reach the checkpoint of the final location a split second before the game returns the player to the last checkpoint. But on Psycho difficulty there are no checkpoints, so the game moves the player to the beginning of the game.
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By RedEchidna on 10 Jan 2018 16:51
I’m sharing my acquisition tactics:

Before going to the insein, I decided to replay the laboratory. To my surprise, I managed to get caught by Walrider twice - the first time on the long stairs to the generator (he grabbed me from under the flight of stairs), the second time he appeared right at the entrance to the airlock. At the same time, I didn’t encounter anything like this during the insein. Be extremely careful and precise in the final location!

The basement is one crazy person. The psycho will go along the right side (the one with the doors) - we go around on the left. If you are spotted, close the door behind you on your way to the lever. Leave the locker when the psycho comes to check, and he won’t even have time to hit you once.

Prison block - two crazy people. From the second one (in the room with the button) we run away across the entire floor into a room with bars. Be sure to close the door! The psycho will go to the stairs and won't bother you anymore. After pressing the button, you can run straight into the airlock - the first psycho will come out to meet you and have time to hit you once, but since the corridor is wide, it is almost impossible to die from him.

Prison block - Chris. After the fall, stay to the left and crouch in the corner behind the fallen couch. You don't have to turn on night vision - you'll already see him when he passes by. We run around the second level without stopping - Chris will react, but will not keep up with you.

Sewer - Chris (levers). We run to the lever on the left side and squat in the drain, back through the same drain. Next, Chris can go either straight to the center of the zone or to the right. If he goes straight, wait 5 seconds, turn right, sprint around and go into the drain again. After the lever on the right side of the area, we hide behind the shelving and leave when Chris checks the lockers.

Sewer - Chris (flooded area). We stay as far to the left as possible and sprint onto the stairs.

Sewer - chase. It’s long and inconvenient to describe, check the walkthrough .

Men's department - Trager. We wait under the bed until Trager comes to kill the psycho. We go through the double doors and go through the ventilation. We move the box in front of the door to the elevator in advance. Trager goes out into the corridor. We immediately turn left and go to the next ward. A psycho will scream there, and Trager will slowly come the same way as you - there will be enough time to move the box.
When you take the key, jump back and sit down in the corner by the bunks to your right - Trager will not notice you and will pass on. We go to the elevator in the same place from where he came.

Men's department - Chris. After the room with the button , without stopping and without waiting for anything , we run to the right to the lever. We hide behind the rack. Chris won't come here, but he can be tracked. You can come out from behind the shelving when Chris goes back into the corridor and disappears behind the doorway. Then Chris will knock down the door to an optional zone that we don’t need - then we can run to the next lever. On the way back, we wait until Chris goes into that zone again.

Yard - Chris. You jump down into the area with the gazebo, turn left and walk towards the light. Chris will attack you there - if you run straight at him, he will have time to grab you while you are entering the rift in a crouch. Here you can apply a well-known trick: we still run towards him, quickly pressing circle - this will not allow Chris to catch you - and enter the rift.

Women's department - three psychos. IMPORTANT: when running away from the psychos, be sure to jump out the window from which you came to the area with the key and a little further away, and then wait 15 seconds! In my run, after I pulled away from the nut with the third safety, he suddenly came back into the key zone. I didn’t even have time to hit, but it scared me a lot.
We go straight, after selecting the fuse, a crazy person comes, we make a circle around the room and run away. In the left room along the corridor, the psycho will begin to walk slowly, close the door in front of him. In the right room along the corridor we make a circle and leave.

Women's department - pursuit. After picking up the camera, run exactly the same way you came here.

Women's department - twins. You approach the slightly open double doors, which the twins slam shut in front of you. Open the door again, go right and crouch in the corner, go through the door.

Adm. block - Chris. After you squeeze through the rubble for the second time, without stopping and without waiting for anything , we run into room A223 (third on the left side), there we jump onto the table and into the ventilation.

Adm. block is a twin. After you take the key, hang on the balcony and fall, then sit down in the corner and go through the door where the twin came out.

Adm. block - Chris. After you leave the chapel and jump out of the ventilation, Chris will come running. We run into the bright corridor to the right, into the penultimate door on the left side, then look into the corridor from the farthest door. Chris will enter exactly the penultimate door - now we run back to where he came from, leave through the dark hall, where a lonely non-aggressive psycho stands in front of the window, through the soda machine and ventilation.

Laboratory - Walrider. As soon as the alarm goes off, we immediately run back the way we came from.
After talking with Wernicke , without stopping and without waiting for anything , we run straight through the double doors. Valrider will appear very close, but will not have time to do anything.
After you turn the valve, do not release L1 for a split second.
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By R-Mac on 12 Sep 2020 18:04
In the sewer in a large flooded room, Chris can move by jumping, this is much more effective than walking or running in the water. Even if Chris notices you, it won’t be difficult to break away from him by jumping.
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By Jet990099 on 10 Dec 2021 09:04
Here are 2 simple glitches that will help you skip 2 chapters:

1. https://www.youtube.com/watch?v=DbhI-cpvLN0 Let’s skip Trager (Men’s department). I recommend practicing through selecting chapters before going through Psyche.

2. https://www.youtube.com/watch?v=aRb_uhcyVmo We are skipping the women's department. We stand towards the door as in the video and lean using L2/R2, as soon as we find ourselves in the textures, stick straight and slightly to the right. The door upstairs will open only after you take the camera.
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By VippESS on 29 Mar 2015 02:40
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I like the passage of both “PS4Trophies” and “PowerPyx”, but still some moments seemed to me quite risky. Therefore, I wrote down what I consider to be the safest passage. I divided it into chapters, if it helps anyone, I will be glad. https://www.youtube.com/channel/UCD-...26rFfEQ/videos
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08 Jul 2019 23:01