Walkthrough The Outlast Trials – Program 1

Guide for completing all the challenges of the first program of the first season

The first season of the game contains three programs, upon completion of which you will unlock “Program X”. After completing it, you will be able to leave the complex, completing the season and resetting the passage of all previous programs (saving the character improvement progress).

Kill the snitch

This is the main task of “Program 1” in The Outlast Trials. You can complete missions alone or in a team of up to four people. But it is best to do this in pairs, since many actions cannot be performed without the presence of all members of the squad.

Infiltrate the police station

The first thing you are asked is to get inside the police station. But first, I recommend searching the building on the left side. There is something to enjoy! There are two ways to get into the police department building – through a side door at the very end of the street or through another side door located approximately in the middle of the street. If you go along the road, on the right side you can find an open truck. Make your way through the back of the truck to find a window. Jump through it inside. In any case, you will end up in the same place – in the hall with many tables.

Let’s talk about what awaits you inside the site itself. First, you need to look under your feet – traps can be placed that work when approached. Second, the enemy. There are regular mobs patrolling certain areas. There are screamers who stand still, hold on to their heads and frantically shake them in different directions. If you get close to them, they will scream. After a few seconds, the rest of the opponents in the nearest region will come here, and you will not be able to move for 5-6 seconds. Other enemies are big guys (deal increased damage) and a police officer with a shock baton (a very mobile and annoying character). Finally, there is the chemist, a psychopath in a gas mask who sprays a gas that causes him to lose his mind. You will begin to see all sorts of horrors from which you can get damaged. To restore my mind

For items that you can find in the police station, and the game itself:

  • Weak or strong medicine. Restores health points. In the first case – a small share, in the second – to the maximum.
  • Antidote– used to restore your mind if you are exposed to poisonous gas.
  • Large and small batteries. Used to recharge the energy that is consumed when using a night vision device.
  • Battery– restores the gadget if you have already used it.
  • Brick and bottle– can be used to attack opponents or distract attention.
  • Postersare collectible items that are placed randomly in different parts of the location. There are more of them than you are asked to find for an additional objective.
  • Lockpicksare needed to unlock locked containers and cabinets containing various items.

 

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  • Adrenaline– Temporarily increases movement speed.
  • Syringe– appears only if you play in a team (at least with one other player). With the help of a syringe, you can raise a fallen comrade to his feet. In single player mode, there will be no syringes, but you will be allowed to respawn once.
  • Canisters– used to fill something. For example, in this mission you will have to refuel the generators.

Get to the security room

As soon as you find yourself inside the police station, look around. There are no enemies in the hall, so you can freely explore it (although there may be traps under your feet). From this moment on, watch the walls on which the necessary posters can hang. Move out of the hall along the corridor. Jump over obstacles if you need to get around the cans that make a lot of noise. If you go along the corridor and turn left twice, you can see the shuttles. The same ones that are used to get on a mission. As soon as you run into this shuttle, you will be in a safe place, so you can use it later. Press the red button and watch the cut-scene with the appearance of a police officer with a shock baton.

Get to the knocker

Exit the security room and turn into the door on the left side. Pay attention to the rails located on the floor. Walk along them until you get into a cell with a chair to which the snitch is chained.

Push the snitch

Don’t worry, there are no enemies here, so stand in front of the snitch (in front) and push the chair until the power goes out.

Start the generators in the basement

Go to the end of the corridor and turn left. Go through the door. There will be a gate on the left side. You can raise and open the guard post to create a shortcut. Go to the right side and down to another gate. Pick them up to be in the basement. More than 50% of the underground parking area has no light, so the first thing you should do is try to find some batteries. Pay attention to the doors above which the light bulb can light up. When this happens (an alarm sound also appears), run away – the same psychopath will come out of the door with toxic gas. After a few seconds, he will leave the location using the same or another door.

All that is required of you is to find and start two generators. Each of them must be refueled using one canister of fuel. The fuel canister is a heavy item that slows you down, so always keep this in mind and, if necessary, drop the canister and run away. You can hide in car trunks and other places, but note that other psychopaths may already be hiding in closets and trunks. Carefully inspect them, make sure that the doors and covers do not open slightly. A policeman with a shock baton moves along the basement in a free route.

Starting any generator immediately after refueling requires doing two things. The first is to activate the two sidebars. Each panel has 5 red buttons. You need to activate all of them, while you can click only four times. One of all the buttons activates two at once. If you’re lucky, you’ll do it and all you have to do is click on all the others. Otherwise, the process will have to be repeated. In general, as soon as the two panels are activated and the generators are filled, it remains to start them. Press the main button on the front. Repeat pressing the specified key when the sliders are in the yellow or green area. Ideally, you need to hit the “green” area, but the yellow one will do. Naturally, this will attract the attention of enemies, so be careful. Launch quickly, and if you fail quickly, run back and hide!

Open all the gates

When you start the generators, go back upstairs and push the chair with the snitch to the gate. They are locked, but you can find the key. Look at the TV to see a picture of a heart. This is the hint. Open the door on the left and approach the corpse with a heart on its chest. Interact with him to get the key, go back, open the door and keep pushing the chair.

The way further is blocked by three doors at once, and in order to open them, you will have to explore most of the site and find three keys. Go to each locked door and look at the TV for a clue. Usually, the corpse is somewhere nearby. If you have hints activated (and they are not available only when passing this level on a higher difficulty), then “question mark” markers will periodically appear. Usually they point to corpses. Of course, you can search any corpses, but if you put your hand in the wrong one, you will receive damage. In addition to the corpses that you need to interact with from the side of the abdomen, you can also find others with a severed head. In this case, the hand must be thrust from the side of the “head” (through the neck).

Keep in mind that pushing a chair with a snitch before the door is open is pointless. If you stop him halfway or even in front of the most closed gate and leave, he will automatically return to the place in front of the previous open gate. That is, it is much more profitable to first open all the gates, and only after that move the informer in the chair. In one of the far rooms with a corpse in the middle (it looks like a small office, something like a secretary’s room with a door leading to the boss’s office) there is a closed door. There will be two blue buttons on the walls. Quickly activate them to open the door and enter the secret room. There’s a lot of loot inside, including two items that increase your speed and maximum health for the rest of the game. The same room is somewhere in the basement, in the laundry, but I could not find it.

The penalties are knocking

Keep pushing the snitch until you reach a room with an electric chair. Don’t stop even if you see a policeman with a baton. Bring the snitch to the place of execution, and then run away! I also recommend that you look around in advance and find all the places where you could hide. Then pick up the moment when the policeman leaves in the other direction, run into the room with the snitch and interact with any lever. Hold LMB to build up 100% charge. Most likely, it will not work out at once, since the policeman constantly walks through the room with a snitch.

Return to the shuttle

The last thing you will be asked to do after the execution of the informer is to return to the shuttle. There will be a little more enemies, so there is no need to rush. Move slowly, thinking through each step. You need to go back to where you started the game. Once you’ve done that, press the button to call the shuttle. The doors will open after approximately 10 seconds. You will have 180 seconds to enter them. Just run past the enemies and go inside. Nothing difficult!

Reward : 1500 experience points, $500, a random item of clothing (skin), and an additional $1000 for an A+ rating.

Other parts of Program 1

In addition to the main test “Kill the snitch” in “Program 1” there are several others. In them you can also earn experience points, money, skins (clothes). The final quest of the program will reward you with one rarer outfit and two legendary cosmetic items for your room.

Basically, all the objectives to be completed in these challenges are listed in the description:

  • Cancel autopsy (MC pacing). A short challenge in which you have to look for special keys that will allow you to grind corpses (start the machine in the central gym). Rewards: 750 XP, $250, a random piece of clothing (skin), and an additional $500 for an A+ rating.
  • Sabotage quarantine (MC stimulation). Another short test. You need to start the generators and escape from the police station. Rewards: 750 XP, $250, a random piece of clothing (skin), and an additional $500 for an A+ rating.
  • Kill the snitch 2. Complicated first mission. Unlike the original challenge, the density of enemies in each room will be much higher, many more traps, additional barricaded, mined and closed doors. Rewards: 1,500 XP, $500, a random piece of clothing (skin), and an additional $1,000 for an A+ rating.
  • Exam: Kill the snitch. The most difficult test of the program. In addition to the variables listed above, additional deadly traps are added, even more powerful enemies, task details are limited (markers, targets will not appear), fewer free shelters and consumables. Rewards: 1,500XP, $500, a random item of clothing (blue rarity), two legendary room cosmetics, and an additional $1,000 for an A+ rating.

 

by Abdullah Sam
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