For The Outlast Trials players, this field manual will help you identify the organic threats that try to hinder your process of becoming reborn!
As the name explains, this big guy, found in the Prison Testing Grounds, has a fondness for giving you the shock of your life while suffering from the delusions that he is the ruler of a prison.
This twisted duo, found in the Carnival and Orphanage Testing Grounds, is composed of a matriarch and her faithful hand puppet. The two want to “better” people by drowning them in delicious nose candy and/or drilling out anything deemed “rotting.”
This Giant can be found in the Prison Testing Grounds. He’s looking for his love “Sweetpea” and you just so happen to remind him of them!
Ah… the staple of the Outlast series returns in all of his gigantic, naked glory. He despises anyone smaller than them, which is unfortunately includes you.
Visually appears just like the previous Giant, but this time he has a massive battle axe! He appears in the final moments of the Trial when you’re trying to get to the shuttle.
This Hunter only appears in Group Therapy. They take on the exact same appearance as your fellow Trial participants, but have 2 quirks that warn you that they aren’t your friend.
Their name tag can be similar, but not quite matching, to the person they’ve copied so make sure you write down the names on the tags of any fellow Participants before you go in for Group Therapy.
Mimics also tend to mumble incoherently, a stark contrast to your normally quiet Participants.
A prime example of “never sample your own product.” He just wants to make the world a happier place and make everyone lost in the world of imagination. This world, however, is home to “The Skinner Man” which will be explained shortly.
These cowardly creatures have snuck their way into the Testing Grounds. They are so stricken with terror, they lash out at any Participant that nears their hiding spot.
You can tell when a Hider is nearby if you hear grunts and other primal noises of terror. Failing to hear them, you can see them peeking out from their hiding spot every once in awhile.
These blind… inmates… abhor sound more than anything else. If they get set off, they let out a stunning shriek. Participants are found that they are unable to move from their spot if they are in range of the ear-splitting noise. This loud noise also attracts other hostile Inmates if they’re nearby. Participants are encouraged to move slowly and silently near them, stopping movement when they occasionally become distressed.
A variant of the Giants discussed earlier. This Hunter is the same size as other Giants, but he is unable to see. He is sensitive to hearing and will bolt off in the direction of any loud sound before swinging his metal-bound appendages around like clubs. Participants are encouraged to employ the same tactic as the Shriekers.
These inmates have fashioned themselves crude, improvised weapons to take out any Participants that they find. Participants are encouraged to stay in the shadows and move quietly around them or simply staying out of eye and earshot when in light.
A variant of the Maniac, but this one has a set of low-light assistance goggles just like you and your fellow Participants. However, they are fused over his eyes, making it impossible to remove them and practically blinding them when in any area that has powered lights. The strategy is an exact mirror of the Maniacs, you must stay in the light to avoid them.
A byproduct of the mind when Participants go under full psychosis. Participants report seeing a man in a suit with a bare skull for his head. His mere “physical” presence seems to leech the life from any Participants that come too close to this “Skinner Man.” When encountered, the best strategy is to consume Murkoff’s calming inhalants or, when lacking a dose of that, stay as far away from him as possible until your mind calms down. Since this “Skinner Man” is a manifestation of the mind, he always knows where you are even if you try to hide.
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