Welcome to the walkthrough for The Outlast Trials, a prequel to the first two titles that changes things up for the series, introducing four player online co-op with 'trial' levels.
There are 27 achievements in the game and it is important to note:
- None are missable
- None are level/trial or event specific
- Three require an online co-op partner
- One is perk specific
The achievements are all related to the respective 27 'badges' in the game. The achievements do not track via Xbox, but the in-game challenge menu does track them. All achievements are cumulative and you do not need to finish a trial for progress to count towards them.
As you can play whatever trials you want to collect achievements, this guide will give a general overview of the trials themselves but focus more deeply on the most effective methods to unlock the achievements themselves. The game is targeted towards co-op play; however, playing solo will make most of the achievements easier as you can go at your own pace.
All advice and information is correct as of the 1.0 release and I will endeavour to keep it updated, but as is the case with all live service/seasonal games there will be constant tweaks/ patches so just be aware of that.
If you spot any errors or would like to advise on ways to improve the walkthrough, please comment on the Walkthrough Discussion.
The game doesn't have a traditional linear progression, so I will talk vaguely about what level/trial you are in, but be more targeted to what you need to be doing to unlock achievements. Additionally, make sure you have customised your general settings before proceeding (see previous page).
Upon starting the game you will need to complete the tutorial trial, which will explain and introduce you to most the game's core mechanics. Simply follow the objective instructions and progress through the house until you complete the section. Once finished you will enter the Murkoff Facility, this is the hub area that gives you access to the rigs/upgrades and future trials. You can now also use to open the menu and select 'badges' to see/track your progress, this is constantly available in the Murkoff Facility and updates after leaving each trial. The badges do not have achievement descriptions in the achievement list, but do in the in-game challenge menu. The trials are partially randomised - item locations, hiding spots, key item spawns and level layout will always be slightly different.
Video explanation for reference:
Many of the achievements will require you to keep them in mind, as they are long cumulative tasks. Below are some things that are helpful to keep in the back of your mind while playing (achievement names are referenced):
- Always use as much of your night vision as possible, it's always worth using up batteries to maximise uptime ('Tapetum Lucidum' - 10 hours of Night Vision)
- Disarm any trapped doors you see (indicated by a wire around the edge of the door frame). To do this, simply go to the side that has the trap and hold interact with the battery ('Trigger Happy' - Disarm 50 door traps)
- Use adrenaline syringes straight away, they aren't worth clogging up a slot with ('Speed Freak' - Use 50 Adrenaline Syringes)
- You can lock doors using the deadbolt at the top and then kick it down from the other side ('Anger Issues' - Break down 50 locked doors)
- Individual lockers count as unique hiding spots, so make sure to enter each one to speed up the badge ('Chicken in a Pot' - Use 100 hiding spots)
- Try to immediately hit an enemy in the head with any throwables you see, particularly bricks as you can pick them up and use them a second time ('Bullseye' - Headshot 50 enemies/'Major League Player' - Hit 100 enemies with throwables)
- Try taking as much damage as possible before completing a trial, use medicine to heal it back to maximise this ('Hemophiliac' = Lost 10000 health points/'Hypochondriac' - Consume 200 medicines)
- Be on the lookout for 'Confidential File' collectibles, these look like blue folders with the text across it in red. There are usually 2-4 of these found in each trial ('Big Saver' - Collect 15 hidden documents)
- When in co-op, make sure you are completing any and all co-op actions you come across ('Together We Are Strong' - Complete 50 co-op actions)
First Trial
The first trial is "Kill the Snitch", the objectives are as follows:
- Find the Snitch
- Start the Generator
- Find the Gate Keys & Transfer the Snitch to the Chair
- Electrocute the Snitch
- Escape the Trial
As mentioned earlier, you should take the trial slowly and look to maximise item collection and usage. Make sure as you progress you collect the painkillers and syringes, as these will give you an additional resurrect in solo and co-op respectively. I would just casually continue through the level until you complete Step 4, 'Electrocute the Snitch'. Once this is finished, the main enemies will stop chasing you and will allow you to explore the area more and find/use all items. Use this as an opportunity to find the secret room if you haven't already, then use the master key to unlock all sealed containers. Special enemies can still spawn, specifically the gas enemy who will put you into psychosis. When this happens, use this as a chance to stay in maximum psychosis ('Vision Quest' - Spend 10 minutes in full Psychosis). Depending on how long it takes for you to clear the area, you can do this a few times. When you are in full psychosis it will reveal the location of the nearest antidote, also useful to speed up getting 'Breath In', for using 100 antidotes. Make sure you are always keeping an eye out for Confidential File collectibles.
Once you are happy you have gotten everything from the area, move towards the exit to trigger the enemy to spawn in and chase you. Now you need to keep your night vision on and sprint around until it runs out, then take damage from the enemy and use up any medicine you have to heal until empty. After this happens, allow yourself to die and repeat the above until you are on your last life (if solo), then simply leave the trial.
Completing this should give you a level up or two depending on rating. The first unlock I would get is the 'Slide' prescription from the Nurse, this is needed for a badge and will likely be your first achievement. Once you have familiarised yourself with the available upgrades, move onto the next trial (for the purposes of speed I recommend doing it in the order I say), 'Cleanse the Orphans'.
Second Trial
For 'Cleanse the Orphans', the objectives are as follows:
- Reach the Radio Room
- Tune the Frequencies
- Swap the Film
- Restore Power to the Chapel
- Unlock Saw Handles
- Escape the Trial
Upon entering the trial, spend two minutes sliding around the starting area and you will unlock:
Now begin completing the objectives and using/collecting as many items as possible. This level also has frequent visits from the gas enemy, which give you more good opportunities to stay in psychosis/ use antidotes. Progress until you complete Step 5. At that stage the main enemies will de-spawn, which allow you to explore and collect/use as many items as possible. This is also a good chance to find the secret room if you haven't already, then use the master key to unlock all sealed containers (this will always apply). Make sure you are always keeping an eye out for Confidential File collectibles. Also be sure to enter any hiding spots you haven't previously used. At this point, you'll probably unlock:
Don't worry if not, you will probably unlock it shortly into the next trial instead.
Once you are happy you have gotten everything from the area, move towards the exit to trigger the enemy to spawn in and chase you. Now you need to keep your night vision on and sprint around until it runs out, then take damage from the enemy and use up any medicine you have to heal until empty. After this happens, allow yourself to die and repeat the above until you are on your last life (if solo), then simply leave the trial.
You will now definitely have enough currency to purchase a rig. What rig is best is down to preference, but for the purposes of your first purchase I recommend the 'Stun'. This Rig can be used as a throwable and will help towards several badges including 'Bamboozler', for distracting 50 enemies.
Third Trial
For 'Grind the Bad Apples', the objectives are as follows:
- Reach the Root Canal Ride
- Win Carnival Games
- Push the Children
- Grind the Bad Apples
- Escape the Trial
This will potentially be the first trial where you have a rig, so be sure to use it every time the cooldown is up and of course utilise rig-rechargers to speed this up. The 'Stun' rig can be a handy escape tool if you spot an enemy or a distraction. This trial (during my testing at least) has the most items and the most opportunities for co-op interactions, make sure you are making the most of these as you go. Carry out the same steps as usual and slowly progress through the objectives, halfway into this trial you will likely unlock:
These will come naturally, so don't worry if you don't get it in this trial.
Once you have completed Step 4 and ground the bad apples, this will be a good spot to grind several achievements at once (assuming you are in co-op, if not play the trial again up to this point with a partner). You need to run into the grinder and go down, then have your partner revive you. Repeat this 50 times, then swap roles with your partner and repeat 50 times again and you will unlock:
After getting this, do the usual and clear out the areas picking up any items/using them, disarm doors and hit enemies with throwables. Make sure you are always keeping an eye out for Confidential File collectibles. This is also a good chance to find the secret room if you haven't already, then use the master key to unlock all sealed containers (this will always apply). Be sure to enter any hiding spots you haven't previously used.
Once you are happy you have gotten everything from the area, move towards the exit to trigger the enemy to spawn in and chase you. Now you need to keep your night vision on and sprint around until it runs out, then take damage from the enemy and use up any medicine you have to heal until empty, then simply leave the trial.
Subsequent Trials
At this point you can continue to try new trials and progress, but as mentioned earlier the best trial for farming is 'Grind the Bad Apples'. If you repeat the actions you did previously on this trial, it will be significantly quicker to progress and you will also gain a better understanding of the map.
Run 4
As mentioned above, I would recommend playing 'Grind the Bad Apples" all the way to the end, then clearing all items, as well as making sure you are always keeping an eye out for Confidential File collectibles. At the end, keep your night vision on and sprint around until it runs out, then take damage from the enemy and use up any medicine you have to heal until empty, then simply leave the trial.
On your fourth run through, you likely won't unlock anything. Still, keep reviewing your 'badges' tab in the Murkoff Facility to gauge how close you are.
Run 5
This run will probably net you a few achievements, most likely:
Run 6
You will start to get the bulk of the item related achievements around this point:
Run 7-12
These runs will start to blend together and the order your achievements unlock will start to vary massively, depending on the luck you have had. Make sure you are checking your progress in the challenge menu between runs and start ignoring items that you no longer require. By the time you have completed 12 runs, you should have now unlocked:
HoarderAcquire the "Hoarder" badge.
Final Runs (12-25+)
If you are missing any of those achievements, don't worry you can continue to follow the walkthrough as you might just naturally pick them up. Even if you don't you can go back and repeat the trials to pick them up.
At this point you will likely only be missing three badges:
- 'Together We are Strong'
- 'Glutton for Therapy'
- 'Can't Touch This'
We can work towards these at the same time by playing 'Sabotage the Lockdown', this is the second sub-trial under 'Kill the Snitch'. This is the shortest level and can be done in under five minutes pretty consistently without taking damage. To complete the level you simply have to take the jerry can to the generator and start it. There are enemies so doing this in co-op means one of you can complete the mission and take damage while the other walks to the exit unscathed. Your first couple of times playing through this likely won't be without taking damage, as the layout can be confusing and it changes slightly each time. That said you'll get the hang of it pretty quickly and after 15 or so runs, you should unlock the remaining achievements:
Congratulations on your completion!