Outlast
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Guide To Insane Mode
KatanaWolf4 님이 작성
This is not an official walkthrough. I will be only explaining the parts where you can die and how to get past them.
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Before You Start...
So you want the lunatic award and don’t know how to get past those annoying varients? This part will give you some pointers that can improve your survival rate. I will put videos up eventually of what it should look like. These will be on nightmare mode only so if I goof up I can easily go back. Difficulty is the same.

If you can see, don’t use your night vision. Even the slightest crack of light, just do not use it. You have two batteries you must learn to navigate in the dark.


An enemy may be able to see you in the dark so if they are nearby crouch and do not move at all.

If you find yourself in a bind with an enemy, do a glitch where you keep crouching and standing up. This is crouch spam. You MUST do it all the way to your location as upon doing this in enemy sights they will freeze and stopping makes them unfreeze. This works on all enemies.
Restarting The Generator (Basement)
You can find my video walkthrough of this part here.

At first glance this will seem like the worst thing ever. It isn’t. Trust me on this. I am going to back up to after you grab the security card key and open the security door. (And close it) After Father Martin ruins your day that much more by shutting the power off, it’s your job to turn it back on. Now, here is the thing; Chris Walker, this bulky ♥♥♥♥♥♥♥ who never seems to leave you be will break open the door with three hits. You have 3 options:

1) Hide and wait for the dumb music to go away.
2) Crouch spam glitch all the way down the hall
3) Hide, wait until he opens the locker NEXT to you, and run for it


Either way, you’ll soon come to learn our friend here isn’t the brightest tool in the shed.

After leaving him in the dust and heading to the basement, squeeze through the gap and hop over the obstacle and head right and over another obstacle. There is a variant down here, but don’t worry he won’t try a thing until you smash one of the main breakers/switches. So don’t do that. Open one door then run to the other with the lockers and open that door up. Hit the switch and run to the door with the bed and hit the switch. DO NOT HIDE!!!!!

Instead... run back out the door and once you hit the water, crouch. You won’t make it to the door so when that door comes down on the 6th bang, stop dead in your tracks. Have night vision on and watch which way he goes. If you keep hearing water being sloshed around, run for the door. He may or may not spot you, disregard this. Head left. Then head right. Follow the signs, hopping over obstacles in your way. You’ll reach a door at the end on your left. Go in and close it. Hit the last switch and do not go for a locker. Instead, crouch in the corner opposite of the lockers and to the right of the switch. It’s dark and you can one up this pathetic guy. When he breaks the door down, he will check the switch and then open a locker. When he opens a locker, he will be too distracted to spot you. Run out the door and back to the main generator in the middle of this flooded craphole. Hit it and turn around to go out the way you came. Squeeze through and open the door to freedom.






I drew a map of the the basement. A less clear map can be found on the wall. Now ignore my poor drawing and study the area carefully.

Light blue X - starting area
Shaded off black - Inaccessible
Red X’s - Switches
Shaded dark blue - Generator
Shaded yellow - lockers
Green B - Battery
Shaded orange - Bed

Let me carefully explain in short detail what is in each room. For one, unlike normal, you may or may not get one battery. Take it or leave it, it probably isn’t worth it.

The starting area is the place after you squeeze through the crack. Behind you is a desk, some debris, and a document on that desk. Heading down the hall across from the desk is a small wall map that needs much brightness to read. There is a desk some moron never put away so you have to hop over that. Straight forward is a dead end. You can choose to listen to the guy who starts to ask who is there. I typically ignore him. From the large room in the middle, there is a generator, dead bodies hanging and on the floor, oh and the place is flooded so don’t run through it once Mr. Stalker decides to break the door down. The door he is behind is locked and to the left of the generator. The left room holds a switch and a bed you can and should not bother with. The room on the right holds the second switch with multiple lockers which the guy will come and at random choose one to open. There is a good dozen lockers so it’ll be pretty unlucky if it’s yours. OR you can hide behind a large thing next to the switch and it gives a great view of him. He doesn’t bother to check there.

Once you can get through the previously locked door, there are two paths. Right will take you into a large room. A large worthless room with a battery on lower difficulties. There is another door leading you back out into the hall. Left will lead you the correct way and on the right will be a door with a battery and a bed. Heading left from the next fork will give you a nice dead end. Heading right and over an obstacle will lead you to the room on your left with the final switch. In here are a dark corner on your right and two lockers to your left.
The Two Variants In The Prison Block
Not to confuse with the twins, the one guy can be heard screaming “BE QUIET!” While beating somebody against the glass wall to death. The other is in a room. A room you must go into. Of course, what else did you expect? As a reminder, you continue down the drain (hole in this case) following the blood. First thing you want to do is open the door that is cracked open. This is important. Then backtrack, hop over the desk, and ignore the pyscho beating another immates head against the glass. Watch if you want. He will tell you to “Be quiet.” and that you should. Should you choose to get too close, have fun dying and restarting. Otherwise he isn’t hostile. Just skidaddle on to the security room with the completely hostile guy. Make sure he sees you and run back, hop over that same desk, and slam the door shut after entering the room. (This is why opening it was important) Run into a locker and he will get infuriated after breaking down the door and not seeing you. If only he wasn’t so dumb. Good thing for you. Wait until you hear a gated door open and shut. That’s your cue to leave as it is safe...for now. Head back to the security room, shutting the door behind you, then press the fun red button. Hide in the locker closest to the button as it gives the best view. The nutjob is back and he will nicely open the door, stupidly checking the locker next to you. Once he checks this locker, like as soon as he opens it, run for the door. With luck, he won’t have the time to react. If he does spot you, it’s no big deal. Just run for the decontamination doors and you are safe forever from them.
Chris Walker In The Prison Block
Remember that big bafoon in the Administration Ward? Well he is back and it’s that time again to trick him and laugh in his face. A fair warning here, moving can and will kill you in his line of sights. Mind this and carefully listen to what I have to say to avoid dying. He will kill you in ONE, I repeat ONE hit, so DO. NOT. GET. CAUGHT.


Backtracking a bit in this level, after avoiding the twins easily in the shower room, you will have to press yet again another fun red button and run for the vent that just happens to open up behind you. You then will have to run from the fool who stalks you throughout the game and a large explosion from the room you were gonna go into knocks you into a basement full of dead bodies. Fun. :D This place is dark, so here is the run down of a the area. When you fall, you face opposite of some stairs. There is a singular bed for your convenience. Don’t use it. Multiple doors, some are shut, have a bed in them so you can hide. Don’t hide. Sometimes Walker will waltz into a room because he is nosey. Here is what you have to do, do it right and you will be fine. Under no circumstances should you run before going up the stairs. You will turn around to see a flipped up table and a turned over door barrier. Hop over the door and crouch right after. By this time, Walker will be walking downstairs muttering some dumb things nobody cares about. Do not move. If you move, he will find and kill you. Sometimes the music won’t even cue so the kill is silent. Even if he walks in front of you, he shouldn’t spot you. Wait until he moves behind the staircase or behind the barrier you are crouching in front of and make a mad dash for the stairs. He will hear you or if you are lucky his slow ass will hear you after you hurdled the second annoying obstacle yet again somebody failed to properly place back. On the staircase, head right, jump over the thing in your way, head right and another right, jumping over another thing. Do not stop running and head left through the doors. It will take Walker 3 bangs to break through so don’t worry. Head left again and squeeze through the gap and head right until you see a crouch space in front and a door to you left. Crouch under to escape this dork.
Chris Walker In The Sewer [Part 1]
It’s bad enough you’re skulking in a sewer like a rat, but your not so friendly friend is back and ready for revenge. This is right after the prison ward and you read that title right, he comes here twice. This part will explain draining the pipes so you can climb down the stairs on your right. This area can get confusing so let me explain the layout.



This map can be found upon entering the area on your left. Going back as I usually do, you have to squeeze through a tight area after navigating through the pipes and crawling through a small pipe. Complicated as it looks, it’s easier than you think. There is a ladder full of gross sewage water to your right and that’s your end goal here. Boxes and crates are right in front of you. If you continue forward you will have a path on your left and a path on your right. The one to your right has a wooden bar you must hop over. Then head right again and then left through a beaten up door. Here is the pipe you must drain. One out of two. There are two lockers, but I really cannot stress enough saying don’t use them. Even on normal you are ripped from the locker. If you wish to hide, there is a shelf with a battery on lower levels just right to the drain and the corner is dark enough. The left path has another wooden bar you must hop over. There are two paths, to the left you will not have to crouch and in front is a small pipe you can crawl through. Both lead to the same area; a tight space to squeeze through and a door on your right to open with the last drain.


Okay so starting out here, upon entering Walker will appear so run to the right path and hop over the bar and go into the room. He shouldn’t spot you because he never does. Close this door behind even if he isn’t on your tail. Turn the rusted pipe and ignore the lockers as they are a death trap. Instead, crouch in the corner behind the metal shelf to your right and wait for the oaf to break the door down. He will open a locker and when he does, run for it. If he spots you, don’t worry as you have speed on your side. Don’t head left when you hop back over the bar. That is a dead end. Instead turn right and go across to the other drain, hopping the bar. I suggest using the tiny pipe to crawl through. Squeeze into the tight gap and open the door on your right. He can’t get you here so relax and drain the final pipe before going back to the small pipe. You COULD go around the corner. But don’t do that. He is there already. So you want to trick him which isn’t very hard. Crouch into the pipe, when you see him, back up and he will or SHOULD go right instead of hopping over the bar. If he doesn’t you have to wait. Do not fall into this trap. Just be patient. Once he is gone to the right, rush out of the pipe and hop the bar, heading to your right and down the ladder. Be careful not to fall.
Chris Walker In The Sewer [Part 2]
This is complete hell, you will soon learn why. After rummaging through the dark, you will see or hear something splash into the water. Ignore this and boost yourself up to a lit up area with a gate you can crawl through. This area is HUGE and is full of water. Did I mention it is dark and you have two batteries? No? Well you are in for a ride. Now you could go left, but I recommend this:

1) Head right and hug the wall, keep a ear out for Walker who can be heard walking around in the water. He breathes like he is dying so he is easy to spot.

2) If you see Walker, stop. Don’t move and watch him with night vision. He shouldn’t spot you if you move when he moves and not in his sight.

3) There is only one source of light and that is a broken walkway with a broken ladder leading you to absolute bliss. Then followed by more hell. You want to go up this ladder. While keeping a close eye on our friend, you should head up the stairs and run for the ladder. Jump on to it as if you miss you can die or get caught.


The layout is dark and almost empty. You will have to find your way around by sound and the small light source.


This next part is important. You will be in a cell with a guy in a chair. Safe from Walker I assure you. Not safe enough. So there is a creepy guy running towards you with a bat or a stick, ironically screaming at you to get away. He won’t kill you in one hit, but you can loop around him or back up to where you came from. The door will be locked behind you, but occasionally he will just run back the way he came after chasing you down the hall.
Dr. Trager
This guy was a pain in my rear end for the longest time. He is picky and glitchy. I strongly advise not hiding. There is a better way, but slip up and you will fail. He kills in two hits and is a snail with speed. After being tortured and getting your camcorder back, head out and close both doors behind you. Crouch in the corner right next to the double doors Trager walks through. A patient (Non hostile) will eventually scream Trager’s name, summoning him. Now while he is distracted by the patient, you can casually crawl and then walk right out the door. Head left then right. Hop on to the bed and into the vent. These next steps are so important so listen up. To your right is a long hallway. Two doubles door are on your left, a single door on your right, and double doors blocked by a cabinet straight down the middle. This is where you must go. To your left is a gated door blocked by a cabinet. Push the cabinet out of your way. Open the door. Run right down the hall and have the doctor chase you. Go through that gated door and close it behind you. Go through the same vent and that idiot won’t spot you. If he does, he is too slow to catch up. So run down the hallway, push the cabinet from the double doors and open the door. Head right and hop on to another bed with a vent.

You will face a bathroom in front of you and a room with many beds to your left. Go through the room and open one of the double doors. Hop through the small window and grab the elevator key. Instead of hiding, rush back into the room and hide next to the door in a corner. Once he is far enough in the room, run back through the window, head through the newly opened door to your left, head right, through the double doors, take a left, then another left through the gated door you got past him with and put the key into the elevator.
Chris Walker With The Sprinklers
The best thing to remember is you can outrun him. For this part, you must extinguish the fire in the kitchen by turning on the sprinklers. Of course, our buddy is back.

The layout is more simple than it sounds. You enter the hallway and on your right is a room with a locker and the button you will need to activate the sprinklers. The locker is garbage and you won’t need it. To your left in the same hallway is a blocked path and to your right is a hall leading to a large room. In the middle of the room is a massive area with a table and a battery. There is a locked door at the far right side that Walker will always bust open. To the far bottom right is the laundry room. This room hosts two lockers at the end of the room and another room with a smaller room on the left leading to a sprinkler. Going forward and to your left of the large room is a gap and a bathing area with a door at the far end with your last sprinkler.


Once you turn the corner, music will play and you will start to see Walker trotting down the hallway. Don’t wait for him, he is not exactly all bright upstairs. Run to the right and into the laundry room. If done right, he won’t even spot you. Regardless if he is tailing you, shut the door and head into the room on your left and then open the door on your left again. Turn on that sprinkler and run back. Now by this time, he will start to bust the door open so grab a locker in the back of the room and hide. He won’t and never has checked these lockers so you are safe. He will stop in three places before finally leaving. You should have heard him break a door down the hall earlier so thats where he is going to go. As soon as he steps out, get out of the locker and crawl to the door. You can sneak around on the left side of the divided wall or run for the bathing area. It is where Walker originally came from, on your left. The shelves there will prevent him from getting to you. Be cautious though as he can grab you if you are only halfway. Ignore the creepy guy giving an inmate a bath and head into the room at the end and turn the sprinklers on.

Now this next part is very important. Head back the way you came and squeeze through the gap once more. Once you see some boxes ahead and approach the doorway, you will hear breathing and music. Don’t bother to run or hide, just slip back into the gap all the way, then crouch behind the shelf. He may act like he is going back several times so be sure he is actually leaving. Then once he is gone, wiggle back and watch where he goes with nightvision before going back to the starting area and pressing the button that releases the sprinklers.


IF Walker catches you on the last sprinkler, you should recall going through a gap to get to this area right after the kitchen. Squeeze back into that and wait about a minute. You can see him in the laundry room to your right if you want to be absolutely sure he is gone.
Chris Walker In The Courtyard (Hide and Seek :D)
This part really sucks so I’m just going to lay it out as smoothly as I can. There isn’t any chase scenes in the courtyard, just a good old hide and seek with our annoying pal Chris Walker. It’s raining and pitch black. There is no real good way to avoid this one, but I have a few tips that should help.


1) Keep to the left at all times, crawl if need be.

2) Use night vision and keep it in the centre with the bridge. Walker is near there. If you hear heavy breathing either stop moving or crawl to one of the boxes you can hide in.

3) If you do not see Walker that is good. Trust me. Just look for a few stuff you can climb on to and shimmy across to the other side.


I will bold this next part as it is an easy part to be killed at.

MAKE SURE YOU LINE YOURSELF UP WITH THE BOXES BELOW! IF YOU FALL YOU WILL DIE!

So with this next part, you will be in a place with a seating area and you will have to go to your far left. You have a few options here:

1) Try your luck like I did and run to the right and make it into the crawl space. (very risky)

2) Give the bugger a chase and play ring around the rosy.
Female Ward Fuses
My video walkthrough can be found here.

This part can be SO hard at first, I assure you if you follow this set of instructions, you can easily surpass the varients. You will need to find three fuses so you can grab the key. Upon entering, you will find a door on your right, battery to your left near the fuse box, and a window you can hop through.

To do this level (You can go completely silent and not get caught) and survive, you should know how to do every Outlast Insane Runner’s favourite move. See, the A.I. can only detect what it hears or what it sees. If its focus is on something else like a locker, not facing you, then you can almost always just dart past them without them noticing. Now, this move will be very important to get past the only enemy who harms you.

Hop through the window ahead and turn left. Keep following the hallway until you come across a door. Open the door and shut it. Don’t barricade it. Doing this will make it so that you won’t hear the varient coming. Grab the fuse in front of the corpse and hide under the bed closest to the door. After a few, the guy will bash the door down. Wait until he is halfway out of sight (He goes to check where you got the fuse) and run out the door. He will hear you, but if you are quick he won’t notice. Hop back through the window and go through the door in the room with the fuse box. Don’t shut it and head to the left through the double doors. Head right. You will come across a hallway, head left to open a door to a varient with a weapon. Despite this, he is harmless, so grab that fuse and run down to the opposite door, hopping over a bed. Shut the door and grab the last fuse on your left near some bloody writing and a body. There is a desk near the door, crouch behind it. The angry varient will take 1 minute and 15 seconds to spawn and bash the door open. He will go to check the body and when he is nearly at the body, run for the door and back to the place with the fuse box. Shut that door behind you as he will catch up and break it open. Waste no time putting the fuses in and smashing the button. Don’t wait for the key to drop. After you hit the button go back through where you first entered the room and run down to the laundry room. Once you grab the key, a varient that was previously not hostile, will be now. Run up the stairs, careful not to fall, and open the gate/door that was locked on the left side of the elevator.
A.I. System And How It Works
Each character is designed to be weak or powerful, intelligent or stupid. The AI systems work the same however. Some are more fast than others. Some kill in one hit.

All enemies can hear very well on insane mode. This is why darkness is your best friend. Any type of movement will set them off to your location as they want to see who or what made that noise. They can see in the dark, but only a couple of inches away. The darker the corner, the less they can see. While you cannot harm or distract them, if they check a locker, their hearing is still enabled, they however, will need to take time to close the locker then investigate the sound. By this time, you are long gone. This is why evasion works so well.


Special enemies like Trager are set at a RNG (Random Number Generator) so at any given number he is told to check three beds, the first, second, or third could or could not be yours. He is one example of a random AI. He is one that is tricky and makes the game very difficult on high levels.

Things that will typically alert them are:

-You slamming the door
-Running
-Crouching
-Running/Crouching through water
-Opening a door

What An Enemy Can See Through:

- Walls (Trager is glitchy)
- The dark at around 30% of their vision
- Glass


The fast enemies are:

- Any varient in the female ward
- The Walrider

The medium enemies are:

-Trager
- Walker

The slow enemies are:

-The twins (They literally walk)
댓글 13
KatanaWolf4  [작성자] 2019년 1월 27일 오전 3시 37분 
I’ll have to start playing it on insane mode. As soon as I do of course I will ^^
Bolopo Root_Eater 2019년 1월 26일 오전 11시 42분 
could you do a whistleblower insane guide?
KatanaWolf4  [작성자] 2019년 1월 5일 오후 3시 01분 
Well I will stream the game on my ps4 in a bit, but I can record that part as well.
WeakJM 2019년 1월 5일 오후 12시 06분 
Yep.
KatanaWolf4  [작성자] 2019년 1월 4일 오후 10시 37분 
Oh that part? Close to the end right?
WeakJM 2019년 1월 4일 오후 2시 04분 
yknow what I forgot to mention that I died at the part where you were supposed to get your camera back after it fell cause I forgot where to go :/
KatanaWolf4  [작성자] 2019년 1월 3일 오전 7시 24분 
Hey guys so I have an older video of the fuse part. It was on normal, but the tricks work on all difficulties. Video is here
KatanaWolf4  [작성자] 2019년 1월 2일 오후 1시 15분 
I will record the fuses and sprinkler part for the both of you and put it up on here.
KatanaWolf4  [작성자] 2019년 1월 2일 오전 1시 30분 
@chiken the part with the fuses is very easy once you get it. I’ll explain the best I can.
WeakJM 2019년 1월 1일 오후 7시 04분 
I wish I found this guide earlier, I'm now at the sprinkler part in my insane mode run