Complete The Outlast Trials Part 10 walkthrough, including finding the Elevator Key, dealing with Trager, and activating sprinkler valves.
Walkthrough
- 1Make your way to the far end of the hallway you dropped into.
- 2Enter the rooms on the left to find a door in the back that leads closer to a blocked door.
- 3Wait for Trager to move towards the elevator area, then push the object out of the way and continue.
- 4Warning: If Trager sees you, hide in the locker room to the right (find a [_BATTERY_] in a bathroom stall) or run to a second ceiling vent.
- 5Enter the ceiling vent and you will fall in front of a bathroom.
- 6Open the right stall door to find the [_REQUEST FOR REASSIGNMENT_] document.
- 7Enter the wide room and open the double doors.
- 8Find the [_ELEVATOR KEY_] in the staff room to the left.
- 9Return to the big room and hide from Trager.
- 10Once Trager enters, slowly make your way to the doors (hiding from bed to bed when he's not looking).
- 11Run back to where you got the key and through the door Trager broke down.
- 12Follow the elevator signs to reach the elevator room.
- 13Interact with the elevator control panel.
- 14Warning: Trager will enter; shake him off.
- 15Record the events to get the [_DEATH OF TRAGER_] note.
- 16Look to the ceiling for a hatch to exit the elevator.
- 17Head down the hall and take the stairway on the left.
- 18Squeeze through a space in the wall to an office.
- 19Exit the office door and find a hole in the wall to reach a wide hallway.
- 20Head to the end to see Father Martin and receive the new objective: Find Father Martin outside.
- 21Head to the hallway on the left, which splits to the right.
- 22Follow the path to the right, past a body, to a locker room.
- 23In the far corner of the locker room, find the [_PERSECUTORIAL DELUSIONS_] document.
- 24Head back into the hallway and climb a table into the cafeteria.
- 25Jump over an obstacle to proceed through the fire.
- 26Record the man you see to get the [_LET IT BURN_] note.
- 27Head left from the man, jump over an obstacle, then head right.
- 28Duck under a table and exit through double doors.
- 29Head left and squeeze through a narrow space straight ahead.
- 30Follow the hallway to the left where you will find a pump room (Sprinkler Room) on the right.
- 31Interact with the pump room to receive the message: "There's no water in the system. You must first turn on the 2 valves."
- 32Warning: Walker is patrolling the area; be stealthy.
- 33At the path split (with a body hanging), take the RIGHT PATH.
- 34Follow the wall to a door on the right, leading to a laundry room and then a dark room with shelving.
- 35Enter the door in the dark room to find a small room with a [_VALVE_] and two lockers. Turn the valve.
- 36Return to the path split and take the LEFT PATH, past the hanging body.
- 37Squeeze through an opening into a room full of bathtubs.
- 38In the back, find a small room with the second [_VALVE_]. Turn it.
- 39Return to the Sprinkler Room, being careful of Walker.
- 40Hit the button in the Sprinkler Room.
- 41Backtrack to the cafeteria, make your way to where the man was, and hop over the charred table into the kitchen.
- 42Warning: Shake off the surprise encounter in the kitchen.
Tips
- The dark room with shelving on the right path is good for stalling Walker.
- The office area in the northern corner of the right path has plenty of lockers to hide in.
- Listen to the patient giving a corpse a bath if you have time; it is worth hearing what he says.
- You can get the 'Educated' Silver Trophy for collecting half of the notes and documents in the game after obtaining the [_LET IT BURN_] note.
- There are several offices in the back area past the narrow squeeze; the furthest one contains the [_PSYCHOPATHOLOGICAL PROXIMITY STRESS DISORDER PAMPHLET_] document.
- [_BATTERY_]
- [_REQUEST FOR REASSIGNMENT_] document
- [_ELEVATOR KEY_]
- [_DEATH OF TRAGER_] note
- [_PERSECUTORIAL DELUSIONS_] document
- [_LET IT BURN_] note
- [_PSYCHOPATHOLOGICAL PROXIMITY STRESS DISORDER PAMPHLET_] document
- [_VALVE_] (x2)
- 'Educated' Silver Trophy (conditional)
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