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Part 13
The Outlast Trials

Part 13

Follow this detailed walkthrough for Part 13 of The Outlast Trials, guiding you through finding collectibles, navigating hazards, and completing objectives.

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Follow this detailed walkthrough for Part 13 of The Outlast Trials, guiding you through finding collectibles, navigating hazards, and completing objectives.

Walkthrough
  1. 1
    Head right to a door leading to the bathroom. Search for a [_BATTERY_].
  2. 2
    Exit the bathroom and head for the opposite door. Follow the bloody arrow to a room full of items. In the back-left corner, find the [_YOU PROMISED ME A ROSE GARDEN_] Document.
  3. 3
    Head to the room entrance. Follow the Walrider (head right). Exit through the double doors (go right for a note) and turn left.
  4. 4
    Enter the room on the right with many candles. Tape the wall to get the [_LIES_] note.
  5. 5
    Exit and continue down the hallway. Past a double door on the right, look for a [_BATTERY_] in the corner.
  6. 6
    Open the nearby double doors. Two psychos will approach. Lead them out of the room and into a side hallway. Run to the other hallway and sneak into the door the psychos came from. Shut the door.
  7. 7
    If they split up, head left and hide in the corner of the hallway.
  8. 8
    Once past the psychos, head inward and left out the door. Jump the gap and shimmy along the far wall to a large jump. Jump to the next platform by the doorway. Watch the scene.
  9. 9
    Scramble up. A new objective appears: You need your camcorder to navigate the darkness.
  10. 10
    Head back and drop down. Enter the nearby door (you can hoist yourself back up later). Explore the room for a [_BATTERY_] on a desk.
  11. 11
    Exit through the double doors and turn right towards a light. Duck into the locker room, head to the back, and find a hole by the stalls.
  12. 12
    Drop down the hole. Navigate the tiled area, remembering the path back. Press forward to a hallway. Jump over an obstacle.
  13. 13
    In the large area, you will be grabbed. Shake off the attacker.
  14. 14
    Head forward to the big room and then right. Navigate through the storage room. In the big room, head to the back and jump over the counter on the right to retrieve your camera.
  15. 15
    Once you get your camera back, a new objective appears: Find a way to the 3rd Floor.
  16. 16
    A psycho (or three) is nearby. Run back to the area where you dropped the camera and pull yourself back up to the locker room.
  17. 17
    Head back to the area where you dropped the camera and climb back up. This marks the end of this section.
  18. 18
    Head forward for a new objective: Find Father Martin in the Administration Block.
  19. 19
    Continue on the path and jump the gap. Past a doorway, the floor will give way, so walk carefully and jump the gap to the doorway. You'll encounter a non-violent patient.
  20. 20
    Past the squeeze-through narrow area, enter the third door on the left (the second room with the big conference table). Slam the door and jump up to the vent on the right. Walker cannot follow you here.
  21. 21
    In the vent, head forward until it branches right. This leads to a separate room locked from the outside. Find the [_BILLY'S DREAMS_] document here.
  22. 22
    Head back into the vent and follow the other path. Push the body out of the way and drop down after it.
  23. 23
    Head left and enter the library. Find a [_BATTERY_] on the first table (far end) and the [_THE SPIRIT BREACH_] document in the right corner by the computer.
  24. 24
    Exit the library and go right to the new room. A patient will provide vital information.
  25. 25
    A new objective updates: Retrieve the key from the Recreation Hall.
  26. 26
    Head left down the hallway. Enter the room near the end with a pool table. Find a hole in the wall that leads onward.
  27. 27
    Crawl through the hole and climb up the ladder. Follow the path but do not drop down. Shimmy along the left ledge past the grate, then drop down.
Tips
  • The twin psychos with long blades are a one-hit kill.
  • Remember the path you take until you get your camera back.
  • The vent is a safe passage from Walker.
  • The camera was a trap; be prepared for enemies after retrieving it.

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