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Part 6
The Outlast Trials

Part 6

Follow blood trails to the exit in The Outlast Trials Chapter 2: Prison Block. Find notes like Father Martin's Cell and Necromatic.

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Follow blood trails to the exit in The Outlast Trials Chapter 2: Prison Block. Find notes like Father Martin's Cell and Necromatic.

Walkthrough
  1. 1
    Upon waking in a cell, grab your camcorder and use it to view the room and obtain the [_FATHER MARTIN'S CELL_] note.
  2. 2
    Leave your cell and head left, as the path to the right leads to a locked iron door.
  3. 3
    Continue down the path to encounter inmates discussing disturbing actions. Note the writing in blood behind them.
  4. 4
    Head downstairs. The inmates here will not bother you. Enter the third door on the left.
  5. 5
    Inside this room, find a gap you can squeeze through. Climb up and ensure your camcorder is filming.
  6. 6
    Film the man by the mattress to obtain the [_NECROMATIC_] note.
  7. 7
    Turn around and continue. The path to the left is a dead end. The path straight ahead has a locked door.
  8. 8
    Go right, past a dead officer, and shimmy over the ledge to the right.
  9. 9
    Take the right open exit. The left door is locked. Check the writing on the wall.
  10. 10
    A door to the left will open, updating your objective to: Follow blood trails to the exit.
  11. 11
    Enter the room for your decon (decontamination) and exit to a stairway.
  12. 12
    Head up two floors. The door on the second floor is locked.
  13. 13
    Look for the [_FATHER MARTIN, FINGER PAINTER_] document to the left before dropping down the hole.
  14. 14
    Drop down the hole. Close doors behind you to slow pursuers.
  15. 15
    Check the open door nearby. This room contains a locked-up man and highlights HIDING PLACES (under the bed or in a locker).
  16. 16
    Go back to the hallway and jump over the desk.
  17. 17
    Crouch and move under the window to avoid an active enemy around the corner. Stick to the far left wall to avoid detection.
  18. 18
    To get a [_BATTERY_], wait for the man in the center area to look away, then sneak into the room behind him. You can hide in a dark area near shelves if he breaks down the door.
  19. 19
    Continue around the corner to the door at the end. Upon opening it, a man will pursue you.
  20. 20
    Run to the safe room and hide (under the bed is recommended). The pursuer will eventually give up.
  21. 21
    Return to the door you opened when the chase began. Be cautious of the enemy in the middle room.
  22. 22
    Go to the control room and look for lockers. Press the button on the desk.
  23. 23
    Hide in a locker as an enemy searches for you and then leaves.
  24. 24
    Exit the locker and note the new door on the right. Sneak past the enemy who will come out of this room when they are not looking.
  25. 25
    A [_BATTERY_] is on a shelf inside this room. You can wait for the enemy to return to the control room to retrieve it.
  26. 26
    The central door in the hallway is now open. If seen, you can run to the new decon room or the safe room to lose your pursuer.
  27. 27
    Proceed to the decon room.
  28. 28
    Head to the path split (the door is locked).
  29. 29
    Walk towards the two creepy guys on the left. At the bloody window, you will learn how to hang from a ledge by pressing X while moving towards it.
Tips
  • Use your camcorder (HUD (heads-up display — the on-screen icons showing health, ammo and the minimap) - Heads-Up Display) to spot notes and film events.
  • Closing doors can slow down enemies.
  • Utilize hiding spots like lockers and under beds to evade pursuers.
  • Be patient when sneaking past enemies.
  • [_FATHER MARTIN'S CELL_] note
  • [_NECROMATIC_] note
  • [_FATHER MARTIN, FINGER PAINTER_] document
  • [_BATTERY_] (x2)
  • Objective update: Follow blood trails to the exit.

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