This guide to Outlast is a complete walkthrough with and authorial tips on going through specific chapters.
The chapters are named after the stages in the game. The game won't tell you when one chapter ends and another begins, but you can see it while loading.
For better navigation, the locations of documents and batteries have been listed in a separate chapter.
Outlast is a survival horror in which you play as a journalist trying to figure out the goings-on within a psychiatric institution. You will be moving from one location to another through doors and passages, and hiding from the enemy, as the journalist does not fight in any way.
Marcin "Xanas" Baran ()
The video camera is the game's secondary survival tool. Even if you adjust visibility as much as possible, there will be moments when you won't be able to make even a step without night vision because it'll be so dark.
The video camera consumes battery power only in the night vision mode, so you'd do best to be careful with it. The battery may use up quite slowly, but if you keep using it all the time, you risk the power running out and wandering blind.
From time to time, you'll stumble upon some spare batteries, but you can't carry more than 10 at a time.
The video camera will also allow you to zoom the view, giving you a heads-up on an approaching enemy.
Numerous times in the game, you'll be forced to hide from your enemies and move towards your destination on a step-by-step basis.
Your enemies, however, can't see in the dark, which gives you a certain edge. If there's no bed or a cabinet you can hide under, try looking for a dark corner and wait the danger out.
Nevertheless, beds and cabinets remain your primary hiding spots. If you see the bat-wielder, find either of them and hide. Watch out, though, because he may wish to check under one or the other, or even several at that, before he leaves.
If he detects your presence, that's when the running starts. Keep in mind that you won't die on the first hit - it will take a solid three or four before you do down. Your character doesn't fight, though, so maneuver through the corridors looking for another cabinet, bed, a wall to squeeze through or a room in which you can barricade the door.
As you can see, the possibilities are aplenty and the game usually gives you several options at a time, so it's up to you what you want to do.
An idyllic ride to the asylum
The game begins with you in the car. After a short cutscene showing how you reach the old, gloomy manor, your character picks up his briefcase and pulls out a message. Read it, press "Close" at the end, and wait for your character to leave the car.
Game elements tutorialThe game will then tell you that to view the mission's objectives you need to press "Tab". To browse through the collected document, press "J", and to open the notebook, press "N".
As soon as you familiarize yourself with the tutorial, approach the gate and turn right. You'll see a gate; go through it. You'll be informed that every door can be opened either slow or fast.
A silhouette in the window is not a good signOnce you're in the courtyard, make your way toward the main entrance in front of you. If you look at the windows, you'll see someone's silhouette projected against the light of a lamp. Without delay, approach the main doors - only to find out they're closed.
A damaged gate you need to crouch throughTurn left and approach another gate, this time broken open at the bottom. Crouch as the game suggests and move through to the next area of the courtyard. There will be a door on the right, and a ladder leading to scaffolding on the left.
The entrance windowApproach it and climb the wooden structure. Turn right and shortly you'll reach a spot where you're going to have jump. Step back a little and leap across the hole. Keep climbing by pressing Space. Once you're up, turn around and walk along the building.
After a while, you'll find yourself under a window - jump up to it. Press Space and go inside. That's when the lights are going to go down, so activate the night vision function. To do it, press the left mouse button to turn the video camera on, then F to switch to night vision. Be careful, though, because night vision consumes the battery. Look around the room and walk through the door the step into the corridor.
A hissing TV can be scary at firstEnter the next room. As you approach the table, the TV on the wall will turn on and start hissing. Turn around and get back out on the corridor.
The main corridor; to advance the plot, move to the end and turn rightSqueeze through the shelves and go inside the room on the left. You'll find a battery in the desk drawer and documents lying on top of another one. When you read them (or not), leave the room and continue along the corridor.
The ventilation shaft leading furtherEnter the room at the end of the way, on the right, and get into the ventilation shaft. Crawl until you can jump down into a bright hall. Approach the door labeled as the library. Walk along the shelves until you reach an exit. Use the video camera.
The monster caught in movement; he's the one who throws youOnce you're through, keep going down along the corridor, past all the stuff that's there. At that point, you'll be thrown out the window. When the cutscene ends, look to the left and make your way to the computer lab.
A document in the darkThere's nothing useful inside. Go back to the corridor and look to the right to find another document describing the state of one of the patients (lying in the darkness). Move out.
Down this corridor, turn right and enter the room at the endEventually, you'll walk out into a corridor and see a man on wheelchair. Walk past him and into the door with several others like him. You don't need to sneak, they won't pay you any attention. Crawl under the closed door. From the corridor, enter the next room.
The security room access cardYou'll find a corpse of a guard with an access card to the main door. Backtrack to the main hall, but watch out - one of the psychopaths you past by earlier won't be so calm this time.
On the right, the unhinged doorBack in the main hall, approach the reception desk and take the documents. Make your way towards the elevators and turn right to a door removed off its hinges.
Step into the corridor and you'll see one of the enemies banging on the door at the end. In the first room on the right, you'll find a battery; there's also a bathroom on the left, but nothing to find in it except a dead body.
Security room; they spared no expensesKeep going until you see a security room. Go inside, use the access card and interact with the keyboard. The power will go off in a minute, so hide in one of two lockers (I hid in the one on the right). Once the psycho enters and leaves, exit the room and head for the basement on the right.
The crack to squeeze throughGo down the stairs. If you squeeze through the crack in the wall, you'll find a document to the right. Go further to find a generator which will tell you to start the pumps.
Pump starterGo past the generator and through the door on the right, by the stairs. You'll find the first pump, so start it and hide in a locker. In a second, one the enemies will come in and check one of the lockers (pray it's not yours), and then leave. When it's clear, move to the next room and start the second pump.
Be careful, one of the bat-wielders will be walking through these rooms. You can hide in lockers, but don't forget they can't see in the dark, so if you see one coming, slip into a corner and he won't detect you. Keep in mind, though, that the corner has to be very dark.
Once the two pumps are up and running, there will be only one indicator light to turn on left. From the main terminal, turn left and go towards the door on the wall in front of you. First, turn right when you can and take two batteries from the locker in the room.
Afterwards, follow the corridor, jumping through the desk standing in your way. There is another battery in the next room, so take it and get back on the track until you reach a fork in the road.
At this fork, turn rightOn the wall, there will be an arrow pointing you to the power station. Follow the direction, past another desk, and enter the last room. There will be two batteries and a lever there, which the priest had used earlier to turn the power on. Pull it back and backtrack to the indicator light.
After switching everything on, start the generatorIf the bat-wielders start chasing you, remember your character can withstand only around four hits before going down. You may slip past the guy and make a run for the indicator light. Turn in on and backtrack to the ground floor.
Meeting the priest face to faceGo back to the room from which you can open the main entrance and interact with the computer. Again, something will go wrong and you'll lose consciousness.
A true asylum solitary
You'll wake up in a solitary with crossed painted all over the walls. As you approach the exit, one of the lunatics will open the door for you. Look around the new courtyard - you'll see several of the ones that have been attacking you, but they won't have evil intentions towards you this time.
The guys are having a conversationMove towards the stairs, listening to what the naked guys have to say about you, then go down. Check every door. In one of the solitaries there will be a crack in the wall through which you can squeeze.
The hole in the one of the solitariesTurn left and climb to the floor above. You'll see two guys there; one of them will start screaming at you. Ignore him, turn around and leave through the door behind you. Go straight on, then right. You'll see a ledge along the wall, so use it to get across.
Decontamination in processYou can only turn left, so do it, and walk through the decontamination chamber. Start ascending the stairs quickly and use the first available door.
Sometimes, you just need to talk to someone smart; next to him, a hole you need to jump downYou'll see another lunatic, talking to a wall. Right next to him, there is a hole in which you're supposed to jump. You'll find yourself a level below, in a corridor with another inactive decontamination chamber. Before jumping, though, make sure to get the documents to the left of the guy.
The corridor with the light will lead you to the switchOnce you're below, the game will tell you that in order to activate another chamber, you need to close the door on the other side. To do it, you need to locate the controls. Go across the table and open the door labeled "Exit" to walk out into another corridor. Be very quiet, there are two enemies lurking there. The first won't detect you if you don't make a sound, the other one is in the control room at the end of the corridor.
The control room switch that unlocks the next chamberThe one in the control room will see you immediately, forcing you to run. Make a dash for the place with the closed decontamination chamber doors, run past them and into the next room. Hide in the lockers and wait the enemy out. Go back to the security room - the lunatic will be gone. Use the control switch to activate the chamber and backtrack to it.
The activate chamberOn the way, the guy that's been chasing you earlier will break open one of the closed doors in the corridor. You can use this to find a battery in the room. Sneaking and hiding, go back to the activated doors and step into the next area of the complex.
Jump through the window on the rightMove along the corridor, past the closed door to another security room, and at the end of the way, behind the grate, you'll see the same naked men as before. Turn right, grab onto the ledge and move along the wall towards the windowless window.
A nice touch and under the grates - an access card to the previous doorJump back inside, and the men will be gone. As you move further on, you'll see a broken chamber door to go through. Go straight on - on your left, you'll see on the evil guys severing the head off another man. At the end of the way, there's a corpse of a guard. He'll have an access card on him. Take it, turn around and when you're back at the broken chamber, take a left turn this time.
It's dark even with the video camera onApproach the door that require the access card and move further. It will be dark in here, so don't try to move without your video camera on. Follow the path until you see of the naked guys trying to get you. The way ahead is blocked, and if you go back, the other one will grab you. Watch out - one blow and you're dead. The only way of escaping is through the window on the right.
Jump out, grab onto the ledge and move to the right. Eventually, you'll be able to go back inside. The guys will be gone again. Leave this room; on the right there will some batteries, and on the left a corridor to take.
Your buddy behind the glass. Turn around and run into the ventilation shaftA while later, you'll reach another security room (quite a lot of them here). As you activate another decontamination chamber, the one you've passed by, the well-known super-strong fat man will start banging on the window glass. Turn around quickly and run straight on. A flap to the ventilation shaft in the ceiling will open right before your eyes, so jump in and keep going as if the devil himself was on your tail.
Shaft exit. Go right immediatelyEventually, you'll see a way out. Jump down into the corridor and run for the grates. Your opponent is in the security room, so instead, run to the chamber. Unfortunately, the chamber will blow up right before you'd want to go through it, and you'll be thrown back out the window and several levels below.
A fall this high must have hurtAfter a short cutscene, you'll find yourself in some sort of morgue.
When the guy gets down here, use these stairs to escapeWatch out, your buddy will run down there too, looking for you. Squeeze into some dark corner and wait until he goes away. When he does, go up the stairs he used earlier. Turn right and follow the corridor. I walked instead of running, just to be sure he wouldn't hear me.
Look around for an open grate on the leftOnce you're back on the ground floor, you'll need to circle this room from above, then escape through the grate-less passage on the left. Afterwards, turn left; another inactive chamber will be blocking the other path. Squeeze through the shelves. If the monster was still after you, he'll stop now.
Go through this passageAhead, by the corpse of the dead guard, you can find a battery, and on the right there's a collapsed passage you're going to have crawl through. Afterwards, follow the corridor until you reach the arena entrance where one the bad guys beheaded a man.
The way upAs you step onto the arena, everyone in the cages will turn their attention to you, but won't attack. On the left, there's a bed you can use to boost yourself up. Once there, go right.
This the chair the guy who jumps you was sitting onYou're going to have walk past a man sitting on a chair; middle through, he'll jump you, so move the mouse to shake him off. Keep going. Hug the wall at the collapsed floor segment, then jump across. The stairs up will lay open before you.
Walking on the edgeBefore you go up, though, grab a document folder from the nearby cell. There's nothing else beside it. On the next floor, turn right immediately to find a battery in a cell, or turn left to move the plot. As you follow the main corridor, one of the inmates will leave his cell and start hitting you if you're close. Keep going until you have to hug the wall again. If your pursuer hasn't given up yet, he'll leave now.
As soon as you take a few steps, another hyperactive lunatic will start choking your character through the bars. Move the mouse until he lets go, then proceed ahead.
This hole doesn't look too optimisticEventually, your character will step into an abandoned solitary. To the left, there's a small hole that you can squeeze through.
At the other side of the wall you'll stumble upon a man who won't do you any harm. Leave his cell and follow the corridor to the right. In the last cell on this level you'll find a battery, and in the previous one, another hole down. There, go down the stairs that's located on the same side as the light.
Another hole, this time into the sewersOn this level, in the room with a lot of blood, turn left. You'll find yourself in a large hall, with another hole in the center. Same as before, jump down.
You'll find yourself in a some sort of sewer system. Keep going down and down, there's no other way anyway. To make things easier, you may want to switch to night vision. Eventually, you'll reach the actual sewer tunnel, with two paths to go, left or right.
The correct pathThe path on the right is collapsed, so take the left, brighter one. As soon as you can, turn right and follow the tunnel until you reach a smaller sewer. Crawl through it.
Here you can find another documentOnce you're on the other side, go straight on and turn left at the second fork. Keep going until you reach an area with human remains scattered all over; there's a document among them that you can pick up. Go back to the first fork, turn right, squeeze through the wall and move further.
Sewer tunnel. At the end - paths leading to valvesOnce you're in the second room, you'll get another objective - to turn two valves in order to unlock the next mission. After taking several steps you'll realize it's not going to be that easy, not with your old pal re-appearing and you having to move past him. If he detects you, either run towards the crack you used to get here and stop the chase altogether, or turn left and crawl inside one of the smaller pipes in the dark. He won't reach you.
One of two valves to turnIn order to find the first valve, turn right the first chance you get. Jump between the planks and turn right again. There is also a battery in the room. Turn the valve to complete one of the objectives. The second valve is in the room on the other side, so to the left from where you came. Also with a battery.
The way down the ladderNaturally, now you need to get back to the beginning. Evade your pursuer and backtrack the way you came, then go down the ladder.
The sing will show you the right wayMove ahead until you find another ladder. Climb it up and look around. The path will lead to the right, and you will keep hearing the prisoners' screams. According to the sign, the path leads to the admin block.
One of the prisoners that didn't want to hurt you. On the right, the way downKeep going straight ahead until you see a door on your left. Go through it to meet with one of the inmates, but this one will be the first to talk some sense. On the right, there is a hole in the floor. Jump down to get to the next level.
The path is straightforward, so you can't be lostIn the lower sewers, turn left and move along the tunnel. Eventually, you'll reach a door on the left. Ignore it, approach the wall, crouch and crawl through the smaller tunnel.
Wade in the water under the gate to find a batteryYou'll emerge in a boiler room. Move under the mechanisms, climb up and get to the door. Step into a corridor filled with complete darkness. Use the metal plank to go left. When possible, jump in the water - if you wade through it enough, you'll find a battery. No go back ahead and climb to the next area.
There's plenty of these short sectionsImmediately afterwards you're going to have to jump back in the water. Look for the stairs; they should be somewhere around. Be ready to get wet again.
The gate on the left hides a way throughWading in water, turn left when you can, and crouch under the metal grating.
Jump where the game tells you to, and get ready for another encounter with an old friend. The situation is the same as always. Keep hiding away from him, keep an eye out and look for the stairs which should be close to the light in the middle of the chamber. As you run along the plank, you'll see a ladder - jump to it and climb up. Your buddy won't be after you anymore.
This gentleman will close the door behind you as soon as you're throughYou'll be back in the old fashioned cell. When you leave it, you'll see a madman running straight towards you. If you try to turn back, it will turn out someone has closed door behind you - but the one you've been running from has now disappeared.
In this long corridor, take only the third offshootMove ahead, past the first two passageways, but when you get to the third one, on the left, use it, and the one on the right. Keep moving along the corridor, at the end of which there are some boxes, then turn left and finally, quietly, right.
The red water and the running man will show you the wayOnce again, climb down and follow the path. If you're careful, you'll see a fleeing man in a straightjacket. Follow him, then go up the stairs on the right.
A small passage tailor-made for crawling
Follow the stairs until you notice the passage is blocked by metal beds. Look to your left, then crouch. Crawl through the small space to the next room.
Break through the barricaded doorGo out and follow the corridor to the right, then go straight on. Enter the room on the right to see a man hunched on the floor and hear someone else banging on the door on the other side. That's the door you need to go through, so before you move the cabinet, wait until the man goes away.
Turn left and follow the path. There is a passageway on the right, but you'll need to crouch.
The medical section, a pretty nice spot. Shaft entrance on the leftYou'll find yourself in the medical section, filled with whimpering sounds, but with no one living in sight. Look around for a folder with documents. Afterwards, approach the surgical table and give yourself a boost up to the ventilation shaft. Crawl to the other side.
You'll emerge in a small room with a strapped-in man. He'll start screaming, alerting everyone in the area of your presence. Time to run.
While escaping, don't forget to barricade doors behind youDon't even think about opening the doors the slow way. Open and close them as quick as you can. Don't forget to barricade them with cabinets, too, giving yourself a moment to think about your next move.
Go back to the beginning, to the room with the screaming man. Make a run for the door immediately and run along the given path. Get into the room with half closed doors, barricade with a cabinet and go through the next one.
The morgue. Shaft entrance on the rightKeep running. Generally, there's nothing difficult about this escape given that then game won't allow you to get off track. Go left to find yourself in the morgue. Barricade the passage first, then walk past the table.
On your right, you can see a shaft entrance. Climb up to it, jump across to the other side and run to the left. Your enemies will still be hot on your trail, so sprint to keep away. After leaving the shaft, go left, then right.
Time for a leap of faithEventually, you'll reach a plank from which you're going to need to perform a leap of faith to reach the other side. Remember to stand right at the edge, otherwise say goodbye.
Once you're on the other side, follow the corridor. The music will accelerate again. Don't open any doors, just run along the corridor, and when you see a glass wall, press Space for your character to jump through it. Turn left, through a room which had probably been a classroom.
This dumb waiter will save your lifeKeep running in the given direction, and at the end of the corridor, break through the door on the right. Go to the very end of the kitchen to see a dumb waiter. Click the left mouse button to get in and go upstairs.
The doctor seems like a nice enough guy, though his actions are a contradictionUnfortunately, you'll be knocked unconscious for the second time by the hand of the mysterious doctor.
This is mostly your bloodThe professor will take you for a short wheelchair ride, leaving you waiting until you can regain control over your body. In the meantime, you'll be able to admire the beauty of serene corridors and not-so-serene patients of the said doctor, which he probably is. When the icon shows up, start moving the mouse left and right to break free.
Ventilation shafts are life saviors in this game. Jump downWhen you do, immediately make a run for the door which got you here. Turn left, but watch out for the doctor. Try to go back the same way you got here, so: turn left at once, then run along the given path. You'll see a ventilation shaft entrance - you know what to do.
Hiding under the bed can be pretty fun too, especially when a scissor-wielding psycho is after youIf the doctor sees you, run through the room and hide under the beds; he'll usually give up.
Turn around and go along the corridor until you reach double metal doors at the very end. Open it, turn right and keep running. Eventually, you'll find another shaft entrance to get you through.
The elevator door. As soon as you take it, the doctor will start to storm inYou'll see a way into a bathroom, but inside you'll only find a folder with documents. After leaving it, use the suggested path to reach a large room with double doors on the right.
Go through them to find an elevator key. As soon as you pick it up, the doctor will storm in. Hide under a bed and wait for him to go away. When it's clear, run through the same door he walked through, then straight on. Turn left at the metal doors and you'll immediately see the elevator.
The doctor had it comingGet in and watch an exciting cutscene. When it's over, look up. There's a trapdoor - escape through it.
Once you're out of the elevator, go right and down the corridor. On the left, take the stairs down, then squeeze inside a room and enter a large hall.
Father Martin wants to meet you in the gardenYou'll see the familiar face on the other side, which is going to want to meet you in the gardens. Turn left, then right at the crossroads.
At the end of the corridor, turn right and follow the path. You'll reach a locker room, with some documents next to one of the lockers.
Another bathroom, passageway by the basinsAfter picking them up, move back and walk along the basins. There's a door leading to another corridor.
There are some batteries in the room on the left, but to move the plot forward you need to backtrack to the window on the left and jump through it. Look for bloody footprints on the wall to locate it.
The fire starter just wants to dieYou'll find yourself in a burning room, where practically everything is on fire. You need to find places to jump through. The first is a little to your left. Shortly afterwards, you'll stumble upon a man who tells you he had burned this place down and if you want live, go out through the kitchen. Make you way to the left and follow the path.
Here's where you'll be playing hide and seek againEventually, you'll step out into a corridor - turn left, the straight between the shelves. If you turn right, you'll find a room with a document.
Once again, you're going to have to play with two levers located at two other ends of the complex. Naturally, the overgrown guy you've met in the sewers will keep you company this time too.
One of two leversTo reach the first lever, follow these directions: once you're between the shelves, turn left, then right, then right again into the kitchen, and left, left. You should see it on the wall.
For the second one, leave the kitchen and go through the unlit hall, then head for the bathroom. An arrow will show you the way. Unfortunately, the passage is blocked, so move between the shelves. Enter the bathrooms and go to the other side. The second lever is right there.
Once the two levers are pulled, you can activate the sprinkler systemNow you need to go back to the beginning. Between the room with the hanging corpses and the first spot you had to squeeze through the shelves, on the right, there is a room with a button. Push it.
The kitchen, the door on the rightThis will turn on the fire sprinklers and flood everything. Backtrack to the burning room, now doused, and look around for an open double door. They will lead you to the kitchen where you'll be assaulted by one of the aggressors.
The passageway into the gardens
Turn right to see a bright "Exit" sign. Make your way straight for it and go outside. Before doing that, however, pick a document folder in the security room on the right.
The key to the gateOutside, go straight ahead, then left by the fountain. The gardens hide another document folder (on the stairs to the right of the fountain). Find an outhouse and go inside. You'll find two batteries and a key. Backtrack to the garden entrance and turn left. You should see a grated door.
The lit roof ladder, go upUse the key and move forward. Open another door on the corridor. You'll see the mysterious mist again, but don't worry about it. Leave the corridor and look for a ladder that will take you to the roof.
Jump over to the other sideGo forward, jumping when needed. Luckily, no one is after you - except for the video camera battery, which needs to be on now. Eventually, you'll reach a ledge. Go across it looking down.
Jump over to the next buildingOn the other side, take a run up and jump over to the other building, then drop down on the grass below, using the crates for help. Look around, then approach the other crates. Climb them up and face the grate. Look up to see a hole.
The hole in the gateGet to the other side and press on despite the darkness. On the way you'll see several lunatics, but they won't pay any attention to you. Shortly afterwards, you'll see stairs on the right and will have to cross through the gate up.
Follow the road until it ends. Turn to the right and jump through the hole in the gate.
The view on the wooden boxes you just climbed up onNow, be very careful, you're going to have to play hide and seek again. Move in the darkness, heading a little to the right from your starting position. You'll see heaps of wooden boxes that will take you up. Move right towards the ledge.
Go until the very end, and when you can't move anymore, jump down and keep running forward.
The lit passageway on the rightA while later you should see a light. As you start walking towards it, your old pal will show up. Take turn into the bright alley, crouch and crawl under the wall.
The bloody fountain; the entrance is on the left
You'll receive new objectives. Move towards the door, but turn right half way. Change direction again at the bloody fountain (you can also find a battery there), this time to the right, and you'll see the wooden boxes once again. Climb up them to find yourself back inside the building.
Another meeting with MartinTurn left and listen to what father Martin has to say to you. Afterwards, turn left, then left again into a corridor. Turn right to see a silhouette of some psycho murderer through the glass. Watch out and continue on.
Laundry room entrance. Remember this placeNext, turn left and squeeze through the shelves. Expect to see the patrolling enemy. Go through the window into the laundry room, then immediately go for the door.
Step out into a corridor and look around. On the left there is a room with a battery, so pick it up and head the other way.
The lit room with the stairs upAfter walking through another door, you will have two paths to choose. The one on the right will take you to some documents under the stairs, the one on the left to a large, brightly lit room.
Search the guard's corpse to find two batteries, then go upstairs. You're going to have leap over after a while, but keep going up.
The room behind the window; on the left. the key behind a grate. To open it, you need 3 fusesOn the next floor, turn right and keep going down the corridor until you meet the priest again. Go into the corridor on the left. Keep going along, then jump across the broken window and on your left you'll see a key behind a metal grate. You need three fuses to open it. Jump through the next window to find the first one.
The fuse next to the crucified corpseKeep going ahead as the path leads you and eventually you'll reach a room with a chimney. Just to be sure, barricade the door behind you, then take the fuse from around the chimney.
Wait a moment, then backtrack to where you jumped through the window, but choose the door this time. After a while, you'll reach a fork in the road.
The second fuse in the room on the leftFirst, go left. Behind the door at the end of the corridor you'll come across a prisoner and the second fuse. As you pick it up, the prisoner will turn his attention to you, but won't attack.
Put the three fuses here to open the grateLeave the room and make for the other door. You'll find the third fuse in the last room, but you might want to barricade the door behind you before picking it up. If someone starts banging on the door, just wait it out.
Go back to the place with broken windows and insert the three fuses into corresponding slots, then open the locker with the key. Unfortunately, it will fall one floor down, forcing you to run downstairs.
The key fell down into the laundry roomGo back to the room where you found the two batteries and from then, head for the laundry room. That's where you'll find the missing key.
Follow the bloodWith the key, go back upstairs, and right to your right there's a metal door. This is the one the key was for. Open it and go up.
On the next floor, turn right and follow the blood. The blood will want you to turn right, but if go straight on first, you'll find another battery.
Jump over to the other sideWhen you turn right, there will be a plank for you to walk on close to the wall. When the plank ends, jump to the other side. You'll be once again in a room with beds. Maneuver between them.
One wrong step will cause the floor to collapse right under you, and another ghost will haunt you. Don't mind it, just use the beds to get back on the right floor.
A document on a bedGo towards the lit door; from the next room, take a document lying on a bed. From there, go forward until you see a broken door. Use them, then run left at the fork. The game will show you further way. Watch the floor closely so as not to miss a battery behind one of the corners.
This is the room your buddies came from. When you outmaneuver them, go back hereEventually, you'll see a passageway on the right. As soon as you use the door, you'll see your old buddies (the ones that wanted to eat you). Move back, drawing them out of the room, then hide in such a spot as to have a view on the door to the previous room, and wait until they start going for it. When they do, make a run for the door they used.
A little jumping never hurt anybody. Get to the opposite doorLook for a door to the next room. Once you go through it, there will some more jumping to do. In the middle of the last jump, your video camera will fall two floors below.
Your video camera falling is the last thing you want to see in this gameYou're going to need to find it, so move back, jump down and go through the passageway on the left. Move through the next room, where you can pick up two batteries. Use the next door.
This gap will take you to your video cameraTurn right, crouch and crawl under the planks. Reach the bathrooms a little further along, and the passageway a little to the left of them. Behind one of the blue doors you can find another battery.
Once you're in the right place, you'll see a gap in the floor. Drop down through and you'll be on the same level as the video camera.
The knocked over bed is a sign you're going in the right directionLeave the room and turn right, then right again. Ahead, you should see a knocked over bed, so just jump over it and proceed on. At some point, an enemy will jump you. Move the mouse to shake him off, and he'll run ahead.
A small argument with a psychopathAfter this little argument, turn right, then right again, and finally into the room on the right. You'll finally see your video camera. Take it and start running in the same direction. The escape route isn't any different than the one you used to get here.
Once you're back to where you dropped the video camera, go through the door and over the gap on the left
Once you're back on the right floor, go right and across the gap in the floor. Follow the given path until you reach a bright passage below. On your right, there is a plank that you can use to jump over to the other wall. Do it, then jump down next to the passage.
This nice gentleman will close the door behind youAfter stepping into the new corridor, a nice psychopath will welcome you - he won't have any evil intentions towards you, though, but will only close the gate behind you so that you can't go back. There's no other way, so proceed on.
Another shaft crawlingSqueeze through the shelves until you see the large guy breaking into the room at the end. Leave him be and go into the room on the left. Look up to see a shaft entrance. Get to the other side.
Use the corpse-barricaded exit. You need to push it to go through, but when you do, you'll find yourself next to the library that you passed by at the beginning of the game. You can find a battery here and some documents describing the plot.
The reception area and the door leading straight to the keyUse the same door to leave, then go right. In a moment, you'll be back in the reception area, and the talking nut will tell you about a key that you need to find.
Make for the open door and go down the corridors. Eventually, you'll have a door on the left and a dark room. Use the slightly damaged video camera to find another gap inside. Drop down, then use climb up the ladder.
Approach the edge to go furtherApproach the wall and walk along the ledge to the other side of the location. That way you'll go around the metal gates and the locked passageway.
Jump down and go ahead, and when you step into the brightly lit room, use the door on the right. You're going to need to jump again to find yourself in the cinema room.
You can either watch the movie or proceed furtherAfter taking a few steps, the movie will start. You can either watch or not. Either way, go to the back and you'll see a door behind the chairs. Go through it, then through another one. Walk past the lunatic hiding in a locker and go up the stairs. If you go straight on, you'll find a document.
Go under the deskUpstairs, crouch and go under the desk; you'll see the door to another room with batteries inside. Take them, then attempt to open the next door. You won't be able to, so backtrack to where you needed to crouch.
The key on the tableWait until the lunatic goes downstairs and step into the balcony. On the left you'll find a way to the other side. At the end, jump over to the next balcony, enter the room and take the key you find there.
The door your buddy forced open. The corridor behind it leads to the reception areaNow you need to go back to the reception area. As you go down the stairs, you'll listen someone banging on the cinema room door. Wait until that someone goes inside, then escape through the passageway he made open.
If he doesn't notice you as go by, you'll have peace and quiet. Go back to the reception area and open the gate leading further up.
Use the acquired key to open the way upUpstairs, use the regular door on the right. Through the double door next, walk into a large hall with a lot of chairs and tables.
The gap in the wall will take you to a holy placeThere should be another passage on the left. Go down the corridor until you reach a gap in the wall at the end. Go through it.
You'll find yourself in a room with two poor souls praying. Run into the corridor. In the middle room on the left there is a window passage. In room B329 you can find some documents, and at the end of the corridor, a battery.
Walking on the edge while it's raining. Your destination is the windowUse the ledge to get into the open room, and leave it. Make your way to the right, then right again, past the two guards at the double doors. Go to the middle of the church and take the other key.
The burning Martin. His goons won't let you leave until you watch the whole sceneListen to what the crucified Martin has to say, then leave the room the same way you came in. Turn right.
Ventilation shaft, the only way to the elevatorYou'll find a ventilation shaft. Use it to get the hell out of this damned place. Jump down and go down the corridor - that's when your favorite person shows up. Run forward, taking some hits and squeezing past. At the end of the corridor, enter the room on the left and jump up through the grate to find yourself in the kitchen.
Finally, the elevator which should take you to the exitLeave the kitchen through the door on the right and you'll find yourself back in the hall. Use the elevator.
The security desk, the passageway on the right
After the elevator takes you down, go straight on until you walk into a large room that doesn't look like anything you've seen here before. There is a document by the guard's desk.
The damaged decontamination chamber looks awful, but you must go through anywayWalk through the damaged decontamination chamber and past. Eventually, you'll leach a another complex that resembles a laboratory. There is another document file behind the door on the left.
Turn left at the red wallGo back to the corridor and keep going forward, past all the obstacles. Make way for the red wall right in front of you. At the end, to the right, you can find a battery, but the right way is the left path.
The goliath has finally caught up with youAs soon as you turn another corner, the alarm will go off and you'll see the ghost again. Turn around and run because this time he'll strike. A short while later you'll be watching a nice cutscene in which the pursuer leaves you alone.
And here is the maker of this mess. He'll shed some light on all thisKeep going in the same direction a little longer, and a door will open on the left. Behind the glass window, you will see a fairly normal man sitting in a wheelchair. He'll ask you to kill Billy in the laboratory, because he's the ghost.
One of few decontamination chambers. As you can see, the ghost cannot get insideHaving nothing better to do, agree. When you leave the room, turn left and you'll see another door opening for you. Go through it and run down the corridor, then turn left at the end. The arrow on the wall will point you in the right direction.
At the end of the corridor, behind the double doors, turn right and then go past the generators to reach the stairs. Go up and run to the open door, then through the decontamination chamber. Watch out for Billy breathing down your neck.
The massive door into the laboratoryAs soon as you leave the chamber, go right to another passageway, then all the way straight to the massive door. Enter the laboratory and go downstairs. You'll see Billy inside one of the chambers.
Billy in the background. To get to him, use the computer on the rightThere are only two paths from here, both having you switching things on. First, go right. This is not the time for sneaking anymore; it's time for sprinting only.
This valve opens the other door in the chamber roomGo through the door, the run forward into the next chamber; there, keep close to the left wall and move upstairs. Follow the catwalk and it will lead you straight to the valve. Turn it and go back to the room with Billy.
Squeeze through the barrelsThere are stairs on the other side of the room. Go up them, then squeeze through the barrels and keep running forward. Watch out, though, because the ghost is still after you and you can't hide from it.
A leap of faithIn the next room, run up the stairs on the left. It will take some time. Jump over to the other side.
Rip the cables of this boxTurn left and start climbing the stairs, and when you're up, get to the other side. Turn on the camera and go right, then follow the path until you reach the decontamination chamber. Billy will stop chasing you for a while.
Run up another set of stairs to find a box from which you need to rip cables (shining in green). Do what must be done and go back to middle room. Now you can take the guy on.
The main computer will let you kill BillyOnce you're in the capsule, approach and interact with the main computer (documents nearby). A cutscene will play in a minute, so seat back and relax.
Game Over ManWhen it's over, look to the right and start climbing the stairs, then go straight on all the way. These are the last steps in the game. As you approach the door, another cutscene will play, ending the game.
The second room in the corridor you walk out to from the room with the hissing TV.
The corridor from the computer lab, after you're thrown out by the giant man.
After you're thrown out, you'll wake up near the reception desk. The document should lie next to the dead guard.
After the failed attempt at opening the main door, you'll be forced to go down to the basement. There will be a hole in the wall, and you'll find the document on the right.
On the first floor of the prison, next to the man talking to a wall.
On the arena, where you saw a guy sever the head of another man, climb the bed to get to the other floor, and you'll find the document in an open cell.
After passing the first smaller channel, go forward, then left. You'll see some human remains and the document will be right in the middle.
After passing the barricaded door (a man had been banging on them from the other side), you'll enter the room pictured above. The document file is right there.
In one of the bathrooms, during the stage in which you need to run from the doctor. After jumping out of the second ventilation shaft, you'll find yourself in a bathroom. Look for the document there.
Right after meeting father Martin through the glass, turn left to reach a locker room. The document is hidden in a locker located in a darker corner.
Right after meeting the lunatic in the burning room, go forward until you reach a passageway to squeeze through. Before doing that, turn right.
Right after leaving the kitchen, you'll get to the garden exit. There is a guard post on the right with another document to take.
As you as go outside, you'll find yourself in front of a fountain. Turn right and go upstairs to get the document.
Leave the laundry room and go left, to a fork in the road. The path on the right will lead you to a document.
After the missing key part, go upstairs. You'll see a sign telling you to follow the blood trail. The document is in the second room, on a bed.
After getting the video camera back and escaping from the giant man, you're be crawling through a ventilation shaft. When you jump out, you'll see the door to the library. Find the document inside.
Watch the movie in the cinema room, then go the back and enter the room on the right. Walk through the corridor with lockers and past the stairs. Find the document there.
After getting to another floor from the cinema room, you'll find yourself in a place with a lot of praying prisoners. The document is in room B329.
Take the elevator down to the underground lab. The first place you reach is the reception desk. The document is right there.
After walking through the damaged decontamination chamber, you'll find yourself in another part of the complex. The document is in the second room on the left.
After entering the main lab, you'll see Billy inside one of the chambers. The document lies to the right.