Orphanage In The Outlast Trials

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The orphanage is the last mission in the The Outlast Trials before you tackle Program X. You get to tango with Mama Goshawk one last time while trying to take care of all the doll kids. By now you should have gadgets and boosters to help you survive better, but even those can’t help you with some of the more challenging missions in Program 3.


RELATED: The Outlast Trials: Program 2 Fun Park Walkthrough

You’ll meet all the familiar faces of the creepy people from Fun Park in a brand new map. Every game mechanic and strategy you’ve learned from previous playthroughs is now more important than ever because it’s combined into the 3 Orphanage program. Below is a detailed guide on how to complete each objective and MK challenge in this trial.

PLAYER OF THE DAY VIDEOSCROLL TO CONTINUE CONTENT

Get to the radio room

outlast trials orphanage exterior

The radio room will be just up the stairs to your left as you enter the orphanage. The exterior of the orphanage and the entrance to the orphanage must be secure until you reach the radio room, provided you are not playing the EXAM version of this trial.

Collect any posters you like or items you may need when things heat up. The first part of this mission will only take place above.

Do not forget, you can’t get a + rating unless you have collected five posters in an attempt.

Tune the frequencies

Outlast Trials player adjusts the frequency in the orphanage

You will be asked to broadcast a religious station. This is actually a tutorial about how to set frequencies. Interact with the radio frequency in the room to adjust accordingly.

To work with this machine, click on each of the three available nobs and turn them left or right. The first nob on the left, Amplitude, will change the size of the crest. The other nob, Frequency, changes the frequency width. Last nob on the right, Phaseadjust the horizontal layout.

outlast trials frequency setting minigame

Match the frequency you are controlling with the one behind it. Use the buttons to match the frequency so that the wave is of the same length, size and position.

It’s okay if the lines don’t overlap perfectly. If they’re basically together, let it go and see if it accepts what you’ve done. You must switch off to register the change.

You need to tune two more boxes, which will be upstairs with you. The map inside the radio room, to the left of the first frequency field, will show you where the remaining frequencies are located.

When you leave the radio room, se Boys and Girls Home will be on the right. Orphanage will be left. The frequency boxes will be inside the dormitory indicated on the map.

Nun models will ride down the runways. When they are brought to the room, the metal door opens for them. You can use this to go to the next room. Be careful: you can’t control the mannequins except to wait for them to come back down the runway.

After finding the two remaining frequencies and tuning them, go downstairs and head to the front desk to press the buttonwhich starts the next task.

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Change the film

survive the ordeal film reel in the orphanage with the actor holding the bottle

Your next task will be to change the films. It seems complicated at first, but you just have to bring film from the movie room to any classroom with a projector. From the reception area, the area to your left will unlock for this next mission.

The first room in the center will be the movie room. There should be some film inside, but remember that they will act as heavy objects during transport. You can’t take a film and walk it out the door; you have to put it in these devices on the wall. Place the film in a metal cage, then someone on the other side can press the button to flip the cage and open it on the other side.

outlast trials projector in the orphanage classroom

After taking all the film out of the film room with this metal door, take the film into the designated classrooms. You need to bring film into classrooms in the same way, through these metal cages in the wall.

After replacing the entire film, return to the receptionist’s desk and press the button again. Your task will be to stop the blasphemers in the chapel. You can reach the chapel by going right from the reception desk. Go through the door and to your left, eventually you should find a double door. These lead out towards the chapel.

Restore power to the chapel

outlast trials exterior of chapel in orphanage-1

After the party ends, a man on a cross will appear on stage. There are two objectives: restore power and locate the keys to unlock the saw handles.

To restore strength, head to the basement of the chapel. This task will be the same as repairing the generators at the police station in program 1. There will be only one aggregate in the chapel.

the survival hall of the trial to the basement of the orphanage

If you want to find a cellar, take it right exit and keep right until you see some doors and a syringe on the wall. Behind you, on your left, there will be stairs leading to the basement.

To repair the generator, find the fuel tank in the basement and drag it to the generator. The fuel tank will act as a heavy object. After filling the generator with fuel, you need to fiddle with both sides of the machine to ensure all lights are green. You have to spin the generator by acquiring at least four correct skill checks in a row.

Unlock the saw handles

Outlast Trials Crucifix Man During the Orphanage Program 3

Again, this mechanic will be something you’ve done before. It’s similar to finding the correct keys to unlock all the doors in Kill The Snitch during Program 1. this time you only need to find two keys.

You have to analyze television on either side of the man on the cross to update your search and tell you which symbol to look for. All bodies will be in the chapel yard. The yard is small and only two keys are needed, so finding the right keys shouldn’t be difficult.

outlast trials dead nun with fire key

Once you get both keys, interaction with locks on either side of the man on the cross. This will trigger the saw handles. Work with the handle of the saw and swing it back and forth to cut off a man’s legs.

After that, the game will tell you to reconvene at the chapel. Once everyone in your party is inside, you need to press the button on the pedestal on the side wall opposite the jukebox. This will trigger the end of the trial where blood will pour from the ceilings and child mannequins will pretend to eat.

Mother Gooseberry will spawn at the chapel door. To escape, you must exit the same door and return to the very beginning of the test.

  • Trial Rewards: 1500 XP, 500 Credits, Cosmetics,
  • An additional 1000 credits for an A grade

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MK-Challenges

outlast trials meat soup in program 3 orphanage mk challenge

MK-Challenges offer multiple rewards and opportunities to advance in the game. You must pass the MK-Challenges and the more difficult exam versions of the main test to get a grade for the program. You cannot access program X unless you have a full score for each program 1-3.

Feed the children

In this mission, you will start by entering the cafe. At the top of the room is a large bowl that you need to fill with bottles of bleach. Bleach bottles can be found around the map and will act as heavy objects.

The cellar and two other areas are to the left and side of the cafe. That’s all possible locations to find bleach bottles. Find out where they are and drag them to the snack bar without dying. The location of the bleach changes each time you play this trial.

After you’ve poured all the bleach bottles, you should serve soup at the push of a button in the cafeteria. The mannequins will begin to move. Soon after, Mother Gooseberry will appear and you will have to leave the trial.

  • Trial rewards: 750 XP, 250 credits and cosmetics
  • An additional 500 credits for an A grade.

Foster The Orphans

This task is one of the simplest in design. You will enter the lobby of the orphanage, where you will find baby dolls on the path. They are closed by a metal door. You must unlock said door by tuning the frequencies on the three radio boxes. The first one will be directly to the left of the mannequins.

To find other frequencies, follow the green wire above the door. When you walk up to it, a small metal door will open. Here you will get access to the rest of the orphanage and you will need to find the remaining frequencies. The location of the boxes changes each time you play the trial version.

After setting all the frequencies, you need to go back to the main lobby where the dolly track was. Press the button in the middle and the door will open. The mannequins will proceed into the shipping container and you must pass them, steer left and enter the shuttle to escape.

  • Trial rewards: 750 XP, 250 credits and cosmetics
  • An additional 500 credits for an A grade.

Cleanse The Orphans Trial 3 and 4

The Outlast Trials Orphanage Menu Highlighting Challenge 3 and 4

The remaining tests will have the same name as the first one, but with dots and the word “EXAM”. They are the same as in the first attemptwith the following differences.

The trial

Additional challenges

Awards

Clean up the orphans


Test •••

Three times harder


Additional tags: High density, extra traps, unreliable gates

1500 XP, 500 Coins, Cosmetics


Additional 1000 for A class.

EXAM: Clear the orphans


Trial ••••••

Six times harder


Additional tags: Increased Traps, Increased Threat, Limited Intel, Limited Hideouts, Dodgy Doors, Limited Items

1,500 XP, 500 coins, two souvenirs from the orphanage, cosmetics


Additional 1000 for A class.

Next: The Outlast Trials: Every Gear Ranked

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