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Part 10
Outlast

Part 10

Outlast Part 10 walkthrough: Escape Trager, find the Elevator Key, and locate Father Martin.

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Outlast Part 10 walkthrough: Escape Trager, find the Elevator Key, and locate Father Martin.

Walkthrough
  1. 1
    Make your way to the far end of the hallway you jumped down into.
  2. 2
    Enter the rooms on the left to find a door that leads closer to a blocked door.
  3. 3
    Wait for Trager to move towards the elevator area, then push the object out of the way and continue.
  4. 4
    Warning: 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.
  5. 5
    Enter the ceiling vent.
  6. 6
    You will fall in front of a bathroom; open the stall on the right to find the [_REQUEST FOR REASSIGNMENT_] document.
  7. 7
    Enter the wide room and open the double doors.
  8. 8
    Find the [_ELEVATOR KEY_] in the staff room to the left.
  9. 9
    Grab the key and return to the big room, hiding from Trager.
  10. 10
    When Trager enters the room, slowly make your way to the doors (hiding between beds when he's not looking).
  11. 11
    Once you have space, run back to where you got the key and through the door Trager broke down.
  12. 12
    Follow the elevator signs to reach the elevator room.
  13. 13
    Interact with the elevator control panel.
  14. 14
    Warning: Trager will arrive; shake him off.
  15. 15
    Record the events to obtain the [_DEATH OF TRAGER_] note.
  16. 16
    Look for a hatch in the ceiling of the elevator to escape.
  17. 17
    In the new room, head down the hall and take the stairway on the left.
  18. 18
    Squeeze through a space in the wall into an office.
  19. 19
    Exit the office door and find a hole in the wall to reach a wide hallway.
  20. 20
    Head to the end of the hallway to find Father Martin on the other side of a wall. Listen to him to receive a new objective: Find Father Martin outside.
  21. 21
    Head to the hallway on the left, which splits to the right.
  22. 22
    Follow the hallway to the right, skipping the bathroom straight ahead.
  23. 23
    Enter the locker room, go past the body, and check the far corner for the [_PERSECUTORIAL DELUSIONS_] document.
  24. 24
    Exit the locker rooms and head into the hallway.
  25. 25
    Climb the table to enter the cafeteria.
  26. 26
    Jump over the obstacle to proceed further into the fire.
  27. 27
    Start recording the man you see ASAP to obtain the [_LET IT BURN_] note.
  28. 28
    From the man, head left, jump over the obstacle, then head right.
  29. 29
    Duck under the table and exit through the double doors.
  30. 30
    Head left (the right is a dead end).
  31. 31
    Squeeze through the narrow space straight ahead.
  32. 32
    Take the hallway to the right, leading back to offices.
  33. 33
    Go to the furthest office to find the [_PSYCHOPATHOLOGICAL PROXIMITY STRESS DISORDER PAMPHLET_] document.
  34. 34
    Return to the hallway and squeeze through the narrow space.
  35. 35
    Head into the pump room (Sprinkler Room) on the right. You will see a message: "There's no water in the system. You must first turn on the 2 valves."
  36. 36
    Warning: Walker is patrolling this area; be stealthy.
  37. 37
    Go forward to the split in the path.
  38. 38
    RIGHT PATH: Hang a right at the split and follow the wall to a door on the right, leading to a laundry room and then a dark room with shelving.
  39. 39
    Enter the next door to find a [_VALVE_] and two lockers. Turn the valve.
  40. 40
    LEFT PATH: From the split, head left, past the hanging body.
  41. 41
    Squeeze through the opening into a room full of bathtubs.
  42. 42
    In the back, find a small room with the second [_VALVE_]. Turn it.
  43. 43
    Return to the Sprinkler Room, being careful of Walker.
  44. 44
    Hit the button in the Sprinkler Room.
  45. 45
    Backtrack to the cafeteria and make your way to the kitchen.
  46. 46
    Shake off the surprise encounter in the kitchen.
Tips
  • The locker room to the right of the first encounter with Trager contains a [_BATTERY_].
  • The second ceiling vent is your goal after the initial Trager chase.
  • Recording events is crucial for obtaining notes and trophies.
  • The 'Educated' Silver Trophy is awarded for collecting half the notes and documents in the game.
  • The Sprinkler Room requires you to turn two valves before hitting a button.
  • Walker patrols the area around the Sprinkler Room, requiring stealth.
  • [_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)
  • New Objective: Find Father Martin outside.
  • 'Educated' Silver Trophy (for collecting half of the notes and documents).

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