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Part 6
Outlast

Part 6

Navigate the terrifying Prison Block in Outlast Part 6. Follow blood trails, evade inmates, and find crucial documents and batteries in this walkthrough.

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Navigate the terrifying Prison Block in Outlast Part 6. Follow blood trails, evade inmates, and find crucial documents and batteries in this walkthrough.

The next chapter begins in a cell. After grabbing your camcorder, use it to examine the room and find the [_FATHER MARTIN'S CELL_] note. A person will arrive at your door, allowing you to leave. In the cell block, observe the inmates' disturbing actions. The path to the right leads to a locked iron door, so proceed left. You'll encounter jump scares and inmates discussing disturbing acts, with blood writing visible behind them.

Head downstairs. The inmates here won't harm you, but their dialogue is unsettling. Explore the doors; the third one on the left is key. Inside, find a gap to squeeze through and climb up. With your camcorder active, film a man near a mattress to obtain the [_NECROMATIC_] note. Climb back up.

Continue forward. The left path is a dead end with a dead officer. The path ahead is blocked by a locked door, forcing you right, past a corpse. Shimmy right over a ledge to proceed. Take the right exit, as the left door is locked. Examine the wall writing. A door on the left opens, updating your objective:

  1. New Objective: Follow blood trails to the exit.

Enter the decontamination room and proceed to the stairway. Ascend two floors. You'll find a man studying a wall with blood writing: "Down the drain." Before descending, find the [_FATHER MARTIN, FINGER PAINTER_] document to the left.

Drop down the hole. The game reminds you to close doors to slow pursuers. Check the nearby open door; it contains a locked-up man and highlights HIDING PLACES (under the bed or in a locker). Return to the hallway and jump over the desk. An active enemy is around the corner in a room with a window. Crouch and move under the window. Stick to the far left wall to avoid detection as the enemy looks into the hallway.

You can reach the room behind the enemy by waiting for him to look away and sneaking through the open door. Inside, you can find a [_BATTERY_]. You can hide in a dark area near shelves as the psycho breaks down the door, then use the shelves to escape. This is risky for a battery.

Continue to the door at the end of the hallway and prepare to run as a man pursues you. Run to the safe room and hide (the bed is recommended). The pursuer will eventually give up. Return to the door you opened when the chase began. Be cautious of the enemy in the middle room. Make your way to the control room.

In the control room, locate the lockers and press the button on the desk. Hide in a locker as the man searches for you and leaves. Exit the locker. Note the new door on the right. An enemy is inside but will come out; sneak past when he's not looking. A [_BATTERY_] is on the shelf inside this room; wait for the enemy to return to the control room to retrieve it easily. The central door in the hallway is now open. If seen after pressing the button, run to the new decontamination room or the safe room to lose your pursuer. Proceed to the decontamination room.

Past the decon room, head to the path split (the door is locked). To the left are two creepy figures. Approach them, and at the bloody window, the game will instruct you on how to hang from a ledge.

  1. To jump over and hang, press X while moving towards a ledge.

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