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Part 10
The Outlast Trials

Part 10

Complete The Outlast Trials Part 10 walkthrough, including finding the Elevator Key, dealing with Trager, and activating sprinkler valves.

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Complete The Outlast Trials Part 10 walkthrough, including finding the Elevator Key, dealing with Trager, and activating sprinkler valves.

Walkthrough
  1. 1
    Make your way to the far end of the hallway you dropped into.
  2. 2
    Enter the rooms on the left to find a door in the back 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 and you will fall in front of a bathroom.
  6. 6
    Open the right stall door 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
    Return to the big room and hide from Trager.
  10. 10
    Once Trager enters, slowly make your way to the doors (hiding from bed to bed when he's not looking).
  11. 11
    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 enter; shake him off.
  15. 15
    Record the events to get the [_DEATH OF TRAGER_] note.
  16. 16
    Look to the ceiling for a hatch to exit the elevator.
  17. 17
    Head down the hall and take the stairway on the left.
  18. 18
    Squeeze through a space in the wall to 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 to see Father Martin and receive the new objective: Find Father Martin outside.
  21. 21
    Head to the hallway on the left, which splits to the right.
  22. 22
    Follow the path to the right, past a body, to a locker room.
  23. 23
    In the far corner of the locker room, find the [_PERSECUTORIAL DELUSIONS_] document.
  24. 24
    Head back into the hallway and climb a table into the cafeteria.
  25. 25
    Jump over an obstacle to proceed through the fire.
  26. 26
    Record the man you see to get the [_LET IT BURN_] note.
  27. 27
    Head left from the man, jump over an obstacle, then head right.
  28. 28
    Duck under a table and exit through double doors.
  29. 29
    Head left and squeeze through a narrow space straight ahead.
  30. 30
    Follow the hallway to the left where you will find a pump room (Sprinkler Room) on the right.
  31. 31
    Interact with the pump room to receive the message: "There's no water in the system. You must first turn on the 2 valves."
  32. 32
    Warning: Walker is patrolling the area; be stealthy.
  33. 33
    At the path split (with a body hanging), take the RIGHT PATH.
  34. 34
    Follow the wall to a door on the right, leading to a laundry room and then a dark room with shelving.
  35. 35
    Enter the door in the dark room to find a small room with a [_VALVE_] and two lockers. Turn the valve.
  36. 36
    Return to the path split and take the LEFT PATH, past the hanging body.
  37. 37
    Squeeze through an opening into a room full of bathtubs.
  38. 38
    In the back, find a small room with the second [_VALVE_]. Turn it.
  39. 39
    Return to the Sprinkler Room, being careful of Walker.
  40. 40
    Hit the button in the Sprinkler Room.
  41. 41
    Backtrack to the cafeteria, make your way to where the man was, and hop over the charred table into the kitchen.
  42. 42
    Warning: Shake off the surprise encounter in the kitchen.
Tips
  • The dark room with shelving on the right path is good for stalling Walker.
  • The office area in the northern corner of the right path has plenty of lockers to hide in.
  • Listen to the patient giving a corpse a bath if you have time; it is worth hearing what he says.
  • You can get the 'Educated' Silver Trophy for collecting half of the notes and documents in the game after obtaining the [_LET IT BURN_] note.
  • There are several offices in the back area past the narrow squeeze; the furthest one contains the [_PSYCHOPATHOLOGICAL PROXIMITY STRESS DISORDER PAMPHLET_] document.
    • [_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)
    • 'Educated' Silver Trophy (conditional)
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