False witnesses must not be allowed to spread their false truths. Take the Snitch to the execution chamber and silence his lies.
―Program 1 folder quote
"You are the Exterminator, only we can tell you what is true, there is a Snitch inside the prison preparing to testify against our truth, Kill the Snitch and we will let you out"
-Easterman's Brainwashing Quote to (Former) Program 1-
Trial: Kill the Snitch[]
Kill the Snitch is the first trial in The Outlast Trials, as well as in Program 1: Rule of Law, in this trial you are forced to kill a man, Murkoff/Easterman call "The Snitch" within Thin Blue Line (station).
"The Snitch" is strapped to a chair; both arms and legs restrained and burlap bag placed over his head, the chair is on wheels and rail used to push him towards the execution chamber.
The objective of the Reagents is for them to push "The Snitch" along a set of rails leading to the execution chamber. They will have to deal with a power blackout in which they will have to go into the garage and restart up to 4 generators (depending on the size of the team). Reagents will also encounter 3 locked garage doors which will have to be unlocked by finding keys hidden in corpses around the Station.
Following completion of the first difficulty, there is an Exam: Kill the Snitch with level 3 difficulty.
MK Challenges[]
Within Program 1, there are two MK Challenges that Reagents can complete, being shorter than a full trial.
CANCEL THE AUTOPSY[]
Corpses offer forensic facts incompatible with our truth. Grind the bodies into a factually correct slurry.
In this challenge, Reagents must watch the three screens before going in the A, B, and C metal doors to obtain their keys. Keys are then brought back to the Gymnasium where the three corpses are lowered into the grinder. After this is completed, a button is pressed and Coyle will emerge from a Murkoff Door. He will chase the Reagents to the trial shuttle, with an occasional Big Grunt depending on the level of difficulty.
SABOTAGE THE LOCKDOWN[]
If you can open doors, no prison can hold you. Power the generator to enable your escape.
In this challenge, Reagents must pick up a gas canister and navigate their way to the end of the station to power on a generator for their escape. Coyle, Big Grunts, and Grunts roam the station as well.
RELEASE THE PRISONERS[]
Only Murkoff arbitrates justice; free the convicts falsely imprisoned for their conspicuous guilt.
In this challenge, Reagents will spawn in random trial shuttle entrances and must make their way into the police station. Once inside, Reagents must make their way through sections A-D to find the keys required for the security room doors, avoiding the various Ex-Pop, primarily Sergeant Coyle. Once the keys are inserted into the locks, the swivel doors are opened and allow the Reagents inside. Pressing the button switch activates the cutscene of the jail doors opening and letting the prisoner mannequins out. The Reagents can then run to the shuttle and leave the trial.
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