From our article, you will learn the location of any important items that can be found while traveling.
We will also tell you in which direction you need to move. In this first location, you need to go through the outskirts of the cultist village, find the key to the prison and find Lynn.
After the introductory video, you will wake up and find yourself in a school hallway with a crucifix on the wall ahead. Move straight until a cabinet opens on the left side. There is nothing interesting here, except for a few photos, so keep walking towards the crucifix on the wall.
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As you approach the corner, you will hear the sound of an object falling on the floor. Turn the corner to see a man in a blue suit moving away from you. Follow him until the sequence ends and you wake up in the helicopter.
After you regain control of Blake and pick up the camera, go down the rocks on the left to get to the helicopter crash site. Here you will learn about one of the key game mechanics - video recording. Take out the video camera and focus it on the crashed helicopter . Kra?The circle in the center of the screen should fill up. Then press the Tab key or another button to check the job. Open the camcorder and view the video. Blake will make some remarks, but after that it's time to move on.
Go to the helipad and make sure to take the bandage from the open crate to the left of the crash site. You will also learn how to use the night vision mode with the video camera, which will be extremely useful throughout the game. Just do not use it too often, because in this case the battery charge will drop sharply.
Keep walking forward until you see a body tied to a tree. You can also record this event on a video camera , thanks to which you will hear a number of new comments from Blake.
Turn on the night vision and continue straight ahead, passing into the canyon. Eventually, the canyon will end and show you the outline of the village.
Keep going down the hill until you reach a lot of buildings and jump overfence. You can knock on the door of the building on the left, but no one will answer. Ignore this building and continue straight ahead towards the glowing fire down the slope.
So you will reach a small village. Use night vision and go through the door to the right of the screen. Inside the house you will find a battery that can be used to recharge your camera. In the same room there is a document - next to the corpse at the table.
With the battery in hand and the saved document, head back to the village and move forward. Continue towards the tricycle and peek around the corner on the left to see a villager with a machete in hand. After he retreats, go straight ahead and follow the same path as the man with the weapon.
There are a few barrels around that you can hide behind, but you don't really need them right now. Instead, keep walking further, in the direction where the screams are heard. Go around the building on the left side and make sure to videotape the scene of the tragedy right outside the house .
Do you need to follow?th house through the window on the right. Open it and then climb inside. Go through the house and open the bolt to unlock the door.
Go through the door and crouch to get through the hole in the fence. This will take you to a path with several crosses on both sides.
Keep going straight until you reach a crypt-like building with stairs going down. Go down the tunnel and make sure you keep the document on the table in front of you.
Keep moving around the blood feeder and enter the dark tunnel on the other side of the room. Follow the bloody trails and then walk along the edge to find another way out of the grave.
Leave the tunnel and follow the path behind the old swing and the rocking horse to find a gate with enough holes to get through. Crawl and then go down the path to another building on the left side. You'll meet a few more villagers, so use your night vision and carefully move forward. There is a battery on the table in the broken shed so grab it before moving on.
Walk forward until you see a tall silhouette in front of you. Run away from him and go around the barn to hide from the pursuer. Once the disturbing music stops, keep walking and turn the corner. The path should now be clear. Find a hole in the ground with which you can crawl into the barn.
When you do this, you will hear screams nearby. Turn on night vision and make your way through the two fences on the way. In the very last compartment, use the cart and place it right in front of the broken ladder. Jump up the ladder to access the second floor of the barn. Head along the central path and wait until you are dropped down to the first floor.
Ignore anyone outside the window, and go through the doorway on the right. Turn right and exit through the open window to access the outside. Make sure to take the battery off the shelf at the end of the corridor before going outside.
Now it's time to go through the last stage of the first part of our journey and find Blake's wife. Leave the barn, go through another open window and find a small hut. Here you will learn about noise tracking, which can be used to roughly understand where enemies are. Wait until the path is clear and then use the window on the opposite side of the part where you entered the house from.
There are as many people here, so it's better to make your way along the right side. Most likely you will be noticed. If you aggravate the situation, then all the villagers will chase you.
Climb up the path after picking up the document from the ground in the canyon, and then follow the path that leads to the massive church at the top of the hill. The gate is locked, but you can enter the courtyard through a hole in the fence on the left side. Crawl through it and then point the video camera at the top of the church to create a footage .
After you have the recording, enter the building and go forward to the door with the light. Take the document from the table on the right side of the hall, and then open the door at the end of it and go down the stairs to the prison of the church.
You can find another document in the pit in the middle of the prison. Pick it up and then climb back up and take the Jail Key hanging from the crucifix in the corner.
Return to the prison area and collect the battery from the back of the cell. Go between the cells on the left side to find the door. Use the found key to open it and get into the next room.
Grab the bandage from the table on the left and continue up the stairs to reach the first floor. Take the battery on the table with the radio, and then climb the steps to the second tier. There is a document on the table here. Take it before you open the locked door. This will take you to the hallway.
Go to the end of the corridor to find a window. Lynn will fall out of the window. You will need to go down to her. Follow her into the canyon and leave the church.
Keep following Lynn until the mob attacks you. It will be taken from you again.
In this section of our walkthrough of Outlast 2, you'll learn how to make your way across the river, crawl under the fence, and then leave the cornfield while trying to escape the flashlight-wielding cultists. You will also learn about the location of batteries and other useful items.
After meeting with Lynn, you will again find yourself alone. When Lynn is taken from you, you will awaken in the canyon. It's time to find a way out of the canyon and move on. Move along the path until you find yourself in the water, not far from the village built along the river.
There are enemies patrolling the area here, so be sure to move around the location slowly, hiding in the water if you are being targeted by flashlights.
Walk along the right edge of the river and enter the first building. The front door is slightly ajar, so beware of enemies patrolling the village located outside (they can see you through the hole). Once the enemy is gone, exit through the door and head across the clearing to the next building.
Go to the building with the lights, head up the dock and enter through the door. Once inside, there will be a flash. You will again find yourself in a Catholic school.
Go to the next room and take the note from the billboard on the left wall. You may try to look again to find that you haven't actually recorded anything. If you approach the billboard, you can read the information aloud. You must read it to leave this room!!!
Check out the photo on the teacher's desk at the front of the classroom. Now go to the back door and open it to be in the hallway. Look to the right and go down the t??a lot of corridor. The man will come out at the end of the corridor. Move towards him. Run to the bright exit and leave the house, finding yourself in a snowy area.
Follow the path to get to the front gate of the school. Go through the only gate on the right side. You will fall through the ground and return to the real world.
At this point, a peasant will appear and take you to his home. He will put you in a basement with a root where there is a bed. Lie down on the bed to continue through Outlast 2.
After some time, you will wake up to a roar above the basement. A woman showed up and asked Ethan about you. Listen for the events above, and then once the woman is gone, break through the cracked boards and return to the main room. Use the camera to record Ethan's dead body and then listen to the playback for Blake's comments on the matter.
With the note in hand, leave the house and go through the open gate on the right. Follow the path down and enter the water. Move to the right until you see an old building on the left side. Watch out for a villager who will appear here and stay for a few moments. You can hide in the water and then continue when the woman leaves.
Go up the river bank on the right, then cross the bridge to get closer to the burning body. You can record it with a camcorder . Having done this, find the document - in the building from where the woman preacher appeared. Be sure to pick it up before continuing between the two fenced cornfields.
Follow the path between the fences and watch the woman with the pickaxe outside the gate. You can record it with your camcorder as it moves along the track, but you will only have one moment, so try to do it as quickly as possible. Find some crates on the left side of the fence. There is a hole through which you can get through. Walk through it until people get you ??e noticed.
The exit from the cornfield is on the right side of where you entered from. You could run straight ahead, but there are villagers patrolling the field, so you'll have to be careful. Make your way through the field without paying too much attention to yourself, and make your way to the illuminated gate on the right side of the location.
There are several crates that you can climb up. Climb them, jump over the gate and leave the cornfield. Move on to the next part of our Outlast 2 walkthrough.
Once you've made it out of the cornfield and survived a few encounters with the cultists, it's time to move on and find Blake's wife again. This time you need to get through the barn filled with cultists. In this article, we will tell you how to enter the barn, and how to avoid the cultists inside it and leave alive.
After the cornfield, you will find yourself at a small farmhouse. Go ahead togo to the old barn on the other side of the location. Start getting close to him. There are several opponents on the location, especially behind the gate (they can see you). One enemy is on the porch right in front of the barn. You can pick up the battery near the gate, at the end of the path between the barn and the farmhouse. The document can be found halfway, under the door of the old farmhouse.
Crouch and make your way in front of the barn and the building attached to it. There is an enemy sitting in a chair on the porch, but he should not notice you if you keep to the shadows. Make your way to the barn doors and interact with them to get inside.
As soon as the barn opens, two villagers will appear behind. Immediately bend down and go to the left corner of the barn. There is a barrel here that you can hide in. Hide inside and wait until the enemy with a flashlight leaves the barn to search it outside.
Now crouch down and approach the right side of the building. Make sure no other enemy is nearby. Once you've done that and realize the path is clear, head down the center and grab a cart that you can interact with. Move it under the broken ladder, and then climb up and jump onto the ladder.
Once on the second floor, climb up the rafters to the right of where you entered. Approach the front of the barn and slip through the small area. Next to the candle on the box is a document . Now take the chain and pull it to open the door and continue forward. Walk on the plank and you will be thrown to the ground of the barn. It's time to move.
Almost getting out of the barn, Blake will receive a blow from one of his pursuers and fly away down into a pile of human remains. Get out of the terrible puddle and go to the illuminated road. Go down it, near the statue, read a small religious verse and move on. Having overcome the next section of the path, you will go to the pole on which the lantern and loudspeaker are located. A bright light will flash again and a whole flock of birds will fall from the sky.
There is a bridge over the river ahead, but it is broken. Behind the lone pine tree, turn right and, before going down, take out the camera and shoot another video. When you get to the water, climb onto the ledge on the left, from it go forward along the narrow ledge and jump over to the other side of the failure, to the broken stairs. Climb up and boldly climb into the cave.
FIND THE WAY TO THE VILLAGE
Next, you will find yourself in the heart of a strange sanctuary. On top booan imposing figure of a winged creature made of rags hangs. Get down to the sacrificial altar, a corpse will lie nearby, and a battery next to it. Regarding the place where they picked up the battery, jump forward to the ledge with a broken ladder, climb up and get out through the terribly furnished tunnel. Walking a little forward to a fallen tree, you will notice a hanged girl, but as you approach, she will disappear. Go further and make your way into a small gap in the rocks. A village of sectarians will appear in the distance and the voice of Not will be heard.
GET TO THE CHURCH
Turn left and cross the ledge to the other side of the gap. Go down the path down to the water, cross the water barrier along the boards and enter the inside of the building.
GET TO THE CHURCH
Once inside the building, go along the corridor forward and get out into the room from under the stairs. On the table is a note that apparently belongs to one of the heretics. After reading the document, open the door and go upstairs. You will find yourself on the first floor of the house, the room is dark and there is nothing interesting, immediately go up the stairs. On the second floor, you will again hear another sermon from Nota, and on the table on the left you can read the document. Move the bookcase away from the door and go outthose on the street. Once on the balcony, turn left and jump down. Now run forward to the lantern, at this stage you will find yourself in an elevator, but it does not work and you need to look for a generator.
FIND A WAY TO START THE ELEVATOR
Having turned our backs to the elevator, we go to the left; in the village, the locals are clearly activated. After going down to the village, move forward between the two houses. Go through the barn, turn left and jump over the fence. Behind the barrel, pay attention to a small window leading to the basement of the house; get into it. Go through the door to the next room and read the next chapter of the scriptures of Noth. Examine the document, get out through the window and go left. Make your way through the hole in the hedge and move forward under the canopy, then up the steps to the porch of the house. A woman stands in front of the house and preaches something, brandishing a knife. Run past her to the stairs and climb up.
Come into the house, inside open the door to the second room and pick up the batteries from the bedside table, next to the sleeping man. There is a bandage on the table if you do not have a complete set. Now go out and immediately turn left to the basement. A fanatic will come out of the house opposite and begin to search the location. Can you hide in the basement, or can you just run forward, jump over the fence from the cart?? rush up the road. Behind the tree, turn right or fall into the hands of another sectarian with a machete. Next, turn left and run under the lantern. Behind the large cart to the right and up the stairs. When you reach the top floor, you will see a room with a generator. You can no longer be afraid of a chase, and even more so if you go down and go back to the village - you will not find the locals.
BACK TO ELEVATOR
Start the generator and leave the room, a woman will scare Blake near the door, but she does not pose a particular threat. Just wait until she goes down below and pass by. Direct to the tree on which the heretic is burning, relative to it, start going down the stairs until Martha appears. As soon as you see the woman with the pick, go back, wait for her to go up and jump down the fence, then head to the elevator. Having run into the booth, immediately pull the lever and leave, leaving the creepy lady alone.
VIEW THE WELL
At the top you will find a safe area. First of all, take out the camera and remove the sign. All doors are closed, so go to the well, Jessica's voice will begin to come from it. As soon as you get close enough, an unknown entity will grab the protagonist and tightent down, Blake will be in the ventilation shaft of his school.
FIND A WAY TO GET OUT OF HERE
Just make your way forward through the shaft until Blake collapses to the bottom. Having risen to your feet, go through the only unlocked door and run forward along the corridor, do not miss the battery on the chair. After picking it up, turn around and go until you see an open locker. Take the music box and wind it up. Next, go down the corridor to the classroom and return to the locker again. Jessica flashes ahead. Follow her through the open doors and you will see a girl, but only hanged. Capture this madness on camera and get closer. At your approach, the body of the girl will be dragged away by an unknown entity. Exhale and open the door to the music room.
GET TO THE CHURCH
Behind the door you will find yourself in the real world, the main character will be grabbed by one of the sectarians and thrown down the stairs. As soon as Blake gets to his feet, run to the right, open the door and run out into the street. Now run into the building opposite, jump over the blockage and turn right. Then break into the kitchen through the ajar door, go around the countertop and jump into the breach. Unlike the first part, you are not at all safe in these places, so don't linger. Getting out of the hole, b?Go through the door and make your way into the room on the left through the blockage. The beams will finally fill up the passage, securing your stay inside, so you can take a break.
Walk around the room until the next exit, the door will begin to break, do not waste time and hide under the nearest bed. Wait for the cultist to pass by and go out the door; next, take a couple of steps up the stairs, then go upstairs, as another sectarian will appear. Wait for the second enemy to come up the stairs and jump over the railing. Do not hesitate and immediately go down the stairs, run through the door, lock it with a bolt and move the cabinet that blocks the way further. Through a dark tunnel you will reach another creepy place, get your camera and record what is happening. Then move to the opposite end of the room and move the closet.
You will find yourself in a spacious cave, in the center of which is a deep pit littered with bodies; go along the narrow ledge on the right to the other side, study the document on the pedestal and go along the tunnel. After getting out of it, you will find yourself in the basement of the house. Climb up, move through the door and again begin to move away from the chase. Quickly run to the left, go up the stairs, then get out to the balcony and jump down. Next, turn left, jump over the fence, and run zwhile the barrel, move on towards the house on the left. There is a gap in the fence leading under the porch. Without wasting time, crawl under the house. After getting out of the hole, run forward to a small building and climb inside through the window. Once in the room, lower the camera down and start hitting the floor until it breaks (with the left mouse button), crawl forward and run to a small window in the basement.
The main character will be in the basement of the house and the fanatics will lose him. Go through the door, turn right and go up the stairs. Next, you go out into an external room resembling a school class, a slightly "tired" teacher lies near the blackboard. In the classroom, you can shoot another commemorative video, then go out the door and go up the stairs. At this stage, you will enter the attic where the teacher once lived. There is another document on the desk. After reading it, go out the window and jump into the school yard.
GET OVER THE FENCE
Run forward, in the stroller next to the tree is a note written by one of the students of the school. Now push the cart to the gate, climb on it and get over the gate.
GET TO THE CHURCH
Regarding the gate, turn left, then near the bridge to the right and go forward, ?You won't run into a wooden wall. Further, turn right and, having got out on the street, move to the left. Seeing the railing, go along them, after which you will stumble upon another remorse of one of the sectarians. You will exit to the road on which the cart stands, it must be used to get over the gate. Start moving the cart towards the gate and be ready to meet Martha.
At this stage, you need to take Martha away from the cart, then push her to the gate. You definitely won’t be able to do it in one approach, so you will have to carry out these manipulations several times. As soon as the cart is near the gate, start climbing over the obstacle. Martha will try to grab Blake, but the protagonist will fight back.
GET TO THE CHURCH
Go through the gate, there will be two houses ahead, the one on the left is locked, but in the house on the right side there is something to profit from: a bandage, a battery and a note. Having finished with the search of the house, leave the room and move towards the hanged woman. On the left you will see a church, shoot the building on camera and run inside.
In the room you can find a note, you will also find a man crucified on a wheel. An unknown person asks Blake to end his suffering so that Noth cannot torture Mary. Almost immediately a femalescream, the church doors begin to open. Hide in the confession booth and see the local prophet. Not with a small group of sectarians brings Maria to the church and begins to use extremely inhumane interrogation methods against her, the prophet wants to knock out information about the whereabouts of Lynn from the wheeled man. In the end, the man "breaks down" and gives out the necessary information; the prisoners are killed, after which Sullivan and his men leave.
FIND THE WAY TO THE MINES
Get out of the booth and run to the exit of the church, the chase will follow you almost instantly. Remove the camera, move forward as quickly as possible. You need to run to the large door of the shed, near which the only lantern in the area is lit. Open the door and run inside, turn left in the room, make your way through the gap between the shelves and run out through the door to the street. Move forward up the stairs; at the top, jump over the gap and exhale, the path behind you will be blocked by fallen sheets of iron. Take the battery on the right and jump down. Now look for a hole in the fence and make your way through it to the other side.
Come into the house, be horrified by what is happening inside and go past the granny through the door on the right. In the room, study another chapter of the "revelations of Noth" and get out through the window. On the street, you will again find yourself in a cornfield. Near ?Another fanatic sits on a chair, he is armed, but attacks only in case of close contact. Much more dangerous is that he can call his friends, so we do not recommend to catch the eye. Right in front of him is a house with a broken window, in the room there is another document, if you want to get it, you will have to make your way past the enemy in a chair. Next, move forward through the cornfield. After getting out of the field, you will immediately see a water mill, run to it and go inside.
FIND A WAY TO STOP THE MILL
In the room with the spinning gears, go through the double door and take the lever from the table. Now leave the mill through the second door, go up the stairs, insert the lever into the lifting mechanism and lower the water damper. As soon as the water supply stops, the wheel will stop and it will be possible to get through it. The door will begin to break, quickly crawl under the wheel and run out into the street. Now move down the slope, the chase will fall behind, so you can take a break.
GET TO THE ROAD TO THE MINE
There will be a water tower in front of you. Regarding this structure, run to the left under a canopy, there is a battery; raise the power source and go to the left of the shed until you come across a pit with the remains oforov. Next, go through the open gate, around the next turn expect the appearance of Martha. When you see her, immediately turn around and run back. At first straight ahead and immediately to the left towards the light, under the lantern you will see a hole in the wall. In the shelter you can find a note, a bandage and a battery. After taking what you need, get out of hiding and run to the place where you first saw Martha.
After going a little forward, squeeze between the two beams, near which there is a bloody puddle, and go left. Soon you will come out to the slaughterhouse. Shoot the "meat" building on camera, then move through the half-decomposed carcasses to the opposite end of the room and turn left, behind the bars. After moving into the next room, pull the chain until a hook approaches you. If you want to take the time to write a note, you can climb over the window and study the document on the table.
Having acquired the hook, you can get out of the slaughterhouse. Exit back to the doors that Martha has already closed, and make your way through a small breach on the right. Then immediately run to the safe room. However, do not try to go inside, as Marta is waiting for you in the room. Just run past and crawl through the gap in the unlocked gate. Use the hook on the grate in front, then quickly turn around, approach the chain and pull it. After that, without wasting time, run into the hole, by this timeMartha will already break in. The woman will grab you just by the leg and Blake will successfully fight off the second time. If you do not have time to get into the hole, you will have to replay from the control point
FIND THE WAY TO THE MINE
Having once again escaped from Martha, move to the right. When you reach the Old Mine sign, turn right again. On the way you will come to a strange building. Read another note down under the stairs, then go upstairs and climb into the hole above the door.
FIND A WAY TO GET OUT OF HERE
The main character again ends up in his favorite school. The room Blake fell into has Jessica's name written on it, and a hanging man is painted in the center of the wall. First, let's go through the door on the left. Walk down the corridor and go through the second door on the left. From the desk, take a transparent film with letters and a suspended person, and then return to the room in which this "school nightmare" began. Next, head through the second door and follow the corridor to room 141B.
Install the film in the projector and set it up so that the picture on the board and the projection match. The word Unforgivable should turn out. After studying the word, return to the starting position. The painted wall disappeared, and a door appeared in its place. Next, move to the end of the corridor; door with promises?The current inscription EXIT, of course, is closed and you just have to wait for something terrible. Paranormal activity begins around. The apotheosis will be the attack of the monster, which will throw Blake to the door.
After the monster attacks, the door on the right will open. Run into the room, a grate from the ventilation will fall from the ceiling, but do not rush to get scared, this is the way out. First, take the battery from the table, then drag the small table right under the hatch and climb into the ventilation shaft. Next, crawl forward until you are grabbed by a huge tongue, after which Blake will again be in reality.
CROSS THE BRIDGE
After school, you will find yourself in a cave, get out of it, then go forward and slide down the slope. Now move along the ledge in the rock to the bridge, but do not rush to cross it. First, look behind the huge boulder that lies on the railway track, you will find a note and a battery. After that, you can go further along the destroyed bridge. However, Blake will not be able to go far, he will be knocked down by a huge swarm of locusts.
FIND ANOTHER ROAD TO THE MINE
You should not worry about Blake, he will not break, but will hang upside down on a tree. In addition, the main character will meet new opponents. Meet Laird and Nick; it is worth noting thatLaird is an excellent archer.
Jump to the ground, grab the camera and go along the stream. Soon you will come across a body, next to which lies a document. Further, the main character will find a fallen tree, along which it will be possible to climb over the stones. Keep moving along the stream until you come across a fence enclosing the "kingdom of lepers". You can't get inside from here, but there is a passage on the left.
Jump down the rock ledges, go through the gorge, then make your way under a large boulder stuck between the rocks. Welcome to a small branch of Grandfather Nurgle's world. In this creepy and full of despair place you need to be extremely careful. Despite the diseases that corrode the bodies of the sectarians, it will not be difficult for them to send Blake to the next world.
To get started, go to the first house you meet. Approach the door, keeping as far as possible from the patients, open it and, crouching, go inside. You need to sit down to avoid the attack of the local native lying on the bed. In the room, take the battery and immediately go out. It's better through the door, and not through the hole under the wall, if you don't want to get a portion of vomit on Blake.
After leaving the house, go to the left and go into the cave in which several lepers are washed, calmly walk past them - oh?and are not aggressive. Now climb up the ledges in the rock and go down the narrow passage to the note. The next chapter of Nota's sermons is available. Record it on camera and exit the cave.
Regarding the cave, turn right and run to the tents near the fire, if you expected to see bards here, then I'm afraid that you will be disappointed. It is better not to linger near the tents and hide behind a tree, as a blind leper will go along the road, brandishing a knife.
After the armed psycho aborigine leaves, go up the stairs and climb into the house on the left. In the room you will find the next chapter of the work of the prophet Nota. After reading the document, return to the street and go forward to the next house. Go inside, read the note and leave the house through the tunnel in the wall. Keep moving straight ahead. Turn right near the house and, passing by two lepers, you will find yourself in front of the gate, behind which Laird shoots another “unpleasant to God” person with a bow.
Turn left and, following the bloody footprints, climb up the rocky ledges. At the top of Blake, one of the leper sectarians is waiting, as soon as you jump onto the last ledge, he will throw the hero down. The situation is aggravated by the fact that Laird and Nick roam the area.
PWalk forward past the tents and you will come straight to the Laird. At this stage, you have a great opportunity to "get acquainted" with a new enemy. Laird - the one that is smaller, armed with a bow. The second person's name is Nick, in this tandem he is legs and physical strength.
Unfortunately, you need to make your way to where Laird and Nick spawn. First, step back and hide behind one of the tents, wait for Nick to move away from the narrow passage and, keeping to the left side, run forward. After breaking through several bushes, you will run out straight at one of the lepers, the enemy will rush at you, but you can easily fight him off. Pushing the fanatic away from you, run forward, slightly taking to the left. Soon you will see a house, run to it and squeeze through the gap. After taking a couple of steps, Blake will be back at school.
FIND A WAY TO GET OUT
Exit the locker and run to the right after Jessica. After reaching a short corridor with four doors, first go through the far door on the left. There is a battery in this room. Now return to the corridor and go to the first door on the right. Inside you will find a computer on which you need to read an open letter. After studying the message, go out into the large corridor and turn left. There is another open door, go through it and get the camera, because how will it start going anomalous?? the activity to capture for the archive. As soon as everything calms down, go forward along the next corridor. Behind the third door on the left you can find a battery, another battery is behind the last door on the right.
After getting out of the narrow corridor, turn right. There is a drawing in the classroom behind the ajar door, after examining it, go back and continue moving forward along the corridor until you reach the door, near which there is a chair. A ceiling panel will fall on top of it and a ventilation shaft will open. Climb inside with the help of a chair, then Blake will get into the real world.
Having got out of the tree, you will immediately fall into the hands of Laird and the cultists. With the main character will conduct a bloody test in the style of the movie "Something", after which the locals crucify Blake on the cross. Nick will take the camera, believing the collected material is a preaching of Jesus, then the fanatics will leave Langermann alone.