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There are many items within The Outlast Trials, ranging from objectives that are interacted with in Trials to useable ones that can be found and picked up.

Trial Items/Objectives[]

In trials, for certain objectives there are items that must be interacted with in order to progress the trial further.

Some items are classified as Heavy Items. They are required to be held by the Reagents with both hands, increase stamina consumption if held while running, and if a Reagent takes damage they will drop the item. They also must be dropped to slowly open doors and to consume inventory items. Heavy Items tend to be objective items and some can only be found in specific trials.

ITEM IMAGE DESCRIPTION

Posters[]

Posters are secondary objective items that can be found in every Trial and MK Challenge. They are found on various walls and spawn in random areas. If in solo player, there will be 3 that can be collected, if there are 2+ players then 5 can be collected. Collecting them awards points and can boost a Reagent's grade. The posters display a variety of imagery, which is determined by the Trial Environments and their respective Prime Assets (e.g. The Docks will feature Franco Barbi's posters).

Bleach[]

Bleach

A bleach jug

Heavy Item - Found in the Feed the Children, Reagents must pour the given Bleach into the soup mixture before finding four more in separate locations.

Gasoline Canisters[]

Gas Canister
Heavy Item - Found in Kill the Snitch and Cleanse the Orphans, the Gasoline canisters are used to fill up the generators in order to power them. They must be poured into the generator, once empty the Reagent will slide it into a designated spot in the generator.

Generators[]

The generator is a large piece of machinery with two fuseboxes on the sides, a storage area for the gas canister, a red gas tank with a fullness meter, and on the left side is a panel showing the hit area for the pull crank.

The generator in Sabotage the Lockdown

In conjunction with Gas Canisters, generators are large machines fit with a gas tank, two Fuseboxes on each side, and a pull cord that must be cranked. Reagents must fill them with a gas canister, complete the two fuseboxes, then crank it to turn it on. They power the electricity in the Police Station, are found in the Underground Parking, and power the Saw handles in the Chapel (to which they are found in the basement).

There is a red variant of the generators found in the Toy Factory where their only requirement is to be cranked, and do not require fuse boxes to be done or be filled with gasoline.

Battery Switch[]

The image shows a plain wooden with a glass square window. To the left side there is a device hooked up to the door, with a battery powered switch at the bottom that is connected via a wire up to a powered wooden plank that is upwards connected to a cross shaped piece of pipe.

A battery switch connected to a door trap

Found in Grind the Bad Apples, Open the Gates, as well as on trapped regular doors, the battery switches are square indents into walls that hold a small battery inside with a wire connected to whatever they power. In order to disable them, Reagents must interact with them by holding down the switch lever. Batteries can be taken after disabling. They can also be disabled by pushing open a door whilst crouching, to which the trap will be set off, however this does not let the battery be taken out of the switch.

Child[]

Heavy Item - Found in Punish the Miscreants and Gather the Children of God, the children are moving mannequin-type dolls with one hand being replaced by a drill. They are dressed in young children fashion from the 50s, are seen as both boys and girls, and can have various hair colors and styles. They tend to use naughty language, taunting the Reagents and speaking of how their 'Mother' disapproves of them. They can be seen using their drills to drill into various corpses. Upon pressing a button switch connected to the children by a wire, they will become motionless and the Reagents can rip off their upper halves.


There are also children that are not items, but have the same appearance and language, like in the children's boat in Grind the Bad Apples.

Lever Switch[]

The image shows a tall blue grey box with a red horizontal lever at the top, and a black Murkoff logo against a white background in the middle

A lever switch that appears in Feed the Children

The image shows a gated door with a switch to the right on the wall. There are two signs, one with an arrow and the words SECURITY ROOM, the other sign reads WARNING Hold the lever down to open the gate

The lever switch connected to a door

There are two different lever switches featured in the trials.

One is a tall blue box with a red lever and a Murkoff Corporation logo. They are pulled down in order to trigger cutscenes.

The other is a smaller switch that is connected to timed gate doors. They must be pulled down to open them and will close after a short duration.

Button Switch[]

A tall grey metal box with four square screens that show the Reagents in the room with a large red button in the middle.

A button switch that triggers a cutscene. Requires all players.

In conjunction with the Child, the button switch is what must be pressed in order to cease the child's actions and be able to rip them off of their torsos. They have a red circular button that sinks into the box once pressed, and a wire connects them to the child.


Button switches are also used to further trial events and trigger cutscenes, as well as to activate the countdown timer for the trial shuttle. These require all players to be present (excluding the shuttle).

Fusebox[]

The fusebox is located on the sides of the generator, there is a panel of 6 switches, one green and the others red. there are 4 lit yellow circles in between the two rows of 3.

The fusebox located on the side of the generator

Found on generators, as well as in Vindicate the Guilty, the fuse box is a square box that like the name suggests requires all of the switches to be turned on. Red in color, once correctly pressed they will turn green. All fuse boxes have six switches, the box allowing four presses to them, requiring the Reagent to find the switch that turns on two at a time.

Frequency Box[]

The image shows a tall box with a green circle screen and three knobs to turn the frequency line. The one that must be copied is in green, the one that requires change in red until it is identical to which is turns green and is completed. The three knobs are labelled: 1.AMPLITUDE 2.FREQUENCY 3.PHASE. There is also a red rectangle underneath the frequency knob and the text Zikk Communication. There is a unlit green bulb at the top and connected to the left side.

The Frequency Box in MK Challenge: Foster the Orphans

Found in Cleanse the Orphans , Foster the Orphans, and the Reborn trial, the frequency boxes are tall boxes with a green circle screen and three knobs to turn the frequency line. The one that must be copied is in green, the one that requires change in red until it is identical to which is turns green and is completed. The three knobs are labelled: 1.AMPLITUDE 2.FREQUENCY 3.PHASE. There is also a green rectangle underneath the frequency knob and the text Zikk Communication.


In the Reagent Release Protocol, three boxes must be found and completed, revealing the words: Spider, Eye, Lamb.

Heart[]

The image shows a tub container with a deep red liquid with two anatomical hearts floating on the top of it

A tub in the diner with two hearts inside

Heart model
The heart is an anatomical heart that is used in Grind the Bad Apples and Drill the Futterman, used to hit the game targets and the Futterman duck targets. It is consumed on use and cannot be used to stun enemies. It can be used to disable floor traps and explosive traps. It can also be used to counter Imposters.

Evidence Boxes[]

Private Evidence Box

Private Evidence Box

Public Evidence Box

Public Evidence Box

Heavy Item - The evidence boxes are large file boxes containing papers that must be taken to the shredder in the Mansion tutorial and the Reagent Release Protocol. Upon interaction, they will split open and reveal the box of files that must be grabbed.

Film Reel[]

The image shows an old film reel for a projector, with light grey metal and yellowed film rolled up inside

Film Reel

Heavy Item - Found in Cleanse the Orphans and the Reborn trial, the film reel is a large, old reel that must be taken to various projectors. In the Classrooms, Reagents must transfer the film reels out of the window at the reel room before finding the corresponding classrooms that must have their reels changed. Within the classrooms, Mother Gooseberry is playing her own reels complete with her singing and acts of various crimes to sway the 'children' such as murder and taking drugs. The reels have to be placed into the classroom trade windows and then swapped onto the projector from inside the room, changing the film to informational religious talk. Only three classrooms maximum will have reels that must be swapped.


In the Reagent Release Protocol, only one reel must be found in a random location in the Mansion and taken to a projector.

Acid Bucket[]

A yellow acid bucket, with the words HANDLE WITH CARE and CAUTION MITHAC (?) ACID, as well as an image of a black hand with the fingers dissolving to show bone and the Murkoff Corp logo.

The acid bucket

Heavy Item - Found in Vindicate the Guilty, the acid bucket is used in the fountain to destroy the evidence. The acid bucket is a bit different from other heavy items, as Reagents cannot run or jump while holding the item as it will cause it to splash and inflict damage. It is poured into the fountain through the red funnel. After completing the first bucket, depending on the amount of players, Reagents will have to grab several more buckets from upstairs in the Courthouse.

Puzzle Box[]

Heavy Item - Found in Vindicate the Guilty, the puzzle box must be activated, which will then fill the room with a UV light. The light will reveal four triangles with three lines in them, the lines and amount filled indicating the box's code order. The triangles go: 'empty' with nothing colored in, only one section colored, two sections colored, full triangle (white). The code must be inputted into the box which it will then split open and reveal the evidence, a severed head. The head must then be taken to the fountain and dropped inside to be melted by the acid.


Also found in Poison the Medicine, the puzzle boxes contain the drug packages located in the train depot. A decoder must be used in order to find the three digit code.

Microwave Trigger[]

It is a yellow remote, with a dial, light indicator, and a panel with an exclamation mark

The microwave trigger

The witness (A man in just his underwear and a bomb helmet strapped to his head with three yellow blinking lights) in a cell watching a hand use the microwave trigger.

The trigger being used on a witness

Found in Vindicate the Guilty, the microwave trigger is picked up in order to kill the witnesses, alongside the tracker. It is a yellow remote, with a dial, light indicator, and a panel with an exclamation mark. Holding down the red button on the right side will start moving the meter to the red area, which will activate the Witness' explosive head device. This must be done three times in order to kill him, with the witness fleeing after every usage.

Tracker[]

It is a grey remote, with a five light system and two arrows, an antenna, and a panel with a question mark

Tracker

Found in Vindicate the Guilty, the tracker is picked up in order to track down the witnesses. It is a grey remote, with a five light system and two arrows, an antenna, and a panel with a question mark. The tracker will begin lighting up the dots when in proximity to the witness, five being the maximum amount and the arrow indicating if he is upstairs or downstairs.

Heavy Boxes[]

Heavy Item - Found in Pervert the Futterman and Crush the Sex Toys, certain ones (wax, erotic toys, and lubricant) need UV light to be shone onto the boxes to reveal their label and take them to the compactor to be crushed/processed. (Only in MK Challenge: Crush the Sex Toys).


Wrong boxes will start beeping when picked up before exploding and injuring the Reagent holding it.

The trash boxes must simply be found and inserted into the compactor.

Decoder[]

Decoder tv screen
Found in Poison the Medicine, the decoder is picked up in order to decode various split symbols around the environment to gain the code required for the corresponding puzzle boxes.


Reagents must line up the image correctly and hold down the button until the three numbers appear on the decoder. However, remembering the number is also important as the decoder will begin to flip through numbers when close to another symbol.

Drug Package[]

Puzzle box drugs

A puzzle box opening to reveal a drug package

Heavy item - Found in Poison the Medicine, the drug package is required to fill up the drug cooker. Two are initially found in the drug cart and must be transferred into the lab, the cart must then be pushed to the train depot and more packages must be retrieved from the puzzle boxes.

Drug Packet[]

Drug packet

A drug packet

Found in Poison the Medicine, the drug packet is the final stage of cooking the drugs, and must be taken onto the ship's cargo hold to stuff inside of the Drug Mules.

Poison Canister[]

Poison canister

A poison canister

Heavy item - Found in Poison the Medicine, the poison canister must be taken to the cooker to taint the drugs. They cannot be held for long periods of time as they will start to deal damage.


Item Boxes[]

First Aid Box[]

The first aid box is a red box with a white cross symbol with two variants, hanging and flat boxes, as well as locked versions of both. They can contain small health bottles, large health bottles, antidotes, and adrenalines. Hanging boxes are found on various walls and flat boxes are found on tables and other surfaces. Locked boxes require lockpicks or the Amp: Lock Breaker.

Technical Box[]

The technical box is a blue box with a white symbol of tools on it, with a hanging version and a toolbox one (non-hanging). They also have a locked variants of both. They can contain small batteries, large batteries, and rig rechargers. Hanging boxes are found on various walls and toolboxes are found on tables and other surfaces. Locked boxes require lockpicks or the Amp: Lock Breaker.

Both boxes have the possibility of being trapped, and if within proximity, all Reagents will lose a bar of their sanity.

Items[]

There are many items that can be found in the trials, ranging from healing, defensive, and mechanical items.

ITEM IMAGE DESCRIPTION

Brick[]

The brick, as the name suggests, is a red clay rectangular block that is a usable item. The brick can be thrown to briefly stun enemies, disable electric floor traps, and explosive traps like the Explosive Ducks with two max uses. However, throwing bricks at psychosis mines, tin can traps, or nothing at all will not consume it and can be picked up again as it is not counted towards the use limit. It can be found on the ground in random areas and grabbed from the hands of reagent corpses.


If using the Amp: Lock Breaker, Reagents can throw a brick at a locked container to open it, bypassing the need for a lockpick.

If using the Amp: Strong Arm, the bricks stun the regular Ex-Pops for much longer while the bigger ones are knocked back. It also reduces their use down to singular.

Antidote[]

The antidote has a strange shape, with the center holding a medicine container, a green squeeze ball bottom, and a nozzle tip

An antidote

The antidote is a useable item with the center holding a medicine container with a green squeeze ball bottom and a nozzle tip. It can be used to cure psychosis and restore missing sanity bars. Reagents use the antidote by putting the nozzle to their mouth and inhaling the medicine. It is consumed on use. It can be found in first aid boxes, on various surfaces, and in the hands of reagent corpses.


Its clinical name is Chlorpromazine and it is an antipsychotic medication. It is produced in Murkoff Labs in Long Island City, New York.

Bottle[]

The bottle is a useable item that can be thrown at enemies, thrown at traps to disable them, or used as a distraction if thrown at the environment. There are four different kinds of bottles: hot sauce, beer, and two sodas. Bottles have one use and are consumed after. It can be found on tables, on the ground, in occasional cardboard boxes in the environment and in the hands of reagent corpses.

Lockpick[]

Lockpick clean

Lockpick

The lockpick is a useable item that can be used to unlock locked containers. It is a small grey rectangle device that opens up at the ends to pick at the locks. It can open both locked first aid boxes and locked technical boxes. It is consumed after use (unless using the Amp: Key Master) and can be found on various surfaces, and in the hands of reagent corpses.

Small Health[]

It is a stout green glass bottle with a long neck, with a white paper label wrapped around the body

A small health bottle

The small health bottle is a useable item that can be used to restore one health bar. It is a stout green glass bottle with a long neck, with a white paper label wrapped around the body. It can be found in all first aid boxes, on various surfaces, and in the hands of reagent corpses. It is consumed after use unless using the Amp: Recycle.

Bandage[]

Bandage

A bandage roll

The bandage is a useable item that can be used to restore two health bars. It can be found inside of first aid boxes and in the environment. It is a white bandage wrap in a roll, and when used will prompt an animation of the Reagent unrolling it and wrapping it around their arm.

Large Health[]

Large Health Bottle

A large health bottle

The large health bottle is a useable item that can be used to restore all health bars. It is a large red glass bottle with a short neck, with a blue paper label wrapped around the body. It can be found in all first aid boxes and the Confidential Room. It is consumed after use unless using the Amp: Recycle.

Small Battery[]

It is a device with copper wire held together by metal plates and blue tape, with a flat end that slots into the side of the ESOP.

Small battery

The small battery is a useable item that can be used to restore battery to the Night Vision Goggles. It is a device with copper wire held together by metal plates and blue tape, with a flat end that slots into the side of the ESOP. It is consumed after use and can be found in technical boxes and on reagent corpses ESOPs.

Large Battery[]

It is a device with the copper wire held more compactly by the green plating that gives it a more smooth look.

A large battery

Like the small battery, the large battery is also used to restore battery to the Night Vision Goggles, filling up more of the usage bar. It is a device with the copper wire held more compactly by the green plating that gives it a more smooth look. It is consumed after use and can be found in technical boxes and the Confidential Room.

Adrenaline[]

It is a squeezable tube with a needle for the tip, with the end colored dark blue.

An adrenaline tube

The Adrenaline is a useable item that is used to boost stamina for a duration, removing the stamina bar to allow for unlimited running, jumping, and bashing. It is a squeezable tube with a needle for the tip, with the end colored dark blue. It is consumed after use and can be found in first aid boxes, on various surfaces, and in the hands of reagent corpses.


Its clinical name is Benzedrine and it is an central nervous system stimulant. It is produced in Murkoff Labs in Long Island City, New York.

Rig Recharger[]

It is a chunky red box that has a handle on the side and a red on top.

A rig recharger

The rig recharger is a usable item that is used to completely recharge the rig's battery and restore use. It is a chunky red box that has a handle on the side and a red on top. It is consumed after use and can be found in technical boxes and the Confidential Room.

Time Extender[]

Time extender
Time extender case

Time Extender case

The time extender is a useable item that was introduced with the Countdown event, where Reagents must use them to prevent the explosion of their E.S.O.Ps. The limit is 5 minutes, with the extender adding another minute with each use. Time added is shared between all players regardless of their location.


They can be found in designated cases around the environment or in random locations.

Syringe[]

The image shows a syringe held within an emergency glass health box. There is text above reading: IN CASE OF EMERGENCY BREAK GLASS, and a large glowing white cross with a red background symbol.

A syringe inside an Emergency Health station

The syringe is an important health item, as it is used to revive a dead teammate. It is exclusive to co-op, and is found in various emergency glass boxes in trials, as well as the Confidential Room. They are consumed once used unless the Reagent is using the Amp: Double Doses.


Its contents are Atropine and it is made in Murkoff Labs in Long Island City, New York.

Respawn Pills[]

The image shows a bottle of pills inside of an indented container on the wall

The respawn Pills inside of an Emergency Health Box (found in solo)

The respawn pills are an important health item that are only found in solo player. Located in the various emergency glass boxes in trials, they take the place of the syringe and add to the total number of respawns the Reagent is given for that trial.


Its contents are Atropine and it is made in Murkoff Labs in Long Island City, New York.

Rigs[]

A Rig is a piece of equipment used by the Reagents of The Outlast Trials in order to assist them within the different Trials. They consist of: Stun, Blind, Heal, X-Ray, Barricade, and Jammer.

Confidential Room Items[]

Confidential Room[]

The image shows a blue door with black industrial bolts and two red lights connected to the door handle. It also has the words CONFIDENTIAL in yellow at the top of the door and a grate slot at the bottom.

The Confidential Door (in the Courthouse)

The image shows a blue square button with the white Murkoff symbol on it

The Confidential Button

The confidential room is a secret room that can be exclusively found in trials. Unless affected by a variator, one secret room is always placed somewhere hidden in the trial.

To open, the two Reagents must press the two corresponding blue buttons at the same time. In Solo, the Reagent has a limited time to press the second blue button after pressing the first.

Once inside, there are two open boxes that contain various items, which can be: large health bottles, large batteries, syringes, rig rechargers, a battery booster, a stamina booster, a health booster, and a master key.

Items[]

ITEM IMAGE DESCRIPTION

Battery Booster[]

Battery Booster
The Battery Booster is found in Confidential Rooms and are obtained by using the Amp: Boosted. When used, it restores all battery and extends the Night Vision battery duration.

Stamina Booster[]

Stamina Booster
The Stamina Booster is found in Confidential Rooms and are obtained by using the Amp: Boosted. When consumed, it restores all stamina and adds an extra stamina bar.

Health Booster[]

Health Booster
The Health Boost is found in Confidential Rooms and are obtained by using the Amp: Boosted. When used, it restores all health and adds an extra health bar.

Master Key[]

Master Key
The Master Key is exclusively found in Confidential Rooms. Unlike the Lockpick, it has unlimited uses for opening locked containers and ignores skill check minigames.

Other[]

Prescriptions and Amps are game mechanics that can be purchased in game. They are used to alter certain factors of the game or give a playing bonus/change to the Reagents. There are 24 Amps and 23 prescriptions as of the Full Release.

Temporary Items[]

Temporary items are usually items that appear in conjunction with limited events.

ITEM IMAGE DESCRIPTION

Gift[]

The gift box is a part of the variator Find the Gifts that was introduced during the Winter Kills event, requiring Reagents to find 10 gifts (5 in solo) in order to receive +2 Winter Tokens and unlock another cosmetic/cell item.

Rat[]

Rat

The game model of the rat

The rat is a part of the variator Collect the Rats that was introduced during the Toxic Shock event, requiring Reagents to find 10 rats (5 in solo) in order to receive +1 Toxic Token.

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