The Outlast Trials - All Programs Explained!

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our last trials just released and with it came some new experiments and content to get into however in this video we will be breaking down what exactly happens within the very first trials niches get stitches and what the player and character are tasked with doing to continue onwards and since this is the very first trial let's provide some context to who you are within the Outlast trials firstly the merkov corporation has created a secret facility that is comprised of dozens of warehouses underground tunnels and rooms and have given the control of the facility to a Dr Hendrick jolier easterman and he is in desperate need of a few test subjects as their previous batch of regions consisted mainly of Psych Ward patients and generally the clinically insane murkov realized that their objectives are brainwashing were futile with these kinds of patients instead opting for people that easterman describes as meaningless essentially people that are viewed in society as vancou unloved and unformed if they went missing nobody would notice care or more importantly investigate where they went this is where the player comes in we are the described meaningless people and the first point of action for murkov after acquiring their new Regent is to install a pair of night vision goggles onto their skull which more times than not is actually second hand gross after which you will be awarded with your new domicile fitted with weights a sink and whatever the hell you want to spend your murk of dollars on after they reward you for your efforts in the trials but to be honest this is probably a lot nicer than whatever the regions were living in prior to being abducted so I guess we can find a single positive in this whole thing now that we have the brief background of how you ended up here at the facility let's get into the very first trial that murkoff sends their freshly acquired Regents after being formed into a group of four you along with your three other regions are sent via a train system to the warehouse during the ride you'll be be bound to cheers and showing a brief video on screen from Dr easterman mixed in with subtle brainwashing images that are played throughout the facility he will explain to you that your job during the trial is that of the Exterminator enforcing that only what they tell you is true before explaining that there is a snitch inside the prison preparing to testify against murkov's truth and if we want freedom we need to go and kill the snitch as the TV screens go back to the roof a chemical agent is released inside the carriage that causes hallucinogenics now it's important to understand and to remember that murkov is attempting to create a type of super soldier that will do whatever they ask of them so the idea that the regions will be rewarded for killing a snitch that is supposedly responsible for trying to testify against murkov is most likely viewed as a suitable starting place to condition the Region's mind to serve murkov and his interests after our tripping out sessions we arrive at the first of easterman's Trials snitches get stitches as you will notice the surrounding area is filled with mannequins and television screens that create quite a scene much like you would see in a movie however not everybody inhabiting the space is a friendly mannequin that can't hurt you it's also filled with bodies of previous regions that have failed and numerous people that will attempt to attack You Hinder you and just straight up murder you while it's not directly stated who the smaller enemies are it is alluded to being the first generation of mirkov's regions comprising mostly of Asylum and psych ward patients that easterman failed to properly convert using his brainwashing program due to there being too much trauma already once inside we make our way to the security room and we can set our eyes on the very first Prime asset essentially easterman's failed test subjects of the early stages of project lathe but instead using them to test the regions we will be doing a video breaking down who these people are more in depth future so keep an eye out for that anyway this is Leland Coyle he's absolutely nuts thinks that he's the commanding officer of this place and gets a little too excited at the idea of electrocuting people with his shock bet on which is his weapon of choice he is currently guarding the snitch and we need to get to the snitch and begin Wheeling him to his demise but murkoff has understandably put a lot of obstacles in our way like turning off the power which requires the regions to head down into the basement to refuel and rewire the generators coil and numerous other X regions will be scattered throughout so the whole thing can be incredibly dangerous you can even find numerous instances where mirkov employees are watching you as you make your way through the facility taking notes on your performance once your team has managed to refuel these generators you will need to make your way back upstairs to the snitch and begin pushing him along the rails eventually you'll be blocked by a gate if you look towards the television it will show the Regents a symbol that will represent in the correct body that contains a key those keys will open Gates throughout the police station that will allow you to continue pushing the snitch throughout if you get the body wrong then you will instead pull a device out that will give you a bit of an electric shock something that I found interesting in the first trial was a security guard stationed outside the Charles confines he mentions that if you get close enough that the walls are not there to keep you in instead it's to keep the outside world out further signaling the need for secrecy for the whole Endeavor to work a few gory searches later that I will unfortunately have to blur because of um you know YouTube we can get the gates that will allow us to get the snitch all the way through the facility while coil will do everything in his power to stop you at the end of the line there's a giant electrical chamber that acts like an electric chair four handles are available to use in order to create a charge that you need to hold the handle down for long enough to cause a fatal reaction on the snitch once you have yourself a fried snitch you can make your way back to the shuttle while trying to avoid the people that are ultimately there to kill you along the way and once you make it back successfully you've officially completed the very first trial that murkoff has set out for you eliminating a threat that was attempting to expose merkov's interests already planting the brainwashing seed into the mind of the region depending on your rating easterman will speak to you afterwards as you are sent to the evaluation room to be cleaned stripped of your items and monitored before being released back into the sleeping quarters with the other participants murkov gives the region a form of currency that can be used to purchase new items for their room and person after each trial as well however that is not the final task of the snitches get stitches program there are two MK challenges included for the region the first of which is cancel the autopsy which sends the regions back to the facility that is hosting Leland coil Eastman briefly mentions on the ride that it doesn't matter what it is that you serve whether a beer yearly salary possibly an appetite a passion or even an actual God in heaven you have to choose a master before asking to show him how we serve when we arrive we can find a few people hanging upside down above the grinder these are described as agents and it is reinforced that corpses offer forensic evidence and murkov is essentially asking you to help turn that evidence into um well sludge the task is simple you collect the keys in the different rooms much like you did in the first trial unlock the levers that will lower the agents once again the corridors and rooms are filled with numerous dangers that can quite easily enter Region's participation in a heartbeat but once you collect the keys and do as you're told you can once again head back for the evaluation and this is the new daily life for a mirkov region forced to abide by the rules of Dr easterman until it becomes second nature the third and final requirement of the snitches get stitches program is to sabotage lockdown this tells the regions to return power to the facility by repairing the generators and enabling their escape from prison which in hindsight seems really counter-intuitive on mirkov's part I mean teaching your own prisoners how to escape captivity but given Miracle's end goal is to send these regions out to you know the public and utilize them on missions they could possibly get them captured I suppose it makes sense I won't go much more into the third challenge since it's pretty straightforward but that is the total of what encompasses the story and task provided to you in the snitches gift stitches program about last trials you're along with three other regions is sent once again via the train system to a brand new facility that holds the prime asset of mother Gooseberry she'll be the main danger as we Traverse our way through the amusement park of horror and death we get Dr easterman once again speaking to us during our journey as he mentions that we the Regent are an adult but the youth will not obey our orders and must be corrected before saying that there are children murdering adults in the root canal and they need to be punished now don't freak out I will quickly clarify that the children being spoken about are simply hypothetical and are only mannequins and dolls but the underlying theme in regards to the brainwashing is as serious as you could imagine and once we finally arrive at the set which is actually named futterland which can actually be found on posters and signs around the park we can see just what levels murkov is willing to go to in order to create an immersive experience for their regions and I think you have to salute the effort as incredibly terrifying as it might be we can see mother gooseberry operating above the door as she is Dancing with a mannequin and her Quirk is the fact that she has this little duck puppet in her hand which she calls Dr futter man hence the name of the amusement park and Dr futter man is really good at removing people's faces and she demonstrates that to the guests as they enter the amusement park a fun little thing that you can find as you Traverse the Landscapes of fuddle and there's numerous mannequins and people will have skin faces that she literally leaves scattered all around the place once we manage to enter the park we will once again be joined by various failed x-regions from earlier versions of project lathe much like we did in the police department but the amusement park is full of everything that you could imagine rides games tickets or even a diner except for the Gory Outlast kind of fun our very first job is to unlock the gates to the area called the root canal in order to get entry the Regents must collect tickets by playing the carnival games but instead of using balls you're using human hearts once you complete the game you take your ticket to the fancy ticket collection robot and after four tickets you're actually allowed in and our gracious host mother Gooseberry is there once again to greet us I will have to blur most of the room for YouTube but it's an absolute mess up there and she is once again demonstrating just how dangerous she is a little ride car appears and we need to wheel it throughout the root canal to punish the children at the end again they're not real just the mannequins that are treating a real person very poorly in their cart the ride is supposed to be a kind of water ride and you will need to re-engage the water flow so the car can continue to be pushed throughout the area and speaking of area much of the ride is dressed to look much like the human mouth but with rotting teeth and such hence the root canal name but it also has a lot of things that you would expect in a child's toy box like building blocks and rubber duckies so it's not all horrifying once you push the cart all the way to the end you'll find yourself a giant grinder that you'll need to push the mannequins into in order to punish them and after doing so the regions will need to hit the burners and flee the ride and hopefully the trial altogether once they arrive back murkov will once again clean and strip the region for items and return them to the sleeping room with a big wad of merkov dollars to go and buy their badass Robot action figure and then send them back to do even more deadly trials this time to punish the miscreants this is largely a similar premise the regions will arrive back to fuddle land but this time the place has a quick coat of paint on the exterior walls which will distinguish the areas a little bit more there is a grinder in the main room and there are four child mannequins that are creating trouble throughout funnel Inn your job is to find them deactivate them and ultimately return the mannequins into Splinter form using the grinder and they once again will have to deal with Mother Gooseberry as she is not very fond of Regents coming into her place and disrupting the children's mannequins also if fun little addition to the level is that the regions typically if you don't want to be seen will need to sneak around to not be noticed however once you have the mannequin in your hands they will have a little voice box inside of them that will yell out for help and ask the failed regions and mother Gooseberry to uh you know Murder you revealing your location for everyone around you so this is a little more dangerous for the group once you've grown all the mishkins you can head back onto the train and head back to the sleeping quarters some very nerve-wracking arm wrestling later and you're ready to be sent back out for the third and final challenge of the grind the apples program open the gates you'll return the funnel out and you will need to unlock the gates preventing you from leaving much like the third challenge of snitches get stitches which teaches the regions how to escape from a captivity environment Eastman speaks to us again on the journey and asks us to view ourselves as a spider building a trap to ensnare the future the underlying tone of the grind the apples program is that of obedience while snitches get stitches taught the regions to defend murkov and its interest from people looking to expose them grind the bad apples teaches the regions the importance of obedience and what can happen if you don't or rather what you should do to somebody that isn't it's pretty messed up overall but I mean you sort of come to expect it from this universe much of this challenge takes place in the background area of Funderland which has a whole bunch of wires scattered throughout there needs to be deactivated in order to open up the gates and once you do you'll get your grade and will be ready to head back once again after a quick wind down in the sleeping quarters with your fellow Regents you'll be placed back onto the train system by the merkov employees Dr Eastman once again gives us some words of advice speaking about how even education and Faith must follow mandates and reinforcing the children will learn obedience a similar lesson that was learned in the grind the apples program he says to shape them young and they'll be murkovs for Life very creepy if you ask me and some words pop up on the screen explaining some of the core principles no drugs no rebellion and no lust so I guess easterman draws the line between those and straight up murder and brainwashing but sure also once again for clarity the children mentioned are just mannequins living their best life once we arrive we get to see the set that has been created for the third program and this time it is an orphanage if you play through the introduction sequence of Outlast trials you might have visited this place already but this time we return with friends and as you could imagine from the outside of the orphanage it actually doesn't look that bad but once you get inside wow we it's a mess and whoever decided on the interior design needs to get fired because holy crap those things are some nightmare fuel paintings our first objective is to start turning off some of the security systems in order to open the gates around the orphanage more importantly the children's dormitories as they have other technical tuners to unlock the gates to the outside area once we arrive at the dorms we can find mannequins placing their heads and piles of sugar and baking soda totally not drugs of any kind and also this thing which I can honestly say gave me about three heart attacks as I ventured throughout this area and speaking of heart attacks we got mother Gooseberry again wrecking havoc in rooms and hallways of the orphanage which I must say is probably even more scary than the carnival since it's now in much smaller spaces in corridors instead of the open areas of the carnival after doing all the tuning the Regions open up the gate to the classrooms which will require you to go throughout the classrooms changing the film on the projector to some classic merkov propaganda I have to be really selective about what footage I show throughout this because the entire orphanage is filled with none mannequins in very risque attire and positions so I apologize if this part is a little chopped up anyway once the propaganda has been placed in the classrooms for the children to enjoy it is now our job to head back to the reception desk and open up the gate that will lead us out to the chapel and this area is where things are about to get really crazy for the regions and what is quite possibly the craziest thing I have done or seen in a horror game and for YouTube's sake I will need to blur much of it but I'll try to explain the best I can for you inside the chapel you could easily be mistaken at first for its very wholesome scene disco lights while child mannequins dance and play between the pews it's only when the lights turn on that we realize the true horror of the situation this is an individual that is viewed as a non-believer and in this case we aren't talking about God but instead murkov he is tied up at the cross and the regions are tasked with collecting the saw handles while also turning on the generators to power the mannequins and once we arrive the Regents need to um chop his legs off essentially trust me it's really graphic and Outlast really turned up the gross meter for this particular program but once that's all finished we need to turn on the mannequins as they will have a big old dance in the fake blood and he from the uh offerings that the Regents just gave them yeah I'm not kidding now it's time to feed the orphanage and head back to the facility to be judged and placed back into the sleeping quarters for a round of arm wrestling to cope with what just happened our job however is not over we must head back for our next challenge which is to feed the children this will take us back to the orphanage but instead of being inside the main building we will make our way to the cafeteria where all of the mannequins have been placed ready for their Monday night dinner what is for dinner you might ask well let's let's just call it mystery meat Mondays and we need to go around the outside areas and search for the main stock ingredient for our soup in this case it's bleach which is an incredibly deadly and toxic concoction probably even for mannequin once the bottles have been collected we can take them back and fill the pot and eventually serve the food using the graciously set out pipeline that will take the soup straight to the tables the mannequins will dance around with excitement while the Regents will jump around flailing for their life as mother Gooseberry is coming to murder them we get out of there and are now only left with a single challenge left Foster the orphan which will put us back at the orphanage but this time we need to tune all of the frequencies to allow us to save the children from mother Gooseberry and find them a new home or if you're me just hide in the cafeteria freezer for 10 minutes while the other regions get that job done for you this is actual footage by the way it's not a still image remember folks work smarter not harder once we get the lobby gate open it will allow the children to flee and also allow us to flee for the very last time at least from a trial perspective but that is the final challenge that murkoff has in place for the cleanse the orphans program that however is not the final thing that Regents will be tasked to do but I will give you a small overview here essentially there is a thing called program X which needs to be completed it's redoing the same three programs again but on a higher difficulty but if you can finish everything then you get to unlock enough tokens to be reborn what does that mean well we will be releasing the big main story explained video for Outlast trials in the next few days that will explain absolutely every background detail of the story from Outlast trials including the ending of the game so keep an eye out for that if you enjoyed our little mini series on the trials please let us know down in the comments below because we're trying out some new things to see if you guys enjoy them leave a like as it helps a lot for the channel and maybe even consider subscribing for more content in the future until next time peace
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Channel: Green Links
Views: 106,217
Rating: undefined out of 5
Keywords: story explained, ending explained, green links, outlast trials story explained, outlast trials ending explained, outlast trials snitches get stitches, outlast trials snitches get stitches story explained, leland doyle explained, lady gooseberry explained, outlast trials explained, outlast trials game play, outlast story explained, outlast trials, full outlast story explained, program explained, how many trials are there in outlast trials, Outlast Trials Programs Explained
Id: 13bV76I4Qkw
Channel Id: undefined
Length: 20min 16sec (1216 seconds)
Published: Wed May 24 2023
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