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Outlast 2 Game Guide by gamepressure.com

Outlast 2 Game Guide

Table of Contents

A Call for Help | Job | Walkthrough Outlast 2 Guide

Last update: 11 May 2017

This chapter of the Outlast II guide is a complete walkthrough for the stage called A Call for Help. Here, you can find hints that will help you complete it. Moreover, recordings and notes that have to be recorded with the camcorder as well as the location of batteries and bandages, which are integral part of the gameplay, are listed in this section.

Walkthrough

Turns out you are in the school canteen - A Call for Help | Job | Walkthrough - Job - Outlast 2 Game Guide

Turns out you are in the school canteen. All doors except for the one in front are locked. There is a piece of paper with another hangman drawn on it on the table right next to you. Go in the indicated direction. After you enter the corridor, take the battery from the table by the TV.

Next, turn left - A Call for Help | Job | Walkthrough - Job - Outlast 2 Game Guide

Next, turn left. You are in the same place as at the beginning of the St. Sybil Administration stage. This time, the door on the left is open. Go there and start the camera. Target it near the ceiling. Anomalies (Ruptures #12) that you have to record will appear.

Go in the direction of the side corridor. When you approach the toilet, you'll hear a telephone. Go in its direction. After a while, you will have to run. You can run to the canteen or stop earlier. It all depends on when the characteristic music stops.

Then, go back to the side corridor and enter the room with the ringing phone - A Call for Help | Job | Walkthrough - Job - Outlast 2 Game Guide

Then, go back to the side corridor and enter the room with the ringing phone. Perform interaction to continue the quest. After you've finished the conversation, go outside and back to the side corridor. There is an enemy in the open toilet door on the right, so when you get close to that area, start running to the left.

Turn left into the transverse corridor. You will see a child that runs into a school locker. Run up to it and hide in it to progress to the next stage.

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