The Outlast Trials

The Outlast Trials

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Outlast Trials Amps - Unlock Level + Desc.
By PureHoneyBee
This guide will give you a basic rundown of all the available Amps in the Outlast Trials (as of 1.0), their unlock levels as well as their descriptions.
   
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What are Amps?
Amps are a powerful contraband that can have a big impact on your therapy. Dorris traffics in Amps. Amps are a purchasable player mechanic in The Outlast Trials that are bought in the cafeteria located in the Sleep Room upstairs. Interacting with Dorris will pull up the amps menu, and each can be purchased for 3 Murkoff Dollars.
Amps - Tool
Tool amps (Description plus level requirement)



  • Slippers - You can walk on broken glass without making any noise. Unlocks at level 10.

  • Cacophony - Bricks and bottles are noisier, making them better distractions for enemies. Unlocks at level 16.

  • Noise Reduction - Reduce sound from running and door openings. Unlocks at level 22.

  • Battery Charger - The Night Vision Battery gradually recharges when not in use. Unlocks at level 28.

  • Lock Breaker - Throw a brick to break open locked containers. Unlocks at level 34.

  • Recycle - Used health bottles will become throwable items. Unlocks at level 40.

  • Key Master - Lockpicking guarantees success on the first try and each lockpick has two uses. Unlocks at level 46.

  • Backpack - Expand your inventory by one slot. Unlocks at level 52.
Amps - Skill
Skill amps (Description plus level requirement)



  • Hide and Breathe - Enter a hiding spot to recover from stamina exhaustion and receive an adrenaline boost. (Brief cooldown period before re-use.) Unlocks at level 12.

  • Hide and Heal - Enter a hidespot to restore one bracket of health instantly, and health regeneration begins immediately. Unlocks at level 18.

  • Hide and Restore - Enter a hidespot to restore Rig cooldown 50% faster. Unlocks at level 24.

  • Quick Escape - After taking damage, temporarily increase your speed. Unlocks at level 30.

  • Invisible - Enemies can't find you in a hiding spot, even if you peek. Unlocks at level 36.

  • Door Trap Breaker - Door traps shatter when doors are opened normally. If opened slowly, the trap disarms instead. Unlocks at level 42.

  • Smash - Break doors and planks in a single strike. Unlocks at level 48.

  • Strong Arm - Bricks and bottles pack a stronger punch when thrown at an enemy, but the brick will shatter immediately. Unlocks at level 54.
Amps - Medicine
Medicine amps (Description plus level requirement)



  • Double Doses - Syringes can be used twice. Unlocks at level 14.

  • Antitoxin - Regain full sanity after some time, and psychosis will last half as long. Unlocks at level 20.

  • Surplus - Start Trials with a random item in your inventory (medicine, antidote, bottle or brick). Unlocks at level 26.

  • Last Chance - The last enemy strike reduces your heath to 1 HP instead of causing death. (Once every 5 minutes). Unlocks at level 32.

  • Incognito - Your crouched walking speed is enhanced. Unlocks at level 38.

  • Good Job - Finishing an assignment will replenish a portion of your health. (Brief cooldown before it can be used again.). Unlocks at level 44.

  • Boosted - Start Trials with a random booster in your inventory (health, stamina, or battery booster). Unlocks at level 50.

  • Self Revive - Resurrect after death. (Once per Trial). Unlocks at level 56.
4 Comments
И 17 Mar @ 4:53am 
For anyone wondering about more in depth descriptions:

Tool

Slippers: This effect does not apply when running.
Short circuit per battery:
Small battery restores 10% of the Rig's cooldown.
Large battery restores 25% of the Rig's cooldown.
Battery booster restores 100% of the Rig's cooldown.


Skill

Hide and breathe: The cooldown lasts for 90 seconds.
Quick Escape: Activating this amp restores partial stamina and speed boost for 10 seconds.
The cooldown lasts for 30 seconds.
Evasive Maneuver: The cooldown lasts for 100 seconds.


Medicine

Antitoxin: Each sanity bar is restored every 60 seconds.
This effect does not apply on Bad Trip and Hallucinations? variators.
Good Job: The cooldown lasts for 2 minutes.
Self Revive: Forces resurrection when it is not manually activated after 25 seconds.
In Escalation, this amp can be re-used after completing the stage.
MartizPvP 20 Mar, 2024 @ 11:13am 
Would suck to be on console.
Bineapple 18 Mar, 2024 @ 6:38am 
This guide helped me unlock all the amps necessary! 5 stars!
Coyle's Therapist 18 Mar, 2024 @ 4:45am 
didn't know strong arm need level 54 now????? its so damn high!