Escape the Lies Guide: Walkthrough, Objectives & Tips - Guide

Escape the Lies Guide: Walkthrough, Objectives & Tips

Complete Escape the Lies in The Outlast Trials with this step-by-step walkthrough covering objectives, patrol routes, stealth tactics, and the final extraction escape.

2026-10-12
The Outlast Trials Wiki Team
Quick Guide
  • Escape the Lies is a Trial set in the Police Station environment, built around evidence and deception-themed objectives
  • Stealth first: crouch movement, closed doors, and noise management prevent most chases before they start
  • Save Rig charges for the final escape, since enemy pressure rises sharply near extraction
  • Split smartly in co-op: one player works the objective while teammates watch entrances and patrol routes
  • Antidote and lockpicks are the highest-value items to carry into this Trial

Escape the Lies: Trial Overview

Escape the Lies is one of the Police Station Trials in The Outlast Trials, Murkoff's Cold War-era cooperative horror program. Like other Trials in this environment, it combines investigation-style objectives with hostile patrols, locked routes, and a pressured final extraction. The Trial follows the core loop every Reagent must learn: complete tasks, avoid Ex-Pops, manage limited resources, and reach the exit alive.

The Police Station map rewards players who understand its layout before committing to objectives. Long corridors, multiple locked doors, and patrol-heavy objective rooms make improvised movement risky.

Trial ElementDetails
EnvironmentPolice Station
Objective FocusEvidence handling, deception tasks, multi-stage progression
Main ThreatsLeland Coyle (Prime Asset), Ex-Pop patrols
Recommended Party Size2-4 players, solo viable with stealth focus
Best Rig ChoicesStun (rescue), X-Ray (route planning), Heal (support)
Key ItemsLockpick, Antidote, bottles or bricks
Learn the Layout First

Before starting loud objectives, identify key rooms: cells and holding areas, administrative offices, security work areas, and outdoor access routes. Knowing the connections between these zones lets you rotate during a chase instead of trapping yourself in a dead-end hallway.

Step-by-Step Walkthrough

The Trial unfolds in stages. Each stage becomes safer when the team controls noise and tracks patrol movement before interacting with objectives.

1

Enter and Scout the Station

Move through the opening area in crouch, note locked doors, and locate at least one hiding spot per player. Use X-Ray charges here if you have them to map nearby enemy positions before anyone commits to a task.

2

Gather Required Evidence

Search side rooms for the evidence and items needed for the main objective. Prioritize lockpicks for sealed routes and keep a throwable in reserve for patrols blocking an objective room.

3

Complete the Deception Objectives

Interactions in this Trial often generate noise and draw patrols. Have one player perform the task while teammates watch entrances. Close doors behind you to delay any responding enemy.

4

Handle Coyle and Patrol Pressure

If Leland Coyle or an Ex-Pop commits to a chase, break line of sight around corners, loop through rooms with multiple exits, and hide only after sight is fully broken. Never race him down a straight corridor.

5

Reach Extraction

Once the primary objective completes, confirm all living teammates know the exit direction, save Stun or Heal charges for the route, and keep moving through exposed areas without stopping.

Do Not Delay the Exit

Enemy pressure increases near the end of the Trial. Optional rewards are only worth grabbing when the route back to extraction is short and clear. Escaping alive is always worth more than a marginal rating bonus.

Enemy Threats and How to Escape Them

The Police Station hosts Prime Asset patrols alongside standard and special Ex-Pops. Avoidance beats confrontation in every case.

EnemyTypeDangerEscape Strategy
Leland CoylePrime AssetClose-range stun baton, punishes open areasBreak sight at corners, loop doors, use obstacles
PusherSpecial Ex-PopGas attack forces you out of positionExit the cloud immediately, save stamina, use Antidote if impaired
BerserkerSpecial Ex-PopAggressive melee, punishes low staminaDon't sprint early, break sight, hide after commitment
Big GruntHeavy Ex-PopHigh durability, controls narrow routesWide loops, keep doors between you, avoid objective rooms it occupies

Stun Rig

  • Emergency crowd control
  • Creates revive and objective windows
  • Best timing: interrupt grabs and chases

X-Ray Rig

  • Information through walls
  • Plan routes around patrols
  • Ideal for solo and learning runs

Heal Rig

  • Team recovery
  • Reduces consumable reliance
  • Strongest in 3-4 player groups
Pusher Gas Rules

Never fight or hide inside a Pusher's gas cloud. Move away the moment it lands, preserve stamina for the follow-up chase, and use an Antidote only when the effect prevents safe movement.

Best Loadouts for Escape the Lies

Build around your party size. The Trial's tight corridors and noise-generating objectives favor setups that can either avoid detection entirely or rescue teammates reliably when stealth fails.

BuildRigBest ForCore Playstyle
Silent InfiltratorX-RaySolo or duo, Normal to PsychosurgeryScout routes, avoid chases, complete tasks while patrols move away
Emergency RescuerStun3-4 players, Hard to Program XStun before revives and cell openings, carry throwables
Field MedicHeal3-4 players, Hard to UltraHeal after chases during safe windows, save charges for late recovery
Reconnaissance SupportX-Ray2-4 players, all difficultiesCall out enemy positions, block the group from patrol paths
Amp Recommendations

Noise Reduction, Incognito, and Slide support stealth-focused Reagents, while Strong Arm and Last Chance improve rescue survivability. Invest Therapy Tokens in one dependable Rig and a small Amp set rather than spreading upgrades across every role.

Pre-Trial Checklist:

  • Confirm your Rig is fully charged and upgraded
  • Carry a throwable, a Lockpick, and an Antidote
  • Identify at least two hiding spots near the first objective
  • Agree on revive and regroup rules with your team
  • Save one Rig charge for the extraction route

Rewards, Rating, and Progression

Your end-of-trial rewards scale with performance. Trial Rating factors in objective completion, optional tasks, evidence collected, damage taken, and deaths. For leveling purposes, a consistent completion with moderate performance beats repeatedly failing while chasing a perfect rating.

Reward SourceHow It Is EarnedBest Practice
Player XPObjectives, evidence, survival, extractionKeep the team moving between tasks
Murkoff DollarsTrial completion, performance rewardsSpend on survival items before cosmetics
Therapy TokensPlayer progressionInvest in one focused build first
StampsProgression and event sourcesCheck reward tracks before spending
Rating Over Greed

Complete the main objective first, then collect optional rewards only when the return route is safe. A clean extraction with a solid rating delivers more long-term progression than a risky loot grab that ends the run.

FAQ

Q: Can Escape the Lies be completed solo in The Outlast Trials?

Yes. Solo runs favor a stealth-focused setup with the X-Ray Rig, Noise Reduction amps, and throwables for emergency distractions. Avoid noise-generating interactions while patrols are nearby, and always have a hiding spot identified before starting a task.

Q: Which Rig is best for Escape the Lies?

Stun is the most flexible choice for groups because it interrupts chases and creates revive windows. X-Ray suits solo players and teams learning the Police Station layout, while Heal performs best in coordinated three- and four-player groups.

Q: How do I escape Leland Coyle during a chase?

Break line of sight around corners, put doors and obstacles between you and him, and hide only after sight is fully broken. Avoid long straight corridors where his speed punishes you, and never trade progress for damage.

Q: Is the final extraction harder than the objectives?

Enemy pressure typically increases once the exit becomes available. Save a Rig charge, healing items, and a throwable for the final route, confirm everyone knows the extraction direction, and keep moving through exposed areas.

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