- Sabotage the Lockdown is an objective in which Reagents disable security terminals to unlock restricted routes and reach extraction.
- Terminal order matters: plan a loop so you do not backtrack through patrol-heavy corridors.
- Noise discipline is critical: interacting with terminals and machinery draws nearby Ex-Pops and Prime Assets.
- Best Rigs: Stun for emergency control, X-Ray for locating terminals through walls.
- Final rule: save one Rig charge and a throwable item for the escape after the last terminal.
What Sabotage the Lockdown Requires
Sabotage the Lockdown is a security-themed objective type in The Outlast Trials. Murkoff locks down portions of the facility, and your team must interact with a set of terminals or sabotage points to disable the lockdown before the exit becomes reachable. The objective rewards route planning more than raw speed: every sabotage interaction generates noise, opens new patrol paths, and often forces the team through areas that were previously sealed.
The core loop follows a familiar pattern:
| Phase | Action | Risk Level |
|---|---|---|
| Recon | Locate all terminals and locked gates before touching anything | Low |
| First sabotage | Interact with the nearest terminal, retreat to a hiding spot | Medium |
| Middle sabotage | Rotate between terminals using alternate routes | Medium-High |
| Final sabotage | Complete the last terminal as enemy pressure peaks | High |
| Extraction | Move to the exit before the lockdown resets or patrols converge | High |
Walk the map and identify every terminal, gate, and hiding spot before interacting with the first sabotage point. Lockdown objectives become dramatically harder once enemies are alerted, and a team that knows its exits avoids dead-end chases.
Step-by-Step Sabotage the Lockdown Walkthrough
Follow this sequence whether you are playing solo or with a full squad of four Reagents.
Map the Facility Before Starting
Explore the level quietly and mark every terminal, locked exit, and alternate route. Note at least two hiding spots near each terminal so you always have an escape option after an interaction.
Choose Your Terminal Order
Pick an efficient loop instead of the nearest-first approach. Starting with the terminal farthest from your planned extraction route usually minimizes backtracking through alerted areas.
Sabotage, Then Break Line of Sight
Interact with the terminal, then immediately crouch away from the interaction point toward a pre-planned hiding spot. Enemies frequently investigate the noise, so never linger at a terminal you just used.
Reset Enemy Awareness Between Terminals
Wait for patrols to return to their routes before committing to the next sabotage. Rushing terminal to terminal stacks alerts and turns the late objective into a chain of chases.
Final Sabotage and Immediate Extraction
Save a Stun Rig charge or throwable item for the last terminal. The moment the lockdown lifts, move directly to the exit using your planned route and do not stop for optional pickups in exposed areas.
Combat is rarely the answer. Stunned enemies recover, and prolonged struggles attract additional patrols. Break line of sight, use doors and obstacles, and re-approach the objective once the area clears.
Enemies You Will Face During the Lockdown
Lockdown objectives attract heavy patrol activity because they concentrate players around fixed interaction points. These are the threats most commonly encountered and how to handle each one.
| Enemy | Type | Behavior During Sabotage | Counter |
|---|---|---|---|
| Leland Coyle | Prime Asset | Reacts strongly to terminal noise, punishes open-area movement | Break sight around corners, loop through doors, avoid straight corridors |
| Mother Gooseberry | Prime Asset | Pressures rooms connected to objectives, hunts grouped players | Use rooms with multiple exits, split briefly when she commits |
| Pusher | Special Ex-Pop | Gas attack forces players away from terminals | Exit the cloud immediately, save stamina, use Antidote if impaired |
| Berserker | Special Ex-Pop | Aggressive melee in corridors after repeated noise | Do not run until chased, hide and let the search pass |
| Big Grunt | Heavy Ex-Pop | Blocks narrow routes near key rooms | Wide loops, keep doors between you, delay objectives until he rotates |
Stun Rig
- Best for: emergency control at terminals
- Interrupts grabs and chases
- Ideal for solo and duo Reagents
X-Ray Rig
- Best for: locating terminals and patrols
- Prevents entering occupied rooms
- Excellent while learning the map
Heal Rig
- Best for: three and four player squads
- Sustains teams through repeated mistakes
- Save charges for post-chase recovery
Prime Assets such as Coyle and Mother Gooseberry frequently patrol areas connected to active objectives. Expect them near terminals during lockdown phases, and always confirm an escape route before starting an interaction.
Solo vs Co-op Strategy Comparison
The lockdown plays very differently depending on team size. Solo Reagents must prioritize stealth and information, while full squads can divide terminals but risk fragmenting under a shared alert.
| Factor | Solo | Duo | Four-Player Squad |
|---|---|---|---|
| Recommended Rig | X-Ray or Stun | Stun | Heal plus one Stun |
| Terminal approach | One at a time, full recon | Split nearby pairs only | Divide distant terminals, regroup after |
| Noise management | Strict crouch discipline | Alternate watcher and saboteur | Assign one noise-spotter per pair |
| Revive safety | No safety net, avoid all chases | Revive only after breaking sight | Stun before every revive attempt |
| Extraction | Pre-planned quiet route | Move together, single file | Regroup fully, then extract as one unit |
Call out enemy positions, terminal status, and which gates have opened. In four-player squads, the most common failure is not enemy pressure but a fragmented team running opposite routes after an alert.
Pre-Run Preparation Checklist
Before entering a trial that includes Sabotage the Lockdown, confirm your loadout and knowledge are ready.
Before You Deploy:
- Carry at least one throwable distraction (bottle or brick)
- Pack an Antidote for Pusher encounters
- Confirm your Rig is fully charged before entry
- Memorize two hiding spots per expected terminal
- Agree on terminal order and extraction route with your team
A clean lockdown completion with optional evidence collected during safe windows improves your trial rating, which increases experience and end-of-run rewards. Escape alive first; chase bonuses second.
FAQ
Q: Does Sabotage the Lockdown reset if the whole team goes down?
If all Reagents are downed, the run ends and trial progress is lost. Completed terminals within a single run stay completed as long as at least one player remains active, which is why protecting teammates during late sabotage phases matters so much.
Q: What is the best Rig for Sabotage the Lockdown?
Stun Rig is the most reliable choice for solo and duo players because it creates safe windows for terminal interactions and escapes. Four-player squads benefit more from a Heal Rig supported by at least one Stun user.
Q: Do terminal interactions alert enemies in The Outlast Trials?
Yes. Sabotage interactions generate noise that attracts nearby patrols and Prime Assets. Move away from the terminal immediately after each interaction and use a pre-identified hiding spot to reset enemy awareness.
Q: Can I complete Sabotage the Lockdown solo?
Yes. Solo play demands stricter stealth, an X-Ray or Stun Rig, and a pre-planned terminal loop. Prioritize one terminal at a time and never start an interaction without a confirmed escape route nearby.
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