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Outlast trials pusher
Outlast trials pusher





If the Pusher decides to head back to the steel double doors while chasing a Reagent, he will spin around and spray his gas around him before departing. If the Pusher succeeds in gassing a Reagent, or if the Pusher gives up his search when successfully evaded, he will head to the nearest steel double doors and exit the Trial. This can be fatal for Reagents if there are no Antidotes nearby, as the Skinner Man will begin hunting them and risk attracting hostile Ex-Pops should they panic. Instead, if a Reagent makes physical contact with him, the Pusher will grab the Reagent and spray them with his noxious gas, draining the Reagent's sanity meter and triggering Psychosis.

outlast trials pusher

Unlike Prime Assets or common Ex-Pops, the Pusher under most circumstances cannot harm Reagents with physical attacks (he can only physically harm a Reagent if he catches them in a hiding spot before giving chase). Should the Pusher spot a Reagent, he will begin chasing them at a fast hobbling pace. But like most Ex-Pops, the Pusher has difficulty spotting Reagents in dark areas, making it an option for Reagents to sneak around him. Like normal Ex-Pops, the Pusher can be alerted to a Reagent's presence if he spots them in areas containing bright light or if a Reagent makes too much noise.

outlast trials pusher

From there, the Pusher will begin looking for nearby Reagents, requiring Reagents to hide from him or flee. This is always signalled by a blaring alarm, followed by the Pusher's manic laughter. At random points throughout every Trial, the Pusher will emerge from steel double doors belonging to Murkoff.







Outlast trials pusher