The Outlast Trials: Change the Program Guide

Change the Program is a new MK-Challenge in The Outlast Trials that sends players back into the Television Studio to manipulate antennas, reposition transponders, overwrite cassette tapes, and survive the Kress Twins. The objectives can feel confusing at first, but the trial becomes much easier once you understand the order of operations and communicate clearly with your team.

The core loop is simple: match the transponder positions shown on each antenna monitor, rotate them in the correct direction, collect the cassette, convert it, and return it to the antenna.

How Change the Program Works

Each antenna has a monitor showing where its transponders need to be placed and which direction they should face.

To complete an antenna, you need to:

  1. Check the monitor.
  2. Move Transponder A and, where required, Transponder B into the displayed positions.
  3. Rotate each transponder until its speaker faces the direction shown by the arrow.
  4. Confirm the setup by looking for the electrical effect above the transponder.
  5. Take the cassette from the antenna’s transmitter.
  6. Bring the cassette to a Converter Station.
  7. Convert the tape.
  8. Return it to the appropriate antenna.

The first antenna teaches you this process before the trial opens into the larger section containing Antennas 2, 3, and 4.

How to Complete Antenna 1

Antenna 1 acts as the tutorial section.

Start by looking at its monitor. It will show Transponder A, along with the position where it needs to be placed.

Move Transponder A into the matching slot.

Next, use the wheel on the transponder to rotate it until the speaker points in the direction indicated by the monitor’s arrow.

When the setup is correct, you’ll see an electrical charge above the transponder.

That effect confirms you’ve aligned it properly.

Once the transponder is active, take the cassette from the nearby Transmitter.

How to Convert the Cassette

Carry the cassette to a Converter Station.

Converter Stations can often be found by listening for their distinctive mechanical whirring sound.

Converting a tape takes around 10 seconds and generates +3 Noise, making the process dangerous when enemies are nearby.

Avoid starting the conversion if the Kress Twins are already close unless you’re confident someone can distract or stun them.

Once the cassette is successfully converted, take it back to the antenna and continue the objective.

How to Complete Antennas 2, 3, and 4

The next part of the trial contains three additional antennas.

Each follows the same general rules, but the layout becomes more complicated because you may need to position both Transponder A and Transponder B.

Start by checking each antenna monitor before moving anything.

The display tells you:

  • Which transponder goes where
  • Where A and B need to be positioned
  • Which direction each speaker should face

Random debris can block some transponder positions. Move those objects away before trying to complete the setup.

Start With Antenna 4

Antenna 4 is a good place to start because it sits farther from the main routes and is located in a darker section.

Completing it first gives you a quieter place to organize the area and dump obstacles that are blocking the other transponder positions.

After finishing Antenna 4, continue with 2 and 3.

Try to complete the physical positioning for all three antennas before carrying around their cassettes.

The tapes aren’t unique to individual antennas, so there is no need to carefully track which cassette originally came from which station.

This makes the process much easier if your team handles the antennas first and the tape conversions afterward.

How to Find Converter Stations

Once the antennas are aligned, search the Television Studio for doors marked:

Converters

These signs point toward rooms containing Converter Stations.

However, each Converter has limited charges, so you won’t necessarily be able to overwrite every cassette at the same station.

Expect to move through multiple areas of the studio to find enough usable Converters.

If you’re playing in a group, splitting up can save time:

  • One player searches for available Converter Stations.
  • Others finish antenna alignment or move tapes.
  • Another player watches for the Kress Twins.

Communication makes this section much smoother.

How to Avoid the Kress Twins

The Kress Twins frequently patrol the lower levels of the Television Studio, particularly the darker areas.

Darkness can work in your favor because they have difficulty spotting players who remain hidden there.

However, they can still hear the noise from cassette conversion.

That makes Converter Stations one of the most dangerous places in the trial.

Don’t stand at a station for the full conversion if a Twin is approaching. Breaking away and returning later is much safer than taking a chainsaw hit while locked into the interaction.

If you’re playing cooperatively, have another player create distance or distract the Twins before starting a conversion.

Best Order for Change the Program

For a more efficient run, use this sequence:

  1. Complete Antenna 1.
  2. Learn the transponder positioning and rotation mechanic.
  3. Enter the main Television Studio area.
  4. Start with Antenna 4.
  5. Move blocked debris away from transponder slots.
  6. Complete Antennas 2 and 3.
  7. Collect the cassettes.
  8. Find Converter Stations.
  9. Convert each cassette while watching for the Kress Twins.
  10. Return the overwritten tapes to the antennas.
  11. Head back to the shuttle.

Handling all the antenna alignment first reduces unnecessary backtracking and lowers the chance of losing track of which areas still need work.

How to Escape Change the Program

After all cassettes have been converted and returned, the final objective is simply to return to the shuttle.

Fortunately, the exit is close to the trial’s starting point.

Head back through the doors you originally used to enter the Television Studio from the rooftop area.

Don’t assume the escape is completely safe, though.

The Kress Twins may be waiting near the exit, so keep a Stun Rig ready if you have one.

A well-timed stun can create enough space for you and your teammates to reach the shuttle without losing someone at the last moment.

Once you understand that every antenna is just a combination of position, rotation, cassette conversion, and replacement, Change the Program becomes much more manageable. The real challenge is coordinating those objectives while staying quiet enough to keep the Kress Twins from interrupting your run.

Written by
Alex Wirden is a passionate hardware enthusiast and gaming journalist at gamer.org. With a sharp focus on the evolving PC component market, he spends his days tearing down GPUs, testing high-refresh-rate monitors, and benchmarking the latest silicon to give readers the unvarnished truth about what is worth their money.

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