A complete guide to Alan Wake, including the two DLC Expansion Packs.
This guide was written a long time ago. The grammar may be a bit off, and I plan to update it in the future. I hope to put it in a Wiki Format as well. The original guide can be found at this link on IGN.com.
- 1 Intro
- 2 Game Mechanics
- 3 Walkthrough
- 4 Nightmare Difficulty/Quick Walkthrough
- 5 Achievements Guide
- 6 Characters
- 7 Full Story *SPOILERS*
- 8 Bright Falls
- 9 Soundtrack
* Exclusive in-game audio commentary and hints by Remedy
* “The Alan Wake Files” – 144 page book that includes a short story written by Alan Wake and compiles the FBI dossiers investigating the events in Bright Falls, WA
* Exclusive Audio Disc with soundtrack and score
* Game Add-On Token redeemable on Xbox LIVE for the first Alan Wake add-on content pack (Also available for the regular version if bought brand new)
* Exclusive Xbox Disc with special content: Alan Wake Xbox LIVE Theme and Alan Wake Avatar for Xbox LIVEAlan Wake takes place in Bright Falls, Washington
Part 1: A Writer’s Dream
Part 2: Welcome to Bright Falls
Part 3: Waking Up to a Nightmare
Part 1: Bright Falls Sheriff’s Station
Part 2: Elderwood National Park
Part 1: On the Run
Part 2: Mirror PeakEpisode 4: The Truth
Part 1: Cauldron Lake Lodge
Part 2: The Anderson Farm
Part 3: The Night it All BeganEpisode 5: The Clicker
Part 1: Night Life in Bright Falls
Part 2: Bright Falls Light & PowerEpisode 6: Departure
Part 1: On the Road to Cauldron Lake
Part 2: The Dark Place***************END SPOILERS***********************
In this section I will tell you the basic set up of the game and how to play it.
You can fall of cliffs and you can’t touch water in the big lakes or you’ll die.
You can run for about 10 seconds before you get tired.
You can only drive cars with the lights turned on in the inside.
The cars you drive can get damaged, and if they’re damaged enough you’ll have to leave it.
START = Pause Menu/Start Game
BACK = Manuscript Page Menu
LS = Move
Click LS = Focus (makes the camera go to a certain objective)
RS = Camera Movement
Click RS = Change the shoulder the camera looks over.
D-Pad = Switch Weapons
LT = Aim(lightly press)/Boost Light(press hard)
RT = Fire Your Weapon
LB = Sprint (Hold, up to 10 Seconds)/Dodge (tap)
RB = Throw (flashbangs and flares)
Y = Insert Batteries
B = Interact/Back/Skip Scenes
X = Reload Weapon
A = Select/Jump
RT = Accelerate
LT = Reverse
LS = Directions
A = Hold to Boost the light (you have a certain amount of battery to use)
B = Exit and Enter Car
Safe Havens and Health
Your health is not regenerative at all time and lowers when being attacked by an enemy just like in any other game. Your health is separated into 4 bars in a half circle around your compass. Once it reaches the last segment then you’ll hear a heartbeat and the screen will turn black and white.
To regenerate your health you either stop getting attacked and your health will come back slowly, around 88 seconds for full health, or you must get to Safe Havens in light sources such as street lights and you’ll most likely get a checkpoint and full health.
Sometimes there will be generators next to light sources that aren’t lit up just yet. You can recognize these by flashing green bulbs. To start the generators get close to them, press B and a wheel will appear, then you must press A each time the indicator in the wheel reaches a green zone. A few times should do it and your light source will be available.
Alan Wake is a game where you have to face enemies in the dark. They are invincible unless you have some sort of light source like your flashlight or torch on them. This takes away their shield of darkness basically. You can tell how much darkness shield they have by the size of the circle around the light beam and sparks flying off the enemy.
Once the shield is gone a bright flash will appear, now they’re vulnerable! Once they’re vulnerable you can use regular weapons and kill them. You can also boost light sources to take down their shields faster and stun/blind the enemy for that time. However, the battery power is used up faster.
Most Enemies fall under four categories:
The human like enemies of Alan Wake are called the “Taken.” They were once humans that are now possessed by a “Dark Presence.” Taken have a shield of darkness that protects them from injury. Use some type of light to take away this shield and then you can kill them with normal weapons.
There are different sizes of Taken:
Regular Taken: Just regular people that use axes for melee and pick axes for throwing. On Normal they can take about two shots from a revolver after their shield is down.
Quick/Fast Taken: These Taken are a lot faster and melee you. They will teleport around and you won’t be able to see them much. They will slow down to stab you. Once their shields are gone they will stop speeding around. On Normal, once their shields are down, they take one shot from a revolver to take down.
Strong Taken: The strong taken are usually bigger than most taken by a bit and carry sledgehammers that hurt you real bad. With the addition of using a sledgehammer they can charge at you like a bull to do some damage.They have bigger shields than the other taken and can take more damage. About 4 times more damage I’d say.
Boss Taken: These can vary with size and speed. They’re usually both strong and fast and some can teleport across the screen. They all have high shields and even higher damage resistance, by about 9 or 10 times.
Ravens aren’t very strong by themselves, but once they’re in flocks they can destroy you. They are very hard to hit with regular weapons so it’s best to kill them with boosted light or a flare gun.
Even objects can be enemies in Alan Wake. Various objects like barrels and gates and other scenery can be possessed by the darkness and fly at you to injure or even kill you. To destroy them you need to use a light source. If you don’t destroy them the first time they fly at you then they’ll come back again and again. If they’re within a certain range of you using a flare then they’ll stop moving until the flare ends.
Hardly an enemy but it can hurt you! You’ll find black goo all over and if you touch it then it damages you. Just keep your light on them and they die quickly without moving.
There are a few items in Alan Wake. After each story section in the game you will lose all your items you obtained, so don’t stock up just use them.
When reloading you have to manually reload every time. There is no automatic reload unless you count tapping the fire button over and over until it reloads. Tap x to reload and keep tapping it to reload faster.
When choosing weapons you will have one slot for your flashlight (whichever type_, one slot for a flare gun, one slot for your revolver, two slots for flashbangs and flares, and one spot to switch between a shotgun or rifle.
Needed to take out any enemies in Alan Wake. Light Sources come in various items and intensity/power. Boosting the light source with LT stuns an enemy so they can’t attack you, it also takes down their darkness shield faster.
Flashlight – Basic Flashlight that lights your path. 6 seconds of light boosted. 16.3 seconds for the flashlight to fully recharge on it’s own. Takes two batteries to recharge it.
- Heavy-Duty Flashlight – Better flashlight with more batteries for longer boosting of light. 9 seconds of light boosted. 25 seconds for the flashlight to fully recharge on it’s own. Takes three Batteries to recharge it.
- Lantern – Stronger than the HD Flashlight but can’t boost for long. Has a wider beam too. 6 seconds of boosted light. 15.5 seconds for the flashlight to fully recharge on it’s own. Takes Two batteries to recharge.
- Heavy-Duty Lantern – The strongest of the hand held lights. 9 seconds of boosted light. 24 seconds for the flashlight to fully recharge on it’s own. Take Three batteries to recharge.
- Searchlight – The strongest of all light sources. The smaller yellow search light lasts 26 seconds before powering off.
- Giant Searchlight – The giant search light lasts about 4 seconds boosted and takes another 4 seconds to recharge. This searchlight is capable of killing all taken with boosted light alone.
- Flare – Flares are bright but only burn for 8 seconds. Effective when surrounded. Hold RB to hold the flare in your hand. If you find more flares then they only count as one addition flare to your stock. Max amount you can carry is 20.
- Flare Gun – Single Shot gun that fires bright flares which can destroy weaker taken and flocks of birds with one shot. Reload Time 1 second.
- Flashbang Grenade – Flashbangs are little grenades you throw that burst in a flash of light that destroy regular taken instantly. Best when surrounded. Takes about 1.5 seconds to blow up from when you throw it unless it hits a taken, then it blows up instantly. Max amount you can carry is 20.
If your light source isn’t strong enough to destroy an enemy you need to take them out with weapons after you destroy their darkness shield.
- Revolver – 6 Round Handgun. Can take out weak Taken in one shot but stronger ones in a few shots. Max of 42 rounds. Reload Time 2.6 seconds for all 6 rounds without tapping x.
- Shotgun – Double Barreled shotguns meaning holds only 2 rounds at a time. Can kill multiple enemies with one blast. Does more damage up close rather than far away.Reload Time 1 – 1.5 seconds.
- Pump Action Shotgun – Same power as the regular shotgun but can not fire as quickly. Does more damage up close rather than far away. It can hold 8 round at a time. Reload Time about 4.6 seconds for all 8 rounds without tapping x.
- Hunting Rifle – The Strongest gun in the game. A bolt action rifle. Holds 5 rounds at a time. Reload Time 5 Seconds for all 5 bullets without tapping x.
You’ll need ammo to keep your weapons going!
- Revolver Ammo – Comes in red boxes. Adds 12 rounds to your revolver. If you find a revolver but are already carrying one it adds 6 rounds. Max ammo is 42.
- Shotgun Ammo – Comes in Yellow and Blue Boxes. Adds 4 rounds to your shotgun. If you find a shotgun but are already carrying one it adds 2 rounds, but if you find a pump action shotgun it adds 8 rounds to your pump action shotgun. Max ammo is 32 for both shotguns.
- Hunting Rifle Ammo – Comes in White and green Boxes. Adds 3 rounds to your rifle. If you find a hunting rifle but are already carrying one it adds 5 rounds. Max ammo is 25
- Flare Gun Ammo – Looks like a flare but it’s smaller, white, and for flare guns. Adds one more round to your flare gun. If you find a flare gun but are already carrying one it adds one more round to it. Max ammo is 12.
- Batteries – They only use energizer name brand. Used to power up flashlights fast instead of waiting for them to regenerate power. Each battery pack is worth 2 batteries. You can hold 20 batteries at a time.
- Lithium Batteries – They only use energizer name brand. Used to power up flashlights fast instead of waiting for them to regenerate power. One Lithium battery is equal to two batteries. So each pack is worth 4 batteries. You can hold 20 batteries at a time.
There are other things in Alan Wake you should keep an eye out for. Things that can help and things that can harm.
- Bear Traps – Bear traps are clamps usually laid out in groups around the game. They can be hard to see unless your flashlight hits them on the floor and you see a glimmer of metal. If you get caught in one rapidly press A to open the trap and release your leg.
- Light-Sensitive Text – There are some drawings and text written on walls and rocks that can only be shown if you put your light on the text. They will point you to helpful things like supplies or directions through the game.
- Manuscript Pages – Keep a look out for Manuscript pages laid throughout the game. They are pages to a novel entitled “Departure.” They will sometimes tip you off to events that happen in the future. You can re read them by pressing the BACK button. Find all of them for achievements.
- Coffee Thermos – Keep a look out for Coffee Thermoses. There are 100 of these throughout the game to collect for achievements.
- Hidden Chests – Hidden Chests can be found all over the game. There are 30 total which can give you an achievement if you collect all 30. You can usually find them by following the yellow Light-Sensitive Text and arrows to the chests. They’ll take you to the hidden chest with a logo written next to them in the same ink. Inside the chests will be supplies to help you get through the game.
- Can Pyramids – There are twelve of these all around the game but you only need 5 for an achievement. Just shoot them once and you’ll never see them again on your profile.
- TVs – In the game you’ll find 14 TVs all over. If you find them all you’ll get an achievement. Some play automatically and some you have to start up on your own. When you watch them it shows more back story or just a funny/weird TV show called Night Springs that you can see reference to throughout the game.
- Radios – In the game you’ll find 11 little radios here and there. If you find them all you’ll get an achievement. When they play you’ll hear the radio voice Pat Maine talk about something or another, usually involving you.
- Generators – Keep a look out for these things! The smaller ones usually give you safe havens and the bigger ones usually power something to progress in the game. When starting the generators you’ll play a little mini game. Press a when the arrow is in the green zone and it’ll spin around a circle. Press it two or three more times to start the generator.
- Propane Tanks – These things are about as good as flashbangs! Very useful especially in Nightmare Mode or if you have little ammo. Just shoot them once and they’ll explode in about a second or two.
- Emergency Box – Look out for these all over! They are usually on walls or under street light safe havens. They contain various supplies like ammo or batteries.
- Safe Havens – Safe Havens are everywhere in Alan Wake. If you’re low on health it will fully restore your health quicker than just waiting around. If you’re out of ammo it’s best to run to a safe haven as fast as you can.
This section is under work and will give help to all difficulty levels. You can start out on normal or hard. Once you beat the game on either difficulty you unlock Nightmare mode.
This walkthrough was made on Normal Mode. There is much detail on every thing in the game and every step you take. I’ll mention all items and collectibles you can come across while playing.
Hard mode increases the damage they do to you, the enemies darkness shield by about 2x, and the enemies health by about 50%/1.5x.
Nightmare mode incrased the damge they do to you (it takes about 4 hits for them to kill you), the enemies darkness shield by about 3x normal mode, and the enemies health by about 100%/2x normal mode.
Episode 1 – Nightmare
A brief cut scene will play setting up the story and your character.
You start out with a little tutorial of the buttons. Your objective is to get to the light house. You will come to a small fork in the road. To the left is a collapsed bridge with a coffee thermos. To the right is a continuing path down towards the lighthouse. You will then encounter the hitchhiker and practice dodges. Cross the long wooden bridge for another cut scene. After the short scene you will be in a cabin. Find the exit fast or you will start losing health with each rumble that hits Alan Wake. You then exit the cabin and listen to a light in the sky. He will give you more tutorial things such as a flashlight, revolver and taking down the hitchhiker.To the right of where the hitchhiker stood, on the fence, is a can pyramid. Continue down the path to the lighthouse and fight the hitchhiker two more times. Reach a street light with a red box attached to it, inside is a flare gun and two flares. To the right of the box is a cement bunker. Head down the stairs into it and you’ll find a coffee thermos.. Keep going down the path and a huge tornado like shadow will be shown down the street. Run from it or it will throw giant objects at you and kill you real fast. Make your way down to the lighthouse and before you turn left to the lighthouse door there will be another coffee thermos. Pick it up and get into the lighthouse for a cutscene and the end of the nightmare.
You wake up next to your Wife and she asks you to pose for a picture. Here you meet Pat Maine, the voice of a local radio station show. Leave the ferry and a small cutscene will take you to the diner.
The DinerThere you meet another fan named Rose. You need to find the landlord Carl Stucky. In the back of the room is another coffee thermos. To the left back area of the room are two old men. One asks you to choose a song for the juke box. It gets stuck so you have to smack it a few times by tapping A over and over to fill up the circle. Do it again later in the game for an achievement. Head to the very back down a dark hall to find Carl Stucky. Knock on the men’s room door and a cutscene will appear. A creepy lady gives you a key and map saying Mr. Stucky is ill and couldn’t meet you. Head out of the diner and another cut scene appears.
You end up at the cabin, but before going in head all the way up the hill to your car and find another coffee thermos. You can also view the cabin and the little island it’s on. Enter the cabin and go into the kitchen to find yet another coffee thermos. There’s also a shoebox you can examine in the living room. Go up stairs to check out the rooms and here more commentary. In one of the rooms you can examine a picture. Exit out the back door to find a Radio to listen to. You can go down to the docks to get more dialogue, but your objective is to power the lights in the house. To do this go to the back of the cabin and find the generator in a small shack. Next to the shack is a tree stump with a carving on it you can examine. Now go inside the shack and turn on the generator. Press B to interact with it and then click A each time the indicator reaches the green zone. You also get an achievement for doing so! A short cut scene takes place; next head into the cabin. Go upstairs for another cut scene which takes you outside. After the scene run back to the cabin for yet another scene!
The Forest and Lumber Yards
You wake up in a crashed car. What happened? Examine the back of the car for a book. Now your objective is to reach the gas station at the other side of the forest. Go through the forest and reach a bright light. There you will find a Manuscript Page entitled, “Wake Attacked by a Shadowy Murderer.” Click BACK to read it. Continue on until you reach a fence. You have to climb a log that broke the fence to get to the other side. You’re now in a logging area where you meet Carl Stucky. He runs off, follow him to the right and forward through a tractor where there’s a pick up truck. Next to it (to the right back of the truck) is another coffee thermos. Turn right again to follow a small area which leads straight and to the left. You’ll find another Manuscript Page entitled, “Wake Fights a Taken With Light.” Run ahead dodging Stucky and his axe until you reach the house with shining light. In there you will find a Flashlight with 6 batteries and a revolver with 24 rounds. Try and use the phone and see what happens. Next move to the area where the fence door opens. Two more taken come at you. There’s 12 more revolver rounds directly to your right after going through the fence. There’s also search light to the right that you can turn on for a short time which exposes an arrow pointing to the left. Follow the arrow to more arrows on the walls and rocks. Once you find the big picture of a torch on a rock, there’s a hidden chest to the left of it with a flare gun with one round. Return to the area where the first arrow was and look for a fuse box. It’ll have a green light on it. Interact with it to kick it and shut off the power lines. Climb over the log that was once the power line that broke the fence to continue into the forest.
Continue forward just a few steps and you’ll see a red box with 12 more rounds of revolver ammo and 2 more batteries for your flashlight. Directly ahead will be another Taken.To the left of the giant tractor/cherry picker thing is a small wooden cover with an old red tractor. Inside the wooden cover area is another Manuscript Page entitled, “Rose Daydreams About Wake.” Make your way down the cliffs and through the forest next to the river. Cross the river using the giant tree trunk that fall from one cliff to another and go directly left. After a few steps you’ll find another coffee thermos. Head back to the tree trunk and go right this time. When you come to another fork in the road, or rocks and tree trunks, then go right. You’ll see a big metal box with a Manuscript Page on it entitled, “Barry’s Arrival.” Head back to the fork and take the left path this time. You’ll hear Stucky speak and see him for a second but not much more. Head down the path to find Lithium Batteries (worth 4 batteries) and more Revolver Ammo on the left side of the straight road next to an old cupboard. Go forward and a bit to the left over the rocks that are almost level with the river. At the other end you’ll find two more taken that are easy to take down like all the rest. Take off their shadowy shield and put two bullets into them. When they’re gone climb the rocks to the next leveled area.
Another lumber yard. If you look at some logs in front of you, you’ll noticed a yellow arrow painted on the log pointing left to more hidden treasure! Follow the arrow to a ladder which you can climb to the top, go right to a little shack with a message written on it. Go inside the shack for a hidden chest containing two lithium batteries (4 total). Head back down and to the right side of the lumber yard. It will tell you the staircase is broken and you need to find a way up. There’s a red box to the left that holds lithium batteries and two more packs of revolver ammo (12 each making it 24). Head to the right next to the broken stairs and go around the giant logs. On the other side you’ll find another coffee thermos. Now head to the left around all the tractors to find a wooden trailer and a generator with a green light surrounded by three construction worker taken. Take them out easily and go inside the shack for a shotgun with two rounds and a Manuscript Page entitled, “Wake Attacked by Birds.” Start the generator which puts the camera on a box with a small light. Head to that box and interact with it. Now you have to move the logs to make a bridge from one side to the other. Look at the left set of logs to find a ladder and climb to the top. Then cross the bridge to the other side.
Head to the right once on the other side to find a can pyramid. Shoot it to count towards another achievement. Head up the little cliff to find a shack and street light. Inside the shack is shotgun ammo (4 rounds) and a radio. At the back side of the shack you can see marking of what would be illuminated arrows but aren’t completely arrows. Just continue to the wall and you’ll find the torch sign with a hidden chest. Inside is another flare gun. If you got the first one then you’ll just get one more round. Head to the left and up the cliffs following your compass and you’ll find another manuscript page entitled, “Wake Finds Pages.” Head straight to the edge of the cliffs to find another coffee thermos then head down the path and listen to Stucky. Head down the path and a bit to the left and things will go dark. Enemies will come at you two at a time with axes and pick axes. Kill them and head down to a generator you may notice by the green light. Create a safe haven and restore your health. There you can pick up revolver ammo and batteries. If you’re looking directly at the Safe Haven you can see illuminated text that says “Safe Haven.” Turn around 180 degree and make your way to the edge of the cliffs. Make your way left and not far from the Safe Haven you’ll find a coffee thermos. Head up to the objective using your compass and you’ll find another Manuscript Page entitled, “TV in the Gas Station.” Head up the path to find a street light on one side and a red box on the other. Inside is revolver ammo and more batteries. Jump down off the cliff to see a tractor come alive and hear Stucky’s voice yet again. You may or may not notice more arrows pointing left. Head left to a back corner to find another hidden chest with a flare gun inside. Head down the road and prepare to fight three more Taken at the second tractor. Shouldn’t be too hard. At the bottom of the road is a fenced off area with another Manuscript Page entitled, “Wake Lies to the Sheriff.” To the right of the page is a little trailer. Inside is a shotgun, shotgun ammo, lithium batteries, a TV and a green button to open the fence.
Lumber Yard and Stucky
Proceed through the gate and click a little machine to the left to stop making all that noise. Head down the path to an area where there are swinging logs above your head. There will be a box full of revolver ammo and two lithium batteries. You will hear Stucky’s voice yet again. Head forward and face about 3 regular Taken and Stucky the boss Taken who has about 10 times as much health. Which really isn’t that much on Normal. Defeat him and his men and head straight to the back to find a coffee thermos on a crane which holds the logs in the air. Head to the left to find a metallic box with a green light that opens the fence to proceed on. Head through the fence and up to the gas station.
The Gas Station
Once there go next to the giant deer float to find another Manuscript Page entitled, “Stucky Taken.” Keep going forward to the gas station prices up ahead to find another coffee thermos. Now before heading into the gas station go to the main road and take it to the left. All the way at the end is a dead end tunnel. A few Taken may come on you so be prepared. At the end is a coffee thermos. Once you have it head back to the gas station. Enter the gas station through the garage and find a TV that comes to life. Inside the store section you’ll find a sign about the 68th annual Deerfest. Interact with the phone to end episode 1.
Episode 2 – Taken
A quick recap cut scene and you’re back re living a memory from three years ago.
You need to turn on the coffee, that is your objective. But before you do that you can get a coffee thermos in the same room Alice is in and two Manuscript Pages in the second room to the right of Alice’s room entitled, “The Sudden Stop” 1 and 2. Turn on the coffee pot, talk to Alice, and you could listen to a small radio broadcast in your room but I don’t believe it counts towards your achievement, lastly check out the cover mock-ups on your desk. The power then goes out and you have to check the fuse box which is right next to the door you came into the apartment from. There you’ll get a flashlight. A cutscene appears and you flash forward to the present day.
The Present Day/Police Station
A small cutscene with you and the Doc, head out of the room and down the hall to see Ms. Weaver again. Head to the room at the other end of the hall to find a coffee thermos and Manuscript Page entitled, “Alice Sees a Shadow.” You can also examine a green light/button in the same room. Head back down the hall and to the right to see the Sheriff. On the wall you’ll see a sign about missing people. Pick up your phone from the Sheriff’s office and watch/listen to a cut scene. Head out back to the lot. To get there you have to go through the cell corridor. You can turn on the lights to talk with a man in the cell. The next cell has a Manuscript Page entitled, “The Dark Presence in the Diner.” Exit the door and go straight for a coffee thermos and a radio. Now head to the old fence and find a hole in the chain link fence to kick a wooden fence down. On the rock next to the truck is a Manuscript Page entitled, “Wake and Lover’s Peak.” In the truck is Alice’s Driver’s license. Take it and head back into the cell corridor. The TV comes to life and thickens the plot! Go inside the station for a cutscene.
Elderwood National Park
After the cutscene you wind up in Elderwood National Park with Barry. Directly to your left is a sign about a woolly mammoth. If you go next to Barry and to the right next to the kitchen you’ll find another coffee thermos. Head out back and talk to Rusty. Go back inside and find a Form for Rusty on the desk across from the woolly mammoth. Head back to Rusty and get the keys for your cabin and head to your car for a cut scene. After the scene you have a flashlight with 7 batteries. You can turn off the lights downstairs in the cabin three times for a little dialogue from Barry. There’s some batteries next to the stove and a coffee thermos next to the fridge. Head out the door to find another coffee thermos next to the spa on the porch. Head down the stairs and Barry locks the cabin doors and you get a revolver with 12 rounds. At the bottom of the stairs, next to a shack and yellow truck, there’s a Manuscript Page entitled, “Barry Doubts Wake’s Sanity.” Follow the path down to a log cabin. In the closet are revolver rounds. On the table is a radio. Head down the path past a tire swing, if you hit it then everything will vibrate. The next log cabin has it’s windows broken in and you can kick in the door. Inside you can find a TV to switch on. Leave the cabin and head down the path, then to the right up a small trail to a deck on a hill. Here you’ll find a Manuscript Page entitled, “Rose and Rusty.” Head back down the trail and to the same path again to find an abandoned car with a Manuscript Page entitled, “Rusty Dying.” Head down more and you’ll have a flash of visions, down the path is the Visitor’s center.
The Visitor’s Center
Follow the main road to the visitor center, before you get to any of the buildings take a right behind the first building and there will be a coffee thermos in the grass by the second or third tree. Head back to the main road you were just on. Again if you’re following the road into the parking lot look inside the first building to your left to find a coffee thermos on a table. Exit out of the building and go straight under the broken tree to find a Manuscript Page entitled, “Rusty Attacked by the Dark Presence.” Head across the parking lot to the visitor’s center to find Rusty with a cutscene. After the scene you can pick up a revolver, which is really just 6 more rounds since you already have one and you now have the key to the ranger’s office. Head outside across the parking lot again to unlock the door. Inside at the end of the hall you can find a Manuscript Page entitled, “Wake Reaches a Safe Haven of Light.” Enter the door to the right. Inside will be a cabinet with revolver ammo and batteries. Walk through the next door to trigger a small real time scene. Then head back to Rusty. Two Taken will come out the front door of the Visitor’s center. You’ll find a hole in the side of the center. Exit through there to face Rusty as a Taken. Rusty is a lot faster and stronger than the average Taken. He will teleport from place to place and carries an axe. Most average Taken take 2 shots to kill without a shadowy shield, Rusty takes about 9 (Revolver shots). After you defeat him you get an achievement and two more Taken come after you. After you defeat them turn around from where they entered to find an ammo box full of revolver ammo. Head out the door the Taken came from and down the path to a set of wooden stairs, go down the stairs.
Keep heading down the path until you reach a street light and a Manuscript Page entitled, “Rusty’s Final Thoughts” on a wooden table. Follow the sign to lover’s peak and you’ll find a red box at the top of some stairs. Open it to find batteries and revolver ammo. Go down the stairs and find another sign pointing towards Lover’s Peak, next to it is a rock with a glowing arrow pointing the other direction (left). Follow the arrows through a wooden fence into moonshine cave. You’ll find assign that says Moonshine Cave that you need to examine. At the end of the cave you find a shotgun and a hidden chest with lithium batteries. Head back out the cave to the sign and in the direction of Lover’s Peak. Once you reach a phone you’ll find some batteries on it and become surrounded by three Taken. Defeat them quickly and head across the bridge. Once on the other side head right to a picnic area where there’s a Manuscript Page entitled, “Barry Meet’s Rose.” Next head towards the compass location which is towards Lover’s Peak. You’ll come across a strong taken, which has twice the health of a regular taken, and two weaker/regular Taken. If you turn around you may see a light on a hill near by. It’s on a deck with bear carvings. A Safe Haven with a shotgun and some shotgun ammo. Head back down the path and you’ll find a big tree with a sign next to it that says “The Great Old One.” Not far from it if you’re following the same path you’ll encounter three more regular Taken. Take them out and continue down the path to encounter two more. After them you’ll cross a wooden bridge. At the other side of the bridge you can start up a generator for a street light, find a red box not far from it holding revolver ammo and batteries. Head to the right and you’ll see a phone booth with an axe in it. Head behind it and jump over the logs to find a coffee thermos.Go back to the main path and then find a Manuscript Page entitled, “Wake Sees the Torch Symbol.” Follow the path towards Lover’s Peak and it’ll start getting foggy. You’ll encounter a few regular Taken and one strong one with a sledge hammer. Don’t be afraid to use your batteries, also with the tight space and multiple weak taken this could be a good place to get two kills with one shotgun shot. After the enemies head through the tree where they came from and you’ll see a fork in the road. Left is Lover’s Peak, so go right to find a sign about a tree ring. There is also a coffee thermos on the table across from the tree ring. Now head back to the wood fence door towards Lover’s Peak. It’s blocked off so you’ll have to jump the broken fence to the left of the door. Right after you jump it there will be a big rock with a Manuscript Page entitled, “Nightingale’s Arrival.” Keep moving until you come to a green light. Press the button for a cable car to come to transport you across the area, you must press the green button inside of the cage to get it moving. A cutscene will progress afterwords.
After the scene a man helps you up and gives you 5 flares. You have no other guns and 5 batteries. There’s also a little red box to the left with another flare and lithium batteries. Follow the man Wake believes to be the kidnapper while Taken come for you two. Aim the lights at them to weaken them and the kidnapper will shoot them. If he’s not doing a good enough job shooting hold a flare in your hand by holding RB to keep them back and regenerate a little health. The kidnapper will open the door to lover’s peak so you have to hold off the Taken. There will be a little red box to the left of the door (if you’re looking directly at the door) in the dark that holds three flares. Use the flares and your flashlight to hold them off. Once you two reach the top of Lover’s Peak go to the right of the viewing platform for a coffee thermos then step onto the platform, there will be another red box under a street light that contains 4 Flares and a Lithium Battery Pack. Defend yourselves against a few taken and one strong Taken, when that’s complete then a cutscene will take place.
At the end of the scene you will have a revolver with 6 rounds and you can pick up two boxes of revolver ammo, batteries, and a flare. Turn around and you’ll see some yellow marking on the trees. Find a rock path down into a cave by the waterfall for a hidden chest containing flares. Go back to the main path to find a Manuscript Page entitled, “Alice’s Fear of the Dark.” Your next objective is to make it through the woods. Start by crossing the river via the large tree trunk. Once on the other side take the next tree trunk across. Once on the other side you’ll find a tree with bear traps on it as a warning of bear traps ahead. You can shoot the traps to close them, if you step in one you will get hurt and you have to pry yourself out. Make your way through a bunch of them until you come to an area with some supplies. Stay on the trail or you may get lost. There will be two boxes of revolver ammo, batteries, a pyramid of cans, and on the edge of the cliff is a Manuscript Page entitled, “Sarah Thinks About Wake.” Follow the objective on the compass to reach another fallen tree that bridges across to another area. On the other side three regular taken will attack you. Nothing special just make sure one doesn’t sneak up on you. Keep following your compass or more sets of three Taken may come on you. Once you reach a small area with a trunk another Taken will come alone with a knife that your camera zooms onto. After move up a fallen tree to another level with a two wooden sheds and a generator. A regular taken and a strong taken with a sledgehammer will come at you. If you need to you can use your flares here. There is also revolver ammo and batteries next to a tree with bear traps on it. Search a shed for a Manuscript Page entitled, “Wake Hears a Chainsaw.” There’s also a hunting rifle in the same shed. Look inside the other shed for a coffee thermos. Follow the compass some more and you will find a downed plane with black goo on it just like at the Visitor’s Center. Under the plane you’ll find an arrow on a rock pointing to the right. There are more arrows to the left pointing upwards. Go inside the body of the plane and make it fall forward. Then go to the back of the plane and look from the tail to the cockpit. There will be a rock under the right wing. Jump on the rock and onto the wing and follow it to the end. There will be a hidden chest with two flares on the cliff side. You can then jump down and head towards the objective on the compass and pick up another flare on the way. Jump down some rocks and make your way towards a camp area it looks like. Fight three regular Taken and move forward towards the generator. There you will fight two more Taken and you can start the generator for a Safe Haven. In the light is hunting rifle ammo and revolver ammo. Move forward towards the cliffs and right along the cliffs towards a mill and you’ll find a coffee thermos. Make your way towards the mill and before you reach it three more taken will attack. Take care of them and reach the bridge.
Your next objective is to reach the top of the mill. Climb the ladder to the right and make your way around. The base will start to move so jump off of it and onto the next ground level. Make your way inside of the door and there will be more black goo on the floor. You can pick up revolver ammo next to the first pile of goo. Climb up the stairs and go into the room on the next floor. There will be more goo around and on the balcony will be a Manuscript Page entitled, “Deputies at the Logging Site.” Head up the next set of stairs and kick a weight down to make a bridge to the next floor. On the other side is yet another Manuscript Page entitled, “Barry in Elderwood.” Head into the room to your right, watch out for the good and pick up two flares and a coffee thermos. After that head up the ladder to the next floor. At the top of the ladder is more goo and the exit to the cliffs.
Now you have to continue through the woods. But first you have to defeat a strong Taken with a sledgehammer! If you still have the rifle you can make quick work of him. If not then directly to the left is a broken down house with another hunting rifle inside. Jump on and over the boxes in the house to find a Manuscript Page entitled, “Wake Feels the Dark Presence.” Jump back over the boxes and make your way towards the objective. There will be a big wooden fence in your way now. Go to the left side and climb over walking a plank. On the other side is a short bridge and a red box at the end of that. Inside are batteries and revolver ammo. Make your way up and to the left path and two strong taken will come with shovels, careful they can charge you. One shot with a rifle after their shield is taken down and they’re gone. Move forward to where they came from. At the top next to the cliff you’ll find a flare and a red box. Inside the red box are lithium batteries and two boxes of Revolver ammo. Continue through the fence onto the campgrounds. In this next area many taken will come at you and a boss taken with a chainsaw. This boss is probably the strongest guy you’ve faced yet. But still pretty weak in normal. After you get his shield off using the flashlight and flares it only takes two shots with the hunting rifle to take him out. Follow the path upwards to a Safe Haven. There will be carved bears and wooden log benches around a light. You’ll then get a call from Barry. Your next objective is to return to him.
Follow the path to the campgrounds. You’ll see tents and mobile trailers. On one of the picnic tables you’ll find a coffee thermos which is also next to a red emergency box with revolver ammo and batteries. Head next to the bathrooms to find a Manuscript Page entitled, “Nightingale Fires at Wake.” Head inside the girl’s side for some hunting rifle ammo. Head inside the boy’s side for the garage keys. Once you pick them up a TV will play. Exit the bathroom and enter the car across the street. The controls are as follows:
RT = Accelerate
LT = Reverse
LS = Directions
A = Hold to Boost the light (you have a certain amount of battery to use)
B = Exit and Enter Car
You can run over taken but they won’t die instantly unless their shield is down. Once you reach the main street head right for a coffee thermos, then head back the other direction. Once you reach a logging truck in the road you’ll see a fork. To the right is an arrow that points right. Take that path. You’ll find a small wooden shack with a hidden chest inside containing two flares. Be quick because the taken will get you if you’re not. Head back to the main road and follow the left fork. Quickly you’ll see a safe Haven with a hunting rifle and another can pyramid. Keep heading down the main road towards your objective until you reach a logging truck in the road with it’s lights on. Take out the Taken and then exit the car and go behind the truck into a tunnel. Inside you’ll find a Manuscript Page entitled, “Wake’s Despair.” Head back towards the logging truck and you’ll find a picnic table on the other side of it with a coffee thermos. Head back up the road to The Elderwood National Park Visitors center and more so up the road until you have to leave your vehicle. Once on foot you’ll see a car with lights on top. Next to it is revolver ammo, a flare gun, a two flare gun ammo. While heading up to the cabin you’ll face two regular Taken and one strong one that can charge you. Defeat them and you can enter a street light to recover health. Head to the cabin and you’ll find a flare, flare gun, and flare gun ammo. In the back of the cabin on a picnic table are batteries and more flare gun ammo. On the porch is another flare. Go around the other side of the cabin to find a hidden chest with two more flare gun rounds. Defeat the bird to enter the cabin. To defeat them you need light. Flares and flashlights work the best. The guns won’t do much against them. Burn a few hordes of them and Barry will let you in. A cutscene will play. Episode 2 Ends.
Episode 3 – Ransom
A quick recap like the last episode in a cutscene. And you start with Barry in a trailer park looking for Rose.
The Trailer Park
Go straight ahead until you can Focus on the crashed boat. Turn right and on a picnic table you’ll see a coffee thermos. Follow Randolph to Rose’s trailer. Knock on the door and a cut scene will take place. When the scene ends a TV will turn on. Head to the kitchen area before leaving and pick up another coffee thermos. Leave the trailer and pick up a Manuscript Page on the floor entitled, “Randolph Calls the Police.” Head to the left next to the crashed boat again and make a right into a white picket fence area. Go straight and you’ll find a radio. on the left side on someone’s doorstep. Head to the car for a cutscene.
The Forest – To the Radio Station
Evade the police by running through the trail in the forest. They will shine flashlights at you and shoot flares to find you. Run through the trail and make your way up a rock at the end and down another rock. Not far from that place is a Manuscript Page entitled, “The Dark Presence Sleeps.” Head towards the compass and a police car will come out of nowhere. A fork is now in the road. Head to the right to find a Manuscript Page entitled, “Rose Visited by the Dark Presence.” Head back to the police car and to the left fork this time up some wooden stairs. Follow the path over a bridge and by another cop car. You can listen to the radio, they think you took out the cops when it was the Taken. Follow the compass up to a viewing station thing. Inside is a coffee thermos and a police radio. You can also use the binoculars mounted to the edges. After using both sets of binoculars head down the stairs and look left. There will be an open door in the chainlink fence. Follow your compass to a strange gate. You need light to get through it as Wake says. Head up the hill to your left to find a search light and a coffee thermos. The light doesn’t work so you’ll need to start the generator next to it under a wooden shed. You have to be quick to the search light to destroy the gate or the generator will die and you’ll have to restart it. Head through the gate and down the stairs to find another gate just like the first. To the right is a flashlight you can pick up to destroy the gate and head on. You’ll find a cop car with 6 flashbang grenades next to it. Once you get to an area where you find the polic car hood on the floor, two taken will come at you. Since you have no real weapons just use a flashbang to kill them instantly. No need to lower their shields with your flashlight. Continue following your compass and three more Taken will come at you, then later two. They’ll die easily with your flashbangs. Head to a lit area to find batteries, 4 flashbangs, and a radio. Head across the wooden bridge from your safe zone and 4 enemies will come at you. Kill all 4 with one flashbang and you’ll get an achievement! To the right on the cliff is a Manuscript Page entitled, “Rose Touched by the Dark Presence.” In the distance you’ll see some red and blue lights (a cop car). If you can see the ground and notice the path you’ll see there’s a path that goes right before you reach those lights. Not far is a cave. Inside the cave is a generator for a light and a hidden chest containing 3 flares. Continue towards the radio station and you’ll find yet another cop car. In the trunk are 3 flashbangs and groups of Taken will keep coming after you in the forest every few seconds. Sometimes groups of two and sometimes groups of three. Head to the radio station right ahead and before you go in check the parking lot under the billboard to find a coffee thermos. Head inside and talk to Pat for a quick cutscene.
The Forest – To the Train Depot
After the scene you’re back in the forest. This time your destination is the mine. On the trail to the mine you’ll find another Manuscript Page entitled, “Nightingale in the Radio Station” stuck to the fence. Not far from it to the right is an open emergency red box with two flares on the floor. Since the flares and flashbangs use the same button to use (RB) then you’ll have to switch between the two with the D-Pad. Continue on towards the train depot. Not far is a generator with two Taken around it. There’s also a flare next to the generator on a box. When you get the light going you can pick up shotgun ammo, revolver ammo, and a revolver with 6 rounds in it. Not too far you’ll come to a little fork. To the left will be the direction of your objective marker in your compass. To the right is a path upward. You go up and up and up all the way to the radio tower. There you will find two flares and a Manuscript Page entitled, “Walter Fights Danny.” On the way down you’ll see birds start attacking you. You can hold a flare so they’ll die by the time they get to you or use your flashlight to burn them. At one corner of the path/road down to the bottom, right around when the birds start attacking you, you’ll find a coffee thermos hiding in the grass. It’s a bit hard to see and close to an edge. Head ALL the way back down and you’ll see the power companies trucks and some more supplies like a flashbang, revolver, and some search lights. Next to the car is an old wooden house. Inside the house is a shotgun and some shotgun ammo. Once you pick them up tons of Taken will surround the house, regular and strong. So BEFORE you pick those up go around the back to find lithium batteries, revolver ammo, and another can pyramid. You can also turn on the search lights to help you out, but they only last a few seconds so hurry up. It may be a little tough, I found that turning on the two lights next to the shack helps. Then run inside, pick up the shotgun, drop a flare, and use your flashlight and revolver/shotgun as much as you want. The stronger Taken may come at you so throw a flashbang if you get grouped up or can’t take them out. It won’t kill the stronger taken instantly but it weakens them a lot. In one direction is the objective, but if you go and face the opposite direction you may see a glow off in the distance. This is a Manuscript Page stuck to a fence entitled, “Wake Attacked by a Bulldozer.” Head back on the path towards the objective and not far from the house where you fought all the taken you’ll find a little wooden overhead shed type thing with a coffee thermos. On the way to the objective, not far from the shed, you’ll see a street light. Before it to the right on some rocks in the grass is another Manuscript Page entitled, “Sarah Distrusts Nightingale.” Head over to the light and you’ll see another emergency red box containing batteries, lithium batteries, revolver ammo, and shotgun ammo. Head down and you’ll get a phone call. As you head down more you’ll see another Manuscript Page to the right on a log entitled, “Wake Attacked by a Possessed Object.” Before heading to the right towards the objective head to the left. You may see some arrows on the rocks pointing left. You’ll reach a wooden house with two revolver ammo boxes, shotgun ammo and a hidden chest containing batteries and three flares. A Taken or two may attack you. Head down back to the objective. Climb up the bridge and head through it. Objects may come to life now, you can destroy them by boosting your light on them or using any other light source. If you don’t destroy them then they’ll just keep flying at you. After the bridge you have to head around the cliffs to a ladder. Next to the ladder on the floor is a Manuscript Page entitled, “Wake and the Dark Presence in the Lodge.”
At the top of the ladder under the light you’ll find a revolver, batteries, and you can switch your flashlight for a heavy-duty flashlight. Your next objective is to find a car. Jump down and head forward and right to grab a coffee thermos. To the left is an emergency red box with revolver ammo, shotgun ammo, and batteries. To the right of the box is a flare on a box. To the left of both things is a green button to open the gate, but before the gate opens you have to fight some Taken, Strong and weak. They shouldn’t be too tough considering the items you have. You can use a flare or your flashlight and revolver. Just reload your flashlight and revolver while taking them out. If you find it too tough you can also shoot the red propane tanks around the area. They explode and do some damage. Head to the next area and inside the warehouse. You’ll find a strong and weak Taken. Take them out real quick and walk up the stairs to the next floor. At the second floor you’ll find two flares, revolver ammo, and a lithium battery pack. You’ll also find another TV. Head out the door and you’ll find a Manuscript Page entitled, “Wake Attacked by the Dark Presence” on the balcony. Head down the stairs and around the corner for a red emergency box holding 3 flares, batteries, and revolver ammo. There will be a few more boxes around with the same contents. Out of no where Taken come and a bulldozer comes after you. If the bulldozer hits you it does a lot of damage but it won’t kill you in one shot, maybe three. It can also back into you. Flares will not stop it from charging you like it stops the Taken. The bulldozer may run over and kill the Taken to help you. Just run away from it and use flares, flashbangs if you still have any, your flashlight, and any weapons. It can take a lot of damage but you can’t so use flares to keep the Taken off you and dodge the bulldozer like….a bull. Once you defeat it click the green button on the gate to open it. Once you’re through the gate look to the right for a coffee thermos. Get in the car for a cutscene.
The Forest – To the Coal Mine
You start out with a car but not inside it. You can get inside and drive all the way until stop/caution signs where the bridge broke apart. You’ll have to go to the right and down into the area under the bridge. Before you go under the bridge exit out of the car and head right to the cliffs. You’ll see a red chair. On it is a coffee thermos. After that you can head left (if looking at the gorge) and cross the street. Inside a old wood house is a radio.. Right outside the house is a car. Drive it towards the Coal Mine on the compass until you reach an observation tower. Up there is another radio. Go down the road a bit further to the Red Building. Inside at the very top is a Manuscript Page entitled, “Mott on the Ferry.” Head out and further down the road to the Coal Mine Museum.
The Coal Mine Museum
To the left of the entrance are two signs about the coal mine museum. To the left of the signs is a little dead end of what would be a mine. Nestled in the left corner of that dead end is a coffee thermos. Head to the museum and you’ll find a Manuscript Page on the wooden deck next to the red building entitled, “Sarah in the Radio Station.” Head forward and to the right to go inside the building and a cutscene will play.
The Coal Mine Museum – to Mirror Peak
It’s now dark and you have to get to Mirror Peak. I believe you have the same weapons you had from the last time it was dark. If you want you can try for the achievement “Meet the Deadline” for getting to the coal mine to Cauldron Lake in 30 minutes or less. Jump over the chain and go down stairs all the way to the end and to the left. You’ll see some supplies on the shelves. A flare, lithium batteries, shotgun ammo, revolver ammo and a coffee thermos. Head to the glowing green light on the wall to open a hatch in the floor. Jump down and head into the grass for another Manuscript Page entitled, “Thomas Zane in Love with Barbara Jagger.” Keep going forward around the trains to find a revolver and a box full of revolver ammo. Head around the corner and three regular taken and a strong taken will attack you. If you still have flares use them to protect you when your health gets low or if they surround you. Use your flashlight, batteries, and whatever weapons you have to take them out. When they’re done the crate in the middle will fly at you. If you’re weak make sure to dodge it and take it out with light. Then a huge cog wheel, it looks like, will come flying at you. Do the same as the crate and you can progress. Before you go forward you can head back to restock on some revolver ammo. Head through the doorway the giant cog wheel came from and there will be two flashbangs directly to the left. Head right and you’ll face two weak taken, take down their shields and pop them once with the revolver. Move forward and you’ll see a possessed cog wheel inside of a train car. Head to the left of it and climb the ladder. You have to open the trap door on the top of the car and drop some flares or flashbangs inside to kill it off. Then jump down into the car and head out through the door. On the other side you’ll see some kind of darkness tornado going on. Head all the way to the right to turn off the power to make it through the fence. You’ll encounter about 4 or 5 regular Taken. You can shoot the red propane tanks to help you destroy them quickly. Or just use your regular methods. Once they’re through head to your objective marker and you’ll see a flare gun and some flare gun ammo next to the street light. Turn off the power generator and head back to the fence. Two inanimate possessed object will fly at you. Don’t head too much forward without destroying them because about 10 more Taken will be at the end. One is strong and the other are regular. They’ll surround you quickly so use any flares you have and if you saved the flashbangs you can use them here or use the flare gun. If you go a bit more forward two more possessed objects will fly towards you. If you have a flare they’ll stop flying at you if they’re in a close enough vicinity. After they’ll all destroyed head back to the fence and up the wooden stairs on the other side. Head upstairs and to the right end for some supplies. There’s revolver ammo, and batteries. Head to the left side of the room and prepare for a fight! The door will bust down and there will be a strong taken and a weak one behind him. A third one appears directly to your right. Use whatever tactics you like. I still have a flashbang so I used that while I was weak and then used my flashlight and shotgun to take them out. Head through the door for more supplies on the shelves: lithium batteries, revolver ammo, and a flare. Head up stairs and into a room with propane tanks all around. About 4 taken will jump through the ceiling, take them out quick and easily by firing at the propane tanks and letting them explode. Then climb up the ladder where they dropped from and you’ll find a coffee thermos sitting in a red chair. At the other side of the room is a Manuscript Page entitled, “Wake Touched by the Dark Presence.” Leave the room and go downstairs outside and you’ll see a little trailer/shack. Go inside to find revolver ammo and some batteries and the green lit up button to open the fence.
The Forest – to Mirror Peak
Through the gate you’ll find 3 flashbangs and some black goo to your right. Destroy the goo with your flashlight and move forward towards a set of wooden stairs to find 3 more taken on the other side. Make quick work of them and move a bit forward to find 3 more regular taken coming at you and 2 strong Taken. You can use one of your flashbangs here or your flare gun. Continue on around the path, not far from the fight is a Manuscript Page entitled, “Wake and Barry in the Cell.”Continue on a bit and you’ll come to a fork in the road. Right is the direction towards your objective and left is up to a mine shaft. On some mine carts you’ll see some yellow arrows pointing towards the mine. Head inside to find a hidden chest with three flashbangs inside. Turn around and you’ll find three Taken! Two regular and one strong. Just use your flashlight and gun to take them out, and if you get in trouble then use a flare if you have one or a flashbang you just picked up. Leave the mine, but before going back down the stairs move just to the right of them and onto the wooden deck like thing. You’ll find a coffee thermos at the end. At the bottom of the stairs is a street light with an emergency box. Inside is 2 boxes of revolver ammo and some lithium batteries. To the left of it on a little tow-able trailer is some more lithium batteries and 2 boxes of shotgun ammo. Cross the bridge to find a search light and a pump action shotgun. You have to switch out your shotgun with the pump action one. Next will be a bit of a fork in the road. Either way will bring you to the same destination, but the left path has some goodies. Also on both paths are the search lights that take away enemy’s shields fast. And there will be tons of enemies coming in groups in the dark. Some with strong Taken and some just with regular. Head to the left and you’ll see another search light. Head more to the left instead of straight and you’ll find a red barn like house. Inside are lots of supplies: two boxes of shotgun ammo, a flash bang, two sticks of flare gun ammo, and a coffee thermos. Once you reach the top you’ll have to fight a lot of Taken at once. Quickly press the search light to weaken a bunch at once. Then take them out at once with a flashbang/flare gun or individually with a shotgun/revolver. Head up towards the objective and three Taken will come at you. Two are regular and the third is a speedy one. He’ll zoom around so you can either use a flashbang or flare gun to weaken him or just keep your flashlight on him as much as you can. Once his shield is gone pump him full of lead (two shotgun shells will do) and he’s done. Continue on towards Mirror’s Peak and you’ll find a little shack with lithium batteries and a light switch to make a safe haven. Go around the right corner and you’ll find a ghost town.
The Ghost Town
The town has things that pop up but nothing seems to hurt you….yet. Take a few steps and the old broken down car will come flying at you! Use your flashlight to quickly destroy it. No big deal. Head to the old wooden bridge and on the right of it will be a Manuscript Page entitled, “Wake and Casey.” Cross the bridge and you’ll find a sign about Grey Peak Gorge. Continue forward and to the left, inside an old rusty car will be some batteries. Cross the road into a red barn and you’ll find a coffee thermos. At the end of the ghost town more possessed objects will come to life! First two boxes and then two more boxes and an old tractor. Flashbangs will get rid of them very quickly. If you don’t have anymore you can use your flare gun. And if you don’t have that it’ll take awhile but using your flashlight boosted will do the job. Cross the bridge and go around some train cars to find a train tear apart and become possessed. There are two pieces that will come after you with big shields. If they hit you they do massive damage. On normal if you get hit once by both of them (twice total) they will kill you. Use the same methods I just explained for the last objects and you’ll get through them easily. Enter the small shack behind the train to find some keys. Then go behind the shack to find a coffee thermos. Head inside the old wooden house to find flare gun ammo, batteries, and a TV in one room. In the next room there’s a hunting rifle with two boxes of hunting rifle ammo; however, if you pick it up you have to swap it with your shotgun! Head out the door and continue on your way to Mirror Peak.
The Forest – To Mirror Peak
Climb up some ladders. You may notice some yellow arrows or would be arrows on some rocks at the top. Head forward to the cliff and go left to find a hidden chest containing flare gun ammo and a flare gun. Now head back and take the other path up the mountain. Birds will come at you. You can use your flashlight at first and it should be no problem. Make your way across some planks to the next ground area and the birds will come at you again. You could use a flare gun or your flashlight now since they’ll be a bit closer. They’ll back off and you can make your way across another set of planks to another ground area where more birds will attack you! Flare gun or flashlight should take them out. Run around the corner into a mine.
The Silver Mine
Make your way through the silver mine. It may seem like there’s many ways to go but there’s really only one. The others leave to very quick dead ends. The only real fork is when you get to a tunnel area where you hear Alice call for Alan. You’ll see some writing on a wall that says “Tunnels Go To Cauldron Lake.” Go that way first. At the end is a Manuscript Page entitled, “Hunters Taken.”Head back up and go to the other fork this time. Before you jump down you’ll see three flares. Jump down for another Manuscript Page entitled, “Nightingale in the Majestic.” To the right of the page on the floor is hunting rifle ammo and revolver ammo. In one direction will be a cave in, in another direction a strong Taken will come through a door, but that’s not the only Taken. About 4 others will surround you from out of no where! Use your flares to keep them away if you get hurt and to take their shields down. If you still have flashbangs this may be the time to use them! If not then use your flare gun if you have that. After they’re defeated head through the door and down the hall to the left. You’ll see a coffee thermos. Head up through the tunnels to find tons of machinery. Head to the first platform and use the machine to lower some steal beams to you to walk across as a bridge. On the other side climb up the ladder and use the machine again to bring the steal beams back up to you. Make your way across to find another machine to bring the same steel beams up to the next level to make another bridge. Don’t put them at the top, but the next level down. Climb the ladder that’s kind of away from the machine you just pressed. At the top go over the bridge and up a ramp to kick down a ladder. Then climb down the ladder to use the same machine you just used to raise the steel beams to the top level. Climb up the ladder you just went down and cross the steel beam bridge to find another ladder that takes you to a wooden wall you kick down to take you out of the mine.
The Forest – To Mirror Peak
Now that you’re outside first head up the stairs and up the mountain. You’ll find three flares at the top. Climb up the wooden structure to find a Manuscript Page entitled, “Tor Hits Nurse Sinclair.”Head back down the mountain and some birds will start to attack you. A few boosts from your HD-Flashlight and you should be good. Around the corner you’ll find a generator. Next to the generator is a box on the ground with batteries, a flare, flare gun ammo, and a flare gun. You can start up the generator to turn on a street light and call forth a cable car, press the button inside to start it. Birds will start to attack you on the way over. You can use the flare gun and flares you just received to take them down. Once on the other side two regular Taken will come at you, should be easy work like the rest. Head up the mountain until you get to a street light. Under it will be a red emergency box with supplies: lithium batteries and two boxes of revolver ammo. Behind the box on the wooden structure where the cable car was supposed to go is another can pyramid. If you have been reading this guide this will be the last one you need for the achievement. Head up the mountain and you’ll find remnant of a burned down house. Inside is a hunting rifle with hunting rifle ammo. Once you take it three regular Taken will come for you. Lay waste to them with a revolver or with the rifle. Continue on the path and you’ll encounter a few more regular taken, nothing you can’t handle. You’ll soon reach a street light with a red emergency box under it containing hunting rifle ammo, batteries, 3 flares, and revolver ammo. Step a few feet away from it and you’ll find a sign about Cauldron Lake. Head on and cross a giant rickety bridge. Half way through you’ll get sandwiched by Taken, three regulars on one side and a strong one behind you. One regular Taken will throw pick axes as you and the others will melee you. You can use your flares or flashlight to take them out. I took out two regular ones, turned around for the strong one, and then turned back around for the final regular Taken. Once you cross the bridge look to the left area up a small hill and you’ll find a coffee thermos on the edge of the cliff. Head on and you may see some arrows on the rocks pointing left. Follow them around a corner, not far at all, and you’ll find a hidden chest containing a flare gun and flare gun ammo. Go back on trail and follow the compass to Mirror’s Peak. Careful there will be a broken bridge, don’t fall off. Take the left path right next to the side of the mountain and you’ll see a Manuscript Page on the right side of the path on a rock entitled, “Mott at Cauldron Lake.”
Head up the mountain path and then turn around to climb some rocks to find a wooden plank. Push the plank to make a bridge. Once you cross it you’ll have to kick the leg of another wooden plank to make a ramp. Head to the old warehouse like structure and go into the basement. You’ll have to kick the door in. Once inside you’ll see tons of writing all over the walls, head to the left and up the stone to get to the second floor. On that floor you’ll find in the corners: shotgun ammo, revolver ammo, rifle ammo, lithium batteries, and three flares on a desk. Head up the stairs to the next level. When you move around to the exit you’ll fall through the floor and get surrounded by about 6 regular Taken and one Strong one. You can take them out pretty fast with a flare gun or you can use some flares to weaken them and shoot them. If you’re getting injured then use a flare! Once they’re taken out head back up stair, jump across the gap all the way to the left, and jump down the hole in the side of the building on the other side of the gap. Head down but follow the building around to find a coffee thermos on the side.
The Forest – To Mirror Peak Lookout
At the top of the mountain Alan will say “I could see Cauldron Lake.” At this time, if you were trying, your achievement will unlock for “Meet The Deadline.” It’s an achievement for getting to the coal mines to cauldron lake in 30 minutes or less. Head to your objective by following the compass. Head down some wooden stairs and about half way down you’ll find the last Manuscript Page of Episode 3 entitled, “Wake Wakes Up in the Lodge.” Head around the mountain path to hear your kidnapper and see a cutscene. Episode 3 complete.
Episode 4 – The Truth
Another recap and a small cutscene, is it all a dream?
Follow Doctor Hartman around. You can check the rooms but won’t find anything useful. Follow Hartman until you see a giant sun dial on a patio. Read the sign under the sun dial. Once you get into the room where Hartman shows you his hunting trophies, go around the fire place to read a sign called The Creator’s Dilemma and get the coffee thermos on the table behind you. Head up stairs for a coffee thermos on the balcony. You can also look at the generator on the other side but it’s nothing special. Head back down and follow Hartman. Once you reach the room with the Anderson brothers turn around and look at another sign entitled Welcome to Cauldron Lake Lodge. A cutscene will play. After the scene you’ll have a new Manuscript Page entitled, “Thomas Zane’s Writing and Assistant.” Leave the room and head back to the living room and up the stairs where you got the coffee thermos on the balcony. Once you head up the stairs a TV will play. Head back to your room and another cutscene will play. Head out of your room and you’ll find a Manuscript Page by the stairs entitled, “Barry in the Lodge.” Head down stairs and take the keys on the floor next to the Anderson brothers. Unlock the door across the room and examine the picture to the right. To the left is a room with an audio tape, listen to it 3 times for an achievement. In the same room is a Manuscript Page entitled, “Mott Fails Hartman.” At the end of the Hall unlock the other door to find Barry. There’s a coffee thermos behind him. Unlock the door next to Barry to get another cutscene. After the scene you have another Manuscript Page entitled, “Hartman Watches Wake Fall.” Now you must escape the clinic. You have a revolver with 6 rounds in it. If the possessed object touch you they’ll hurt you. Head upstairs and start up the generator. Start it a few times to kill off most of the object, one time is only needed to open the doors. Head through the doors and to the room at the left to get a flare. Head into the next room and use your flare to get through more objects. In the room after that is a TV, use it and you’ll get the achievement “Boob Tube,” and there’s a Manuscript Page on the floor to the right entitled, “Hartman’s Mission.”Head down the hall way and you’ll see you’re trapped. A giant metallic ball rams the door trying to get to you. Head back to the little alcove with a lamp flickering once the door is smashed (should be two hits). Wait till the ball breaks through and rushes past you. Run out and through the door. You’re still trapped! All the doors are locked. You’ll have to become a matador yet again. If it hits you three times you’re dead. Stand in front of the exit and wait for the ball to come at you. Move at the last second and the ball will break open the door for you to escape! If it ever gets stuck then you have to get close to it and bait it. Once outside head around the right side of the stone patio for a coffee thermos. Next go into the parking lot towards the statue in the middle. On the floor attached to the statue is a sign that says suspended. Then head towards Berry. He’ll give you a flashlight with 5 batteries. Turn around and four sections of the house will come flying at you! Destroy them with your flashlight. Now you’ll have to go through the garden maze to get to Barry.
The Garden Maze
Before you can get to the garden the gates will become shadowed. Quickly destroy both of them and head forward under a street light. There will be a two flares and some batteries under a shed. Now into the maze! Go right, take a left, and another left and you’ll find batteries and revolver ammo. Take a right and you’ll find batteries at the end of the path on a bench. Two Taken will come from both sides. Take them out quickly and head right. You can take another right for a dead end to see some text on a rock. It says “Don’t Trust Emil.” Okay? Head back and take the other path and you’ll find aManuscript Page on a rock next to a tree in the middle of the pathway entitled, “Wake Sees the Old Gods Stage.” In that little square are some batteries and revolver ammo on a bench. Keep moving forward until you come to another fork in the path next to a bench. Take the right path and watch out for the weak Taken. After that take the right path and you’ll come on two weak Taken and a strong one. Don’t forget you still have a flare, if you need to use it. After fighting them take the left path and at the end you’ll find a Manuscript Page entitled, “Hartman and the Power Failure.”Head back and take the other path and you’ll start to hear voices. The last fork is hardly a fork. Take the left path and exit. Head down a few stone stairs and pick up the revolver ammo at the end on the bench. Head to the left around a corner or two. At the end is Dr. Hartman! He’s now a Taken, a strong one, and has birds flying around to help him. Behind him is a coffee thermos, flare gun, and a red emergency box with batteries and revolver ammo. Use the flares to help take out the birds and weaken Hartman and heal yourself if you’re hurt. The Flare gun will help even more take out all the birds and Hartman’s shield entirely. Take a few more shots at him with the revolver and he should be gone!
Take the path around the platform that Dr. Hartman stood to continue on through the garden. Two more taken will come after you, a weak and a strong one. So make sure your health is up before facing them just in case. Follow your compass and it’ll lead you to a gate on one side and a small house/shed on the other. Inside the shed is a shotgun, shotgun ammo, and a Manuscript Page entitled, “Mott In Charge.” Head through the gate and move forward to fight three regular Taken. You can make quick work of them with your new shotgun. Head up the stair case and to the right is a flare on the bench. To the left is a possessed wheelbarrow and a gate. Defeat them quickly with light and make your way through. Before you head down the next set of stairs look on the ground to the right side of the stairs for a Manuscript Page entitled, “Barry Attacked by a Taken.” Walk down the stairs and head to the street light to the right. Under it is a red emergency box with some supplies: lithium batteries and two boxes of revolver ammo. Move forward and you may see a yellow arrow on the brick pointing left, three regular Taken will come at you through the pushes. When you defeat them head in the direction they came from. To the right is a hidden chest containing a flare gun and flare gun ammo. Go back where you came from and head up the stone staircase. At the top you’ll find two flares on a table, lithium batteries, revolver ammo, shotgun ammo, and a shotgun at another table. Next to it is a coffee thermos. Head left up a path to a stone area for a Manuscript Page entitled, “Hartman Sedates Wake.” Turn around and go all the way to the other end to find Barry. He’ll try and open the door, meanwhile you have to take on a Taken assault. Tons of strong and weak Taken will come at you. If you get surrounded, like at the start, use a flare to help you out. The revolver can be used for weak taken, if you run out of ammo and can’t reload and you are weak then pop a flare and switch to your shotgun. If you still have a flare gun be sure to use that. Eventually Barry will open the door and you gotta run towards him for a cutscene.
The Forest – To the Farm
You wake up and your objective is to find Barry, unfortunately you have no supplies. Head to the left and follow the path. You’ll be talking with Barry for a bit and your next objective is to find the farm the Andersons were talking about. Continue on the path and you’ll see some objects start flying at you. Without any light you can’t destroy them. Run to the left path and find the search light in front of a mine and turn it on to destroy them instantly if they’re in the light’s beam. Inside the mine is a Manuscript Page entitled, “Walter at the Anderson Farm.” Exit out of the mine and head directly across the wooden structure to find a coffee thermos. More objects will come at you so be quick and get out of there. Head towards the objective on your compass. You’ll reach a shadowy gate. Across from the gate is a street light that you can use to move over the gate, but there’s still no power. Head up the stairs next to the light and across the platform. Next to the generator you’ll find a Manuscript Page entitled, “Nightingale Arrests Wake.” Head through the path way where the gates were destroyed and you’ll see a flashlight to your left without any batteries. It still works, just no extra batteries. Head down the stairs and follow the compass to the farm. About 6 or so Taken will come at you. You’ll find a generator half way through the woods, but they’ll be on you too quick. Just dodge their attacks and run to the street light in the distance. If they get close and you get tired from running, then flash a light on them. Once you get to the street light they’ll disappear and you’ll regain all your health. Head around the mountain path and you’ll find a camp ground with an Heavy-Duty Flashlight, lithium batteries, and a coffee thermos. Continue on your path and you’ll find a shadowed gate. Destroy it and move on. A bright light will appear and speak to you. It’ll drop a Manuscript Page entitled, “The Dark Presence at Large.” Next to it will be three flares on a log. Continue on your path but watch out for bear traps that you see shining in the light. After the traps you’ll reach a house and a generator. Next to the generator is a Manuscript Page entitled, “The Patients Escape the Lodge.” Turn on the generator and a light will turn on; underneath the light is a shotgun. Head in the door for three more boxes of shotgun ammo. Exit and make a right around the house to reach a set of stairs into another area of the house. A Taken will come up from a hole in the ground. Don’t waste your shotgun ammo on him. Take his shield down first then shoot him once. On a window to the right is a coffee thermos. Leave the house and continue on towards the farm, just watch out for bear traps. A few sets of Taken will come for you on your path in sets of three. Remember to use your batteries and aim your shots right. If you get surrounded use your flares. If you run out of ammo then run towards your objective. There will be a street light at the end. Now head inside the Cabin.
Inside the cabin you’ll hear voices. To the right are lithium batteries and a flare. To the left is shotgun ammo and a coffee thermos. Head upstairs and break down the door. Pick up the revolver and two boxes of ammo. Head out the door and the room across the hall will turn on a TV. Head downstairs and a strong Taken will bust through the window. Defeat him with the revolver or shotgun after weakening him. Then head out the window and look on the porch of the back door for a Manuscript Page entitled, “Hartman Considers Mott and Wake.” Head into the basement for a hidden chest with a flare and flashbang inside.
The Forest – To the Farm
Get in the car and drive down the street. You’ll come up on a rusty old tractor with a coffee thermos right in front of it, it shouldn’t be hard to miss. When you come to a fork in the road make a right BEFORE the roads. Ahead of you, maybe 100 feet, in the grass and trees is a coffee thermos. Head back to the fork and go straight. You’ll see a house on your right. Go inside and there will be lithium batteries to your left and a hidden chest to your right with two flashbangs. There will also be revolver ammo on a table next to it. Exit the house and drive up the road to an observation tower. You can trade your shotgun for a hunting rifle. There’s three boxes of hunting rifle ammo next to it and a radio. When you leave you’ll encounter a few Taken. Shouldn’t be too hard to handle. After that drive down the road towards the Farm, don’t get crushed by the falling tower and run over any Taken you may see. Once you reach a truck and fenced off area you have to get out and walk. A tractor type thing will come alive and try and hurt you, don’t get close to it and you’ll be fine but watch your back because two Taken will come. Defeat the Taken first and then keep your light on the tractor to destroy it. Once you come into the break in the fence jump down and head left to a barn past a windmill. Inside you’ll find a hidden chest containing revolver ammo and a flashbang. Once you leave you’ll fight two Taken, a weak and a strong one. Head towards the stage by first get thecoffee thermos on the left set of seats. Get them fast because a cutscene will take place putting you on the stage, but after the stage you could run back if you remember.
Right after the cutscene take the coffee thermos from Barry and there will be some supplies on the stage. At this part you can achieve another achievement, “Child of the Elder God.” To do this defeat all the Taken while on stage without dropping to a low state of health (when the screen turns black and white). There will be a Lantern, Lithium batteries, two flashbangs, six flares, a pump action shotgun, two boxes of shotgun ammo, and two red emergency box full of ammo. Right when Barry turns on the pyro tons of Taken will flood to you. With all the ammo and guns you have it shouldn’t be too hard to take them out. Use flares and flashbangs when surrounded. Once you finished defending the stage go around the back and find another Manuscript Page entitled, “Mulligan Questions Nightingale’s Orders.” Then head to the farm. Head all the way to the right in the corn fields. On a wheelbarrow you’ll find a Manuscript Page entitled, “Nightingale Finds the Manuscript.” Head back to the farm house and climb the ladder on the side. Jump over the small gap and head to the green button around the side. Use it to lift the junk blocking the door. Head inside and you’ll find ammo all over (Lithium batteries, hunting rifle ammo, flares, shotgun ammo, and revolver ammo) and a TV to the right next to some stairs. In the right back corner you’ll find a coffee thermos. Head upstairs and you’ll find a Manuscript Page entitled, “The Anderson Brothers in the 70s.”Around the corner click the green button to crash through the door in the barn. If you keep going past the button you’ll see a sign that says the Old Gods of Asguard tour dates. On the way back down you’ll face about 4 normal taken. It shouldn’t be too tough with all the supplies you have. When you get to the door there will be a fast and strong Taken. He teleports around and has a big shield. He carries around a knife for melee attacks. Still shouldn’t be too hard. Make your way around the power lines, be sure not to touch them. When you make a left around the corner you’ll face 5 Taken, 4 regular and one strong. Use your flares if you get surrounded. Don’t forget about your batteries. If you still care about the can pyramids after your achievement you’ll see another on a wooden wheel. Head all the way around and meet back up with Barry. You’ll see the door is locked and you’ll have to find a way through. Turn around and you’ll find a door inside the room that you can kick down. Through the doorway will be stairs to the second floor. On the second floor there are two boxes of shotgun ammo. Continue up to the third floor a strong Taken will burst through some hay at you. Take him out and take the coffee thermos behind him. Head up to the fourth floor and find a ladder that take you up to the fifth floor where there’s a heavy-duty lantern, lithium batteries, and the final radio. Head up to the last floor for some lithium batteries and a generator. Once you start it get into the elevator that takes you back down. You’ll have to kick the door to exit. In the barn you’ll see a red emergency box with some supplies in it: batteries, 3 flares, revolver ammo, hunting rifle ammo, and shotgun ammo. Exit the barn and the huge tractor you just stepped around will come alive! Use your light and any supplies to take it out quick before the Taken come. About 4 regular Taken will come and later a strong Taken from far off. You could take them out since they’re far off and they walk slow. Head through the shack that the strong Taken came from and climb the ladder to go over the fence. Enter the barn straight ahead and you’ll find the Silo keys. Get Barry and head to Anderson’s house.
Head inside the house and go to the door directly to your right. You’ll find a coffee thermos inside. Head into the kitchen area for another coffee thermos. Next go upstairs and you’ll find a Manuscript Page entitled, “The Mystery of the Missing Week” on the floor in the hall. Go to the room at the end of the hall and you’ll find a fuse box in the closet. Fix the lights and head down stairs to the living room. Play the record and a cutscene will play. Next you have a dream/out of body experience where you just move around and watch what happened. Then you’ll watch another cut scene. Episode 4 Ends.
Episode 5 – The Clicker
A few cut scenes and real time scenes play.
The Police Station
From the start of this episode to a certain checkpoint you can’t die if you want the “Idyllic Small Town” achievement or whatever it’s called. You can’t restart either. If you restart it has to be from the beginning of the level. Exit the cell and pick up two Manuscript Pages entitled, “Nightingale Reads the Manuscript,” and “Nightingale Attacked by the Dark Presence.” Follow the sheriff and exit the cell corridor. Head left into the next room and pick up two flares. Exit the room and head behind the front counter for a coffee thermos. Follow the Sheriff to the fuse box and she’ll open up her office. There you will find a bunch of supplies: a flashlight, lithium batteries, a revolver, two boxes of revolver ammo, a pump action shotgun, and two boxes of shotgun ammo. Follow the Sheriff outside and you’ll need to find a way to open the gate. Head to the area where you got Alice’s Driver’s license by the old rusty car. Through the fence. Watch out because there’s some black goo here and there. Head to the ladder on the side of the building and use a string to bring it down. Then climb up it. At the top there’s more black goo and two flares. Head up the little staircase that leads to a ladder on a silo. Watch out for black goo at the top, then jump down. There will be a little more goo and some birds will fly at you. Use your flashlight and batteries to take them out, and if they start hurting you badly then use a flare or two. Head to the end of the roof on the left side. You can go up a ramp and walk on a platform. Then you’ll have to jump the gap and click a button on an elevator scaffold thing to go down. You need to head to the control box for the gate next to the sheriff. Before you do that you can go across the street in an alley by a dumpster to find a flare. Head back to the control box. There will be black goo all over it, destroy it quickly and press the green button. After you fix it turn around and there will be a red emergency box on a building with some supplies: 3 flares, revolver ammo, and batteries. Follow the sheriff a few feet and Taken will come at you and overturn a car. Seems the car is possessed so destroy it quickly with your flashlight. There are about 6 regular Taken and a strong Taken. Don’t worry the sheriff will help you out.
Head to the intersection and the same amount of Taken will come at you from the left. Watch out for the truck and float that zooms by. Tag team with the Sheriff and you’ll make quick work of them. If you have trouble remember your flares! Before heading to the left towards your objective head to the right. Go as far right as you can crossing some boards onto a wooden deck and you’ll find a hidden chest containing a flare gun and flare gun ammo. Not far from there is a Seafood warehouse. It’s big and tin with the words seafood written on it. Make your way through the door in the fence and follow some yellow arrows around it. You’ll face a few taken once you turn the corner so watch out. Make some lefts and head up a set of wooden stairs for a hidden chest. Now head back to the main street and go across the street (straight from the intersection) onto another wooden deck like place. You’ll find another coffee thermos. Follow the sheriff and you’ll encounter a strong Taken. Take it out together quickly. Keep looking left and the first alleyway you see, head down. At the end is two flares and two Taken will climb up the fence. Lower their shields when they’re climbing over and shoot them once to kill them. Leave the alleyway and make your first left into the diner from earlier. Inside you’ll find a heavy-duty flashlight, two boxes of revolver ammo, lithium batteries, and a coffee thermos. Use the jukebox at the end for the second time to get the achievement! Head to the back near the bathrooms and find a Manuscript Page entitled, “Barry in the Sheriff’s Station.” Follow the sheriff out and to the pier. On the way you’ll find a flare, lithium batteries, and revolver ammo. Keep following her around the corner and you’ll encounter a few more Taken. If you made it this far they should be no trouble. At the end of the parking lot is a red emergency box with batteries and revolver ammo. Next to it is a green button that turns on a street light. Keep following the sheriff until a car alarm sounds. Head all the way to the end of the street to find flare ammo, revolver ammo, lithium batteries, and a coffee thermos. Head back to the sheriff and she’ll open a door. You’ll get ambushed by a few Taken. There’s about 3 or 4 regular/weak ones and a strong Taken. Shouldn’t be too much trouble. If they surround you use a flare. Then a boss Taken will come with a chainsaw! Don’t let him get near. Use your flashlight and batteries or a flare if he gets to close. You can use your flare gun on him to take him out relatively quick. It should take about two shots. There will also be a red emergency box right in front of you (if you’re looking at the Taken) with some supplies. Head through the fence with the sheriff and look directly to your left. You’ll see a coffee thermos on a table. Head under the other gazeebo thing with tables to find 3 flares. Head inside the house next.
Head inside and there will be some revolver ammo on the sink. You’ll have to search through the house to find the helicopter keys. Go around the corner and you’ll find a Manuscript Page entitled, “The Dark Presence Set Back.” It’ll be on the floor next to a picture of Bright Falls WA. Head upstairs real quick and you’ll find a TV on the wall. Head into the next room on the same floor and you’ll see some yellow arrows on the wall. To the right a regular Taken will jump down from the ceiling. Take him out quickly and turn to the right to see a hidden chest containing a flare and flare gun. Head back down stairs and through the doors towards your objective. Once you go through a door you’ll see a strong Taken. Lower his shield with your flashlight or flare and take him out with a gun. Behind him is an office with a hunting rifle and two ammo boxes for the rifle. You’ll have to switch out your shotgun if you want. In the bathroom to the right of the office, still inside the office, is a coffee thermos. Head into the next room, the clerks office. You can switch out your flashlight for a lantern. There will also be a red emergency box on the wall with supplies, ammo and batteries, on the desk there will be two flashbangs and the keys you were looking for. Exit the door and a cutscene will play.
The Streets and Buildings- To Barry
Head across the street to the sheriff and you’ll see a big statue of two guys and a moose. Read the sign about the founders of Bright Falls under it. Continue on with the sheriff up some stairs. and three regular and a strong Taken will come at you. To the right of them on a park bench is a coffee thermos. Follow the sheriff inside the book store and grab the coffee thermos in the window to your right. Stay to the right and on the wall above the wooden table is a sign about Alan Wake’s books. On the counter there’s a Manuscript Page entitled, “Cynthia’s Work.” Head outside through the door and to the left. Go inside the little shack for a hidden chest containing a flare gun and flare gun ammo. Now follow the sheriff to the playground and look in the sand box to the right. You’ll find a coffee thermos. Follow the sheriff further until she gets to a church. Head to the right next to a truck to find a hunting rifle, two flashbangs, flare gun ammo, and a lantern you can switch out too. Out in the front by the truck is a sign about the church meetings. Head inside a moving truck all the way to the right and you’ll find a Manuscript Page entitled, “Barry in the General Store.” Head up to the sheriff at the door and a Taken assault goes on! First about 4 Taken come from the left, regular taken. Then about 5 or so come from the right. They have strong taken and fast taken. Use whatever you got and take them out! When they’re gone head inside the church and go to the alter. You’ll find a Manuscript Page entitled, “The Dark Presence Hunts Wake.” Go into the next door and you’ll find a red emergency box with ammo for each gun and batteries. Follow the sheriff into the basement or as they called it “the crypt.” While you make it into the crypt you’ll see two strong taken far off. You can kill them before they get to you. If you’re looking at the Taken, then to your left you’ll find a coffee thermos in the dark corner. Reach the other end and kick the door down for a little real time scene. At the end of the parking lot before you head up the stairs you’ll find a red emergency box with revolver ammo, hunting rifle ammo, and batteries. Now into the forest!
The Forest – To the Helipad
Go up the stairs and up the path, you’ll find a wooden deck at the edge of the cliff. On the deck is a flare and a Manuscript Page entitled, “Alice Trapped in the Dark.” Continue through the path until you get on a road. Head right to find two flashbangs inside a white van. When you pick them up a regular taken will come at you. Kill it and move on to the other direction of the road. At some point a few more Taken will come after you. One with a chainsaw, one strong, and maybe two regular taken. It shouldn’t be too much trouble with three people now. If you find yourself in trouble use some flares or the flashbangs you just picked up. Head to the helipad and you’ll find ammo and guns everywhere. There’s a flare gun, pump action shotgun, ammo, flashbangs, flares, and batteries. To the left you’ll find a coffee thermos. To the right is an red emergency box with more ammo and batteries. Once you get to the helicopter the gates will close and hordes of Taken will come at you. You can use the search lights to weaken them and shoot the propane tanks to blow them up. With all the supplies you now have it shouldn’t be too hard to take them down. If they get too close or if you get hurt just hold a flare or throw a flashbang. About half way through the waves the darkness tornado will start throwing steel beams that stick in the ground. I don’t think you can get hurt by them, just stick close to the heli. When you’ve killed enough Barry will tell you to come to the heli to take off. Head to it and a cutscene will play.
The Transformer Yard
After the scene you’ll land in a parking lot. All you’ll have left is a HD-Flashlight with two batteries. Some birds will come at you, just burn them with your light and you’ll be good. After that head to the right(if you’re looking at the building) in the grass to find a coffee thermos. Now head left to a little shed like thing with an open door. Inside you’ll find some batteries, a revolver, and a box full of ammo. Next head to the garage door that is trying to open but a chain is stopping it. Shoot the chain and the door will open, but turn around quickly because Taken will come after you! About 3 Taken will come, a weak, regular, and strong Taken it seems. Do all you can do by dodging and using your flashlight and revolver to take them out. Head inside the warehouse to find supplies like revolver ammo, batteries, lithium batteries, 3 flares, a pump action shotgun, and lots of shotgun ammo. To the left of all the supplies is a little ramp that heads backwards and up. Walk up the ramp and head back to jump over the fence. On the other side you’ll find a radio with the band Poets of the Fall playing a song called “War.” I believe it’s on the Alan Wake soundtrack. Anyways watch out because a few Taken will appear. Two strong and two weak taken. If they get too close use the flares you just picked up and shoot the red propane tank near by. As you head towards the door more and more will come. Just stay calm and use the same tactics. On the other side of the big cement pipe looking things is a coffee thermos. Now head out the door and around the mountain trail until you jump down to another cement like area. First head left and you may see some yellow arrows here and there. At the end is a hidden chest with a flare and flash bang. Go back to the other area and you’ll see a green light/button, click it to open the gate. On the other side you’ll see a strong Taken come at you and die when he touches the power lines. Guess what, DO NOT TOUCH THE POWER LINES OR YOU’LL DIE. Go around the right side and you’ll get close to the water. You’ll see a green button you can press to turn on a street light for a Safe Haven. Next to it is some ammo and batteries. Continue up the stairs and three Taken will climb over the fences. One is strong the other are regular. If you get in trouble use the flare you just picked up, and don’t run into the power lines. Next go through the door the strong taken just came from and you’ll find another one. Keep your flashlight on him and move back out of the door way. His shield should disappear so take some shots at him and take him down. Go back to where the strong taken was and head around the transformers. When you come to a crossroad head left and you’ll find a Manuscript Page entitled, “Cynthia on her way to the Damn.” Turn around and go the other direction. You should get a checkpoint and there will be a red emergency box on the right. Inside is 3 flares, batteries, revolver ammo, and shotgun ammo. Continue making your way around the transformers. When you get to an area where you’re surrounded by power lines two strong taken will come at both ends and sandwich you. You can throw a flashbang here if you still got one to kill one of the taken. Then turn your attention to the other, you can blind him and shoot him towards the power lines to kill him instantly, or just kill him the old fashioned way. When you leave that little transformer power line area and walk down a small set of stairs look to the right for a coffee thermos. Turn around and go the other direction next. You’ll find a blue lift. Click the green button to bring it down to your level and jump on. When you’re on click the second green button on the lift to raise it back up. At the top is a Manuscript Page entitled, “Wake’s Plan.” Jump down the other side into the forested area.
On the Road to the Power Plant
Make your way through the path until you come to a street. To the right you’ll find a sign about a memorial bridge. After reading it head forward to the little office. Go along the right side to pick up a coffee thermos. Continue around the back to enter the office and a Taken will come after you. Destroy it quickly and head inside. Inside is a flare gun, some flare gun and revolver ammo, and some lithium batteries. Use the controls on the green flashing light to move the bridge and head outside quickly to jump on the bridge. The bridge will keep spinning around and never stop so make sure you jump on and jump off when the time comes. When you’re on the bridge you’ll get attacked by some birds. Use your flashlight and flares to take them out. Once on the other side of the bridge enter the bridge control room. Inside you’ll find a coffee thermos, a TV, and some supplies like a shotgun and ammo. After you have everything head outside along the trail towards the power plant. The helicopter will fly around you and help take the taken’s shield’s down. You’ll encounter a few taken, usually in groups of three with one strong one. If they over whelm you then pop a flare to give you breathing room. You’ll find another flare on the path towards the power plant. Once you see the building head to the right and you’ll find a hidden chest containing two flashbangs and two sticks of flare gun ammo. Now go back and take the left path around the building. You’ll see a street light and under it will be some revolver ammo, batteries, and a flare. Continue on the path and you’ll encounter 4 taken, nothing big. Once you defeat them you’ll jump down into the power plant parking lot. Head to the left corner to find a coffee thermos. Before entering look to the right of the door and you’ll find a sign that says warning decommissioned power plant etc. Head inside the power plant for a small cut scene.
The Power Plant
Once inside there will be some nice supplies. A few flares, batteries, flashbangs, and a heavy duty lantern. Inside her room is a flare gun and another coffee thermos. Now you must head outside to cut the power to the transformer yard. The gate to the right will open. Down the stairs a few taken will come after you. After they’re gone you must head right and go down a ways. You’ll reach a place with three buttons and a sign giving caution next to them. You have to figure out how to get to the switch to cut the power. Click the first, third, first, and second buttons in that order to have all three gates shown. Cross all three like bridges and you’ll end up at the switch. There will be a flare, two boxes of shotgun ammo, and a can pyramid next to them all. Cut the power for an achievement. Once all the power goes off the gates that you used as bridges will start opening and closing. You’ll have to run across each one before they open up. Return to Cynthia Weaver. On the way back you’ll encounter a few taken. Some strong, some regular, and one boss with a chainsaw. Use what you got to survive! Flashbangs and flares help out a lot. Then shoot them with shotguns. Once you get back to the power plant you’ll see the gate is closed, just press the button to the left and it’ll open. Now enter the plant and follow Cynthia Weaver. On the way Cynthia will tell you what happened. You can pick up some supplies and exchange your shotgun for a hunting rifle. Once Cynthia opens the tunnel a cutscene will take place.
The Forest/The Crash Site
You’re now outside and you have to make it to the crash site. Make your way down and in the distance, not too far, is a Manuscript Page entitled, “The Falling Helicopter.” Move on and you’ll encounter some birds. Take them out with your flashlight or flare gun. They should’t be too much trouble. When done continue down the path and reach a street light with a red emergency box under it containing ammo and batteries. Head around the side to reach the crash site. More birds will attack you, it seems these ones won’t give up. You can try and achieve the 1000 bird kill achievement with all your types of light sources to kill them off. If you get too hurt and are running low on supplies then run towards the crash site and they should stop attacking you. When you leave the crash site you’ll find some flares and flare gun ammo. Not too far from the crash site you’ll find barry and sarah. They’re fighting some Taken, help them take them out. Once they’re dead head around the left side of the building and follow some yellow marks that were once arrows. You should come up on a hidden chest containing a rifle and rifle ammo. Continue on the mountain path to your objective and you’ll come across a street light with an emergency red box under it containing ammo and batteries like usual. On the way to the next checkpoint you’ll come across two quick taken. They shouldn’t be too tough. Use light sources to slow them down and take them out. Make your way up to the dam and you’ll find a coffee thermos in a giant cement tube. Go a bit forward to the elevator and you’ll see a red emergency box with a flare gun, revolver ammo, and batteries. Call the elevator and waves of Taken will come at you. Strong and regular. Once the elevator opens up get inside and press the button to get to the next level. At the top when you exit look directly to your right and you’ll see a coffee thermos. To get into the dam you have to press a green button to the right of the entrance. Next to it is a sign about the dam. Hit the button to open the door. You’ll find out the door is broken so you have to hold it down next.
You won’t be able to get into the dam the same way barry and sarah does. Some possessed objects will break through a gate giving you a new path. Destroy three giant cable rolls to move on. Once you climb over the fence you’ll find a Manuscript Page entitled, “Zane’s Shoebox.” Continue up the path to the top of the Dam. Some birds will try and injure you, but not too many. Once they’re dealt with climb the ladder to the top. At the top you’ll see a few Taken on one side of the bridge. Head to the other side of the bridge to control the search light. The search light lasts about 4 seconds boosted and then will over heat and take about 5 seconds to recharge. It can destroy taken easily. Once you destroy them all the Dark Presence will chase you. You’ll have to outrun it and dodge the pitfalls it creates. Run up and around the dam, when you get to an area where you have to climb down some stair case there will be a coffee thermos at the bottom on a shelf to your right. Once you reach the elevator you’ll be safe. At the bottom all you have to do to end Episode 5 is examine the door….Now onto the final episode!
Episode 6 – Departure
A quick recap and we move on to the last episode.
Your Apartment, 2 Years Ago
You wake up with a hangover. Head to the other side of the bed and pick up your sunglasses on the night stand. After that go to the bathroom and pick up some painkillers. Drinking is bad! Leave your room and check your answering machine. Next head to your living room and click the remote to turn on the TV. This should be your last TV for the achievement! After you watch the show a cutscene will play, then fast forward to the present.
The Forest, Present Day
First a little note, if you’re going for the gunless wonder achievement make sure not to fire a single shot of any gun until the achievement pops up! You start with a lantern, a few flares and flashbangs, and a revolver. After the scene turn around after the scene and you’ll see a coffee thermos on a table right next to you. Drive down to the next area with cars that looks like the area you started at, you’ll find some lithium batteries. There’s also a big sign about the majestic hotel. The next stop will be by some tractors and cars. Head to the back to find a shed with a hunting rifle, hunting rifle ammo, and some batteries. Keep going back into the darker corner and you’ll find an old house with a hidden chest containing flashbangs and flares. Get back to the car and drive until you see an old wooden barn. Exit out and head around the left side for a coffee thermos on the floor. Get back in the car and drive to the tunnel. There will be cars blocking the area so you have to get out and walk. A small scene will take place and it is now night time!
The Dark Roads – To Cauldron Lake
Exit the tunnel and there will be three taken in front of you. You now have a lantern with the rest of your supplies. If you don’t want to shoot them take them out with a flashbang. Then walk forward for a Manuscript Page entitled, “The Dark Presence Wants to Stop Wake.” Find a car and drive hitting all the Taken in your path. Once you come to a dead end with the logging trucks in your path make a left up the road to a motel. Examine the sign in sheet and then enter the small bathroom behind you to find a coffee thermos. Exit the bathroom and look to your right for a sign about the Majestic Hotel. Behind the counter is a shotgun and shotgun ammo. Head into room 2 for 2 flashbangs, revolver ammo, and a jacket you can examine. Exit the room and two Taken, strong and weak, will come after you. Use a flashbang or shoot them. Go to the end of the parking lot for another car, just in case you run into more Taken. Drive down the road to the bridge and you’ll encounter a few more taken and some possessed objects. Take them out quickly with the car and get to the bridge. On the bridge you’ll enter a safe zone with the street light but you have to get out of the car. Go on foot around the other cars on the bridge and you’ll find a flare a little ahead. Take a few more steps and more possessed objects will come flying at you, car wheels, refrigerators, and some barrels. Destroy them with your flashlight and move on. More of the same objects will keep coming to life down the bridge. If you can’t handle too many at once pop a flare. At the end is a possessed crane. It will try and smash you so move around a bit and keep your flashlight on it. At the end get inside the car and move on. Drive down to the area with the burning cars in the fields. You’ll need to get around the obstructions on the road. There will be lots of Taken here and there and a Monster Truck. This Monster Truck is possessed by the darkness so you’ll need to destroy it with light. It will run into your car and if your car dies (you’ll get out automatically) it will start to run into you. Destroy it as fast as you can. If your car dies you can try and run to a barn not too far that has light shining from inside. In there is a truck and the light serves as a safe haven. On the second floor is a flare. If you’re looking directly at the barn, then the house right next to it, to the right, has a coffee thermos on the porch. If you’re in the car in the barn and are driving out of the barn then the house is to the left. Keep driving down the road and the darkness will try and get you here and there with it’s objects. At the end you’ll have to get out of the car again. You’ll find a street light with some supplies on the floor. There are batteries, a flare, a pump action shotgun, and shotgun ammo. Look out for black goo on the ground. Once you reach the tunnel, Taken will surround you. There are about 6 Taken. If you don’t want to shoot then wait till they come by and hit them with a flashbang. You’ll also pick up some flares and ammo here and there. At the end of the tunnel more taken will come before you can reach the street light. A light at the end of the tunnel…heh. Anyways if you want you can just run towards the light and see if you make it before they come and get you. RIGHT BEFORE the light on the floor is a Manuscript Page entitled, “The Trail of the Dark Presence.”Under the light is a red emergency box with lithium batteries and some ammo. Get in the truck and drive forward even through the stop signs. At the end you’ll see a truck blocking a tunnel. On the truck is a Manuscript Page entitled, “Sarah and Barry in the Well-Lit Room.” Head back and this time take the dirt road on the right. Before you pass the first gate on the dirt road on the right exit the car and read the sign on the left of the gate. It’s a sign about opening hours for the scrapyard. Once you get to the top you may notice some yellow arrows. Follow them to the left of the warehouse. You’ll find a hidden chest containing 3 flares and a flashbang. If you don’t want to fight then run to the spotlight in the front of the warehouse. On the outside of the warehouse to the left of the door is the very last sign saying All visitors must see the yard manager. Inside is a coffee thermos and two taken. Up on the second floor are two flashbangs and a flare gun. Make sure to click the green button that opens the gate before you exit the second floor. Go back outside and enter one of the trucks. Drive towards the scrapyard and you’ll see a ramp up to it BUT BEFORE YOU GO UP look to the right, right before the ramp. There will be a little yard to the right with a coffee thermos.
There’s not much in the scrapyard. You can try and drive your truck into it but it’ll get damaged pretty badly. Make your way around the old broken cars to the end to find some ammo, 3 flares, batteries, and a Manuscript Page entitled, “Thomas Zane’s Last Drive.” In the street light next to all this is a ladder. Climb the ladder and at the top is a flare, flashbang, flare gun, and generator. Take the three items and start the generator. Once the generator is on you’ll see a green light go on in a fuse box. Head down and go to the button, but before you get there a poltergeist bulldozer and one taken will come after you. Use the light sources you got, flashlights, flares, flashbangs, to take it out and press the button. Once you press it a giant blue crate will lift and you can go under it to a car on the outside.
The Ghost Town
Drive up the road until you reach a street light with a red emergency box under it with supplies. Exit your car and enter the little shed on the left side of the road for a hidden chest containing a flare gun and flashbang. Exit the shack and head upstairs to the wooden house. Follow the yellow arrows that say follow and jump down a hole in the floor. At the bottom you can find revolver ammo and batteries. Turn around and get to the corner with the big cart in the way. Interact with it to push it out of the way. Exit the house and you’ll see a power company car with searchlights around it. There’s also a pump action shotgun with ammo and two flashbangs. Move forward and one Taken will come after you. Take him out quickly and find an old house that looks like a store. It says repair and maintenance on the front. Inside is a shotgun, revolver, hunting rifle, and coffee thermos. Move on to the giant search light and get on it to destroy all the taken in front of you. There’s also some flares and flare gun ammo to the side of it. After those taken are destroyed two big taken with chainsaws will come from behind you. If you’re trying not to shoot, use flares and the flashlight to take their shields down. Once they’re down use a flashbang on them. Once everybody’s dead head to the mining cart blocking the entrance of a doorway behind the searchlight and push it out of the way. Inside the old house is a Manuscript Page entitled, “The Dark Place.” At the other door is another mine cart. Push it out of the way to proceed. Head around the trail to a mine cart that’s still on the tracks.
The Forest – To Cauldron Lake
At the top of the cart are some supplies. Two sticks of flare gun ammo and a red emergency box full of batteries and ammo. Jump down into the cart and release the break. The cart will roll down the tracks and a few birds will try and attack you. Flash them with your light and they’ll leave you alone. At the end the cart will get stuck in a hole. Jump out of it and move down the rest of the track. At the end you’ll see a street light. Keep going to the very end to find a hidden chest containing 2 flashbangs, 2 sticks of flare gun ammo, and 3 flares. Go back to the tracks and you’ll see a ladder heading up. Climb the ladder up and at the top a few more birds will try and get you. Flash them and they’ll leave you alone. Walk over to the mine cart that’s still on the tracks and push it out of the way. The cart will fall down a hole so make sure you jump over the hole and on to the next platform. More birds will try to attack you. At the end of the platform before you turn right there’s a coffee thermos. Go right and more birds will continue to attack you until you make it onto land. Once on land there will be some patches of black goo here and there. Head up the hill and you’ll find 4 taken, three regular and one strong. Shouldn’t take much to kill them. Enter the house with the light shining. Inside there’s some lithium batteries and ammo. Exit the house and under the shed is a revolver and more revolver ammo. Continue on to Cauldron Lake. In the forest a truck will fall out of the sky covered in black goo. A quick Taken will come around you, if you move forward a few more regular taken will come for you. You can try and hold them off with a flare and move on. Not too far is a generator attacked to a street light to create a safe haven. Next to it is a few supplies like ammo and flares. Continue on through the forest and another car or something will fall out of the sky. More quick and strong taken will come at you. If you keep going on you’ll see what looks like a long train car or something like it in the middle of the forest. Inside there are two flashbangs and a coffee thermos. Continue towards your objective following your compass and more taken will come after you. If you’re trying not to fire a shot, use all the flares you can and run from light to light. Eventually you’ll come on another generator to make a safe haven, but this won’t doesn’t last long. The light busts and you’ll have to keep moving. There’s few supplies like one flare and some ammo around this area. Head up the hills and more vehicles will fly at you from the sky. Climb the wooden steps at the top of the mountain to find another ghost town.
Another Ghost Town
Head inside the first house for a hidden chest containing three flares and two flashbangs. Upstairs is a pump action shotgun and ammo. It’s also the only way to proceed. There will be a hole in the wall on the second floor for you to jump down into the town. Watch out for the power lines. Turn left and you should see an old rusty lighthouse looking thing. Go around the back and you’ll find a coffee thermos. Head all the way to the right for some flashbangs, flare gun ammo, and a generator. Once you start it three chainsaw taken and two quick taken will come after you. If you’re lucky some of them will run into power lines. When they’re dead quickly run to the elevator. You can run under it as a safe haven. Click the green button to call the elevator, get in, go to the top floor, and grab the last Manuscript Page entitled, “The Way through the Dark Place.” On the other side of the elevator are flares, flare gun ammo, and lithium batteries.
To Cauldron Lake
You’re almost there. Head up the mountain path and tons of objects will come from the sky, only a few will fly at you and most just stand in your way. Use light to destroy them. Taken will also come for you from behind. Use all you got and get through to the tunnel. When going through the tunnel, metal beams will come through the walls. If you touch them they’ll hurt you. Some might go directly in your way so use your flashlight to destroy them. Now you must face the tornado! Get closer and closer, dodging all the poltergeist objects. Once you get close enough the “Gunless Wonder” achievement will pop up! You’ll find a flare gun and infinite rounds. Pick those up if you need them and get closer, as close as you can. Fire flares inside of the tornado until it’s defeated. A little cutscene will play but it’s not over yet. You’ll wake up in your apartment and you have to find your clicker. Go into the living room and you’ll get a flashlight. Use it on the floating words and on Alice. Pick up the clicker for another scene. After the scene you’ll still have your flashlight and there will be words all over. Use the flashlight to destroy the words. Use it on the word “THERMOS” next to the couch and a coffee thermos will appear. Use the flashlight on the word PATH and you’ll move on. Move forward and use the flashlight on the word BRIDGE and a bridge will appear. Move forward, use your flashlight on the words “BIRD LEG CABIN” and enter the cabin for the final cutscene…..THE END.
Special 1 – The Signal
You start at the Oh Deer Diner yet again. Almost like Episode 1 but different. You can see an Alarm Clock in the kitchen but you can’t reach it yet. You’ll need to collect those for an achievement. Head to the back and enter the bathroom. The mirror will play something like a TV. Zane will give you a flashlight and gun. Try to exit the diner and you’ll see TVs all over. Go to the front door and some Taken will appear behind you. There will be one strong Taken and two regular ones. Take them out with your flashlight, batteries, and revolver. Now you have access to the kitchen area where you can pick up the first alarm clock. Now turn around and kick the wooden door down. You’ll now be outside. You’ll see two regular taken and a quick one. Try heading for the light because there will be more coming for you. Run into the house at the end and head to the back to get to the living room. In the living room you’ll find a manuscript page on the floor. Pick it up and you’ll get a little cut scene.
After the scene Zane will tell you to follow the GPS Signal. Go back to the front of the house and you’ll see a big word that says “flashlight” floating in mid air. Use your flashlight on it and a Heavy Duty Flashlight will fall on the ground. Switch it with the flashlight you have now. Then turn left to the next room and you’ll see another word that says “flaregun.” Use your flashlight on that to receive a flare gun and flare gun ammo. Next to that will be another word that says “recharge.” You’ll get a few batteries from that one. Now go out the front door and you’ll see TVs on the street. Head to the right down the street and some poltergeist cars will start flying at you. Use your boosted flashlight to blow them up. Try and hide behind other cars that aren’t moving for cover while you use your flashlight. There will be 4 cars total that try to fly at you. After those you’ll see a shop at the end of the street. The door is possessed too but won’t come at you. Use your flashlight to destroy it and you’ll see another word that says “tools.” Use your flashlight on it to receive a Shotgun, Shotgun Ammo, Revolver Ammo, a Flare, and Batteries. Go to the next room on the other side of the shop and two regular taken will be behind you and one regular and one strong taken will be in front of you. You can use that flare you just picked up if you like. Try to head behind the counter to get a little protection and take them all out. After those guys head out the back door and you’ll get another call from Zane.
Keep following the signal is all he says. First turn right and go to the gate where it overlooks the front street and you’ll find a cardboard standee of Odin Anderson. After that head to the end of the yard and jump over the fence. You’ll see tons of chunks missing out of the streets. The first thing you’ll want to do is head left. You’ll see the word “Tools” for two battery packs, shotgun ammo, and two packs of revolver ammo. But some of it may roll off into the street holes. Keep going and you’ll see the words flare, flash, and flare again. From those you’ll get two flares and a flashbang. Next to those is a cardboard standee of Sheriff Breaker. Read it and go back to the street which leads to the park. At the park you’ll see 3 regular taken and some crows. Soon after two more regular taken and a strong taken will come after you in the same area. Here you’ll want to use a flare. After you beat them head up the stairs and to the right you’ll see a word that says “Tools” again. Use your flashlight on it to get revolver ammo, shotgun ammo, two flares, and a battery pack. Exit the park and you’ll get another call from Zane.
After the call head down the street. On the right side of the street you’ll see a dumpster and some wooden pallets. Jump on top of them to go over the fence. Move forward and 5 regular takens will come after you. Two behind and three in front. You can use a flare here since it’s a tight area. Take them out and go up the stairs to the far right so you can jump over a chain link fence. To the left you’ll find a small shack with the words flaregun and recharge in it. You’ll get a flare gun, flare gun ammo, and batteries from those. Exit out and you’ll see the word “Memory.” Use your flashlight on it to see a little memory and flare. Now your objective is to investigate the flare. To your right is a playground. A TV will play with Alan Wake in it. As you move forward the slide, merry go round, rocking horse, and the thing the TV was on will all fly at you. Use your flashlight or flare gun to destroy all these things. They can do a lot of damage if they hit you. Before exiting the playground you’ll want to turn around from looking at the gate. You’ll see another alarm clock on the bench. Now use your flashlight on the gate to exit. In the next area you’ll see the church. Run to the front door and you’ll see it’s locked. The giant deer float will become possessed and fly at you in pieces. You can use your flare gun again but I suggest using just one flare from the gun. The rest you can use your flashlight. There will also be a word “key” that allows Sheriff Breaker to open the door like a memory. Inside the church to the left is a cardboard standee of Barry Wheeler. Read it and move to the front of the church. You’ll see the word “tools.” Use your light on it to get two boxes or revolver ammo, two flares, batteries, and shotgun ammo. Head to the back through a door and you’ll see another TV. Kick the wooden door down to head downstairs.
At the bottom you’ll see words all over that say “Blast.” There are tons of them all over, some will set others off. A few Taken will start appearing around corners and you can use these blasts to kill them off, but be careful because they can hurt you. Destroy all them for an achievement. From the starting point go forward, head right, then take another right which will take you to a chair at the end with an alarm clock. Once you destroy all of them you can head up some stairs. At the top of the stairs is another word that says “climb.” Destroy the word to make a ladder appear. Exit the basement and you’ll see a manuscript page in the parking lot. Pick it up and words will fly everywhere. Destroy the word “Friend” for an achievement and you can talk to Barry for a bit. You can destroy the other words for fun but it doesn’t give you anything. Head up the next set of stairs and kick down a wooden leg on a deck to climb up. You’ll see the word flashlight at the top. Destroy it to get a lantern you can exchange for your heavy duty flashlight. Not far from it you’ll see the word “recharge” which will give you a battery pack. Keep going and you’ll have a new objective which is “Reach the sawmill.”
Head down some rocks and you’ll see the word “boom.” Destroy it and it will blow up like a flashbang. Go around the cliffs and you’ll see another “boom” with two taken near it. When they get close enough destroy the word to kill both of them. Keep going and you’ll see another “tools.” Destroy it to get two flares, revolver ammo, shotgun ammo, and batteries. Go forward and you’ll find a TV. After it finishes talking 4 Taken will come at you. It shouldn’t be too much of a problem. As you head on you’ll find more words around. There’s “boom,” “fireworks,” “tools,” and “pump.” Boom and Fireworks will blow up and kill any taken that come after you. They’re all around since it’s a big area with no specific small road to take. Tools gives you more ammo and batteries. Pump gives you a pump action shotgun you can exchange for your double barreled shotgun. The area ends up at the same place. You’ll reach a train not too far. The very first train car you find next to some “boom” words will have an alarm clock in a small corner showing. The other train cars next to it you’ll find a flare gun and flashbang. Follow the train tracks and you’ll keep running into more taken. Not too far you’ll see the word “Turret.” Destroy the word to find a small searchlight. It will blow up a few “booms” in a tent. Inside the tent is also an alarm clock. Next to the tent is a safe haven. More Taken will keep spawning so run to the safe haven if you collected everything. Next you’ll see another “turret” which will give you the giant searchlight. You’ll need to use it to destroy the three “bridge” words flying around. Once you destroy all three then train cars will fall from the sky. Go inside the nearest one and fall through the open door. First head to the right and you’ll find a cardboard standee of Cynthia Weaver. Next head to the left and you’ll find “tools.” Destroy it to get two batter packs and two revolver ammo boxes. Continue to the TV. To the left of it is another train car with a flaregun inside. Keep going towards the sawmill. Your books will start falling from the sky. Once you reach the bridge some crows will come at you….well they should be crows but they look like your books. Kill them with your flashlight. On the other side are tons of words that can bring enemies to life. Try not to destroy them or you could be in trouble. As you make your way around them more flying books will come at you and you could accidentally destroy the bad works making more enemies appear. Just try not to go overboard with the light. There are a few good words here and there like tools and boom. At the end of all of it is a safe haven which connects to a cave.
Inside the little cave is a TV. Behind the TV is a wooden door. Break it down and you’ll see tons of electric polls all over. Barry will talk to you a bit more. You will have to navigate around this big area with lights turning on and off like safe havens and taken spawning almost at random. There will be regular and strong taken here and there. If they get caught in the light they die instantly. You can try running to the end and letting them get caught up in the light but they may catch up to you. About half way down is another alarm clock. To be more specific from the top after you break down the wooden door you go to the right, down the hill, to the left, down the hill all the way to a wooden fence. Go around the wooden fence and it will be on a rock in there. At the end there will be about 4 strong taken but more lights. Kill them or just run to the last light. Once you get a checkpoint look around the rocks to the right to find a cardboard standee of Tor Anderson. Next head up the crane and over the fence. Barry will talk to you for a second. You’ll see the words “Wheels” and “red box.” The Red Box is the emergency red box that gives you batteries and revolver ammo. Wheels makes a car appear. DO NOT GET INSIDE OF THE CAR if you want the achievement where you don’t ever drive a car in this episode. Two Monster Trucks will come out of nowhere and try to kill you. This is where you’ll want to use your flare gun if you’re not using a car! Destroy them and head towards the other end of the junk yard. You’ll see more “wheels” on the way. To the left of where you started is a “wheel” and to the right of where you started is a “wheel” and an alarm clock. You’ll also encounter a few Taken here or there. At the other end you’ll find a red box with supplies, a pump action shotgun (pump), and a car (wheels). You’ll also see a safe haven with a green button inside of it. Press the green button to open the door at the other end where you started at. It will also turn off the light that created the safe haven. You’ll see two taken on your way back and a few poltergeist objects here and there. They shouldn’t be too hard to destroy. Once you reach the house you’ll see tons of taken inside. There will also be propane tanks. Use the tanks to set off a little chain reaction and kill almost everything inside. Now head through one of the doors in the chain link fence to climb up the stairs and exit the little warehouse.
On the outside jump down to the right and you’ll find a few more words. You should also get the achievement for not ever entering a vehicle. These words are red box, flare, and hunt. You’ll get a flare, hunting rifle, and some supplies in the red box. You should also get the achievement for not ever entering a vehicle. Now turn around and you’ll see the word “memory” floating in the air. Destroy it for a little audio. Now go left under the dock. A TV will play and you’ll see Taken in front of you and one strong taken behind you. Use a flare if you like or a flashbang. Kill them off whichever way you like. After that continue to the other end and you’ll see the word “climb.” Destroy the word to create a ladder to climb up. At the top you’ll see the words recharge (Batteries) and flashlight (heavy duty lantern). Now go on top of the dock that you walked under to get to this place to find another alarm clock. Next head back and take a left to find a flare. After all that head the direction your compass is pointing and you’ll hear a chainsaw. The guy with the chainsaw isn’t too tough if you picked up the hunting rifle. Just lower his shield with the lantern and take two shots. There is also another regular taken around. After you defeat them you’ll see a house. To the left of the house in the bushes is an alarm clock. Go back and you’ll see a safe haven. To the right of the safe haven is the word “red box.” I guess there will be nothing but these words instead of actual items. Destroy it to get the red box and the supplies. Now enter the safe haven and kick down the door. Inside the house are a few taken. You’ll also find some propane tanks that you can set off to help you out. Navigate around the wood and you’ll find two flares at the end near some stairs. Climb the stairs and you’ll find another red box with supplies inside. The next room will have a few taken inside surrounding you. Use the propane tanks to help you out. At the other end you’ll exit out and drop down. You’ll find another audio memory There will also “bridge” words. One will give you a plank and the other will give you a button. Behind the button down an alley is a cardboard standee of Alice Wake. Now go to the plank and push it over. Head to the button and press it but you have to run up the plank and to the bridge or it will move back on it’s own. Be careful not to fall off into the water or you will die. At the other end are two regular and a strong Taken. Take them out quick and don’t fall in the water. Climb the ladder near you to find another memory. Climb another ladder up to the top of the roof and jump down the hole. At the bottom you’ll find another little memory scene.
After the scene head in the door behind the photo shoot area. Go through the next door and you’ll find yourself in your apartment. Pick up the batteries and flare on your bookshelf. Exit out of your room and enter the room to the right in the hall. Pick up the last alarm clock and head to the living room picking up the batteries and flare along the way. Inside the living room you’ll find Zane. He’ll tell you what’s going on. You can pick up some hunting rifle ammo too. The TV will play and then start to float. You’ll have to destroy it. It will open up a new area to jump down to.
This is the final battle. You have to beat the TV monster in a minute and a half to get an achievement. There are poltergeist objects flying around that will hurt you pretty badly. They will completely surround you so using flares and your flare gun will help out a lot. Use all weapons you have here! The main thing you have to destroy is the TV. Actually there will be a few TVs around the big TV. You need to destroy those and it will move back and more will come out. Use all the batteries you can. You’ll find more around you with some ammo. You may face a taken or two but the objects do the most damage. Use flares and the flashlight and the TV will break through the wall. Go near it and a ship will fly down from the sky. Destroy it and watch out for the flying books that are like crows. This is where you’ll get the achievement if you destroyed all these things within a minute and a half. Destroy the TV and you’ll come across a cut scene.
….To be continued.
Special 2 – The Writer
You start the special with a small previous cut scene like usual. After the scenes you will be at a familiar place, the garden maze near the clinic. Your objective is to find a way Barry. Turn around to find a wheel with a green light on it. Use it to move a street light. You must swing the street light towards the right. There will be a word that says “crumble.” Swing the light towards it to open a hole in the wall and move on. Go through the hole to receive a checkpoint.
Walk forward to see a flashlight. Pick up the heavy-duty lantern and turn around to find the word “surprise.” Place your light on the word and a poltergeist object will break through the little shack. Boost your light on the object to destroy it. Inside the shack are the words “climb,” “reload,” and “recharge.” Use your light on all of them to get batteries and ammo inside and a ladder outside of the shack.
Climb the ladder and walk across the ledge on the top. At the end of the ledge you’ll reach another hole in a wall. Walk through the hole to find another word, “recharge.” Grab the batteries that come out of the word and walk around the bushes to find another word, “pump” on a statue. A pump action shotgun will appear. Grab the shotgun so you now have a weapon and flashlight. There will now be a small fork in the maze. Take the left path to find a Nightsprings Video Game.
You can collect ten for an achievement. Now head back and take the right path. You’ll find Barry on the other side of a gate.
Go through the gate to talk with Barry. He’ll tell you to find Zane next. Head towards your objective. You’ll reach the clinic and find fireworks all over. A Taken assault will come your way. You should see a large structure with TVs and Barry on top. To the right of the structure is a word, “tools.” Destroy the word to pick up a revolver. There’s revolver and shotgun ammo right next to it. You can use the fireworks to weaken the Taken but they will not dye from them. Use your weapons to kill them all and survive the assault. Once they’re all dead you can head inside the clinic through the front door. To the right of the front door, still on the outside, is another “recharge” word. Destroy it to get some more batteries and head inside.
Inside you’ll find Barry and some poltergeist objects. Talk to him for a bit and look at the fire place near the poltergeist objects to find a Nightsprings Video Game.
Grab it and head outside to talk to Zane. Listen to Zane and head down the stairs. To your left around the corner you’ll find another Nightsprings Video Game.
Grab it and head towards the manuscript page that Zane gave you. If you can’t find it, hold down the left stick to zoom to it. When you pick it up you’ll find many words. Destroy the word “clear” to heard Zane speak some more and set your path. Destroy the words “rock” and “boat” to make those object appear. Jump from rock to rock until you reach the boat. Jump on the boat and destroy the little anchor that’s in the front of it. The boat will take off towards the next few words, “float” and “tools.” A dock will appear along with some ammo and batteries. Walk forward to find the next word, “cabin,” which you must destroy. Enter the small cabin. Inside you will see the cabin spin. Walk on the walls and eventually ceiling and make sure the objects inside the cabin don’t hit and hurt you. Walk out the hole at the top when you can reach it to continue UNLESS YOU DO NOT HAVE THE NEXT VIDEO GAME. If you do not have the next Nightsprings Video Game. Then you need to stay in the cabin until it makes a full circle. Exit out the hole so you’re at the area where the boat was. Go up the tree to the right so you can see the video game on the rooftop of the cabin like in the picture.
Wait until the house is almost completely right side up and jump on the roof top to grab the video game.
On the outside you’ll find another TV talking and a manuscript page. Read the page to bring up many “bridge” words and two “path” words. Reveal all the bridges to bring up different things like ramps and a bus. Jump on one to reach the two “path” words you can destroy. One path is easy to reach while the other is a bit tough. If you can navigate through this area in 60 seconds then you will earn an achievement. Jump on any object, I preferred the bus, to reach the first path. Walk up the path and you’ll encounter a big Taken. Take him out and reach the top. At the top you’ll find another word marked “tools.” Destroy it to reveal a revolver. Now jump on to another flying object to reach the next path. Climb up the ladder and enter the train car at the top. You’ll find a small poltergeist object at the end, destroy it and move on. You should see a few “rock” words. Destroy those and jump from rock to rock to reach a giant hollow log that you can walk inside.
Inside the long you’ll hear Zane again. Walk forward to find the words “recharge,” “reload,” and “flare.” Destroy them to get some supplies and head to the end of the log. On the outside you’ll find tons of “roll” words. Destroy them and explosive barrels will roll down the sides of the hills. If they hit any Taken that appear then they should die instantly. Walk down the hill and to the right. You should reach a log that extends to a wooden door like in the forest parks earlier in the game. There will be another “tools” word that gives you supplies. Walk around the path to find two more words, “fireworks” and “hole.” Fireworks gives you flares and hole falls into a well. Drop a flare into the well and a hole will appear on the side of the pipeline.
Enter the pipeline and navigate to a hole. Jump down the hole and proceed forward. You’ll encounter a few taken, mostly regular Taken. There are pathways to your left where more taken will appear including a big Taken with a chainsaw. If he gets too close you can use a flare. Kill all of the enemies and take the path to the left and down another hole. You’ll find a TV with a small bit of dialogue. Enter the next room and it will start to spin. You’ll find moments from the game as you move forward from room to room. Keep going until you reach the vault with the clicker in it. If you move forward into the vault you will eventually find an elevator to the next part of the chapter.
Press the button in the elevator to talk to Zane and arrive at Stucky’s Gas Station. In the gas station you’ll find a hunting rifle, rifle ammo, batteries, and shotgun ammo. Exit out the front door to find a bunch of “Boom!” words floating around. If you destroy them they will burst like a flashbang. They could set off a chain reaction of other Boom! Words and propane tanks. Taken will swarm around you. First thing you should do is go right. You’ll find the dear parade float. Keep going back and to the right to find an old bed with a Nightsprings Video Game on it.
After you pick it up head to the left of the gas station entrance (the right if you’re looking directly at the gas station) to find the break in the fence and the street light safe haven.
Walk up the log to find a “reload” word. Destroy it to find shotgun and rifle ammo. You should see many “wire” words floating around. You should also see the “bridge” word. Destroy all of them to reach a generator behind Stucky’s Gas Station. Start the generator to activate the log lift. Use the log lift to create a bridge to the other side. Move on and you’ll hear from Zane. You should reach a bridge with a few cars on it. Walk around the right side of the big rig with logs on the back. You should find another Nightsprings Video Game on the other side
Walk to the left end of the bridge to find “tools” floating in the air. Destroy the word to reveal ammo and batteries. Walk up a few sets of stairs to reach the top. You will encounter a few Taken along the way. When you reach the top you’ll find three flashbangs in front of some TVs. Along the bridge are a few “Boom!” and “Crumble” words. Booms are the flashbangs and Crumble will drop a car from the sky and break pieces of the bridge apart. Uses these to your advantage to fight the Taken. At the end of the bridge Zane will make you a bridge out of a tree to continue on.
At the end of the tree you’ll find the word “tools.” Destroy the word to get supplies and continue on. Not far from the “tools” word is the “rock” word which will help you get across a gap. Before crossing the gap look to your left to see a giant orange structure. To the right of the structure near a tree is a Nightsprings Video Game
Now head back and walk across the rock. Not far off are some wooden platforms that make a bridge. Walk up them and you will encounter some Taken. There should be a strong Taken in front of you, a regular one to the side and up a rock, and a few regular Taken behind you. Take them out and use a flare if you get overwhelmed. You should see the words “Flash” up high. Destroy the words to turn on these weird looking search lights. They will help out a bit. As you move on up you will encounter a few more taken and eventually some birds. The search lights will help a lot against the birds, but if they’re not helping enough then you can use a flare. Continue on until you reach some TVs that talk to you.
Walk across a few hanging wooden planks. Make sure you don’t fall off. A Taken or two will climb up and try to kill you, kill them first. At the end you’ll find a “rock” word floating. Destroy the word to create a rock so you can move on. You should now see a room you can enter. Enter the room to see a real time scene with Dr. Hartman. Listen for awhile and use the tape recorder when he highlights it.
Next you need to exit out the door, walk through the tunnel, and up some rocks. At the top of the rocks you’ll find more supplies and the word “tremor.” Destroy the word to tilt the wings of an old plane towards you. Jump on the wings and cross them to the other side. At the bottom you’ll encounter tons of Taken. Inside the plane is another Nightsprings Video Game
In this area you can find a secret area for another achievement. There’s a hole to the left of the wing on the airplane. Follow the hole down until you reach a cave.
Turn around and head towards the marker on your compass. You’ll encounter a few more Taken. Reach the safe haven to get more supplies and talk to Zane. Zane will give you another manuscript page that gives you the words “memory” and “ignite.” Memory gives you a little dialogue from Alice, Ignite turns the lighthouse on, and the light will hit the word “bridge” which brings up a bridge.
Move on and you’ll find some TVs with Alan on them. Taken will appear behind some giant rocks. Look for the words “clear” behind the rocks and destroy them. The rocks will break down and the light from the lighthouse will destroy the Taken. It’s possible to get another achievement here. Reach the lighthouse without firing any of your guns and you will unlock the achievement. You can use flares and flashbangs. Continue on and do the same thing over and over. More Taken will appear each time so make sure you don’t get overwhelmed. If there are too many and the light from the lighthouse doesn’t reach you fast enough you can use a flare. Don’t use your gun until you reach the lighthouse if you want to get an achievement.
Once you reach the lighthouse you will be safe. Walk around the back to find a Nightsprings Video Game on a red chair.
Now enter the lighthouse. Climb up the stairs and reach the top. You’ll find a word that says “return.” Destroy the word to reveal another ladder you can climb up. Climb up to see a cutscene and arrive and diver’s isle.
Before you make your way to the cabin you should climb up the hill behind you. At the top you’ll find a Nightsprings Video Game.
Now head back down to the starting point and destroy the word “bridge” to make a bridge. Walk up and around the bridge and talk to Barry. At the end of the bridge you’ll have to face him. Use your light to destroy Barry and open up the gate to the cabin. You’ll find some ammo and batteries here. Take all you can hold and get read to face some more people. There will be black good on the floor so don’t step on any or it will hurt you. You will face Dr. Hartman and the Odin Brothers as fast boss taken. Use your hunting rifle if you still have it or the pump action shotgun. There will be some birds flying around too. After those two you must face Barry. Barry will die about three times before he is really gone. If you kill all of them without your health dropping to the lowest bar then you will earn an achievement. Enter the cabin to watch a cutscene and finish the special.
Nightmare Difficulty/Quick Walkthrough
This walkthrough will be done on Nightmare Difficulty with semi detail. More help on boss sections with info on where to get the nightmare Manuscript Pages.
Before you start here’s a little notes. The enemies will be much harder to take down with 100% more health and shields. Don’t stock up on supplies since they disappear after awhile, at the same time don’t waste all of them because you will need it! Save flares for when you’re surrounded by Taken or if flocks of birds come at you. Same goes with the flare gun. Don’t use any ammo until the taken’s shields are down and don’t use any on poltergeist objects or birds! Remember to dodge as much as you can with LB, and remember you can aim without using the flashlight by softly pressing LT. And remember to tap x when reloading to reload faster. Flashbangs are extremely powerful tools. Only use them when there are tons of Taken or if you’re facing bosses. If you’re out of ammo or there’s too many Taken to face you can try and run to a light source. If you see a generator but there’s taken around throw down a flare and then use the generator.
Episode 1 – Nightmare
Most of this first section is just tutorial. You would have had to played through the game once to get nightmare mode so I won’t be too heavy on details. Follow your compass to the lighthouse. You may notice things a second time through like Thomas Zane’s diver’s suit and pictures here and there. Then there’s “Tom the Poet” poster on the door in the cabin. After the tutorials you’ll face the hitchhiker a few times. The first time there will be two. You can defeat one or neither, and run to the street light for safety, and supplies. Grab the flare gun because the next time you see him there will be three of them. Launch a flare at them and they’ll die quick. After them run to the lighthouse and watch for falling stuff. Don’t get hit by the tornado either. In the lighthouse you’ll get a cutscene.
Not much to do in town. Do what Alice tells you on the ferry. Once inside the cafe play coconut in the jukebox and head to the bathrooms to find stucky. Once you’re at Diver’s Isle head inside the cabin real quick and exit out to the back to turn on the generator in the shack. After a cutscene head upstairs in the cabin to your study. Another cutscene and you’ll be outside. Head back to the cabin and birds will attack you. Just use your flashlight and head inside for a cutscene.
The Forest to the Gas Station
Wake up from the car crash and head down the path for a short cut scene about the manuscript. Continue on the path until it says something about the lights up ahead being a good sign and it allows you to focus on it. Not too far up ahead is a log on a fence that you have to jump over. Next to the log is a Manuscript Page entitled, “Rose is a Fan.” Head to the trailer when you see stucky. Don’t even try and face him. Inside get all the supplies. When you face your first taken you can use the search light to help you take them down. Don’t forget about the hidden chests around to get more supplies if you need them. Continue down the path crossing logs and the water. When you reach the area with a cabinet near the river with lithium batteries and revolver ammo on the ground there will be, on some rocks directly in the middle of the path, a Manuscript Page entitled, “The Dark Presence Wakes Up.” Enter another logging area and you’ll see broken stairs. Use a generator in the back to turn on the power. With the power on head towards this green button that showed when you turned on the generator to move some logs to make a bridge. Climb a ladder to get on one set of logs and cross the logs to the other side. Once you reach the tractor that moves on it’s on get the hidden chest for another flare gun. You’ll need them for the boss battle coming up. Head to the next logging area to face Stucky, the boss, and some other lower level taken. Don’t defeat the other taken because more will come. Use your flare gun, if you picked it up, directly on stucky and he’ll die in one shot. Do it quickly and he won’t run around. The other taken may get caught up in the blast too. Don’t be afraid to use all you have because that’s the last battle of the episode. Next episode your items will be gone. Head to the gas station and go around back for a Manuscript Page entitled, “Toby the Dog.” Head inside the station and use the phone to end the episode.
Episode 2 – Taken
The Police Station and Elderwood Visitor’s Center
The flashback scene will go by real quick. Just do the objectives shown under the compass. During your second visit to the visitor’s center to check on rusty you have to check on the fuse box. Grab the extra ammo and batteries from the room right before the fuse box. Head to rusty and pick up any more ammo in the ammo box in the back of the area where you fight him. When facing Rusty he’ll zoom around. Don’t worry he’ll have to slow down to hit you. Just keep your light on him as much as you can and boost it when he slows down at any point. Once his shield is down put 18 rounds into him with your revolver and he’ll die. Don’t let him get too close while reloading. After you face him you’ll have to fast two more taken. After them don’t forget to refill on ammo from the ammo box.
The Park to Lover’s Peak
Follow your compass to reach your destination. When you reach the tree you can walk under a strong taken will come out from there and two taken will be with him. Take out the strong one first by keeping your light on him and backing away. Next take out the other two. On the way forward three more regular taken will come at you. You can try and fight them or run to the street light not too far off, but once you get their the light will die and you have to start the generator again. If you can get there before them you’ll be safe and get a checkpoint! Not too far you’ll face another strong taken and two regular taken. The two others will keep throwing sickles at you so walking backwards while keeping a light on them won’t always work. Make sure to dodge the things being thrown and try to keep your light on multiple enemies so you can take a few out at once. If you run out of power and batteries keep your light on an enemy but don’t boost until they’re really close. It’ll blind them a bit and stop them. Don’t be afraid to use everything you have because you’ll lose your weapons and get 9 batteries and 5 flares after the cable car. Continue on to lover peak and you’ll reach the cable car.
Alan and the Kidnapper
This part can get a bit frustrating. You have to shine the light on the enemies while the kidnapper shoots. Thing is the kidnapper can be a bit of a bad shot or shoot taken that still have shields up. Do your best to lower all the Taken’s shields and dodge their attacks. Whichever taken you have the light on is usually the taken the kidnapper will shoot at. If you get surrounded or they get too close then pop a flare. When the kidnapper opens up the door to get the lover’s peak you’ll have to defend him. Get more flares from the red emergency box and hold them off. When he opens the door head up to the light so they disappear. Next head to the top of the peak for the last stand. Use the same tactics as before. The Taken will surround you plenty of times. Sometimes the kidnapper’s aim will shift on someone else. Make sure the kidnapper takes out the taken who’s shields are down first and then aim at the others. You can drop a flare AND boost your flashlight on a taken to make their shields go down faster if they’re around the flare. After you defeat all the taken (including a strong one) you’ll watch another cutscene.
The Forest to Your Cabin
On your way through the woods be sure to watch out for the bear traps on the ground. While traveling through the forest you may find some generators that can make safe havens. If taken are around you run to the generator, drop a flare, and start the generator up. Later when you face the strong taken that says “Beware of widowmakers” head to the left shack and make sure to pick up the hunting rifle! Not too far later you’ll face a boss Taken with a chainsaw. You can take out the two weaker taken around him real quick with a revolver. If the boss gets too close use a flare and he’ll back away. Use your batteries and flashlight to take down his shield and use your rifle. It’ll take three shots to take him out. Then you can move on. At the very last road up to the cabin, after you get the call from the kidnapper, you’ll see a Manuscript Page entitled, “Wake at the Dark Presence’s Mercy” right in the middle of the road. Head up to the cabin and fight the birds. When fighting the birds use the flare gun and all your batteries. Don’t worry about using everything. Guns won’t harm them. If you get hurt then drop a flare right on you or hold a flare and you should be fine. Make sure to pick up all the ammo and batteries around the house and at the foot of the stairs up to the house.
Episode 3 – Ransom
Trailer Park to the Forest
Do the usual stuff. Get to rose, cutscene, exit to the front of the park, cutscene, evade the police. After all that you’ll have to start a generator under a shed to power up a search light to destroy a gate. You have to get from the generator to the searchlight fast because it’ll die out quickly and you’ll have to restart it. After that you have to head to the radio station. After awhile you’ll pick up some flashbangs and a flashlight. Use them right! Wait till a few taken are close enough and then throw a flashbang so all of them will die off of one. If one gets to close and the others are far back then use the flashlight on the closer taken so he’ll slow down. Run from checkpoint to checkpoint and if you can make it to a street light/safe haven then run instead of using your flashbangs. One flash bang kills regular taken and two kills a strong taken, unless his shield is down. Do as I say and you’ll have no problem getting to the radio station.
The Forest to the Train Depot
First thing you should do when you encounter taken is run to the generator in front of you, drop a flare, start the generator, pick up the new flare, and run to the safe haven. Head to the train depot! When you reach the part with the old wooden houses and a shotgun inside make sure you turn on as many search lights around the house as you can. Head inside and grab the shotgun and the lights will weaken all the taken around you. If they get to close use a flare. Use your own flashlight and all the shields will lower. If they’re close enough you can use a flashbang to take out a bunch at once. Or if you want to save them use your guns, but there will be a lot. Continue towards the train depot. Cross the bridge with the train above you and you’ll run into some poltergeist objects. Use your flashlight and batteries on them and if your health gets too low then use a flashbang. Try to dodge them if they come flying at you. If they’re on the floor don’t touch them because they’ll still hurt you. After the bridge head up to a fence with a water tower. Go to the right along the fence and on the cliff on a tree stump is a Manuscript Page entitled, “Wake and Nightsprings.” Head back to the left and up a ladder. Make sure you pick up the heavy duty flashlight and supplies. When you jump down you’ll see some red tanks. When taken come here and any time later on make sure to shoot those once and they’ll blow up either weakening or killing the taken around them. Just like flashbangs! The next area is like a boss, after you make it through the building. There will be a poltergeist bulldozer and a few taken. Don’t worry about using your flares and batteries because there are three emergency red boxes around this area with 3 flares, batteries, and some revolver ammo. Use flares and your batteries for your flashlight on the bulldozer. It will still come at you so dodge it as much as you can. It shouldn’t take too much and the taken will stay away since you pop flares. When it’s destroyed focus your attention on the taken. Use a flashbang or whatever weapon you want to destroy them. Then head to the car in the next area and you’ll get a cutscene to the next section of episode 3.
To the Coal Mine Museum
Drive to the coal Mine Museum making sure not to drive off a cliff. After a cutscene you’ll have all your stuff back. Head to Mirror Peak next and grab all the supplies along the way. Head to mirror peak through the mining and train looking area. There will be more red propane tanks you can shoot to help you. There will also be more poltergeist objects. Try and dodge them or stand in areas where they can’t get you and use your flashlight or flares if you need to. When you get to the train that you have to climb up on and jump down the hatch to get inside, drop a flare inside before dropping in. It will kill one of the objects and stop the other. Then destroy the second with your flashlight. In the next area there will be a car. If you want you can use it to get back and forth between the objectives to shut off the power to get passed the electrified fence. Remember to boost the headlights to take down their shields. When you head through buildings in doors make sure to equip your shotgun. When you get their shields down it’s best to take them out quick with one or two shots.
Continue towards Mirror Peak picking up whatever supplies you see. When you get to the section with searchlights circling a lake or whatever take the left path. The right path will take you longer and make you go through more taken. Make sure you use the search lights to your advantage. And remember if you’re in trouble to pop a flare. Once you reach the last search light, tons of taken will come after you. Turn on the light and pop a flare if they get close which they most likely will fast. If you still have a flashbang you can use one. Use your flashlight if any of them still have shields. There will be a few strong taken who have stronger shields than the rest. If the search light starts to go out you can just press the button again. After you face that horde you’ll face a quick taken with two weak taken. Take the two weak taken out real quick and move on. If the quick taken tries to come for you just flash him with the light until he runs off again. You can make it to the next check point without worrying about him. Turn on a safe haven light in a little shack not far from those three. As you continue on you’ll find a ghost town. Or at least a path heading to the ghost town. If you take the path to the right it’ll lead to it. If you turn left you’ll see a Manuscript Page entitled, “Wake Reads a Page.” It’s a pretty stupid one but one you must collect. Now head towards the ghost town. Make your way through the ghost town. Get to the area where there’s a train car to your right, a wooden structure in front of you, and a red shed to your left. Go left to the shed and on some logs you’ll find another Manuscript Page entitled, “Doc Examines Barry and Rose.” Continue through the ghost town and you’ll face a few more poltergiest object including a “boss” poltergeist object. An old steam engine. Try and hide partially behind things like trees or structures to keep shining light on the objects but at the same time be protected from them. If you need to you can pop a flare and it’ll stop the objects like usual. If you still have flashbangs or flares for your flare gun you can use them.
Keep going to mirror peak and you’ll find more flare guns and flare gun ammo. You’ll see some birds but don’t use the flare gun on them! Just use your flashlight and keep running along the side of the cliff. Head inside the mine and you’ll find flares before you jump down into a room. In the room is a little more ammo. You should have picked up a hunting rifle awhile back as well. This is another horde type area. You can use your flare gun here when the taken rush you. If they surround you then use a flare, or if you still have one a flashbang. Exit the mine and continue through the woods. You’ll face more birds and taken. When you reach the long bridge where you get surrounded by taken on both sides use a flare to keep them off you. Kill the weaker taken on one side and then shift your attention on the strong taken on the other side. Use your hunting rifle to take them out quick because there’s two more taken on one side that will throw axes at you. After that you’ll have to cross the mountain ruins. When you get to the top floor of the old building you’ll fall through to the second floor. Use all you have here! This is your last chance. Flashbangs, flare gun, hunting rifle, whatever. You will get surrounded by taken so you’ll need to use it all. After that head to mountain peak for the end of episode 3.
Episode 4 – The Truth
You’ll do the same old bs in the beginning. Just follow objectives and listen to what you have to. You have no real control right now. After all the scenes you’ll have to actually be careful of the darkness. Don’t touch anything that has shadow on it or it will hurt you. Pretty bad too on Nightmare Mode. Use the generator on the second floor to get through the first doors. After that you’ll have to get through bear statues. In the room before the statues are two flares. Grab them and use them to get past the bears. After that a poltergeist ball will break through the doors. If it still blocks your way let it come after you but run to the end of the hall and make it inside the alcove with the lamp to protect you. Then run past it and head into the next room. Hopefully it’ll follow you because it needs to smash the next set of doors. You’ll have to dodge it at just the right time so it’ll break through without hurting you. Exit the building and grab the flashlight from barry. The statues in the front will come to life and throw themselves at you. Use the same tactics of dodging and standing behind something to use your flashlight to destroy them. If you use your batteries you’ll most likely still run out of batteries while all 4 are still alive. Don’t panic, just dodge and let your flashlight recharge on it’s on. Then head through the garden maze. If you want to get through the quickest just do this on every corner/turn you see. Be sure to pick up any supplies you see. Right, Left, Left, Right, Right (Taken), Left, Left (Taken), Left, Left, First right (taken), right (taken), right, quick right, left, left left, right and you’ll see a door. After making your way through the little path you’ll have to face doctor hartman and flocks of birds with relatively little ammo. Use your batteries to weaken hartman and flares to both weaken hartman and keep the birds off you. When the doctor leaves the little gazebo thing he start on, run up there for supplies and a flare gun. Use the flare gun to take down hartman’s shields and keep the birds off you for a bit. Try and kill hartman quickly with your revolver and keep your flashlight on so the birds don’t attack you too badly. Or if you want you could keep your flashlight on the doc and the birds while dodging the docs attacks. When his shield is low enough blast him with the flare gun to kill him. After you take out the doc you’ll still have to deal with the birds. It shouldn’t be too hard. If your health is low make sure your flashlight isn’t dead and keep aiming at them (not boosting unless they’re close enough). Let your health and flashlight recover and head around the gazebo to face a weak and strong taken. If you’re out of batteries just keep backing forward with your flashlight on them, non boosted, and their shields should come off soon. Pass by them and grab a shotgun in a wooden shed and head under a street light for a checkpoint! Continue on grabbing all supplies you can including the hidden chests with flare gun ammo not far from the street light. You’ll need it for the upcoming battle. Reach the gate with barry and hordes of Taken will come at you. Right before the gate there’s tons of supplies. Dodge anything thrown and if they get close use a flare. If they’re grouped together use your flare gun. Don’t be afraid to use everything because you won’t have it later. When Barry says the door is unlocked head out for a cutscene.
The Forest to Valhalla
Head through the forest by walking. You’ll want to save your energy. The second the poltergeist objects start moving RUN. Head down the left path towards a searchlight and turn it on. Stand either inside the light or next to it so the objects can fly at you but explode once they touch the light. Continue on and you’ll encounter a few more objects. You can either run back to the search light to have them destroyed or dodge them and keep going on. I recommend dodging them and going on because not too far ahead they won’t be able to get you. When you grab your flashlight and head on you’ll run into tons of taken. You can try and start the generator in the forest but I doubt you’ll be able to since they throw stuff. Just run ahead, dodge their attacks, and if they get close shine them with the light a bit. Keep running until you get to the safe haven. On the way to the next safe haven watch out for bear traps. Remember if you get stuck in one you’ll lose a little health and a taken will come. Head towards the farm and you’ll encounter more taken here and there. You can try shooting them or running to the next safe haven. When you get a car just use the car to kill them. Head to the farm and you’ll fight a poltergeist construction vehicle. After you take it down you’ll jump down a hill. Head left for a hidden chest and a Manuscript Page entitled, “Hartman During the Missing Week.”
Head towards the stage and quickly get all the supplies from around. You’ll face tons of Taken. At times a spotlight will come up on stage where the singer should be. Stand in the spotlight to get health and a checkpoint, it should also drive off taken. If too many taken are around you use a flashbang or flare. Don’t forget to switch to the heavy-duty lantern. Personally I think it’s best to grab the flares and flashbangs at the front of the stage first. Then drop a flare when you pick up the other supplies on the sides because the taken will be all over you quick. Try and take them out while getting the checkpoints and health boosts. Stay on stage! When the big pyro finale hits then you’re finished. Continue on towards the farm. You shouldn’t have any trouble going through the first barn. After that you may find it hard to face a few taken on the other side when the poltergeist car comes alive. If you have a flare or flashbang it’ll be best to use it now. You can run past the power lines that are dangling and some taken may hit them and die instantly. Just hope and weave by them. After them, a little later on, you’ll come to the giant tractor. Get the supplies out of the red emergency box to the side of it and leave the barn. You’ll face it as a poltergeist object. Destroy it with your lantern and use your batteries! If you need to, with a few taken around, pop a flare. Don’t be afraid to use everything you have on these taken and the last strong taken that comes after them. It’ll be the last time you get to use it. Get to the farm and do the objectives for the end of the episode.
Episode 5 – The Clicker
Bright Falls Night time
Do the quick objectives in and around the police station. Pick up your supplies and some extra flares in the station and head out. Watch for black goo on the outside of the station. On the rooftops you’ll face flocks of birds coming at you from different directions. Try and turn around as fast as you can and use your batteries and flashlight to destroy them. If you get in trouble use a flare from the police station or rooftops. You should have four by now. While going through the streets stick close to Sheriff Breaker. She’ll help you out in defeating the taken you come across. Again if you get in trouble drop a flare AND use your flashlight to take out enemy shields faster. If you run out of power and you want to save batteries keep your light on an enemy along with the sheriff’s light and don’t boost. It’ll still get the job done. Pick up supplies around town especially in the cafe where rose works. You’ll find a HD-Flashlight. There’s also a flare gun in a hidden chest to the right when you get on the main street and the float tries to run you over. When you get to the part where the sheriff has to open the fence, pick up supplies from the red emergency box right next to you. There will be more flares. This will also be a good time to use the flare gun, at least one shot from it if they’re in a group or on the boss taken with the chainsaw. Use flares if you get in trouble and double team the taken. Continue going through town until you reach the church. Before you go up the steps get all the supplies around the bottom. I suggest picking up the hunting rifle in exchange for the shotgun. Also switch the HD Flashlight for the lantern. It’s stronger but holds less batteries so stay on top of the batteries. Then head up the stairs for a replay taken assault. This time there will be quick taken instead of chainsaws so watch your back and keep your light on them as much as you can! After all that the rest should be pretty easy with two and even three people. Once you reach the helipad at the fire station then it’ll get really hard. Grab all the supplies you want around. When you got everything turn on the search lights and head to the helicopter and you’ll get thrown into action. Quickly grab the flares and flashbangs near the helicopter. Throw down some flares to keep protected and shoot the red propane tanks to help. Keep the lights on as much as you can and throw all you have at them. After this you’ll lose EVERYTHING!
To the Power Plant
You’ll start out with a HD-Flashlight with two batteries. Head to the left in the little wooden building/shed for a revolver and ammo. Use it to shoot the garage door open and taken will come at you. Since you don’t have much supplies dodge their attacks and shoot the propane tanks when they’re by them. Once they’re dead go back for more ammo and then continue on and use the same tactics in the warehouse. There are tons of propane tanks to use to your advantage so use them! In the areas up ahead you can use the power lines and propane tanks to your advantage. Be creative. When you reach the bridge head to the left along the road to find a Manuscript Page entitled, “Children of the Elder God Lyrics 1” on the floor amongst the cars. Head inside the little house next to the bridge for the bridge controls. Jump on and protect yourself against the birds that come after you but don’t head to the end of the bridge because it’ll keep spinning until you reach the other side. I suggest only using your flashlight and batteries until you reach the other side to conserve any supplies. When you make it to the last stretch towards the power plant you can use the helicopter’s light for support and take out taken easier. But there are sometimes when it’s better to just run to a safe haven. Once you reach the power plant head inside for a cutscene.
The Power Plant
After the scene pick up all supplies around especially the HD-Lantern. Head back outside and through the gate to the right. Go down the stairs and to the left around the corner. You’ll face a few taken, but at the end of the path is a Manuscript Page entitled, “The Poet and the Muse Lyrics 4.” Now head towards your objective to turn off the power. When you reach the bridges hit the buttons in this order: 1, 3, 2, 1. The bridges will all be there to shut off the power. Head back and face some taken on the way. When you face the horde of taken, one with a chainsaw, just drop a flare by the fence controls and open the fence so you can run inside the power plant without facing one taken. Inside you’ll be taken to the well lit room. Pick up supplies on the way and don’t stay too close to cynthia when you reach the tunnel. You’ll want to pick up a hunting rifle near it. Another cutscene will play.
The Forest to the Dam
Head to the crash site and you’ll get attacked by birds. Just use your flashlight and you’ll be good. When you get close to a safe haven and red box you may or may not see a log extending to the other side. You can circle around and head back up the log or turn back and head down the log. Either way there’s a Manuscript Page entitled, “Children of the Elder Gods Lyrics 2” on the log you’ll need to get. Continue on towards the crash site. Not far from the crash site you’ll find your two buddies. They will help out a lot when fighting the taken. If you still get hurt pop a flare if you have one or use a flare gun. There should be some in the area. Get to the dam and you’ll get separated again. You’ll face a few more poltergeist objects which shouldn’t be too hard if you got the hang of it by now. When you reach the top of the dam you’ll have to face a ton of taken. Try using the giant search light the best you can. Don’t let it overheat because it can still do damage when it’s cooling off and not fully overheated. If they hit you or get around the search light use all you got because this is the last point to use it. When you defeat them all you’ll have to run from the darkness tornado to the inside of the dam. You won’t face any taken but some areas will fall and keep you from reaching your destination. That’s the end of episode 5!
Episode 6 – Departure
To Cauldron Lake
This is a pretty short episode, mostly story. You start off in new york, just do your objectives quick if you want to move on. When that’s done get in your car and head to Cauldron Lake. I’d recommend stopping to the side of the road on the first viewpoint and in the back of the construction area for some supplies. After that head to the tunnel and exit your car. You’ll have to go on foot. It’ll turn to dark and you’ll face some taken. You can wait till they’re close by and use a flashbang destroying them all in one shot or you can risk it and use flares, flashlights, and your gun. After those three get in the first car you see and use that as a weapon. But don’t destroy the car too much or you’ll have to get out. When you reach the motel get out and enter the check in office place. You’ll find a Manuscript Page entitled, “The Poet and the Muse Lyrics 1.” You can also find some supplies in there and in Agent Nightingale’s Room. Or you can just head out and continue on. Drive to the bridge next pass taken and poltergeist objects. When you reach it you’ll have to exit again. On the bridge you’ll face more poltergeist objects. Dodge them and use your light. If you need to, use a flare or flashbang to save you. At the end of the bridge you’ll face a crane or some type of construction vehicle. It will try and smash you. Just dodge it’s long arm and use your flashlight and batteries to take it down. It’s not hard at all. After that get in the car and drive ahead. Going forward you’ll see some taken and a monster truck that’s possessed. Try and destroy the truck with your headlights. If it destroys your car you’ll have to walk. You’ll eventually see a barn with tons of light shining out of it. If your car gets destroyed or close to being destroyed stick around the barn for protection and another vehicle. Inside is a truck. On the second floor is a Manuscript Page entitled, “The Poet and the Muse Lyrics 2.”
After all the keep driving until you reach another tunnel, or at least the front of it. You’ll have to go on foot AGAIN to get inside the tunnel. Pick up supplies when you first go out on foot. Inside the tunnel are tons of propane tanks so use those to your advantage! With the close quarters and tons of taken I’d suggest using your shotgun and flares if you have the skill. If you feel outnumbered use your flashbangs instead. Towards the end of the tunnel if you see the safe haven in sight you should race to the end. Then get in the car and drive on to the scrapyard.
When you reach the warehouse where you have to exit out of the car by a fence head inside and get to the second floor for supplies and another Manuscript Page entitled, “The Poet and the Muse Lyrics 3.” Click the green button in the same room to open the gate. Exit the warehouse and go through the gate up to the scrapyard. Try and keep your car in good enough shape so you can use it. Head to the generator in the scrapyard on a little platform to turn on the power. When you get down and head towards the green light to lift a crate to get through you’ll get attacked by a bulldozer and a few taken. This is why I said save the car. Use the car’s headlights to weaken it if not destroy it and the taken. If you didn’t destroy it with the car then you can use your flashlight and a flare gun. After they’re done go under the crate that you lift when you press the button. At the end is a safe haven and another car. Drive to the ghost town ahead.
The Ghost Town
Head through the ghost town and in some buildings you’ll find supplies. At the end is a giant search light. You’ll need it to face the tons of taken coming for you. There will be a few boss takens with chainsaws. If you can’t kill them with the search light (some will come from the side) then THOSE are the ones to use your flare gun on. Don’t forget about your flashbangs too. Drop a flare if they surround you. After you defeat them keep moving on. You’ll reach an area with mine carts and tracks. After you ride in one you’ll hit ground. Go down the hill and you’ll find a hidden chest you’ll need. Keep going on and you’ll face some birds. Nothing hard just use your flashlight. At the end of that you’ll face a few more taken. Instead of actually fighting them you can just run inside the little house next to them. There’s a safe haven inside. Continue up the hills and you’ll encounter a few quick taken zooming around. Every now and then you’ll see the regular and strong taken. If you have to stop to face them you might want to drop a flare because the quick taken will come up on you and stab you to death. If you can see the quick taken long enough hit them with a flare gun or flashbang. At the end you’ll finally reach a safe haven that leads to another ghost town. In the ghost town you’ll see a blinking light for an elevator but there’s no power. Find the generator but don’t start it yet. Pick up the supplies next to it and go around the back. There you’ll find a Manuscript Page entitled, “Zane’s Poem.” Start the generator and be ready to fight some taken. Use everything you got and head to the elevator. When you press the button to call it you can stand in the safe haven light it produces to be protected by the taken. Ride up the elevator and you’ll reach the last stretch. You’ll have to destroy a bunch of objects to get to a tunnel. There may be two taken but they shouldn’t be too difficult by now. If you still are stocked up on supplies then use them all here except for one flare. This is the last time to use them. Continue through the tunnel to the tornado. You’ll find a bunch of flare gun ammo right before the tornado. Grab all you can hold and head to the next platform, but watch out for the vehicles in the air that might knock you over and kill you! Use your flare gun on the tornado a few times. After a few hits birds will come at you. This is when you drop the flare at your feet to protect you from birds and shoot the tornado some more. That’s all there is to the game. There’s more little stuff but nothing needed in this quick guide, especially if you already played through once. The End.
Here I will show you the achievements, how much they’re worth, how to obtain them, and the order you can obtain them. There are 67 Achievements worth 1500G.
Follow the Light(10G) – You were enlightened by a dream.
Defeat the hitchhiker in Episode one.
Let There Be Light(10G) – You have restored power.
Turn on the first generator to power your cabin in Episode One.
Float Like a Butterfly(15G) – You avoided getting hit — with style!
When dodging enemy attacks you can do a cinematic dodge. If you dodge it at the right moment the screen will go into slow motion. This is a cinematic dodge.
Nordic Walking(10G) – Unlike Stucky, you enjoy incontestable health benefits. Namely, you’re not dead.
Defeat Stucky in Episode One in the logging area.
Bright Falls’ Finest(20G) – You finally managed to make that phone call.
Finish Episode 1.
Under a Thin Layer of Skin(10G) – You disobeyed the park ranger’s instruction.
Defeat Rusty in Episode Two.
Finders Keepers(20G) – You have discovered five of the hidden chests.
Follow the guide and this will be the next achievement you get in Episode Two. Look for teal words in the guide for locations of the chests.
Back! Back, I Say!(10G) – You bought yourself some breathing time with a flare.
Once you get flares at Lover’s Peak you may get injured by Taken. If you’re hurt bad hold a flare by holding RB and the Taken will recoil and some of your health will return. You will also be awarded this achievement.
Paging Mr. Wake(20G) – You have found 25 manuscript pages.
Follow the guide and this will be the next achievement you get in Episode Two. I will tell you in the walkthrough where the manuscript pages are.
Damn Good Cup of Coffee(20G) – You have found 25 coffee thermoses.
Follow the guide and this will be the next achievement you get in Episode Two. I will tell you in the walkthrough where the coffee thermoses are.
Right of Way(10G) – You have peeled 15 Taken off your bumper.
In Episode two when you get in a car for the first time you can kill taken by driving over them. They may not instantly die so you have to take off their shields with your headlights.
Park Ranger(15G) – You survived Elderwood National Park.
Complete Episode 2.
Sound and Fury(10G) – Kill four Taken with a single flashbang
You get flashbangs in Episode 3. Right after a radio when you cross a wooden bridge, four taken will come at you. One flashbang and you get the achievement!
Heavy Metal(10G) – You destroyed the bulldozer.
Defeat the bulldozer in Episode 3.
They’re heeeeeeere(20G) – You have destroyed 20 poltergeist objects.
You should get this before the end of Episode 3. You have to kill each object that flys at you or it’ll keep coming back.
Iron Horse(10G) – You made the train engine run out of steam
Defeat the possessed rusty steam engine pieces in Episode 3.
Carny(10G) – You have heartlessly knocked over five defenseless can pyramids
Throughout the episodes you find can pyramids you can knock over. Knock over 5 for the achievement. There are 12 total. You can go to the pause menu and look at your statistics to see how many you already knocked over. If you haven’t missed one from the start then you’ll get the achievement by episode 3.
Meet the Deadline(30G) – In “Mirror Peak,” go from the Coal Mine Museum to Cauldron Lake in 30 minutes
This takes place in Episode 3. It’s self explanatory. I will mark the exact points where you start and finish the achievement in the walkthrough.
Wheels Within Wheels(20G) – Meet the kidnapper
Complete Episode 3
Medical Opinions(10G) – Listen to Hartman’s recordings
In Episode 4 there will be some recordings you can listen to in Hartman’s Lodge. Listen to them 3 times to get the achievement.
Boob Tube(5G) – See what’s on TV
In Episode 4 when escaping you’ll see a TV next to a manuscript page. Watch the TV for some Japanese commercial and Verizon Wireless (product placement) and you’ll get the achievement.
Child of the Elder God(10G) – Have a rock n’ roll moment without dropping to a low health state
On episode 4 you’ll be on stage near the Anderson Brother’s Farm. Tons of Taken will flood to you. Defeat them without loosing too much health and this achievement is yours!
KBF-FM(30G) – Listen to all of the radio shows.
There are 11 Radio Shows total. I will tell you in the walkthrough where to listen to all the radio shows. I will highlight them in Yellow. You should get them all by the 4th episode.
Episodes/Radios in them
Episode 1 – 2
Episode 2 – 2
Episode 3 – 4
Episode 4 – 3
Perchance to Dream(20G) – Oh, so THAT’S what happened.
Complete Episode 4.
Drink ’em up both(10G) – Put de lime in de coconut twice
To the left back area of the Diner in episode 1 after the nightmare sequence are two old men. One asks you to choose a song for the juke box. It gets stuck so you have to smack it a few times by tapping A over and over to fill up the circle. The second time you will see it is in episode 5. It’ll be in the same place. Use it and the achievement will unlock.
An Idyllic Small Town(30G) – Make it through “Night Life in Bright Falls” in one go without dying or restarting even once.
This takes place in Episode 5. It’s self explanatory.
Gatekeeper(10G) – Truly, you are the master of floodgates.
In Episode 5 you’ll have to switch some floodgates around to cut the power to the transformers at the power station. Once you cut the power this achievement will unlock.
The Lady of the Light(20G) – Discover the secret she guards
Complete Episode 5
Couch Potato(30G) – Watch every single TV show
There are 14 TV Shows total. The last one will be at the beginning of Episode 6. I will tell you in the walkthrough where to watch all the TV Shows. I will highlight them in Indigo.
Episodes/TVs in them
Episode 1 – 2
Episode 2 – 3
Episode 3 – 3
Episode 4 – 3
Episode 5 – 2
Episode 6 – 1
Gunless Wonder(30G) – Make it to Cauldron Lake without firing a single shot in “On the Road to Cauldron Lake.”
This is in Episode 6. You can use flares, flashbangs, cars, and your flashlight, but nothing else! Continue through all of episode 6 until you get close enough to the Tornado. The achievement will pop!
Tornado Wrangler(20G) – Defeat the tornado
Complete Episode 6.
Departure(40G) – Complete the game on normal difficulty
Hardboiled Writer(40G) – Complete the game on hard difficulty
Alan, Wake Up(50G) – Complete the game on nightmare difficulty
You must first beat the game on normal or hard difficulty to unlock nightmare difficulty.
Come one, Come All(10G) – Kill four Taken with a single shot from the flaregun.
This is best done when there are hordes or waves of Taken coming at you during certain scenes in episodes. Make sure they’re close enough and fire at one. All 4 should blow up unless one is a strong Taken. Then you may need to weaken his shield.
Two For the Price of One(10G) – You took out two Taken with a single barrel.
This can happen in episode 1 when you have a shotgun. Take down their shield, line them up, and fire.
Energized!(10G) – Use 100 batteries
Throughout the game you will find batteries for your light sources. When the flashlights die from boosting your light (LT) just use a batter to restore power (Y). You can go to the pause menu and look at your statistics to see how many you already found
If it flies It burns(20G) – Burn 1,000 birds
Obviously this will be a cumulative achievement. Just burn Ravens with light and they’ll stack up. You can go to the pause menu and look at your statistics to see how many you already accomplished.
The Six Gun Scribe(20G) – You capped 100 Taken with the revolver
Use your Revolver to kill 100 Taken. Cumulative Achievement. You can go to the pause menu and look at your statistics to see how many you already accomplished.
Taken Season(20G) – Defeat 50 Taken with the hunting rifle
Use your hunting rifle to kill 50 taken. Cumulative Achievement. You can go to the pause menu and look at your statistics to see how many you already accomplished.
It’s Not Just a Typewriter Brand(20G) – Defeat 50 Taken with the shotgun
Use your shotguns to kill 50 Taken. Cumulative achievement. You can go to the pause menu and look at your statistics to see how many you already accomplished.
What Light Through Yonder Window(20G) – Defeat 50 Taken with the flaregun, the way Shakespeare intended.
Use your flaregun to kill 50 Taken. Cumulative achievement. You can go to the pause menu and look at your statistics to see how many you already accomplished.
Sound and Fury(20G) – You blasted four Taken into ashes with a single flashbang.
Use your flashbangs to kill 50 Taken. Cumulative achievement. You can go to the pause menu and look at your statistics to see how many you already accomplished.
Collateral Carnage(20G) – Defeat 20 Taken with indirect methods
Kill 20 Taken by other methods such as them falling off a cliff, fireworks, powerlines, or even have them kill each other.
Missed by a Mile(25G) – Perform a cinematic dodge 20 times.
When you’re about to be hit by a Taken melee or basically anything that can hurt you other than birds, click LB and you’ll dodge. If you do it just right you’ll go into slow motion. This is a cinematic dodge. Do 20 of them throughout the game.
Damn Good Cup of Coffee(20G) – Discover 25 coffee thermoses
I will tell you in the walkthrough where the coffee thermoses are.
Hypercaffeinated(30G) – Discover all coffee thermoses
There are 100 Coffee thermoses. I will tell you in the walkthrough where the coffee thermoses are.
Episodes/How Many Coffee Thermoses in them:
Episode 1 – 14
Episode 2 – 17
Episode 3 – 20
Episode 4 – 18
Episode 5 – 20
Episode 6 – 11
Bright Falls Aficionado(30G) – Absorb every bit of local history and culture
Here you need to find 25 signs throughout the game. Some are just plain signs and some are signs under things like statues.
Episodes/How Many Chest in them:
Episode 1 – 1
Episode 2 – 5
Episode 3 – 3
Episode 4 – 5
Episode 5 – 7
Episode 6 – 4
Every Nook and Cranny(30G) – Discover all of the hidden chests
During the game you may come upon yellow arrows on rocks and stuff that you can only see if you put a light source on it. They will point to hidden chests that have a torch drawn in the same yellow marker above the chests. There are a total of 30 Hidden Chests in the game. I will tell you in the walkthrough where all the hidden chests are located.
Episodes/How Many Chest are in them:
Episode 1 – 4
Episode 2 – 4
Episode 3 – 5
Episode 4 – 4
Episode 5 – 7
Episode 6 – 6
Picking Up After Yourself(30G)- Find all of the manuscript pages in normal mode
There are 91 manuscripts in normal mode. I will tell you in the walkthrough where the manuscript pages are.
The manuscripts (with the exception of nightmare mode ones) in order from start to finish
Wake Attacked by a Shadowy Murderer
Wake Fights a Taken With Light
Rose Daydreams About Wake
Wake Attacked by Birds
Wake Finds Pages
TV in the Gas Station
Wake Lies to the Sheriff
The Sudden Stop 1
The Sudden Stop 2
Alice Sees a Shadow
The Dark Presence in the Diner
Wake and Lover’s Peak
Barry Doubts Wake’s Sanity
Rose and Rusty
Rusty Attacked by the Dark Presence
Wake Reaches a Safe Haven of Light
Rusty’s Final Thoughts
Barry Meet’s Rose
Wake Sees the Torch Symbol
Alice’s Fear of the Dark
Sarah Thinks About Wake
Wake Hears a Chainsaw
Deputies at the Logging Site
Barry in Elderwood
Wake Feels the Dark Presence
Nightingale Fires at Wake
Randolph Calls the Police
The Dark Presence Sleeps
Rose Visited by the Dark Presence
Rose Touched by the Dark Presence
Nightingale in the Radio Station
Walter Fights Danny
Wake Attacked by a Bulldozer
Sarah Distrusts Nightingale
Wake Attacked by a Possessed Object
Wake and the Dark Presence in the Lodge
Wake Attacked by the Dark Presence
Mott on the Ferry
Sarah in the Radio Station
Thomas Zane in Love with Barbara Jagger
Wake Touched by the Dark Presence
Wake and Barry in the Cell
Wake and Casey
Nightingale in the Majestic
Tor Hits Nurse Sinclair
Mott at Cauldron Lake
Wake Wakes Up in the Lodge
Thomas Zane’s Writing and Assistant
Barry in the Lodge
Mott Fails Hartman
Hartman Watches Wake Fall
Wake Sees the Old Gods Stage
Hartman and the Power Failure
Mott In Charge
Barry Attacked by a Taken
Hartman Sedates Wake
Walter at the Anderson Farm
Nightingale Arrests Wake
The Dark Presence at Large
Hartman Considers Mott and Wake
Mulligan Questions Nightingale’s Orders
The Anderson Brothers in the 70s
The Mystery of the Missing Week
Nightingale Reads the Manuscript
Nightingale Attacked by the Dark Presence
Barry in the Sheriff’s Station
The Dark Presence Set Back
Barry in the General Store
The Dark Presence Hunts Wake
Alice Trapped in the Dark
Cynthia on her way to the Damn
The Falling Helicopter
The Dark Presence Wants to Stop Wake
Sarah and Barry in the Well-Lit Room
Thomas Zane’s Last Drive
The Dark Place
The Way through the Dark Place
Collectors Edition(50G) – Find all manuscript pages in the game, including the ones in Nightmare mode.
There are 15 extra manuscripts in nightmare mode making all manuscripts equal up to 106. Find all 106 to get this achievement. I will tell you in the walkthrough where the manuscript pages are.
Rose is a Fan
The Dark Presence Wakes Up
Toby the Dog
Wake at the Dark Presence’s Mercy
Wake and Nightsprings
Wake Reads a Page
Doc Examines Barry and Rose
Hartman During the Missing Week
Children of the Elder God Lyrics 1
Children of the Elder God Lyrics 4
Children of the Elder God Lyrics 2
The Poet and the Muse Lyrics 1
The Poet and the Muse Lyrics 2
The Poet and the Muse Lyrics 3
The Signal Achievements
A Friend in Need (25G) – Special 1: Find someone to help you.
In a certain part of the episode “The Signal” you’ll see a word that says “Friend.” Destroy the word with your flashlight and you’ll get the achievement.
A Friend Indeed (50G) – Special 1: Follow the signal to its conclusion.
Beat the first DLC episode “The Signal.”
Fast and Furious (25G) – Special 1: Make it through the final battle in less than 1 minute and 30 seconds.
The Final Battle is a huge TV monster type thing. You have to destroy all the surrounding TVs and quickly while poltergeist objects fly at you. It’s best to use your flare gun and heavy duty lantern with all the batteries you got.
Words Will Never Harm You (25G) – Special 1: Trigger all of the furnaces in the basement.
This is in the basement of the church when you see furnaces all over with the word “Blast” on them. Use your flashlight to destroy the words and they will blast fire. Destroy all of them and you’ll get the achievement.
Run-On Sentence (50G) – Special 1: Complete the episode without reloading the game or restarting a checkpoint.
This is simple on paper at least. Just don’t die or purposefully reload a game or checkpoint during the episode “The Signal.”
License Revoked (20G) – Special 1: Complete the episode without using a single vehicle.
Pretty simple. Just never get inside a car during the whole episode “The Signal.” There’s only one area where it’s possible to get into cars. You’ll see the words “Wheels” which create cars.
Tick Tock (30G) – Special 1: Discover 10 hidden alarm clocks.
There are ten alarm clocks in the Special. I will show all alarm clocks in the walkthrough section.
Cardboard Companions (25G) – Special 1: Discover all of the cardboard standees.
There are six cardboard standees in the special. I will show all the cardboard standees in the walkthrough section.
The Writer Achievements
Ding! (5G) – Special 2: Complete the elevator ride.
This is a story related achievement and will unlock regularly.
Kill Your Darlings (50G) – Special 2: Defeat the final obstacle between you and your goal.
This is a story related achievement and will unlock regularly.
Go Gentle Into That Good Light (25G) – Special 2: Make it through the approach to the lighthouse without firing a weapon.
You will reach this area when you find the words that say “clear” to break down rocks. The lighthouse light will take care of all the Taken, but if they get to you you can still use flares and flashbangs. Do not fire your guns. Once you reach the lighthouse the achievement will unlock.
No Punctuation (50G) – Special 2: Complete the episode without reloading the game or restarting a checkpoint.
Use flares if you too many Taken are around you and make sure you don’t fall off any ledges or bridges. Don’t die or restart the game and you should unlock this checkpoint.
Iron Will (25G) – Special 2: Survive the final encounter without being seriously hurt.
There are 4 bars in your half circle health meter. Survive the final battle without your health falling into the last bar and you’ll unlock this achievement.
Whirlwind (20G) – Special 2: Make your way past the tornado in under 60 seconds.
The tornado will appear after the spinning cabin. You will need to destroy the words “bridge” to make it across and up the paths that appear when you destroy the words “path.” Make it past the tornado in 60 seconds to unlock the achievement.
Licensed Properties (30G) – Special 2: Discover 10 Night Springs video games.
There are 10 Night Springs video games hidden throughout the second special DLC chapter. I marked them in the walkthrough by highlighting them Green. If you get close to them they will make the sound the xbox makes when you press the center Xbox button on your controller.
Creative Space (25G) – Special 2: Discover the secret area.
The secret area is right after you jump off the plane wings. Jump down and head to the left into a small hole which will lead you down a path into a cave. The achievement will unlock immediately.
Heartbreaker (20G) – Special 2: Have some poison poured in your ear.
This is a story related achievement but it is possible to miss. When you reach the part where Dr. Hartman is talking to some TV headed person that sounds like you then you must wait. Wait until they finish talking and highlight a tape recorder. Play the tape recorder and when everything is done you can leave the room. The achievement will then unlock.
In this section I will tell you about the story of Alan Wake. You can read the premise to get the set up of the story, the characters to learn about the people in the story, and lastly the full story which contains spoilers!
The premise of this story is laid out in the manual you get with Alan Wake. It says:
“Alan Wake has a problem and it just might get him killed. A best-selling thriller writer, Wake and his wife, Alice, have rented an isolated cabin outside of Bright Falls, a scenic town in the heart of the Pacific Northwest. It should be the perfect getaway, a chance for Wake and Alice to reconnect, and for Wake to overcome the writer’s block that has sent his career and his marriage spiraling out of control. Bright Falls hides a dark secret, though, and the charming cabin on the lake is not what it seems. When alice goes missing, Wake’s desperate search for her will take him deep into the dark woods and to the very edge of madness.”
There are a few main character in Alan Wake. I will give the descriptions Remedy has given for each one in quotes. WARNING They may contain SPOILERS!!!!!!! You of course play as the first:
“A best-selling thriller writer, Wake has been suffering from writer’s block for over two years. Unable to write, unable to sleep, wake is a volatile man whose marriage is in jeopardy. At the urgine of his wife, Alice, they have left New Yrok City and come to the Northwest woods for a desperately needed vacation.”
“An accomplished photographer and natural beauty, Alice is wake’s wife and confidant. Deeply troubled by Wake’s self-destructive tendencies, she has initiated their trip to Bright Falls. Devoted to her husband, Alice has demons of her own; a profound terror of the dark.”
“Wake’s childhood friend and literary agent, Barry is a high-strung, high-powered New Yroker, bulldozing his way through life. Allergic to dust, grass, pollen, and small towns, Barry is completely out of place in bucolic Bright Falls, but he travels there without hesigtation when he senses that wake needs him.”
Sheriff Sarah Breaker
“Chief law enfrocement officer for Bright Falls, Breaker is a smart and authoritative young woman who wars a badge, but the badge doesn’t wear her. As confident piloting a helicopter as jailing a drunk logger, Breaker isn’t swayed by Wake’s celebrity and will stop at nothing to get to the bottom of the mystery.”
Dr. Emil Hartman
“A brilliatn psychiatris, and author of The Creator’s Dilemma, Harman specializes in the long-term treatment of troubled artists at his Cauldron Lake Lodge. Considered distat and arrogant by the townspeople, Hartman’s methods are unorthodox, and his results uncertain. Some patients are restored to their former artistic lives after a few months, while other reamin under his care for years without improvement.”
An old man Alan and Alice Wake meet on the way to Bright Falls. He is the host of a local radio station and huge fan of Alan Wake’s novels. Appeared in Episode 1.
A worker in the local diner. She is “your biggest fan.” Appeared in Episode 1.
The town’s eccentric. A former editor of the town’s newspaper, now a bit off in the head. She’s always checking everyone’s lights in town and is deathly afraid of the dark. First appeared in episode 1.
Two old men, Tor and Odin, who are who used to be famous rock musicians in the 70s. Until the dark lady got to them. First appeared in Episode 1.
FBI Agent Nightingale
An FBI Agent that is desperate to get Alan Wake dead or alive. He believes he’s a fugitive and will shoot first and ask questions later. First appeared in Episode 3.
A famous writer with works nobody can find. He’s become an urban legend of sorts in Bright Falls. Alan wake finds a shoebox full of his books in Bird Leg Cabin. He used to live there and loved diving in Cauldron Lake which gave the little island the name “Diver’s Isle.” He died diving in cauldron lake when the volcano erupted decades ago.
Thomas Zane’s lover from long ago. She drowned in Cauldron Lake a week before the eruption. She became an urban legend for kids. They say she’s an old hag now in a funeral dress that always stays in the dark.
Full Story *SPOILERS*
Here I will sum up the story of Alan Wake. Highlight the large black area to few the story but be warned it contains spoilers!!!!!
The Story takes place in Bright Falls, washington and sometimes New York, New York for flashbacks.
The story starts with Alan Wake talking about a nightmare he is having. He is late to a meeting and speeding down a road at night. Wake then hits a hitchhiker and stops immediately to check on him! Once Wake gets out of the car to check on the hitchhiker he notices there’s no one in front of the car! The car’s lights turn off and Wake heads down the road a few feet. He sees the hitchhiker is now behind him and covered in shadow. The hitchiker chases him down the road and some hills causing high winds and objects to fly at Wake. Wake finds a man named Clay Steward who tells Wake to get inside a cabin. Wake goes inside while Steward is killed by the hitchhiker. The cabin is then torn apart and Wake must escape into the light. A beaming light from the sky tells wake what to do, but speaks in riddles. Wake learns how to defeat the hitchhiker but the hitchhiker keeps coming back for more. Wake escapes to the lighthouse and awakes from his nightmare.
Alan Wake finds himself on a ferry towards Bright Falls with his wife Alice Wake. she asks Alan to get to the front of the boat so she can take some pictures. There Alan meets Pat Maine. Pat is the host of a local radio station and show and asks if Alan wants to come on. Alan refuses telling Pat he’s on vacation. Alan’s agent and friend Barry Wheeler then calls Alan on his cell. He asks how things are going, Alan tells him everything is fine. Alice tells Alan that Barry will just keep calling if the phone isn’t off. They leave the ferry to meet up with Carl Stucky, a landlord, to get the key to a cabin they will be staying at. Alice stays in the car while Alan goes inside a local diner to find Mr. Stucky. Once inside Alan meets Rose Marigold who is a huge fan of Alan’s. Alan also meets a local cop and The Anderson brothers who are two old musicians, maybe in there 70s. They call Alan “Tom” and speak to him for awhile. Alan then searches for Carl Stucky in the back of the diner but finds a mysterious lady who says Stucky couldn’t make it since he’s ill. The lady gives Alan the key to the cabin, a map to the cabin, and says she looks forward to meeting Alan’s wife. Alan leaves the diner and gets in the car with Alice, they drive off to the cabin. Just then Carl Stucky comes out of the diner saying “Wait! You forgot your key!” But they had already gone. Alan tells how he’s had writers block for the past two years and hasn’t written a word since his last book. They arrive at the cabin on Bird Leg island in the cauldron lake. It’s on top of a dormont volcano. Alan tells how Alice has a huge phobia of the dark. Alan and Alice set up in the cabin and Alice has a “suprise” for Alan. She shows him a type writer and says he should try writing again. Alan becomes infuriated and leaves the cabin to cool off. Not long after he hears Alice scream for him. Alan runs towards her and sees she fell off the deck into the water. Alan jumps into the water after her.
Alan wakes up with a slightly bleeding head inside of a wrecked car hanging off a cliff. He doesn’t know what happened. He goes searching for his Wife. Alan is up on a cliff next to a forest. He sees a gas station in the distance so he heads towards it. While making his way through the forest he encounters Carl Stucky who is engulfed in shadows and trying to kill Alan. On the way through the forest he also discovers pages of a manuscript written by himself. The title is the same title he was going to give a book right before he stopped writing, “Departure.” Everything on the pages seem to become a reality as he heads through the forest. As alan makes his way through the forest and lumber yards he encounters stucky here and there, mostly hearing his voice until he had to fight him. After Alan fought and defeated Stucky, his body disappeared. Alan heads on towards the gas station and notices the float he saw when coming into town. He also noticed a sign that says the festival is in one week, but when he arrived into town the fesitval was in two weeks. He’s missing an entire week and his wife! He gets on the phone in the gas station and calls the sheriff for help. Alan tells Sheriff Breaker his wife is missing and that they were staying in the Cabin on Bird Leg island on Cauldron Lake. The Sheriff tells Alan there hasn’t been any island on Cauldron Lake since the 70s during the last eruption. They had to the lake and Alan discovers there indeed isn’t an island.
The story starts with a flash back. Alan is in his apartment with Alice three years ago. They are doing work while the power goes out. Alice is frightened but Alan protects her. Fast forward a bit to later in the night. Alan tells Alice a story when he was young about being scared of the dark and gives her a “magic lightswitch” that will scare away any monsters.
Fast foward even more to present day. Alan is being examined by Doc Nelson. Alan lies about his headaches and some flashes of memories. He doesn’t want to be locked up or go to any hospital. Alan wants to find his wife! Alan leaves the room and finds Cynthia Weaver from the diner. A middle aged woman who used to be an editor for the local newspaper. Now she’s a bit eccentric and scared to death of the dark. One of the officers tells Alan about this and tells him to meet Sheriff Breaker in the back office. Alan goes to talk to her and receives his cell phone, now fully charged. Alan asks the sheriff if she’s found his wife yet. The sheriff tells Alan they’re looking for her and asks him what happened. Alan’s phone then rings and he says he has to take the call. Alan steps outside of the office and picks up the “Unknown number.” Alice is on the phone asking for help! Then a man’s voice comes on saying he kidnapped Alice and to leave the police out of this. He wants Alan to meet him at Lover’s Peak at Elderwood’s National Park. The Kidnapper tells Alan to head to the back of the police station for an item. Alan heads through the cells to get to the back and encounters a man in them, drunk. The man tells Alan about seeing weird things, how people weren’t themselves. Wake heads out back to the place the kidnapper tells him to. He finds Alice’s drivers license. Barry calls Alan and tells him he flew to Bright Falls. Alan tells Barry to meet him at the police station. When Alan heads back into the police station he meets Doctor Hartman talking to the Sheriff. Alan asks if Hartman met up with his wife. Hartman said yes and Alan gets really mad and punches him in the face. Just then Barry comes into the station and tells the sheriff he’s Al’s agent. The doctor says he’s fine and everything is okay. Alan and Barry leave the station and head to some cabins to stay.
On the way to the cabins Alan tells Barry everything that has happened. Barry believe Alan has gone crazy. Alan and Barry head to the Elderwood national park to meet a ranger named Rusty to rent cabins from.
Later that night Alan and Barry talk in the cabin about meeting up with the kidnapper. Barry thinks they should just call the FBI or police but Alan believes the kidnapper will kill Alice if he does that. Alan tells Barry to wait in the cabin while he heads to Lover’s Peak to meet the kidnapper, and if he’s not back by morning then call the police. On the way to Lover’s Peak Alan hears screams. It’s Rusty from the Visitor’s Center! The center is all broken up and Rusty is bloody in a corner but still alive. He tells Alan some kind of dark presence came at him. Rusty gives Alan some more manuscript pages that Alan can’t remember writing. Alan goes to check on the fuse box to get the lights running to protect them both. He finds an axe in it and hears a loud bang and Rusty screaming in the other room. Alan runs over to Rusty to find nobody in the room and a giant hole in the wall. Rusty comes at Alan shrouded in darkness with an axe. Alan has no other choice but to kill Rusty in defense.
Alan heads back on the trail to Lover’s Peak and gets a call from Barry. Barry tells Alan he’s starting to see things outside the cabin. Barry now believes Alan isn’t crazy and decides to stay locked up in the cabin. Alan heads through the park towards lovers peak and gets attacked by birds and taken covered in shadow. While being attacked he looses his gun. A man comes out of nowhere to save him with flares and a gun of his own. The mysterious man and Alan head to Lover’s Peak and Alan realizes it’s the kidnapper. After fighting Taken together they get a little breathing room to talk. Alan demands his wife back. The kidnapper says first he wants the entire manuscript he’s been picking up everywhere. The same pages Alan has been discovering around the town that he doesn’t even remember writting. The kidnapper says he wants it or he’ll do some bad things to Alice. Alan punches the kidnapper and they fall off a small cliff. Alan picks up the kidnapper’s gun and the kidnapper runs off.
On the way back to Barry and the cabin Alan gets a call from the kidnapper. He tells Alan he wants the manuscript. Alan lies and says it’s not done and he needs a week. The kidnapper believes him and gives him two days. The kidnapper tells Alan to meet up at Bright Falls Coal Mine in two days at noon. Alan asked Barry to go through the town and town papers to see if he could find anything relating to the kidnapper or the darkness. While Barry is in town he gets a call from Rose. She says she has Mr. Wakes pages and to come get them. Barry is happy to hear it and heads to Alan so they can both go to Rose’s place. We then see that Rose is being controlled by the same creepy dark lady that gave Alan the keys to the cabin. The cabin that doesn’t exist.
Alan and Berry head to Rose’s trailer park. Sheriff Breaker calls Alan and says there’s an FBI Agent Nightingale at the station and he wants to speak to Alan ASAP. Alan says he’ll be down at the station right after they meet up with Rose. On the way to Rose’s trailer Alan, Barry, and Rose’s manager talks about the strange occurrences in Bright Falls. Barry found things from the newspaper archives like mysterious deaths and disappearances. Most of it happened around Cauldron Lake. The manager says it’s true and the natives believed Cauldron Lake was a door to the underworld or something. Barry says when there was an island on Cauldron Lake a man named Thomas Zane lived there for a bit. He was a “Famous Writer” who loved diving. So much so that they called the place divers rock. One day he went diving when the volcano erupted and he and the island went disappeared. A week earlier a local girl, Barbara Jagger, drowned in Cauldron Lake a week earlier. They were lovers. All the articles were written by Cynthia Weaver. She knew both Jagger and Zane before they died.
Alan and Barry meet up with Rose and drink some coffee. Barry and Alan start to feel drowzy and knock out. Alan dreams about the dark lady and a bright light in the sky. The light says “she’s coming for you in my Barbara’s skin. Turn on the lights!” The old lady in a funeral dress tells Wake to keep writing and get back to work. Alan wakes up in Rose’s bed about a day later. He heads to the other room and sees Barry is still sleeping and Rose is in a trance. Alan heads to the car and sees Agent Nightingale at the fence. He yells at Wake and Wake runs. Nightingale fires at Wake and Wake runs into the forest. Running through the forest Wake dodges spotlights and flares that illuminate the night. Then he hears the police officers scream. The darkness gets to them and they become Taken. Alan sees a radio transmitter in the distance and has the idea to talk with Pat Maine the radio host and maybe he could get a car from him, so Alan heads to the radio station.
Alan gets inside the radio station and Pat announces over the radio that Alan wake is in the building. Agent Nightingale comes to the station and get on a loud horn telling Alan to come out. Alan hesitates so Agent Nightingale fires at him. Sheriff Breaker is at the scene and grabs Nightingale saying there’s a civillian inside and not to shoot! Alan jumps out a window into the forest once again. While running from the police Alan gets a call from Alice. It’s not a great connection and she still seems off somehow. As Alan travels, the darkness gets stronger and starts possessing objects around him. They fly in the air and launch at him. But Alan doesn’t give up and destroys them all with light. The sun starts coming up and Alan heads towards the Coal Mine. He needs to meet the kidnapper.
Alan gets to the coal mine museum early and waits for the kidnapper. He didn’t want to leave because of the cops. He paced and thought about Alice for hours. The kidnapper never showed up. Night comes on Alan and he gets a call from the kidnapper. The kidnapper tells Alan there’s a change of plans and to meet him at Mirror Peak. Alan gets extremely angry but has no other choice. Alan heads to Mirror Peak thinking to himself. He has no plan. He’d give him all the manuscript pages he has and if the kidnapper didn’t give him his wife he’d hold him at gun point.
Alan gets to mirror Peak and hears the kidnapper yelling “No, we don’t have the girl! The boss didn’t know who he was messing with!” Alan reaches the kidnapper and sees him on the ground. The dark lady appears out of nowhere. The kidnapper goes flying into the sky and Wake grabs a flare. Alan gets thrown into the air with the kidnapper and falls into Cauldron Lake.
Alan wakes up with Doctor Hartman over him. The doctor tells Alan he had another episode and to calm down. Alan has been a patient at Hartman’s clinic for sometime. Alan developed multiple personalities due to the trauma of his wife’s death. Hartman gives Alan a sedative. He wakes up in a room in Hartman’s lodge. Hartman comes through the door with his body guard type helpers. Hartman tells Alan to be good and go for a walk with him for some fresh air. On their walk Hartman tells Alan the same stuff over. Alice is dead, everything he believes is a fake due to her death, etc. Hartman also says Alan has been writing a story while in his room as therapy. They both run into the patients of the Lodge, two are the Anderson brothers from earlier. Once rock musicians from the 70s and 80s. Hartman goes away and Alan talks with the Anderson Brothers. Both of them keeps calling Alan, Zane and Tom. They tell him that Hartman doesn’t know what’s going on. You have to be crazy to understand the crazy state this world is in. They wrote down how to get through it and it’s at their farm, Valhalla. They also said the dark hag took away their thunder and rock and roll. Talk to the lamp lady.
Later that night Alan hears a bunch of noise down stairs during the storm. Alan sees that the Anderson brothers knocked out the doctor’s assistants. Wake grabs the keys and heads to Hartman’s office. He looks through the doctor’s tapes and finds one with his wife’s name on it. Alan plays the tapes and realizes it’s the same words from the phone call earlier in the forest, but the call was the words cut up. Alan gets upset and heads down the hall. He hears a voice and recognizes it, it’s Barry! The cops found them at Rose’s trailer but he told them he was a victim and to let him go or he’d sue them. He later gets a call from Hartman telling Barry that Alan was at the lodge and to come pick him up. Barry gets to the lodge and is man handled by some security goons and stuck in that office. Alan returns to Hartman’s office and finds all the manuscript pages he had and more! Hartman comes into the office and tells Alan he’s slipping back into another episode. Alan doesn’t believe him one bit and tells him to shut up while pointing a gun at him. Hartman comes clean and tells Alan that they can work together and finish the story. Think of the possibilities! Alan tells Barry to leave and find a car. Barry leaves Alan and Hartman in the office alone. Then the power goes out. Alan runs into the next room and leaves Hartman behind. He can hear Hartman scream as the darkness takes him over. Alan runs through the lodge to the exit as the lights go out and darkness possesses all objects possible. Alan makes it outside to Barry and they can leave.
Alan and Barry head to the Anderson’s farm next. Alan tells Barry that the darkness has Alice and he can get her some how. The darkness is using his manuscript to take over everything. It happened to Thomas Zane and the Andersons. The Andersons wrote down how to deal with it and defeat it and it’s at their farm so they wouldn’t forget or have it discovered. While driving to the Anderson’s farm, Valhalla, they get in a wreck. Both are fine but are split up. They tell each other to head to the farm. On the way Alan sees a bright light that talks to him again. It says he’s trying to deliver each page at the right time and place. Alan says he’s seen him before as a strange space man or a diver in a bulky suit. He’s the one placing the manuscript pages on Alan’s path. Later Alan runs into the man from the jail cell. The man ran into a taken saying he was going to the Anderson farm for their moonshine. The Anderson’s were famous for their music and their moonshine which happened to be mostly unfiltered water from Cauldron Lake. Alan finds a car and heads to the farm.
At the farm Alan meets back up with Barry and they head into the Anderson’s house. After fixing a fuse they hear a record playing about the “Lady of the Light.” That must be the message, Alan says. It’s the old lady that changes everyone’s lights, Barry says. Cynthia Weaver. Alan says they’ll find her tomorrow, but tonight they’ll sleep in the house. Barry tells Alan to get drunk off of the Anderson’s moonshine and they do. They both pass out and Alan dreams about the night Alice disappeared, but it’s different. It’s the truth of what happened unearthed by the Anderson’s moonshine. Alan dives into the water after alice. This time he comes back up to see the old shadow lady, Jagger. She tells Alan to go into the cabin to find Alice. She’s not there. Jagger tells Alan to go upstairs into the study to find her. She’s not there. Jagger tells Alan that Alice is dead and it’s his fault she’s dead. But there’s hope. Cauldron Lake is special and Alan can change things. If he writes her back the story will come true and everything will be fine. Alan wrote the story for the week he couldn’t remember. Jagger was the editor. Although he was being controlled by her Alan was still conscious enough to write his escape. He wrote Zane in to help him escape. Zane comes into the room in a giant bulky divers suit with light shining from himself and he helps Alan escape. Alan gets into the car and drives away from the island and crashes. Alan wakes with Agent Nightingale in the house aiming his gun at Alan’s face.
Alan and Barry are now in jail and deerfest is tomorrow. Sheriff Breaker and FBI Agent Nightingale comes to visit. Nightingale says he read the manuscript and there’s evidence of premeditated murder, even of himself. The lights flicker and shut off in the police station. They exchange words and Agent Nightingale stops and says he knows this situation. He reaches for the manuscript he has in his pocket and the darkness pulls him through a door to outside. Alan tells the sheriff they need light to defeat this thing. The sheriff takes Alan and Barry to get their things. Alan says we need to find Cynthia Weaver. Sheriff Breaker tells him she lives in the old decomissioned power plant. The sheriff tells Barry to stay at the station and call certain people on a list and tell them “Nightsprings.” Alan and Sheriff Breaker head out to find Cynthia Weaver. Later they meet back up with Barry. He was running away from possessed objects flying at him. All three of them head to the fire department to take a ride in the helicopter towards the power plant. On the way flocks of birds attack the helicopter when they try and land by the power plant. Alan jumps out but Barry and Sheriff Breaker have to take off.
Alan heads towards the power plant alone and makes it their safely. Inside Alan finds Cynthia Weaver with lights everywhere. Alan tells her he knows she’s the lady of the light from the song and she knew Thomas Zane. She says she’s been waiting for him for a long time. Cynthia says what you need to drive the darkness back is in the well lit room. She made a well lit room in the old dam to keep the darkness away. Cynthia explains that Thomas Zane was in the same boat as Alan. He was a writter, a poet, in which things came true. He lost his Barbara Jagger and tried to writer her back to life, but it wasn’t her it just looked like her. Cynthia was in love with Tom but Tom loved Barbara. After what happened he made an insurance type thing against the dark. He wrote it up and it came to life. He made Cynthia guard it and she has been for over 3 decades. They head to the well lit room in a tunnel and Barry and Sheriff Breaker meets them at the dam. When they get to the dam there’s a vault door. Inside are tons of lights strung across the walls and ceiling with a box on a table in the middle of the room. There’s a page written by Thomas Zane about Alan when he was seven. It was about the story Alan told to Alice, the clicker story. Inside the box was the clicker. Alan says “I can get to her now, I can finish this.”
The episode starts with everyone still in the well lit room. Alan says he has a plan to defeat the darkness and he’s gonna head to Cauldron lake and bird leg cabin. He says he has to finish the manuscript. It’s still in the typewritter in the study at the cabin. Barry and Sheriff Breaker tells Alan they’re going with him but Alan tells them to stay there. Barry cries thinking it’ll be the last time he sees his best friend, and Alan leaves. Alan heads to Cauldron lake to stop the darkness and Barbara Jagger, or the avatar of Jagger. On the way she tries everything she can to stop him. Alan heads towards Cauldron lake while a giant darkness tornado appears throwing vehicles at him. He destroys it with a flare gun and jumps into cauldron lake with the clicker in his hand. He wakes up in bed with Alice. She says he was just having a nightmare. He knows it wasn’t a dream and tells her to turn the lights on and Alice’s voice distorts. Alan yells at her to turn the lights on and Alice tells Alan he’s still partially dreaming and to go back to bed. Alice says she read Alan’s manuscript and it’s brilliant. “Come back to bed Alan, come back to bed Tom.” Alan gets a flashlight and destroys Alice and finds the clicker. He clicks it and finds himself next to Thomas Zane in a shadowy world. Tom tells Alan to find the cabin. The darkness has no heart and he must fill her heart with light. There’s a clone of Alan that Tom calls “Mr. Scratch” and he will take Alan’s place for awhile. On the way through the shadowy path Alan hears Alice’s voice saying she’s not in love with Alan anymore and she met someone else. It’s just tricks from Jagger. Alan hears the same stuff from Barbara and Tom. Tom says it was a mistake that he wrote her back to life and it’s not the real barbara. Her heart is filled with darkness and he has to cut it out. Jagger says it’s Alan’s fault Alice is dead. All he had to do was write what she wanted. Alan heads to the cabin and finds Barbara Jagger inside. She has a hole in her chest from where Zane ripped her heart out. Alan gets to her and puts his hand with the clicker in her chest and clicks it. She explodes with light that fills the house. Alan heads to the study where the ending of departure waits. He knew how to end it. He has to balance out everyting, unlike Zane did. The moments replay from when Alice fell in the water. Alan dives into save her. A week goes by; Alice wakes from deep under water and swims to the surface. She reaches the docks coughing asking for Alan. The camera zooms all over bright falls having the deerfest. Everyone celebrates and the people who were taken by the darkness are now alive. Back at the cabin Alan is still typing in the study. He says “It’s not a Lake, it’s an ocean.” The end.
Bright falls is a live action short movie released on April 27, 2010. It is made by agencytwofifteen and co-written and directed by Phillip Van. There are 6 episodes in standard and high definition that are shown at Machinima, youtube, xbox live, and http://www.brightfalls.com/
The movie is about a total of 30 minutes long. The plot is basically:
A man comes into town just before Alan Wake gets into town. He’s in town to do an article on Doctor Emil Hartman. While staying in town he gets black outs at night and wakes up in the forest and weird areas. If he tries to leave town he blacks out and heads back, he can’t leave. He starts to become a Taken.
Jake Fischer – Played by Christopher Forsyth. The Main charcter of Bright Falls. A reporter originally from New York City. He comes to Bright Falls to do an article on Doctor Emil Hartman.
Ellen Adams – Played by Allison Lange. An ex girlfriend of Jake Fischer. She moved to Bright Falls after they broke up and works at the Bright Falls local paper.
Rose Marigold – Played by Marette Bartles. The waitress at the Oh Deer Diner. She talks to Jake Fischer here and there.
Emil Hartman – Played by Bruce Katzman. A doctor that looks over artists suffering breakdowns. He works at the Cauldron Lake Lodge.
Sam Smith – Played by Cooper Huackabee. The owner of a local motel that Jaker Fischer stays at.
Alan Wake – Modeled by Ikka Villi, Voiced by Matthew Perreta. You see Alan Wake here and there throughout the episodes of Bright Falls. He’s usually on TV or Rose’s laptop in the news while in New York. At the very end of Bright Falls you see him with Alice coming into town.
What The Bright Falls
What the Bright Falls aka WTBF is a commentary break down of Bright Falls live action movie. The people commentating are part of Machinima. Sark, Hutch, Adam, Rob, and Team Alan Wake Series Analysis. Found only in 360 and 480p.
The score for Alan wake was composed by Petri Alanko.
The song “War” by “Poets of the Fall” from the album “Twilight Theater” was chosen for Alan Wake because the developers believed it “..linked strongly to the game’s storyline.”
1. Staatskapelle Halle & Petri Alanko – A Writer’s Dream (1:53)
2. The Black Angels – Young Men Dead (5:34)
3. Staatskapelle Halle & Petri Alanko – Welcome To Bright Falls (4:26)
4. Staatskapelle Halle & Petri Alanko – The Clicker (1:51)
5. Anomie Belle – How Can I Be Sure (4:33)
6. Staatskapelle Halle & Petri Alanko – Tom The Diver (Collector’s Edition Exclusive Mix) (3:13)
7. Barry Adamson – The Beaten Side Of Town (4:48)
8. Old Gods of Asgard – The Poet & The Muse (4:18)
9. Dead Combo – Electrica Cadente (3:00)
10. Staatskapelle Halle & Petri Alanko – Tom The Diver (2:49)
You can also go to the Extras section on the Main Menu, go to Playback, then Soundtrack. There you will find the following songs:
Harry Nilsson: Coconut
Roy Orbiso: In Dreams
Violet Indiana: Air Kissing
Nick Cave and the Bad Seeds: Up Jumped the Devil
Among the Oak & Ash: Shady Grove
Barry Adamson: The Beaten Side of Town
Anomie Belle: How Can I Be Sure
Dead Combo: Electrica Cadente
Charles Brown: Black Night
The Rumple Strips: Back Bone
Old Gods of Asgard: The Poet and the Muse
Poets of the Fall: War
Davide Bowie: Space Oddity
The endings include some of those songs.
Episode 1 Ending – In Dreams by Roy Orbison
Episode 2 Ending – Haunted by Poe
Episode 3 Ending – Up Jumped the Devil by Nick Cave and the Bad Seeds
Episode 4 Ending – The Poet and the Muse by Poets of the Fall (Old Gods of Asgard is the fake name)
Episode 5 Ending – War by Poets of the Fall
Episode 6 Ending – Space Oddity by David Bowie
Special 1 Ending – No, I Don’t Remember You by Anna Ternheim
Special 2 Ending – The Darkest Star by Depeche Mode