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Alan Wake Remastered - 100% Walkthrough, DLC and Achievements

We present you a guide to the game Alan Wake Remastered, developed by Remedy Entertainment, creators of the Max Payne series. The article consists of general advice on the rules of the game, a complete walkthrough of all six episodes, as well as a list of weapons, equipment and enemies present in the world of Alan Wake.

Guide under development!

Walkthrough

  • Episode 1. Nightmare
  • Episode 2. Possessed
  • Episode 3
  • Episode 4
  • Episode 5. The Nutcracker
  • Episode 6
  • DLC 1: Signal. 
  • DLC 2: Writer.
  • Alan Wake's American Nightmare.
  • Achievements.
  • Collectible items.
  • Vargi

Episode 1: Nightmare
Alan Wake. Hyde

1.1. Writer's Dream

We play as a writer named Alan Wake, who describes his dream where he hit a hitchhiker with his car. When we get out of the car, the man will disappear. Once you gain control of Alan Wake, look at the light source above the character. Decide whether you want to navigate to the controls or not by choosing the correct option.

Objective: Get to the lighthouse

We can look at our books in the trunk of the car. The voice will tell that we are inside our story. Move forward. You need to get to the lighthouse. From the main road, go along the wooden platform on the right, where lies thermos with coffee (1) and continue on your way.

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After a short cutscene, continue forward. The path ahead is simple and very narrow, you will never get lost here. While walking, you will come across a horizontal obstacle. Jump over it.

You will then encounter an enemy with an axe. Use button [SHIFT] to dodge the axe. Do this a few times and the enemy will disappear. Keep walking towards the lighthouse. The gate nearby will open suddenly. Pass right through them and move forward. Keep running until you reach a guy named Clay Stewart and the bridge falls apart behind you.

Enter Clay's cabin and watch the cut-scene where he is killed by the hitchhiker. Right after that, wait for the back door of the hut to open. You will be able to continue the game, however Alan will lose some of his health. To regenerate it, you must step into the light of a nearby lamppost.

The light will tell us about the enemies, will hand flashlight and revolver. First, we shine at the enemy on the RMB, and when the darkness disappears around him, we shoot on the LMB. Change batteries to Q, reload cartridges to R. On the right on the fence we shoot at jar pyramid (1). On the way we kill a few more enemies.

Right in front of you near the lantern there is an emergency box. Open it up, take it rocket launcher and ammunition for it .. On the right is a small bunker, we go down into it, inside thermos (2). We kill 3 more enemies. When you get to the road, run across the bridge to the lighthouse. Be careful as the Dark Presence throws cars at the bridge, making holes in it. Enter the lighthouse as soon as possible.

In front of the lighthouse, on the right on the bench thermos (3). Wake up inside the lighthouse.

1.2. Welcome to Bright Falls

Goal: Pose for Alice

The dream is over, we are in reality. Alan and his wife are on the ferry towards Bright Falls. Approach the old man Pat Maine standing next to him. We get up to the edge so that Alice takes a photo. After the conversation, return to your wife. Alan's agent, Barry, will call. After the conversation, wait a bit until the ferry reaches the shore. Enter the red car as a passenger.

Objective: Find Carl Stacky

In the city, we will stop at a diner to get the keys to the hotel. Saleswoman Rose will be our fan. We pass on the left, the one-eyed rocker will ask us to turn on the music, turn on jukebox, hit it to make it work (needed to achieve "Drink it to the bottom"). To the right under the diner sign is thermos (4). We go to the toilet in the far left corner. Carl Stuckey will never come out of there, the keys will be given to us by a creepy unfamiliar woman.

Objective: Go home

We will arrive at the house on the island. We turn around, go back up to the car, near it we will find thermos (5). We go to the house. Alice is afraid of the dark, so we start a generator in the shed nearby to turn on the light. To start, you need to press LMB when the arrow is in the green sector. Inside the house in the kitchen we take thermos (6). Outside, on the terrace by the water, turn on radio (1).

We rise to the 2nd floor. Alice will give us a typewriter, tell us about Dr. Hartman. Everyone forces us to return to writing, against our will. As a result, there will be a quarrel. Let's leave the house, later we will hear the screams of Alice, we run back. On the way, a flock of black birds will fly at us, we kill them with a beam of light. Let's go back and see that Alice fell into the water, dive in after.

1.3. Nightmare in reality

Objective: Get to the gas station

We find ourselves in a car on a cliff, with a broken head. We leave. We decide to get on the slopes to the gas station. On the way we will find manuscript (1, 2) our new book "Care".

Difficulty is a nightmare. From the fence and the fallen tree we go to the left, further in the forest we will find manuscript nightmare (1).

On the fallen tree we will pass through the lattice fence. From above we will see the dark Carl Stacky. We go to the left past the yellow loader, behind the white pickup truck in the back we will find thermos (7). We are in a labyrinth of boards and logs, the exit is on the right, we will find on the way manuscript (3).

We'll hide in the lumberjacks' building. There is inside batteries, ammo. We use the phone on the table, but Carl will break the wires outside, we will not be able to get through. Carl will start ramming the building with a tractor, we quickly jump out. The house and the tractor will fall off the cliff.

River

We run to the gate. On the left we go along the timber truck, on the right around the corner we will find supply crate (1)inside rocket launcher, ammo. On the main path, turn on the searchlight on the right, turn off the electricity on the left to open the gate ahead. There is an excavator on the road, 2 enemies. At a dead end on the left under a canopy manuscript (4).

We run along the first log across the river. On the left we go to a dead end, on the rocks we will find thermos (8). We go to the right all the way, along three logs we will go to a dead end island, near the white box we will find manuscript (5). The main path in the center along three logs.

Difficulty is a nightmare. On the main path manuscript nightmare (2).

Objective: Get to the upper passage

Let's go out to a clearing with stacks of logs. We go to the left, climb the stairs on the logs, and above to the house on the cliff, inside drawer (2)inside Batteries. The way here is indicated by yellow arrows and inscriptions.

On the right side we can go around all the logs. The stairs on the right are broken, we are looking for another way. Ahead hangs a crane with logs, to the right below it stands on a stone thermos (9). There are batteries and cartridges on the pole in the locker. On the left we kill 2 shadows, we start the generator. Near a small barn, inside shotgunmanuscript (6).

On the right on the pillar is the crane control panel, we move the logs down so that they hang between two stacks. We rise to the left stack, along the hanging logs, as if on a bridge, we will move to the right hill. On the right we examine the platform of the broken staircase, there stands on the table jar pyramid (2).

Forest

At the next lantern we enter the barn, inside we take shotgun shells, turn on radio (2). We pass behind the barn, behind under a canopy we will find drawer (3), in him rocket launcher.

On the main path lies manuscript (7). We go along the right edge, on the rocks near the cliff we will find thermos (10). We go through the forest, new enemies are constantly attacking here, it is better to run quickly.

On the platform on the right we collect cartridges, start the generator. From the generator we go further to the right, on the cliff about two barrels we will find thermos (11). There is only one way through the forest - up the hill. In this place we will find manuscript (8). Let's go out to the lantern, next to it in the locker batteries, ammo.

There is a tractor on the road, we go from it to the left along the arrows. To the right of the gate, in the rocks we will find drawer (4)inside rocket launcher.

On the right we will go down to the locked gate. In front of the gate lies manuscript (9). We go into the guard house, inside we take ammo, shotgun, turn on TV (1), at the left window, press the button to open the gate.

Boss: Carl Stucky. In another clearing with logs, Karl will attack us. First we kill 5 of his assistants, after that he will go down himself. The enemy moves quickly, but only hits with an ax. We highlight it, kill it with 4 shotgun shots.

In a clearing with logs we go to the crane, on its caterpillar stands thermos (12).

Gas station

We get to the road, inspect the gas station. On the left is a truck with a figure of a deer, under it lies on the ground manuscript (10). In the far left corner we go to the luminous Gasoline sign, under it thermos (13). We run along the highway to the left, at a dead end near the tunnel and the truck we will find thermos (14).

Difficulty is a nightmare. We go behind the gas station building, hanging on the back wall manuscript nightmare (3).

Through the garage we go into the building. Turns on inside TV (2). Let's go to the store hall, on the central shelf we examine deer poster (1). We use the phone behind the counter.

On our call, police officer Sarah Breaker will arrive. Let's tell her about the missing wife. We learn that there is no island on Lake Koldron on which we lived, it sank in the 70s after the eruption.


Episode 2: Possessed
Alan Wake. What kind of game is it

Alan Wake. Possessed

2.1. Bright Falls Sheriff's Office

New York. Three years ago

In our apartment on the left we turn on the coffee maker. We go into the room with Alice, she is preparing the cover of the book, next we take a thermos (15). We go to the next room on the right, on the table we examine the cover, on the left manuscript (12). Suddenly knock out the fuses, go into the hallway, the light will not turn on, take a flashlight. We will give Alice a charm from the darkness - the Nutcracker switch.

Police station

Objective: Talk to Sarah

We were examined by a doctor who returned from fishing. We go out into the corridor, on the left on the wall we examine two posters "wanted" (2). Through the left corridor we will enter the sheriff's office, we will talk with Sarah, we will take away our cell phone. An unknown person will call us, he has kidnapped our wife, and he will tell us where to go.

Objective: Go to the back parking lot

We go into the hall, the main exit is locked. We pass forward, in the office from the table we take a thermos (16), on the right under the refrigerator manuscript (13). You can turn on the radio, but it does not count as a secret. We go into the corridor with cameras, inside there is one drunkard, we can turn on the light for him. In the last chamber lies manuscript (14).

Let's go out to the backyard. Ahead on a hill is a thermos (17), a radio (3). There is a wooden part in the lattice fence, we knock out the boards with our foot, in the clearing on the right on the stone we will find manuscript (15). In the old car on the seat we find Alice's driver's license left by the kidnapper.

Objective: Get out of the sheriff's department

We return to the area. Assistant Barry Wheeler will call us. In the corridor with cameras will automatically turn on TV (3). In the hall we will meet the sheriff, Dr. Emil Hartman, hit him. Barry will meet us and lead us out of the station.

Alan Wake. national park

2.2. Elderwood National Park

Objective: Talk to Rusty

The kidnapper made an appointment at midnight at Lavers Peak. In the meantime, together with Barry, we will go to check into a cottage in the same park. Let's enter the hotel building. On the right is the skeleton of a mammoth, under it we read the tablet (3). We pass forward, on the right behind the counter is a thermos (18).

Ranger Rusty can be found on the balcony, he helps a dog trapped in a trap. We return to the reception desk, take the form, take it to Rusty, and he will give us the keys to our cottage.

Cottages

Objective: Go to Lavers Peak

Barry will stay at home. We go down to the 1st floor, in the kitchen there are batteries, a thermos (19). We can only exit through the door on the left. Outside, we go around our house, on the right side there is a jacuzzi and a thermos (20). From the house we go down to the car, next to the barn lies manuscript (16).

We go down the road, inspect other cottages. In the 1st house on the right in the cabinet there are cartridges, a radio (4). In the 2nd house TV (4). Below on the road is a payphone, to the right of it is a hill, a gazebo, inside manuscript (17). Left on the road, in an open car manuscript (18).

Visitor Center

Purpose: Turn on the light

Let's go back to the ranger's house. On the way we will see a rolling car without a driver. On the left we go into the barn, inside the thermos (21). Trees are broken around, there is no electricity. On the right we pass under the tree, on the curb we will find manuscript (19). The house on the right is locked, we go around it, in the backyard there is a thermos (22).

In the left house we find the wounded Rusty, we take his keys and a revolver. We go to the right house, unlock it. Inside at the end of the corridor lies manuscript (20). In the glassed-in room in the closet there are cartridges. In the kitchen we will see that the electrical panel is broken with an ax.

Boss: Grow. We return to the next house. There is a black liquid on the way, it can be destroyed by light. The ranger's body will no longer be in place. To the right is a breach in the wall, we go there, in the yard there is a box of cartridges. We shoot a few shadows, and then the shadow ranger, who is moving fast.

Alan Wake. Get to Lavers Peak

Park

Objective: Get to Lavers Peak

Through the gap in the fence we will go out to the 1st bridge. Barry will call us. We go to the lantern, on the right on the table manuscript (21). On the balcony on the right in the locker there are cartridges, batteries. We go along the path on the left.

We will see the pointer, we go further to the left along the wooden flooring, we will enter the cave, in the center we read the sign about the cave (4). On the right side of the cave is a shotgun, drawer (5), inside the battery.

On the right we will pass the 2nd bridge, enemies will begin to attack. On the right under the table we will find manuscript (22). The main path is on the left, in front of the bridge there is a huge tree in which an arch was cut, we read the tree tablet (5).

Behind the 3rd bridge, turn on the generator, the lantern will turn on. Ahead on the road manuscript (23). On the right is a cabinet with cartridges, batteries. Further to the right is a broken payphone, after it we climb the fence, on the rock we find a thermos (23). Do not jump down from here.

Let's enter the zone with enemies. On the right, a big enemy will come out on us, we go around it, we run to a dead end on the right. On the right clearing we will find a suspended wooden circle, we read its sign (6), next to it is a thermos (24) on the table. To the left is a locked gate, even more to the left of them we climb onto a stone, and we jump over the fence, from a stone we take manuscript (24). We go down in a hanging cabin.

Objective: Follow the kidnapper

The cabin will quickly roll down, we will fall out, lose our weapons. We will be met by an armed stranger whom we saw on the ferry. We take batteries from the locker, a false flare. Together we will fend off the shadows: we need to shine with a flashlight or use signal checkers, and the person will finish off the enemies with a pistol. The person will begin to unlock the gate, and we will need to drive the enemies away with light for a couple of minutes.

Behind the gate we will reach the arch with the symbol of the heart "Peak of Lovers", on the right behind the poster there is a thermos (25) hidden. On the observation platform under the lantern we take batteries, checkers. We fight off 3 waves of enemies.

After the victory, we ask the kidnapper where his wife is. He will give it only in exchange for our manuscript. A fight will start, together we will fall from the platform, we will pick up a gun. The kidnapper will run away.

Alan Wake. Sawmill

Objective: Get through the forest

We select other fallen things. On the left are the supports of the platform, we pass by them, go down the rocks, we will come to a dead-end cave, inside drawer (6), 2 checkers. The main path is on the right, on the rocks we will find manuscript (25). We cross the abyss along two logs.

There are traps on the path. We go along the left side, go out to the river bank, in the distance we will see a mill, on one cliff behind a log lies manuscript (26), next to the right on the barrel we shoot at the pyramid of cans (3).

We pass the abyss along the log on the right, enemies will attack. We go down to the left side. We start the generator, the lamp will turn on. In the right shed thermos (26), in the left shed manuscript (27), shotgun.

A crashed plane near the rocks on the right. We go into the plane from behind, so that it leans. Outside, the wing will fall off on the right, we climb onto it, we get to the rock where it stands drawer (7), 2 checkers.

We go down to the river, start the generator. We go to the left along the coast, on a high cliff we will find a thermos (27). Further along the flooring we will pass to the building.

Objective: Get to the top of the sawmill

Inside the building of the water mill we climb the stairs. On the 2nd floor we pass into the back room, on the balcony we will find manuscript (28). We climb to the 3rd floor, kick the counterweight down, this will raise the elevator, go to the other side along it, take it from the bags manuscript (29). In the next room there are 2 flares, in the right corner there is a thermos (28).

At the top we will leave the mill on the rock. A little higher in the barn we will find a hunting rifle. In the shed we climb on small suitcases, we can climb over large boxes, behind them is hidden manuscript (30). Outside, we climb the fence, from the locker we take cartridges, batteries.

We rise along the path, we pass through the gate. We will be attacked by an enemy with a chainsaw, he is killed with 8 shots of a revolver, so it is better to use a gun. We get to the gazebo with a lantern, Barry will call us, his house was surrounded by birds.

Alan Wake. By car

Objective: Return to Barry

Let's go through the bridge, we will find ourselves in the trailer park. On the right on the table is a thermos (29). There are ammo and batteries in the cabinet. We go to the garage with the car, it is locked. We go to the wooden building of the toilet, at the entrance to the right of the poster and the urn lies manuscript (31). Shotgun cartridges in the women's room, and keys in the men's room. The TV will turn on in the toilet (5).

By car we leave the garage. Ahead, a strong enemy broke the gate, we blind him with headlights and trample. Behind the gate we turn to the road to the right back, in a dead end we will find a thermos (30).

We go forward along the road, a timber truck will stand on the way, turn right from it, go into the barn, inside drawer (8), 2 checkers. Further on the right we go to the lantern, under it is a hunting rifle, a pyramid of cans (4).

Let's go over the bridge. At the fork ahead is a timber truck, but it can be bypassed on the right. At the end of the road there is a dead-end tunnel, we go into it, take manuscript (32). We return to the fork, from the timber truck we go to the left, on the table we will find a thermos (31).

Difficulty is a nightmare. By our house on the road manuscript nightmare (4).

We'll pass the ranger's house and the cottages. Expensively blocked by cars, then we go on foot. On the way we take a rocket launcher, checkers. Let's go up to our cottage, go to the backyard, by the rock we will find drawer (9).

Boss: Flock of Birds. Near our cottage, we need to scare away all the shadow birds. We throw light bombs under us, shine with a lantern, shoot from a rocket launcher at flying flocks.

Achievement "I don't fly myself and don't let others fly" - You need to kill 1000 birds. Let's save up for a couple of playthroughs, or we can repeat the battle right here 3-4 times, starting from the checkpoint, and immediately get the right amount.

Episode 3: Ransom
Alan Wake. Walkthrough gamesisart.ru

Alan Wake. ransom

3.1. On the run

Objective: Talk to the manager

The next day, together with Barry, we will go to the trailer park to the waitress Rose, she said that she found our manuscript. On the spot we follow the lame Randolph. We reach the lying boat, on the right on the table is a thermos (32). Inside the trailer, Rose will treat us to tea, it will contain a soporific. Veiled Lady Barbara will make us finish the book.

Wake up from what turned on TV (6). In the kitchen we find a thermos (33). Barry is still sleeping. Rose herself is in a stupor. Leaving the trailer, on the way manuscript (33). We go to the next trailer, there is a radio in front of it (5). At the exit from the park, the police will surround us, Agent Nightingale will start shooting at us, we will have to run away.

Objective: Escape from the police

We run to the left along the ditch, we will run under the bridge, we will jump into the foggy forest. On the main path manuscript (34). Ahead on the road we will see how a car crashed. On the way we go to a dead end on the right, we will find manuscript (35). To the left is a long way up. A helicopter will start firing at us, we hide behind stones.

Lookout tower. We rise, through the first binoculars we will see a gas station, where we have already been. On the other corner you can see a radio tower through binoculars. Inside the tower we take a thermos (34), turn on the radio (6).

Objective: Destroy the gate

Shadow gates block the way. On the left behind we rise to a hill, there is a searchlight. There is a thermos (35) on a stone near the spotlight. We start a generator under a canopy, it will have to be turned on twice. We aim the spotlight at the gate, and they will disappear.

Alan Wake. radio station

Objective: Get to the radio station

There is another gate on the way. We go to the right, under the canopy we will find a flashlight. Further on the way there is a crashed car, in the trunk we will find 6 light grenades. Below is a pillar with a lantern, below it is a radio (7).

Let's go over the bridge, go to the rock on the right, on it manuscript (36). There is a fork ahead, we will see an arrow to the right on the stone, we go there. There are enemies on the way. Let's enter the cave, turn on the generator at the entrance, inside drawer (10), 3 checkers. We return to the fork, the main path on the left. We go to an empty police car, it has 3 light grenades. We run further towards the lights, fighting off the shadows.

Radio station. On the left we go to the car, under the billboard we will find a thermos (36). In the building we will enter the room to Pat Maine. But here the agent will catch up with us and start shooting again. We're running away.

Objective: Get to the depot

We run down the path. Hanging on the fence on the main path manuscript (37). Find the generator below, run it to turn on the lantern. On the box we find a revolver, cartridges.

From the generator we go to the right, and further forward along the rocks. We will gradually climb the slopes to the radio mast. At one turn, already in front of the tower, we go to the edge of the cliff, there is a thermos (37). At the very top, on the mast support we will find manuscript (38). We go back down, we will be attacked by birds.

We go straight from the generator. Let's go past the car and the spotlight. Inside the barn we find a shotgun, cartridges. Outside, 6 enemies will attack us at once.

Achievement "Sound and Fury". You need to kill 4 enemies with one grenade. Here is the most convenient place for this. We go out to the clearing, we lure all the enemies closer, we throw a grenade. If it doesn't work, then reboot.

From the barn with a shotgun we go to the left, under a canopy we will find a pyramid of cans (5). From the barn we go to the right, from the side of the truck, we go along the wide path, we go out to the barred gate, on them manuscript (39). From the barn we go straight along the main path, on the way there is another shed, under it is a thermos (38). Further on the stone on the right manuscript (40). Let's get to the lantern.

Alan Wake. Depot

Depot

Let's go along the railroad tracks. Ellis will call us. Let's go down on the stump manuscript (41). From the stump we go to a dead end on the left, along the yellow arrows, inside the barn we will find drawer (11), 3 checkers, batteries, cartridges. On the right we go under the bridge. On the bridge we will meet shadow objects: pipes, barrels. They will take off and fly at us, we need to attack them with light.

Difficulty is a nightmare. Behind the bridge, go up to the right, on the stump near the fence we will find manuscript nightmare (5).

Behind the bridge we will approach the stairs, near it manuscript (42). We climb, at the top there is a lantern, under it we take a powerful flashlight. Let's jump into the depot yard, in the far right corner there is a thermos (39). We fight off enemies. In the building we go to the 2nd floor, turn on the table TV (7). Behind the door on the balcony lies manuscript (43).

Boss: Bulldozer. Let's go out to a wide courtyard, dozens of enemies and a shadow bulldozer will attack here. We can just dodge, press the green button on the gate, and run out.

Achievement "Heavy Metal". We need to destroy the bulldozer. We constantly evade him, shine a flashlight on him for a long time.

When we leave the gate, on the right behind the columns we will find a thermos (40). Ahead we sit down in a pickup truck, we will go to a meeting with the kidnapper in the mine.

Alan Wake. Mirror Peak

3.2. Mirror Peak

Objective: Go to the coal mine

We will arrive at the broken bridge in front, turn right. We exit at the turn, go into the forest on the right, on the cliff in the red cross there is a thermos (41). We pass under the broken bridge, up again. On the right we go to the other side of the broken bridge, or we climb on foot along the long stairs, at the top in the shed we will find the radio (8).

Let's go over the whole bridge. Further on the path is an observation tower, upstairs in the room there is a radio (9). Below you can transfer to a car. Further to the left is a red building, inside on a box manuscript (44).

The entrance to the mine, no further pass. To the left is a closed tunnel, in its left corner there is a thermos (42). At the left wall behind the showcase is the mine museum, we read the museum plate (7). On the right wall, in the center lies manuscript (45). We go into the building. We can't wait for the kidnapper here. He will call and make an appointment at a new location.

Destination: To the observation deck at Mirror Peak

Achievement "Make it on time". You need to reach the peak in 30 minutes.

At the top of the building we jump over the chain, we roll down. On the lower floor from the shelves we take cartridges, batteries, thermos (43). We press the button, the hatch will open, we jump down.

We'll be on the railroad tracks. We take a revolver manuscript (46). Enemies will attack on the fenced area, we blow up gas cylinders near them. After that, we attack with light 2 moving objects. The wagon opened on the left, we leave, inside there are 2 grenades. We climb onto the roof of the car, go down through the hatch, inside the poltergeists. Let's go through the warehouse.

A pole fell in the yard, now the fence is under electricity. We run to the right along the wires. There are enemies on the way, next we blow up the cylinders. At the red building under a canopy, there is a save, a rocket launcher. We turn off the current on the electrical panel, we return. Now you can run past the enemies. We climb the fence, we climb.

In the warehouse we collect cartridges, we rise to the top floor. There is a thermos (44) in the attic in a red armchair, on the left wall lies manuscript (47). Let's go out to the backyard, in the house there are cartridges, a lever to open the gate.

Alan Wake. Ghost town

Forest

On the way near the jeeps we collect light grenades. We go past the enemies, the path will lead to the forest, at the entrance on the stone lies manuscript (48).

Let's go to the fork, the yellow arrows point to the left, go there. On the left we go into a dead-end cave, inside drawer (12), grenades. We leave the mine, in front of it we go along a wooden platform, on its cliff lies a thermos (45). Let's go downstairs to the lantern.

Behind the bridge we will find a pump-action shotgun. There is a fork ahead: on the right is a short but empty road, on the left is a long road with secrets. We go to the left, on the way we light searchlights, enemies will attack constantly. On the left we go to the red house, inside the cartridges, a thermos (46). On the right is the next lamp.

Cemetery. We kill enemies, there are batteries in the building, we press the button.

Difficulty Nightmare. After the cemetery we go to a dead end on the left, on the stone we will find manuscript nightmare (6).

Objective: Pass through the ghost town

Abandoned city behind the bridge. On the bridge lies manuscript (49). Behind the bridge, to the right of the building, we read the city sign (8). We go into the house on the right, inside the thermos (47).

"Nightmare". In the ghost town in the left building, under a canopy on logs manuscript nightmare (7).

Ahead, in a clearing, a poltergeist will move into an old train and its carriages. We use light on all its details, and they will disappear. We pass over the bridge. In the next clearing, 2 parts of a large steam locomotive will come to life, we illuminate them, we will get the achievement "Iron Horse".

There is a locked building near the locomotive, we go into the barn in front, we will find the key. A thermos (48) is hidden behind the barn. We unlock the building, it will turn on inside TV (8). There is a hunting rifle in the bedroom. In the backyard we go up 2 stairs.

At the top we go along the rocks on the left, we will see yellow arrows, hidden behind the rock drawer (13), rocket launcher. On the right we go along the path along the cliff. We are protected from birds, we pass on wooden floorings.

Alan Wake. silver mine

Objective: Leave the silver mine

Let's go to the mine. There is a fork in the bright hall, first we go to a dead end on the left according to the inscriptions, we will go down to the lake, we will find manuscript (50). We return.

We go to the right, take 3 checkers, jump into the hall from below, take manuscript (51). The main tunnel will be blocked, but the enemy will break through the wooden wall on the left. We kill all the shadows, we pass through the gap, in the small left corridor there is a thermos (49).

Towers with lift. Use the button to lower the hanging beams to the 1st floor, jump over them. We climb higher, raise the beams to the 2nd floor, jump. Same on the 3rd floor. On the 4th floor we lower the stairs down, go down, use the button to raise the beams to the very top. Let's go to the surface.

Objective: To the observation platform at Mirror Peak

Outside, climb the stairs to the hill, take 3 checkers, on top of the tower manuscript (52). We go down, start the generator below, sit in a hanging booth, fight off the birds along the way.

At the very end, the cabin will fall. We rise to the cliff above, on the wooden platform of the elevator there is a pyramid of cans (6). Above on the road is a hunting rifle. Let's reach the lantern, immediately behind it is the lake sign (9).

Let's go over the rope bridge. We go to the cliff on the left, there is a thermos (50). We go along the left rocks, along the arrows, behind a small rock we will find drawer (14), rocket launcher. To the right is a collapsed bridge, a little to the left we jump onto a bypass path, on the way manuscript (53).

Mountain ruins. On the way, we hit the wooden flooring and support to climb higher. We reach the old stone building. Entrance through the basement, inscriptions on the walls. We take 3 checkers, we rise to the 2nd floor. The floor below us will fail, we will be surrounded by enemies, we will use checkers for ourselves, and shoot all the shadows. We rise again, jump over the gap. In the backyard we go to the left, there is a thermos (51) near the grate. On the right we go down the path, on the way manuscript (54).

At the very bottom on the site we will meet the kidnapper. He was attacked by the spirit of a veiled woman. He admitted that he did not kidnap his wife, but wanted to receive a reward by deceit. A strong hurricane will drag him into the water, we will follow.

Episode 4: The Truth
Alan Wake. Where to find

Alan Wake. Truth

4.1. Cabin by Lake Koldron

Objective: Follow Dr. Hartman

We wake up in the hospital room, the doctor will come to us. Together with him we pass through the hospital. He will convince us that we have fantasized everything about light and darkness. Outside we reach the sundial, under them we read the tablet (10).

Together we will go up to the hall, there is a thermos (52) behind the fireplace. Behind the thermos, on the far wall at the exit, examine Hartman's poster (11). We rise to the 2nd floor, in the corner on the railing is a thermos (53).

On the 1st floor we pass into the side corridor behind Hartman. On the right wall we read the inscription of greeting (12). In the hall we will see two former rock musicians - the Anderson brothers, Odin and Thor. When the doctor leaves, the brothers will give us manuscript (55)and invited to visit their farm.

Objective: Return to your room

We go to the 2nd floor, in the hall upstairs it will turn on TV (9).

Easter egg. In the hallway across from our room is the Emerson dev room, inside there is a Death Rally poster (the devs' first game), on the sketch board of the current game.

Alan Wake. Medical opinion

Purpose: Find out the cause of the noise

A storm will begin, the brothers will begin to rage, the orderly will go down to them. We leave the room, in front of the stairs lies manuscript (56). Below, the brothers stunned the nurse, examine her, take the keys. We unlock the side corridor. In the room on the left we take manuscript (57).

Achievement "Medical opinion". In the left room we find a tape recorder, listen to it 3 times to hear all the records.

In the next room we find Barry and our cardboard copy. Ahead on the table is a thermos (54). On the left we will enter Hartman's office, take manuscript (58), pistol.

Objective: Escape from the clinic

Darkness will begin to take over the building, and we do not have a flashlight. In the corridor, unlock the door by constantly pressing the button. In the hall, all the furniture flies and attacks us. We rise to the 2nd floor, start the generator, from this the shadow doors will disappear below. We pass into the corridor staff. In the warehouse we take a light bomb, use it about 2 statues of a bear, a path will open behind them. On the right on the seats we take manuscript (59).

Achievement "Box". Behind 2 bears, turn on the TV on the left.

Behind the doors, a steel sphere will come to life, with two blows it will break through the doors. We run into the next room, stand at the door to the exit. The sphere will also break through these doors, and we will need to jump back in time and run out.

Outside, we go along the right wall, at the grate we will find a thermos (55). In the center of the courtyard there is a sculpture with a sphere, we read its tablet (13). On the left at the gate we will meet Barry, he will give us a flashlight. The only way out is to the right through the labyrinth.

Alan Wake. labyrinth

Objective: Proceed through the garden

On the right in the barn we take 2 checkers, batteries. Let's enter the labyrinth, inside there are enemies with sickles. We constantly turn right, go out to the platform with a tree, under it manuscript (60). At the fork with benches, first we go to a dead end on the left, we will find manuscript (61). Right exit.

Boss: Orderly. On the way there is a gazebo, in it the shadow of the chief orderly, you have to fight for a long time, and a flock of birds covers it. It's easier to run into the gazebo, take a rocket launcher from the locker, and finish off the orderly from it. Inside the gazebo is a thermos (56).

There are a few more enemies on the path ahead. Let's get to the lantern. Nearby in the barn we will find a gun, cartridges, manuscript (62). We pass through the shadow gate, behind them lies manuscript (63), there is a pyramid of cans on the fence (7).

Under the next lantern we take cartridges. We go around the pool with water, go from it to the right, at a dead end behind a rock it is hidden drawer (15), checker, rocket launcher. We go up the stairs, there is another lantern at the top, there is a thermos (57) in front, on the left in a dead end manuscript (64), on the right we will go to Barry.

While Barry will look for the keys to the gate, we will need to shoot back from a lot of shadows. At the end we will leave the hospital. Let's go look for the cache left to us by the brothers of rock musicians.

Alan Wake. Get to the farm

4.2. The Anderson Farm

Objective: Get to the farm

Along the way, the darkness will throw us off the road, the car will crash. Barry downstairs with a weapon will go to the farm. We are at the top, without weapons and a flashlight. We go down the slopes, we will pass the bridge.

We will be attacked by poltergeist things, we hide from them behind trees and stones. Turn on the spotlight, go around the world to a dead-end cave, inside manuscript (65). From the spotlight we go in the other direction, along a wooden platform, at its end lies a thermos (58).

Turning lantern, locked shadow gate. Turn the lamp to the right. We rise to the upper platform, jump over the abyss on it, take manuscript (66), start the generator. Take a flashlight inside the barn.

Forest. A detachment of shadows, we reach the lantern. There is a campground on the way, next we turn on the searchlight, take a thermos (59), a powerful flashlight. Ahead we will see the light, a man in a diving suit leave in front of us manuscript (67).

Path with traps. We reach the ruins of a stone building, we start the generator in front of it, next to it lies manuscript (68), shotgun. Ammo in the basement. We rise into the building, take a thermos from the window (60).

2-storey house. Inside we collect batteries, checkers. In the far right corner of the kitchen, there we will find a thermos (61). On the top floor is a shot man who was seen in prison. The next room will open, inside it will turn on TV (10).

On the lower floor, shadow Danny will jump through the window, kill him, get out through this window. Outside, we go under the canopy on the left, there, on the rug manuscript (69). On the right we go down to the basement, in the corner we will find drawer (16), grenade, checker. We sit in the car ahead.

On road

On the right side of the road we will see a tractor, in front of it is a thermos (62). We stop at the fork, a little to the right in the field near the tractor there is a thermos (63). We drive on the left road, on the left we enter the house, inside drawer (17), ammo, 2 grenades. Above we will arrive at the observation tower, inside there is a hunting rifle, radio (10). Ahead, the two roads will converge into one again. A little further the road is blocked, do not pass.

The bulldozer will come to life and won't let us through. We shine on it, in time we fight off the enemies running up from behind. After the victory, we can go down to the field. From the mill we go to the barn a little further, inside drawer (18), grenade, ammo.

Difficulty Nightmare. We go past the mill and the barn, there is a toilet in front of the left, next to it manuscript nightmare (8). To the right is a graveyard where 3 skeletons will come to life.
Alan Wake. Defend the stage

Goal: Defend the stage

An open-air stage is ahead. On the left spectator stand we take a thermos (64). We will meet Barry on the stage, he will turn on the pyrotechnics, hide behind the table. Near Barry we take a thermos (65).

Achievement "Son of the Old Gods". On the stage, you need to defeat all the enemies without taking damage. There will be 3 waves of enemies in total, after each wave Barry will turn on a lantern in the center to save. If you receive damage, then do not save, but reload.

Opposite Barry we take a powerful lantern. We hide behind the pedestals so that the thrown weapons do not reach us. In the center we take light grenades, throw them into clusters of enemies.

Objective: Get to the Andersons' house

After the victory, we go around the scene on the right, hanging on the corner manuscript (70). There is a barn in front. We go to the right, in the far corner of the field near the cart we will find manuscript (71). On the right side of the barn, we climb the stairs, press the button.

Inside the barn is stored the props of a rock band. At the right column turn on TV (11). In the far right corner is a thermos (66). Hanging on the 2nd floor on the right manuscript (72). At the top we press the green button, the hanging rook will break through the exit in front. A little further than the button at the dead end we will find a poster of the Asgard group (14). We get down and out.

There are many enemies in the courtyard, but 2 bare wires hang in the center, we can lure enemies under them, they will die from flashes. Right behind the wires, on the cable reel is a pyramid of cans (8). Go around the building on the left, meet Barry under the lantern.

Silo storage. Inside the building on the right we knock out the door, on the 2nd floor there are enemies and cartridges, on the 3rd floor there is a thermos (67), in the attic the last radio (11/11). At the top we start the generator, outside we call the elevator, we go down.

Alan Wake. Anderson House

Boss: Harvester. On a wide field, we kill a dozen shadows, dodge and illuminate the shadow harvester.

After the victory, we go to the shed, climb onto the roof, climb over the fence. In the illuminated barn we will find the keys to the vault. We go to a large building, unlock it. Together with Barry we go to the house, we push the gate on the way.

Objective: Find fuses

Inside the Anderson house we go to the door on the right, in the toilet we will find a thermos (68). In the far right corner is a kitchen and a thermos (69). On the 2nd floor in the hallway manuscript (73). In the brothers' bedroom, turn on the electrical panel. Listen to the audio recording below. Let's get drunk with Barry.

4.3. The night it all started

In a dream, we will return to the house on Lake Koldron. We will see from the side how Alan Wake jumped off for his wife, did not find her, and returned to the shore. Later, a woman in a veil met us at the house and forced us to write a new novel. So a week passed.

All events from the book began to be embodied in reality. Realizing this, we organized our escape. A former writer, a diver, came to our aid, lit up the house, and we ran away. During the car ride, we became weak from exhaustion, we had an accident, and woke up at this moment.

Episode 5: The Nutcracker
Alan Wake. How to get

Alan Wake. Nutcracker

5.1. Nightlife Bright Falls

Achievement "Pastoral Town". You need to go through the city without dying and without using the reboot. Before the helicopter.

Objective: Follow Sarah

While we were sleeping on the farm, we were captured by an FBI agent, and now Barry and I ended up in jail. The agent will come to us, the darkness will seize him, what will remain of him 2 manuscripts (74, 75). Sheriff Sarah will lead us.

On the left in the office we take a checker. In the lobby, behind the reception desk, there is a thermos (70). Let's go into Sarah's office together, take a flashlight, a pistol, a shotgun. We will leave Barry in the building, and together with the sheriff we will go to look for the keys to the helicopter.

In the backyard we go into the gap of the lattice, climb the stairs to the roof. Birds will attack us. At the end, we jump over the abyss, go down the elevator, turn on the electrical panel below, and open the gate. In the alley, we highlight the enemies, Sarah will shoot them.

the main street

Ahead of the pier, on his right booth is a thermos (71). We go to a dead end on the right, follow the arrows, along the wooden flooring near the water, we will find drawer (19), rocket launcher, checker.

Walk down the street to the left. On the right side through the gate we can approach the large building "Fresh Seafood", on the way there is an enemy detachment, behind the building at the top of the stairs is drawer (20), rocket launcher, batteries.

Diner. On the left side of the road we can enter the bar where we have already been. In the center behind the bar is a thermos (72), a powerful flashlight. Hanging in the corridor with toilets manuscript (76).

Achievement "Drink to the bottom". Turn on the jukebox again.

The street is blocked, we go around the right building near the water. There is a detachment of enemies on the platform with toilets. We will go outside again, we will see a white van with an alarm, on it is a pyramid of cans (9). We go to the end of the street, under the truck is a thermos (73). The sheriff will begin to unlock the side doors to the courtyard, at this moment we need to defend ourselves from strong enemies.

Alan Wake. diner

City Hall

In the yard under the left canopy there is a thermos (74), under the right - 3 checkers. Let's enter the White House of City Hall. We go into the room on the left, near the podium on the corner lies manuscript (77). On the 2nd floor, turn on TV (12), in the next room in the corner we will find drawer (21), rocket launcher.

On the 1st floor we go further to the left, the door will be knocked out by an enemy with an ax, we go inside, we take a hunting rifle, a thermos (75). In the far left room, the light will turn on, inside we take a powerful flashlight, grenades. On a small table in front of the window we take the keys to the helicopter.

The path to the helicopter

When we get out, Barry will run to us, and the darkness will fill the street with a bus. We go to the park opposite, inspect the sign of the statue (15).

Book store. To the right of the window is a thermos (76). On the right wall, above the table, examine the hanging leaflet about books (16). Ahead on the table with the cashier lies manuscript (78).

Let's go to the park behind the store. On the left inside the barn stands drawer (22), rocket launcher. Next is the playground, on the right on the sandbox is a thermos (77). In front of the church we read the tablet of the temple (17). Near the car we collect a hunting rifle, cartridges. At the right dead end of the street is a yellow van, inside it manuscript (79). Before the church, you need to survive the attack, there will be several waves of enemies.

Alan Wake. Helicopter

Objective: Get through the church

Church. Ahead on the podium lies manuscript (80). In the back room we take cartridges, batteries. We go down to the basement, go to the far left corner, behind the shelves we will find a thermos (78).

Objective: Go to the helipad

We will meet Barry at the parking lot of the church, we will climb the mountains together. On the main path on the table we will find manuscript (81). Let's go out onto the road, on the right in the van there are 2 grenades, on the left there is a helipad. On the far left bench is a thermos (79).

Sarah will start the helicopter. We need to defend ourselves at this time. We collect cartridges and grenades around, use two searchlights, shoot at gas cylinders. At the end we jump into the helicopter.

Alan Wake. Light and Power

5.2. Bright Falls Light and Power

Objective: Pass through the substation

We will fly to the power plant where the local lamp lady lives. We will land on the other side. Barry and Sarah will fly off to fight off the birds. After landing, we go to the fence on the right, we will find a thermos (80). We go to the house on the left, we will find a revolver, cartridges. We return to the center, on the lifting door we shoot at the wooden part of the chain. While the door is rising, you need to dodge enemies.

Hangar. Inside on the racks are cartridges, in the far corner on the workbench we take a pump-action shotgun. There is a lattice fence on the way, we climb onto the pallets, jump over the fence. In the 2nd part of the hangar, we can turn on the music on the radio. We fight off several waves of enemies. At the far wall behind the concrete rings is a thermos (81).

On the street we jump to the platform. We go along the arrows to the left, in front of the cable bay near the wall we will find drawer (23), grenade, checker. Press the button on the right to unlock the gate.

On the left, the cable is energized, we go along the right path. Cartridges under the lantern. On the upper platform is a detachment of enemies. Let's go to the other side of the initial cable, raise from the ground manuscript (82).

We will bypass the transformers, we can shine on the enemies so that they back away directly to the electricity. We go to a dead end on the right, in front of the bars we take a thermos (82). There is an elevator ahead, we go up to the roof of the trailer, there, in a red chair, lies manuscript (83). We jump over the fence.

Alan Wake. Substation

Objective: Cross the bridge

Before the bridge we read the green sign pointer (18). We go to the control booth, to the right of it there is a thermos in the grass (83). Inside the booth we take cartridges, a rocket launcher, press the button. The bridge will begin to rotate constantly.

Difficulty Nightmare. On the way we go to a dead end from the bridge, inspect the yellow bus, near it manuscript nightmare (9).

Let's go to the rotating bridge, we will be attacked by birds. On the other side we enter the 2nd booth, inside a thermos (84), TV (13).

Objective: Go to the power plant

We go along the path, the helicopter will highlight all the enemies, we will only have to shoot them. But soon the helicopter will be chased away again by flocks of birds. From the lantern we go to the right along the arrows, at the concrete wall we will find drawer (24). On the left we will go out to the parking lot, in the left corner near the grid there is a thermos (85), on the right on the wall of the building we read the sign “Waning” (19).

Inside the power plant, an old woman, Cynthia Weaver, will meet us. She will tell that the last writer left her a thing, she keeps it in a brightly lit room on the dam. We collect all supplies from the shelves: a powerful flashlight, batteries, cartridges, checkers. In the living room, on the right wall under the table, there is a thermos (86). Cynthia will instruct us to turn off part of the power to light up the corridor. We go outside.

Alan Wake. Interrupt power supply

Purpose: Interrupt the power supply to the substation

Difficulty Nightmare. Outside, we leave the gate on the right, go to the left behind the lattice fence, at the corner of the parking lot behind the fence manuscript nightmare (10).

We go into the opened gate on the right, along the water and pipes. Let's go to the panel with 3 green buttons. Near the buttons we read the yellow plate (20). Press the buttons from left to right: 1, 2, 3, 1. Ahead, all the bridges will turn on, along them we will reach the switch on the shore. On the right on the fence is a pyramid of cans (10). We return to Cynthia, on the way back there are enemies.

Together with the old woman we will go down into the illuminated tunnel. We collect cartridges, a hunting rifle. On the way, call Barry, we'll hear that he crashed. Let's go outside to save our best friend.

Objective: Get to the crash site

Let's go out to the rocks under the pipe. On the way, on the stone lies manuscript (84). Near the concrete support in the locker are cartridges, a lantern. Along the way, we fight off flocks of birds.

Difficulty Nightmare. After the lantern we go to a fallen tree over the abyss, on it manuscript nightmare (11).

There is no one at the crash site. We rise above, at the red shed we will meet Barry and Sarah, we fight off the shadows. Behind the barn we climb the rock along the arrows, we will find drawer (25), shotgun.

Alan Wake. Reach the top of the dam

Objective: Get to the top of the dam

Let's go down the path to the lantern. Behind the next lantern, inside the concrete ring we find a thermos (87). We call the elevator, shoot the enemies, go inside.

At the top of the elevator we go to the cliff on the right, we take a thermos (88). On the right, press and hold the button, next to it we read the “Notice” sign (21). The elevator will close, friends will leave without us. We go around the rocks. On the left we shine on 3 coils, we climb the fence. On the way lies manuscript (85). Let's go to the bridge, go up to the road.

On the site we take a pump-action shotgun, turn on the searchlight. We will be attacked by several waves of enemies. It is better to turn the searchlight to the right to the barn, and hide inside. There are 3 grenades in the barn.

When we win, the darkness will destroy the searchlight, but clear the way forward. We run along the road, along the crumbling gratings. Let's run into the tower, go down the spiral staircase, on the right on the shelf we will find a thermos (89). Let's run to our friends, go down into the building together.

In the Brightly Illuminated Room, there will be a manuscript page that mentions an old electric nutcracker switch. With it, we can overcome the darkness.

Episode 6: Departure
Alan Wake. How to get

Alan Wake. Care

6.1. On the way to Lake Koldron

New York. Two years ago

Objective: Take sunglasses and painkillers

Wake up in the apartment. From the bedside table we take glasses, in the bathroom on the shelf we will find medicine. We listen to the message on the phone, turn it on TV (14/14). Alice will come, we'll talk to her about the vacation.

Bright Falls. The present

Achievement "Unarmed Hero". You can not use firearms (revolver, rifle, rocket launcher) until we reach the lake. You can use checkers, grenades, stomp on enemies in a car.

Goal: Get to Lake Koldron

In the afternoon we will go to the lake where it all began. Let's go out in the parking lot, take a thermos from the table (90). We sit in the car, we go further. At the 2nd parking lot, we read the poster "Majestic Hotel" (22). Further to the left are logs and equipment, we turn there to a dead end, under a canopy we will find a hunting rifle, in the last barn drawer (26), grenade, checker. Let's drive up to the tunnel, on the left there is a shed, in front of it there is a thermos (91) behind a box.

Let's go on foot in the tunnel, night will come. 3 shadows will attack, we just drive them away with light, we run further. On the road lies manuscript (86). We get into any car on the way, shoot down enemies.

Alan Wake. Majestic

Majestic Hotel

The road is blocked, so we go to the hotel on the left. In the hall we read a large black plate (23). Behind the right door in the toilet there is a thermos (92).

"Nightmare". In the hotel, right on the bench manuscript nightmare (12).

We can enter the 2nd room, an FBI agent lived there, there are a lot of photos inside, 2 grenades. In the back yard, on the central stone curb, there is a pyramid of cans (11) (no need to shoot, otherwise we won't get the "Unarmed Hero" achievement). We get into any car, jump down the springboard onto the road behind the blockade.

The bridge with the lantern must be crossed on foot. Objects will fly at us, a bulldozer attacks, we destroy everyone with light. We sit in the next car under the lamp. Let's go across the field. A shadow jeep will attack us. We get to the shed with bright light, there is still a car inside.

"Nightmare". In a bright barn on the 2nd floor manuscript nightmare (13).

Behind the bright barn stands another house, on its porch there is a thermos (93). We leave on the road, on the bridge. On the way there is a blockage under the lantern. On foot we go through a tunnel with dark spots. At the exit in a narrow passage manuscript (87). We get in the car.

On the way there is a fence and a path to the right. At first we drive straight through the barrier, we arrive at a dead-end tunnel, at the entrance on the footboard of the truck lies manuscript (88). We return to the barricade, on the right there is a lattice fence, we read the sign (24) on it. We go up the path.

Alan Wake. Car junkyard

Car junkyard

On the left is a large building with a lantern, behind the building under a large canopy we will find drawer (27), checkers, grenades. On the building itself, at the entrance to the garage, we read a white plate (25/25). Inside the garage, opposite the stairs, inspect the rack, find a thermos (94). On the other shelves are cartridges, a hunting rifle. On the 2nd floor, you need to press the button to open the gate. There is a rocket launcher on the table. Outside, on the balcony, there is a pyramid of cans (12/12) (no need to shoot, otherwise we will not get the "Unarmed Hero" achievement). Many enemies will attack, we run out and crush them with a car.

"Nightmare". In the garage on the 2nd floor on the table manuscript nightmare (14).

Let's go to the landfill. We slow down in front of the springboard, go on foot to the right, there is a thermos (95) behind the fence. After the springboard, we drive up to the lantern behind the container, collect cartridges, manuscript (89).

We climb the stairs, turn on the generator at the top. Below the bulldozer will come to life, we evade it, on the left we press the turned on button. The crane will slowly lift the container, we pass under it.

Mining village

Let's go past the windmill. On the left side there is a broken bridge, in front of it in the barn we will find drawer (28), grenade, rocket launcher. On the right we enter a wooden house, inside we jump, move the cart. Let's enter the abandoned town.

There is a car, a couple of searchlights, cartridges on the square. In the 2nd house on the right on the shelf we will find a thermos (96). Ahead we run to a large searchlight, we burn the enemies that have appeared with it. In the big house ahead, you have to push the cart to get in. Inside the house on the fireplace lies manuscript (90). On the left we push out another cart to go to the lantern.

Let's ride on the miner's cart on the rails. When we arrive, on the right we go down through the empty car, below behind the cart is hidden drawer (29), grenades, checkers. We rise back.

On the left we climb the stairs, move the cart out of the way, jump over the abyss, fight off the birds. On the corner wooden platform, behind the pillar is a thermos (97). On the right we go to the lantern.

Alan Wake. Mining village

Let's go through the forest. Darkness will throw a truck in front of us, enemies will attack. We run forward to the lantern. Then 2 more pieces will fall. Ahead we will see the car, we climb into it in the center, there is a thermos on the left (98). Another lantern. We go up the path, soon we will reach a large wooden staircase, at the top there is a lantern.

Large wooden house. On the 1st floor we will find the last box (30/30). From the 2nd floor we jump into the courtyard. To the left is a huge round building with a thermos (99) behind it. The elevator button does not work, we run along the wires to the generator on the right, we start it.

"Nightmare". Behind the generator manuscript nightmare (15) (total 106/106).

When we start the generator, a lot of enemies will appear, 2 with a chainsaw. If you do not use weapons, you can throw grenades or lure enemies to a hanging electric wire. Press the elevator button, wait for him.

Let's take the elevator, upstairs lies manuscript (91/91). We go along a narrow path, we beat off shadow objects with light. Before the tunnel you need to light up the whole ship. In the tunnel we shine on the pin. Let's go to the lake.

Objective: Neutralize the tornado

Ahead, a witch stands on a rock, objects revolve around her. We must jump over the gaps on the way in time, while there are no flying objects. When we get to the last platform, we shoot 3 times from a rocket launcher into the shadow of a woman.

Alan Wake. dark abode

6.2. dark abode

Objective: Find the Nutcracker

We wake up in our apartment, next to us is Alice, who is not afraid of the dark. We run through the rooms, bypassing the girl. In the hall we shine on the hanging word, the nutcracker will appear.

Let's find ourselves in a world where words hang instead of objects. To the right behind the sofa we highlight and take the last thermos (100/100). We aim a flashlight at all the words, and gradually get to the house on the lake. Inside we will meet a woman in a veil, and we will light her with the help of a nutcracker.

As a result, we will repeat the fate of the past writer: we will erase ourselves from history, we will save Alice, and the waitress Rose will become the new lantern lady. We will continue to print history, in a house at the bottom of the lake.

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walkthrough guide
Walkthrough Atlas Fallen
The Atlas Fallen Detailed Walkthrough is a detailed guide that will guide players through the main campaign and all available quests,…
Walkthrough Atomic Heart: Annihilation Instinct
walkthrough guide
Walkthrough Atomic Heart: Annihilation Instinct
A detailed guide to story missions with solutions to puzzles and tips for defeating bosses Contents of the guide Trial of the Wasteland: How well do you know...
Lost Lands 8: Sandy Captivity - Walkthrough 100%
Lost Lands Walkthrough 100% (Part 1-9)
Lost Lands 8: Sandy Captivity - Walkthrough 100%
Passage of game Lost Lands 8: Sand captivity by 100%. All secrets, puzzles, mini-games, collectibles and achievements in one place. Contents Lost…
Walkthrough New York Mysteries 5
walkthrough guide
Walkthrough New York Mysteries 5
If you share my passion for puzzles and find noir crime stories with a Lovecraftian twist appealing, then New York Mysteries…
Poppy Playtime Chapter 3: Deep Sleep - 100% completion
walkthrough guide
Poppy Playtime Chapter 3: Deep Sleep - 100% completion
Chapter 3: Deep Sleep is the new third chapter of the indie horror game Poppy Playtime. The game will have another batch of tricky puzzles and meet ...