The release date of the game ” Alan Wake II ” is October 27, 2023.
Developer: Remedy Entertainment . Publisher: Remedy Entertainment .
The story is 12 hours long. 100% completion time is 25 hours.
Alan Wake II system requirements . When was it released?
| Characteristic | Minimum requirements | Recommended requirements |
| CPU | Intel i5-7600K | Ryzen 7 3700X |
| RAM | 16 GB RAM | 16 GB RAM |
| Video card | GeForce RTX 2060 Radeon RX 6600 6 GB, DirectX 11 |
GeForce RTX 4070 Radeon RX 7800 XT 12 GB, DirectX 11 |
| Disk space | 90 GB | 90 GB SSD |
| Operating system | Windows 64-bit: 10 | Windows 64-bit: 11 |
Alan Wake 2 Text Design
. All items
Weapons, ammunition, batteries are common items.
Clues are needed for the plot, but not all of them.
Lunch box (21 pieces) – secret items for leveling up.
Deer stuffed animals (12 pieces) are secret items for opening the room.
Posters, notes – secondary information.
Radio, video – collectible side information.
Key – plot items, keys.
If you took an item but then died before reaching the save point, you will need to collect the item again.
Walkthrough
1. “The Return” 1:
Alan Wake II Invitation. Guide
We play as an unknown naked man. We run from the dark lake up the slope, seeing several flashes of jumpscares along the way. When we reach the road with the car, we encounter shadows. We run further along the path, but there we are caught by cult members and sacrificed.
Cauldron Lake . A pair of FBI agents have arrived at Cauldron Lake to investigate a murder. We play as Saga Anderson, partnered with Alex Casey (Sam Lake, Max Payne). In the starting clearing, examine the notice board, which contains a map of the lake .
Further down the path is Deputy Mulligan. Follow him through the hole in the fence and descend to the shore. Along the way, there’s a Mirror Peak poster . In the side streets, you can examine a locked gate and a Mortar Falls poster . To the left of the poster, in the bushes, is a lunchbox (1) , containing a manuscript fragment that can be used to upgrade your weapon.
Below, we’ll find Assistant Thorton. We’ll examine the dead man’s body on the table nearby. Three places are marked on the body: bound hands, a removed heart, and a cut on the chest . As the investigation progresses, we’ll be able to travel to the “Abode of Reason,” where all the evidence for the case will be collected on the wall, and where we can upgrade our weapons with the secrets we find. We’ll place photographs of the new evidence on the wall, to the right of the caption “Matches with previous murders?” There were three similar murders before this one. The lines “Victim?” and “Killer/Killers?” will appear.
Talk to Thorton , he’ll tell you about the victim: Robert Nightingale, an FBI agent. Talk to Alex , he’ll tell you that this agent was fired long ago; he disappeared 13 years ago. Add these two clues to the wall, under the line “Victim?”
Near the body on the ground are clues “2” and “3. ” Add these two clues to the “Killer/Killers?” line. A line will appear asking “Premeditated or not?” Inspect the table marked “4”: there’s a fishing rod nearby , and a case of beer on the table . Add these clues to a new line.
We can gather some clues intuitively. In the “Abode of Reason,” examine Nightingale’s file; the lines “Missing” and “Ritual. Murder” will appear. Listen to both thoughts and add clues to the line “Where did the victim come from?”
Let’s get ready to head to the lake. First, pass clues “2” and “3.” In a separate clearing, behind a table, we’ll find a twig doll and a chest with a note. We enter the house; inside, several items are marked with two red triangles, and there’s a note about the lake. On the wall is a stuffed deer (1) ; you need to pet several of them to unlock the secret. Remember the icons in the order shown on the chest, then enter the combination:
Diagonal left up, vertical clock, horizontal rhombus.
Inside the chest are pistol bullets and a piece of evidence . We enter the abandoned store; in the center, on the table, are cards and chips . On the table by the window is a diary .
A little further down is the Witch’s Hut, which is empty inside. Further down the path is a diary and batteries in a suitcase . Search the nearby bushes to find a lunchbox (2) .
Having jumped from a small hill, we go along the path to the left up, past the benches, we will find a tent, to the left of it there is a lunch box (3) .
We follow Alex further. We’ll arrive at the “Witch’s Ladle” location. Our partner will show us a piece of paper on the ground , and footprints under a stone. On the paper is a manuscript describing our previous actions. We put these clues under the line “Anything else?”
We return to the body. Judging by the text, something was left in the victim’s chest. The coroner is not here yet; Deputy Thorton will send us into town and give us a bypass key. We use the key to unlock the nearby grate.
There’s a transformer box on the way. Climb the rocks to the left of it and grab a lunchbox (4) . Next, open another grate. Behind it, on the right, are four leaves of green grass . Return to the parking lot and get in the car.
Bright Falls, Washington . From the start, turn left onto the covered pier. You’ll find a tape recorder and a recording of “Tapio’s Weather Forecast” (1/9) . At the end of the street is a locked gate. On the other side is a map of Bright Falls . Nearby are entertainers dressed as thermoses. Everyone is getting ready for Reindeer Day.
Opposite the pier, we enter the Elderwood Palace Hotel. Inside, you can explore all the rooms; in one, you’ll find a note on the table . In the main hall, you can pet a stuffed deer (2) .
Sheriff Breaker is waiting for us in the next building. We enter the “Dear Deer” cafe and speak with the witnesses, Bookers, Tammy, and Ed. We learn that there were people in deer masks at the crime scene , shouting ” Tree Cult .” We listen to two reflections in the Abode of Reason, ask the Bookers what they found, and receive the cult amulet .
The waitress, Rose, will approach us; she knows us, but we don’t remember. She’ll tell us that we came here before with our daughter, and that she drowned. We’ll get a clue . We examine the broken jukebox and leave.
Morgue . We go to the morgue with the sheriff. We examine the victim’s body again. There are five active points outside: heart, head, shoulder, arm, chest . On the evidence board, we start a new row at the bottom and mark the clues “Cause of death?” and “Ritual inscription?”
We’ll perform an autopsy and find a manuscript page inside . The sheriff will say he found similar pages. He’ll bring the evidence, but then disappear, and the dead body will come back to life and come looking for us. We need to stand under the lamplight, then the enemy won’t see us.
When the enemy leaves, turn on the flashlight and walk down the dark corridors. Pick up the pistol near the policewoman’s body . Shoot the dead man in the head several times, and he’ll disappear.
After the incident , talk to your partner, Alex . Pick up the page dropped by the missing sheriff on the floor to the left . Arrange the clues in the line labeled “Where did Nightingale go?” There’s a first aid kit nearby in the dead end. Go out into the hallway, open the lockers, and take the ammo and batteries .
We go up from the basement to the main floor. In the room on the right, you’ll see an ad for “Travel” (1/6) on the TV . In the police office, open the nightstand and take the ammo . On the wall between the windows is a map of the Sheriff’s Department . There are several messages on the computer , and in the drawer below, take the ammo . In the restroom, there’s a note on the wall .
We follow our partner outside. Along the way, there’s a table with a flyer from Mayor Sutter (1/6) . In a nearby police car, we’ll hear the radio station “Donna’s Ridiculous Review” (2/9) .
Further on at the intersection there’s a sign “Founders’ Park .” A Lady with Birds sits in the park. Behind the next tree is a lunchbox (5) . We get in our car and return to the lake.
2. “The Return” 2: The Heart of
Alan Wake 2. What is this game?
Lake Cauldron . We’ll see a bike in the parking lot. We’ll go down the path and meet two people near a transformer box. They’re Ilmo Koskela (the guide from the ad) and the repairman, Steven. There’s a recording inside the building .
A lot of water has accumulated at the crime scene after the rain. We examine the empty table where the body lay and see a symbol of triangles . Barefoot footprints are visible on the path in the mud; we follow them down. Upon entering the water, we briefly see the victim’s face, unlocking the clue “Fold . ”
We examine the red cabinet on the pole; there are cartridges inside . The tracks lead to a tree; a ball of dark matter is visible near it; we burn it with the flashlight. We take the page from the crevice . We arrange all the clues in the lines “Where did Nightingale go?”, “The Fold?”, and “The Witch’s Hut?”
Witch’s Hut . Head to the hut. Examine the fuse box on the wall; it’s missing a fuse. Cross the wooden bridge and find a working fuse in a blue container under the wooden canopy . Insert it into the fuse box, and the hut will light up. Find a page in the cabinet on the left. There are some ammo in the nightstand on the right . A thermos will appear on the table, allowing you to save near it.
Shop . In the investigation menu, select “What’s a ritual?”, “Where’s the heart?” In Nightingale’s file, select “Heart”, “Heart! Where is it?” We guess that the murdered man’s heart was left in the abandoned shop.
A shadow wearing a deer mask will appear inside the store. Highlight it, then shoot it. The next room contains a first aid kit , a page , and a dark chest. Highlight the darkness in the chest to see a heart at the bottom; read the inscription on it .
There’s a locked shotgun on the other wall. You need to pick the lock. Next to it is a note that says, “Go to the counter and ask Lady Fortune a question.” Pick up the bag at the bottom right to expand your inventory. Go to the store’s cash register; there are three notes about codes near it . Previous codes are crossed out, and lottery numbers are next to them. Take the next two-digit number from the lottery, add a seven in front, and you get the code: 739. We can pick up the shotgun .
Follow the map southwest and find a book and a recording near a tent . Near the Witch’s Hut, across the bridge, there’s a diary . Head west to the Witch’s Ladle; there are two shadows along the way. Examine the witch’s poster, insert the heart, and a fold in space will appear behind a tree nearby. Enter it.
The Witch’s Sign . We’ll come out into the swamp, where we’ll hear our daughter’s voice. There’s a dark spot on a stone in the center, with a page underneath. Further on are red thickets, and another page is on the way under a tree . We’ll cross the rocks and come to a waterfall, where we’ll find ammo, batteries, and a first aid kit . We’ll go back into the rocks and temporarily see a subway tunnel. We’ll pass through the narrow opening.
Boss: Nightingale . A dead man will attack us with a club, grabbing us by the throat. We quickly fight back with light, then fire. The enemy will attack again. You can dodge his swings with a log in time. Take batteries and ammo from the red locker and chest . Run along the paths, constantly collecting new ammo, and shoot the boss. It will take more than a dozen hits for him to die.
We see the silhouette of the writer Alan Wake, hearing only a few words from him. We find ourselves on the shore, examining the man lying on the ground, and it turns out to be the real Alan Wake.
After low tide . Let’s return to reality and introduce Alan and Alex. Alex Casey shares his name with the protagonist of Alan Wake’s books. We can explore the surrounding shore. We head back east, crawl under the logs, and find a locked box. It has a combination lock; you need to repeat the three buttons shown. Inside are a couple of items, a bag , and a piece of evidence .
We climb into the forest and through a “fold” we’ll emerge into a clearing where we’ll see a wolf with a shadow. The beast will try to jump on us; we need to illuminate it in time and shoot it. Further on, near the table, there’s some ammo and a note . On the tree is a red box with some ammo .
A little further on is a locked chest with a “light bulb” clue on it. There are yellow glowing arrows on the trees; follow them. The last arrow points downwards, and underneath it is the key to the cache by the river . Return; inside the chest is a flare, ammo, a first aid kit , and a note .
We go to the next dead end and read the note on the fishing box . We cross the red bridge and find a clearing with a video camera . On the table is a toy crow . On the stone are children’s drawings and a note . Place the crow on the drawing of the sun. Something will change around us, and a pendant (1) will appear on the table . Such objects can be weighed to receive small permanent bonuses. We take the toy crow again.
Further down the path, two shadows will attack. There’s a locked cabinet on a pole with a poster about the region . Above is a locked chest with a clue: “Rock, rock, tree.” The tree has the inscription “6+2.” In the lowland are two shadows. On the rocks are “7-2” and “3+3.” Enter the code: 658. Inside are a flare, a gas cylinder, a first aid kit , and a recording .
Follow the river to the end, and you’ll find a lunchbox (6) at the dead end . Kill two more shadows. Return to the Witch’s Hut; you can save inside.
Witchfinder Station . We’ll find more children’s drawings and a poem . We enter the building, examine the drawers, and find a stuffed deer (3) . There’s a computer where you need to enter a password. On the monitor is a piece of paper with the code: 2547. Inside the computer are two reports . Outside, we open a separate door; there are two notes on the washing machine.
On the second floor, we enter a room and read an evidence report on the table . Near the playpen lies a hero doll and a toy wolf . On the bed is an evidence document .
Outside, in the children’s drawings, place the wolf on a tree and the hero on a boat. After this, a clue will appear on the steps of the house . Return to the second floor, remove the darkness in the playpen, and take the pendant (2) . Outside, on the table, take the page .
A private house . We start the generator at the entrance. Outside in the corner there are children’s drawings and a poem . Inside the house there is a thermos for preservation, a page , and two notes .
We place toys on the pictures: a house for a wolf, a crow for a chick, and a heart for a hero. After that, we crawl under the tree, following the dark tracks. There are two enemies along the way. Under the tree is a broken toy house, with a pendant (3) next to it . A wolf will attack from the side.
We return to the parking lot. We’ll take Alan into town. His daughter, Logan, and her husband, David, will call. We learn that their daughter slipped in the shower, hurt herself, and nearly drowned. At headquarters, Alan will tell us about the dark entity and Scratch, but he doesn’t remember much else, and he’ll remember it gradually.
3. “Initiation” 1: The Evening Show / Deep Night
Alan Wake II. Walkthrough gamesisart.ru
We play as Alan Wake, in a flashback. We’ll see a recording of our television appearance. We approach the TV and are transported inside to the show. We’ll discuss our new book with the host; it’s already finished, but we haven’t written it yet. It looks like it was written by an evil doppelganger.
The lights will go out, and everyone in the audience will disappear. Backstage, look for the exit to the corridor. At the end of the corridor, you’ll need the password for the door. Go to the host’s room, “Mr. Door.” Inside, on the table, there’s a scientist’s book (from the game Control). Next to it, the “Old Gods of Asgard” band room will open. Inside, there’s a neon sign reading ” 665. ” Enter this code into the door.
In the common dressing room, we examine the TV. In the next corridor, on the right, we enter the warehouse. In the red room, we try to open the door. Something attacks us.
We find ourselves in the Dark Abode. There’s a typewriter and the manuscript “Initiation.” Nearby, on the plot board, are clues. These are like clues in the Saga, but they’re used for plot development rather than investigation. After examining everything, we return to work at the typewriter.
We’ll find ourselves back in the dressing room, touching the TV, and inside the show. But this time, we’ll be joined by actor Sam Lake, who plays our hero, Alex Casey. The host will show a clip from the film based on the book.
In the darkened version of the studio, we go back to the hallway. In the group’s room, we look at the code; it’s still the same, but the numbers are flashing in the order 565 . We enter this password into the door. We go to the warehouse, where we can open the door.
In the new room, we’ll hear a janitor humming a song in the distance. A little further on, on the wall, is a map of the Talk Show Studio . Enter the room and meet the janitor, Ahti (from Control). He’ll call us “Tom” (Thomas Zane, the first writer to enter the Dark Abode). The janitor will give us the key to the basement . Follow the map east to Backstage, and on the right, you’ll find a door to the basement.
In the basement, go to the illuminated table and take the statue-shaped lamp from the box . Point the lamp at the ceiling, collect the light, and charge the lamp. Go to the grate in front of the exit, use the lamp again, turn on the light here, and a new room will appear. The door leads nowhere. Stand in front of the door, collect the light, and the surroundings will return to normal, allowing you to exit through the door.
We go out onto the balcony and take the light. We go through the narrow corridor to the flickering TV and turn on the light. We return to the Dark Abode.
4. “Initiation” 2: Casey
Alan Wake 2. How to arrange clues, plots
We’ll find ourselves in a warehouse with TVs, next to a shoebox for storing items and a thermos for preservation. We’ll take the light from the TVs and turn it on across the room, which will reveal the exit.
We exit the subway into the big city. We go right toward a ringing payphone. The stranger on the phone will invite us to Caldera Street Station (a reference to the strange phones from Max Payne 1).
To the left of the phone is the Dark Abode map . We walk through the empty streets toward the flashing light. To the right of it are locked doors with ammo underneath . We head to the red cafe sign; there’s a first aid kit underneath . To the side of the cafe is a staircase leading down into an alley.
We’ll meet Alex Casey. He’ll spot the criminals ahead, start a shootout, and die. Take his flashlight and pistol . Take the light (1) . Yellow arrows point to a passage in the wall. Go through it and exit through the locked door opposite. Go back through the passage, and a spiral of yellow symbols will appear above it— the word “repair .” These words improve Wake’s weapons. On the way back, shadows will attack in the alley. Illuminate them with the flashlight, killing one enemy. Illuminate the gate with the darkness.
At the exit, on the northwest street, behind the store windows, you can see televisions with a video of “The Written” (2/9) . Outside, we head to the subway entrance. When we turn on the light here, a descent underground will appear, but beyond that, it’s a dead end. On the surface, we collect the light, go to the flashing bulb, and insert it. A staircase will open up to the overpass. We cross the railroad tracks and climb the vertical ladder. Further along the path are shadows. At the top, we light up the large billboard with Casey (1/6) .
We descend to the ground on the other side. There’s a save room to the side with a box and a thermos. Inside, there’s a first aid kit on the right . We go up another staircase and meet Sheriff Tim Breaker in the building. Examine his Wall of Madness, three recordings, and a map of the Dark Abode . There’s a first aid kit on the left . At the exit, a large first aid kit is hidden under the stairs .
From the sheriff’s office, head up the stairs with the yellow arrow. At the top, behind the fence, look for Words of Power . There are several shadows along the way. There are batteries around the corner to the left, in a dead end . Open the grate above; this is a quick way back.
On the street, we take the light (2) from the car’s headlights. To the right of the car, behind a column, is the word “weapon .” Further on, there are many shadows. There’s a large poster above the car. On the other side of the car, we climb the vertical ladder. At the top, go right following the yellow arrows. Between the boxes, we’ll find the word “war .”
Below, behind the grate, we’ll return to the original street. From the metro, head south along the street. On the side support, there’s a yellow arrow pointing upward. Look up; you’ll find the word “action” under the bridge. Go to the red sign for the Talk Show Studio; to the right of the entrance, you’ll find the word “repair” on the ground .
Caldera Station . Go to the subway entrance. Place the first light above the subway. Take the second light from the flashing lantern on the side, go underground with it into the subway, and place the light. Open the lockers on the side to find a painkiller (a Max Payne reference). Use the subway card to open the doors.
At the station, you’ll see a glowing orb. You need to look through it at the right angle. Stand close to the orb, but not too close. Turn until you see the black orb through the blue orb. Wait a few seconds, and they’ll align. You’ll receive the “Missing FBI Agent” memory . Using this inscription, you can change the space around you.
We’ll find ourselves in a different version of the station. Go to the far corner and grab some batteries and painkillers from the lockers. There’s an arrow on the train window. Change the scenario back in the menu, and the word “weapon” will appear on the train . Highlight it on the left through the central window.
We shift reality, exit into the center of the station, examine the blood stain and the FBI ID. We follow the tracks into the dark tunnel. Several shadows appear along the way; we follow them through the door on the left.
In the subway with the pit, go to the left wall, look for arrows, and find a word of help behind the box on the right . Enter the train car in the center, then to the left is a dead end where you need a light. Walk along the right side; there’s a Metro map on the wall . There’s a save in the room.
A destroyed tunnel . We pass through the train car in the center and continue along the tracks. Use “Missing FBI Agent” in the menu to change the environment. We examine the evidence areas. To the right is a passage to the next tunnel, and beyond the opening is a shadow.
We go right towards the light, take cartridges and batteries from the lockers . We take the light . In the dead end, behind the shelf, we’ll find a word of light . In the red tunnel, we’ll see a conversation “Cult of Assassins.” We fight off the shadows. We’ll follow this path back to the left tunnel, where we change reality to “Cult of Assassins.” An altar with a book will appear.
We return to the train car, go down into the blue corridor in front of it, and turn on the light. A door will appear ahead. Enter the sheriff’s room at the top right. He has a Metro map on the wall . Further down the tunnels, there’s a shadow, another shadow behind the door, and ammo and batteries in the locker . Above is a save room with a video recording .
A broken train . Turn around before entering the car, search the tunnels behind, and find a yellow arrow and a painkiller . From the arrow, go into the next tunnel, examine the ceiling, and find the word “war .”
If you activate the “Missing FBI Agent” reality, a radio will appear on the ground. “Killer Cult” will also spawn gas canisters. In the side room with the barrels, you’ll find a ball of light containing the “Torchbearers” plot element. Near the barrels, activate the “Missing FBI Agent” reality. Hidden behind the wall with the blue square, to the left, is a suitcase containing a first aid kit, two batteries, and a grenade .
Activate the “Torchbearers” reality. The train car in the main tunnel will be burned out, allowing you to pass through. On the other side, descend the stairs. There are two arrows at the bottom; shoot the wooden sheet between them. Behind it is an action word . In the hall, examine the lockers and collect resources . Look at the wall above the blue booth; the word “repair” is painted there . Descend the stairs toward the glowing light. There’s a save room to the side.
An abandoned station. In the center, we take the light , go through the arch, and turn it back on. We’ll find ourselves behind the wall, in front of the grate, and switch the light on again. Nothing will change nearby, but we go back through the arch, and a new yellow tunnel will appear.
Shrine Street Station. We pass through the train car, highlighting a few shadows. There’s a weapon word on the adjacent train car . Inside that train car, there’s a light ; we take it.
The final stop . There’s a first aid kit and batteries in the lockers . Turn on “Cult of Assassins,” and a light and dark orb will appear under the ceiling. Stand in front of the wall with the papers and connect the orbs. You’ll receive the “Summoning Ritual” plot element. Read three notes on the wall with the papers .
We activate the “Summoning Ritual.” We can approach the train car from the other side, restore the light, and enter. We pass through the train car and enter the room next to it, which contains the action word . We collect batteries and painkillers from the lockers .
In the hall, combine the black and white orbs to see a conversation. Fight the shadows. There’s a save above. In the corridor, behind the bars, you can see the word “repair .”
A ruined tunnel. Return here with the “Summoning Ritual” scenario. In the suitcase in the center, you’ll find two flares, a first aid kit, a large first aid kit, and a grenade . Activate the “Torchbearers” scenario, and a side tunnel will open. Inside, there’s a white and black ball, with a tree symbol above them. On the left wall, there’s a torch symbol.
We head to the dead end with the altar, where a storm will start. We escape into the train car and fight our way through the doors to the exit. Then we return to this same location, switch the storyline, go through the dangerous area, and turn on the “Summoning Ritual” again. A dark tunnel will appear, so we run inside.
We crawl through a narrow shaft. We’ll find the site of Nightingale’s murder, with his heart nearby. There, we’ll see the silhouette of FBI agent Saga Anderson, and we’ll be able to speak with her.
In the cave near the body, read the inscription on the rock . In the tunnel, combine the light and dark orbs and overhear a conversation. Return to the main platform of the Caldera Street Station. At the exit, take the batteries from the locker . Take the light . On the surface, take the second light .
On the street, go to the initial payphone and talk to the Unknown Number. Go to the large Parliament Tower building, “The Dark Place,” and combine the spheres inside to overhear a conversation. Enter the elevator.
5. “Initiation” 3: Obsession
Alan Wake 2. How to open a chest, door
We enter our apartment. On the bed we see photographs and a note . On the table with flowers are two notes . On the kitchen table is a note and a memory card . We go to the projector and insert the memory card. We watch a video of Alice’s wife. We enter the screen and see the scene in the Dark Abode again.
As Saga Anderson, we’ll complete Alan Wake’s interrogation and obtain the “History” clue . We’ll learn that the Nutcracker lantern is in the hands of the Tree Cult, and the dark entity Scratch will be trying to get it. In the investigation menu, we’ll collect Wake’s dossier, including the lines “The Cult and the Nutcracker,” “Scratch,” and “Scratch and Wake.” We’ll receive more manuscript pages from Wake . We’ll collect clues in the lines “Where is the Nutcracker” and “Trailer?”
We’ll be able to switch between Saga and Alan, but only around the “cleaning bucket.” Each character has their own set of chapters, and they can be completed in any order. We’ll start with Saga.
We exit into the foyer and see an ad for “World of Coffee” (2/6) on the TV . In the hotel, in another hallway, we’ll find a page on the floor in a room, and a page on the nightstand. There’s a note on the table nearby . The other rooms are locked.
Outside, we go to a cafe where we’ll see an ad for “Anma Beer” (3/6) . Inside, we enter a warehouse where a stuffed deer is hidden (4) . In the hallway, there’s a locked door and an occupied restroom. Outside, we get in the car and drive to Wateree.
6. “Return” 3: Local
Alan Wake 2. Walkthrough, guide
Watery . We can listen to people on the pier and near the store. There’s a mayoral poster (2/6) here . There are several boats behind the store. You can find ammo in the boxes . At the end of the road, examine the poster . To the left of the poster is the old man from the sauna. Inside the sauna building, there are ammo in the boxes .
Suomi Hall. Inside, the janitor is singing on stage, and the radio station “Ahti – Yoton Yo” is playing . There are three notes on the noticeboard . There are ammo in the restroom . There are three posters near the stage . In the dressing room, there are a stuffed deer (5) , a save, and a janitor’s bucket where you can change characters. Backstage , there are painkillers and ammo .
We continue along the road and meet the guide Ilmo and his brother Jaakko , interrogating them. In conversation, we learn that we once lived here with our daughter. In the dossier menu, we check the thoughts “Urban Myth” and “Trailer.” We collect clues in the lines “Trailer?” and “What does Ilmo know?..” We ask them to examine their former trailer where they lived. We follow the path by the water and find the Wateri map .
On the eastern path, someone starts throwing axes at us from above, but we dodge them in time. We climb higher, killing the shadow lumberjacks. On the right, there’s a discreet entrance to the southern clearing, where there are children’s drawings, poems, a toy moose, and a deer . We place the moose on a tree, go higher up the path, and pick up the pendant (4) under the moose statue .
Hunting Lodge . Start the generator at the entrance. There’s ammo in the locker . There’s a save page in the barn . Outside, there are many crossbow targets, including a locked chest with a note on it . Look at the numbers on the targets and arrange them in order by the number of bolts they have inserted. The code is 527. Inside is a note and a crossbow . Taking it, we can collect the crossbow bolts from the targets.
Radio tower. Follow the path to the illuminated spot under the lantern. You’ll hear “Terry’s Cuckoo Clock” (3/9) on the table nearby . There’s a painkiller in your bag . Go past the radio tower to the right, up to the cliff edge, where you’ll find a lunchbox (7) . To the south, in the clearing below, are children’s drawings and poems . Place the deer on the house. Two shadow wolves will appear above; kill them. Behind them is the eaten deer, with a pendant (5) next to it .
We go down the path to the lake and cross the bridge. We find a campsite and take resources from the drawer on the table. There’s a lunchbox (8) near the tent . We go down to the water and climb the rocks. In the shed, we take the page and save.
“Coffee World .” We search the area with the tables and fish, taking a flare, ammo, and a first aid kit from the crates . The red mushroom-shaped building where we need to get our key is locked. There are notes on the board nearby about a screwdriver and maintenance . We place the clues: “Key to the trailer park?” and “How to get into the gift shop?”
Espresso Express. At the entrance, explore the Huotari Well. To the right, in the bushes, is a chest with a lock, with a note about a smile on it . We go to the rocket carousel and take the ammo from the bag on the right . You can turn on the ride with a button, but there’s no power yet. There’s an electrical panel on the side wall below, without a fuse.
Head to the large smiling statue, climb the stairs on the left, and approach the statue from behind. You’ll find a stash key in the bushes . Open the locked chest to find a note , a flare, and two types of ammo .
Percolator. On the other side of the park, at the exit, take the first aid kit from the box . Further on, there’s a stand with the mayor’s propaganda (3/6) , a poster of “Moose Mocha .”
To the west, near the stage, unlock the white gate. Go to the blue crates; to the left of them is a lunchbox (9) . Further on, near the boat, you’ll hear the radio “Gil’s Strange Joke” (4/9) . In the desk drawer are crossbow bolts and ammo .
Near the Ferris wheel, there’s a cult chest with a note reading “All cups are striped .” On the wheel, examine the striped booths and enter the password: 147. Inside the chest is a note and two types of ammo . There’s a sign on the toilet nearby . Search the concession stands below to find two painkillers and bolts .
We enter the ride with the spinning cup-shaped gondolas. A shadow with a weapon will attack from the central cup, and other shadows will run up from the sides. We’ll find a screwdriver on a locker here .
On the way back, many shadows will appear in the park. Near the glowing gazebo, on the side table, are children’s drawings . Head north to the souvenir shop and unlock it. Inside are a page and two notes . Hidden behind the counter is a safe, with two notes above it . On another wall is a list of nine employees , arranged like the numbers on the safe. Enter the password: 146. Take the park key from the safe .
Lighthouse . Head south and find a road. There’s a mayoral poster along the way (4/6) . Follow the side path up the hill. Inside the gazebo, you’ll hear a radio broadcast of “Jim, Mayoral Candidate” (5/9) . There’s a note on the bench .
At the car site, two swift shadows with throwing weapons will attack. Climb the rocks near the car to find a chest containing a cultist lock. Nearby are yellow symbols, with branch symbols underneath. Enter the password: 2 down arrows, 2 up arrows, 2 separate down arrows . Inside the chest are ammo, a flare, and a gas cylinder . There’s a save in a nearby brick house; behind it, on the edge of the cliff, is a lunchbox (10) .
Near the lighthouse itself, there are children’s drawings . On the lighthouse stairs are figurines: a mother doll, a wise old man doll, and a rogue doll . Solution: the wise man’s doll is by eye, the rogue’s doll is by waves. A shadow will appear near the car below; kill it. Go down to the road, near the flooded area, climb into the clearing under the lighthouse, and find a pendant (6) near the boat .
Trailer park . We unlock the gate with the key; inside are two old men: Odin and Thor . Odin introduces himself as our great-uncle, and Thor is our grandfather. To the right of the entrance, in the bushes, there’s a lunchbox (11) .
We go to the left building, inside we watch the “Chariot” advertisement (4/6) , examine the stuffed deer (6) . In the far left building, we search the boxes, we find a flare , we listen to the “Technical Issues” radio (6/9) . In the bedroom, we examine the note .
We enter our house on the right. On the nightstand on the left are two clues and three books . In the center on the table are two letters and a postcard . In the corner of the children’s room, we examine three clues , books, and posters . Near the bed are two posters and children’s drawings . On the nightstand is a photograph of the grandfathers and a newspaper . The newspaper contains an article about our daughter Logan drowning. We run outside, and a shadow in a deer mask will appear there; we follow it.
“Knights of Kalevala” Workshop . Return to the scene; the hangar on the left has opened; go inside. Take the first aid kit from the workbench drawer on the right . There are ammo boxes in the cabinets on the left . Next to the large cup is a page . Next, collect the batteries, bolts , and stuffed deer (7) .
In a separate room is an office with computers. There are ammo boxes near the entrance . There are some notes on the computer . The next door has a lock with triangles. The clue is next to the huge mug, if you look through it to the right. Enter the password:
diamond up and down, diagonal left up, hourglass.
Inside there are batteries , a fuse , 3+2 clues on the wall and table , 2+2 recordings , and a save room. This is the cult’s hideout; we can read all their correspondence on the wall.
Here, we go down to the basement and find the auditorium. Two cultists, Mulligan and Thornton, the sheriff’s deputies, will run off the stage. We take the clue from the altar. We pick up the page on the floor in the center . We go upstairs and shadows will attack in the hangar.
Outside, we examine a carnival float with a stage. To the lower right, we examine the inscription on the tree , to the left , a well (the person should be wearing a mask ), and another inscription in the center . On the table nearby, there’s a list of what’s needed, containing four clues . After arranging all the clues, we learn that we need a moose mask, which is hidden in the well.
Assemble the chariot . In “Coffee World,” take the mask from the well .
We go to the rocket ride, insert the fuse into the panel on the bottom right. We climb up and press the button. We stop the rockets in time, so that there’s an empty space in front of us, and we can descend under the platform in the center. We crawl under the platform and find a printed circuit board . The ride will start, we crawl out the other way, and we’ll find a page on the ground .
In the souvenir shop, in the center of the wall, take a plastic knife .
Head east to “Fun Unlimited.” There’s a wolf in the way. Go to the Mr. Drippy figure and pick up the cassette tape from behind . To get the achievement, shoot this cardboard cutout.
After collecting all four items, return to the chariot and place them on the stage. A staircase will appear in the well nearby; descend.
Boss: Thornton and Mulligan . We’ll find ourselves in a mine, emerging onto the lake shore. Enter the sauna house; there’s a page inside . Climb up the slope and climb the broken ladder. We’ll find another well and descend.
We repeat the entire journey. The second time, the well will be flooded with blood. We go back, reach a dead end with a tent, and are attacked by shadows. After defeating them, we enter the cave. We emerge again in the clearing with the well and descend.
We’ll repeat the path for the third time. Thornton and Mulligan will attack from the well. They’ll constantly emerge and fire their guns. Killing them is futile at first. Run around, looking for clots of darkness, and illuminate them. Once the darkness is cleared, the bosses will emerge simultaneously. Hide behind trees and rocks, firing at the enemies. After defeating them, you’ll receive the Nutcracker.
After low tide . You need to return to your car. You can go around the area again and open all the locked lockers with a screwdriver, but they only contain resources . A bridge will appear in the center, allowing you to quickly return to Wateree.
In the village, we can open the northern building with a screwdriver. Inside, there are three notes on the computer, three notes on the table , a clue, and a girl doll . In the far room are children’s drawings . Solution: the girl is on the house, the rogue is on the rings. A pendant (7) will appear on the porch of the house .
In the south, we descend to the pier, which was previously flooded. At the very edge, behind some boxes, is a chest with a lock. The note on it contains a puzzle about cars. Solution: x + (x + 128) + (x * 2) = 1600, x = 368, x + 128 = 496. Inside the chest, we take ammo, a flare, a first aid kit , and a note . We get into the car and drive away.
7. “The Return” 4: No Chance
Alan Wake 2. All the Secrets
We’ll see a conversation between Wake and Casey. At that moment, a squad of cultists will attack the hotel. Wake will sense Scratch approaching. Casey will run outside to shoot back.
Play as Wake. We pass through the hotel, pick up a flashlight and a rifle on the street near the exit . We go to the gate, eliminate the clots of darkness, and kill the shadow with a club. Ahead, in the locker on the pole, there are batteries and ammo . Higher up on the path is another shadow, a locker with resources , and a light under the lantern. We look for Casey on the forest paths. Run across the bridge.
We’ll be knocked unconscious by Scratch. A cultist will try to kill us, and Saga will shoot him. A helicopter will arrive, FBK agents will land, and they’ll capture Alan and the cultist. Agent Kieran Estevez will take charge of the case. Saga will keep the nutcracker.
The forest near the bunker . Play as Saga. Grandpa Thor calls us, and we head to the Valhalla retirement home. Cross the bridge, jump off the rocks on the left, and grab some ammo from the crate. There’s a save page upstairs in the shed .
Go to the northern dead end, find a locked chest, and repeat the four-button combination. Inside is a first aid kit, ammo, and a flare . A little further on lies a pile of toys, including a baby doll . Nearby are children’s drawings and a poem . Solution: the mother doll is on the house, and the baby doll is on the tree. Dark footprints will appear near the toys; follow them to find a pendant (8) . A wolf will attack.
Further along the path there is a car, in the back of which there is a locked chest and a note about wheels. Solution: x + y = 200, x * 4 + y * 2 = 754, x * 4 + (200 – x) * 2 = 754, 2x = 754 – 400 = 354, x = 177. Inside are cartridges, a flare, a canister , and a note .
We’ll meet a wolf behind the stairs; there’s a second wolf above. On the way to the nursing home, at the crossroads, go to the southern dead end and find a lunchbox (12) . Take the right path and you’ll reach the nursing home. In the courtyard on the left is a mayoral poster (5/6) . Take the page from the flowerbed on the right . Use the bell on the right building.
8. “Return” 5: Old Gods
Alan Wake 2. On PC, in Russian
Nursing home . Nurse Rose will let us into the building. Take some ammo and a first aid kit from the drawer on the right . On the wall are five notes about Wake, a building map , and a lunchbox (13) . We’ll see an advertisement for “Bright Falls Mix” (5/6) . There’s a first aid kit in the dresser in the central hallway , and a note above on the wall . In the side room is a band poster and some ammo .
We enter the patients’ room and speak with Norman and Mandy May . Open the drawer under the cabinet and take the ammo . In the hall , janitor Ahti is listening to the jukebox. We speak with Nurse Rose .
We go to the second floor. There’s a painkiller and some ammo in the dresser . In the room there’s a flare, a painkiller , and a stuffed deer (8) . Near the pool table is a box and a save. In the hallway, open the door; inside is radio host Pat. Collect batteries and a first aid kit from the nearby drawers .
We examine Thor’s room; it’s a mess. We take the ammo , examine the broken bottles, and the drum kit. Old lady Donna is in the next room; she has some bolts in her dresser . Odin is lying in the far room, next to a painting and two recordings . We try to talk to Odin , but he won’t say anything. We examine all the clues, and Odin will speak to us in the Abode of Reason.
On the 3rd floor, take some ammo from the dresser in the hallway . Explore the rooms on the right to find three books . In the central room, there’s some ammo and a first aid kit in the dresser . There are many knitted symbols hanging on ropes here. Examine the left door with the spiral; it’s locked, and Ahti will appear behind you.
We go down, talk to Rose again, and ask about Thor. She’ll open the double doors for us, leading to an inner courtyard and the next building.
The Wellness Center . We search a couple of rooms on the right, taking painkillers from the first-aid kits . There’s a page on one table . We examine the far bed; there are bloody bandages and a medical record on it .
In the cafeteria, you’ll see Thor from a distance ; he’ll run away. There’s a save room off to the side. We go through the gym, collect resources from the crates , and open the doors. A jumpscare will appear. Behind the doors is a quick exit.
In the security room, examine the calendar, photos, and diary . Search the document cabinets for three clues . Enter Bloom’s password into the computer; search the calendar and diary. The solution: the day after the new moon: 17-08-23 . Unlock the doors on the computer and read the three entries .
We go into the next room, where a shadow with a body’s reflection will attack us. It’s best to throw a canister or flare at this enemy. We enter the door and read two notes on the wall. We go into the room where everything is scattered, and take the page and the note .
Staff break room. From the large hall, we enter the glass reception booth. Hidden under the shelves below is a door handle . With the handle, we return to Bloom’s office and unlock the northeast door. Inside is a page , a hunting rifle , and a stuffed deer (9) .
Outside . We head to the exit, through the kitchen, a jump scare. We grab resources in the locker room . In the courtyard, we see Thor enter the water and disappear. Rose tried to stop him, but when we approach her, she denies everything. We draw all the conclusions, Rose calls us a heroine and gives us the page , Rose’s keychain .
All the elderly people have gathered to the left of the entrance to the main building; we talk to them. We go into the building, go up, and pick up the page on the landing . On the second floor, we can use Rose’s key fob to open the locked doors and find the band’s museum. There are three recordings in the cabinet to the left. There’s a broken record case on the floor . We wonder who took it and where.
On the 3rd floor, use the key fob to open room 302. Inside is a page . We unlock room 301, and a jump scare occurs. Before we can open the electronic lock, the power goes out. Ahti sends us to the basement to turn on the generator.
Basement . We return to the street and kill several shadows. There’s an entrance to the basement under the building, with a jumpscare at the entrance. Read the note on the cistern and take the page near the stove . There’s a fuse box in the corner, a save.
We crawl under the board and take the page from the drawer . There’s a note on the wall about the code . There’s ammo and a first aid kit in the nightstand nearby . In the side dead end, we crawl through a low hatch. In another room, we’ll find a note and a locked drawer. Further on, there’s another page. We go to the far wall and find the code 273 on the notice board . We enter the code in the red box to get the fuse .
We return to the save and insert the item into the control panel. In the room next door, we can turn on the old projector. In the corner of the basement, we find an electronic door and open it with the key fob. Inside, there are ammo, batteries, and a first aid kit . We return upstairs.
3rd floor. In room 301, examine the painting, four photos , a gift on the round table , a clue on the desk , and three notes . There’s a page in the toilet . In the bathroom, remove the darkness and take the vinyl record .
On the first floor, a mirror shadow will attack. Go to the drum set and insert a record into the jukebox nearby. You’ll hear Radio Control playing four songs . A fold will open in the water outside; enter it.
Bunker . Near the bunk beds, examine the table; there ‘s a note and a first aid kit on it. There’s ammo between the beds . In the corridors, go left, through the hole in the wall, and down to the floor below. A shadow will attack near the lever. Next, start the generator, press the lever, and turn on the light. Open the grate and continue into the darkness.
We continue down the corridors, to a dead end on the right, then left again, in the center. We’ll find a locked cabinet and pull the lever. This will turn on the light, but the cabinet will disappear. In the nearby storage room, we’ll find some ammo in the boxes. Pull the lever, search the other boxes, and find the workshop key . We’ll deactivate the first lever, unlock the cabinet with the key, and grab the bolt cutters inside .
We go to disable the second lever. A shadow with a hammer will attack from the wall. We collect the ammo behind the breach in the room and unlock the doors back into the corridor. We clear the darkness in the other doorway, then use the bolt cutters to cut open the grate and go down the stairs.
We’re heading down the corridors for the third time. The room on the left contains ammo and batteries . Through the left corridor, we’ll exit into a round hall. In the center is a control panel with a button and three lights. We can’t walk on the water for long, or Cynthia will pull us to the bottom. We quickly run to the neighboring islands. We circle the hall on the left side, then along the flooded corridor. We’ll find a generator on the right; we start it. We climb onto the balcony and return to the hall. Press the button in the center, and the pump will pump out the water.
Boss: Cynthia . We go down to the floor below, where Cynthia will attack. She emerges from the water and releases either clots of darkness or a wave at us. Simply shoot her, preferably with a rifle. She’ll start chasing us, so run back and fire with the shotgun. After defeating her, we’ll save Thor.
We’ll talk to Thor in the Chamber of Reason. Thor will tell us that we have the gift of a seer. We’ll learn that only Wake can rewrite history; we need to take the nutcracker to him.
Forest near the bunker . Open two gates with the bolt cutters. Take the page on the bridge in the pond . Another page is in the gazebo . Unlock the gate to the southern forest. There are arrows on the trees leading in a circle; go down below and find the key to the bunker cache by the rock . There are two shadows nearby. To the south, behind a large rock, is a chest; open it with the key to find ammo, a flare , and a piece of evidence . To the west, near a bench, you’ll hear a radio; take the resources and the page .
We descend the stairs on the cliff. Near the barn, we start the generator, grab resources and a page at the bottom , and save. Further along the path are several shadows. A little lower down is a locked chest and a drawing of a light bulb. There are yellow arrows and wooden triangles all around. The code is a horizontal diamond, two downward arrows, and an hourglass . Inside are a flare, a grenade, a first aid kit , and a piece of evidence .
Ranger station . Below on the sandy shore is a page . Go to the house and break the door with a screwdriver. Inside is a clue, a computer, children’s drawings, and a poem . In another room, there’s a toy monster on the floor . Solution: the child gets the house, the monster gets the candy. On the second floor is a stuffed deer (10) , and on the bed is a pendant (9) .
There’s a stash north of the house, guarded by swift shadows. On the hill, examine the chest; it contains a map with a red dot. On the other side of the hill, to the east, look for a lunchbox (14) . Return to the house to the south and examine the stone pipe outside; the stash key is at its base . Inside the chest are ammo, a grenade, a flare , and a piece of evidence .
Immediately after the Ranger Station, take the middle road and find a Lunch Box (15) . Further along the shore are some children’s drawings and a poem . Solution: the child should use the rings, the monster should use the waves, and the mother should use the boat. Two mirror shadows will attack from the water; kill them and pick up a Pendant (10) near the boat . Nearby, in the bushes by the water, is a Lunch Box (16) .
Shipyard . We’ll cross the bridge back to the settlement. Now the water level has dropped, we can explore the shipyard. Closer to the water, under a tree, we’ll find a page and a lunchbox (17) . Near the boats, there are ammo and a first aid kit in the crates . We’ll open the gate with the bolt cutters.
On the large pier are children’s drawings and a poem . Solution: the monster is on the boat, the mother is on the waves. We follow the black footprints to the neighboring wooden pier. There are many shadows along the way. We take the pendant (11) from the closed grating .
Bright Falls . In the town itself, by the water, there’s a locked grate; open it with bolt cutters. In the barn, there’s a locked cult chest with numbers painted on it. Search the three buildings around it to find the code: 697. Inside is a bag , a clue . There’s a clue around the corner near the far fisherman .
In the cafe’s hallway, we break open the door with a screwdriver. There are two notes in Rosa’s office . Outside the cafe, on the west side, there’s a wooden door; we can open it with bolt cutters. Behind the fence, we’ll find a cult chest and a note . We need to go around the three designated locations in the park: an antenna, a tree, and a gazebo. We’ll find the password: two horizontally upward, a diamond horizontally, two vertically upward . Inside , there’s a flare, a grenade , and a clue .
In the west, behind the last car there is a cache, you need to repeat the 5 glowing buttons, inside there are resources .
Opposite the café, near the large building, is a mayoral poster (6/6) . If you’ve collected them all, the last poster will contain a note about the mayor’s speech in Wateree. If you go there, you’ll discover that Mayor Sutter is a dog. You’ll receive the “Mayor Sutter” pendant (12) (marks all secrets on the map).
Watery . We’re going to the amusement park. After low tide, you can go on the boat ride. There are children’s drawings and a poem on the pier . Solution: the moose is on the waves, the deer is on the boat, and the rogue is on two rings. A cabin boat will float up, with a pendant attached to it (13) .
Workshop. Open the side grate with bolt cutters. In the backyard, you’ll find a flare and a locked chest. Mirror Shadows will attack. Enter the password, which corresponds to the number of amusement park parts: 542. Inside are two types of ammo, a flare, a grenade , and evidence .
In the trailer park to the south, we break open the grate. In the house, there are children’s drawings and a poem . Solution: the old man – by eye, the deer – by heart. A shadow in a mask will appear, behind him on the nightstand is a pendant (14) . In another house, there are two notes about a comic book .
In the trailer park, we go to the pier. There’s a teddy bear under the canopy at the entrance . We go out onto the pier, where there are more children’s drawings and a poem . Solution: the old man – to the waves, the bear – to the candy. Lots of fish will appear on the pier, three shadows on the shore, and a pendant (15) under the canopy .
There’s a stash in the northwest part of the park. Break open the door nearby with a screwdriver. Inside the house, there are ammo boxes and three recordings on the computer . Outside, on the corner, there’s a pole with a meter; climb up the slanted board to it and grab the stash key from the top . The chest contains a flare, a gas cylinder, a first aid kit , and evidence .
At the southern entrance to “Coffee World,” hidden inside a wooden turret, is a lunchbox (18) . Near the sauna to the south, go down to the pier and pick up the page .
On the northeastern path, use the screwdriver to open the resource box . Nearby, in the eastern dead end , is a stash. On the chest, repeat the 6 light bulbs; inside is a gas cylinder, ammo , and evidence .
Ranger’s house . There are two wolves at the entrance. Use a screwdriver to open the door. On the first floor there are ammo and a first aid kit , and in the far room there is a stuffed deer (11) . On the second floor there is evidence about the experiment .
There are children’s drawings and a poem in the backyard. Solution: the girl is on the tree, the bear is on the heart. We follow the dark tracks to the second floor and take the pendant from the bed (16) .
Near the lighthouse, climb the hill north of the car to find a cult cache. Solution: two down vertically, two up vertically, two down horizontally . Inside are resources and evidence .
9. “Return” 6: Scratch
Alan Wake 2. On PC, in Russian
Bright Falls . We enter the police station; the lights are out and people are dead. There are locked doors on the right, and in the office ahead, we open the drawers and collect ammo and painkillers . On the left, we find the wounded Agent Estevez, who took the evidence from us. In the next room, we kill the powerful shadow with a sledgehammer. Afterwards, the agent will talk to us and give us the key to the sheriff’s department .
Use the key to unlock the door to the right of the entrance and you’ll find yourself in the sheriff’s office. There are two notes on the desk . On the wall is a locked display case with weapons; you’ll need the code. On the table with books is a coded entry; the letters translate into numbers. Nearby are three volumes of the same book. Take the first letters of their authors’ names, QBW, to get the code: 723. Take the pump-action shotgun .
Ahead, use the key to open the basement. At the bottom, turn right, use the bolt cutters to open the storage room, and you’ll find a cult cache. There are figures drawn on the chest; enter the number of sides: 146. Inside is a flare, a grenade, two types of ammo , and a piece of evidence . There’s a save room nearby.
Below, Alex, your partner, is firing back. In the room on the right, you can search the lockers and gather resources . In the room on the left , talk to Alex , get the fuse , and insert it into the fuse box ahead. Two fast monsters and one mirror monster will appear; you need to kill them all to secure the building.
We return upstairs to the agent; she’ll be in the office opposite the entrance. The prison entrance is now open. In the first cell on the right, take the page . The next cells contain the cult’s leader brothers and Alan Wake. We’re about to give him the nutcracker, but he’ll transform into Scratch and kill one of the brothers. We’ll escape to the courtyard.
Boss: Scratch . To defeat him, you need to activate three red equipment crates by holding down the F key. However, the boss won’t let you do this and will quickly run towards you from any distance. You need to shoot him three times with a shotgun or two with a crossbow, and he will be temporarily stunned. At this point, run and activate the crate. Repeat three times. If you run out of ammo, collect it from the nearby crates. Once we’ve activated all the equipment, Scratch will disappear.
After winning, we speak with our partner and agent and receive the cell key . In the hallway , we speak with Ilmo , who will tell us about his cult: they protected people from dark entities crawling out of the lake and believed Alan Wake was the main culprit. We go to the prison, use the key to unlock the cell containing the FBK documents , and learn more about the objects of power, including the Nutcracker.
Return to your allies and make all the remaining inferences. After that, you’ll have access to the final chapter. Before that, you need to complete all the remaining tasks and all the chapters for Alan Wake.
Rental cottages . Before the final chapters, it’s best to visit Cauldron Lake yourself. From the starting clearing, head north through the grate; now, with the bolt cutters, we can unlock the gate to the cottages. Go around everything from right to left. To the right of the entrance, on the carousel, there are two logs . In the first cottage, there’s a save page , a locked chest in the bathroom, and the key is somewhere further under a tree. In the second cottage, there’s a lunchbox (19) . In the third cottage, go to the backyard, crawl under a log, and on the left, there’s another map to the key.
We’ll exit through the 5th house onto the main street. In the 4th house, there’s a clue on the table, children’s drawings on the floor, and a poem. Solution: the hero gets two rings, the crow gets an eye, and the monster gets a chick. After this, a shadow with a sledgehammer will emerge from the 6th house; kill it. Inside the house, near the TV, a pendant (17/17) will appear . Nearby are two notes and a stuffed deer (12/12) . The FBC chest contains the father doll . There’s a warning on the chest that the doll should not be brought near a certain place.
North of the cottages is a destroyed car. The children’s map leads to this location. Behind the car, in the trees, you can see the code: 624. Behind the tree with the number “2,” we pick up the key to the cache on the lake . Return to the first house, unlock the cache, and find three resources inside . If you’ve found all the caches in all three locations, you’ll find the lighthouse key in the last chest . Continue forward again, and on the left, near the gazebo, we descend to the main road.
Witchfinder Station . We’ll see Thor and Odin driving their van down the road, knocking down obstacles along the way. Head down to the store, then north along the main road. At this dead end, we’ll find a Lunchbox (20) . Continue along the stream, then use a screwdriver to open two lockers on poles to find resources .
In the northwest corner, enter the Witchfinder station. A rhyme plays constantly on the radio, and inside the house, there are many separate places where you can place the figurines. Solution: Father – Eye (at the entrance, behind the table), Hero – Sun (in the bedroom), Mother – Heart (kitchen), Child – Chick (playpen upstairs), Rogue – Waves (bathroom upstairs). After this, the radio will turn on downstairs; talk to the FBK agent. Remove the darkness that appears, revealing the fourth hanging spot .
Outside the station, head east and pick up a page from the table . Further east, you’ll find a lunchbox (21/21) . Once you’ve collected all the lunchboxes, you’ll realize they were placed there by Rose’s fan to help you.
Watery . Having found all the caches, we received the lighthouse key. We go to the lighthouse and unlock the door. Inside are a lot of resources , 2 pages , 3 notes .
Bright Falls . Once we’ve petted all 12 stuffed deer, the last door in the inn’s left hallway will open. We’ll see a deer run through the door and then disappear. There are a lot of resources inside .
10. “Initiation” 4: We will sing
Alan Wake 2. On PC, in Russian
At any of Ahti’s buckets, switch to Alan Wake. We’ll be transported back inside the TV. We’ll find ourselves on a stage, where musicians will appear on the side screens. As the music plays, we’ll move through the scenery. We approach the altar, climb the stairs, grab the light at the top , and descend the newly revealed platforms.
On the multi-path stage, follow only the illuminated arrows. We’ll circle the set several times, from different sides, and reach a spot where we can grab the light . We return to the center of the room, insert the light into the car, and the televisions in front of it will turn on. We enter them.
We’ll sail on a raft, land in Bright Falls, and proceed through the following locations (quickly repeating the entire path from Alan Wake 1). We’ll find a pistol/flare gun on the ground . After that, enemies will begin to attack. Use the flare gun only against groups of two or more enemies. Use a regular pistol to shoot individual shadows. You need to reach the Dark Abode through all the locations.
We’ll see all the game’s characters dance. After the music ends, we’ll find ourselves in an empty room on the television. We go into the room across the street, inside there’s a save game, a bucket, and an exit back to the city.
11. “Initiation” 5: Number 665
Alan Wake 2. Walkthrough for Wake
To the left of the TV studio exit, there’s a repair sign . In town, the stranger will call us again and arrange a meeting at the Ocean View Hotel. Using the city map, we head north and enter the hotel building, but the “loop” will eventually lead us back to the exit.
Look to the right, where the arrows leading to the Mirror Peak Bar have lit up. To the left of the alley, through a display case, you’ll see a “Dark Entity” television . To the right of the alley, turn the corner and see an upward arrow with a word for help written above it . Through the alley, you’ll return to the place where you met Alex. He’ll attack you, but you’ll kill him while you defend yourself. Enter the bar.
Rooftops . Ahead, you can crawl under the ladder to grab some ammo . Climb higher, use the light, crawl under the yellow scaffolding on the left, and continue up the ladder. On the enemy platform, you need to illuminate three dark spots and finish off the four enemies that appear, preferably with a flare gun or flare. There’s some ammo in the far right corner . Enter the door.
There are resources under the stairs . Crawl through the cardboard tent above, grab some ammo on the left . Hidden behind a pipe to the south is a suitcase containing four resources . Head to the next stairs; there’s a first aid kit and a flare gun in the dead end on the left . You’ll see a yellow arrow on the right, and a semicircle above the fence. Go back and stand in the southeast corner, where you’ll see a word of help behind the fence . Ahead, behind the stairs, is a locked door on the left, and a save point is ahead.
Upper rooftops . Climb two vertical ladders. Go forward, look west at Alex’s large poster, combine the two orbs, and get an echo . Descend on the other side, look for a yellow stripe, crawl along it under the platform, and grab the resources . The arrows will point upward; shine the light on the word “weapon” on the ceiling .
We go back upstairs, go to the door with the flashing light, turn it on, enter, and see the hotel from the balcony. We exit, 1) turn the light back on in front of the door, 2) go out to the balcony, change the light there, 3) return, and turn off the light by the door again. After that, a staircase will appear on the balcony.
We’ll go down to the landing in front of the hotel; there’s a password on the front door. Go to the southwest corner and take a grenade, two batteries, and a flare from the suitcase . From here, face north and connect the echo balls in front of the poster. Approach the bar, flip the lights, and you’ll see the bar menu. Look for the line with the hotel name and note the price: 25.50 . Standing at the bar, flip the lights again and take the shotgun secret weapon from the shelf . Exit and enter the password from the menu on the door. Inside the hotel, you’ll meet Thomas Zane.
Lobby . Return to the hallway, look into the center from the side balcony, combine the darkness and light, and watch a scene, and the elevator will open. Go down to the lobby. Here, go to the receptionist’s room and take the hotel map . Look through the reception window into the hall, combine the darkness and light, and watch the scene “Pre-Show Ritual .” There’s a save in the open room. Room 111 has painkillers and batteries .
Finale . Walk down the hallway and activate the “Ritaul” storyline at the corner. The key to rooms 104 and 225 will appear on the drawers . Go ahead and unlock the room, grab the resources . Go through the bathroom to a new save room and find yourself on the 2nd floor.
Three shadows will attack from room 223; it’s best to kill them with a flare gun. In this room, grab a flare gun and some ammo . There are five resources in the suitcase in the bathroom . The next room, room 224 , contains a flare gun and a Night Springs ad (1/2) . To the right of the TV is yellow scaffolding; shoot the plywood underneath it, crawl into the bathroom, and find the word “war .” Room 219 contains a painkiller . Change the light, and a new door will appear, leading to room 202.
Rehearsal room . Change the plot, open the regular door from room 202. Further down the hall is room 205, inside is a TV with a scientist, ammo, and a first aid kit . Room 209 is locked, and you can hear the sheriff humming inside. Room 216 contains resources , and the key to room 209. Unlock the sheriff; his room contains ammo, a first aid kit , a map with notes, and five recordings . In the center of the second floor, peer through the top window onto the landing, punch the window, and you’ll see the word “war” on the ceiling .
Assembly Hall . In the south of the second floor, enter the assembly hall. Go behind the bar, look at the ceiling, and find the item word (marks items on the map). Switch the storyline, and a board will appear to the side with two notes . We learn that rehearsals have been moved to room 202. Go there, change the storyline, enter the room with three boards, and change the storyline again. Standing in the doorway, combine the darkness and light to see the “Ghosts” storyline .
Return to the auditorium and activate the “Ghosts” scenario. The writer’s room will appear on the stage. Stand near the typewriter and combine darkness and light to activate the “Devil” scenario . Four shadows will attack, so shoot them with the flare gun. A save room has appeared near the left exit, and inside is the key to room 101 .
We return to the first floor through room 225 and use the key to unlock room 101. Inside is a “Vision” TV , and the suitcase contains a bunch of missiles . In the lobby, turn on the “Devil” storyline. A bloody staircase will appear to the side. Kill the squad of shadows in front of it and head up.
On the penultimate floor, we look through the black orb and learn that we need to search for room 666, the “Apotheosis” storyline . The other rooms are inaccessible. Inside the room, we’ll see a red summoning circle. We learn that the devil is hunting the muse in room 108. Scratch will chase us, so we run back. Scratch will appear ahead, so we turn around in time, run down the central corridor, and then forward along the other path to a save point.
Before room 108, at the “Finale” location, activate the “Apotheosis” storyline. We’ll go into the flooded room. We’ll find the drowned old woman and see Saga Anderson again, telling her about the Nutcracker.
12. “Initiation” 6: “The Return”
Alan Wake 2. Game of 2023
In the city, we head back to the southern building. Inside, we’ll go up to our apartment to pick up the manuscript. At the entrance, we’ll watch the first video of Elise’s wife. You need to watch them all to trigger the next videos. The second video is in the far room, the third is in the hallway, and the fourth video is on the big screen in another room. We enter the TV.
Beyond the spiral door, we’ll enter the Dark Abode and find the manuscript “Return,” written by Scratch. With it, he was able to travel back to reality. We’ll begin rewriting the book, and the new hero, Saga, will be able to stop Scratch. But after that, he’ll return to the Abode and kill us, preventing us from making any further changes to the plot. When we awaken, we’ll begin writing a new manuscript, “Initiation.”
13. “Initiation” 7: Masks of
Alan Wake 2. Walkthrough
We find ourselves in a flooded dressing room. We enter the TV and talk to the host, Mr. Door. The exit through the hall is blocked, so we continue through the corridors and meet the janitor, Ahti, who will remind us to retrieve the photos from the basement. The door behind him will open, and we enter. From the balcony on the right, we can change the light in the laundry room, but it will do nothing. We go into the room on the left, change the light, and find ourselves in front of a box and the exit. End of chapter.
Back outside, we head back to the hotel, enter the elevator, and in room 665, we enter Zane’s movie. He helped Scratch write the script. Now he’ll help us, tell us about another murder scene, and give us a movie ticket. We’ll kill Zane and exit his movie, but afterward, he’ll come back to life.
14. “Initiation” 8: Zane’s film
Alan Wake 2. How to get through
A new area has appeared outside in the southeast corner. Head there. At the entrance, shine your light on the three clots of darkness and kill the two shadows. Go through the car wash, collecting resources . There’s a locked door ahead, and the main path is on the right.
Before the movie theater, turn left. In the alley with the truck, look behind a crate to find a suitcase and four resources . Look up at the top of the wall behind you to see a Help Word . Climb the vertical ladder and combine the orbs on the roof to get an Echo .
To the right of the cinema, stand next to the white van, look towards the cinema, combine the sphere of darkness and light, and see an echo . In the far right corner is a suitcase and resources . Open the grate that leads back, past the car wash.
Foyer . The cinema doors are locked. In the center, use the ticket on the booth, and the doors will open. Inside, on the left, enter the restroom and grab some ammo . In the far corner behind the booths is a suitcase and four resources . There’s an action word on the ceiling . In the center of the foyer, enter behind the popcorn stand to find a cinema map . Further behind the door is the dressing room. On the right side of the foyer is a save room.
We go up to the second floor and look down through the orbs from the balcony to see the “Cult of the Word” scene . On the left is a room with a locked door, and on the right, on a corner column, there’s a word for “repair . “
Activate the “Cult of the Word” scenario. A barricade will appear below the popcorn stand. In the normal scenario, proceed inside to the kitchen and activate “Cult of the Word.” Behind the barricade, examine the bloody chair. Two balls later, the “Cream of New York” scenario will open .
Auditorium . Play the “Cult of the Word” sequence, and corridors into the auditorium will open in the foyer, next to the popcorn stand. Inside, there’s a flashing light above; if you flip it, one shadow and two resources will appear . Go to the stage, look through the balloons, and you’ll hear a prompt, the names of two films.
We turn on the “Cream” segment. We follow the bloody trail upstairs, where a door opens on the side. We climb the stairs. The projector room is locked, and two police badges are lying in front of it.
We go down, switch the lights, select the “Cult of the Word” scenario, look through the two spheres, and see the “Scene from an Old Film” scenario . We turn on this scenario, and Wake appears on stage with a lantern. We stand on the stage, switch the lights, and the lantern from the film will illuminate the exit from the hall on the right. We run there.
In the darkness . We’ll find ourselves in the backyard. To the right, in a narrow passageway, there’s a suitcase and four resources . Behind the shutters on the right is a save room. To the left is a staircase leading up to a locked door.
We turn on the “Cult of the Word” storyline and look at the roof. We turn on “Cream,” and from the garage, we look at the hatch in the wall. Through two spheres, we hear the conversation of the cult police officers. We stand inside the garage, in the side room, switch on the police car’s light, and find ourselves in a room with a ladder. We climb up to the roof.
On the roof, go along the right side, past the spotlights, and find a suitcase and 5 resources in a dead-end behind some crates . On the other side, open the grate, go left through the smoke, crawl under the bridge, and into the sheriff’s room. Inside, there’s a map with marks and 6 recordings . Open the sheriff’s door from the inside. Ahead, cross the bridge, find a save on the right, and a drop down to the balcony on the left. On the balcony below, activate the “Cult of the Word” storyline. Look down through the orbs to activate the “Grand Master” storyline .
We return through the roof, turn on “Cream” again to open the door below, and turn on the car lights. Down in the courtyard, turn on “Grandmaster,” and the door above will open.
Let’s return to the cinema, go to the auditorium, turn on “The Grand Master”, and a door to the projection room will appear on the stage.
The projector room is a “loop” of identical rooms. Go straight ahead, then the second time, go left, through the doors. The third time, you’ll see a seated man through the shelves, but he’ll disappear if you get too close. Go to the door on the left, and watch TV behind it.
For the fourth time, we’ll encounter Casey sitting down. Take the knife behind him on the left . At this point, Casey will run away; we’ll chase him. In the room, we’ll connect the orbs and see a masked stranger. We’ll arrive in the projector room, where we can speak with Saga’s silhouette.
On the street, in the city center, you need to place Alice’s photos under the statue. If you haven’t already taken the photos, return to the TV studio basement. Flip the lights and head to the balcony. To the left of it, there’s a hidden staircase leading down. Flip the lights down, go to the last room, and flip the lights back on. You’ll find a shoebox containing two photos . Exit the same way. In the center of the park, examine Alice’s statue and place the photos in the box next to it. This concludes Alan Wake’s quests.
15. “Return” 7: The Summoning Ritual
Alan Wake 2. The End of History
Point of no return . As Saga, at the police station, agree to go to Lake Cauldron. Call Thor and Odin to arrange a concert on the shore. Near your car, you’ll find a page . During the drive, call your husband; he was also affected by the history change.
On the way to the shore, we’ll see Thor and Odin driving their van down the road, knocking down obstacles along the way. A stage for the performance is already set up on the shore. Odin and Thor are on the stage, Alex and Karen are helping from above, perched on a cliff. A helicopter with lighting is flying overhead. We search the crates in the center to collect resources . We speak with the musicians, and they will begin their performance.
You need to hold out for a few minutes against the constantly appearing shadows. It’s best to stay close to the cliff; Alex will occasionally drop flares from there. More resource boxes will gradually open ; go around them and collect the ammo. Finally, use the Nutcracker.
16. “Initiation” 9: No Trace of
Alan Wake 2. How to Beat the Boss
In the Dark Abode, Wake will be able to enter his apartment again. Inside the apartment, we won’t be able to enter the writer’s room; we go to the back hall and watch Alex’s wife’s latest film. We learn she’s died. We break into the writer’s room and kill him, our past selves. Scratch has been inside us all this time, and now he has completely taken over us. The initiation ends.
We’re playing as Saga. When we use the Nutcracker, Wake will be freed from the Dark Abode, not only in the present but also in the past, where we’ve already met him. In the present, Scratch will attack us.
Boss: Scratch . Run away from the boss, collect ammo, and check your supply box. Fire at the enemy, and while he’s stunned, rotate the two light poles, each in two passes. Aim both beams at the isolation chamber and enter it. Scratch will also enter and find himself trapped.
Scratch will leave Alan Wake’s body, but he’ll have enough power to destroy the chamber and possess Alex Casey. The new Scratch will take the Nutcracker from us and throw us into the lake.
A waking Wake will see Odin and Thor entering the lake to find Saga. We approach Agent Karen, who will arm us. We crawl under the log and head to the car. There’s no map, so we’re following our memory. There’s an ambush near the store; we need to quickly destroy two dark orbs. From there, it’s a linear path up to the car.
17. “The Return” 8: Day of the Deer
Alan Wake 2. The End of History
We arrive in Bright Falls, where Scratch has already rewritten reality. Upon entering the town, the rainy night turns into a sunny day, and everyone is celebrating Reindeer Day. We enter the café on the right and see Koskell’s final advertisement (6/6) . We walk to the end of the street and take a copy of “The Return” from a paperback of Alan Wake.
All the residents will chase us. Inside the hotel, we run forward to the kitchen and the backyard. We’ll immediately reach the nursing home, where we need to climb into the writer’s room in the attic.
The main entrance is locked, so we head into the building on the right. Along the way, we’ll see Alice’s ghost. Scratch will appear in front of us, so we run back down the hallway to the left. We’ll hide in the guard’s room for a while. We run to the exit, where Rose will save us. We go up to the third floor, where the janitor, Ahti, will open the room with the spiral for us.
The writer’s room . We examine the typewriter. From the door, we look forward, combine darkness and light, and come up with the plot of “The Higher the Price .” We add a new plot to the board and rewrite the ending of the book.
Play as Saga. After falling into the lake, you’ll find yourself in the Seat of Reason, but everything around you will be empty. We examine everything, and after doing so, several new entries will appear on the evidence board. Then, create a personal file called “Another Saga” and add the clues.
We examine the room again; the assembled manuscript, television, stuffed deer, and Alex’s medication will appear . We arrange them on the board. We gather new clues: wooden symbols, toys, a walkie-talkie, and a deer mask . We arrange them and build our dossier.
The lights in the monastery will go out, so we grab a flashlight. We illuminate the dark spaces and gather positive evidence about ourselves: letters, photos, a bracelet, a certificate . Once we’ve completed the dossier, we can head out the door.
18. “The Return” 9: Come Back
Alan Wake 2. The End of History
As Saga, we find ourselves in a big city, in the central park. We answer a call and learn that we need to retrieve items from a box under Alice’s statue. But the statue isn’t in the park yet. We walk around the park; the sheriff is sitting on an outside bench. He’ll give us a page with Dora’s route. A door will appear behind the park; we enter and go down to the subway.
We go through the subway to the stairs, which will take us to a different version of the city. In the center of the park, we go to the statue and take the nutcracker and the bullet from the box . We answer the phone. Afterwards, we contact Wake in the Abode of Reason and agree to write the ending together.
We head back to the subway, collect resources , and kill the monster troop. Close the door behind us, and a side door will appear ahead on the right. Go through it and return to the first version of the city. In the center of the park, enter the fountain.
We’ll travel to Wake’s Dark Abode. We’ll take his rewritten manuscript and use the Nutcracker. At that moment, Scratch will arrive in Alex Casey’s body. Scratch will once again inhabit Alan Wake, and we’ll shoot him with a light-charged bullet. After that, we’ll immediately try to call our daughter… Credits roll.
After the credits, we see a secret video from Alice Wake. After seeing her husband’s ghost, she contacted the FBK, and they helped her figure everything out. In the final video, she didn’t die, but jumped into the lake to reach the Dark Abode and help her husband. Her final words: “You’re in a loop, and there are only two ways out—disintegration or ascension.” After this, Wake will realize: “It’s not a loop, it’s a spiral.” But there are still many turns of the spiral left before ascension.



