Alan Wake Walkthrough

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Published by Phil Hornshaw 8 years ago , last updated 2 months ago

Our step-by-step Walkthrough for Remedy’s Alan Wake. Follow your flashlight beam with confidence as you dodge possessed construction equipment, ghostly lumberjacks, and Stephen King references that go bump in the night. We’ll make sure you don’t miss a single weapons cache or collectible along the way. Check out the full Walkthrough, after the jump.

Table of Contents

Episode 1

The Dream

Leave the car when you’re able and head down the street. Walk forward with the Left Thumbstick and sprint by holding down the Left Bumper. Just down the street, you’ll see a wooden set of stairs that leads to the lighthouse. Before heading that way, continue on the street to the bridge.

THERMOS! The first of 100 coffee thermoses is found here. Collect 25 to unlock the “Damn Good Cup of Coffee” Achievement and all 100 to unlock the “Hypercaffeinated” Achievement.

Start down the wooden stairs. When the camera shifts, continue moving backward, away from the attacker, until the boards give out and Alan falls. Continue down the wooden stairs. After you pass a billboard, a wooden beam blocks the path. Jump over it by pressing A.

You’ll encounter the Hitchhiker again a little further down the path. Dodge his attacks by pressing the Left Thumbstick in any direction at the same time as pressing LB.

The Hitchhiker disappears and you can travel on further, but before long, you’ll have to run from a swirling black tornado. Sprint down the path and cross the rope bridge it leads to, then duck into the house there.

After the house starts shaking, head toward the bright light. Outside, run left toward the streetlamp and stand under it and the light will heal you. Follow the light down the stairs, where you’ll receive a flashlight and a revolver. Take ammunition for the revolver from the chest as you enter the area.

You can fight the dark Hitchhiker by hitting him with the flashlight to burn away the darkness, then shooting him. Amp up your flashlight by holding Left Trigger to kill the dark, but remember that your batteries will burn up faster. With the darkness dissipated, shoot the Hitchhiker with Right Trigger. Use the beam of the flashlight to aim.

CANS! After the Hitchhiker is dead and the light releases you to keep going, look to the right side of the area where you killed the enemy, over the fence and beside a big rock. You’ll see a stack of red cans there. Shoot it to knock it down and put a notch toward finding the 12 pyramids that are located in the game. Shooting all the cans earns you the “Carny” Achievement.

Continue on and downward. You’ll now be facing dark Hitchhikers in higher numbers. Kill them the same way you killed the first one, and remember that if they get close, you can dodge with LB.

ACHIEVEMENT! Dodging a Hitchhiker’s attack will often get you a cinematic cut scene and your first will unlock the “Float Like a Butterfly” Achievement. Dodge 19 more to unlock the “Missed by a Mile” Achievement.

A little further on you’ll see another light post. Stop there and use B to open the red case on the pole there. Inside is a Flare Gun and extra flares. Take them all.

THERMOS! Just ahead of the flare box is a concrete staircase that descends into a squat cement hut, just to the right of the path. Go down the stairs to find the thermos. If you drop down on the path just ahead, you won’t be able to reach it.

Now drop down into the trench-like depression. You’ll face three more Hitchhikers. You can hit them with the flashlight, or try out your new flare gun. Hit one of the Hitchhikers with a flare and all three will die in one big blast. Switch weapons with the Directional Pad.

Keep going. You’ll face another Hitchhiker just in front of you on the big rock. Kill him and proceed down the path.  More Hitchhikers can be heard climbing up the rock. You can stand and fight, but it’s easier just to advance toward the street lamp. The cyclone will appear again, so just make a run for the light house to your right.

The cyclone throws cars and debris at the bridge, tearing huge holes in the wood planks. Dodge around them until you get across, going as fast as you can manage.

THERMOS! As you’re running for the lighthouse, stop and make your way to the right side in the little fenced courtyard beside the sign, in front of the door. The thermos is on a bench. Snag it before heading inside.

Making it to the lighted door ends the nightmare.

Bright Falls

Follow Alice’s instructions while you’re on the ferry to get into Bright Falls. Once in the town, you’ll start by looking for Carl Stucky at the diner. Examine the Alan Wake cardboard standee with B, and oblige the locals by turning on the jukebox the same way.

THERMOS! Before you do much else, walk around the bar to the left, toward the back hallway. On the right side of the hall is the thermos, standing on a booth table.

NOTE: Listen to the two old me and oblige them by turning on the juke box. It goes toward the “Drink ,Em Both Up” Achievement you can unlock in Episode 5.

Follow the hallway back to the men’s room on the left. Knock on the door by pressing B. After the cutscene, listen to the locals and head out of the diner. Next you’ll drive to the cabin.

THERMOS! As soon as you reach the cabin, you’ll be standing in front of the bridge leading out to the small island. Instead of heading that way, turn around and follow the path up the hill. At the top, before you reach the car, is the thermos, standing near the fence and the view of the cabin below.

Head across the bridge and open the door to the cabin. There’s nothing else on the island out here, so head inside.

THERMOS! Check the kitchen and straight ahead from the door you enter and to the left and to find a thermos on the counter.

RADIO! Out the door in the kitchen is a deck with a staircase that leads down to a dock. Next to the stairs, to the right of the door, is a radio. Switch it on to hear your first radio show and listening to all 11 nets you the “KBF-FM” Achievement.

Backtrack out of the cabin and go down the stairs to the right to the shed in back. On the left side is the door. Go inside and switch on the generator.

ACHIEVEMENT! Firing up the generator earns you the “Let There Be Light” Achievement.

Give the island a quick once-over while you’ve got a second. There are a few things you can examine and focus on to get more information about the island. When you’re ready, head inside and see Alice.

After the cutscene, head back toward the cabin. When the dark birds attack from above, hit them with your boosted flashlight with LT to defend yourself.

ACHIEVEMENT! During the course of the game, if you burn 1,000 birds with the flashlight, you’ll unlock the “If It Flies, It Burns” Achievement. Get to the cabin to trigger another cutscene.

The Lumber Yard

You’ll find yourself in a forest. Start by following the path. Before long, you’ll come to a bright light and collect your first Manuscript Pages. Collect 25 for the “Paging Mr. Wake” Achievement and get all the pages available on the Normal or Hard difficulty settings for the “Picking Up After Yourself” Achievement.

Some pages can only be found when playing Nightmare difficulty and finding all of those, plus all the others, awards you the “Collector’s Edition” Achievement. There are 106 pages in all, and a list of the pages found in each episode of the game is available on the Manuscript menu when you hit Start.

Hike the path until you come to a lumber yard. You can enter by climbing up the fallen tree over the fence.

NIGHTMARE PAGE! Your first Nightmare mode page, “The Dark Presence Wakes,” is found on the fallen tree that you can use to climb the fence.

Once inside, head left from the crane for another cutscene.

THERMOS! After Stucky departs, go left past the front of the bulldozer to find a thermos beside the pickup truck there.

MANUSCRIPT PAGE! As you progress deeper into the lumber yard, this page will be waiting on the path before you, just before a pile of logs comes tumbling toward Alan from the left.

After the logs fall and you’ve grabbed the page, continue on forward where the logs are piled up alongside the path. As you go, you’ll see a lit cabin and and Stucky with his axe. Dodge him and get into the light for safety.

Inside the lumber yard office are a revolver and flashlight. Before setting out to explore, check the table again for spare batteries. Just through the cage door on the left is more ammo for the gun. Grab it and head to the desk to use the phone.

The bulldozer outside comes careening into the building. Run to the far end and jump through the door. Once outside, you’ll be accosted by a pair of Taken, the darkness-filled bodies that have been attacking you. Kill them both and you can get a hand by switching on the light to your right by hitting the green button.

CHEST! Your flashlight might pick up some reflective arrows paint on the rocks in the area. Follow them past the big truck on the left to the back of the hut. There you’ll find one of 30 chests and a flare gun inside. Open five of the chests for the “Finders Keepers” Achievement, all of them to get the “Every Nook and Cranny” Achievement.

Back by the light, the way is blocked by another downed power line. Go under the roof to the left and press B when prompted to kick the generator. That’ll short out the power line and let you continue over top of it.

Ahead you’ll be attacked again. Kill the Taken and open the red box on the pole to the right to get more revolver ammo.

MANUSCRIPT PAGE! The path takes you down the hill, but turn left and go up, toward a small shed with a carriage in it. Nailed to the inside wall on the right is another page and “Rose Daydreams About Wake.” Go down the hill. Follow the path to the river and use the big downed tree to cross onto the first island.

THERMOS! Turn left and go up to where the island gets narrower to find a thermos sitting on a rock on the right side.

MANUSCRIPT PAGE! Follow the path toward the gas station until you see a set of downed logs making a bridge that away on the right, toward a light in the distance. Cross to the smaller island, where the “Barry’s Arrival” page is waiting.

NIGHTMARE PAGE! You’ll see the “Toby the Dog” page as you move down the path just past the river.

Continuing toward the gas station on the compass, you’ll hear and see Stucky, but he won’t attack. Keep going, pausing to grab batteries and bullets near some logs on the left side of the path. You’ll cross the river again over some big rocks, where two more Taken are waiting. After they’re dead, keep moving until you come to some rocks you can climb.

CHEST! Immediately after climbing the rocks, look left. There should be an opening near a crane, where logs are hanging above the path and and reflective paint. Follow the paint back there and up a ladder on the left, to a path that leads to a ramshackle house. Inside is another chest filled with batteries.

Back down by the crane, take the path to the right, through the piles of logs. You’ll find a broken staircase before long, and a red supply box posted across from it. Grab batteries and ammo from it.

THERMOS! From the red supply box, walk forward. Above you should see another crane with logs suspended in the air. As you draw close to it and pass a pile of logs on your right, you’ll see a rock with a thermos sitting on it, also on the right.

Turn left and go past the forestry equipment. You’ll fight three Taken as you approach a generator and office. Fire up the generator, then turn your attention to the building. Inside is a shotgun on a shelf to the left.

MANUSCRIPT PAGE! The “Wake Attacked by Birds” page sits on the table just in front of the door inside the office.

Go back to the red supply box and the button you just activated. Use the crane to direct the logs down to make a path between the two big piles. Then go to the left and climb the ladder on the pile there. Cross the bridge you just made toward the street lamp just ahead.

CANS! At the end of your log bridge, turn left and you’ll see a picnic area bordering the small cliff you just traversed, near the broken staircase. A pile of cans sits on the table. Take a shot at it to knock it off your list.

RADIO! Go from the picnic table to the street lamp, where you’ll find a shack. Inside is a radio, and on the windowsill outside is some shotgun ammo.

CHEST! Leave the shack and, instead of following the path up the hill, turn left and look for reflective paint. It leads to an ancient-looking garage with a chest and flare gun inside.

Now proceed back to the street lamp and up the hill toward the gas station.

MANUSCRIPT PAGE! It’s waiting for you on the path along the way, so grab the “Wake Finds Pages” page as you pass by.

THERMOS! Past the manuscript page, you’ll see a small light in the distance. Just keep moving forward, toward it, to find a coffee thermos sitting on a rock at the cliff’s edge. If you turn left and follow the path, you’ll miss it and you won’t be able to return.

Follow the path, dropping down into the deeper woods. Try to stick to the path as it goes right and then curves left, where you’ll find a generator. Turn it on to create a Safe Haven and a lit area where you can heal and be protected against Taken. You’ll also find batteries and ammo.

When you venture out, you’ll be attacked by a pair of scythe-throwing taken somewhere up the hill. Kill them and double back to heal if you need to.

THERMOS! From the Safe Haven, hug the right side cliff wall until you see a large rock jutting up and two barrels lying on the ground. The thermos is just past them.

A little higher, two taken will appear behind you for you to kill as well.

MANUSCRIPT PAGE! As you continue to climb, you’ll find the “TV in the Gas Station” page on the ground.

At the top of the hill, you’ll hit another Safe Haven with a box of supplies and revolver ammo and batteries. When you’re set, continue past the big propane tank to another spot to drop down.

CHEST! You might catch a glimpse of reflective paint here. Go up to the left, climbing upward past the log mover to find the chest amongst the debris just beyond it.

Proceed down the hill. You’ll hear Stucky freaking out and more Taken will appear behind you. Finish them off and keep going toward the small office. Duck inside for shotgun ammo and more batteries.

TV! Flip on the TV set on the back wall of the office to watch your first of 14 available TV shows. You’ll unlock the “Couch Potato” Achievement by watching them all. Hit the button while you’re in here to power the other button outside, then step back out.

MANUSCRIPT PAGE! Passing through the fence here takes you straight past the “Wake Lies to the Sheriff” page, which is on the ground.

Turn off the machine to the left, then go forward into the lumber yard. You’ll find a box of ammo and batteries just ahead, as well as hear Stucky’s mad ramblings. You’re being prepared for a fight, so get ready.

Carl Stucky

Stucky’s stronger than other taken and he’s got help. You should have lots of weapons at your disposal, however, so a cool head will get you through. A good way to start is to thrash the first few Taken coming at you with a flare.

ACHIEVEMENT! You have some good opportunities here to get the “Come One, Come All” Achievement, in which you kill four Taken with a single flaregun shot, and the “Two for the Price of One” Achievement, in which you kill two Taken with one blast from the shotgun. Get this second achievement by first hitting two Taken with the flashlight, then firing on them when they get close together and close to you.

You’ll fight at least two waves of Taken. Between the two waves, hit Stucky with the flashlight and he’ll start to get hurt. This will also prompt him to take to the ground. The best thing to do is kill the other Taken before you engage Stucky and then drive him down to the ground. As soon as you do, try to keep track of him. He’ll go where you’re not facing, ducking around the log piles to get to your flank. Find him, hit him with the flashlight, and unload on him with the shotgun or your weapon of choice to take him down.

ACHIEVEMENT! Killing Stucky nets you the “Nordic Walking” Achievement.

THERMOS! Once you’ve cleared Stucky and his minions, check the right side tread on the crane for your thermos. At the far end of this yard, you’ll find a gate that’s opened by a nearby button. Beyond it is the gas station. Follow the path inside to a Safe Haven.

MANUSCRIPT PAGE! The “Stucky Taken” page is behind the bed of the truck with the parade float on it, in front of you as you enter the gas station.

NIGHTMARE PAGE! You’ll find the “Rose is a Fan” page around back of the gas station. Move right from the entrance through the fence to find it on the wall near the bathrooms.

THERMOS! Up ahead from the truck is a gas marquee that lists the prices for the station. Just under it is your thermos.

THERMOS! Walk out to the road and hang a left. Go all the way down to the tunnel, where a truck is blocking the way. You’ll find the thermos near the right side of the tunnel at the truck, but you’ll pay for it with being forced to endure a two-Taken ambush.

Return to the gas station and head inside, first through the garage, then into the store itself.

SIGN! At the close end of the middle aisle is a sign for Deer Fest, the first of 25. Read it to put a notch toward your “Bright Falls Aficionado” Achievement, which requires you to find all TV shows, radio shows and signs.

Head behind the counter to locate a phone and activate a cutscene to end Episode One.

Episode 2

New York, Three Years Ago

It’s three years ago, and you’re in Alan and Alice’s apartment. Alice will recommend you go put coffee on, and the kitchen is to the left.

THERMOS! If you go straight down the hall into the apartment into the room Alice is in, you’ll find a thermos on the table next to her. Switch on the coffee pot and take this opportunity to check out the apartment before returning to Alice.

MANUSCRIPT PAGE! If you pass Alice’s work room and continue down the hall, you’ll find Alan’s office. “The Sudden Stop” pages are there.

RADIO! Beyond Alan’s office is a door that leads to the bedroom and bathroom. You’ll find the radio in the bedroom on the window sill.

Alice will send you to Alan’s office to check out cover mock-ups for his book, “The Sudden Stop.” As he’s checking them out, a power outage will knock the lights out. Return to the front door to grab a flashlight from the fuse box and trigger a cutscene.

Sheriff’s Office

You’ll wind up in Bright Falls after watching the short clip. Leave the doctor and exit through the door in the room into the rest of the police station. The sheriff will be to your left, but skip heading straight to her to grab some collectibles past where Mrs. Weaver is playing with the lights.

THERMOS! Walk through the police station past the front doors to the dispatch room, where the thermos is on a table to the right.

RADIO! In this same room, press the green button on the big dispatch panel to play the radio.

MANUSCRIPT PAGE! Turn around from the radio and face the door. On the left side of the room is a small couch behind a table with coffee mugs. On the floor between the couch and the table is the “Alice Sees a Shadow” page.

Double-back toward the conference room where you met the doctor and head right down the hall.

SIGN! There are some Missing posters on the left wall of this hallway. Read them to add a Sign notch to your stats.

Meet with the sheriff in her office and grab Alan’s cell phone off the table, which will trigger another cutscene. When that’s over, go through the police station to the cell block, which is the hallway on the left, through the blue door.

Listen to the drunk in the cell, and switch the lights on for him. You can listen to him talk about some eerie, weird occurrences. You can then continue to the parking lot.

MANUSCRIPT PAGE! In the open cell at the end of the hall, the page titled “The Dark Presence in the Diner” is located on the cot on the right side.

THERMOS! As soon as you step out the door, run across the parking lot to the loading dock ramp on the far end for the thermos.

RADIO! The radio is right next to the thermos, so hit the button.

You’ll find the hole in the fence covered with some wooden planks on the left side of the area when you’re standing at the police station door, facing the parking lot. Kick it down to get through.

MANUSCRIPT PAGE! The “Wake at Lovers’ Peak” page is on a pile of dirt to the right of the rusted-out truck.

Head to the truck to find Alice’s driver’s license on the front seat. Go back through the fence and into the sheriff’s station. Continue on to the sheriff in the lobby. You’ll watch a cutscene before heading out to Elderwood National Park with Barry.

Elderwood

When you arrive, you’ll be looking to find an employee so you can rent a cabin.

SIGN! To the left of the door is a skeleton of a mammoth. The sign is underneath it. Further in, you’ll see Rusty on the deck. Listen to Alan talk to Barry before proceeding.

THERMOS! The kitchen is to the right, around the corner from Barry. Grab the thermos off the counter there.

Proceed through the door out to the deck to speak with Rusty. He sends you inside to find a registration form. Talk to Barry again, then grab the form from the reception desk and return it to Rusty. You’ll get keys from him.

Return to Barry and leave the lodge. You’ll depart for the cabin, where you’ll get a flashlight. Head down the stairs and to the left, where you’ll find the kitchen and batteries.

THERMOS! Near the batteries, beside the fridge, the thermos is on the counter. You can leave the cabin by the door near the kitchen. Once outside, check around the outside of the cabin for collectibles.

THERMOS! Go around the cabin to the right to find a porch with a jacuzzi and a thermos on it. Return to the area by the door and head down the stairs. You’ll find the car and a shed there.

MANUSCRIPT PAGE! Just in front of the door to the shed, on the ground, is the “Barry Doubts Wake’s Sanity” page.

Follow the path further down. You’ll come across a cabin that you can investigate. Inside, check the wardrobe to the right for revolver bullets.

RADIO! Right in front of the door is a radio you can switch on while you’re here. Continue along the path to another cabin. You’ll have to kick the door down to get inside, but there’s not much inside but a TV collectible.

TV! The cabin does hold a TV, where you can watch an episode of “Night Springs” and add it to your statistics. Leave and continue down the road. You’ll see an abandoned car just ahead. Stop there for a Manuscript Page.

MANUSCRIPT PAGE! There’s one in the back of the car, the “Rusty Dying” page. Turn right from there and look for a little booth marked “Phone.” Next to it is a path that leads up to a gazebo, where another — “Rose and Rusty” — lies on the floor.

Keep going down the road and you’ll hear Rusty being attacked just ahead at the visitor’s center, your next destination.

THERMOS! You’ll see the back of a large building on your right as you near the visitor’s center and that’s the ranger station. Hug the back wall and look for the thermos at the base of a tree a few steps off the road.

THERMOS! Just as you reach the parking lot to the visitor’s center, turn left to find an small outbuilding with the thermos inside.

Across the parking lot is the visitor’s center, with a huge gaping hole. Inside is Rusty, who is lying against the back wall. Approach him and you’ll get his gun and the key to the rangers’ office on the far side of the parking lot. Go there next.

MANUSCRIPT PAGE! As you approach the stairs to the rangers’ office, look to the right for a low stone wall that’s part of the landscaping. On it is the “Rusty Attacked by the Dark Presence” page.

Unlock the door and head inside. Down the hall is the office and another Manuscript Page.

MANUSCRIPT PAGE! Right at the end of the hall on the floor, impossible to miss, is the “Wake Reaches a Safe Haven of Light” page.

Through the office you’ll find a gun cabinet on the left, with batteries and ammo. In the kitchen is the circuit breaker, which has been destroyed. Head back outside and you’ll hear Rusty being killed, and a pair of Taken will attack you from the visitor’s center.

Go through to where Rusty was. You’ll see a huge hole in the wall and hear possessed Rusty freaking out just outside. Prepare for a fight when you’re out there.

Rusty

NOTE: The shed on the left side of this courtyard as you’re exiting the building contains a box of unlimited revolver rounds for your Taken-killing convenience.

Rusty rushes you with a spiffed-up Taken power, where he seems to become invisible. He’s hard to hit in this state, so don’t bother to waste your flashlight batteries — just try to keep an eye on him. When he comes straight at you and gets close, hit him with light. This should send him running away again.

Before long, you’ll get Rusty in your sights and hit him with enough light that you can make him vulnerable. When that happens, he won’t be as quick, but he will be ready to kill you directly. Hit him with the revolver and remember that you’ve got the whole courtyard in which to dance away from his attacks, if you need space.

ACHIEVEMENT! Defeating Rusty earns you the “Under a Thin Layer of Skin” Achievement. When Rusty falls, two more Taken appear from the side of the visitor’s center that leads to the parking lot. Take advantage of killing them at a distance, but beware of their thrown scythes.

Run down the path where from which those two Taken appeared. This will lead you down onto a set of wooden stairs, where a Safe Haven awaits if you need to heal. From there, follow the stairs down until you get a call from Barry. Stick to the path and you’ll find another Safe Haven.

MANUSCRIPT PAGE! Beside this Safe Haven is a picnic table with a page titled “Rusty’s Final Thoughts.”

Stick to the path. You’ll come to a staircase with a red supply box next to it. Take batteries and bullets from inside before descending.

CHEST! At the bottom of the stairs, across the small bridge is a sign pointing right toward Lovers’ Peak, but you’ll see reflective paint on the rock next to it pointing you left to Moonshine Cave. Enter the cave and follow the path to the back right, where you’ll get a shotgun and a chest full of lithium batteries. You should also unlock the “Finders Keepers” Achievement here for your fifth chest.

SIGN! Inside the cave you’ll see a rock pillar where the ceiling is open and a big sign that says “Moonshine Cave.” Read it for a little backstory about the cave’s history.

The Trail to Lovers’ Peak

Following the path toward Lovers’ Peak, you’ll approach another Safe Haven, but the light will be broken as you get near. A phone buzzes nearby, and in the booth is a set of batteries, but entering the area triggers a Taken ambush.

The game shows you two Taken approaching from the woods across from the phone, but doesn’t clue you in on the third Taken that’s approaching from behind you. Listen for him to get close and head back toward the path to get them all on the same side of you, which will make them easier to kill. Be prepared to execute a quick dodge if you hear the Taken closing in.

When you’re clear, grab whatever items are left. Advance across the bridge to the sign that’s marked “Lovers’ Peak,” which stands at a fork in the path.

MANUSCRIPT PAGE! The sign directs you to take the left side of the fork, so follow the path up to the right. The “Barry Meets Rose” page is on the ground in a small picnic area just ahead of the sign.

Go back to the fork and take the left side. You’ll approach another fork, this time directing you right, and to the left you’ll see a gazebo with a light Safe Haven. Go up there to heal, activate a checkpoint, and find a shotgun with ammo on one of the benches.

Following the path, you’ll reach where the two forks you could take converge and be attacked by a Taken. This one is a little hardier than the others you’ve dealt with — he’ll continue to advance despite your flashlight, and may hazard to charge you. Get ready with your dodge button and try to keep away from him until he’s dead. If you take damage, remember the Safe Haven you just left, where you can heal.

More taken will appear behind you. Keep them back as you deal with them, then advance down the path toward a huge, broken tree.

SIGN! The sign in front of the big tree goes toward your statistics.

Watch out for three more Taken to ambush you from behind as you progress past the tree. Remember that you can take out multiple Taken with the shotgun if they’re close together. Keep moving when they’re gone.

You’ll cross a bridge next, and two Taken will appear behind you. You can sprint for the Safe Haven ahead, but it’ll go out when you reach it. The generator beneath it can be restarted if you move quickly, but leaves you vulnerable. Beyond the Safe Haven is a red supply box with revolver ammo and batteries.

MANUSCRIPT PAGE! Past the Safe Haven, near the Lovers’ Peak sign, is the “Wake Sees the Torch Symbol” page lying on the path.

THERMOS! Off the path to the right is a shorting-out phone; it has an ax buried in it. Behind that, the log fence has fallen in one place. Jump it to find the thermos on a rock there. You’ll also be able to see one on a table at a picnic site further down the mountain.

Following the path, you’ll hit another fork, and a Taken ambush of four enemies. The best way to deal with them is to back up, keeping them all in front of you on the path and shooting them down from a distance. Be sure to keep clear of flying hatchets, however.

Keep up with the path through the tree. You’ll find a Safe Haven with a sign directing you to a blocked gate to get to Lovers’ Peak. You can get through by jumping the fence to the right, but hold off for a second — there are collectibles down the path to the right, away from the gate.

THERMOS! Following the right fork takes you to a thermos on a picnic table, next to the tree ring display.

SIGN! The tree ring sample has a sign next to it that you can read for some information about the exhibit.

Back to the Safe Haven, where you’ll jump the fence and won’t be able to backtrack.

MANUSCRIPT PAGE! The “Nightingale’s Arrival” page is just over the fence on a big boulder.

Another Safe Haven is just ahead. Beyond it is a gondola to cross a chasm. Hit the button to summon the gondola, and ride it down to the other side.

Uneasy Alliance

You’ll come out of the cutscene equipped with flares you can use in your hand with RB if things get hairy. Grab another flare from the red supply box, then follow the path up. Keep your eyes open for Taken, which you’ll be tasked with weakening with the flashlight — one appears off the path to the left as you head up.

When you hit the sign for Lovers’ Peak sending you right, more Taken will appear accompanied with some music — but one will ambush you from the left side of the path with no warning, just ahead. When they’re dead, you’ll approach a wooden gate.

Your job here is to hold back the Taken advancing on you until the gate is open. Grab flares from the red supply box to the right of the path — you can crack them open with RB and drop them by releasing it, or hold onto them and become a walking light source by keeping the button held.

ACHIEVEMENT! This is a good opportunity to snag the “Back! Back, I Say!” Achievement. When you’re close to death from taking damage from enemies — the screen will go grayish and you’ll hear Alan’s heart pounding — use a flare right as a Taken winds up to attack and would otherwise kill you.

You’ll go through two or three flares before the door is opened. When it is, you can start backing up the stairs, using your flashlight to keep the Taken at bay and kill them. Just behind you is a Safe Haven before you continue up further.

Reaching Lovers’ Point just ahead is where the path ends. Stop at the signs just before you reach the point where the Safe Haven is.

THERMOS! On the right side of the lookout point is a big sign. Step around the side of it and get behind to find the thermos. Do this now, before you trigger the events at the Safe Haven.

You’ll find a supply box with flares and batteries under the light, but right after you grab these supplies, the light goes out and you’ll have to make a stand against an onslaught of Taken. Use the flashlight at first if you can, as the Taken only come at you from the end of the wooden lookout.

NOTE: If you can avoid using an entire flashlight battery, you can hold off using the flashlight and it’ll recharge. This saves you from spending several batteries, or worse, wasting flares.

Before too long, Taken will appear behind you on the ridge, and come climbing over the fence at the back of the lookout point. Use the flare to keep them off you.

You’ll keep fighting off Taken for a few more minutes, until one of the harder-to-kill, hulking woodsman Taken appears. He’ll march through your light despite the damage it does, so hit him hard with it to get rid of his darkness as fast as you can. As he approaches Alan to kill him, you can use short bursts of the flashlight to hurt and distract him, giving the gun time to take him down.

That’s the last of the stand. A cutscene will ensue, and you’ll wind up at the bottom of the point.

Back to Barry

Grab the ammo off the ground quickly, but don’t go anywhere just yet.

CHEST! Spin around near the logs that stretch up to support the point above, and you’ll see a steep path descending behind you. Run down and you’ll start to pick up reflective paint arrows just ahead. Follow the path to the chest and more flares and batteries.

MANUSCRIPT PAGE! Back on the path, the “Alice’s Fear of the Dark” page is right before a downed log, which you can use to cross the river.

Keep on the path and you’ll cross the river over two different downed logs. When you reach the bottom, you’ll see a stump with bear traps hanging from it. The sparkling spot in the center of the path is another trap — step on it, and you’ll be hurt and then ambushed by a Taken.

Stick to the path. The flashlight’s glare will illuminate bear traps until you’re right on them, but you can avoid them easily enough. After a few bends, you’ll find a barrel with ammo and batteries.

MANUSCRIPT PAGE! Just past the barrel is a cliff overlooking the river, where you’ll find the “Sarah Thinks About Wake” page just beyond a downed log.

CANS! Standing at the river, turn around and face the barrel where you found the ammo. To the left is another barrel with a can pyramid you can shoot.

Another downed tree crosses the river ahead. Take it and you’ll get a checkpoint just on the other side. Get ready, because Taken ambushes await you just ahead — follow the compass to keep to the path.

Try to keep moving and watch just to your right as the music picks up for a chance at a dodge. Kill the first three attackers and keep moving. After something like a darkness shockwave, a couple more Taken will attack you from behind.

Before long you’ll hit some more barrels, and a downed tree will act as a ramp up to a shack. Taken will attack you at the base of the tree, so take them out, then climb the ramp and start the generator at the top. Do it quickly and the Safe Haven you create will protect you from ambushing Taken.

THERMOS! Go inside the shack next to the generator to find the thermos on a table.

MANUSCRIPT PAGE! Just beyond the Safe Haven, on the ground near another building, is the “Wake Hears a Chainsaw” page.

Up ahead on the path you’ll find a flare and Alan will focus on and narrate about a crashed plane to the right.

CHEST! Go to the plane. Walk around the back and enter the fuselage, walking to the far end. Alan’s weight will tip the plane forward. Double back and walk up the ramp made of rocks to the wing and follow it to the cliff face — the chest is there, with more flares.

Take the path back to the left, climbing down the rocks. Ahead you’ll see a small light. Make for that — it marks a generator you can turn into a Safe Haven and help you with the Taken that are waiting for you ahead. Kill them as you go and use the light to heal, and grab the hunting rifle ammo when you’re there.

THERMOS! Standing in the Safe Haven and facing the back of the burned-out house you’re standing in, you should be able to see a light through the trees. Walk in this direction to come to the cliff overlooking the river. Follow this to the right where the rocks jut out to an overlook above the water. The thermos is at the furthest point.

Follow the compass through the woods to get back to the path. You’re heading toward the big light ahead, but as you reach a clearing with stumps near it, a bunch of Taken will jump you. Best to crack a flare here — the real threats are behind you and you’ll face four or more Taken, all told.

Cross the planks over the water to the building, heal at the Safe Haven, and climb the ladder to the right. Drop down and enter the mill, clearing out the puddles of darkness as you go. Head up the stairs to the first landing with a side room.

MANUSCRIPT PAGE! The outside balcony you reach as you climb the stairs has the “Deputies at the Logging Site” page.

Keep going up until you come to a dead end — the path across is broken. Beside you is a counterweight you can kick off the side, raising the elevator and allowing Alan to jump across.

MANUSCRIPT PAGE! The “Barry in Elderwood” page is on a pile of flour sacks on the other side of the elevator, impossible to miss.

Round the corner into the next big room and kill the darkness puddle. There are flares in on the round piece of wood in the center.

THERMOS! Turn right from the flares and head to the back corner to find the thermos.

In the corner opposite from the thermos is a ladder leading you up further. This leads to the top of the mill and up toward a wooden shack. A big woodsman Taken will attack you, and with nowhere to go you’ll have little recourse but to blast it with as much light as you can muster, or pop a flare. Be careful not to back off the cliff.

MANUSCRIPT PAGE! Enter the shack and grab the hunting rifle, then jump on the lower, stacked crates to climb onto the bigger ones. Drop down behind them for the “Wake Feels the Dark Presence” page. You can escape this area by climbing blocks behind you.

Past the shack is a fence with a closed gate. You can clear it by climbing a wooden ramp to the left of it, which drops you onto a bridge beyond. Cross it and grab supplies from the red crate where the path forks.

The left path is the one you want. Head up the hill, past piles of logs. You’ll face two of the stronger woodsmen, who descend from the top — back up, taking your time to kill their darkness and place good shots. At the top of the hill is another supply box and a wooden gate you can pass through.

Moving through here sets an attack on you by the chainsaw Taken, a huge lumberjack that’s much harder to kill than the others.

Make strategic use of flares here, using your flashlight to weaken and then kill the two smaller Taken that accompany the chainsaw enemy. When they’re dead, hit the chainsaw taken with the flashlight. If he gets close, pop a flare and drive him back, dropping it up the path some distance from you to create a barrier.

When your flashlight’s recharged, repeat the process until his darkness shield is down and he’s vulnerable. After that, a few well-placed hunting rifle shots, or a whole bunch of revolver shots, will kill him without him ever even getting close enough to attack.

Up ahead is a Safe Haven you can run to, but there aren’t any threats between here and there. Continue on into the campgrounds.

Camp Grounds and Cars

THERMOS! It’s located on a picnic table just next to the path, before you hit the mobile home trailers.

There’s a supply box not far ahead into the campsite. As you enter, turn left and make for the bathroom building there. In the men’s room, you can get to a Safe Haven in the back. Look on the bench for the “Garage Key.”

When you go to leave, you’ll be ambushed from the bathroom stall. You’ll also find hunting rifle ammo in the women’s room.

MANUSCRIPT PAGE! Go to the women’s room. Just past the garbage can outside of the door is the “Nightingale Fires at Wake” page.

Cross the campground to the other side where headlights are coming through a wooden door. Open this garage with the key you just found and get in the car. After you’re taught to drive, you’ll get a chance to kill a Taken with it.

ACHIEVEMENT ALERT! Killing 15 Taken with the car gets you the “Right of Way” Achievement. Do so by softening Taken up with headlights the same way you would with the flashlight, then running them over at full speed.

THERMOS! After you kill the Taken, you’ll come to the road. The compass directs you to the left, so as always, check to the right first. You’ll find a jackknifed trailer and a thermos in front of it.

CHEST! Down the road is a fork, where more logging vehicles are blocking the way. Drive the car to the right, where you’ll see reflective paint. Get as close to the chest as you can with the car, and use a flare to protect you as you loot the chest. If you don’t, you’ll be vulnerable to the many Taken who are appearing all around you.

Where the road is blocked near the lumber trucks, you can turn off onto a dirt road that heads left — follow the compass. You’ll have to dodge some debris in the road, but before long you’ll see a Safe Haven and another car parked beside it. This is a good place to get out of your probably damaged vehicle and pick up a fresh one.

There’s also a hunting rifle and ammo leaning against the picnic table.

CANS! Standing in the Safe Haven, facing the picnic table, you’ll see a second table behind it, to the left of the blue trailer. It has a can pyramid on it you can shoot.

With your new car, follow the dirt path back out to the main road. You’ll be on the other side of the blocks now, so turn left and follow across the bridge. You’ll next come to a big lumber truck blocking the road. Stop here for a second and there are collectibles to find.

THERMOS! Beside the lumber truck on the left, you should see a wooden archway over the side road. Between that and the truck is another archway marked with a cross-country skier stick-figure sign. Look for a picnic table with the thermos on it. You’ll have to fight some Taken to get it, so use flares if you need to.

MANUSCRIPT PAGE! Drive around the lumber truck to find a tunnel blocked with concrete dividers. Slip between them and run down to the truck blocking the tunnel to find the “Wake’s Despair” page.

Take the left into a parking lot, where you can grab a new car if you need it, and follow the road and your compass ahead on the curve to the right.

You’ll pass under a sign that reads “Elderwood National Forest” and you should recognize the destruction of the Visitor Center. Make a right here and continue up the road toward your cabin.

Up ahead, the road is blocked by a trailer and a few cars. Get out and pass between them, stopping by the forest ranger truck that has a box with a flare gun and flares on it.

Just a little ahead, you’ll be ambushed by two groups of Taken near the cabin on your left, one after the other. They’re composed of two smaller Taken and and a big woodsman Taken, which is harder to kill. Remember that you have the hunting rifle if you get in a scrape. Right after the fight, a street lamp ahead will turn on, creating a Safe Haven for you to heal in.

NIGHTMARE PAGE! The “Wake at the Dark Presence’s Mercy” page is right in the middle of the road as you approach the cabin.

Keep going up the road. As you approach the cabin, you’ll see it’s being swarmed by birds. Stop by Barry’s yellow truck to find some more flare gun ammo just short of the stairs leading up to the house. It’ll be useful in taking out the swarms.

Head up to the house and talk to Barry at the door. You’ll find extra flares and flare gun rounds scattered around the house, as well as batteries.

CHEST! Follow along the side of the house away from where you first entered the yard around it. The chest is on the back rock wall of the yard, about midway between the fence you’re standing at the fence at the far side of the yard. More flare gun flares are inside.

NOTE: When you hear the birds squawk loudly, it means a group is about to attack. Use that opportunity to pop a handheld flare to protect yourself and burn them en masse.

Just keep killing birds — burning them with the flare gun, with the flashlight and with flares — and eventually they’ll go away and end the episode.

ACHIEVEMENT! You get the “Park Ranger” Achievement when you finish the episode.

 

Episode 3

 

Escaping the Police

-As the episode starts, you’ll follow the trailer park’s manager to where Rose lives. Stick with him until you see the sailboat lying on its side in the middle of the trailers.

THERMOS! Facing the boat as you approach, turn right. On the right side of the path between the trailers is the thermos, on a table.

-Keep following Randolph and he’ll lead you the rest of the way to Rose’s. There’s nothing else to find along the way, so knock on the door when you arrive, which will trigger another cutscene.

THERMOS! When you get control back, walk through the trailer until you reach the kitchen. The thermos is on the counter beside Rose.

-Drop past Rose and Barry for a bit of Alan’s narration, then head outside.

MANUSCRIPT PAGE! Your first page of the episode, “Randolph Calls the Police,” is on the path just outside the trailer.

-Follow the path Randolph led you on away from the trailer. You’re heading toward the fence where the shed is ahead, then turning left to walk along the sides of the trailers, where the stone path is.

RADIO! At the stone path, you’ll see the green light of a radio on the steps going up to a trailer. Push the button when you stand beside it on the ground rather than going up the stairs.

-When you’re back on the main path, walk straight to the exit of the park, where you’ll meet Randolph and the cops.

-Alan’s principally running along a dried riverbed — just stick to it and you’ll be fine. Try to keep the pace up to avoid being shot, and before long you’ll get into the deeper woods and give the cops the slip, at least for the time being.

MANUSCRIPT PAGE! You’ll drop down and get a checkpoint, and the page titled “The Dark Presence Sleeps” will appear on the path to your left, on a log.

-Keep going along the path. You’ll see a Safe Haven up ahead before long. From there, climb up where the police car is crushed to reach the road.

MANUSCRIPT PAGE! Rather than run straight to the Safe Haven, turn right and follow the road back the way the police car came. Down at the far end is the “Rose Visited by the Dark Presence” page.

-Back on the path, keep following the compass. You’ll stick to the path heading up the mountain, with the cops looking for you below. You’ll hear them as you go.

-As the path goes higher, the police helicopter will find Alan, hitting him with a spotlight and firing shotguns at him. Use the rocks along the side of the path for cover, sprinting from one to the next.

-Just beyond that, as the helicopter leaves, you’ll come through a gate. To the left are some stairs that lead up into a ranger tower — climb it to use a set of binoculars to see what’s happening to the police below. The tower also is a Safe Haven.

THERMOS! In the tower beside the bedroll, sitting on the iron stove.

RADIO! There’s a blinking green CB sitting on the right side of the tower.

-Leave the tower and follow the compass to a gate that will lead you back to the path. Keep going until you come to a much larger gate — it’ll become possessed of darkness and you won’t be able to get through.

-Climb the path to the left instead. After a second, if you bear left, you should come to a green search light that’s without power.

THERMOS! Behind the search light is a piece of wooden fence that forms a ramp. Climb it to find a big flat rock behind it, with a thermos on top.

-Away from the light to the right, further onto the hill, is a generator under a small shed ceiling. Start it up to power the light, then go back and check it out. The generator gives out, sending you back to start it up a second time.

-Give the generator a kick and then start it up. Back at the light, use the boost to destroy the gate and clear the way. Keep on the path until you come to another Dark gate, and look right. In a shack is a flashlight you can grab. Destroy the gate by hitting it with the boosted flashlight.

-You’ll find another wrecked cop car just up ahead, and spilled out near the trunk, a handful of flashbang grenades. Throw one using RB — you’ll need to use them to defend yourself shortly. Drop down and face the Taken on the path ahead.

Path to the Radio Station

-Keep moving along the path. Taken will appear behind and around you, so keep on your toes. You can use flashbangs to protect yourself, but before long you’ll just have to make a break to a Safe Haven up ahead. When you get there, you’ll find more flashbangs. There’s also a broken red supply box on the fencepost nearby with batteries inside.

RADIO! The set is sitting on a stump right beside the Safe Haven.

-Set off across the bridge ahead of the Safe Haven. As you do, Taken will appear more or less all around you — including a bigger one that will walk against your flashlight. This one’s tougher to kill.

-Run to the right of the bridge once you’re across it, keeping your back to the cliff — this will put the Taken all on the same side of you. Use your flashlight to keep them at bay and weaken the big one. When they’re clustered together or you can’t wait any longer, toss a flashbang. You should be able to get them all in one shot.

ACHIEVEMENT! This is a good chance to get the “Sound and Fury” Achievement. If you can hold off long enough to draw all four Taken together, you can hit them with a single flashbang and kill them all. It’s tricky, however, and you’ll need to use your flashlight to stun the ones trying to circle around you.

MANUSCRIPT PAGE! Right here on the rock to the right of the bridge, the “Rose Touched by the Dark Presence” is near the drop off and hard to miss.

-Stick to the path and try to keep moving. When Taken ambush you, do your best to retreat from them and get them all on the same side of you, then hit them with a flashbang when they’re clustered together.

CHEST! Watch the right side of the path for some big boulders — one will be slightly speckled with yellow paint. Just ahead, the path forks right and left: Looking down the left fork, you’ll be able to see lights from a police car, but head right following the reflective arrows. You’ll find a cave with a generator that you can start to create a Safe Haven and a chest full of flares and batteries.

-The left fork takes you toward that police car. There are more flashbangs in the trunk, so do your best to defend yourself and grab them, then keep moving quickly along the path. Taken will appear around you, so speed will help a lot. Remember that you can stun them with the flashlight burst, giving you a second to move away or hit them with a grenade.

-As you approach the radio station, a big Taken will appear near the gate that gets you inside its fence. Use the flashlight and your dodge ability to keep clear of him, then hit him with a grenade when he’s weakened. After that, dodge inside the radio station’s lot to find a Safe Haven.

THERMOS! You’ll find this one near the car in the parking lot, underneath the big lighted sign there.

-Head inside the radio station and into the booth for a cutscene.

Path to the Train Depot

-When you get control back, you’ll be on the path in the woods again. Follow the path down the hill.

MANUSCRIPT PAGE! Pinned to the fence ahead is the “Nightingale in the Radio Station” page. Snag it as you walk by.

-You’ll move into deeper woods as you go. Up ahead, a rusted-out car with boxes all around marks supplies and a Safe Haven you can switch on. Fight off the Taken in the woods surrounding it and head left to the generator first. Fire it up and you can use the Haven as a base location while you search around for flares, a revolver, and ammunition.

-The path goes on ahead some. After fighting some more Taken, you’ll notice that the path swings left, bu

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