IGNs complete walkthrough for Alan Wake 2 will guide you through both Bright Falls and the Dark Place, featuring in-depth walkthrough pages with plenty of images and maps for each chapter of both Alan Wake and Saga Anderson's story.
In Alan Wake 2, you'll take control of both the writer Alan Wake trapped in the Dark Place, and FBI Special Agent Saga Anderson investigating a series of murders in the town of Bright Falls. After a few chapters playing as each of them, you'll soon be able to freely swap between characters to advance both of their stories independently towards a conclusion. This walkthrough will guide you through alternating chapters for each character, but you are free to take them on in any order you choose.
Select a chapter below to get guides for each section, including how to deduce and complete your goals, solve the Case FIles you're given, and locate important collectibles along the way, including Alex Casey Lunchboxes, Words of Power, Nursery Rhymes, Manuscript Pages, Echoes, and All Cult Stash Locations.
Lights Out. The article consists of general tips about the rules of the game, complete walkthrough of all six episodes and also a list of weapons, equipment and enemies present in Alan Wake's world.
This guide and walkthrough to Alan Wake is an extensive compendium of knowledge about this action game with psychological horror elements. Its main part is the complete walkthrough. We described how to go through all six episodes, with the division into individual missions. We have also added the walkthroughs for special episodes available as DLC. Beginners can check out the Beginner's guide as well as descriptions of the opponents and weapons.
An extremely important part of the guide is the chapter devoted to the collectibles and trophies/achievements. Locations of all collectibles will help you to quickly get the script pages (also those available only at the highest difficulty level), coffee thermos, TV programs, stacks of cans, or notes in Bright Falls. The descriptions of all the trophies/achievements will help you complete Alan Wake in 100%. We described how to get all the achievements - those related to combat, the progress of the plot, or Meet the Deadline.
Our guide contains a full walkthrough for Alan Wake. We described how to go through all episodes, with the division into individual missions. The guide also has walkthroughs for special episodes from DLC.
The list of all collectibles in Alan Wake will help you fully complete the game and get all the achievements. Our guide shows you where to look for collectibles and secrets. We have described the locations of coffee thermos, manuscript pages, cans, notes, and all other types.
Welcome to the TrueAchievements Walkthrough for Alan Wake Remastered! This is a comprehensive Walkthrough, fully detailed and without spoilers. We will guide you through the entirety of the game in the most efficient way unlocking every achievement in the process.
I'd like to start by giving credit once again to undeadjubbie666 and the other writers who worked on the original Alan Wake Walkthrough (DynamicWolfNLD, MC0REBE, misfit119, Tasty Pastry, and tornprince2012). This walkthrough is almost exactly the same as that walkthrough. Their walkthrough has merely been ported over to the Remastered version for the sake of convenience and organization. If you find this walkthrough helpful, please take a moment to visit the original walkthrough and give them a "walkthrough thanks" to let them know you appreciate their work.
The locations of all of the collectibles in the game have been integrated into the Story Walkthrough in chronological order. There are also a few cumulative achievements, mainly involving weapon kills, but these are very easy and not worth worrying about. A minimum of two playthroughs are required to unlock all achievements. This is because some collectibles will only appear in Nightmare difficulty mode and this mode requires the game to be first completed on either Normal or Hard.
In addition to the original 1,000G, there are also two extra episodes included in the remastered edition; they consist of one extra Episode each ("The Signal" and "The Writer"), and each of them has 8 achievements worth a total of 250G.
The collectibles are the most painful task of the game, with a grand total of '286' they are the main reason why you will want to follow a comprehensive Walkthrough on your first run. You do have the option, however, to play the game through on Normal and just enjoy yourself, then find all the collectibles at once during a second Nightmare playthrough, this is not difficult at all, but the choice is yours.
1 - Start the game up on normal difficulty. During the course of this game, you will be getting all of the storyline achievements, all of the collectibles, and basically all of the other achievements. Any of the non-collectible achievements should unlock during this one playthrough with the sole exception of the hunting rifle perhaps and "Meet the Deadline" as this one can be tricky. However, we will address this achievement in particular during the Walkthrough itself.
2 - After completing the Normal playthrough of the game, you will unlock the Nightmare difficulty. Completing the game on this difficulty will unlock "Alan, Wake Up," and this playthrough will also allow you to collect all of the Nightmare-only Manuscript Pages, required for the "Collector's Edition" achievement. You should also mop up the rest of the miscellaneous achievements in your second playthrough. If for some reason Nightmare mode does not unlock upon completing the game on Normal difficulty, you can replay Episode 6 on the other difficulty from your main playthrough, and that should unlock Nightmare difficulty. So, if your first playthrough was on normal, completing Episode 6 on easy should unlock Nightmare difficulty, and vice versa.
3 - If you failed to get any achievements now is the time to go back and clean up. If you still need to get some miscellaneous achievements, select the Episode and/or chapter of the Episode you need (chapters are visible when you choose among the "Episodes" in the main menu) and get them.
The Walkthrough will be structured in a similar way for both the main game and the extra episodes. In particular, there will be a "Comprehensive" page where the game will be described step-by-step, including all collectibles and any miscellaneous achievements which take place at a specific moment. You don't *need* to follow all the steps to proceed: they are included more for a context reference to the collectibles than to find the way out.
There won't be spoilers in the Walkthrough pages, and all the collectibles will be highlighted with bold text; the one-chance-only achievements will also be noted with "WARNING - [Missable Achievement Title]"s.
Whether you choose to follow each line of the guide or to look only for the bolded notes and ignore the rest of the text is up to you. You can also use the collectible videos included at the beginning of each Episode (the order in the videos is the same as the text), and barely follow the text just to have an expectation of "how far" the next collectible is.
On the other hand, the text will also warn you about items to pick up (ammo and similar), enemies on the way, and so on, suggesting "how to play": a second goal of the text is teaching you how to get used to item conservation, "training" you for your Nightmare playthrough.
All collectible types have trophy tracking so can be tracked via the PS5 trophy list. Cult Stashes and Lunch Boxes are stashes you can open as Saga, with Cult Stashes often rewarding supplies and sometimes upgrades. Lunch Boxes reward Manuscript Fragments for upgrading weapons. Nursery Rhyme Dolls and Nursery Rhyme Puzzles are found as Saga and are often close together. Dolls are small wooden characters that are used to solve Puzzles. All four of these items can be tracked on your Case Board in their respective case files. Completing Puzzles will reward you with a Charm, which are equippable upgrades for Saga. Most of the charms are rewards from Nursery Rhyme Puzzles.
Cult Stash 1
Directly south of the Murder Site is a trailer. Straight across from the trailer door is a lockbox (outside the trailer). Interact with it and then put the cursor over the lock on the box, it wants you to input 3 symbols on the lock. See the image below for the correct combination (the note on the lockbox corresponds to the order of icons you must enter on the lock, these symbols are found inside the trailer on the walls but you can skip this and enter the code right away).
Cult Stash 2 + Inventory Upgrade 2
Once in control again at the shore, head south. After crouching under the wood at the beach, keep following the linear path until the path splits. Crouch under the wood on the right (instead of going up path on left). This leads to the lockbox. Interact with the lock, it will show a randomized order of 3 buttons to press. They will light up green to show you the order, then press the buttons in that same order to open the box. This box contains an Inventory Upgrade.
Nursery Rhyme Puzzle 3
Head down to the Private Cabin to find another puzzle. Place the Crow Doll on the Hatchling, the Hero Doll on the Heart and the Wolf Doll on the House. Pick up the dolls afterwards.
Cult Stash 8 (Coffee World Stash Key)
Behind Houtari Well, next to a tree. In order to open it, you will need the Coffee World Stash Key. To find this, go east to the statue of Mr. Drippy and head behind it to find the key on the ground.
Afterward head back outside, in front of the workshop is a little stage with cardboard cutouts and a mini-well on it, inspect all of these objects. Then read the paper next to the stage to get the clues for the 4 missing items, you must place them in the Mind Palace case board and it will say where each part is. You must now grab all 4 parts from the amusement park (they can only be interacted with after putting up all clues in the Mind Place Case Board).
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