A L A N W A K E ' S _ __ __ ___ ___ ___ ___ _ _ _ /_\ | \/ | | __| | _ \ |_ _| / __| /_\ | \| | / _ \ | |\/| | | _| | / | | | (__ / _ \ | .` | /_/ \_\ |_| |_| |___| |_|_\ |___| \___| /_/ \_\ |_|\_| _ _ ___ ___ _ _ _____ __ __ _ ___ ___ | \| | |_ _| / __| | || | |_ _| | \/ | /_\ | _ \ | __| | .` | | | | (_ | | __ | | | | |\/| | / _ \ | / | _| |_|\_| |___| \___| |_||_| |_| |_| |_| /_/ \_\ |_|_\ |___| ------------------------------------------------------------------------------- A walkthrough authored by snkupo Document Version 0.9 - February 28, 2012 E-mail: snkupo@gmail.com FB: facebook.com/snkupo ------------------------------------------------------------------------------- =============================================================================== - TABLE OF CONTENTS - =============================================================================== o-----------------------------------------------------------------------------o | NAVIGATION: Each section has a [code] tied to it in the table of contents. | | Press CTRL + F to bring up a search box, then type the code of your choice. | | Now hit ENTER on your keyboard to jump down to the section itself. | o-----------------------------------------------------------------------------o BEFORE PLAYING AMERICAN NIGHTMARE - Forewords.............................................................[ku01] - Frequently Asked Questions............................................[ku02] - Gameplay Basics.......................................................[ku03] - Achievements..........................................................[ku04] STORY MODE WALKTHROUGH - REST STOP I: THE MECHANIC.............................................[re01] - Welcome to Arizona................................................[re02] - Towards the Diner & Motel.........................................[re03] - Your Very First Weapon Crate......................................[re04] - Three Items to Rewrite Reality....................................[re05] - OBSERVATORY I: THE SCIENTIST..........................................[me01] - Bottom of the Slope...............................................[me02] - Into the Observatory..............................................[me03] - DRIVE-IN I: THE CURATOR...............................................[dy01] - Twisted Girl......................................................[dy02] - Three Switches of Power!..........................................[dy03] - To the Projector Building.........................................[dy04] - REVISITING AN AMERICAN NIGHTMARE......................................[fi01] - A Rest Stop Setback...............................................[fi02] - Observatory Progress..............................................[fi03] - Drive-in Relapse..................................................[fi04] - Rest Stop Resolved................................................[fi05] - Observatory Completed.............................................[fi06] - United at the Drive-in, At Last!..................................[fi07] END OF DOCUMENT - Legal Stuff...........................................................[ka01] - Greetings and Shoutouts...............................................[ka02] - Contact Me............................................................[ka03] - Version History.......................................................[ka04] =============================================================================== FOREWORDS [ku01] =============================================================================== Hey! Remedy Entertainment, which despite their limited output is one of the developers that have impressed me most over the years, has finally finished their second Alan Wake game. As such, I figured I'd do a guide for it! My line of thought is kind of simple, but that's not necessarily a bad thing, is it? Anyhow, the last time I did a guide for a Remedy game was quite a few years ago -- I wrote a piece for Max Payne 2 on the original Xbox. While Alan Wake hasn't quite captured me the same way the noir-mixed-with-what-do-you-have Max Payne games did, the original Alan Wake certainly is among my favorite games on the Xbox 360. Creative director Sam Lake has still got it, and I hereby take my hat off for him and the rest of the Remedy team: Thanks for making some of the best modern videogames out there! As for this guide itself, the primary focus is to get you through the storyline of the game, and at the same time show you were to find all the collectible items. This being the case, you can print it out, follow it from one end to the other, and end up seeing everything the storyline has to offer, including conversations, TV shows, radio shows, manuscript pages and achievements. I suppose what I'm getting at is that this guide leads you to a the complete American Nightmare experience! Or something like that! I think I've pretty much said what's on my chest about both the game and the guide at this point, so enjoy the guide! Happy nightmare, kids! =============================================================================== FREQUENTLY ASKED QUESTIONS [ku02] =============================================================================== Q: Does this guide describe where to find ALL the collectibles? A: Yep! Q: Can I play the Death Rally cabinet in the drive-in level? A: It's just there for kicks -- you can't actually play Death Rally. Q: Is the game available on disc? What about on PC? A: As of February 2012, it is only available of Xbox Live. A PC version does not seem unlikely, but remains unannounced as of now. Q: Is this a direct sequel to Alan Wake? A: The storyline includes characters from the original game, and while the plots are somehow connected, you can still play this without knowing anything about the original game. Q: I heard the game is rather repetitive. A: There are 3 levels in the game, each of which has to be played through 3 times in order to finish the storyline. Q: Is this DLC for the original Alan Wake game? A: No. Standalone game. Q: Any online deathmatch or co-op in this game? A: No, sir. Q: What game modes are there? A: Apart from the main story mode, there is a survival mode called "Fight Till Dawn". You can spend hours in this mode trying to master the combat system and beating other people's scores on Xbox Live. Q: I heard you like cake, snkupo! A: Sure. I'm no liar! I like them with blueberries on top! :( =============================================================================== GAMEPLAY BASICS [ku03] =============================================================================== Alan Wake's American Nightmare is a third-person action game, with a few specific peculiarities that distinguish it from many other titles in the same genre. Here's a quick lowdown on how the game plays and how you can master its mechanics in no time. There are a few subtle elements to this that the game does not to a great job at explaining, so reading this section of the guide is highly recommended before playing. - DEALIN' WITH THE DARKNESS: All enemies in the game are surrounded by a darkness that has to be removed before you can effectively kill them. To do this, boost your flashlight (Left Trigger) in their face, then finish them off using your firearms (Right Trigger). Trying to kill enemies without first using your flashlight is not very effective. - NO SHAME IN RUNNING: Although ammo is plentiful compared to the first Alan Wake game, there will be times when running away is simply less of a hassle than fighting all your enemies 'til their death. So, if there's a group of enemies between you and your goal, making a run for it is often quite effective. Just remember to hold the L button to sprint! - SAFE SPOTS: Light-bulbs and other sources of light are free spots where the enemies cannot follow you. Also, by standing in the light, your health will recharge! Watch out though, as some sources of light will vanish once they have replenished your health bar. The game itself refers to these safe spots as Safe Havens. - DESPERATE TIMES & MEASURES: If there are simply too many enemies to handle at any point, throw a flashbang or use a flare by hitting the R button. Flashbangs will explode and might kill some enemies. They are weaker than in the first Alan Wake game, but still reasonably effective. Flares will not damage enemies per se, but will prevent enemies from attacking you for a good amount of time. Depending on whether you HOLD or TAP the R button, the flares will either be held onto or thrown down on the ground. - DODGEY KONG: While holding the L button will make Alan Wake run, simply tapping him makes him dodge. This little move can be very useful to avoid being hit by nearby enemies. Closely watch the movements of enemies that are nearby. Once they lift their hand to attack, hit L to dodge. If your timing is good, the game goes into slow motion for a second or two, letting you temporarily get away from the bad guys. - MANUSCRIPT PAGES: These are scattered throughout the story mode, and can be read to reveal interesting details about the plot. Collecting them all is entirely optional, but if you like a good read, go for it! The location of every page can be found in the main walkthrough. Also note that to find all pages, you have to play through each story mode level three times. You can check the name of the pages you are missing by pausing the game. - CRATES: Every level has crates that can be unlocked if you have collected a certain number of manuscript pages. Once you have collected the required number of pages, you can replay levels to open the crates. - ARCADE MULTIPLIER: In Arcade Mode, you have a score multiplier. To make it go higher, chain up enemy kills and dodge their attacks using the L button. The dodging is especially important to quickly raise the score multiplier. To get the achievements related to Arcade Mode, you might have to actively run up to your enemies for them to attack, then dodge their attacks multiple times in order to raise that multiplier. - GAMEPLAY CHANGES: For people who played the first Alan Wake, there have been some noticeable gameplay changes. These include flashbangs being weaker in the sense that some enemies might require additional rounds after being blown away by a flashbang. Also, Alan Wake now has a greater stamina that makes him able to sprint for a longer time. Furthermore, there is way more ammunition to find this time around, leading the game to feel more like an action game than an oh-my-god-get-me-some-bullets experience. Another change is that enemies will not be damaged by your flashlight at all, unless you use the boosting function. =============================================================================== ACHIEVEMENTS [ku04] =============================================================================== o----------------------.----------------------------------------------------o | ACHIEVEMENT NAME | HOW TO EARN | |----------------------|----------------------------------------------------| | Escape! | This one is impossible to miss, and will unlock | | | during your first playthrough of the Rest Stop | | | level. It will pop once you've entered the | | | Motel area (10G). | |----------------------|----------------------------------------------------| | Rewrite | Will unlock as part of the first Rest Stop | | | playthrough. Pops once you have finished the | | | CD/Battery/Valve puzzle (10G). | |----------------------|----------------------------------------------------| | Cool It | This one will unlock during the second | | | playthrough of the Observatory level. Like the | | | preceeding achievements, it is impossible to | | | miss (20G). | |----------------------|----------------------------------------------------| | Happy Ending | This achievement unlocks as you finish the | | | storyline. This means playing through every | | | level for a total of three times (25G). | |----------------------|----------------------------------------------------| | Glorious Dawn | To get this achievement, play Arcade Mode and | | | survive until dawn breaks on any of the | | | levels. Just keep your cool -- simnply | | | surviving should be quite easy for anyone who | | | has played the game before, and can easily be | | | done without unlocking any weapons at all (10G). | | | | |----------------------|----------------------------------------------------| | Poetry in Motion | This achievement requires you to score 100,000 | | | points and survive for six minutes on any arcade | | | mode level. One of the easiest (still hard!) | | | ways to do it, is on the Cemetery level. | | | | | | - Get the flare from your front right | | | | | | - Run around the map, collecting all flares | | | and flashbangs. | | | | | | - You will be followed by the first wave of | | | two Taken. While running, dodge their | | | attacks instad of shooting them. This will | | | raise your multiplier. | | | | | | - While running, make sure to also grab the | | | revolver. It's left of the starting point. | | | | | | - Once you have used the first two taken to | | | boost your multiplier up 'til 6x, kill them | | | and wait for the remaining waves of Taken. | | | | | | - Kill them using the revolver. If you get | | | surrounded, just use a flare of flashbang. | | | You should have plenty from collecting them all.| | | | | | - If you can keep this up without losing your | | | multiplier, you should have around 110,000 by | | | the time dawn breaks (250). | | | | |----------------------|----------------------------------------------------| | Pile 'em High | Kill 2,000 Taken. Kills in both Story and | | | Arcade Mode count here. It will most likely | | | unlock after you have completed the entire | | | storyline, while you are working your way | | | towards unlocking all the Arcade levels. For me | | | personally, it unlocked on my second-to last | | | arcade level, while playing to unlock the very | | | last one (20G). | | | | |----------------------|----------------------------------------------------| | Split Splat | On the Observatory level you will come across | | | enemies that split into two parts when shot. | | | On the same level you will also find a crate | | | (just next to the observatory building itself) | | | containing a Combat Shotgun. Use it to shoot | | | at a pair of split enemies to kill them both | | | off at the same time. The Combat Shotgun has | | | enough of a spreading effect for this to happen | | | within a few tries (15G). | | | | |----------------------|----------------------------------------------------| | Skill Beats Gun | Survive and Arcade level without using guns | | | and flashbangs. This one is not too hard. Just | | | load up a level. Do not kill any enemies. | | | Instead, just keep on running in front of the | | | first wave of Taken (there are 2 of them), and | | | make sure to time your dodges so that you can | | | avoid their attacks. Not being hit is actually | | | not as hard as you might think before actually | | | watching their moves and trying this for your | | | self. Simply press L to dodge once you see | | | one of the Taken raise their arm to attack (10G). | | | | |----------------------|----------------------------------------------------| | One Day I'll Buy | Find all of the manuscript pages. The main | | A Stapler | walkthrough contains the location of every | | | single page. To search for one specific page | | | that you have the name of, simple use your | | | web browser's search function, usually CTRL + F. | | | (20G). | | | | |----------------------|----------------------------------------------------| | Enter the Nightmare | Unlock all Arcade Levels by scoring 27 stars. | | | To earn stars, score points in Arcade Mode (10G). | | | | |----------------------|----------------------------------------------------| | Survivor | Score 70,000 on any Nightmare difficulty Arcade | | | level. This is likely the hardest achievement in | | | the game. I pulled it off in the Ghost Town by | | | follwing this proceedure: | | | | | | - Go get the Assault Rifle left of where you | | | start out. | | | | | | - Run around the map in a big circle and | | | collect all flashbangs/flares you can find. | | | | | | - Now, in the center of the map, go get some | | | ammo from the red ammo box on the wall. | | | | | | - Now that you are stocked up, go camp on | | | top of the stairs west of the ammo box. The | | | Taken cannot come at you from behind if you | | | camp on the stairs, making the whole thing | | | way easier than it usually is. | | | | | | - When you run out of ammo, go back to the | | | red ammo box, fill up on ammo, then return | | | to the stairs. Keep on doing this until time | | | runs out. If you can keep your multiplier | | | between 5 and 9 for most of the match, you | | | should reach higher than 70,000 (30G). | | | | o----------------------'----------------------------------------------------o =============================================================================== REST STOP I: THE MECHANIC [re01] =============================================================================== --- WELCOME TO ARIZONA --------------------------------------------- [re02] --- Welcome to Story Mode! Start a new game if o------------------------------o you haven’t already, and watch Alan Wake’s | MANUSCRIPT CHECKLIST | agent from the preceding game sleep in a | | shoddy motel room. There’s a program on | Alan Wake, The Writer..[ ] | the TV, and Alan Wake himself seems to | | appear in it. He’s troubled by a certain o------------------------------o Mr. Scratch, but does not seem to have any idea why exactly. Anyway, once you’re in control of things, grab the Flashlight from near the lake in front of you, and head to the left. Some darkness will appear and try to attack you, so destroy it by boosting your flashlight (Left Trigger) and aiming at the darkness. Once that’s done, press on ‘til you find the 9mm Pistol waiting for you just there down by your feet. The first Taken (that’s what we call possessed enemies in the Alan Wake universe) will attack you, so deal with him by first boosting your flashlight on him to remove the darkness surrounding him, then finish him off by shooting your gun (Right Trigger). That’s basically how you handle most enemies in this game – it’s not all that complicated. First boost your flashlight, then shoot your gun. Piece of cake. Press on to have a fat Taken attack you. Down him. The narrator will mention that the man you are controlling used to be a writer and in a way still is. As you hear this, the first manuscript page aptly named [ALAN WAKE, THE WRITER] can be found just in front of you. Take it, and run forwards until you see the motel. The building between you and the motel is a Diner, which will be a point of interest for us in just a few moments. --- TOWARDS THE DINER & MOTEL -------------------------------------- [re03] --- After first sighting the Diner and the o-----------------------------o Motel, it’s important that you run to the | MANUSCRIPT CHECKLIST | right along the dirt road. When lots of | | Taken appear in one part of the area, | Hunting Mr. Scratch...[ ] | continue to the right where you will see | Too Many Legs.........[ ] | an oil pump. This is in the far right end | | of the area. By the oil pump, the o-----------------------------o Manuscript page titled [HUNTING MR. SCRATCH] awaits you. Take it. Move towards the Diner now, but since it’s closed you cannot enter. Instead, head behind it to find some Flares (these are great for keeping the Taken away in situations when you have little health), and more importantly the [TOO MANY LEGS] Manuscript page. We're starting to build up quite the collection of pages, aren't we? The Diner being closed means no steak, which is too bad, but just shake that thought and keep pressing towards the motel. Once you reach it, you will find a Safe Haven next to the phone booth. Safe Havens basically heal you and keep Taken away. Kind of like a free spot, if you’re into kids games - Like I am. --- YOUR VERY FIRST WEAPON CRATE ----------------------------------- [re04] --- o---------------------------------------------------------------------------o | | | M A N U S C R I P T C H E C K L I S T | | | | The Splitter..................[ ] Pages and Instincts............[ ] | | The Devil is in the Details...[ ] New Reality: The Satellite.....[ ] | | Rewriting Reality.............[ ] | | | o---------------------------------------------------------------------------o After reaching the Safe Haven, you will find a Weapon Crate on the ground. To open it, you need 3 Manuscript pages. That’s exactly how many pages we’ve found this far! Open it to trade your 9mm Pistol for a SMG. Straight ahead from the SMG crate, you’ll see a radio distinguished by a green flashing light. Go turn it on to hear the first radio broadcast. The host is talking about The Old Gods of Asgard, which is the band from the previous game. Seems they’re making a comeback! There’s quite the Motorhead (or Black Sabbath, if you will) factor to be sensed here. Anyway, Alan’s agent Barry is also on the show, since he’s hooked up with the Old Gods now. Finish listening to the broadcast, then head back for the Safe Haven. You’ll see a “GAS” sign to your left. Grab the Flare Gun and ammo from the car parked just under the sign. Look around to find some huge trucks parked in the vicinity of the GAS sign. Behind them in a ditch, you’ll find [THE SPLITTER] hidden away, which reveals that 2 years have passed since the events of the previous game. Take it and go back to the sign. From here just keep following the asphalt road until you reach a railway crossing and another Manuscript page [THE DEVIL IS IN THE DETAILS]. There is no point in following the asphalt road any further, but if you look to the left of the road, you will see an old railway wagon. Go closer to it to find another page called [REWRITING REALITY]. Don’t try doing that in your parents’ absence, eh. Except for a crate that cannot be opened yet, we have done enough searching for collectibles right now, so backtrack to the GAS sign and look for a blue car with its back facing you. Behind that car there is a Manuscript page called [PAGES AND INSTINCTS] as well as a TV with a creepy program running. Turn it on and watch it. Really sets the mood, I’d say. Also... Am I crazy for liking this? Turn towards the Motel again after watching the TV, and run towards the lightened area. Take the ammo from the supply stash hanging on the wall, and enter the garage where a person seems to be fixing a car. It’s a girlie named Emma, who for some reason has been holding on to Alan’s [NEW REALITY: THE SATELLITE] page. About now your "Escape" achievement should also pop, which should be grand for those who are into collecting Achievements and boosting their Gamerscore. --- THREE ITEMS TO REWRITE REALITY --------------------------------- [re05] --- o-----------------------------o Talk to Emma a couple of times to reveal | MANUSCRIPT CHECKLIST | the fact that Mr. Scratch, that guy on the | | TV, actually pretends to be you, and is | The Twisted Mirror....[ ] | going around doing a lot of bad stuff in | | your name. Also, she reveals that you need o-----------------------------o to find three items (now marked on your mini-map) in order to rewrite reality. You might not have noticed, but the mini-map did not appear until now. It will reveal points of interest, such as manuscript pages once you’re in their vicinity. What’s more important right now though, are the three parts we need to rewriting reality. Go to the southwestern edge of the area to the [VALVE]. Three Taken will attack you as you approach it, but with the SMG in hand, that should be no problem. Just remember to insert a new battery into your flashlight if you run out. The second item can be found by following the railway east towards a shack. Try opening the door, and wait for the huge Taken to break through the door. When it splits into four, quickly deal with each enemy one by one. Head inside the building for the [CD], some ammo and a Carbine Rifle. The final item, a [BATTERY] can be found down on the ground next to the trucks just northwest of the shack. It needs to be recharged though, so head back to Emma for some advice. She will recharge the battery for you, and a new marker will appear will appear on the mini-map! Before heading towards it, you might want to use the ammo stash outside of the garage to fill up. Once ready, head for that marker on the map. There are quite a few enemies waiting for you. My suggestion is to just go ahead with the SMG in one hand and keep the enemies at bay with your flashlight in the other. There is some ammo scattered around near the marker too, so pick it up after the enemies are done for. Once you have cleared them out, hold LS to read the manuscript that explains the procedure you need to go through: The wheel was in place, the oil was flowing. The battery was attached, the lights were blinking. The CD was playing in the boom box. According to that description, first place the valve and start the oil flow. Next, place the battery and turn on the lights. Finally, insert the CD into the boom box. As the music starts flowing through the speakers the "Rewrite" achievement pops, and you get surrounded by flames. It’s not really dangerous though, so just relax and go back to see Emma. When you get back to the garage, some Taken have trapped Emma inside. Kill them off one by one. If they get too close, pull out a flashbang to keep them away until you have control of the situation. Also, remember that the Safe Haven is not too far away if you REALLY mess up. Talk to Emma once the Taken have been wiped out and are no more a bother. She gives you a Key to the Diner we investigated earlier! This is also a good time to pick up the Nailgun from the shelf inside Emma’s garage. Run towards the Diner now, and outside it, prepare to use your flashlight to deal with some darkness. As always, remember to refill on batteries when you run out. Open the Diner, and take the Room Keys from the floor. We’re getting somewhere! The Diner has no other points of interest, so head back for the Motel. Emma seems to be in trouble, but there is nothing you can do for her at this point. Instead, unlock the west-most hotel room to find [THE TWISTED MIRROR] page on a bed. Next, open the door straight across from the garage to find a corpse and some Observatory Keys. This effectively ends the first part of Chapter I -- next up is the Observatory! And you get to drive there in an enormous monster truck!! Just kidding. No driving. =============================================================================== OBSERVATORY I: THE SCIENTIST [me01] =============================================================================== --- BOTTOM OF THE SLOPE -------------------------------------------- [me02] --- o---------------------------------------------------------------------------o | | | M A N U S C R I P T C H E C K L I S T | | | | Success.......................[ ] Pressure.......................[ ] | | Fighting the Taken............[ ] The Spiders....................[ ] | | The Genesis of Mr. Scratch....[ ] | | | o---------------------------------------------------------------------------o Open the gate to get out of the parking area and take the [SUCCESS] manuscript from next to the firetruck. Inside the shack there is a Shotgun and a radio with the second radio broadcast on the speakers. This continues the Old Gods subplot. I really do recommend listening through these programs, as they are no less than brilliantly hilarious. With that out of the way, head outside and follow the road west to another parking spot. Three Taken will attack. Deal with them and take the [FIGHTING THE TAKEN] from the parking spot. There is also a load of ammo right next to the page. Now, back at the shack with the radio in it, follow the road east instead. You’ll find a Deliveries building where three new Taken will spawn. There’s a page here as well: [THE GENESIS OF MR. SCRATCH]. In addition to the page, this is where you will find the Weapon Crate containing the Hunting Rifle. Costs 15 pages to open it. Next to the Deliveries building there’s a set of stairs leading up to the main observatory. Head up to find [PRESSURE] on the ground. Just east of the observatory there is also a huge container with another page hidden away behind it: [THE SPIDERS]. If you need ammo there is plenty to find outside the Observatory. Stock up, and use the terminal outside the main entrance. A lady inside is not too thrilled to let you inside, but before you get to explain yourself, a group of Taken spawn behind you. Wipe them out as you always do, then wait for Mrs. Stuck (also known as Dr. Meadows!) up to let you inside. --- INTO THE OBSERVATORY ------------------------------------------- [me03] --- Turn on the TV hanging on the wall near the entrance to see Mr. Scratch’s latest escapade in another broadcast. Head up the stairs and wait for Meadows to send the lift down to you. Take it one level up and speak to the good Doctor. She wants you to go find an imaging array. Don’t ask me why. Anyway, you will find the Array in Meadows’ car. Just follow the marker on your map back outside to find her car. When you have the array in your hands, some spiders will spawn, but rather than wasting ammo, you can just run past them and back to the Observatory. Get onto the platform in the middle of the observatory and install the array (who are you, Gordon Freeman?) when the Doctor tells you to. Unfortunately, the whole thing starts overheating, leaving you with the task of releasing some coolant valves. There are three valves. The first one is located just outside the main entrance to the Observatory. The next one is outside of the building where Meadows’ car is parked. And the final one is, well, in the parking area in the western end of the area. Once all three have been activated, prepare your flashlight to take care of another Poltergeist. Afterwards, go back to Meadows to find the Observatory infiltrated by Taken. You will have to clear them all out. Make sure you throw a flashbang at the first group of Taken to make the whole thing easier, them just clear the rest out with your flashlight and guns. Take the ammo next to the lift, then go upstairs to see the Doctor again. Pick up the Printout next to her to trigger another cutscene and leads way to the next chapter – a Drive-in Theater akin to the atmosphere-setting ones in Fallout: New Vegas. In one word: Brilliant! Seems like you can't go wrong if you include both Drive-in Theaters and Satellites in your videogame. =============================================================================== DRIVE-IN I: THE CURATOR [dy01] =============================================================================== --- TWISTED GIRL --------------------------------------------------- [dy02] --- From the beginning of the level, turn o-----------------------------o around and follow the road backwards ’til | MANUSCRIPT CHECKLIST | you find [THE GRENADIER]. Quite an | | interesting read, as it explains why the | The Grenadier.........[ ] | Taken seldom use firearms. Look at the | Bright Falls..........[ ] | map, and you’ll see a building marked by a | A Car in Flight.......[ ] | star. Before entering this building, | What Really Matters...[ ] | check on its left for another page called | Alice.................[ ] | [BRIGHT FALLS]. Head inside now, and you | | will be introduced to a girl with a wee o-----------------------------o bit of dust on her brain. Finish chatting with the gal, then continue into the next room for some ammo and a radio with a broadcast. Also make sure you don’t miss the Keys hanging on the wall next to the radio. Bring the keys with you and go north from the house. Kill the Taken that appears behind a car and just ignore the Sawed-off Shotgun Weapon Case, as it costs 30 pages to open. Keep going northwest from the Weapon Case and you will stumble upon [A CAR IN FLIGHT] ontop of some rocks. Go towards the mark on your map, and you’ll see Mr. Scratch appear. Take out the Taken he spawns in the parking area, then go to the yellow car in the western end to find the [WHAT REALLY MATTERS] page in the trunk. Now, from the yellow car you will see a Safe Haven nearby. Next to it, you’ll find a shack with a television show ready for viewing pleasure. Nice dancing moves, Mr. Scratch! After watching the TV, continue down the stairs westwards towards the mark on your map. You’ll run into the Assault Rifle Weapon Crate, but you can’t open it yet, so keep on going westwards and open the gate. Run to the other side of the building past the gate, and fight off the Taken. Remember that you can dodge Taken from behind by using the L button. Anyway, there is a Safe Haven here on the other side of the building, and on the ground in the haven you will find [ALICE]. American McGee isn't the author of this one, though. --- THREE SWITCHES OF POWER! --------------------------------------- [dy03] --- Go inside the building now, and you will find three switches. Activate only the LEFT and RIGHT switch, and leave the middle one alone. This will turn power back on, and Taken will come trying to eat your brains. Equip the Shotgun to make short work of them. Now, as you can see there’s a lot of electric waves. Watch them closely and time your movements until you are safely outside again. Might be a good idea to heal up at the Safe Haven if you took damage inside the building. Work your way towards the gate you came from (on the other side of the building with the switches inside), and you’ll meet Mr. Scratch again, just outside of that gate. Kill his Taken servants and just run all the way back to the nasty girl in the guard building at the beginning of the level. If the Taken are too hard to handle with the gun, just throw a flashbang at them. Switch on the lights inside the building to make the girl turn back to normal. Too bad. Was starting to like her. Or not. --- TO THE PROJECTOR BUILDING -------------------------------------- [dy04] --- Anyway, she explains that her name is Selena, and that you need to get to a projector building. Stock up on ammo in the guard house, then head off for the Projector marked on your map. When you get there you have to destroy three fountains, and of course, the Taken are guarding them. Ignore the Taken unless they get too close, and just flashlight those fountains to Hell and back. Once they are gone, the Taken will vanish, too. Now enter the Projector Building. Strangely, Alan already seems to know the keycode needed for opening the door. Seems like Remedy had to cut out something, doesn’t it? Anyway, inside the building, it’s time for more puzzle activities. On a sidenote, there's an arcade cabinet of Death Rally in here that you can turn on. Guess who developed that game back in the day. Remedy. Hold LS to reveal the text “it was late at night, summer was almost over”. So, accordingly, alter things in the following way to end the chapter: - CALENDAR: August - TIME: 2:36 We've visited all the areas of the Story Mode in Alan Wake's American Nightmare now, but that does not mean the game as such is over. In fact, we're going to have to go through the areas 2 more times each, since Mr. Scratch has... wait for it.... TURNED TIME BACK on you! Evil! Yes! So, let's get on with it and collect some more Manuscripts and open those Weapon Crates you've had to leave behind earlier. =============================================================================== REVISITING AN AMERICAN NIGHTMARE [fi01] =============================================================================== --- A REST STOP SETBACK -------------------------------------------- [fi02] --- o---------------------------------------------------------------------------o | | | M A N U S C R I P T C H E C K L I S T | | | | The Spectre...................[ ] Night Spring #2................[ ] | | Appearance of Mr. Scratch.....[ ] My Best Friend.................[ ] | | Emma Sloan....................[ ] Wake's Friends.................[ ] | | Night Springs #1..............[ ] | | | o---------------------------------------------------------------------------o Here we are again! At the beginning you will now find [THE SPECTRE] instead of the flashlight. Take the Flashgun from the ground, and just head west like you did last time you were here. When you reach the main area, there are some birds. Ignore them and run right to find [THE APPEARANCE OF MR. SCRATCH]. If the birds get too close, shoot the Taken that will spawn, but generally, just run as fast as you can towards the Diner. Now you will find [EMMA SLOAN] right outside it. This is also an interesting read, as it explains Emma’s situation. Head over to the motel, turn on the radio for another broadcast before going into the garage to see Emma. She’s got most of the parts this time, but you still need to find the Battery. Exit the garage and go towards the TV to find an old bus to find [NIGHT SPRINGS, THE CULT TV SHOW] plastered onto it. Watch the TV show, the creepiest one yet. On a fence southwest of the TV, a manuscript page named [NIGHT SPRINGS, ARIZONA] is waiting for you. Follow the railway west into a tunnel, where the Battery is located. Once you pick it up, flashlight the spiders to death, then run back to Emma for her to charge it. Once charged, head towards the oilfield, but stop by the greenish/yellow building for some ammo and the [MY BEST FRIEND] manuscript. Use a couple of flashbangs to deal with the Taken up by the oilfield, then activate the CD, the Battery and the Valve just like last time. Head back to Emma after the Destruction has been escaped, and throw flashbangs at the enemies outside of the garage. Talk to Emma to get the Motel Key again. Using the key, unlock all the Motel Rooms, but make sure to unlock the one with the dead man last. Inside the east-most room you will find [WAKE’S FRIENDS]. In the final room, take the key to the Observatory to finish the level. --- OBSERVATORY PROGRESS ------------------------------------------- [fi03] --- o---------------------------------------------------------------------------o | | | M A N U S C R I P T C H E C K L I S T | | | | Dr. Meadows...................[ ] The Nature of Stories..........[ ] | | Lost in the Dark Place........[ ] Cosmological Truths............[ ] | | The Taken.....................[ ] The Darkness...................[ ] | | | o---------------------------------------------------------------------------o Here we are, back for our second run through the Observatory level. This run will be pretty quick, since we don't have to go back and forth between the Observatory itself and the outside area so much. First, head into the shack next to the starting area for a radio broadcast. Also make sure to grab all the ammo from the same shack. Now, across from the shack is a square-formed area with some huge tanks and a ammo box in it. In the middle of this area, behind the middle tank, is the [DR. MEADOWS] manuscript. From here, head north to the building with a parking space next to it, and grab the [LOST IN THE DARK PLACE] Manuscript just east of said building. The next Manuscript can be found up on the hill next to the Combat Shotgun Weapon Crate. It's called [THE TAKEN]. Turn around to the truck filled with ammo to get the next Manuscript: [THE NATURE OF STORIES]. From here just follow the mark on your map towards the Array. You'll end up at a building to the next of which you will find the now openable Hunting Rifle Weapon Crate that costs 15 pages to open, and the [COSMOLOGICAL TRUTHS] Manuscript. After getting those two items, grab the Array from behind the building itself, in the Doc's car. Also don't miss [THE DARKNESS], a manuscript page found on the other side of said car, in a hole in the fence. We have everything we need for now, so head back up to the Observatory. Just run and dodge the birds that start chasing you, and turn on the television once you are inside the Observatory. The fifth TV show is yours to watch. Once done, install the Array to fix the telescope. The next step is fixing a cooling valve, which is down at the beginning of the level again, next to those huge tanks mentioned earlier. Go there, but be prepared with some flares or flashbangs, since it's crawling with Taken down here. Once the valve has been activated, watch a car get thrown into the air. Now you need to make your way back to the Doctor, but watch out, as some stones will fall from the hill above you. Just stay away from the mountain wall, and run as fast as you can back up to the top. There really is no need to fight off all the flying items and Taken. Just use your speed, and use the lift to go see Meadows again. Talk to the Doctor, then pick up the Printout to end the level again. --- DRIVE-IN RELAPSE ----------------------------------------------- [fi04] --- o---------------------------------------------------------------------------o | | | M A N U S C R I P T C H E C K L I S T | | | | The Dangers of Creating.......[ ] Survival in the Dark Place.....[ ] | | Equilibrium...................[ ] The Plan.......................[ ] | | The Doppelganger..............[ ] Mr. Scratch's Trap.............[ ] | | Serena Valdivia...............[ ] | | | o---------------------------------------------------------------------------o Head over to the Guard House where Serena is waiting, but before you go inside, take [THE DANGERS OF CREATING] from the ground just outside. Talk to Serena, grab the Keys from the Guard House, and listen to the radio broadcast then leave and go as far north from the Guard House as possible. This will reveal a building next to a tree. On the tree you will find a Crossbow, and next to it, [EQUILIBRIUM]. Head west towards the mark on your map to reach the parking area. Outrun the birds, and pick up [THE DOPPELGANGER] on your way. Run for the Safe Haven next to the stairs, and watch the TV show before heading down towards the building with the three switches. Between the stairs and the building with the three switches, you can now unlock a Weapon Crate to get the Assault Rifle. Do it! Now keep on moving, unlock the gate, and go inside the building with the switches. This is where you will find [SERENA VALDIVIA]. Does that sound like an Adult Movie Actress's name, or is that just me? Anyway, activate the middle switch, flash the spiders to death, and escape the building. On your way back, you will run into [SURVIVAL IN THE DARK PLACE] ontop of a table. Head over to the Projector Building, flash the statues to death before the Taken get to you, then run straight southwest from the building to find the manuscript page [THE PLAN]. Even farther southewest (same direction), there is an old shack with [MR. SCRATCH'S TRAP] inside. Grab it! Afterwards, enter the projector building. The puzzle has been extended, so make sure everything is altered to this state: - CALENDAR: August - TIME: 2:36 - POSTER: A Gift of Thorns - LAMP: Illuminates the Fire Extinguisher Done! Except for the fact that we need to run through the entire thing -- all three levels -- once more! I bet your dying with joy right now! Right? --- REST STOP RESOLVED --------------------------------------------- [fi05] --- o---------------------------------------------------------------------------o | | | M A N U S C R I P T C H E C K L I S T | | | | Old Gods of Asgard............[ ] The Giant......................[ ] | | Barry and the Old Gods........[ ] Emma and Mr. Scratch...........[ ] | | | o---------------------------------------------------------------------------o A King Hillbilly carrying a chainsaw will spawn near the entrance! Take him down using 10 or so headshots, and take the manuscript he leaves behind. It's titled [OLD GODS OF ASGARD]! Head to the main area to find the oilfield "puzzle" spawn at your feet this time around. Before you do that puzzle though, you might want to follow the dirt road northwest towards the gate, since that gate is where you will find [BARRY AND THE OLD GODS]. Now go back, Activate the valve, CD player and Battery to continue. Escape the destruction once things blow up, and run towards the motel. Turn on the radio there to hear another radio show, then look behind the radio, ontop of the stair to find [THE GIANT]. Turn on the TV to see another show, then look just right of the TV for the Manuscript [EMMA AND MR. SCRATCH]. Go to Emma in the garage. After the conversation where she talks about the fuse box, go in front of the motel. Just below the "Desert Shore Motel" sign, the manuscript page [OLD GODS IN THE STUDIO] can be unearthed! I mean... found. Now go to the fuse box, take down the Taken there, and return to Emma after fixing it. Talk to her, then end the level by opening the motel room where the corpse, as usual, can be found in all its misery. --- OBSERVATORY COMPLETED ------------------------------------------ [fi06] --- o-----------------------------o There is an interview with Alan's wife on | MANUSCRIPT CHECKLIST | the radio in the shack next to the | | entrance, so make sure you listen. | Everything is as......[ ] | Activate the switch next to the tanks as | Dr. Meadows and.......[ ] | usual, then start running up the hill. | | o-----------------------------o A King Hillbilly will spawn, then the page [EVERYTHING IS AS REAL AS EVERYTHING ELSE] will be on the ground just behind him. If you're quick, you can grab this page, then run to the top of the hill without even fighting him. On the top of the hill, you can now unlock the Weapon Crate to get the Combat Shotgun. This Shotgun makes the "Split Splat" achievement really easy to get. Just wait for some splitting enemies to attack you, then shoot away at them until you have killed two of them with one shot. Before entering the Observatory, follow the asphalt road down the hill on the opposite side. You will find [DR. MEADOWS AND MR. SCRATCH] down here. With this page found, it's time to re-enter the Observatory and turn on the TV in there in order to see the wonderful new broadcast. Head upstairs and prepare for battle! You will have to survive and kill enemies until the Doctor contacts you through the speakers. Just remember to use flares and flashbangs, and the fight should be a piece of pie. Also remember that there is an ammo box next to the lift. When you are done, head upstairs, speak to the Doctor, and grab the printout as usual, to finish the level off. --- UNITED AT THE DRIVE-IN, AT LAST! ------------------------------- [fi07] --- Near the beginning a King Hillbilly will o-----------------------------o spawn, so make sure to be prepared for | MANUSCRIPT CHECKLIST | that. There is some ammo to be found just | | next to where he spawns, so load up on | Serena and Mr.........[ ] | that once he is down. Make your way into | Focusing the Beam.....[ ] | the building with the three switches, and | Alice's Film..........[ ] | this time activate the right one only. | The Clothes...........[ ] | Make your way outside past the electric | | beams again, and take out the enemies o-----------------------------o waiting for you, one by one. If you need healing, use the safe haven just outside of the building. Start making your way towards the mark on your map. Mr. Scratch will eventually stop you and spawn two King Hillbillies. Rather than fighting them, lure them towards you, then quickly just run past them. Follow the path you're on, and ignore the stairs when you see them. At the end of the path you will find [SERENA AND MR. SCRATCH]. Read it, then go back to the stairs. Head upstairs this time, and watch Mr. Scratch appear ontop of the Projector House. Stop by the shack with the TV, where you can find [FOCUSING THE BEAM] as well as the final TV show. Now, rather than going to take the fountains out like the game suggests, head back towards the Guard House. On the hill just north of the Guard House [ALICE'S FILM] can be found, and just below this hill next to a yellow car, the Sawed Off shotgun can be found in a Weapon Crate. You've seen it earlier, but now you're actually able to unlock it since you have way more than the 30 required manuscripts. Now, go back to the very beginning of the level where you started out the first 2 times you came here. It's just north of the guardhouse. This is where you will find [THE CLOTHES]. They explain why Alan wears the redneck clothing he wears in this game. Now go into the Guard House and switch on the lights to speak to Serena. Also, listen to the final radio show, and shed some tears since it's the last one in the game game. Afterwards, go flash those fountains to bits. As always, focus on the statues rather than the Taken. With the fountains down, enter the building and alter things to reflect the following: - CALENDAR: August - POSTER: A Gift of Thorns - LAMP: Turned towards Fire Extinguisher - TIME: 2:36 - FILM REEL: In the Projector Watch the live action ending and congratulate yourself for having completed Alan Wake's American Nightmare and popping that "Happy Ending" achievement! Man, I love those cut-scenes! And that's all! Hope you had as great a time as I did! Bye now! =============================================================================== LEGAL STUFF [ka01] =============================================================================== This document is intended for personal, private use only. It is protected by international copyright laws, and may not be reproduced on any website not listed below, or in any printed publication that has not received written permission from me, the author. Breaking these rules can get you into legal trouble. You are free to print the document out on paper, download it to your computer and tell your friends about it. Anything is fine, as long as you don't alter anything, or claim it as your own work. Selling this document for money, or hosting it on your own website is unacceptable. Only a small handful of sites are allowed to host this document. All of them can be found listed below. New permissions will most likely not be handed out. If you're reading this document on any site not listed below, you're dealing with thieves. The ONLY sites that are allowed to host this document are: - GameFAQs.com (latest version can always be found here!) - IGN.com - Supercheats.com - Neoseeker.com - Honestgamers.com ~ This document is copyright (c) 2012 snkupo =============================================================================== GREETINGS AND SHOUTOUTS [ka02] =============================================================================== I'm super-grateful to... - Remedy for making Alan Wake and Max Payne! - John Scalzi for writing "Old Man's War"! - Hank Bordowitz for writing Bad Moon Rising: The Unauthorized History of Creedence Clearwater Revival. A great read about a great band. - Coke, for tasting as good in Japan as it does in Norway. - Rockstar for... hopefully NOT messing up Max Payne 3. Pretty PLEASE? - CAKE BOSS, for being an awesome combination of words. Never seen the show. - You, for reading this guide! What a cliche, eh? =============================================================================== CONTACT ME [ka03] =============================================================================== If you have suggestions, comments or questions related to my work, please feel free to drop me a quick heads up using one of the methods below. I respond as quickly as possible! And you know what -- I don't bite either! :) E-mail: snkupo@gmail.com FB: http://www.facebook.com/snkupo =============================================================================== VERSION HISTORY [ka04] =============================================================================== Document Version 0.4 - February 23, 2012 ---------------------------------------- First version of the guide. Currently covers the entire storyline, along with the locations of all the collectibles. The next update should include an achievement guide to smooth things out real nice. I'll probably also make checklists to include in each section of the main walkthroughs. You know, for all of those manuscripts. Other suggestions are more than welcome. Document Version 0.9 - February 28, 2012 ---------------------------------------- Achievement guide added. Also wrote up a Game Basics section for newcomers. Those checklists I mentioned are under their way and should make it to the next final version. --------------------- WHO SAID ANYTHING ABOUT SJOKONØTT? ----------------------