Alan Wake - Complete Solution

    Alan Wake - Complete Solution



    Episode 1: The Nightmare

    Your adventure begins in a dream. After witnessing the video and the disappearance of the hitchhiker's corpse, continue to the light at the end of the road; once you reach the destroyed bridge, retrace your steps, not before having collected a thermos of coffee next to the tire (follow the thermos guide to find them all: Where to find the 100 thermos), then turn left and continue on the wooden walkways. Here you will be chased by the hitchhiker: escape by continuing to follow the only way until you leave the wooden building. A little further on you will find yourself in front of your enemy and a short tutorial will teach you the basics of Dodging. After the exercise, open the gate in front of you and escape from the tornado of darkness that will be created behind you. Follow the light until you reach a small bridge, cross it to see it sink into the precipice below. Here you will find a man, Mr. Stuart, will help you and invite you to enter the cottage: do it. You will witness a cutscene where your rescuer will be brutally killed and when you return to the commands of the character, wait for a bright opening to form on a wall of the cottage. Cross it and arrive, following the light, at the Safe Refuge. Safe Shelters are places characterized by light (which in general will be the positive factor of the whole game) with healing properties: if you are in difficulty, stay stationed until you regain your strength at one of them.
    When you feel ready, always continue following the light beam; a little further on you will meet the hitchhiker and the "talking" light will explain how to defeat him: just take the torch, point it at him and wait until the darkness has vanished, then you just have to collect your first weapon, a Revolver, and fire at the target. This method will in principle be used against all enemies in the game. Advance by getting rid of the other enemies in the same way and you will come to a control point, here take the flare gun and take out the next opponents until the tornado of darkness starts to chase you again. Follow the bridge being careful not to fall and once you finally reach the lighthouse you will wake up from your dream, or better nightmare.
    Once you wake up, follow Alice's instructions and have some photos taken while waiting to disembark in the town of Bright Falls. Here you will enter a diner and after the short cutscene with the cashier head to the bathrooms to find a man who has to give you the keys to the cottage. Instead, you will find a woman who will give you a bunch of keys. In the next cutscene you will reunite with Alice and head for the cottage. Once you arrive, you will have to make sure that the electricity returns to the house: to do this, head to the tool shed nearby and activate the generator. Once back in the cottage go up the stairs and at Alice's invitation enter the study; after the video of the fight between Alan and Alice, run back to the house to watch yet another video and find yourself on the edge of a ravine inside your car.
    Exit and take the road that leads to the service station, on the way you will find a shed and an enemy like those of the nightmare. Enter the shed looking for a phone, pick up the gun and flashlight, stock up on batteries and then use the phone. Watch the cutscene and leave the collapsing shed. Kill the two enemies you meet just after and follow the road into the forest. You will also find a supply crate nearby (there are 30 in the entire game, find out where by following Where to find the 30 crates). When you arrive in a field of lumber, look for the power generator and, once activated, enter the building next to it to retrieve a page of the manuscript (for the location of all the pages consulted Where to find the 25 diaries) and a rifle. Go back and use the pulley to move the logs and allow a passage. In the sawmill, in the shed to the right of the third entrance you will find a TV show (to know where to find them: Where to find TV shows), watch it. Keep going until you find a gate: open it and get ready for your first boss fight. Don't worry, the lumberjack is nothing more than a common enemy, only more resistant to your blows. Defeat him without too much trouble and open a second gate. Continue along the road in the woods to finally arrive at your destination: enter the gas station and use the phone to bring the sheriff. A cutscene will play and you will have finished the first episode. 
     





    Episode 2: Possessed

    New York, three years earlier. Reach Alice and prepare the coffee as suggested, return to her to know that the covers of the book are ready: go to the study to examine them. At this point there will be a blackout, go to the electricity meter to understand that it is a general failure and so go back to your wife armed with an electric toric. Watch the next movie before finding yourself in the present again.
    After being seen by the doctor, join Sheriff Sarah in his office and after the cutscene, listen for the call; follow the information given and go out to the back of the police station, go through the hole in the net to collect Alice's license in an old van. Answer the call from your agent Berry and ask him to join you. Return to the station and watch the cutscene where you will be picked up by your agent. When you get the controls back, join Rusty on the balcony and at his request, go get the room rental form and return it to him. At the end of the dialogue with Berry, exit and take the road in front of you to reach Lovers' Peak, pass Berry's car and reach the complex where you will hear Rusty calling for help, attacked by the usual dark presence. Reach him and on his advice head to his office to turn on the lights: unfortunately you will find the painting destroyed by a hatchet. Go back to meet two enemies, kill them and go through the house. Here you will have to fight with Rusty, also possessed by the darkness. Use the same tactics used for the first boss, paying attention to your opponent's speed. Get off the wooden walkways and follow the road following the rough lines of the signs so as not to lose orientation.
    On the road you will find numerous enemies, get rid of them and continue the march. When you get to the cable car, activate it and after taking it you will find yourself on the other side having to collaborate with Alice's kidnapper to escape your enemies. Arm yourself with flares and continue escorting the new ally. When you fall off a wooden platform following a cutscene, you gain control of the weapon and the kidnapper will flee. Reach the barn after a long sequence in the woods. Use the various external stairs and the counterweight to reach the top, paying attention to the dark spots on the floor (make them disappear with the flashlight). Back outside, continue along the woods until you meet another boss, armed with a chainsaw. As for the previous ones, use the already proven tactic and you will not have particular problems. After defeating him, go up the stairs and listen to the call from your friend Berry; go back to the cottage to save it from the birds attack. You'll find a car stuck in the garage - head to the nearby men's restroom to retrieve the garage keys. Take the car and head to the cottage. Take the back roads when the main one is blocked regardless of the enemies that can be easily run over. Once you get near the caravan, get off and continue on foot. Finally arrived at the cottage you will have to get rid of the birds before Berry decides to open the door, to do so you just have to wait for the flocks to approach you: at that point point the torch in their direction to make them disappear. After defeating most of them, you can finally enter the house and a long cutscene will conclude the second episode.



    Episode 3: Ransom

    Follow the park owner to Rose's trailer. After knocking on the door, go inside and watch the cutscene. When you wake up go out and head to the park entrance where you will find some FBI men waiting for you. Escape the forest while the cops chase you; follow the main way to sow them without too many problems. Witness the crash of the police car. Shortly after you will find a bridge, just passed you will notice a second destroyed car; continue down that road to meet a police helicopter immediately swept away by a flock of birds. Go past the lookout tower and reach the possessed gate: you will notice a generator nearby, activate it. Aim the beacon on the gate to eliminate the dark presence. Going down the stairs you will find in the shed on your right a torch with which to clean up a second gate. Continue on the only way where you will find the usual host of enemies waiting for you. Take them out and keep going until you get to the radio station, go inside and go to the known man upon your arrival in Bright Falls.
    Watch the cutscene and run away in the opposite direction to the cops. Once again a series of fights awaits you, get rid of the enemies and continue smoothly to the railway bridge. Once there, use the ladder to go up between the tracks and walk along the path paying attention to the falling pieces and possessed objects. Once off the bridge, continue up the hill and head towards the objective to find a vehicle. Operate the gate with a button and defeat the enemies in the area; nearby a possessed bulldozer will attack you: use the usual tried and tested tactic to get rid of it. You will finally reach the vehicle.
    Drive to the building where the kidnapper will not show up and will tell you to join him in another place. Go down the stairs and go outside among the dismantled wagons, continue among various enemies and possessed objects and go down the broken wooden ladder. Cross the fields to the control unit to disconnect the electricity blocking your way. The fields are littered with enemies but luckily there is a car nearby that you can use to make things easier. Then go up the previously inaccessible staircase and reach the upper floor of the new shed; go outside again and activate the gate using the button located in the adjacent house. After a usual sequence of clashes, cross the wooden bridge and turn on the various lights to make it easier to climb the hill. A long series of confrontations and a walk on a linear road awaits you before finally reaching the ghost town.
    Here a myriad of objects will block your way, as always get rid of them with light. Enter the shed indicated on the radar to get hold of the keys to the cottage to be able to exit from the opposite side of the same. Follow the small road that runs along the mountain among flocks of birds and crumbling walkways to walk on. So go down to the silver mines and use the radar to not get lost in the exploration. Arrived at the large clearing you will have to use the freight elevator to be able to go up; the trick is to always use the highest lever to be able to go outside.
    Once outside, continue a little until you reach another cable car: take it. On the way you will be attacked by the usual flocks of birds. Go down to the silver mines and watch out for the radar so you don't get lost while exploring. Arrived at the point where you will have to use the freight elevator to go up, remember to always use the levers placed higher up so as to finally be able to re-emerge outdoors. Here continue until you take another cable car: during the journey you will be attacked by numerous birds, get rid of them and once you get to the other side continue until you cross the suspension bridge over the precipice and go around the interrupted bridge instead. On the march you will be attacked by numerous enemies so be on your guard. This will bring you to the abandoned manor: sneak out of the cellar and go up to the roof which will collapse after a couple of steps. Falling downstairs you will find yourself surrounded by enemies, get rid of them with the help of some flares and rifle shots. Go up a second time on the roof and cross it until you come down on the other side of the house. Go down the street until you finally reach the kidnapper. Once you have reached your goal, a movie will start that will end the third episode.



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