Walkthrough - Guide for Alan Wake

Scroll down to read our guide named "Walkthrough" for Alan Wake on PC (PC), or click the above links for more cheats.

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Walkthrough By: Whitney Bulna
Xbox 360/PC
Version 1.00
[email protected]










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I. Copyright Information
II. Walkthrough Information
III. Walkthrough
	A. Episode 1: Nightmare
	B. Episode 2: Taken
	C. Episode 3: Ransom
	D. Episode 4: The Truth
	E. Episode 5: The Clicker
	F. Episode 6: Departure
	G. Special Episode 7: The Signal
IV. Collectibles










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Alan Wake: Walkthrough/FAQ
Copyright (2010) (AboutLastNight5) (Whitney Bulna)

"This walkthrough may be not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or otherwise
distributed publicly without advance written permission. Use of this guide on
any other web site or as a part of any public display is strictly prohibited,
and a violation of copyright. All trademarks and copyrights contained in this
document are owned by their respective trademark and copyright holders."

Above is the generic copyright rules that everyone should adhere by. Along 
with this, if my walkthrough is found on another website without my permission
legal action can be taken. A lot of people don't realize how long these guides 
take to create. Its not just playing the game and typing, its creating line
breaks, editing, verifying, and editing again. Don't be a jerk and steal 
guides.

If you would like to use my guide, please e-mail me outlining its uses 
and publication location. Under no circumstances may the guide be modified or 
used without my name. My e-mail address is [email protected].

Once again, "All trademarks and copyrights contained in this document 
are owned by their respective trademark and copyright holders."










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Alan Wake was developed by the same company that created the Max Payne series,
so if you have ever played Max Payne 1 or 2, you'll likely recognize the basic
controls. These are the controls under the default settings for Xbox 360.

"A" Button: Jump

"B" Button: Action

"X" Button: Reload gun

"Y" Button: 

Left Thumbstick: 

Right Thumbstick: 

Left Trigger: 

Right Trigger: 

Right Button: 

Left Button:  

Back Button: 

Start Button: 






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+---------------------------------------------------+
\		   *Collectibles*                   /
\		   		                    /
\ Coffee Thermoses: 1.___ 4.___ 7.___ 10.___ 13.___ /
\		    2.___ 5.___ 8.___ 11.___ 14.___ /
\		    3.___ 6.___ 9.___ 12.___        /
\                                                   /
\ Manuscripts: 1.___ 4.___ 7.___ 10.___	NM1.___     /
\	       2.___ 5.___ 8.___        NM2.___     /
\	       3.___ 6.___ 9.___        NM3.___     /
\                                                   /
\ Signs: 1.___                                      /
\                                                   /
\ Chests: 1.___ 4.___                               /
\	  2.___                                     /
\	  3.___                                     /
\                                                   /
\ TVs: 1.___                                      /
\	 2.___                                      /
\                                                   /
\ Radios: 1.___                                     /
\	  2.___                                     /
\                                                   /
\ Can Pyramids: 1.___                               /
\		2.___                               /
\                                                   /
+---------------------------------------------------+


*----------------*
-A Writer's Dream-
*----------------*


When you begin the game, you'll be introduced to the main character, Alan Wake,
along with a brief introduction to the storyline. When you gain control of 
Alan, you'll be prompted to examine the controls and learn how to move.
Start by examining the light above you, then examine the car. Once you've
learned the controls and feel comfortable with them, move forward and a new
objective will appear.

*Get to the lighthouse*- Caught in a strange nightmare, Alan Wake must make his
way to the lighthouse. 

Before I begin, please note that I am playing on Normal difficulty, and will
therefore outline all collectibles found in Normal difficulty. Please note
that the first Thermos is located straight down the road. Instead of heading 
right after the second light (When the camera pans to the lighthouse), continue
straight to the collapsed bridge and pick up the Thermos (1/100). Head back and
move onto the lit walkway and move under the light. The camera will pan back to
Alan's car, where the man he hit just moments ago will be standing. He will 
instantly appear in front of you, so immediately turn around and start running.
Round the corner and run right off the bridge ahead. Continue running down the
linear path until you reach a small clearing, and the man will be standing
between you and your escape.

The next part introduces you to dodging enemy attacks, so make sure you 
practice because dodging is very important. You cannot die during this fight,
so take the time to practice dodging and timing your dodging. If he hits you
its ok, it will only help you time your move more accurately. If you manage to
avoid an attack, you might get a cinematic dodge as a result. Getting this will
give you the "Float Like a Butterfly" achievement. Once you dodge
a few of his attacks, the gate will open. Move across the bridge, and the man
will reappear behind you. Immediately start sprinting away from him when
prompted, and follow the lit path. You'll run out of energy to spring not long
after, so just continue to walk (quickly) until you can sprint again. When you
reach a bridge after the third light, a man will yell for you on the other end.
Cross it quickly just before it collapses and enter the cabin on the right. A
cinematic scene will ensure after you enter.

After a few moments of being trapped in the cabin, it will start to shake and
fall apart. You'll take damage after the third shake, so quickly follow the
light leading out of the cabin. Follow the lights and the prompts to the first
Safe Haven. Wait inside the light until your health is fully regenerated, then
listen to the voice as he helps you understand. After some dialogue, the light
will create a bridge from the fallen timber for you. Follow the path to the
next area of light, and the dark figure will appear once again. Listen to the
voice and pick up the flashlight that is dropped for you. Follow the prompts
on how to use the flashlight, and use it on the figure. Once the darkness is
removed, use the prompts for the gun to finish him off. Once he is dead, pan
to the right and you'll notice a pyramid of cans resting on the fence. This
is another set of collectibles, and you must shoot the pyramid of cans in 
order to collect it. Shoot the Pyramid (1/12), and continue to follow the 
light. As you run, enemies will attack you. Try not to waste ammo or battery
life from the flashlight. Only use the flashlight to briefly stun them, then
run past them whenever you can. When you reach a lit area, open the red box
to receive the flare gun. Collect all the ammo inside the box, then head right
into the small bunker. Collect the Thermos (2/100) off the box inside, then
exit back outside and down the path to the right. Three dark figures will
appear further down the road. You can use this opportunity to test out the 
flare gun, which will kill all three of them in a single hit. Continue to 
follow the path, stunning the enemy that appears (save the ammo and just run
past him after he is stunned). Drop down onto the street, and another wave
of destruction will appear to the left at the end of the street. Time for
some more running!

Run to the right, away from the enemy tornado, and move across the bridge. Note
the construction barrels on the bridge; the tornado will drop objects in these
marked off areas, so run around them. Be careful of ricochet debris that fly
at you when you pass these areas. When you reach the end of the bridge, you'll
be directly in front of the lighthouse. Move forward and quickly locate the
bench in front of the lighthouse to the right in a corner. Pick up the Thermos
(3/100) resting on the bench, then quickly run left and up the stairs into the
lighthouse, and another cinematic will end this strange dream.

Just listen to the dialogue as Alice asks you to stand next to the gentleman
for a photo.

*Pose for Alice*- Alan Wake and his wife, Alice, are arriving to Bright Falls
on the ferry. 

Listen to the few minutes of dialogue between the characters until Alice
instructs you to get back to the car for docking.

*Get back to the car*

Leave the ferry, and another cutscene will begin. You'll end up at a local
diner where you'll meet Carl Stucky, who is your landlord. There is an
achievement associated with turning on the jukebox in the back left of the
diner. When you move towards, a guest will ask you to pick "Coconut", the
number 6 song in the jukebox. There is also a Thermos (4/100) on the small
table in the back on the diner, behind the counter Rose is behind. You'll also
have a new objective. You'll have to play the "Coconut" song twice; once right
now, and once later on in Episode 5, in order to get the achievement "Drink
'Em Both Up."


*-----------------------*
-Welcome to Bright Falls-
*-----------------------*


*Find Carl Stucky*- While Alice is out getting the car gassed up, Wake visits
the Oh Deer Diner in order to get the keys to their cabin from a Mr. Stucky.

Wake the jukebox when prompted to start the song, then walk to the dark
hallway where the woman is standing and walk over to the men's room to trigger
a cutscene. Creepy. 

*Leave the diner*

Listen to more dialogue as you leave the diner and drive to the cabin with 
Alice.

*Go to the cabin*- Having arrived at the cabin, Wake and Alice are making
themselves at home.

Before entering the cabin, take a moment to look around the area. Turn around
and head up the long hill. When you reach the car, turn left and a Thermos
(5/100) will be sitting on the wood plank overlooking the cabin. You can also
focus in on the cabin for a short dialogue about the island and its history.
Once you're ready, head back down to the cabin. Enter the cabin after shimming 
the lock with the key, and Alice will ask you to find a way to turn the lights 
on. First, head to the back of the cabin and pick up the Thermos (6/100) in
the kitchen on the counter. Then exit onto the back porch and turn on the
Radio (1/11) sitting next to the stairs on the porch floor. 

*Get the power on*

Head back to the front porch and into the front yard. You can examine the
stump the bird is resting on for a short dialogue, and focus on the small
penninsula ahead for a short history of Cauldron Lake Lodge. Enter the
generator shed when you are ready. Get the generator started with the button
prompts, and you'll receive the achievement "Let There Be Light." Leave the
shed and a short cutscene will begin. 

When it is over, nighttime has fallen over the cabin. 

*Return to Alice*

Head back inside the cabin. Follow Alice's voice upstairs, where she'll have
a surprise waiting for you. After you find the typewriter in the cabin, another
cutscene will begin. After you regain control of Alan, run back up to the
cabin. When the birds appear, shine your flashlight up at them to kill them. 
Continue running back to the cabin and run inside and another cutscene will
begin.


*------------------------*
-Waking Up to a Nightmare-
*------------------------*


When you wake up, you'll be inside your crashed car with no sign of Alice or
help. Examine the book in the trunk of the car for a little information, then
head down the long and winding cliff path. The camera will pan to the gas 
station at the bottom of the cliff, which is now your new objective.

*Reach the gas station*- After waking up behind the wheel of a crashed car, 
with no clear memory of what has transpired, Wake heads for a gas station in 
the hopes of finding a telephone. 

Continue down the hill and focus on the car when prompted for a short scene of
it falling off the cliff. Continue following the path for a bit until you 
reach the very bright shining light. Walk into the light for a quick cutscene,
where you'll be introduced to your first set of Manuscript Pages (2/106). 
Once the cutscene ends (Not on a very good note I might add), you'll be able to
read these manuscript pages. You can read them now in preparation for what is
about to happen (I'm sure you've already guessed). Follow the path ahead for a
bit until you see a figure in the distance. Alan will call to him for help, but
he'll disappear before you can figure out who he is. Continue forward until you
reach a focus point, where the camera will pan to a lumber yard below. If you
are playing on Nightmare mode, there will be a glistening object straight ahead
of you on a metal fence post. This is a NM Manuscript Page (1/3) When you are 
ready, you can climb over the log that has collapsed a section of the fence. 
Drop down into the lumber yard.

*Find help*

You'll hear a commotion not far off, so head left into the piles of lumber and
you'll be introduced to Carl Stucky, you're new best friend. After the
cutscene, head right and you'll see a glowing Manuscript Page (3/106) on the
ground. There is also a Thermos (7/100) if you turn left at the manuscript page.
It is on the ground next to the abandoned pick-up truck. 

Head straight, but be careful when you reach the open area, because
a huge pile of logs will collapse to your left and can do damage. Walk over the
logs and move straight as you see Carl jump over a pile of logs above you. 
This is your queue to quickly run towards the cabin ahead, or else Carl will
axe you to death. A cutscene will begin, where a flashlight and gun are
(conveniently) resting on the desk for you to pick up. 

*Call for help*


Pick up the batteries on the desk when you regain control, then pick up the 
revolver ammo on the shelf to the left, past the doorway. Try and use the 
phone, and you'll be cut off by Stucky. At this point, stay as close to the 
back door as humanly possible, because Stucky has a big bulldozing surprise for
you. As soon as the door opens, run outside before he dozes the cabin off the 
cliff. 

*Reach the gas station*- After finding strange manuscript pages that seem like
his own handiwork, Wake comes under brutal attack by strange, shadowy men. He
fights for his life as he makes his way towards the gas station.

Face the fallen cabin for a focus point, then head back and through the gate
that opens for you. Quickly turn on the small generator to the right before
two Taken attack you. Use the light to heal as you take down the enemies. There
is also revolver ammo on the barrel next to the generator. Once they are dead,
shine your flashlight on the wood pile directly in front of the generator, and
you should see a yellow mark on it. Follow the yellow marks to your first chest
which is located behind the small shack next to the last big yellow graffiti
mark on a rock. Open the chest to receive a flare gun. Head back and move 
towards the electrified pole. Turn left and you'll see a generator box that you
can kick to turn off the power. Now you can walk over the fence ahead. Get 
ready to kill the Taken that attacks next to the crane machine ahead. Once he
is dead, head left past the crane and pick up the Manuscript Page (4/106) 
tacked onto the wall. 

Head back to the crane and move down the hill through the gate. Make sure you
have collected everything you want before jumping down, because you won't be
able to get back. Jump down, and head forward after a quick cutscene. Continue
right until you reach the log you'll have to cross. Cross the log, then head
left. You'll reach a small with a slight hill to its right. Walk up the hill
and pick up the Thermos (8/100) on the small rock to the right. Turn back
around and follow the path until you reach a set of logs. Make sure you have
reached the correct set of logs, because there are two that you can walk over.
The correct set leads you to a small island where you'll have to cross another
set of logs to reach a small rock in the river. This rock contains a
Manuscript Page (5/106) on a mattress. Do not cross the set of logs that
Stucky appears at. Collect the manuscript page first, then cross Stuckys logs.
Collect the revolver ammo and batteries on the ground next to the drawer, 
as well as a NM Manuscript Page (2/3) straight ahead from the supplies, on a 
rock overlooking the river. 

Two Taken will attack once you reach the other side, so quickly kill them.
Climb over the rocks to the right, and you'll reach a checkpoint and the 
lumber yard. Shine your flashlight at the logs ahead to see more yellow 
graffiti. Follow the graffiti to a ladder on the left. Climb up the ladder,
cross the logs, then move up the hill and inside the small cabin to find a
Chest (2/30) with batteries. Head back down and turn right at the first
graffiti arrow. Wrap around the logs and the camera will pan to a set of broken
stairs. Open the red box on the electricity pole to the left for revolver ammo
and batteries, turn right and face an opening. If you look to the right, you'll
see a set of logs. Behind this set of logs is a Thermos (9/100) on a small 
rock.  

*Reach the path above*

Head back to where the box was and examine the power box on the pole. There is
no power, so you'll have to find a way to turn it on. Just so you know, this
area can be a bit confusing because there is no set path and everything looks
the same. Just take a second to get your bearings before exploring. Head right,
past the bulldozer, past the crane behind it, and be ready to fight three Taken
next to the generator ahead. Head inside the small building next to the 
generator and pick up the Manuscript Page (6/106) and the Shotgun on the barrel
in here. Exit the building and head back to the now-working panel, which is 
also conveniently under a Safe Haven. Use the log lift controls to move the set
of logs between the two larger sets in order to create a path. Climb the ladder
on the logs and cross the newly designed log path. 

When you cross over, head right to the broken stairs. On the table next to the
stairs is a Can Pyramid (2/12), so shoot them and head back towards the Safe
Haven at the top of the hill. Collect the shotgun ammo in the window, then
look to the right to see some graffiti on a rock. Follow the path behind the
shack to the left and open the Chest (3/30) next to the broken down pick-up in
the small shack. Go back to the Safe Haven and enter the small shack. There is
a Radio (2/11) on the barrel inside. Exit the shack and head straight and left
up the hill. About halfway up is a rock with graffiti on it, along with 
another Manuscript Page (7/106) lying on the ground past the rock. Continue
forward and there will be a rock overlooking the valley and the gas station.
On this rock is a Thermos (10/100), as well as Stuckys rambling in the
distance. Keep moving down the path as he blabbers on until you reach another
generator, BUT DO NOT TURN IT ON YET, because 2 Taken will attack directly in
front of it. To save some ammo, lead them away from it, then turn it on. Try
to stay under the Safe Haven once the generator is on so the Taken come into 
the light and save you from using your batteries. There is also revolver ammo
and batteries next to the generator. 

Continue following the path for a few seconds, and two more Taken will appear.
Take them out and continue following the path. You'll reach a rock with "Safe
Haven" written on it. Turn right at the rock and be ready for two more Taken.
Kill them and pick up the Manuscript Page (8/100) they are guarding. Two more
Taken also attack sometimes at the rock, so be ready. There is an opening to
the right of the rock, so go through there and be ready for two Taken to attack
from behind. Kill them and head right towards the cliffs edge. Behind a large
rock is a Thermos (11/100) next to a red-striped barrel. Turn around and head
back to the rock, then head north up a small hill to a Safe Haven. Beyond the
Safe Haven is a box with revolver ammo and batteries, so stock up and head left
down the hill. Once again, make sure you have collected everything you want
because once you drop down the next hill, theres no turning back. Drop down and
follow the yellow graffiti arrows to the last Chest (4/30) in Episode 1. Turn
around and find the tractor on your left, which should be right next to a path
that you need to follow. The tractor is right in front of where you dropped
down. Follow the path as Stuckys commentary begins again. Speaking of Stucky,
make sure you keep any shotgun or flare ammo and only use revolved ammo
because the shotgun and flare will come in handy soon. When you pass a second
tractor machine on your left, three Taken will appear behind you. For the sake
of saving ammo for the Stucky fight, quickly run down the hill and run 
inside the security building. There is a Manuscript Page (9/106) just outside
the building in front of the gate, as well as your first TV (1/14) inside the
building along with batteries and revolver and shotgun ammo. Once you've 
finished watching the tv, use the gate controls to the left to open the gate,
and head outside.

Turn on the generator to the left once you move past the gate, and be ready
to fight Stucky. Make sure you have enough ammo and batteries, then proceed
forward. Move forward and you should see several glowing revolver ammos in
a crate ahead. Run forward and Stucky will make his appearance above a log
pile. Several Taken will attack while he sits and watches, so take them out
quickly and try to save as much ammo as possible. Stucky will eventually drop
down and attack, and he is VERY quick. Make sure you keep an eye on him while
you're dealing with the other Taken so you don't become overwhelmed. If you do,
whip out the flare gun to give you some breathing room. It can take several
blasts with the flashlight and 5-10 revolver rounds (3-5 Shotgun rounds) to
take him out on Normal, so take your time and give yourself space so he doesn't
corner you. Once he is dead, you'll receive the achievement "Nordic Walking"
for defeating him. Go back and restock your revolver ammo and batteries from
the crate, then head over to the big crane near where Stucky appeared and pick 
up the Thermos (12/100) resting on its wheel. To the left of the crane is a 
power switch on the fence, so use it to open the fence. Walk through the fence 
once it opens.

*Find a phone*

Run up the hill towards the gas station and the camera will pan to a reindeer 
float Alan saw earlier. Head right around the fence and up the stairs into the
parking lot. Go to the float and pick up the Manuscript Page (10/106) on the
ground in front of it. Behind the float is a large glowing sign that reads
"Gasoline". Underneath that sign is a Thermos (13/100). Follow the road next
to this sign to find the last Thermos (14/100) of Episode 1 in front of an
abandoned truck at the end of the road. Be careful of the two or three Taken
that attack from behind about halfway down the road.When you reach the Thermos,
two will attack from behind to the left, then two more as you make your way
back to the gas station. Enter the garage via the open door with the car inside
it. 

Walk inside and move towards the TV (2/14), which will automatically turn on
when you near it. Move inside the station and read your first Sign (1/25) on
the aisle wall. The Sign is labeled "The 68th Annual Deerfest." Make sure 
you've collected everything you can up to this point, then use the phone behind
the desk in the station to end Episode 1. Watch the awesome cutscene and listen
to the music as the Episode ends. You'll also receive the achievement "Bright
Falls' Finest" for completing the Episode. 










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[__ ._ * __ _  _| _   '_)     |   _.;_/ _ ._ 
[___[_)|_) (_)(_](/,  /_.     |  (_]| \(/,[ )
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\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

+--------------------------------------------------------------------+
\			    *Collectibles*			     /
\ 								     /
\ Coffee Thermoses: 1.___ 4.___ 7.___ 10.___ 13.___ 16.___           /
\		    2.___ 5.___ 8.___ 11.___ 14.___ 17.___           /
\		    3.___ 6.___ 9.___ 12.___ 15.___		     /
\								     /
\ Manuscripts: 1.___ 4.___ 7.___ 10.___ 13.___ 16.___ 19.___ 22.___  /
\	       2.___ 5.___ 8.___ 11.___ 14.___ 17.___ 20.___ NM1.___ /
\	       3.___ 6.___ 9.___ 12.___ 15.___ 18.___ 21.___         /
\								     /
\ Signs: 1.___ 4.___						     /
\	 2.___ 5.___						     /
\	 3.___							     /
\								     /
\ Chests: 1.___ 4.___						     /
\	  2.___ 5.___						     /
\	  3.___							     /
\								     /
\ TVs: 1.___							     /
\	 2.___							     /
\	 3.___							     /
\								     /
\ Radios: 1.___							     /
\	  2.___							     /
\								     /
\ Can Pyramids: 1.___						     /
\		2.___						     /
+--------------------------------------------------------------------+


*-----------------------------*
-Bright Falls Sheriffs Station-
*-----------------------------*


Episode 2 begins with a recap of Episode 1, similar to a tv show recapping
it's previous episode. The episode starts three years prior to the events of
Bright Falls, in New York City. Walk to Alice in her work room and pick up the
Thermos (15/100) off the desk. Alice will ask you to put a pot of coffee on.

*Switch on the coffee maker*- Three years ago, in a happier time, Wake returns
home in New York after running errands.

The kitchen is to the left, so go and turn on the coffee maker. 

*Go to Alice*

Go back to Alice's work room and she'll tell you she left a few cover mockups
for you on your desk. Walk into Alan's work room and pick up the 2 Manuscript
Pages (11/106) (12/106) on the desk. Listen to Alice discuss Barry and the book
as the lights suddenly go out. Alice begs you to check the fuse box.

*Check the fuse box*

Use the focus point to find the fuse box next to the front door, then go 
examine it. You'll get a flashlight, so go back to Alice and a cutscene will
begin. After the first cutscene, the game will go back to present day Bright
Falls, where Alan is being examined by a doctor. Once the scene is over, the
doctor will continue to talk with you. 

*Talk to Sarah*- Having been seen by Doc Nelson, Wake must now talk to Sheriff
Breaker about his wife's disappearance. Exit the room and walk straight down
the hallway into the room at the end. Pick up the Thermos (16/100) on the table
and the Manuscript Page (13/106) on the floor near the couch. You can also
examine the radio on the desk and listen to some interesting chatter, although
this radio is not a collectible. Head back down the hallway and turn right. 
Walk and look at the wanted posters on the left wall, which is a Sign (2/25).
You must read both sets of wanted posted to get credit for reading the sign.
Enter the Sheriff's Office on the left.

Pick up your cell phone on her desk and listen to the dialogue. After the
cutscene, leave the office and head back to the front of the station.

*Go to the back lot*- A man who says he has kidnapped Alice has instructed Wake
to stop talking to the police and examine a junked car in the sheriff's 
station's back lot.

Head into the Cell Blocks leading to the Parking Lot and turn on the lights for
the man inside the cell. Enter the last open cell block and pick up the
Manuscript Page (14/106). Exit through the back door and walk straight ahead
and pick up the Thermos (17/100) and the Radio (3/11) near the loading zone.

*Examine the junker*

Head over to the old lot on the left and jump over the fence, then kick down
the wooden part in front of the hole. Walk through and examine the car, then
pick up the Manuscript Page (15/106) on a rock to the right of the car. Pick
up the driver's license off the car seat, and Barry will call you. After the
call, you'll have a new objective.

*Exit the sheriff's station*- Wake knows he must meet the kidnapper in the
Elderwood National Park, but first he must leave the sheriff's station. 

Walk back inside the sheriff's station and a TV (3/14) will automatically
turn on in the upper right corner. When it is finished, walk into the main hall
and walk up to the sheriff to trigger a cutscene.


*-----------------------*
-Elderwood National Park-
*-----------------------* 


When you regain control of Wake, turn left and examine the large skeleton
of Buck Tooth Charlie, which is another Sign (3/25). Walk over to Barry and go
behind the desk and pick up the Thermos (18/100) on the kitchen counter. 

*Talk to Rusty*- Having arrived at Elderwood National park with Barry Wheeler,
his agent, Wake needs to rent a cabin. 

Walk outside and talk to Rusty, who is working on a dog named Max. He'll ask
you to find the registration form.

*Find the form*

Go back inside and go over to the front desk and pick up the form. Listen to 
Barry as he continues his speech, then bring Rusty the form. He'll also tell
you where Lover's Peak is. Pick up the keys he leaves for you on the table, 
then head back inside and leave the building. A cutscene will begin.

When the cutscene is over, you'll have a new objective.

*Head for Lover's Peak*- Despite Barry's protests, Wake heads out to a 
midnight meeting with the kidnapper in a place called Lover's Peak, somewhere 
in Elderwood National Park.

Move downstairs and pick up the Thermos (19/100) in the kitchen, then pick up
the batteries next to the stove. Go to the backyard and pick up another Thermos
(20/100) off the hot tub steps. You'll have to loop around the front yard since
the back door is locked. Go back to the front yard and move down the steps. 
Pick up the Manuscript Page (16/106) on the ground next to the truck, then
follow the path until you reach a small cabin on the right. Go inside the cabin
(After the birds scares the shit out of you) via the steps on the right, then
turn on the lights and listen to the Radio (4/11) on the desk. Open the
wardrobe to the right and pick up the revolver ammo inside. When the radio is
finished, leave the cabin and go down the second set of stairs leading to the
backyard. Go to the swing that magically swings itself and an earthquake will
begin. It will quickly come and go, so continue down the path to the next 
cabin (Cabin #3, including yours). Enter the cabin by kicking down the door,
and more crows will scare the shit out of you. There is a TV (4/14) in here,
so watch it and leave when it is finished.

Continue along the path until you reach a telephone, then turn right and head
up the small and hidden path, which leads to a lookout point with a Manuscript
Page (17/106) on the floor. Go back to the path and pick up another Manuscript
Page (18/106) from the open trunk of the car ahead. Walk down the path a little
further and a quick flashback and another earthquake will occur. Move further
down the road and you'll hear a commotion. Rusty is in trouble, but we aren't
going to help him just yet. 

*Help Rusty*

Head inside the small shed behind the police cruiser and pick up the Thermos 
(21/100), then pick up the Manuscript Page (19/106) right next to the 
electrical box, on the ground outside the small shed. Move around the back of 
the office you are in front of and pick up the Thermos (22/100) on the ground 
next to the tree. Go back to the parking lot and enter the other building, 
which is the Visitor's Center building where you met Rusty. A cutscene will 
play when you reach Rusty. 

When the cutscene ends, pick up the revolver and turn around and go back 
outside. Go back to the other building and unlock the door, then head inside
and pick up the Manuscript Page (20/106) on the ground near the back.

*Get the lights on*- Finding the park ranger Rusty injured, Wake attempts to
save him by finding a way to turn on the lights in the Visitor Center.

Enter the small office to the right and open the cabinet to find some batteries
and revolver ammo. Move into the kitchen to discover an axe has broken the
fuse box. You'll then hear Rusty scream, so run back outside to the parking 
lot. Be careful out here because there are several black piles of darkness that
can injure you if you walk on them. Just shine the flashlight on them (You do 
not need to burst the light) and they'll die after a few seconds. There are 5
or 6, so get rid of them, then enter the building ahead. Two Taken will emerge
from the building, so take care of them and enter the building where Rusty is.

Move to back and you'll notice Rusty and Max are both gone. Enter the large
hole to the right, and Rusty will be waiting for you on the roof. He has
become a Taken, and you must destroy him. He is similar to Stucky, but in my
opinion must easier because he can't hide behind too many things like Stucky
could in the lumber yard. Shine some light at him and empty a few rounds into
him and he'll die, earning you the achievement "Under a Thin Layer of Skin."

As soon as he is destroyed, two more Taken will attack from the left. If you
are low on ammo, there is a small shed to the left (Opposite where the Taken
come in) with a garbage can full of ammo. Reload, and kill the two Taken. When
they are dead, head through the gate them came through, walk down the stairs,
and you'll reach a checkpoint at the Safe Haven ahead. 

Barry will call you when you move forward to the right. Continue down the path
as Barry talks to you. There is another Safe Haven ahead with a picnic table
next to it. On the picnic table is a Manuscript Page (21/106). Continue past
the Safe Haven until you reach a set of stairs with a red box. Open the red box
to get supplies, and walk downstairs. Follow the path across the bridge and
you'll see a sign for Lover's Peak. Don't head right yet, but follow left
along the wooden path. You'll notice yellow graffiti on the rock behind the
Lover's Peak sign, so lets follow it to a Chest (5/30) inside Moonshine Cave.
Next to the chest is a shotgun, so make sure you pick it up.
Also, read the Sign (4/25) in the center of the cave, which details Moonshine
Cave. If you've been following this walkthrough correctly, then you should
receive the achievement "Finders Keepers" for finding 5 chests. Exit the cave.

Head back outside and follow the path to Lover's Peak. When you reach the small
park area, pick up the batteries on the telephone, and three Taken will 
surround you. Try to quickly run out of the middle of them, then fight them.
ts easier when you have space to move around and dodge. When they are dead,
cross the bridge behind the telephone. Move forward until you reach a sign
for Lover's Peak. Head right instead of left and follow the path to the top.
Pick up the Manuscript Page (22/106) on the ground next to the picnic table.
Go back and follow the path to Lover's Peak until you reach another sign for
Lover's Peak. If you look to your far left, you'll see a Safe Haven at the top
of a hill, so follow it up and pick up the shotgun resting on the bench. Head
back down to the path and follow the path to a huge tree with Sign (5/25). A
Taken will attack from the hole in tree, and he takes a bit longer to kill than
the other Taken. He is a bit faster too, so be careful. Kill him, then be
ready to kill two more Taken that appear on either side of the tree. Take care
of them, then run back to the Safe Haven if you lost health. Go back to the 
tree and read the sign as well. Follow the path, and as soon as you pass the
wooden doorway, three Taken will attack. Once again, kill them and head back to
the Safe Haven if you lost health. On your way back up however, two Taken will
attack, so be careful. 

Head back and continue down the path. When you reach a lit bridge, two Taken
may or may not attack. It may depend on what difficulty you're playing on or
whether or not you just went back to the Safe Haven, but I was not attacked
on my first playthrough on Normal. The light on the bridge will go out 
regardless, so restart the generator when possible. Past the generator is a red
box with supplies, so stock up and pick up the Manuscript Page (23/106) just
past the red box ahead. Head over to the telephone behind the red box (Note the
axe), and jump over the fence behind it and grab the Thermos (23/100) sitting 
on the rock. There is nothing else here, so follow the path until you reach a
checkpoint. Shine your light on the wall to the right and you'll see a message
written in yellow graffiti. Pass the checkpoint area and five Taken will 
attack. Be very careful during this fight, because you can die very easily if
you become stuck or cornered. When they are dead, head back to where they 
spawned and find the sign leading you to Lover's Peak. Follow the path under
the small rock doorway, then make a right at the Safe Haven. When you reach the
end, there is a Thermos (24/100) on the picnic table. Next to the large 
swinging tree trunk is a Sign (6/25). Read the sign, and head back to the Safe
Haven. 

Heal in the haven if needed, then jump over the left fence via the rock. Pick
up the Manuscript Page (24/106) on the rock ahead, then follow the wooden path
to another Safe Haven ahead. Use the controls to access the lift ahead, then
hop on when it reaches you. Make sure you've collected everything you want 
before you use the controls for the lift, because once you're on it, theres no
going back.

When you're ready, use the lift and watch the cutscene. When you regain control
of Alan, you'll have a new friend. Before you follow him, open the red box next
to you and stock up, then follow him. 

*Follow the kidnapper*- Wake makes his way towards Lover's Peak with the
kidnapper through the dark woods infested with dangerous, shadowy men known as
Taken.

When you reach a clearing, several Taken will attack you and the man. Keep
the light on them while he shoots, because you don't have a gun, only 6 flares,
which I suggest you only use in a real emergency. When they are dead, you'll
have to defend the man while he opens the door. Use a flare or two for this
part, just keep them off the man until he opens the gate, then run up to the
Safe Haven and defend yourselves from there. They should disappear once you
reach the light. Follow the man until you reach a wooden doorway with a heart
carved on the top, Behind the sign to the right is a Thermos (25/100). You
should get the achievement "Damn Good Cup of Coffee" once you pick this thermos
up. Follow him to the Safe Haven, stock up on flares, and get ready to defend
the area.

You'll face many Taken, from all directions. Use your flares, you should have
plenty of them along with the ones in the red box. Once the battle is over, a
cutscene will begin. Once it is over, collect the various supplies on the 
ground in the immediate area, and collect the Manuscript Page (25/106) near
the log bridge ahead. Picking this up should earn you the "Paging Ms. Wake"
achievement. If you look at where you just fell from, you should be able to see
a small hidden walkway next to the wood posts. Move over to the area and you'll
see a rock walkway leading down. Shine your flashlight and you'll notice
yellow graffiti on the wall. Follow the graffiti to a Chest (6/30) in a small
lowered part, then head back up and cross the log bridge next to where the
manuscript page was. 

Cross over the bridge, then cross another log bridge around the corner. If you
look left you'll see a figure run off in the distance. That glowing object on
the ground is not a collectible, it is one of the bear traps Rusty warned
you about, so stay far away from them. Follow the path, dodging the many traps
set for you, until you reach a small area with supplies, a Manuscript Page 
(26/106) behind the tree log near the edge, and a Can Pyramid (3/12) on a 
barrel. 

When you've collected everything, head left until you reach another log
bridge, then cross it and you'll reach a checkpoint. Follow the path and three
Taken will attack ahead. Kill them and continue to follow the path. When 
another quick earthquake happens, be ready for a Taken to attack from behind a
rock to the left. Kill him and follow the path further. The path can be hard to
follow because of the wind and darkness, so just be careful because sometimes
a random Taken or two attacks. Follow the light brown path until you
reach a small shack, where two Taken will attack. If you're low on health or
ammo, you can be brave and lure them away, then go back and start up the
generator in the area, or just kill them and start the generator later. Either
way, kick start the generator and heal, then pick up the Manuscript Page
(27/106) in the small building ahead, the hunting rifle in the small building
of the manuscript page, and the supplies on the ground near the generator. In
the small room behind the generator is also a Thermos (26/100) on a table. 
Before you continue, make sure you've collected everything you want because
once you drop down into the next part, you can't go back. When you're ready,
follow the small wooden path ahead and drop down. 

When you drop down, you'll be able to use a focus point to focus in on....a
plane...yes, an airplane. Follow the path up to the plane and you'll see
yellow graffiti on a rock. Look at the plane and climb up the rock and debris
and onto the left wing. At the end of the wing is Chest (7/30) on a rock. Go
back to the beginning where you dropped down and head down the other path.
You'll reach a checkpoint when you start to walk down the path.

Walk down the path, and when you reach a clearing, three Taken will attack you.
Kill them quickly, then run ahead and turn on the generator. Next to the Safe
Haven is more supplies on a crate, so pick those up too. There is a Thermos 
(27/100) to the right along the cliffs edge. Walk straight behind the Safe
Haven and follow the edge of the cliff until you reach a peninsula overlooking
the raging river and a house in the distance. If you have trouble finding it,
follow the distant light being given off by the building. Continue to follow 
the edge until you reach a small clearing with a path leading to the building. 
Three Taken will attack here, so you can fight them off or make a run for the 
Safe Haven on the bridge leading to the building. I would definitely suggest
running for the safe haven to save ammo, but you have to be quick about it.

Reach the Safe Haven and climb up the red ladder to the right. When you reach
the top, be ready to run because the supports will break and you'll have to 
jump down to the area to the left before it falls into the water. When you
jump down, try not to fall off the crates into the water, like I did. Climb
off the crates and enter the mill. Destroy the black darkness pile inside, then
pick up the ammo behind it on the barrel. Head up the stairs and destroy the
second pile at the top. Wrap around to the other side and enter the room ahead.
Destroy the two piles in here and walk outside via the door in the back and 
pick up the Manuscript Page (28/106) on the balcony. Head back inside and climb
the second set of stairs. This can be tricky, so read carefully. There is a 
weight at the top of the stairs, which is keeping the makeshift elevator at
the bottom from going up. You'll have to kick the weight and jump across the
gap when the elevator reaches the top. The tricky part is timing the jump
correctly so you don't fall. When you are ready, kick the weight, jump across,
and pick up the Manuscript Page (29/106) waiting on the other side. Enter the
room on the right, destroy the pile, and pick up the two flares and the
Thermos (28/100) on the table in the corner. In the opposite corner is a ladder
so go ahead and climb it. Destroy the piles at the top and step out onto the
balcony.

Move up the next set of stairs and ascend the rocky cliff. When you reach the
top, you should see yellow graffiti and a Taken that attacks behind it. Kill
the Taken and enter the small shed on the left. Pick up the hunting rifle in 
here, then climb up the crates in here and drop down to the other side and
pick up a Manuscript Page (30/106). Climb back over the crates and make your
way around the debris outside. Climb over the fence via the crate and board to
the left and drop down onto the path. Open the red box ahead on the left and
stock up, then start to follow the path ahead up the hill. At one point a huge
pile of logs will drop down towards you on the right, and two Taken will attack
ahead on top of the hill. Once they are dead, continue up the path and open the
red box on the hill near the edge. Make sure you're fully stocked and ready to
go, because as I'm sure you've been expecting, you'll have to face the
chainsaw Taken once you move through the gate on the right. When you're ready,
open the gate and move through it.

Flares and the hunting rifle are your best friend here. Don't waste them, but
use a couple flares if you get overwhelmed (I had 17 flares, 42 revolver 
bullets, and 13 hunting rifle ammo, so I was fine). Give yourself space
because the chainsaw Taken can do massive damage is you get distracted while
dealing with the other Taken. When everyone is dead, follow the path up the
hill to the Safe Haven, and you'll receive a call from none other than Barry.
Follow the path as you listen to Barry and you'll arrive at the camp grounds.
There is a Thermos (29/100) on a picnic table on the right, and a red box with
supplies right next to it. Move into the camp grounds and turn left at the
car lights. Enter the restrooms and pick up the Manuscript Page (31/106) in
front of the ladies' room, then enter the men's room. All but one of the
restrooms are locked...hmmm....HMMM. Keep that in mind for the next minute. 
Move to the back of the restroom and watch the TV (5/14). Pick the keys up
off the bench in here, then be ready to kill the Taken that bursts out of the
locked bathroom (Told ya to remember) when the lights go out. Kill him, then
go back outside and use the key to enter the truck. Use the on-screen prompts
and follow how to drive the car (Not very difficult) and drive it straight into
the taken waiting to the right leading out to the road. Take a right onto the
road and follow it to the end. Get out and pick up the Thermos (30/100) on
the ground, then get back in and turn around. Feel free to shine the headlights
onto the various Taken as you drive down the road, or just run them over, your
choice. When the reach the large roadblock, shine your headlights to the right
and you'll see graffiti on a rock. Drive down the dirt road to a small shack,
then get out and open the Chest (8/30) inside. Get back in the car and get back
on the road. Find the road block and look to its left and you should see a Safe
Haven in the distance. Drive to it and get out, then pick up the hunting rifle
and shoot the Can Pyramid (4/12) on the picnic table. 

Get back in the car and drive around the couple of road blocks, killing all the
Taken your little heart desires on the way (Imagine doing this without the car?
There is an achievement for doing it). Be careful of taking hits from the Taken
because they can damage the car and eventually you won't be able to drive it. 
Cross the bridge behind the road block and drive forward until you reach a 
flashing truck. Before you get out, kill the 5 or so Taken that appear on the
left so you don't have to deal with them later.

You'll have to leg it from here, so get out and move behind the
truck. Kill the Taken that appears, then run into the small tunnel and pick up
the Manuscript Page (32/106). Turn around and kill the Taken that appears, then
go back to the front of the truck and enter the small area to the left. There
is a Thermos (31/100) on a picnic table in this area. Get back in the truck and
drive through the opening on the left, and drive the truck allllll the way
up the road, past the Visitor's Center, until you reach the blockade of cars.
Get out and go around it, then pick up the flare gun next to the truck past
the two cars. If you walk down the road a little more, three Taken will
attack. Kill them and three more will appear. I would gun it to the Safe Haven
ahead if I were you. When you reach the Safe Haven, you'll get a checkpoint.

Continue following the road, and the kidnapper will call demanding the
manuscript. Keep following the road up to the cabin and you'll eventually
find a NMManuscript Page (1/1) in the middle of the road, if you're playing
on Nightmare. Continue to the cabin, picking up the flare gun ammo when you
reach the stairs leading to the cabin. Walk to the cabin and make a left when
you reach it. You should see yellow graffiti makings. Ignore Barry and open the
last Chest (9/30) in the backyard next to a rock. Shoot a couple flares
up at the birds and be ready to defend yourself as they dive bomb you. Just
shine the light and fire flares up at them until you kill enough of them. Wake
will tell Barry he can open the door once enough are dead and they disappear. 
This will end Episode 2.










/////////////////////////////////////////////////
*************************************************
.___            .      _,   .__                  
[__ ._ * __ _  _| _   '_)   [__) _.._  __ _ ._ _ 
[___[_)|_) (_)(_](/,  ._)   |  \(_][ )_) (_)[ | )
    |                                            
*************************************************
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


+---------------------------------------------------------------------------+
\			        *Collectibles*			            /
\ 								            /
\ Coffee Thermoses: 1.___ 4.___ 7.___ 10.___ 13.___ 16.___ 19.___           /
\		    2.___ 5.___ 8.___ 11.___ 14.___ 17.___ 20.___           /
\		    3.___ 6.___ 9.___ 12.___ 15.___ 18.___	            /
\								            /
\ Manuscripts: 1.___ 4.___ 7.___ 10.___ 13.___ 16.___ 19.___ 22.___  NM3.___/
\	       2.___ 5.___ 8.___ 11.___ 14.___ 17.___ 20.___ NM1.___        /
\	       3.___ 6.___ 9.___ 12.___ 15.___ 18.___ 21.___ NM2.___        /
\								            /
\ Signs: 1.___  						            /
\	 2.___  						            /
\	 3.___							            /
\								            /
\ Chests: 1.___ 4.___						            /
\	  2.___ 5.___						            /
\	  3.___							            /
\								            /
\ TVs: 1.___							            /
\	 2.___							            /
\	 3.___							            /
\								            /
\ Radios: 1.___	4.___						            /
\	  2.___	5.___						            /
\	  3.___						                    /
\								            /
\ Can Pyramids: 1.___						            /
\		2.___						            /
+---------------------------------------------------------------------------+


*----------*
-On the Run-
*----------*


The Episode begins with another recap of Episode 2, and a cutscene for Episode
3. You'll be in Rose's trailer park when the episode begins.

*Talk to the manager*- Wake and Barry have arrived at the trailer park to meet
Rose, who says she was Wake's manuscript.

The manager will talk to you about Rose before instructing you to follow him
to her trailer.

*Follow the manager*

Do not follow him for the moment. Instead, walk straight back in the park until
you reach a green mini-coupe car to the right. Next to it is a backyardish
area surrounded by wooden fence. There is a picnic table with a Thermos 
(32/100) on it, so pick it up and follow the manager. Listen to the 
conversation as you take a long walk with Rudolph to Rose's trailer. When you
reach the trailer, knock on the door, and a cutscene will begin.

When you awake, it's nighttime, and you're alone in Rose's trailer. 

*Leave the trailer*- There was no manuscript at Rose's trailer, only a trap.
Running out of time, Wake must now try to get Barry and himself out of the
trailer park. 

The TV (6/14) will automatically turn on when you awake. Watch it, then exit 
the bedroom and pick up the Thermos (33/100) on the kitchen counter. Exit the
trailer and pick up the Manuscript Page (33/106) right in front of the stairs.
Head back through the gate (The way you came) and listen to the Radio (5/11)
on the steps of the trailer.

*Get to the car*

Run all the way back to the beginning of the trailer park, where Randolph and
several police officers are waiting for you. A cutscene will begin when you 
reach the gate. 

*Escape the police*- The police, led by the volatile FBI Agent Nightingale,
are chasing Wake. For fear of missing his meeting with the man who kidnapped
his wife, he can't afford to stop.

Drop down off the rock and run left down the path as police officers make
chase and yell for you to stop. Continue to follow the path, and you should see
a police cruiser in the distance soon. Follow the path right and you'll pass
under a bridge where the police officers tell you to stop. Obviously, keep
running. You're gonna have to make a run for it by avoiding the lights they
shine on you and the gunfire by zig-zagging behind rocks on the path. Keep
running until you reach an area where you must jump onto a rock to the left, 
then continue following the path. You'll eventually walk right into a
Manuscript Page (34/106) and a checkpoint will trigger. Continue to follow
the path until a police cruiser wrecks on your right. I wonder what did that?

Don't go to the Safe Haven just yet. Instead, head down the path to the right,
where the cruiser came from, and go all the way to the end and pick up a
Manuscript Page (35/106). Head back and go to the Safe Haven, and you'll
reach another checkpoint. Follow the path past the Safe Haven, and you'll see
a flare to your left. The police are close. Keep following the small
cliffside path until another earthquake begins, then run to the safe haven as
the police try to shoot the darkness. The Safe Haven will go out, and the
atmosphere will get windy and foggy. Continue to follow the path until you
reach another wrecked car, and you'll hear the police radio again. Keep
following the path until you reach a point where you drop down, and a 
checkpoint will trigger. 

When you walk further, a helicopter will fly up on your left and attempt to
shoot at you. Use the rocks as cover and run forward. The darkness will soon
appear and take out the copter, so run forward until you reach a small building
with stairs. Walk up and watch the explosion in the distance as the copter goes
down. Use the telescope to take a look, and you'll be able to see a 
lit building just past the crash site. Exit the scope and enter the building. 
Inside the lookout building is a Thermos (34/100) on the fireplace, as well
as a police radio (Not a collectible). Listen to the interesting dialogue, then
exit the room and move back down the stairs. Turn left and go through the
open fence gate, then turn left and follow the path.

*Reach the radio station*- Wake attempts to make his way to the radio station,
with the deputies and the Taken both hot on his heels.

You'll reach a gate further down the road, which will soon turn out to be
possessed. Turn left at the gate and move up the hill. There will be a pile of
debris with a Thermos (35/100) on it, then move right and into the small
shack.

*Destroy the gate*

Start up the generator, then move over to the spotlight and shine it onto the
gate to destroy the darkness. When it is destroyed, head down and pass through
the gate, then walk down the path. When you reach the bottom, another 
possessed gate with be blocking your way, so quickly turn right and pick up the
flashlight. Shine it on the gate until its destroyed, then run through it. 
Move forward until you reach another wrecked cruiser on the left, which also
contains flash bang grenades (How convenient). Listen to the radio again,
then move behind the cruiser. Jump down and move forward, and three Taken will
attack from the right. Kill them, then follow the path down until three more
Taken attack from behind. Take care of them with a flash bang grenade, then
run to the Safe Haven ahead. Pick up the 4 flash bang grenades sitting on the
generator, then listen to the Radio (6/11). Pick up the batteries to the left
of the generator, on a pile on junk. Follow the path to the left and move up
the small set of stairs. As soon as you cross the bridge, several Taken will
attack, so quickly use a flash bang to kill them. Pick up the Manuscript Page
(36/106) directly to the right of the bridge on the edge. When they are dead,
follow the path until three more Taken attack from behind. When they are 
dead, move forward until you see flashing sirens to the left. Head towards
them and three more Taken will attack. Use a grenade, then head over to the
cruiser and pick up the grenades from the trunk. Two more Taken may attack,
so be careful. Turn around and follow the path back, and you should see a
rock with yellow graffiti on it. Follow the path and you should see an opening
in the distance. Three Taken will attack here, so kill them and move forward.

Move inside the opening and start up the generator, then open the Chest (10/30)
next to it. There is now a Safe Haven at the entrance to this small cave. Turn
around and follow your objective marker left towards the radio station. Its
a decent walk, so be careful in case any stray Taken attack (I wasn't attacked
until I reached the station, where only 1 attacked me). Just run into the Safe
Haven past the gate and you'll reach a checkpoint.

Walk over to the big sign in the middle of the parking lot and pick up the
Thermos (36/100) underneath it. Walk inside the station and walk up to Pat
Maine's door. When he is finished with the caller, he'll let you in and a
cutscene will begin. You'll also receive an automatic Radio (7/11) here.

When the cutscene ends, you'll be on a cliff under the station.

*Reach the train depot*- Having resolved to try to find a vehicle from the
train depot, Wake heard for it.

Run forward and you should see a glowing Manuscript Page (37/106) on a fence
to the right. Next to the fence is a suitcase with two flares in it. Pick them
up, then follow the path and you'll eventually reach an area with a
generator, a revolver and ammo, and three Taken. Use grenades, start up the
generator, or pick up the revolver and kill them, whichever way you want. I
personally just tossed a grenade at them and started up the generator, then
picked up the revolver and ammo underneath the new Safe Haven. The safe haven
triggers a checkpoint, so heal up and move forward. 

Move up the large hill and three Taken will attack from behind. Hit them with
the flashlight and shoot them, then move forward. Follow the path up the huge
mountain and pick up the Thermos (37/100) after the third curve at the edge of
the cliff, then keep going until you reach the top with the radio pole and
pick up the Manuscript Page (38/106) and the two flares next to the tower. Make
your way back down, killing the birds that attack near where the thermos was,
then continue down until you get attacked by more birds near the bottom. Reach
the bottom of the hill and quickly run back to the Safe Haven because a couple
Taken will attack. Be ready to fight them when you go back.

Head back and go left instead of right (which takes you back up the hill) and
kill the three Taken that attack. Move forward and you'll reach a truck with
work lights next to it. Pick up the supplies next to it, and be ready for an
ambush that attacks when you enter the small shack ahead. Many Taken will 
attack, including a heavy one, so I would highly recommend using a flash bang
grenade because you are in such a confined space. Just stay calm and remember
you can always restart from the checkpoint if you die, which triggered right
before you entered the shack.

When everyone is dead, enter the small shack behind the ambush one and shoot 
the Can Pyramid (5/12) and pick up the supplies. You should get the achievement
"Carny" after shooting this one. If you face the shack, then go behind it to 
the right and turn right at the work light, you should reach a dead end with
a Manuscript Page (39/106) tacked onto a gate. Go back and go straight behind
the worklight and you should reach a small shack with a Thermos (38/100) on
a table inside. Follow the path past the shack and you'll come across a
Manuscript Page (40/106) on a rock in the middle of the path. If you get a
little lost, the rock is near the Safe Haven light ahead. Enter the Safe Haven
and a checkpoint will trigger.

Restock your supplies from the red box under the light. Move forward and Alice
will call you. After the call, follow the path past all the junk until you
reach a Manuscript Page (41/106) on a stump, just as an earthquake starts. If
you turn left at the stump, you'll go up a hill where there will be a shack 
with a Chest (11/30) and pick up all the supplies in the room. There is another
ambush waiting for you when you try to leave the shack, so take care of the
several Taken that attack, then head back down to the stump and follow the
path. When you reach sight of the bridge, move forward and climb the ladder
directly underneath the bridge. You'll now be under the bridge. Obviously, this
is where the possessed bridge will attack you, and you'll have to navigate the
path carefully because things will get thrown at you and parts of the floor 
will collapse. Walk forward until you hear a train above, and a piece of pipe
will fall onto the path to the right. Jump over it, then move left because the
darkness will lift the path ahead. Move forward and the area will go green, and
you'll have to destroy various parts of the bridge being thrown at you. Use
flash grenades and watch behind you for flying metal. I would HIGHLY recommend
running directly to the left end of the bridge or you will get cornered in
the bridge. Run through the opening on the left, then gun it for the hill. When
you reach the fence, turn left and pick up the Manuscript Page (42/106) on the
debris near the ladder, then climb the ladder to the Safe Haven. If you are
playing on Nightmare, there is a NMManuscript Page (1/3) to the right of the
fence. You'll have to hug the fence to reach it.

In the safe haven is an upgraded flashlight on the base of the light. Hold down
B to switch to the new flashlight, then turn right and drop down into the train
depot. If youre facing where you just dropped down, to the far right towards
the back is a Thermos (39/100) on some crates. The darkness will still fling
objects at you, but it won't break the fence. To the left is a flare on a
dumpster and a red box with supplies. If you try to open the fence to the left
of the box, four Taken will attack from behind. There are two red canisters 
with a white stripe on them to the right. If you shoot those when the Taken are
near them, it will kill them. Be careful you are far enough away, and if there
are any stragglers left, kill them. Move through the gate once they are dead.

To the immediate right past the gate is an open door. Be careful when you enter
though because a Taken will push over a shelf in front of you, which can injure
you. Another Taken will attack from the left. Kill them and enter the door to
the left. Go upstairs and pick up all the supplies in here. There is also a
TV (7/14) in here. Watch the tv, then walk outside and pick up the Manuscript
Page (43/106) on the stair post right outside the door. Make sure you have 
everything you want, because you won't be able to get back upstairs once you
drop down. When you're ready, drop down.

Hug the right wall and stock up on supplies at the red box, then be ready to
face the bulldozer that attacks from the left. It will bust through the gate
and push a huge pipe towards you. Run out of its way and kill the three Taken
that attack. Make sure to keep an eye on the bulldozer when you're fighting the
Taken. Lucky for us, the darkness sucks at driving and the bulldozer usually
just crashes into walls or misses us completely, leaving it vulnerable to
boosts from the flahslight. Keep an eye out for random Taken that appear
during the fight also. There are two more red boxes on the far left and the far
right walls, so stock up if needed. Just try to stay away from it and it will 
eventually die, and you'll receive the "Heavy Metal" achievement for surviving
the bulldozer attack. You may also receive the "The Six-Gun Scribe" for killing
100 Taken with the revolver. Use the gate controls to open the gate, and you'll
reach a checkpoint under the Safe Haven.

Directly to the right of the Safe Haven is a small shed with a Thermos (40/100)
so pick that up, then enter the car ahead to trigger a cutscene. 


*-----------*
-Mirror Peak-
*-----------*


*Go to the Coal Mine*- Wake is on his way to the old Bright Falls Coal Mine to 
meet the kidnapper.

When the cutscene ends, it will be daytime, and you'll be on the road headed
for the coalmine. Get in the car, and follow the road until you reach a car 
in front of a set of logs. Walk into the woods behind the logs and you'll 
eventually reach a cliffs edge with a very nice-looking chair with a Thermos 
(41/100) on the chair. Head back to the road and keep following the path until
you reach a set of stairs on the right (They are right after you go under the 
broken bridge). Go up the stairs and enter the small shack and listen to the 
Radio (8/11) inside on the table. Leave the shack once the broadcast is done
and enter the car next to it. Drive up the road the goes uphill until you reach
a building on the right on a hill. Move up the stairs and enter the ranger 
tower. Listen to the Radio (9/11) in here, then leave and drive down the road.

You'll reach a large red building right down the road. Get out and enter the
building. Walk all the way to the top of the stairs and pick up the Manuscript
Page (44/106). Walk back downstairs and leave the building. Get in the car and
continue driving down the road until you reach the coal mine. As soon as you 
enter the area, there is a Sign (7/25) to the left in front of a small coal
mining cave. There are tow more signs you can read; one behind the first sign,
on the small shack's wall, and to the right on the wall of the building next to
the "Museum Entrance" sign. There is also a Manuscript Page (45/106) to the
right of the third sign on the ground, and a Thermos (42/100) in the small
mining cave near the first sign. Its in the left corner, well hidden.

When you have collected everything, move into the main building via the stairs
next to the Museum Entrance sign, and a cutscene will play. 

*Leave the building*- The kidnapper never showed up for the meeting. Instead,
he wants to meet Wake at the Mirror Park observation platform. Wake must reach
it.

After the cutscene ends, it will be nighttime, and the kidnapper didn't show
up. You're instructed to meet him at Mirror's Peak. Jump down to the lower 
floor via the chained off stairs. As soon as you hit the floor, a quick
cinematic will happen. Move to the back left corner of the room and pick up the
Thermos (43/100) on the shelf, and pick up the various supplies here. Use
the controls behind the shelves to open up a door in the floor in the middle of
the room. Jump down and you'll be outside. Walk down the stairs and pick up
the Manuscript Page (46/106) on the ground directly in front of you. Move 
forward and pick up the revolver and ammo between the two boxcars to the right,
then move to the left and be ready to face 4 or 5 Taken. When they die, several
possessed items will be thrown at you, so be ready with the flashlight. Hide
behind the first boxcar for cover too. Inside the boxcar in the back are flash
bang grenades, which will come in hand soon. 

Walk through the car, then walk into the next car and two Taken will close
the door behind you and ambush you from the front. Kill them and climb up the
box car ahead via the ladder on the left. Open the hatch on the roof but don't
jump down yet. Several more possessed objects will attack inside the car, so
be careful or you'll take massive damage in the confined space. Try to let
them move past the hole, then just blast them until they are gone. Drop down
when you're ready and exit through the door on the left. You'll be able to see
the tornado straight ahead when you step outside. Walk down the stairs ahead
and get in the car. Drive forward and mow down some Taken (Be careful or the
car will take damage). You should get the achievement "Right of Way" after 
running over 15 Taken with the car (You should have killed some back in the
previous chapter). Leave the car when they are all dead and walk up to the Safe
Haven in the back of the area. 

Pick up the flare gun and ammo next to the safe haven, then use the controls 
to the right to turn off the power. The safe haven will also go out. You can
get back in the car and try to make your way back, but many possessed objects 
will be hurled at you and will probably knock the car over. Just use the car
to get as far as possible, then walk over the fence and up the stairs. In the
back right of this room is some batteries and revolver ammo, and 3 Taken will
bust through the wall to the left. Kill them, then enter the room they came 
from and pick up the supplies on the shelf. Walk up the stairs ahead and enter
the next room.

You'll be ambushed by 4 Taken. I would use the red canisters in here or a
flash bang grenade it necessary. When they are dead, climb up the ladder in the
middle of the room. Walk forward and pick up the Thermos (44/100) off the
very familiar red chair, then pick up the Manuscript Page (47/106) on the table
to the left. Exit the room and drop down the stairs, then enter the small 
building to the left. Pick up the ammo and batteries in here, then use the 
controls to open the gate outside. Exit the building and move through the gate.

Pick up the flash bang grenades next to the truck, then destroy all the dark
piles to the right. Make sure you are fully stocked, because the area just
past the box car and dark piles is an area with a lot of Taken. They will come
in waves, so be ready. The first wave is three normal Taken, the second wave is
3 normal and 2 heavy Taken. When they are dead, look to your left in the woods
and you should be able to see a Manuscript Page (48/106) in the distance. It is
past the collapsed bridge you pass through. Follow the path that the manuscript
is on and you'll come to a wooden doorway with yellow graffiti on it. Follow 
the path up through a series of more wooden doorways until you enter a small
cave with the Chest (12/30) to the left. When you turn around, you'll be 
greeted by 4 Taken. Use one of the flash bangs you just got for a quick kill,
then tuen left you and should see a bridge with a Safe Haven below. Walk 
onto the bridge and pick up the Thermos (45/100) on the very end of the bridge,
then go down the stairs and go to the Safe Haven. There is a red box under the
light as well as supplies on the small cart next to it.

Move across the next bridge and switch your shotgun for a pump-action shotgun
right next to the worklight at the end. Turn left and run for the next
worklight because a few Taken will attack from behind. Kill them, and run to 
the next worklight where three more Taken will attack. When they are dead, head
towards the red cabin on the left. Pick up the Thermos (46/100) and be ready to
kill the 4 Taken that attack from behind. Kill them and follow the path. There
will be a slight split ahead, so go right towards the worklight. When you reach
the light, 6 Taken will attack. Quickly turn on the light and defend yourself.
If you get overwhelmed, run up the hill to the Safe Haven and take a breather.
When they are all dead, heal up in the safe haven.

When you're ready, move past the light and focus on the hill above you. Great.
Follow the path through the graveyard, and you'll reach another checkpoint
just past the bridge on the right. You'll have to kill 2 normal Taken and one
very fast Taken (Similar to the ranger and Stucky). Kill them, and continue up
the hill. Make a right underneath the wooden doorway and use the controls in
the room to the immediate left to turn on a Safe Haven. Continue up the path, 
and you'll reach an abandoned mine car right in front of the beginning of what
looks like a town (As Alan will point out in a minute). If you are playing on
Nightmare, then pick up the NMManuscript Page (2/3) to the left of the first
building past the mining car. If not, then just turn right and listen to Alan's
opinion of the town as a possessed car hurls itself at him just before the 
bridge. Destroy the car, then pick up the Manuscript Page (49/106) on the 
railing of the beginning of the bridge ahead. Cross the bridge, and read the
Sign (8/25) to the immediate right after crossing. Go around the building the
sign is in front of, then turn left and enter the small shack ahead with a 
Thermos (47/100) on the table and some batteries on the floor. If you're 
playing on Nightmare, there is another NMManuscript Page (3/3) in the small
shack just to the left of the big tower past the buildings. Head under
the tower and a short scene will show more possessed objects attacking you.
Don't bother wasting the batteries, just run past into the small corridor to 
the light at the end. Be ready to face more possessed objects when you
move around the boxcars in front of you, which will place you in another
small town area. Hide behind the rocks for cover and destroy them. This should
earn you the "Iron Horse" achievement. Go behind the small part of the building
with the light inside and pick up the Thermos (48/100), then go inside and pick
up the key and use it to open the door on the other side of the building.

Enter the building and collect the various supplies as the TV (8/14) 
automatically goes on. Watch the tv and switch out the shotgun for the hunting
rifle in the back of the house. Exit the house from the back door and focus on
the event to the right. Climb up the ladder on the left then climb up another
ladder on the left. Move forward up go up to the building. There is a Chest 
(13/30) behind the building. Just follow the yellow graffiti painted on the 
rocks, then turn around and go up the hill. Follow the narrow path until you
have to fight some birds and walk over a series of shoddy wooden bridges. Be
careful not to fall off them, and just fend the birds off until you reach the
mine entrance. Drop down into the mine.

Follow the path in the mine until you reach a large cavern. Turn left into the
small corridor with the yellow writing on the rock next to it. Follow the path
until you stop due to a headache, then continue to follow Alice's screams
until you're stopped by a flashback. When you come back, turn right and pick
up the Manuscript Page (50/106) on the rock. Run alllll the way back to the big
cavern and take the other way (right if you're facing the rock with graffiti).
Head up to the wooden path and pick up the flare gun ammo, then drop down into
the open area and pick up the Manuscript Page (51/106). Hmmmm, big open space..
that usually isn't good. Move to the center, and the lit corridor will collapse
and you're new boss will bust through the wall on the left, along with several
other Taken. Flares and flash grenades are your best friend during this fight.
In my case, I just threw a flash grenade at the heavy one and he died, then I 
took out everyone else with my revolver. I was playing on Normal, remember, so
don't expect it to be that easy on hard or Nightmare.

When they are all dead, move through the wall he busted through and walk 
forward until you see a Thermos (49/100) to your left in a small alcove. Follow
the path ahead until you reach a large room where you'll have to use machinery
to get to the top. Similar to the logging machine in Episode 1, just use the
hanging pile of construction bars to make a path for you. There are four 
bridges ti make, so to save time and walkthrough space, I'll let you do it 
yourself (Its very easy, and nothing attacks you). Just be careful not to jump
or fall off the bridges. When you reach the Safe Haven at the top, exit the
mine by going up the ladder and kicking down the wooden blockade. Go up the
stairs on the right and follow the stairs up. When you reach the top, pick
up the flares on the ground and climb the ladder on the small wooden pile and
pick up the Manuscript Page (52/106) on the top. There is also a really cool
focus point up here. Go back down the ladder, down the stairs, and down the set
of stairs in front of the mine exit. Be ready to kill some birds when you
reach the cliffs edge. Continue to follow the path down to a generator. Start
it up, heal, and head over to the cable car beyond the light. Pick up the
supplies on the boarding platform, then board the trolly and use the controls.

Many birds will attack you on the trolly, so hold your ground and use flares
if needed. Eventually, the trolly will crash (What a surprise), and you'll 
slide off it and onto the ground. Two Taken will immediately attack from the 
left. Kill them and head up the hill. A train car will soon fall right in 
front of your path. Walk around it and stock up at the red box next to the
Safe Haven. Move onto the trolly platform to the right and shoot the Can 
Pyramid (6/12) on the railing, then head up the path and into the small cabin
on the right. Pick up the hunting rifle and ammo, then follow the path. When
you can see light ahead, begin to follow it and be ready to kill a few Taken.
When they are dead, follow the light to another Safe Haven and a red box. Your
final Sign (9/25) is also right behind the light on the edge. Follow the path 
to a rope bridge, then be prepared for a hefty ambush when you are about 
halfway across. Kill them, then cross the bridge and immediately head left.
There is a Thermos (50/100) behind the rocks on the cliff's edge. Go back on 
the path and follow to for a few feet until you see a rock with yellow
graffiti on it (Its right in the middle of the path). Head left into the
clearing and locate the final Chest (14/30) of Episode 3 behind a large rock.
Go back on the path and follow it up to the top, where there is a broken bridge
and a Manuscript Page (53/106) to the left below the rocks. Wrap around to the
other side and follow the cliff's edge until you reach a steep, rocky path
leading up (You'll reach a point where you can't go straight anymore, so turn
the camera around and you'll see the mossy set of rocks). Climb the rocks, then
push the board blocking your path. Push the next board, then kick the supports
to lower the plank. Walk up the plank and enter the ruined building via the
basement staircase. Take a moment to read the writing on the walls once you're
inside. There is a small ramp on the left that you go up to get up to the next
floor. Pick up all the supplies scattered around the room, then ascend the 
stairs to the next floor.

Climb to the top and walk around and you'll fall through the floor, and
land right in the middle of an ambush. Use a flash grenade or a flare to give
yourself some breathing room, then defeat whatever stragglers left. Over 10
Taken, including 2 or 3 heavy Taken, will attack. Use flares to get them away
from you, then shoot them. When everyone is dead, head back up, jump over the
gap, and jump down to the back. 

When you jump down, turn left and around the corner to pick up the last Thermos
(51/100) against the gate, then follow the path right down the hill. You'll
reach a set of stairs with your last Manuscript Page (54/106) in the
middle of the stairs, then continue allllll the way down to the road, where
the chapter will end. You'll receive the "Wheels Within Wheels" achievement
for completing the chapter. 










//////////////////////////////////////////////////////////
**********************************************************
.___            .     . ,   .___..       .___.       , .  
[__ ._ * __ _  _| _   |_|     |  |_  _     |  ._.. .-+-|_ 
[___[_)|_) (_)(_](/,    |     |  [ )(/,    |  [  (_| | [ )
    |                                                    
**********************************************************
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


+--------------------------------------------------------------+
\			 *Collectibles*		               /
\ 							       /
\ Coffee Thermoses: 1.___ 4.___ 7.___ 10.___ 13.___ 16.___     /
\		    2.___ 5.___ 8.___ 11.___ 14.___ 17.___     /
\		    3.___ 6.___ 9.___ 12.___ 15.___ 18.___     /
\							       /
\ Manuscripts: 1.___ 4.___ 7.___ 10.___ 13.___ 16.___ 19.___   /
\	       2.___ 5.___ 8.___ 11.___ 14.___ 17.___ NM1.___  /
\	       3.___ 6.___ 9.___ 12.___ 15.___ 18.___          /
\							       /
\ Signs: 1.___ 4.___  					       /
\	 2.___ 5.___ 					       /
\	 3.___						       /
\							       /
\ Chests: 1.___ 4.___					       /
\	  2.___ 					       /
\	  3.___						       /
\							       /
\ TVs: 1.___						       /
\	 2.___						       /
\	 3.___					               /
\							       /
\ Radios: 1.___						       /
\	  2.___						       /
\	  						       /
\							       /
\ Can Pyramids: 1.___					       /
\		2.___					       /
+--------------------------------------------------------------+


*-------------------*
-Cauldron Lake Lodge-
*-------------------*


After the intorduction cutscene ends, Alan will awake in Dr. Hartman's clinic.
You are locked inside the small room, but the good doctor will momentairly
open the door and speak with you. He'll soon ask you to follow him and become
"reaquainted" with the clinic. It seems like you've been here longer than
originally thought.

*Follow Dr. Hartman*- Dr. Hartman is giving Wake a tour of his clinic and
explaining that Alice's death has driven Wake into a dark inner world of
delusions and fantasies.

There is a cool little easter egg in the room across from yours, but other than
that, just follow Dr. Hartman to the elevator down the hall. Continue to follow
Dr. Hartman outside as he explains the events that bought you to the clinic. 
After you reach the first checkpoint at the bottom of the stairs, walk over to
the large sundial in the middle of the courtyard ahead and read it for your
first Sign (10/25) of Episode 4. Continue to follow and listen to Hartman
until you go upstairs and enter the common room, where another checkpoint will
trigger.

After you listen to the dialogue between Emerson and the Hartman, follow
Hartman behind the big fireplace and pick up the Thermos (52/100) on the desk
right behind it. Across from the thermos, on the wall next to the front doors
is another Sign (11/25) about Hartman's new book. Move over to the staircase in
here and quickly walk upstairs and go all the way to the window to
pick up another Thermos (53/100) on the right railing. You can also examine the
generator on the left balcony (Hmmm), then go back downstairs to Hartman. 
follow him through the next corridor as he talks about your writing. Directly
across from the doorway with the two wooden wolf carvings is another Sign 
(12/25) on the wall. Be sure to collect everything before entering the next 
room, because you won't be able to go back. 

Follow Hartman into the next room, which is the game room. Two familiar faces 
will be sitting at a nearby table playing a boardgame. After some discussion
about their past history, a cutscene will begin. Read the automatic Manuscript
Page (55/106) when the cutscene ends. 

*Return to your room*- Dr. Hartman has left Wake alone and told him that he
should return to his room and attempt writing, because it is vital to the 
therapy.

Go back upstairs to where the thermos and generator were and the TV (9/14) 
in the middle of the balcony will automatically turn on. When it's over, turn
left and go through the open double doors. Head back into your room and walk
up to the desk to trigger a cutscene. When the cutscene ends, exit the room.

*Investigate Racket*- After a failed attempt to write, Wake finds the Andersons
raising hell. Wake takes the opportunity to try to sneak into Hartman's office.

Head back to the balcony hallway and pick up the Manuscript Page (56/106) 
leaning against the stair banister. Walk downstairs and you'll see the Anderson
brothers standing over the nurse. Pick up her keys and use them to unlock Dr.
Hartman's office. Walk into his office and listen to the tapes on his desk, 
which offer a good deal of story information. When ALice's tape ends, play the
tapes again for another recording. Play the tape one more time for a third
recording, and you'll receive the achievement "Medical Opinions". When the
recordings are finished, walk over to the small table next to the big center
table and pick up the Manuscript Page (57/106) on the table. Walk back into the
hallway and examine the large picture on the wall. Note what Wake says, then
unlock the door to the left where yelling can be heard from. Barry will
be in this room, as well as a Thermos (54/100) on the windowsill behind him. 
Unlock the door ot his left and a cutscene will play. 

After the cutscene, you'll get a checkpoint and another Manuscript Page 
(58/106). Read the page, then walk out into the hallway. The darkness had 
blocked your path into the adjacent room, so walk back out into the common
room. 

*Escape the clinic*- The Dark Presence hot on his hells, Wake attempts to
escape Cauldron Lake Lodge.

By the way, don't touch or go near any doors or areas with darkness, because it
will injure you. Quickly run upstairs to the right because many possessed
objects will attack you. Run to the generator and start it up to turn on the
lights and destroy the objects. Go back downstairs and run through the now open
doors ahead (Be careful of the remaining objects), and turn left into the small
room. Quickly pick up the flare on the crate in the back and enter the next
room. Use the flare on the wooden bears blocking the doorway, then walk through
the doorway and to the left. Turn on the TV (9/14) on the wall ahead, then
pick up the Manuscript Page (59/106) on the table next to the door. You should
also receive the achievement "Boob Tube" when you watch the tv. 

Go through the next door and run down the corridor, and you should see a 
giant possessed metal ball drop from the ceiling in the next room and attempt
to bust through the locked doors. Wait for it to hit the doors a couple times
and they will break. Quickly run around it, then stand in front of the exit
doors until it is about to hit you, and let it hit the doors so they break
open. Lure it away, then quickly escape. Barry will call for you from the left,
but run right down the path and around the corner to pick up a Thermos (55/100)
on the ledge near the gate. Run to the middle of the courtyard and read the
Sign (13/25) on the large artpiece. Walk over to Barry and take his flashlight,
then turn around and watch the lodge. Immediately run to the gate to the right
(if you're facing Barry), and destroy the possessed gates. RUn to the Safe
Haven ahead. 

*Proceed through the garden*- Having escaped Cauldron Lake Lodge, Wake fights
his way through the lodge grounds towards Barry and the waiting car.

Pick up 
the supplies from the little table in the shed ahead, then enter the hedgemaze
on the right. Carefully read my instructions on which way to go so you do not
get lost, because many Taken will attack throughout the maze, and the less you
have to deal with, the better.

Go right, around the corner to the table with more supplies on it, and pick
them up. Go straight, then right, and quickly kill the Taken that emerges
from the bushes ahead and one that emerges from behind. Pick up the batteries
on the bench right next to you, then face the bench and turn right, then left,
then left again and you'll be in a small courtyard with a Manuscript Page
(60/106) on the tree base. By the way, there was a small area if you made a
right at the bench, then a left, with a rock that said "Don't trust Emil."
There is a bench to the left behind the tree with some supplies on it. Move
straight past the tree into the hedge, then left, then left again, then right
and be ready to kill a Taken that appears. Move forward and turn right and kill
the Taken waiting on the left on top of the hedge and the other two that appear
on the right. Kill them, and turn left at the far bench. Follow all the way
to the end and pick up the Manuscrip Page (61/106) on the bench, then turn 
around and go to the right of the bench. Turn right, then left, then left again
and you'll hear some bantering. Turn left at the fork and pass through the gate
to the right and into the Safe Haven. You're now out of the hedge maze.

Run forward down the steps to the iron gate and pick up the revolver ammo on
the bench. Turn left at the bench and follow the path down until you reach
another courtyard with a gazeebo and a boss Taken waiting inside it. You'll 
have to deal with both him and many birds flying around, so watch your back. 
There is also a Thermos (56/100) inside the gazeebo when you kill him. He
isnt fast or hard, but the birds can distract you long enough to let him
attack you. You can also pick up the flare gun and supplies from the red box
in the gazeebo. After you kill the boss and kill enough birds, they'll 
disappear. Walk down the ascending stairs next to the gazeebo and kill the two
Taken waiting at the bottom. When they are dead, follow the path ahead to the
Safe Haven. 

If you look to the left of the safe haven, there is a small shed with a shotgun
and shotgun ammo as well as a Manuscript Page (62/106). When you are ready,
walk through the iron gates to the right of the safe haven. 

Be ready for an attack when you reach the hedge part of the path ahead. Right
before the stairs are two hedges on either side of you, and three Taken will
attack from them. Kill them, then walk upstairs and turn right. Pick up the
flare on the bench, then turn around and go straight. Be ready to destroy the
possessed wheelbarrell and gates ahead, then move through the gates. There is a
Manuscript Page (63/106) just ahead next to the stairs. To the right of the 
page is a Can Pyramid (7/12) on the ledge overlooking the mountains. Shoot it,
then walk down the stairs to the left and go to the Safe Haven and resupply 
at the red box on the pole.

Move to the grassy area behind the safe haven and follow the cliffs edge to 
the left (You'll be attacked by three Taken from the left when you near the
end). If you turn right where the Taken attacked, you'll see graffiti on the
rocks ahead. Follow the arrows to a Chest (15/30) against a rock. Go back to
the Safe Haven area and wrap around the small pond and walk up the stairs to
another Safe Haven. 

Directly past the safe haven is a Thermos (57/100) and some supplies on the
table. Turn around and face then safe haven, then turn right and pick up the
Manuscript Page (64/106) on the ledge at the end. Move in the other direction
and be ready for a massive fight. Barry will be waiting for you on the other
side of the gate ahead, and while he tries to open the gate for you, you'll
have to defend yourself against many Taken. 4 Taken, including one heavy one,
will attack first. Use flares if you get cornered, and just stay close to the 
gate so you can run through it as soon as Barry opens it. When he finally
does, a cutscene begins.


*-------------*
-Anderson Farm-
*-------------*


*Find Barry*- After losing his flashlight and gun in the car crash, Wake 
attempts to reach the Anderson Farm and Barry, who has gone ahead to "secure
the area."

When the cutscene ends, follow the path to the left. Continue to follow
until the camera pans to the Anderson farm just beyond the cliff. 

*Get to the Farm*

Turn left and follow the train tracks until a large tree falls over them. Walk
under the tree and be ready to dodge a couple of possessed objects. Right past
where the objects attack is a wooden platform with stairs. Quickly run 
up the stairs and pick up the Thermos (58/100) at the top, and quickly dodge
the two possessed barrells that attack. Run down the path to the right, and
turn on the worklight at the tunnel entrance. Enter the tunnel and dodge the
various possessed objects that attack (The worklight should help). Run all the
way to the end of the tunnel and pick up the Manuscript Page (65/106). Head
back downstairs and follow the train tracks, avoiding the various objects that
attack, until you reach a set of possessed gates that you must destroy. Directly
across from the gates is a set of steps. Walk up them and pick up the 
Manuscript Page (66/106) at the end. Next to the page is a generator, so turn
it on and a Safe Haven will turn on at the bottom of the steps. Go to it and 
heal up. This light is attached to a wheel that can be turned onto the gate. 
The wheel is to the right (If you just came down the stairs). Turn the wheel to
destroy the gate, then pass through it.

Pick up the flashlight in the small shed to the left, then walk down the stairs
ahead. Drop down to the ground, and follow the path to the right. You'll
eventually be attacked by three Taken from behind and one in front. Run for the
Safe Haven not too far down the road. Be careful of stray Taken that may appear
as you run for it. There is a generator right as the Taken attack you, but 
don;t bother trying to start it or the Taken will probably kill you. You'll
trigger a checkpoint when you reach the Safe Haven. 

Move past the safe haven and follow the path to a campsite and a flashlight.
Pick up the Thermos (59/100) on the picnic table and switch out your 
flashlight for the larger one on the ground. There are also batteries on the
seats. Continue to follow the path, and the camera will soon pan to the car
in the distance again. Follow the path up to the possessed gate and destroy it,
then walk through.

When you walk a little down the path, a huge light will shine on the right
(Just like the voice and light from the very beginning of the game). It will
leave you a Manuscript Page (67/106) in its place, as well as 3 flares just
past it. You'll notice several glowing items on the ground ahead. Those are
bear traps, so stay away from them. Just follow the path to the Safe Haven
ahead and avoid the traps, and you'll reach a checkpoint. The safe haven will
go out, but just restart the generator and it'll turn back on. Pick up the
Manuscript Page (68/106) just before the generator, then pick up the shotgun 
under the light and pick up the shotgun ammo from the small building to the 
left. If you walk around the building, you can walk up a small set of stairs 
and pick up a Thermos (60/100) from the window at the top, but beware of the
bear trap in the middle and the Taken that attacks. Move back to the safe haven
and follow the path. Follow the path past several bear traps, and you'll
eventually be attacked by several Taken. You can fight them, or run forward for
the next Safe Haven. If you decide to run, be careful of a few more Taken that
attack on the way, including one heavy one that attacks right before you reach
the light. When you reach the light, you'll trigger a checkpoint.

Walk inside the Anderson farm, and quickly collect the supplies in the left and
right rooms, including a Thermos (61/106) in the kitchen on the back counter,
then run upstairs to investigate the screams. Push open the door
at the top and you'll find Walter, the drunk that was in jail in Episode 2. 
After the quick scene with Walter, run across the hall to the other room and
a TV (10/14) will automatically turn on. When it is over, go back downstairs
and be ready to kill a heavy Taken that comes in through the left room. Meet 
Danny. Kill him, and go through the broken window he busted. Move left and up
to the back porch, then pick up the Manuscript Page (69/106) in the middle
of the porch. Go back to the window and enter the basement to the right. In
the back of the basement is a Chest (16/30) by the hanging deer. Exit the 
basement and get inside the blue pick-up truck. 

Drive a few feet down the road and you'll see a tractor on the right with a
Thermos (62/100) sitting in front of it. Get out and pick it up, then get back
in the truck and follow the road. You'll eventually reach a small cabin
on the left just before a hill. Get out and enter the cabin, and pick up the
various supplies and open the Chest (17/30) in here. Leave and get back in the
car, then follow the path uphill until you reach a car and a set of stairs on
the right. Head up the stairs and enter the lookout tower. Listen to the Radio 
(10/11) in here, but don't switch the shotgun for the rifle yet. Head back down
the stairs and you'll be ambushed by several Taken. Unload a few shotgun
rounds in them, and when they are dead, go back and switch to the rifle. Head
back down to the car.

Drive back the way you came, and you'll eventually see the faint path on the
left. If you drive a few feet down that path, you'll see a tractor on the
right with a Thermos (63/100) next to it. Pick it up, get back in the car, and
run down the few Taken that attack. When they are dead, continue to follow the
dirt road until you see an explosion ahead of you (Make a right at the fork
or else you'll go back up to the lookout tower). Just after this explosion,
many Taken attack from the right so run all of them over because you'll have
to exit the car to get to the farm. It will save you the trouble of using ammo
and dealing with them on foot. Drive to the end of the road with the car 
blocking it, and be ready to kill a big possessed crane that attacks when you 
walk up the road. Destroy it, and be careful of the two Taken that attack from
behind during the fight. Once its gone, move forward into the Safe Haven, then
jump down through the broken fence on the left.

If you continue straight, across the field (The windmill should be on your 
left), you'll reach a small unlit cabin behind some fencing. Enter the cabin
and open the Chest (18/30) in the back. Be prepared to kill 2 Taken, 1 normal
and one heavy, when you exit the cabin. If you are playing on Nightmare, there
is a small outhouse just beyond the cabin with a NM Manuscript Page (1/1) 
inside it. Take care of the Taken, then move into the center of the field and
pick up the Thermos (64/106) sitting on the bleachers (Alan will point out the
stage when you near it).Just follow the path until you reach the bleachers, 
pick it up, then head towards the house to trigger a cutscene.

After the quick cutscene, you'll have to defend the house as many Taken attack
from the field. Fend them off until Barry sets off more fireworks. There are
batteries and a heavy duty lantern right in front of where you start, as well 
as several flash grenades in front of the steps. Stay under the lights so
you're protected during the fight, and just defend yourself and Barry. You
may also receive the "Collateral Carnage" achievement during this fight if you
lure enough into the light. You should definitely use the flashbangs and flares
here, not only for defense, but for the achievements "Thunder and Lightning"
and "Child of the Elder God". At the end of the battle, you'll see an
explosion in the distance, and the fight will be over. Collect all the supplies
from the stage, including the two red boxes. Before following Barry, go behind
the stage (Stage-right) and pick up the Manuscript Page (70/106) on the wall
underneath the stage. Also, if you didn't already pick it up, there is a 
Thermos (65/100) on the railing near where Barry was when you started the
stage defense. 

*Go to the Anderson house*- Wake and Barry are making their way through the '
Anderson Farm's outbuildings in order to reach the farmhouse and the secret 
message that awaits them. 

Follow Barry to the Anderson farm, and they'll eventually stop in front of the
barn. Before engaging the barn, face the northeast corner and you should see
a small building in the distance. Right in front of the building is the corner
of the fence and a Manuscript Page (71/106) in a small cart. Head back to the
barn and climb up the ladder on its right side. Jump across the roof and around
the corner to the green blinking circuit breaker. This will move the object
out of the way of the door. Gotta love Barry's rants too. Head back down and
enter the barn, where a checkpoint will trigger.

There is the final TV (12/14) of the episode on a stand to the right, as well
as supplies underneath it. In the back right corner is also a Thermos (66/100).
There is also more supplies on the left side, as well as a Manuscript Page
(72/106). Run all the way around the other side of the second floor to get
your last Sign (14/25) of the episode, on the back column. Use the circuit
breaker not far from the poster to ram the boat into the wall. When you try to
go back downstairs, you'll be attacked by several Taken from the left and 
right. Kill them, then head downstairs and kill the Taken that attack from
outside the barn door. When they are dead, head outside, and move past the
electrical wires, then shoot the last Can Pyramid (8/12) on the circular thing 
leaning against the wall on the left. When you try to head left to follow
Barry, more Taken will ambush you. Kill them, then destroy the possessed car
blocking your way. When everything is dead, circle around the silo to the left
and you'll reach a Safe Haven and Barry, as well as a checkpoint. 

Walk inside the shack with Barry and he'll talk about the moonshine distillery.
Kick the door to the right down and walk upstairs. Pick up the two ammos on 
this fllor, then be ready for an attack as soon as you walk up the third
floor. Kill him, then pick up the Thermos (67/100) on the shelf behind him. 
Walk upstairs to the next floor and climb the ladder across the room, then 
listen to the last Radio (11/11) of the game. You'll get the achievement
"KBF-FM" if you managed to collect all of them. Listen to the radio, then
head upstairs. Start up the generator up here and the silo door will open for
Barry. Use the lift to the right, then kick the door open when it stops. 
Resupply at the red box ahead on the left. See that big harvester in here? 
Guess what....this Episode isn't over yet. Walk outside via the small opening
in the shed door in front of the machine, then immediately be ready to gun it
because the machine will come to life and attempt to immediately run you over.
As soon as you can, run away from the debris and the machine when it bursts
through the door, and begin blasting it with light. There is a red box next to
where the harvester came from, so if you are running low on ammo, 
quickly restock. Many Taken will also attack during the fight, so watch your
back. If you immediately shine and blast the light at the harvester as soon
as it emerges, it shouldn't even have a chance to come at you before it is
destroyed (Depending on which difficulty you are playing on). Once it is dead,
restock at the red box if needed and head over to where the final heavy Taken
came from. Climb up the ladder, drop down off the building, walk forward into
the next building and pick up the silo keys from the box on the wall inside. 
Leave the room, and walk right to the corner and use the keys to open the silo
door.

Follow Barry to the gate and help him push it open, then just run to the
Anderson house ahead after another gate pushing session with Barry. Walk
inside, enter the room on the immediate right and pick up the Thermos (68/100)
inside the room. Walk through the doorway behind the stairs, turn right and
go into the kitchen and grab the last Thermos (69/100) on the kitchen counter.
Go back and walk upstairs and pick up the last Manuscript Page (73/106) on the
hallway floor. Enter the bedroom across from the page and use the circuit 
breaker in the small closet in here. Head downstairs and into the living room
(Across from the kitchen), and the episode will end with a cutscene. You'll 
have to do one more thing before the chapter ends, but I won't give it away.
Just follow the instructions and replay the scene. Once the end part is over,
you'll receive the achievement "Perchance to Dream." 










///////////////////////////////////////////////////////////
***********************************************************
.___            .     ._,   .___..        __ .    .        
[__ ._ * __ _  _| _   |_      |  |_  _   /  `|* _.;_/ _ ._.
[___[_)|_) (_)(_](/,  ._)     |  [ )(/,  \__.||(_.| \(/,[  
    |  
***********************************************************
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

+-----------------------------------------------------------------+
\			    *Collectibles*		          /
\ 							          /
\ Coffee Thermoses: 1.___ 4.___ 7.___ 10.___ 13.___ 16.___ 19.___ /
\		    2.___ 5.___ 8.___ 11.___ 14.___ 17.___ 20.___ /
\		    3.___ 6.___ 9.___ 12.___ 15.___ 18.___        /
\							          /
\ Manuscripts: 1.___ 4.___ 7.___ 10.___ NM1.___                   /
\	       2.___ 5.___ 8.___ 11.___ NM2.___                   /
\	       3.___ 6.___ 9.___ 12.___ NM3.___                   /
\							          /
\ Signs: 1.___ 4.___ 7.___ 			                  /
\	 2.___ 5.___ 					          /
\	 3.___ 6.___					          /
\							          /
\ Chests: 1.___ 4.___ 7.___				          /
\	  2.___ 5.___					          /
\	  3.___	6.___					          /
\							          /
\ TVs: 1.___						          /
\	 2.___						          /
\							          /
\ Radios: 1.___						          /
\	  2.___						          /
\							          /
\ Can Pyramids: 1.___					          /
\		2.___					          /
+-----------------------------------------------------------------+


*---------------------------*
-Night Falls in Bright Falls-
*---------------------------*


When the Episode begins, you'll be in jail after good old Nightingale arrested
you at the Anderson's house. After you gain control of Wake (And Nightingale
meets the end we all wished for), pick up the two Manuscript Pages (74/106)
(75/106) on the floor where Nightingale was. Follow Sarah to the hallway and
pick up the Thermos (70/100) in the reception area on the right. Follow Sarah
to the circuit breaker and she'll turn the lights back on. Enter her office and
pick up your things on her desk, then follow her back to the reception desk.
She'll instruct Barry to call a number of people, then she'll head out back.
Pick up the flare in the room next to the cell entrance, then follow her out
back to the Safe Haven to trigger a checkpoint.

Move to the back lot where you found Alice's license in Episode 2 and destroy
the dark pile next to the ladder on the right. Pick up the batteries in the 
truck, then use the ladder controls to lower it, then climb up. Destroy the
dark piles up here, pick up the flares on the other side of the roof, then 
climb the ladder on the silo. Just so you know, there
is an achievement associated with this area. If you can make it to the chopper
without dying or restarting the game, you'll receive the achievement "An 
Idyllic Small TOwn" for doing so. Destroy the piles on the next rooftop and be
ready to fight birds. Watch your back so they don't surprise you. When they
are gone, move up the wooden plank on the far left and carefully follow the
planks across the scaffolding (Remember if you fall, you die, and you don't get
the achievement). Use the lift controls at the end to lower it, then head left
and open the red box on the building wall to the left. Walk to the right and
destroy the pile on the gate controls door, then bypass the controls. When 
Sarah meets you, follow her and be ready to destroy a possessed car ahead that
attacks (The one blocking your path on the road) as well as several Taken.
Sarah will help you defeat them, but be careful if you want the achievement.
When they are dead, pass through the opening and more Taken will attack from
the left. They'll also push the deef float at you down the road, so watch it.
Kill them, then face the right side of the street. There is a small open 
building on the other side of the street near the water. It has a yellow 
graffiti arrow on it. There is also a Thermos (71/100) right next to the first
arrow on the ticket booth. Follow the street to the gate, then hang a left
around the gate to find the Chest (19/30) in the corner against the gate. 
Head back down the street. Directly to the right of Sarah is a "Fresh 
Seafood" building on the wharf. Head through the gate to the end and you'll see
an arrow on the crate at the end. Head left and be ready to kill the four
Taken that attack. Sarah will eventually come help, but don't count on her to
come in time. When they are dead, follow the stairs up to the left and open the
Chest (20/30) at the top. Head back down and back to the street, then follow 
the street to the lit-up "Oh Deer" diner. Just before the diner is a back alley
next to it on the left. At the end are some supplies next to a dumpster, but
you'll be attacked by two Taken from the other side of the fence. Pick them up
if you want, then enter the diner. Remember when I told you about the
achievement regarding the jukebox in here? If you play the song on the jukebox
again (Don't do it yet), you'll receive the "Drink 'Em Both Up" achievment.
Before turning it on, pick up the supplies on the center counter as well as the
Thermos (72/100) behind the center counter. Also, pick up the heavy duty
flashlight on the counter. Turn on the jukebox after you've collected 
everything, then head back into the bathroom area and pick up the Manuscript
Page (76/106) on the back wall. Exit the diner when you have collected
everything.

Follow Sarah across the street and through the gate. Be ready to kill the Taken
that attacks around the left corner at the end after the gate. Kill him then
pick up the ammo on the table ahead. Round the next corner and be ready to kill
the four Taken, including one heavy one, that attack around the port-o-potties.
Kill them, then resupply at the red box ahead next to the gate controls on the
left. Use the controls to turn on a Safe Haven, and a checkpoint, directly
above you.

Move through the gate and follow Sarah down the road. After the car alarm goes
off, she'll say "Wait, there's light!" but don't follow her. Instead, continue
down the street to the very end and pick up the Thermos (73/100) and supplies
next to the port-o-potty. Go back and find Sarah next the wooden gate on the
right (If you are turned around on the way back). When she says "Watch my back"
that should be your cue that there's going to be an ambush. There is a red box
behind you on the pole if you need to restock before the fight. Sarah will
actually stop and help you during the fight, o it shouldn't be too hard. After
you kill several of the Taken, a chainsaw Taken will attack, as well as three 
more Taken. Use flares if you get overwhelmed. When they are all dead, head 
back to the gate, go through, and make an immediate left and pick up the 
Thermos (74/100) on the picnic table under the tent. There are also 3 flares in
the tent on the right. 

Head inside the house and go around the stairs. Pick up the Manuscript Page 
(77/106) on the podium stage. Enter the conference room ahead, then make a 
right through the door and be ready to kill the heavy Taken that bursts through
the next door. Do not enter the room to the left with the blinking light or a 
cutscene will trigger. Instead, head into the room where the Taken came from 
and switch out your guns for the hunting rifle or keep your pump-action shotgun
if you want. In the small room to the right in here is also a Thermos (75/100).
In the small room across from the blinking room is a flare, on the desk. 

Head back and go up the stairs near the beginning. At the top of the stairs, 
against the wall, is a TV (12/14). To the left of the tv is a door. There is
a Chest (21/30) through the door at the end of the room, but be careful because
a Taken will drop down from the ceiling in front of the chest. Head back down 
to the blinking room and pick up all the supplies in here before picking up the
helicopter key, including a heavy-duty lantern. Pick up the key once you 
collect everything else, then leave the room to trigger a cutscene.

When the cutscene ends, follow Sarah into the park and read the minuteman
statue right as you enter. This is a Sign (15/25). Follow Sarah up the stairs
and be ready to kill 4 Taken that attack. Kill them, then follow her to the
left and into the Safe Haven to trigger a checkpoint. Head forward, and a man
will cal out from a window above. Head forward into the bookstore after Sarah
unlocks the door and pick up the Thermos (76/100) in the store window. Head 
over to the small table on the right and read the Sign (16/25) over the desk.
Pick up the Manuscript Page (78/106) on the desk near Sarah, then walk outside.

To the left is a small shed with a Chest (22/30) inside, then go back and 
follow Sarah into the park. To the right is a playground with a Thermos 
(77/100) in the sandbox. Follow Sarah to the church and read the Sign (17/25)
in front of the church. Turn right and walk down to the end of the street. 
There is a yellow van with a Manuscript Page (79/106) inside it. There is also
a red box across from the church on a pole and many supplies next to the truck
by the sign. Hmmmm, lots of supplies...usually means an ambush. Walk up to the
church door and the ambush will trigger. A few of the Taken that attack in the
second wave are fast, so be careful. This is definitely the place where you can
die and lose the achievement, so use Sarah for help and don't be cheap with
flash bangs and flares. When they are dead, head inside the church.

Pick up the Manuscript Page (80/106) on the pulpit inside the church, then
follow Sarah to the back room. Restock in the red box in here, then head down
into the basement. In the basement, two heavy Taken will attack from the right. 
In the back left corner is a Thermos (78/100) behind the racks. Find the stairs
in the far right corner, then kick down the door at the top. As soon as you
kick down the door, a heavy Taken will attack from outside. DOn't worry though,
Barry will blast him before he can hit you. Follow Sarah to the stairs,
stopping to resupply at the box next to the stairs, then follow her up until 
you reach a small look-out point on the right with a Manuscript Page (81/106).
Follow the dirt path up to the road and you'll reach a checkpoint.

To the right is a van with flashbangs inside. Two Taken will attack when you
near it, so be careful. If you follow the road left, a chainsaw Taken will
cut down the telephone pole ahead and attack, along with several other Taken.
Kill them, then follow the road and you'll reach the copter. To the left of
the copter are supplies and a Thermos (79/100) on the wooden gate in the 
left corner. After a couple minutes, the chopper will be prepped, but you'll
be trapped in the lot by the darkness. There are a ton of supplies scattered
around the area, including a rec box near the thermos and some on the ground
near the truck in the center. There are also a bunch of white-striped cans you
can blow up. There are  also 2 worklights on the left and right if you need
help, but there is PLENTY of ammo in the area, so this should be an easy 
battle. I would recommend staying on the chopper platform so you have a good
view of all the Taken, and so you can immediately run into the chopper when
Sarah says its ready. When you board the chopper, you'll receive the
achievement (If you didn't die or restart). 


*--------------------------*
-Bright Falls Light & Power-
*--------------------------*


After the cutscene, you'll be stuck alone in the trasnformer yard. Be ready to
kill the birds that attack. Immediately to the right of where you land is a
Thermos (80/100) on a small concrete road block next to the fence. In the small
security office on the left, there are a bunch of supplies. Stock up, then
look at the center of the yard and you'll see a collapsed cargo door attached 
to a metal chain. Shoot the board attached to the metal chain to release the
door. As soon as you do this, several Taken will attack from behind. A Safe
Haven will also activate when you open the door, so run underneath and defend
yourself from there. When they are dead, enter the door.

Move inside and collect the ton of supplies scattered in the immediate area,
including a shotgun. Climb the stack of crates and boxes on the left, then drop
down and turn on the radio ahead (There are no radios left to collect, so this
is not a collectible and can be skipped if you want). Many Taken will attack in
this area, including 4 heavy ones. Use flares is you get cornered because it
is very easy to die in this section. When they are dead, pick up the Thermos 
(81/100) in the back of the pile of pipes in the back of the room. Its inside
one of the bottom ones. There are also some supplies on nearby shelves. Exit
the room via the broken wall in the back right corner and head forward to the
Safe Haven and a checkpoint.

Make sure you have collected everything you want, then follow the path forward
and drop down into the transformer yard. Immediately head left, move all the
way to the end, and open the Chest (23/30) in the back right corner. Go back
and go right, then use the gate controls to open the gate. Be ready to kill
the heavy Taken that attacks on the left, just past the gate. Kill him, then
head right walk down the stairs ahead. Use the controls to the left of the box
to activate a Safe Haven and a checkpoint. 

Pick up the ammo underneath the light, then move up the stairs ahead. Be ready
to kill the 3 Taken that attack in this area. Kill them, then move through the
small gate on the left and kill the Taken that immediately attacks from the
left. Kill him, then move around and the corner and make a left ahead and pick
up the Manuscript Page (82/106) on the ground in front of the wires. Turn 
around and head forward. Restock at the red box ahead on the left pole. Head
right at the red box, then left, then up the stairs on the right. You'll be
attacked by Taken in this area, so just push them into the wires with your
light in order to save ammo. Kill them, then head down the steps ahead and
immediately turn right and pick up the Thermos (82/100). Move around the
left and walk up to the lift. Use the controls to lower it, then get on and use
the controls to send it up. When you reach the top, pick up the Manuscript Page
(83/106) on the red chair (This is somewhere around the 8th time this chair has
appeared in the game). Head left and drop down, then walk into the Safe Haven
ahead.

Walk to the road ahead and read the Sign (18/25) on the right. It is a road
sign, right in front of the tree. Walk across the street and pick up the 
Thermos (83/100) on the ground to the right of the building. Move around the
back of the building and be ready to kill the Taken that bursts from the back
door. Kill him and walk inside the building. Pick up all the supplies in here,
then use the controls to swivel the bridge towards you so you can cross. If you
are playing on Nightmare, there is a NMManuscript Page (1/3) outside on the
road to the left, where the school bus and smoking car are. It is on the road.

Walk outside and wait for the bridge to meet the road, then cross and be ready
to kill the birds that attack. The bridge will keep turning, so you'll have to
fend them off until it meets the road again. When they stop attacking and the
bridge meets the other side, run across and enter the bridge control room to
the immediate left. Pick up the Thermos (84/100) on the couch inside and pick
up the supplies. There is also a TV (13/14) on the desk. Watch it, then 
leave. Go down the street and the chopper will reappear. Follow its light down
the dirt path and you'll eventually be ambushed by several Taken. Use the 
choppders light for cover and defend yourself. After this fight, follow the
chopper and the birds will return, along with a few Taken. Gun it for the Safe
Haven ahead so you save ammo. 

Move to the direct right of the safe haven and walk all the way to the water's
edge. There will be a Chest (24/30) against the building wall on the left. Go
back to the safe haven and go down the path behind it. Follow it behind the
building and be ready for Taken to attack. Kill them, then follow the path
forward and drop down to the yard below.

Walk forward and pick up the Thermos (85/100) against the fence, next to the 
small building on the left. There is also a Sign (19/25) right next to the
warehouse doors. Enter the warehouse.

After the short cutscene, stock up on the copious amounts of supplies scattered
on the shelves and in the small room on the left. Pick up the heavy-duty
flashlight off near the fence ahead too. There is also a Thermos (86/100)
in the right corner of the left room. Note the red chair in her room. She'll
eventually re-open the doors for you, and you'll have to go outside and head
through the gate on the right (It will open when you near it). If you are
playing on Nightmare, there is a NMManuscript Page (2/3) around the fence.
You'll have to wrap around the left side and go all the way to the end to pick
it up. It is on a rock. Watch the Taken that may attack. Head forward,
then right, and kill the three Taken that attack. Kill them, then follow the 
path forward to the next Safe Haven. 

Just past the safe haven is the kill switch for the transformer yard. Head
forward and read the Sign (20/25) next to the glowing green switches. In order
to cross the gap, simply press the middle switch first, then press the right
switch to make all 3 platforms join. Cross the platforms to the end, and
shoot the Can Pyramid (10/12) to the right of the kill-switch. Pick up the
supples on the crate next to the switch, then use the controls. The power to
the transformer yard will go dead, earning you the "Gatekeeper" achievement.
You'll now have to go back to the beginning, but the platforms are 
malfunctioning due to the power outage. They'll move as you try to jump across
them, so time your jumps to get across. On your way back, once you reach the
section with the L pipes that cross above you, you'll be attacked by 3 heavy
Taken from the left behind one of the pipes. Kill them, then destroy the
possessed gate ahead. 

Continue through the gate, and a chainsaw Taken will attack around the
transformers, as well as several other Taken. Kill them, then head up to the
gate and use the controls to open it, then head back into the warehouse. Follow
Cynthia to the back of the generator room and pick up the supplies off the 
table in the back of upper part. Continue to follow her as she explains herself
and past events. When you reach the bottom with the wheel, a cutscene will
trigger. When you regain control, you'll be outside.

Run forward and pick up the Manuscript Page (84/106) near the tree ahead. 
follow the path to the right and you'll be attacked by birds after moving
underneath the large arch rock. There is a Safe Haven just down the path, so
gun it to save ammo and just keep the flashlight on them every so often. There
is also a red box next to the light.

Continue down the path. More birds will attack when you reach the wooden
fence to your right. Take care of them, then head across the fallen debris 
ahead (Not the large fallen tree leading to the other side of the cliff. This 
tree will have a NMManuscript Page (3/3 on it though). Follow the cliff's edge
(More birds will probably attack) until you reach the chopper crash site. 
FOllow the path forward until you see a flare, where Barry and Sarah will be
defending themselves. Run to them to help take care of the army of Taken that
are about to attack. You may get the "What Light Through Yonder Window" if
you use your flare gun (You have to defeat 50 Taken with the flare gun, so you
would have had to have used the flare gun prior to this) as well as the "If It
Flies, It Burns" for killing 1,000 birds. Kill the Taken, then head behind the
cabin near Barry and Sarah. Follow the yellow graffiti on the rocks to a 
small hill with a Chest (25/30) at the end. Continue around the other side and
follow Barry and Sarah. Follow them up to the next Safe Haven, which also has
a red box under it.

Continue to follow them until Sarah points out an elevator at the top of the
hill. Soon after, several Taken will attack in the clearing. A couple of the
Taken are fast, which both Sarah and Barry will point out. Destroy them, then
continue to follow them to the next Safe Haven. 

Move past the safe haven and pick up the Thermos (87/100) inside the large
concrete pipe ahead, at the end. Restock at the red box near the elevator
controls, then call the elevator and be ready to defend yourselves while you
wait for it to come down. As soon as the elevator opens up, run inside and use
the controls in the back of it to close it and go up.

Exit the elevator, then immediately turn right and go around the elevator
platform and pick up the Thermos (88/100) on the cliff's edge. Follow Barry
and Sarah over to the button, but read the Sign (21/25) right next to it, on
the right, before you push it. Hold the button down so they can get in, but
your path will be blocked when a huge cylinder falls in front of the door. 
Great. It's never easy, is it?

Three possessed wire cylinders will attack from the far left hill ahead. Use 
the
non-possessed cylinders and various trees for cover while you defeat them. When
they are destroyed, go up towards where they came from and hope the fence. Pick
up the last Manuscript Page (85/106) on the rock just beyond the fence. Follow
the path around to the next Safe Haven, then follow the....ha, you didn't
think it would be THAT easy?! Defend yourself against the birds and gun it up
the the dam, where there will be a ladder you can climb. Climb to the top then
head right. Taken will attack from the left, so use the searchlight to "Even
the odds." Take care of the Taken, and eventually the tornado will return to
stop your travel. Immediately gun it across the dam. When the reach the 
blinking light on the left, head down the stairs under it and go to the other
side. The metal floor grating will give out under you here, so watch your
step. Make it to the other side and cross over again, then head back up (Watch
the falling ojects). There will be a small building on the right at the top.
Enter it, go downstairs, and pick up the Thermos (89/100) on the shelf at the
bottom. Exit, where once again the metal floor will give out. Hop across the
path, make a left when possible (Watch the car that falls when you do this), 
and run upstairs. Barry and Sarah will call for you, but watch the falling
objects as you run for them. Follow them into the room and you'll be safe.
Examine the safe ahead, and a cutscene will begin. Episode 5 is over. 










////////////////////////////////////////////////////////
********************************************************
.___            .     ._,   .__              ,          
[__ ._ * __ _  _| _   (_    |  \ _ ._  _.._.-+-. .._. _ 
[___[_)|_) (_)(_](/,  (_)   |__/(/,[_)(_][   | (_|[  (/,
    |                              |                 
********************************************************
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

+--------------------------------------------+
\	        *Collectibles*               /
\		   		             /
\ Coffee Thermoses: 1.___ 4.___ 7.___ 10.___ /
\		    2.___ 5.___ 8.___ 11.___ /
\		    3.___ 6.___ 9.___        /
\                                            /
\ Manuscripts: 1.___ 4.___ NM1.___ NM4.___   /
\	       2.___ 5.___ NM2.___           /
\	       3.___ 6.___ NM3.___           /
\                                            /
\ Signs: 1.___ 4.___                         /
\        2.___                               /
\	 3.___                               /
\                                            /
\ Chests: 1.___ 4.___                        /
\	  2.___ 5.___                        /
\	  3.___                              /
\                                            /
\ TVs: 1.___                                 /
\	                                     /
\                                            /
\ Can Pyramids: 1.___                        /
\		2.___                        /
\                                            /
+--------------------------------------------+


*-------------------------*
-The Road to Cauldron Lake-
*-------------------------*


Walk into the bathroom and take the painkillers from the medicine cabinet and
take the sunglasses from the night stand. Walk out into the hallway and listen
to the message on the answering machine. Go to the living room and watch the
last TV (14/14) show. You'll receive the "Couch Potato" achievement if you
managed to watch all 14 tvs. After the show is over, Alice will walk in, and
a cutscene will trigger.

After the long cutscene, pick up the Thermos (90/100) on the picnic table
behind you. Get in the car and drive down the road to the small trailer park
on the right. Read the Sign (22/25) next to the silver trailer here, then get
back in the car and follow the road to the big KBF-FM sign on the left. Hang a
left here and go into the small area, then follow the dirt road all the way 
down to the end. There is a Chest (26/30) in the small dark cabin at the bottom
of the hill. Get back in the car and drive back to the road.

Drive down the road and hang a left just before the tunnel. There is a small
cabin here with a Thermos (91/100) in the shadow on its left. Enjoy the
daylight, because it will be gone in a few moments. Get back in the car and
drive into the tunnel. You'll have to get out at the roadblock. When you try to
pass the roadblock, you'll black out, and it will be nighttime again. Ugh.

Before you begin, just be aware that there is an achievement associated with
this part of the episode. If you can make it to Cauldron Lake without firing
a gun or flaregun, you'll get the achievement "Gunless Wonder." You can use
flares and flash bang grenades, but nothing that fires projectiles. If you
need any achievements associated with killing Taken with a shotgun, hunting
rifle, or revolver, I would suggest completing those first, then coming back
and replaying this part of the episode. The achievement will trigger once you
reach a cutscene where a projectile will need to be fired.

As soon as you come to, three Taken will attack. Kill them in whatever fashion
you want, then head forward to the Safe Haven and pick up the Manuscript Page
(86/106) on the ground about halfway to it. The safe haven will go out before
you reach it, but you can get in the car that was underneath it. Drive all the
way down the road (Just plow through the three Taken and one heavy Taken that
attacks) until you reach the Majestic Hotel on the hill to the left. 

Enter the lit lobby area and read the black Sign (23/25) on the right wall. In
the reception area is a shotgun and some ammo too. If you are playing on
Nightmare, there is a NMManuscript Page (1/4) on the sofa in the reception 
area. In the bathroom in the lobby area is a Thermos (92/100) right next to the
toilet. Exit through the back door and enter the first motel room on the right. 
This was Agent Nightingale's room. Examine the coat and collect the supplies,
then leave. Two Taken will attack as soon as you leave. Kill them, then go to 
the two cars directly across from the room. To the right, on the stone wall,
is a Can Pyramid (11/12). Get back in the car and drive over the ramp on the
right. 

Drive down the road towards the Safe Haven on the left, and a possessed tractor
will hurl itself at you. Three Taken will also attack. Just drive into the
safe haven and ignore them for the sake of saving ammo, or just blast them
with your car lights. Get out of the car at the haven and move forward across
the bridge. Pick up the flare near the open trunk of the car, then be ready
to defend against a few possessed objects. When you try to move towards the
blinking light, the floor and various possessed objects will attack again. Jump
over onto the moved floor, across the gap, and even more objects will attack.
I would suggest using flashbangs if you want the achievement just to save ammo 
and health. You will deal with four more of these attacks before reaching the
end, where you'll encounter a possessed digging machine. Its not difficult to
defeat, just dodge its attacks and blast it with light until it dies. Head
forward into the Safe Haven and get in the car.

Drive down the road and kill the 3 Taken you encounter. Kill them, and you'll
face a possessed monster truck from the left in the field. Destroy it, then
look past the barn that it lit up on the inside (There is a fire in front of
it, it is the barn on the left). Just past this barn on the right is a small
shack in the back with a Thermos (93/100) on its stairs. If you just so happen
to lose your car like I did, then there is a spare car in the brightly lit
shed, as well as a Safe Haven. If you're playing on Nightmare, there is a
NMManuscript Page (2/4) in the top part of this barn.

Drive down the road leading out from this barn and follow the road up. Another
Safe Haven can be seen in the distance, but the road will begin to crumble and
a schoolbus will be hurled at you just before reaching the light. Be sure to
dodge it or you'll have to reach the safe haven on foot. When you reach the
safe haven, collect the supplies next to the truck under the light. 

Pass the roadblock and destroy the dark piles ahead. Head towards the tunnel
ahead and 4 Taken will attack from behind and in front. Use the red canisters
in the tunnel to save ammo, or if you want the achievement. Battle through
three or four waves as you progress in the tunnel, and you'll reach a Safe
Haven. Just before the safe haven is a Manuscript Page (87/106). Get in the
car under the light. 

Drive down the road and stop in the "Larsens" field on the left. Right under
the big sign is a Sign (24/25) on the fence. Drive down the road (Not the dirt
road leading uphill in Larsens) and there will be a Manuscript Page (88/106)
at the end on the ground. You'll have to drive between the fence and the big
Larsens sign to get past the roadblock. Head back to Larsens and go up the
dirt road to the right of the sign and drive to the Safe Haven.

To the left of the safe haven, all the way in the back in a shed, is a Chest
(27/30). As soon as you open it, two Taken will attack. Kill them and head back
to the safe haven. On the building the safe haven connected to it a small
open door on the right. On the left door is your last Sign (25/25) of the game.
If you have collected all the signs, you'll receive the "Bright Falls 
Aficionado" achievement. Head inside the building and go left, and be ready to
kill the two Taken that attack. There is also a Thermos (94/100) on the shelf
in here. Head upstairs and kill the two more Taken that attack up here. There
are also flashbangs and a flare gun up here. Use the controls in the corner of
the room to open the gate outside. There is also a NM Manuscript Page (3/4) on
the yellow chair in this office. If you walk out onto the balcony, your last
Can Pyramid (12/12) is on the railing. 

Go back to your car and drive up the road, but don't drive over the ramp when
you reach it. Instead, get out and pick up the Thermos (95/100) to the right
on the stack of crates. Drive over the ramp, then drive over the next ramp
and up to the Safe Haven behind the large crates on the left. Pick up the
Manuscript Page (89/106) on the controls right next to the haven. Climb up the
ladder and start the generator.

Just be warned that you'll be attacked by a possessed bulldozer when you reach
the large field with the other switch. You'll also be attacked by a couple 
Taken. Get to the switch as fast as possible, and as soon at the crate lifts
out of the way, run under it to the Safe Haven. 

There is another car under the haven, so get in and follow the road up to the
next Safe Haven. To the left of the haven is a small shed with a Chest (28/20)
inside. Head right into the abandoned barn and up the stairs. Drop down through
the hole in the floor, then push the mine cart out of the way of the opening in
the wall. Drop down and follow left to the car with the worklights next to it.
COllect the supplies next to the truck, and move forward. You'll have a quick
flash before the water tower is blown up next to you. The tornado will appear,
along with many Taken including chainsaw Taken. This part is really hard if you
are trying to get the achievement. Just use flashbangs and the spotlight at the
end of the field to take them out, but the chainsaw Taken tend to come from the
left and right, making it hard to turn the light on them. There is also a
Thermos (96/100) in the second or thid building on the right in the field.

The best way to succeed in getting the achievement is to leave one Taken alive,
then fend it off with flares while you push the second minecart behind the
spotlight. Quickly grab the Manuscript Page (90/106) on the oven in the back
of this room, then use anotehr flare to keep the Taken back while you push
the third minecart on the left. Immediately run to the right and into the
Safe Haven. WHEW! The reason why I had the one Taken stay alive was so you
didn't have waves of chainsaw Taken come after you. 

Run past the safe haven and past the focus point to Mirror Point. On the right
is a small building with a red box and supplies in front of it, at the top. Go
into the minecart below you and release the brake. Birds will attack you on
the miencart, so be ready. When you reach the end, hop out and go to the
Safe Haven. 

If you move past the safe haven and through the open train car, there is a 
Chest (29/30) at the end. Head back to where you exited the minecar and locate
the ladder in the small tunnel. Climb up it and be ready to face a few flocks
of birds. Head right and push the minecart out of the way. Jump over the gap
to the other side and pick up the Thermos (97/100) at the intersection
where you can make another right, then make the right and run up to the Safe
Haven. Many Taken will attack when you near the Safe Haven, and there are
several dark piles, so be careful. Just run to the safe haven inside the shack
to save ammo. Use a flare first to keep them off your back.

Resupply at the red box in here, then exit out the back. There is a bunch of
ammo in the shack on the right. Follow the path all the way down the hill until
a truck is thrown in front of your path. Several Taken will attack here, so
defeat them or run to the generator ahead and use a flare to keep them off you
while you start it up. Stock up with supplies on the ground next to the light
as well.

Make a right past the safe haven and follow until another object drops from 
the sky. More Taken will attack here. Kill them, then follow the path and you
should see an empty train car with a Thermos (98/100) inside it, as well as
another falling object and more Taken just past it. Kill them, then turn left
and follow the light up a hill. About halfway up, a bunch of canisters will
explode just as several Taken attack. Use this opportunity to run up the
hill and start the generator to get a Safe Haven. 

Pick up the supplies near the generator, then follow the path uphill. When you
reach a big hill on the right, a train car will come rolling down the hill.
Dodge it at the right second, then avoid the rest of the falling objects as
you climb the hill. When the HUGE ship drops ahead of you, run up the stairs on
the left and enter the Safe Haven. Avoid the area with the ship or you'll be
ambushed by Taken. 

Head up the stairs and into the building next to the fire, and open your
last Chest (30/30) on the right-hand side of the room. You'll receive the
achievement "Every Nook and Cranny" if you have collected all 30 chests. Head
upstairs, pick up the shotgun, then drop down outside on the other side of the
room. Turn left and you'll see a windmill. Behind the windmill is a Thermos
(99/100). Pick it up, then run back towards the electrical wire and stock up
at the red box to its right. Turn right at the red box and pick up the
supplies next to the generator ahead. Next to the generator is the last 
NMManuscript page (4/4) on the fence. Start up the generator, and be ready
for several Taken to attack. Immediately use a flare to clear your path to
the controls, and use them to signal the lift, Defend yourself until the lift
lowers, then get on and ride it up in the Safe Haven.

When the lift reaches the top, pick up the last Manuscript Page (91/106) right
outside the lift. This will earn you the "Picking Up After Yourself" 
achievement (If you are playing on Nightmare, you'll earn the "Collector's
Edition" achievement as well). Run around the lift and head forward. Your path
will be blocked by many possessed objects, so use the rocks and trees for cover
and destroy them. Three Taken will also attack. Destroy everything, then follow
the tunnel to the light. Rocks and metal bars will be thrown at you in here,
one of which will block your path. Destroy it, then follow to the end and 
you'll finally meet the tornado.

The tornado has collected many possessed items that it will hurl at you, so be
careful when you drop down to fight it. Run towards it, using the rocks and
trees as cover, until you reach a platform that is positioned right over it.
If you managed to not use any projectiles, this is where the achievement
"Gunless Wonder" will trigger. Time to use that flare gun you've been saving :)
Jump down and open the chest right in front of the tornado for some extra
flares. Fire those suckers right into the tornado, avoiding the objects and
birds that come at you. You'll have to jump one more platform and get as close
to it as possible for the flares to be able to reach it. Birds will also
attack when you get this close, as well as various flying objects, so be 
careful. Once the tornado dies, you'll receive the achievement "Tornado 
Wrangler." But don't put down that controller just yet! Watch the cutscene 
first. 

I don't want to give anything away, so I have to be as discreet as possible.
Walk out of the room, then around "it" into the back room, and use the light
to destroy the darkness protecting the thing on the table. Pick it up and watch
another cutscene. 

When you reach the next area, find the word "Thermos" behind the couch and
destroy it. Pick up the last Thermos (100/100) and you'll receive the 
achievement "Hypercaffinated" if you have collected them all. Now, destroy
every word you come across. You can pick up the phones as they ring too. Listen
to the dialogue above you as you destroy everything. When you reach the end,
destroy the last set of words, then enter the cabin and the final cutscene will
begin. Congratulations, you have beaten Alan Wake! Sit back and enjoy the 
finale. I'm sure you'll hate the ending, but in a good way. 





This walkthrough was completed from July 20-27,2010. At the time of its
completion, the new downloadable content was available for Alan Wake. If you 
purchasedthe game, then you'll receive a token card inside the box. This card 
contains a  code that can be used to download the first DLC, "The Signal",
which is the next "season" to the first six episodes of Alan Wake. When you
download it, you'll also receive 10 new achievements associated with the 
episode. I suggest you download it, because it is really good. The second
episode to season two, "The Writer" will be available in the coming months.










////////////////////////////////////////////////////////
********************************************************
.___            .     __,   .___..        __.          .
[__ ._ * __ _  _| _    /      |  |_  _   (__ * _ ._  _.|
[___[_)|_) (_)(_](/,  /       |  [ )(/,  .__)|(_][ )(_]|
    |                                         ._|       
                
********************************************************
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

+---------------------------------+  *This episode is only available as 
\            *Collectibles*       /   downloadable content from the Xbox
\		   		  /   marketplace. If you purchased a copy of
\ Cardboard Standees: 1.___ 4.___ /   Alan Wake, you'll receive a token card
\		      2.___ 5.___ /   with a redeemable code for "The Signal"
\		      3.___ 6.___ /   If you didn't purchase it, then it is
\                                 /   available for 560 Microsoft Points. 
\ Alarm Clocks: 1.___ 4.___ 7.___ /   
\	        2.___ 5.___ 8.___ /
\	        3.___ 6.___       /
\                                 /
+---------------------------------+

*Just a note, this episode reintroduces the concept of the typewriter words.
Just like the last section of Episode 6, you'll have to shine light onto 
various words, which in return will yield ammo, guns, memories, or enemies when
they are destroyed.*



"The Signal" is the first Episode of Season 2 of Alan Wake. New achievements
are available, along with new collectibles, including alarm clocks and
cardboard standees. The episode will, like always, begin with a recap of last
season. When the episode begins, Alan will be back in the Brights Falls diner,
but something doesn't seem right. Follow the familiar path to the back of the
diner. Enter the men's room in the back by pushing open the door. Open the
bathroom doors and Thomas Zane will contact you through the mirror. Pick up
the flashlight when he drops it for you on the sink.

Pick up the gun that he gives you after you pick up the flashlight, then leave
the bathroom when he finishes talking. When you enter the hallway, everything
will change, and the diner will have a few peculiar television sets in it. 
When you attempt to leave the diner, four Taken will attack behind you. One 
heavy Taken will burst through the kitchen door, and three normal will appear 
in the bathroom hall and behind the counter. You obviously know how to deal 
with them, so destroy them. Move into the kitchen where the heavy Taken came
from and pick up the Alarm Clock (1/10) on the counter. Exit the diner by
kicking down the wood boards blocking the doorway in the kitchen on the left.

You'll now be outside, so follow the path ahead until you are attacked by 
three Taken. You can either fight them, or run to the lit house ahead to save
ammo. When you make it to the house, move straight into the back room, turn 
left, and pick up the Manuscript Page on the floor of the living room. A
cutscene will begin. This cutscene, by the way, contains a piece of dialogue
that made me scoff at the game. Listen for it, it is Verizon related.

Head back to the front of the house and destroy the three words "Flashlight"
"Flaregun" and "Recharge", which will drop a heavier flashlight, a flaregun,
and batteries. Go back outside through the front door, and you'll be right
across the street from the diner. Go to the street, and the televisions will
have a nice welcoming message for you. Pass the cars, and four will
attack; one first, then two, then one more. Head down the right street and 
enter the General Store on the left. You'll have to destroy the possessed door
first. When you enter, destroy the word "Tools" and you'll get a shotgun, a
revolver, ammo, and flares. If you turn to the right, five Taken will attack;
2 heavy, and three normal. Use a flare to give you breathing room, then take
them out. Exit through the back door. Immediately turn right, then right again
and read the Cardboard Standee (1/6) of Odin Anderson next to the fence on the
side of the building. These are similar to signs, and all you have to do is
read them in order to collect them. 

Thomas will call you when you go outside. When the call ends, head over the
boxes and crates and drop down on the other side of the fence. When you do,
look to your left and destroy the word "Tools" to get more ammo. Continue left,
and round the left corner when possible. Destroy the word "Flare" for a flare,
then read the Cardboard Standee (2/6) of Sarah Wheeler next to the word.
Destroy the words "Flash" and "Flare" for a flare and flash bang grenade.
Head back on the road, and jump over the gap to the left. The road will 
collapse under you, but you'll have enough time to jump up to the ground.
When you do this, several Taken, including 1 heavy one and 1 fast one, will
attack from the park ahead. Birds will also attack during this battle. When
they are destroyed, head up the stairs on the right and destroy the word 
"Tools" for ammo and flares. Head over to the Safe Haven to the left of the 
word.

Walk to the street, where all the lights will turn on, and Thomas will call you
again. When he hangs up, head to the light in the alley on the left and jump
over the fence to trigger a checkpoint. Walk forward, and five Taken will 
attack from the front and behind. Destroy them, and head up the large set of
stairs to the right. Drop down into the next yard. Head into the open shack on
the left and destroy the words "Flaregun" and 'Recharge" to get a flaregun and
batteries. Exit, and destroy the word "Memory" in the middle of the yard. This
will trigger the memory of Alan and Sarah searching for Barry. Head through the
gate, and a television will turn on on the right. After this, many possessed
objects will attack, so I suggest using a flare or a flaregun to keep them off
you in the close quarters. When everything is destroyed, pick up the Alarm 
Clock (2/10) on the chair next to the fallen trees by the entrance.

Follow the path to the street and try to open the church doors. You'll need a 
key to open them, but not before the entire float with the deer on it attacks 
you first. The deer will split into three pieces, and the truck will split in 
two, so defend yourself against the possessed objects and the word "Key" will be
available to destroy it their place. 

Sarah will appear and unlock the door. Destroy the word "Tools" in the back
right corner of the church to get ammo, then read the Cardboard Standee (3/6)
of Barry Wheeler to the left of the front door. Head through the back left door
and enter the basement by kicking down the wood planks blocking the door. Drop
down the stairs into the crypt. The best way to describe this part is to
basically destroy all the blast furnaces, labeled with the word "Blast" by
shining light on them. There is also an Alarm Clock (3/10) on a chair in the
back right corner, behind the stairs. Wrap around the right to get to it.
While destroying the furnaces, many Taken will attack. Use the furnaces to kill
them and save ammo. Destroy one when a Taken is standing in front of it for an
instant-kill. If you manage to destroy all the blast furnaces, you'll get the
achievement "Words Will Never Harm You." Clear the area of Taken, then head to
the back right center and destroy the word "Climb" on the stairs, which will
create a ladder for you. Climb up, and head outside and pick up the Manuscript
Page on the ground ahead. Destroy the words that appear, including "Friend",
which will earn you the "A Friend In Need" achievement. Follow Barry's "ghost"
to the stairs in the back, the up the stairs. Destroy the word 'Flashlight"
to get a heavyduty flashlight. Kick the wood, then climb up. 

Continue to follow Barry and destroy the words along the way. After you destroy
the first word "Boom" another one will be around the corner, but Taken will
attack here, so destroy it when they are near to quickly kill them. Follow
the path to a big open field a tv will turn on an four invisible Taken will
attack. These are a new type of Taken, and are harder to see than others. 
Listen for their grunts if you can't find them, or just use a flare. Use the
various "Boom" words around the field while you travel to the other side. 
Follow the train tracks, because the field is huge and it is difficult to
describe the path. When you reach an abandoned train car on the tracks, pick up
the Alarm Clock (4/10) at its base. Follow the path to the Safe Haven, and
collect the Alarm Clock (5/10) from the tent with the 3 "Booms" in front of it.
This tent appears before the Safe Haven, to the right. 

Head past the haven and use the spotlight to destroy the three floating words,
which is "Bridge". Go into the fallen train car and drop down through the
hole, then read the Cardboard Standee (4/6) directly to the right.
Move forward and collect the "Tools" and "Flaregun" words as you pass the tv 
ahead. When you move forward, books will slam into the ground in your path, so 
be careful. Cross the bridge ahead, and be ready to defend against bir....er, 
I mean books. When you pass the bridge, be careful with your flashlight, 
because many of these words trigger birds, enemies, or possessed objects. More 
books will also attack in this area in hopes of getting you to shine your light
on the bad words. Your best route in on the right, where there are only a few 
words in your path. I would just gun it to the Safe Haven so the birds don't 
distract you into destroying bad words. Reach the safe haven across the field, 
and a checkpoint will trigger. Follow to the next segment.

When you reach a large field with many, many light poles, you'll have to follow
the blinking light path around to the opposite end of the field. Many Taken
will attack during this part, so you'll have to make it to the lights or use
flares if you can't. Firstly, there is an Alarm Clock (6/10) to the left when
you first start. Hug the left wall and run to the cliff's edge. The clock is
between two pieces of debris. Quickly head back because you don't want to get
cornered. Make it to the end to the Safe Haven. On the right is a
Cardboard Standee (5/6) of Tor Anderson, right after the haven. Climb the
crane and jump over the fence ahead. Just as a note, you there is an 
achievement associated with not using a single car in the Episode, called
"License Revoked." If you choose to do this, be warned that two monster trucks
and several Taken will attack when you try to cross the field ahead. Either 
way, cross the field to the Safe Haven. There is an Alarm Clock (7/10) on the
right side of the field near a building and a word that can be destroyed to
create a car. Pick it up, restock at the nearby words, then use the controls 
to open the door on the opposite side of the field (Great.) 

Several Taken and possessed objects will attack on your way back. There are 3
cars scattered around the field if you need them. Make you way back to the
warehouse and you'll be ambushed by many Taken. Shoot a flare into the
door and blow up the canisters for a quick kill. Head upstairs in the back and
drop down off the balcony at the top. You'll receive the "License Revoked"
achievement if you didn't use any cars at this point.

To the right of the balcony are two words, so destroy them and pick up the
items. Destroy the "Memory" word in the middle of the lake, then turn left
and walk under the building's balcony. You'll be ambushed by many Taken, so
be careful you don't fall into the water. Destroy the "Climb" word on the left
after everyone is dead, climb up, and move right down the dock and pick up the
Alarm Clock (8/10) at the end. Go back and restock at all the words. Move 
around the crate piles and destroy the chainsaw and normal Taken just before 
the right turn to the Safe Haven. Destroy them, pick up the Alarm Clock (9/10) 
by the fence behind the table and chairs, and enter the Safe Haven.

Move past the haven and kick down the door, then navigate around the boxes, 
killing the Taken that attack by shooting the red canisters. Head upstairs
and into the next room. Navigate around the shelves in here, killing more
Taken with the canisters. Exit outside via the back door. To the right, around
the back corner of the building, is the last Cardboard Standee (6/6). You'll
receive the achievement "Cardboard Companions" for finding them all. Push the
wooden board leaning against the middle stack of crates, then head over to
the controls and immediately run over to the board and jump onto the moving
platform. Be careful not to jump into the water. Let the platform take you to
the other side, where you'll be ambushed by two normal and 1 heavy Taken. Use
a flare to push them back so they don't push you off the platform. Climb up the
two ladders on the right, then drop down into the hole in the roof and watch 
the scene.

After it is over, enter the door behind the backdrop, and follow the path into
Alan's study, where the final Alarm Clock (10/10) is waiting. If you
collected all the alarm clocks, you'll receive the achievement "Tick Tock.
Go to the living room, where Thomas is waiting. Watch the scene, then quickly
destroy the moving televisions on the left. Move through the wall and be ready
for a boss fight. If you can manage to finish this last scene in under 1 
minute and 30 seconds, you'll get the achievement "Fast and Furious." Drop
down to the lowered part and be ready to destroy more televisions ahea and the
two Taken that attack from behind. Use flares and flash grenades to quickly 
move through these last parts if you want the achievement. When they are
destroyed, more televisions will appear and several possessed objects will
attack you. Destroy them, then head onto the dock, restock from the supplies
on it, and destroy the huge boat that drops in front of you, as well as the
flying books/birds that attack. Move forward and kill the last lone
television to complete Episode 7. You'll receive the "A Friend Indeed" 
achievement for completing the episode. 










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