Alan Wake 2 is an intricate survival horror title filled with numerous puzzles to unravel, clues to interpret, and hidden treasures to discover. Gamers might occasionally need help while exploring this material due to possible technical challenges. The guides compiled below are specifically designed to help players achieve that goal, enabling them to get the most out of their time spent with Alan Wake 2.
Alan Wake 2: Basics
Difficulty levels: The fundamental distinctions between the various levels of difficulty have been explained.
Mind Place: We describe the purpose of Saga Anderson’s mind and the activities available there.
All weapons: For Alan Wake and Saga Anderson, we have compiled lists of the best weapons currently on the market.
Best weapon upgrades: We’ve put together a list of the greatest updates for you to use in your manuscript fragments.
Writer’s Room: We describe how to get to this location and its useful functions when you play as Alan.
Best Words of Power upgrades: We showcase the most intriguing benefits and extras that Alan’s story unlocks with Words of Power.
Search the Crime Scene
The first thing that players should do in this chapter is return to the location of the crime scene. Use the shortcut from the previous chapter to get there more quickly. There’s no need for players to worry about unlocking the gates again because they remain unlocked. There will be two men at the FBC station on the way down. Players can discover some interesting little backstory information about Saga and her family, even though this doesn’t progress the plot.
When you’re ready, keep going down Casey’s path toward the location of Nightingale’s body. Since players were last there, the crime scene has become a little bit more flooded. Here, they can explore the table and engage in conversation with Casey. Players can also investigate the footprints to the right of the crime scene.
Follow the Trail
The ground bears some strange footprints left by Florence Nightingale. The only thing left to do is follow the trail since there are no other leads. Players can simply use the flashlight to look down and see the footprint trail if they lose it. There will be a brief jump scare when you get to the water, and then you can choose to profile Nightingale. Players should use this opportunity to add any evidence they may have that they haven’t yet posted to the board.
Go back to the water and make your way over to the red box on the phone pole. It will include a Trauma Pad and some ammunition. It is a good idea to use the Trauma Pad immediately after defeating Nightingale, as players will still be suffering some damage from their initial encounter. Turn left at the red box and head down the path that leads to Witch’s Ladle. The player will arrive at the dead end of the previous chapter.
Go to the Witch’s Hut
Head north toward the Witch’s Hut, as indicated by the manuscript page’s not-so-subtle hint. Look for a fuse box on the left side of the Witch’s Hut. The lights cannot yet be turned on because there is no fuse in it. Cross the bridge to the west of Witch’s Hut to locate the fuse.
There will be a broken fuse in one box, but there will also be a nearby box with an intact fuse. Return to the fuse box and place the fuse inside. Entering the Witch’s Hut grants players the ability to perform manual saves and also unlocks a trophy or achievement.
Once you’ve saved, turn around and look for another page on the shelf. Utilizing the page’s hint, head back to the Mind Place. After placing the evidence on the board, profile Florence Nightingale. Saga somehow figures out that Nightingale’s heart is located in the former general store.
Go to the General Store
The crime scene is not far from the general store. It was closed off and unreachable earlier. However, players are now free to enter and the door is wide open. The general store has an attached laundromat, but it isn’t particularly noteworthy. Players will first encounter a Taken (apart from Nightingale) inside the general store. Point the flashlight directly at him, and keep shooting until he falls. Alan Wake 2 Players won’t have to worry too much about ammo because there is only one enemy.
Players can claim several goodies from the room where the Taken appeared. The inventory size is increased by the first item. Secondly, this room also contains a sawed-off shotgun, a manuscript page, and a few other items. Enter the code 739 to get the sawed-off shotgun. When you’re ready to move the plot along, use the flashlight to make this room’s fridge completely dark.
Tips and Tricks
- Saga needs to be informed about all current investigations. Not adding the gathered clues to the case board is the most frequent cause of getting stuck in her chapters.
- To swiftly choose items, use shortcut keys. You have to make it yourself. For instance, being able to quickly access an analgesic or change to a different weapon can save your life.
- It’s not necessary to fight everyone. By avoiding conflict, you can lower your chance of getting hurt and save resources. Enemies can be avoided or fled toward the light.
- You may not have a key, skill, or quest item when you first start the game, so you won’t be able to fully explore every location. But make sure to look at everything so that the area’s map is filled with icons.
Conclusion
Players can expect a deep, challenging, and mysterious survival horror experience in “Alan Wake 2”. By adhering to thorough guides on gameplay mechanics, weapon upgrades, and crucial strategies, players can enhance their experience. By exploring every inch of this fascinating game and making prudent use of available resources, players can find every secret.