EZ Guides
The Horror Collection
Cheats Unlimited
Copyright 2010 ICE Games Ltd
This book is not published, authorised by, endorsed, or associated with in any way with Sony, Microsoft or Nintendo or any of the game developers and publishers. All images, names and game titles are trademarks of their respective companies.
Copyright 2010 ICE Games Ltd
Contents
(Xbox 360)
(Xbox 360/PS3)
(Xbox 360/PS3)
(Xbox360/PS3)
(Xbox 360/PS3)
(Xbox 360/PS3)
Alan Wake
Introduction
Welcome to the world of Alan Wake, a psychological thriller teeming with hidden foes and dark corners. With objectives spread across ruined buildings, huge forests and various other shadowy areas, Alan Wake offers a good challenge. This guide should help you navigate the nastier points in the twisted story and find a good selection of the hidden goodies along the way.
A few ground rules first. Light is your best friend in Alan Wake, make use of every opportunity to use it be it a generator, torches or flares. Your enemies are the taken, humans and inanimate objects wrapped in darkness; youll have to burn the shadows from them with light before you can kill them. Ammo (both for your projectile weapons and your light sources) may seem scarce at times but dont be afraid to use it when you have to. You can only hold forty-two spare rounds for the revolver and twenty batteries for the torch so use rather than waste the relatively common pickups.
Episode One: Nightmare
The Hitchhiker
Your adventure with Alan begins in his mind. Youll play through a nightmare that serves as something of a tutorial for the events of the game. Youll be led through some of the basic controls before your first objective is given- Alan needs to reach the lighthouse. Have a look around before you set out, behind your crashed car youll find some books written by Alan and at the opposite end of the road, near the broken bridge, youll find your first coffee thermos.
Once youve had a look around head off down the hiking trail to the right of the bridge, use your radar to help navigate towards the lighthouse. You wont get far before the hitchhiker that Alan ran down earlier will appear, wrapped in shadows. Hell give chase and for now you have no way to defend yourself so run for it. The islands of light on the path dont last long so keep running; after a short drop youll reach a checkpoint. The tutorial elements will continue, teaching you how to jump and how to dodge- something that comes in handy as the hitchhiker soon strikes again. Follow the instructions and slip by him.
Continue along the path and soon the hitchhiker will make another appearance- you have to flee again this time so sprint across the bridge where a man is calling you. Head straight for the house, unfortunately the man who helped you is somewhat short lived and youll find yourself trapped inside. Dont panic as your health is whittled down, youll be set free just in time. When the door smashes open run into the light.
A voice will begin to guide you at this point, giving you some nifty pointers for survival. Stand under the lamp to heal yourself and then move on. Run down the stairs that the light builds for you and proceed. Its all fairly straightforward at this point. Youll soon be put into another nasty situation though as the hitchhiker will attack again. The voice will continue to guide you and, thanks to a few useful gifts from the light source, you can fight the hitchhiker this time.
Use the torch and revolver as instructed to bring down the taken hitchhiker. Once youve finished him dont forget to grab some ammo before you move forward. Youll be attacked by more taken as you proceed, dispatch them in the same manner and you should have no trouble. When you reach the next safe zone grab the flare ammo from the emergency box (these boxes are bright red and they serve as one of the main providers of goodies through the game).
Head onwards and youll soon be ambushed by three taken hitchhikers. This could be a little challenging if you dont use the flare so fire it at the middle one and admire the fireworks. Further on youll reach a small cliff- kill the taken that emerge (some will come from behind) and head left over the planks of wood, jump down onto the bridge and a small cut scene will begin.
As the cut scene ends its time to run for it. Run across the large bridge and weave around the damaged areas. Vehicles will be slung at the bridge from behind you so youll have to think fast. At the other end of the bridge is the lighthouse and the end of this mission. Before you run for the door into the house dont forget to grab the coffee thermos on the bench outside. Get inside the lighthouse and its time to wake up.
Welcome to Bright Falls
With your entrance to the lighthouse Alice will wake Alan from the nightmare. Youll find yourself on a ferry on the way to Bright Falls, time to relax for a moment. Walk to the front of the ferry and youll meet Pat Maine, the local radio host. Pose for Alice and take in the view as you cruise into the town. After Alan receives a call from Barry (his agent) youll be free to leave the ferry when youre ready.
Alice will drop you off at the Oh Deer Diner to pick up the keys to your holiday lodge from Mr. Stucky. While youre here you can get to know some of the locals. Once youve dealt with Rose and the musicians grab the thermos at the back of the shop and head past Cynthia Weaver into the toilets area. Walk to the mens room and knock on the door. A cut scene will begin and Alan will receive the keys from a shadowy woman who claims that Stucky is ill. Once you have the keys leave the diner. Shortly after you leave Stucky will burst from the diner, looking worst for ware, waving the real keys.
After the cut scene youll soon arrive at the Bird Leg Cabin. Walk over the bridge as Alan talks about Alices phobia of the dark. The worn down cabin is lacking power so pop out back to activate the generator. Alice will go inside to settle in and Alan will take a moment to brood. Take a look around the island, its getting dark out though so it maybe best not to tarry.
Have a walk around the cabin and take in some of the atmosphere. A box of books can be found on the ground floor along with a coffee thermos in the kitchen. Outside on the deck you can listen to Pat Maine on the radio and admire the view. When youre ready take the stairs up to the bedroom where a cut scene will begin.
Alice gives Alan a typewriter, striking a nerve due to his writers block. The two have a brief tiff and Alan will storm outside. When the cut scene ends run back to the cabin. On the way youll be attacked by taken ravens, use your torch to roast a few of them if you want but dont slow down for too long. Run into the cabin and a cut scene will begin. Alice has fallen from the top floor into the water and Alan leaps after her.
Stuck in the Forest
Alan wakes up at the wheel of a crashed car, far from the lodge on the lake. Alan needs to find help but this means traversing a large forest in the dark to reach a gas station. Take some time to get your bearings- this time there is a book by Doctor Hartman in the boot of the car. Use your radar and set out for the gas station, it wont be a quick jog through the wood like Alans dream was.
A few steps onward and the car will topple from the cliff, along with the headlights. Time to quicken the pace. Continue on the forest path; youll soon encounter a bright light and a cut scene will begin. Alan finds the first page of his manuscript for Departure, the thriller he hasnt written yet; youll be collecting quite a few of these pages on your travels.