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Alan Wake Remastered walkthrough - all secrets and collectibles

A detailed guide to the passage of the game Alan Wake Remastered with a description of all the secrets, tips, tips, bosses and collectibles. All additional episodes of the game. How to pass Alan Wake 2021?
Alan Wake Remastered walkthrough - all secrets and collectibles
Author
Andrey Pavlenko
Date of publication
6 October 2021

Alan Wake starts with an introductory video. The protagonist is driving a car along a dark road. There is a man on the road, and Alan does not have time to react and knocks him down. One had only to turn away from the body, as it disappeared.


Episode 1. Nightmare

GET TO THE LIGHTHOUSE

In the light of the lantern, we get the first goal - to get to the lighthouse. At the first fork we see a fence on one side, and a bridge on the other. First of all - to the bridge. There is a thermos with coffee (a total of 100 thermoses are hidden in the game. For collecting 25 out of 100 we get the achievement Damn Good Cup of Coffee / A cup of excellent coffee. For 100 - Hypercaffeinated / Coffeeman).


We go to the bridges, then a cut-scene will follow. Near the car appears the silhouette of a man who was hit earlier. A moment, and the silhouette is already next to Alan. The shadow in every possible way humiliates the writer and his books, along the way cursing him for imagining himself a deity capable of controlling the fate of other people. It remains only to move forward.

The first encounter with the shadow suggests continued learning. Nothing complicated, just dodge the ax attacks. After dodging a couple of blows, a path further opens up. The shadow threatens the writer again, and after her words, real chaos begins. You need to run to the lighthouse as quickly as possible. It's a pity that Alan is a writer and not a Kenyan.

Crossing a long wooden bridge, we meet a man. Posing as Clay Stuart, hehurries Alan into the house, and then dies in a cutscene at the hands of a shadow. While a hurricane is raging outside, psychedelia in the Remedy corporate style takes place in the house. A second before possible death, a mysterious light comes to the rescue. The voice asks to follow him. A lantern is lit, and a voice tells Alan that only under the light is he safe. The road is again blocked by a shadow. This time, the voice prompts you to first shine a flashlight on the enemy to remove the shadow shield from him, and only then the enemy will become vulnerable to weapons.


There will be more enemies ahead. The first one can be killed, the other two are better to run through. A pillar with a crate has supplies and a rocket launcher. The rocket launcher is very effective against a group of enemies, and this can be seen in the next battle. The three possessed very quickly cease to be a threat after a volley. Now all that remains is to run out onto the road and again run away from the hurricane. To the lighthouse, hurry! But just be careful, cars will fall on the bridge, and the bridge itself will fall apart. Once under the protection of the lighthouse, another cut-scene begins.

A cutscene starts after her. Alan wakes up in his car, his wife immediately begins to calm him down. The hero and his wife get out of the car and it turns out that they are on a ferry, which is moving steadily towards the pier of the quiet town of Bright Falls.


POSE FOR ALICE

Once the video ends, you can wander around the ferry. AND??on asks to be photographed against the backdrop of the city. Near the railing begins a dialogue with an elderly man. The old man, whose name is Pat Maine, immediately recognizes the famous writer and then asks for an interview on the local radio. Alan refuses him, and at the same time asks not to talk about his arrival. Then Barry's manager calls. He worries about Alan: whether everything is fine with him, whether the locals are annoying him. A little later, finally, the ferry lands. After that, another video will start, in which Alice goes to the gas station, and Alan goes to the diner for the key to the house.


FIND CARL STUCKY

At the entrance to the diner, a full-size cardboard figure of Alan is on duty, the waitress turns out to be his "biggest fan in the whole world." On the right are two elderly rockers. For them, you can turn on the jukebox. Behind the counter with the waitress is a thermos of coffee. Next to the thermos, near the corridor, stands a strange elderly woman with a lantern in her hands. She warns of darkness. You need to go down a dark corridor to the restroom to find Carl Stacky, the owner of the rented house.


But the writer does not find anyone in the restroom. Instead of Carl, the protagonist is met by an even more suspicious old woman in black. She hands over the key and instructions on how to get to the house.

EXIT THE DINER

Alice meets Alan at the exit. Do they get in the car and drive off towards the rentals??bathroom house. In the cutscene that follows, Carl Stuckey runs out of the diner and yells after the heroes that they forgot the keys to the house, but it's too late...

GO TO THE HOUSE

Having reached the island with the house, Alan first enters the premises, leaving his wife with things on the street. As it turned out, Alice is terribly afraid of the dark, and in order for her to be able to calmly enter, Alan must first turn on the light in the whole house.

POWER ON

We briefly inspect the house for a switchboard. In the kitchen there is a thermos of coffee, and on the veranda of the house there is a radio that you can listen to. On the second floor there are two rooms. In one there is a table and a photograph of a diver. The other has a bed, and you can climb on it right in your boots. There is nothing else to do in the house, so you can return to your wife. To the left of it, if you look from the house, there is a shed, and wires stretch to it. There is an old generator inside, and it does not work. After starting the generator, a cutscene will follow.

BACK TO ALICE

In the evening, Alice prepares a surprise for Alan. A typewriter that shouldn't be here. In the course of a conversation with his wife, it turns out that she planned this entire vacation for Alan to try to start writing, and visit a private specialized clinic to get out of a creative block. Alan breaks down and yells at Alice because he came here to relax. Hoping to get rid of nightmares and so onput your thoughts in order. The protagonist leaves the house to calm down and look at the water. He did it in vain...

GET TO ALICE

A few minutes after Alan leaves, the lights go out in the house and the screams of his wife are heard. On the way back, the hero is annoyed by possessed birds. A flashlight helps to deal with them. Bursting into the house, again the roller. Alice tumbles over the railing on the back terrace and falls into the water. Alan immediately dives in after her and wakes up in a wrecked car.

GET TO THE PETROL STATION

A gas station is visible in the distance. An excellent landmark, you will have to go to it through the forest and the sawmill. A mysterious light meets again in the forest, and gives the hero 2 pages of his novel. One of them describes an episode where a maniac with an ax rushes at the hero in the night forest. Soon the maniac himself appears in the distance. But he does not appear for long, and saving lights are already looming ahead. It appears to be a logging station.

FIND HELP

The fence is broken by a fallen tree, and you can climb inside it. Moving forward through the logs, Alan sees a man, it turns out to be Carl Stuckey (it was from him that the Wakes were to take the keys). Carl is behaving very strangely, after a short cutscene, Stucky immediately disappears. Behind the boards, on the left is a thermos of coffee (near the pickup truck). A little further on is another page of the novel. Howas soon as Alan enters the house, the cutscene starts. There is a revolver and a flashlight in the room. Also available ammo, and extra batteries for the flashlight.

Having found the phone, Alan tries to call the police, and even gets through, but the conversation is interrupted in the most impudent way. A bulldozer crashes into the house, and slowly begins to push it into the abyss. To escape from the house is obtained through the second door.

GET TO THE PETROL STATION

On the way are two obsessed lumberjacks and a stationary battery-powered flashlight. With the help of a flashlight, lumberjacks are no longer a problem. Looking around the sawmill, Alan notices that if you shine a light on the boards, you can see an arrow. Following the signs, the hero finds a cache of supplies, and a rocket launcher.

The exit from the sawmill is blocking a pole with electricity, and a switchboard hangs nearby. Hitting the shield, the voltage disappears. Under a small shed, to the left of the main road, there is another page of the novel.

Further, the hero has to go through a tree that has fallen across the river. Behind the crossing, on the left, there is another thermos of coffee. Nearby is another crossing of logs, a page is hidden on a small island. After that, a stone bridge and a sawmill will follow, again the writer will have to meet with the possessed.

GET TO THE UPPER PASS

At this stage, we are returning back, since the path up the stairs is closed.. There is a control panel on one of the poles, but it is inactive because there is no electricity. So you need to look for a generator.

FIND A GENERATOR

It is located a little further, behind the bulldozers, near a small building. After turning on the generator, you can go into the house. There is another page in the room, as well as a shotgun. With the help of a crane, you need to make a bridge between the mountains of logs. On the opposite side, looking down, you can see a thermos. Having crossed to the broken steps, a mysterious glow appears again.

GET TO THE PETROL STATION

Inside the house are shotgun shells and a radio, behind another shed in which a cache is hidden. The path to it will be indicated by arrows, but you can find it without them. At this stage, you need to go back a little. Follow the signs, there is another page ahead. The gas station, meanwhile, is getting closer and closer. In the lowland you can find another thermos and a generator, next to which are cartridges and batteries. Enemies will appear constantly, so it is not worth staying here for a long time. The exit from here is where the page lies. Since the page is highlighted, finding the exit is not difficult.

Above and below the lantern is a checkpoint. To the left of the bulldozer, at a dead end, is a box with a rocket launcher. If you bypass the bulldozer on the right, then three obsessed with weapons will immediately go into the back. Next, there will be a locked gate ahead, and a house next to it??. There is a page in front of the gate, but it can wait. Inside the building are cartridges, batteries, a TV and a button that opens the gate. Ahead is a whole box of ammunition, which means that you need to be careful.

Carl appears with almost the canonical cry of all horrors: “Here comes Stucky!”, Five of his friends join the fray with him. At the beginning of the battle, only three normal enemies attack. After the massacre with them, the rest and Karl are connected. First of all, we recommend dealing with two obsessed, and then with Karl. Do not run after him, this is a long and thankless task. Once Karl is close enough, you should shoot down the shadow shield with a flashlight. Further, you can finish the confrontation between light and darkness with a few point-blank shots. After the victory, you can pick up the coffee on the crane, Alan deserved it. With the help of the panel, the gate opens, and behind them is the gas station.

ENTER GASOLINE STATION

Near the carnival platform with a deer, you can take the page. According to the banner with fuel prices, the hero disappeared for about a week. We move to the gas station through the garage, and then to the phone. It remains only to go outside and watch the video. The first episode is over.

Episode 2. Possessed

TURN ON COFFEE MAKER

Alan returns home. His wife greets him with a request to put a coffee maker. We go to the kitchen, activate the device and head to Alice. Near it there isfe.

EXPLORE COVER LAYOUTS

As it turns out, Alice is making a cover for a new book. It makes sense that she would ask to see the cover template for Alan's next book. We go into the next room, we try to pick up a page of the manuscript and then the light goes out.

CHECK FUSES

Let's go see what's with the traffic jams in the basement. They are fine, but there is still no light. We take a flashlight from the shield, return to our wife and watch the video

TALK TO SARAH

After the video, we find ourselves in the station, on examination by the doctor, who, judging by the fish and clothes lying on the table, was pulled out of fishing. We talk with the sheriff and look around the room, there is nothing interesting in the room, so let's move on. We leave into the corridor, then turn right and head to the entrance to the site. In the room on the right, if you stand with your back to the exit, there is a thermos. There is nothing more to do in the area, we return to the sheriff.

We get the cell phone back, and it rings almost immediately. The number is not known. Pick up the phone and hear Alice, she asks for help. Suddenly her voice cuts off and a new one appears. The alleged kidnapper picks up the phone, he gives Alan instructions - in exchange for the manuscript of the book, the main character will return his wife.

GO TO BACK PARKING

Ask the sheriff's permission to go outside for some fresh air. We leave her office and go through the opened door to the pre-trial detention cells. The room is dark, and for one moreand from the bars sits a prisoner. He asks the writer to turn on the light. Let's do this simple request. In the open chamber, you can grab another page of an unwritten manuscript.

INSPECT THE BROKEN CAR

If you look straight ahead, leaving the site into the courtyard, you can see a thermos and a radio. Following the sign, turn left, jump over a small fallen fence and break the wooden fence that covers the hole. There is a page in this overgrown area, look for it in the grass. Alice's driver's license can be found in a half-rotted car, then Barry calls the main character.

EXIT THE SHERIFF'S DEPARTMENT

After talking with him, it's time to get out of the site. We follow the same path that we used to get to the car. Passing by the cameras, the TV will turn on, if you wish, you can look at what is shown. Having reached the exit from the station, we meet Dr. Emil Hartman (it was Alan who was booked for an appointment). Let's go and watch the video. In the midst of a brawl, Barry enters the precinct building and takes the protagonist to Elderwood Park, where he will meet with Alice's kidnapper.

TALK TO GROW

After the video, we enter a large building, you need to find the manager. He himself is on the terrace, but before he goes to him, we inspect the room. Coffee can be found in this building. Next, talk to Rusty, go out onto the terrace, and find the manager. Is he at?Alana is missing and asks to bring the registration form, which lies right on the central table. We get the form, we get the keys in return. We leave through the door and watch the video again.

GO TO LAVERSE PEAK

After waiting for the night, we go to meet with the kidnapper. Downstairs, on the first floor of the cottage, you can find more coffee. Now we go outside. Before you go further, carefully inspect the surroundings of the house. Near the jacuzzi you can find another thermos. Going down the stairs near Barry's car, we find the page. Unfortunately, Alan did not think to take the car keys from Barry, he will have to walk.

There will be other houses along the way. Do not forget to search them, you can find a lot of useful things. The first, for example, has a radio and cartridges; TV in the second cottage.

Going a little further behind the second house, you can pick up another manuscript in an abandoned car. If you go back a little and go to the right of the telephone booth, you can find another page. We get to the administrative part of the park, heart-rending screams and shots are heard; run forward to find the source of the noise.

HELP GROW

Arriving at the place, we find complete devastation. Behind the car that has rolled out onto the road, there is coffee in the house. Now we move to the right. There is a page under the tree that has fallen on the house. The house itself, on which the trunk lies, is closed, but behind it there is another thermos of coffee. Dalley, we turn around and go to the most ruined building. It was here that Alan took the keys to the house from Rusty. With his last breath, the manager gives the main character the key to his office and mumbles something incomprehensible about the page he found.

TO TURN ON THE LIGHT

We run into the closed house opposite, use the keys and go inside. We replenish the stock of cartridges and batteries, we are looking for a switchboard, and ... it is not there. More precisely, it is, of course, there, but it does not work. Apparently the reason is that an ax was stuck in it. Need to return.

BACK TO GROW

While Alan was running back and forth, something unkind begins to happen again. The earth is covered with spots of darkness, and at the entrance to the house opposite, the main character is met by two obsessed. There is no longer any growth inside, and in the place where the cage with the dog was, there is a large hole in the wall. We pass into it and find ourselves one on one with the obsessed Rusty, who jumps off the roof and rushes straight at the writer.

Rusty is extremely tenacious and agile, just like Carl Stuckey. We shine on him, dodge the blows when he gets too close, and shoot the enemy when the shield of darkness finally falls. After the victory, two more Possessed with sickles will break through the gate and open the way further.

GET TO LAVERSE PEAK

We go down the large stairs, then another call is heard from Barry. We talk to him and move on. Barry seems to have begun to believe Alan and asks b?Be careful.

On the table, near the observation platform and the lantern, there is another page. Grab it and continue down the stairs. After crossing the bridge, at the fork, first turn left. There is a cache in the moonshiners' cave. Having taken supplies, we return back. An ambush will be waiting near the second bridge. One enemy will attack from the side of the bridge, two more will jump out of the bushes behind. We deal with them and get over the bridge. We immediately go to the right, there is another page near the tables. Now we move through the forest to the rise to the gazebo with light. On the way to it, a reinforced lumberjack will come out of a crevice in a huge tree. We clean the area, and then go up to the gazebo. In this area, you can take a break and pick up a shotgun with cartridges.

From the gazebo we follow the signs to "Lover's Peak", going down to the bridge we go to the opposite side and start the generator. If the enemies start to catch up, we scare them away with the light of a lantern. Now we go forward, next to the next pointer there is a page (like all the others, it glows). Having gone a little forward, the player will again be ambushed. A large lumberjack emerges through a tunnel cut into the trunk, and smaller possessed ones jump down from above. It's time to get a shotgun, we deal with the enemies and go into the passage, from where the big man appeared. Before the illuminated gate there is a turn to the right; there is coffee on the table, near the huge saw cut.

Now riserise to the light. The gates themselves are closed, but you can get through them on the left. A little further on the stone lies a page. Take it and go to the next lantern. Next, we move to the funicular. We call the platform and wait until it arrives. As soon as the funicular platform starts to move, shaking will begin and Alan will be attacked by a flock of birds. The lift will twitch and begin to move forward rapidly (the brakes are clearly damaged). In the end, the funicular platform will crash into the lower platform. We watch the video as the writer is surrounded by enemies. And when it seems that death is already inevitable, the one who was not expected comes to the rescue. A mysterious stranger burns the possessed with signal fire and helps the protagonist.

FOLLOW THE KIDNAPPER

Putting a pair of flares in Alan's hand, he asks to follow him. We move forward and at the same time listen to Alan's reasoning, on the topic of the suspiciousness of the savior. Together, the chances of survival are much greater, and only a stranger has a weapon. We move forward, behind the kidnapper, diligently shine a flashlight at the enemies, and the partner shoots them with a revolver.

KEEP THE POSSESSED

We pass to the stairs, the path further is clogged with boards. While the stranger is tearing them off, we drive the enemies away from ourselves and from him with the help of flares and a flashlight.

As soon as the kidnapper opens the way further, we immediately go through the door and climb the stairs, and run after him. For informationon the board, to the right of the observation deck, coffee is waiting for the player. We go to the site and take the fires from the locker, obviously now there will be a skirmish. Alan will again need to defend himself from attacking enemies. We drive them away with everything that gives light, while the kidnapper will shoot back. Several waves of enemies and finally victory. We can watch another video.

WALK THROUGH THE FOREST

At the end of the video, the writer falls down again, but for this he receives a weapon. That's just the kidnapper manages to escape from Alan. It's time to go in pursuit of a strange acquaintance. Before going forward, we turn around and go around the support of the platform from which the main character fell. It is necessary to find glowing clues, and then you can go to the cache. After that, you can start the pursuit. We pass forward, raise the page and move along the tree to the other side. Climbing deeper into the forest, be careful, as there is a chance to stumble upon a trap. Having fallen into a trap, an enemy will immediately jump out of the bushes.

We go along the path forward and go around the traps. Having reached the barrels with cartridges, do not forget to knock down a pyramid of cans on one of them. Near the cliff, overlooking the building with the water wheel, grab the page. Turn right from the barrels and go to another fallen tree. We move further along the path, there will be an ambush ahead. Three enemies will jump out from behind the bushes. deal with themand move on. On a small edge with a box and a barrel, Alan will be attacked by several more enemies. Having cleared the area, we continue to climb the stairs.

There is a generator near a small building, but do not rush to start it, a possessed with an ax will appear from behind the house, and another smaller enemy will flash behind him. Deal with them and activate the generator. Although, of course, you can drive away the enemies with a flare and start it right away.

There is coffee in the hut with a generator, a page and a hunting rifle are hidden in the shack on the right. We jump down, the fallen plane will be located on the right. If you climb onto its right wing, you can find a cache of fireworks. After searching the area around the plane, we go down the stones. Further, the main character is ambushed. Having dealt with the first three enemies, head to the lamp that hangs on a tree (it is clearly visible in the night forest). There is a generator under the lamp. We immediately launch it and, if everything works out, the enemy who rushed at you will dissolve under the rays of the lantern. In this area you can take cartridges for a rifle and a revolver.

We pass further, on one of the ledges, the player is waiting for a thermos of coffee. Further, Alan meets more enemies, but it is not worth fighting with them. It would be best to scare them away with a flare and quickly run to the building under the rays of the saving light.

GET TO THE SAWmill

At this stage, the player needs to climbthe top of the sawmill building. But make your way more carefully, the building is far from new, and under the weight of the writer, some structures begin to lean dangerously. Inside, you also need to be on guard, as spots of darkness are everywhere. Do not forget to search every floor, you can find two pages, flares and a thermos.

WALK THROUGH THE FOREST

Having got to the top, Alan will almost immediately run into a big man armed with a shovel. Against him, it is best to use a rifle, so you save ammo for a revolver, which is better to destroy a trifle.

Be sure to look into the barn on the left. There is also a rifle, and if you climb over the tall boxes, you can find another page. Now let's go to the gate. They are closed, but on the left you can find another exit. On the other side of the bridge in the box we pick up supplies and continue following the sign. When climbing up, keep to the left side, otherwise Alana can fill up with logs. A pair of fireworks, a flashlight and a rifle are the key to success in this battle. When you go upstairs, do not forget to look into the box and grab the flare from the bench. By the way, from this position you can clearly see the observation deck from which the main character recently fell.

Pass through one gate and move to the next. They are closed, but very soon, a new enemy will break through the barrier - a thug with a chainsaw. In this situation, one shot from a rifle is not enough, drive awaym enemies with fireworks, shine with a lantern, and mercilessly shoot. We go up the stairs to the gazebo. Call Barry, he's in trouble, and now Alan needs to get back.

BACK TO BARRY

The road will lead the main character to the trailer site. A surprise awaits the player in the local garage - a running car. All you have to do is find the key to the garage.

FIND THE GARAGE KEY

Near the women's toilet, you should pay attention to the page. We boldly go inside - anyway, there is no one here, and inside there are cartridges for a rifle. We find the key in the men's toilet and watch a movie about ourselves.

BACK TO BARRY

At the exit of Alan, another ambush awaits, a possessed man with a sickle will jump out of a closed booth. Eliminate the villain and run to the iron horse. Sitting in the car, we go to the gate (the thug will kindly open them). For which he can be thanked for the glow of the headlights in the face and the ride on the hood. After getting out of the trailer park, first turn right, coffee is hidden near the collapsed tractor. Now we go to Barry, we go forward after the pointer, we crush enemies and go around obstacles.

Having reached the administrative part of the park, we drive up the road until it is blocked by a trailer. We leave the transport, and we pass behind the barricade. Near another abandoned car, you can take a rocket launcher. On the way to the cottage, the kidnapper will get in touch and again demand a rukop?? in exchange for a wife. We knock out two days from him and get a new meeting place (in an abandoned coal mine).

SAVE BARRY FROM THE BIRDS

We leave to the house in which Alan is waiting for Barry. There are suspiciously many birds circling in the air. Before you get inside, there will be a real battle with the crows. After the fight, all that remains is to watch the video, the second episode will end.

Episode 3

TALK TO THE MANAGER

The park manager escorts Alan and his friend to the waitress's house. Along the way, both Barry and Randolph tell a legend about the lake and about a certain Thomas Zane. It was his books that you found upon arrival at the lake house. Turn right near the fallen yacht, there is coffee on the table. We return to the manager and move with him to the very house of Rose. We knock on the door, the waitress almost instantly opens the door. We watch a video in which Alan and his friend are put to sleep. We wake up already dark in Rose's room. By the way, the room is completely hung with a photo of the writer.

LEAVE THE TRAILER

We leave the room and find Rose, she sits on the floor with her knees tucked up and mutters something, and Barry is sleeping peacefully next to her. Before leaving, grab a coffee near the refrigerator and run outside. There is a page near the trailer, don't miss it.

GET TO THE CAR

Now you need to get out of the park and go to meet the kidnapper in the coal mine. Return?Walking back to the car, don't walk past the radio. We approach the gate, near which Alan is waiting for the park manager and police cars with flashing lights. Immediately, a new video is turned on, in which the main one has to run away from the bullets of a slightly nervous FBI agent.

ESCAPE FROM THE POLICE

After the video, the writer finds himself in the forest again, and now he will have to evade police pursuit. The run will be long, you can’t shoot at the police, and there’s nothing to do. Use a slow pace when escaping, speeding up when the cops start firing.

Having reached the end of the dry riverbed, we leave to the left and run out onto the path. There will be a page along the way. The forest around begins to darken, after which, right in front of Alan, a police car will fly by. Move to the right from the car, there is another page near the fallen tree. We return to the car and go further, to the light. We pass forward, from above we observe how a signal rocket flies out of the lowland, cops swarm there, shining lanterns in all directions. Soon, heart-rending cries will begin to come from there. But, unfortunately, we can't help.

Having crossed to the other side of the bridge, we pass by another car. Further, the helicopter turns on in pursuit, we run forward, hiding from the spotlight in the shadows from the stones. If you run out into the light, the helicopter will start shooting. Later on the helicopter will be attacked by birds and will be forced to leave??b Alana alone.

We continue to move through the forest. Ahead, on the observation tower, you can grab a coffee and listen to police conversations. Further, we go down the stairs and exit through a small door in the fence.

GET TO THE RADIO STATION

We approach the locked gate. From the presence of Alan, they immediately begin to shake, all signs of obsession appear on their faces. There is no flashlight, no rocket launcher, no fireworks, so you need to look for another way to light them up.

DESTROY THE GATE

We turn left, find a spotlight and a thermos of coffee. The searchlight is not turned on, but wires are pulled from it, it is not difficult to guess that you need to go along them to the generator. We launch it, direct the searchlight beam at the gate and eliminate them.

GET TO THE RADIO STATION

We pass forward and go down the stairs until you run into another possessed gate. There is no searchlight here, but on the right you can find a flashlight. What-no, but a weapon. Near the next broken police car we select stun grenades. Ahead is another stretch of dark, scary forest. There is a light on in the distance, it is obvious that Alan must get to it. Also, it is obvious that enemies are waiting for the writer in the darkness. But it is better to engage in battle with them only as a last resort, when it is no longer possible to break the distance. Under the light of a lantern, you can take a break, replenish supplies and listen to the radio.

We run acrossacross the bridge, on the other side of it, Alan is waiting for an ambush (possessed police officers and a thug). In this fight, you will have to use grenades. Having dealt with the enemies, we continue to make our way through the thicket. In this area of the terrain, be careful, on one of the stones there will be an arrow indicating the direction to the cave with the secret. On the way to the cave there will be an ambush, to solve the problem we throw a grenade in front of us, quickly run inside the cave and start the generator. Now you can safely explore the contents of the box.

We return back to the forest and head to the police car (grenades lie inside). The radio station is very close. Once again, the hero will be ambushed; given that the shooter from Alan is very dubious, it is best to run to the door behind which the lantern shines.

TALK TO PAT MAIN

Near the billboard you can take coffee. Without wasting time, we go inside the radio station. Pat has been waiting for Alan for a long time, and now he finally came. We pass into the studio and watch a video in which Robert Nightingale (FBI agent) again drives up to the radio station. Fleeing from his bullets, we again leave for the forest.

GET TO THE DEPO

Once again, falling off a cliff, we run forward, a page is glued on the fence. We go a little further and see the generator. Enemies immediately appear, but there are still no weapons, but there are a couple of fireworks. Is it time to use one of neither?? to drive away the enemies, this will allow you to start the generator quite calmly. The flashlight immediately turns on, illuminating the box with the revolver and cartridges.

Near the two destroyed houses, Alan is waiting for another ambush. A whole bunch of enemies are perfectly destroyed with a couple of grenades. In the cottage you can find a double-barreled shotgun and cartridges, and in a smaller house there is a pyramid of cans. We follow the pointer further into the forest, along the way we find a page.

At this stage, we are on our way to the lantern, not far from the railway, judging by the trains passing nearby. In the rays of light, we raise the cartridges and go further. A call comes from Alice. There is another page on the stump ahead. From the stump we move to the left, there is another destroyed shack here, and inside there is a box with supplies. At the exit from the house, an ambush of three possessed will be waiting. Further, we are heading for the railway bridge. We pass under it to the other side. The bridge will begin to slowly fall apart, and its parts, under the influence of darkness, will fly into the main character and block the exit. We shine on the structural elements and get out from under this terrible place. We go up to the water tower. Around the fence, we leave to the left and near the stairs we select the page.

FIND TRANSPORT

Under the saving light, you can change the flashlight to a more powerful one, as well as pick up cartridges and batteries. We jump down, run up to the box, take supplies and open the automatic gate??. An attack immediately begins, but it can be quickly nullified by timely shots at gas cylinders. Inside the building is another ambush (a thug and a possessed one). Drive them away with a flare, since there is very little room for maneuvers in the room, then we light up the lantern and shoot the opponents. On the second floor, you can replenish supplies a little.

Once outside, pick up the page from the railing. Next, we jump down, a bulldozer obsessed with darkness will burst onto the site. Dodge bulldozer attacks and use any available light sources. After the bulldozer dissolves, examine all the supply crates. Then go to the button and open the locked gate. When we get to the car, we watch the video.

GO TO THE COAL MINE

Finally, dawn comes. Alan gets into the car and goes to meet the kidnapper. In the house behind the destroyed bridge, you can listen to the radio. Another radio is on the observation tower, which stands further down the road. Also stop near the big orange building. At the very top, Alan is waiting for another page of the manuscript. We drive further to the main complex of the mine. After passing under the sign, get out of the car and immediately turn left. Coffee can be found in the closed mine. Walking a little further, you will definitely stumble upon a page. We go up the stairs, go in the door and watch the video (Alan is waiting for darkness).

EXIT W??ANIA

We get control in our hands and try to get out. The door is closed and the building begins to shake violently. After a while, the way down opens; search the lower floor - there is coffee, supplies and a button in the room that will open a further path. We climb through the hatch and find ourselves on the street.

TO THE OBSERVATION POINT AT MIRROR PEAK

Darkness is clearly gathering around; behind the wagons, Alan is waiting for an ambush, which is quickly eliminated with the help of cylinders. As soon as the possessed run out, the darkness will take control of the trolley, we immediately begin to illuminate it. After the trolley, a possessed gear will fly out of the trolley. You can fight it, or you can just ignore it. We deal with two obsessed and move to the car, where obsessed objects rage. Climb onto the roof, open the hatch and throw a grenade down. Next, shine a flashlight on everything that survived the explosion. We leave the car into the building and go through the door.

DISCONNECT THE ELECTRICITY

Jump down the broken ladder. The path further was blocked by a pole under tension, which fell on the fence. Without turning off the electricity, you will not pass through it, you need to look for a switch. We sit in the car and drive along the wires. Along the way we meet enemies, but they will not be a big problem for Alan. We get to the button to turn off the light, remove the power supply and return to the passage.

TO THE OBSERVATION POINT AT MIRROR PEAK

Sense to waste time and stalematethere is no armor on enemies in the current situation; in this connection, we drive by car as close as possible to the fallen pole and climb over the fence. We go up the stairs and go inside, here you can’t do without enemies, but they will open the way further. In the next room we also meet the possessed, you can find gas cylinders that will help eliminate large crowds of enemies. Then go up the stairs, take coffee, page and exit through the door. The gate is closed, the switch in the house on the left, we go inside and switch it. We pass through the gate and pick up grenades near the car.

We continue to move forward and meet a large number of enemies. Two or three grenades will help to deal with them. Now we go further along the path, along the way you will find a page. Keep moving forward without turning, there is a cache in the old mine. At the exit again, an ambush, this time - one thug and three possessed. If you leave the mine and go straight ahead, you can find coffee on wooden walkways. Go down the stairs and stomp towards the light, there are a lot of shotgun cartridges on the cart.

We move to the other side of the bridge, the double-barreled shotgun can be replaced with a normal pump-action shotgun (it is of course weaker, but the ammunition on it is much larger). We approach the fork, a light source sparkles in the distance, exactly how you get to it does not really matter. We continue to make our way through the forest. Some weather?? an enemy will appear behind you, and two more ahead. We turn on the rechargeable lamp and lure enemies into the light. Of course, they will not dissolve, as from the light of spotlights, but this way you can save batteries well. Further, we move to the red house, there will also be an ambush near it, we scare away the enemies with a flare, light up and shoot the obsessed with a pistol (if there are grenades, use them). After the victory, in the district you can collect coffee and cartridges, after cleaning the area, we follow the pointer.

Near the rise there is another powerful lantern, as soon as you approach it, enemies will surround Alan from all sides. We turn on the flashlight, select a grenade and wait until the enemies get closer. One successful roll and all the darkspawn will dissolve. Then we move to the lantern, behind it begins the mining cemetery, after which the player will fall into an abandoned city.

PASS THROUGH THE GHOST TOWN

With the advent of Alan, the darkness in the city begins to take control of any available items. The rusted car is the first to fly. After the skirmish, we move to the bridge, next to it lies a page. We pick it up and go to the other side. After searching the nearby buildings, you can find a coffee pot (in a large building on the right). Next, a whole artillery barrage of obsessed trash will be made on Alan. A refrigerator, a tractor, and other garbage - all this will fly into an unlucky writer. Everything is easierto deal with all this disgrace, if you throw a grenade. As soon as the items capable of flying run out, it will be possible to go further. We move along the wooden walkways, go around the cars and find ourselves next to a rusted train.

It is quite predictable that the locomotive comes into motion. Dodging the details of the composition, we run to a small hut with light. Inside is the key to a large house, also in this room, Alan will not get possessed objects. Behind the barn, by the way, coffee is hidden. Having dealt with the train, you can go into the house, inside the TV, cartridges and batteries.

TO THE OBSERVATION POINT AT MIRROR PEAK

Having rested, it is time to leave this cozy atmosphere, through the back door. There is a staircase behind the door, at the top the writer receives a message from the kidnapper. Need to hurry up; despite the urgency of the situation, do not miss the opportunity to turn left. The arrows will show the path to the cache, after clearing it you can return to the main task. Before the shaky bridge, there will be a fight with the birds. Run forward, jumping from one unstable structure to another, shine your light on the birds and jump into the mine.

LEAVE THE SILVER MINE

Making your way through the mine, at the first fork turn left. There is a page at the end of the passage. We return back to the crossroads and move according to the instructions of the game. There is another page in the large hall you jumped into. ?We discover light, but the passage is littered with stones. But for Alan, a new path opens up, but not without the participation of a thug with an ax.

There is a thermos in a small branch on the left. We go through the corridors to a large adit. Using the control panel, we lower the platform and build ourselves a crossing. After moving, we climb the stairs and find another remote control. We move to the platform above, go to the other side again. Next, climb the ladder and cross the platform again. After that, we knock down the stairs, go down, activate the next remote control and get to the exit from the mine.

TO THE OBSERVATION POINT AT MIRROR PEAK

As soon as you exit the mine, immediately climb the stairs to the top. At the top of the mountain, there is a page on a wooden platform. Now we go down, start the engine and wait for the cable car. Another walk on the trailer ends with a fall. We begin the ascent, simultaneously dealing with the obsessed. Near the platform itself, next to Alan, a railway car will fall.

On the funicular platform itself, there is a pyramid, do not run past and shoot it. From the lantern we move through the forest, to the next pillar (we replenish supplies). We go further, past the smoking ruins deep into the forest. There will be a small ambush ahead, but it is not at all necessary to fight these obsessed ones, it would be much more reasonable to run ahead, to the lantern. Now moveWe go through the suspension bridge, on it the thug will go behind his back, at the other end of the bridge three enemies will be waiting. We activate the fire, and throw it on the bridge, so you will delay the big man. As long as the signal fire burns, it is quite possible to deal with the enemies ahead. Coffee is hidden to the left of the bridge. After going a little ahead, shine on the stones, marks should appear there, which will lead to the cache. Now we go to the broken bridge and to the left (page).

PASS THROUGH THE MOUNTAIN RUINS

Climb up the mountain path, in the end Alan must get out to the ruins of a large house. We jump into the basement and climb up through the breach. Collect all the supplies on this floor and go to the stairs leading to the next floor. We pass forward, at one point the floor will not withstand the weight of the writer and will collapse. Together with him, Alan will also fall, being surrounded by enemies. A great move in this fight is to let the enemies get closer and shoot yourself at your feet with a rocket launcher. With luck, one volley can destroy more than half of the enemies. Having dealt with the enemy, we return to the top floor, jump over the gap and get to the other side of the house (coffee is hidden near the grate).

Move forward, there will be a page on the wooden steps. Keep going down, over time, the voice of the kidnapper will be heard. Then another video will follow, the episode will be completed.

Episode 4

FOLLOW DR HARTMAN

The walk ends at the observation deck. A magnificent landscape is seen, a storm is coming from the mountains to the hospital. In the large hall of the hospital, which Hartman will open for Alan, you can grab coffee. A cutscene starts next to the Anderson brothers. Alan clearly likes these raunchy old men. They talk about their farm, and in addition to the keys to it, they give the writer another sheet of the manuscript.

RETURN TO YOUR ROOM

Before returning to the room, in the large hall on the second floor, you can find more coffee or watch TV. In the evening, just before the height of the storm, the clinic will be in turmoil. The Anderson brothers' screams are heard, and the guard standing near the writer's door is distracted by them.

DISCOVER THE CAUSE OF THE NOISE

There is another page at the exit from the room. Downstairs, the Anderson brothers come into conflict with the clinic staff. The nurse lies unconscious, and the brave guard has locked himself in the pantry. Near the stunned sister are the keys. Now it is possible to open the doors in the clinic. Alan decides to visit Dr. Hartman's office.

GO TO HARTMAN'S OFFICE

The door itself is at the back, at the other end of the great hall. Behind it is a corridor, the first door on the left will lead to a room with paintings. In the room you can listen to a tape recorder and take one of the sheets of the manuscript. Further into the corridor, open the door on the right. Barry is waiting behind her, and exactly a few seconds before the door opens and??ra spoilers in advance. Behind Barry there is coffee, and to the left of him is the door to the doctor's office. After the video, we find ourselves outside the office, and the usual obscurantism begins to happen in the clinic.

ESCAPE THE CLINIC

We urgently need to get out of their hospitals, we move into the corridor, to the door to the large hall. As Alan opens the door with the key, darkness appears. Almost all furniture begins to float in the air. We are trying to leave the room, but the darkness slams the door right in front of Alan. But despite this, you will need to get through this door, it remains to figure out how. On the second floor there is a lamp and a generator; they can be found if you carefully look around during the first walk with the doctor. Turning on the generator will open the way, now you can go through the door. The corridor outside the door will also be blocked. There will be a pantry on the left, along the way we raise the fire. In the next room, the door is blocked again. This time, wooden bears possessed by darkness, bears will dissolve from the light of a flaming fire. The path is open.

Next, we find a TV, you can watch the series, there is a page right there on the bench. In the corridor you will have to wait until a huge metal ball clears the way. At the door, the ball will hit for the first time. After the collision, you can go into the room where the ball came from and wait until it comes back. The door to the exit is also closed, so it would be quite logical to forceball to break the way to the street.

MEET BARRY

Outside, near the gate, Barry is already waiting. At the end of the stone terrace, at the other end, there is coffee. Now you can go to the agent, he already got a car. There is only one caveat - the gates are closed, and, of course, there is no key. You have to go through the garden maze. Barry has a flashlight, he'll come in handy. We must go to the gate on the left. They are locked up, but fortunately possessed. Who would have thought that one could rejoice in the obsession of the gate with darkness. The problem is solved with a flashlight. Then you can take a break and replenish stocks.

FOLLOW THROUGH THE GARDEN

In the labyrinth, you must adhere to the following route: to the right and again to the right (near the tree there is a page), further to the bench. From it to the right, and near the lanterns again to the right. On the site, where there are many benches, again to the right. At the next fork to the left, and you can already see the light at the end of the maze. Through the door and up the stairs. Now forward, to the gazebo, here Alan will be met by a possessed thug guard and birds. We set fire to the fire again. So the birds will not fly up close and they will not need to be distracted, and this will keep the big man at a distance. Then everything was as taught: first with a flashlight, then with a revolver. After the victory, you need to look into the gazebo (coffee and rocket launcher). On the other side, gazebos are also enemies; shine, shoot, dominate, humiliate.

There's a lantern ahead. To his left is a barn, in it is a page, a shotgun andammo for it. We run forward through the gate, but be careful, as the darkness has prepared a new ambush. Next, the possessed gate again, this time with a wheelbarrow. First of all, light on the car, as it develops a bad habit of flying. Ahead lies a page, just outside the gate. Near the lantern you can pick up cartridges and batteries; then get ready for another attack by the trinity of the possessed. After the fight, we move to the right, straight through the bushes. You should shine a flashlight around the area in order to stumble upon an arrow indicating the path to the cache. Inside is a rocket launcher and a charge to it.

Night, a garden, a lantern, and next to it is coffee, a shotgun and a fire. We turn left from the lamp. There is a page, after it you can move to a dark silhouette near the gate (Barry). Finally, you can get out of the hospital. Only now the unlucky friend lost the key to the gate. And while he is looking for him, he will have to fend off those possessed by darkness.

WITHSTAND THE ATTACK OF THE POSSESSED

It's time to use everything that is, as it will take a long time to withstand the onslaught. Fires will come in handy, but since there are very few of them, signal lights can be used. After Barry opens the door, a cutscene will start. In it, Alan and Barry go to the Anderson brothers' farm, but they can't get to the farm itself, as an accident will happen. After her, the heroes find themselves in a forest without light and weapons, Alan has nothing about??hidden as soon as looking for an agent.

FIND BARRY

Wade through the dark forest is not the first time, but before that at least there was a flashlight. After passing a little we hear the voice of Barry, he is somewhere below. We go forward a little more, and finally, we see the farm. Alan talks to Barry, and together they agree that it's better to hide on the farm. Immediately, Alan is taken to carry out this plan. If you stand a little and look, you can see how a funny poor guy in a red jacket gives a tear towards the farm, without letting go of the cardboard figure of Alan.

GET TO THE FARM

We pass a little forward to a fork in the road, hell starts happening again and almost all objects fly into Alan. First of all, it would be nice to go left and run into the mine, where there is a stationary lantern near the entrance, and there is a page inside. Next, we leave the mines, right along the wooden walkways, to a thermos with coffee. You should be more careful along the way, as there are many possessed objects in the area, you will have to dodge everything that flies. From the platform, down the stairs and forward to the crane that turns the lamp. To the right of the faucet is a gate, and they are covered in darkness. Alan does not have a flashlight, so he will have to start the lamp. The generator is visible immediately after climbing the stairs. Raise the page, and start the generator. Light will dissolve the gate; behind them, there will be a flashlight in the barn.

We fall into the forest again, on thisonce teeming with enemies. There is nothing to fight with them, and there are not so many batteries in the lantern. It remains only to run into the light in the distance. Reaching the big light, the camera focuses on the car. The car is heading towards a small house. In the campground, you can take batteries and a more powerful flashlight. There are gates ahead, like the previous ones, they are possessed. Having opened the gate, the mysterious light will start a conversation. It becomes clear that the light is the writer Thomas Zane. Tom will give Alan one more page of the novel.

The further path through the forest will be complicated by many traps. Carefully go through them to the next collapsed house is not difficult. There is a generator, it is quite working. After illuminating the surroundings, in the vicinity you can find another page and a gun. Inside the house are cartridges for a gun, climbing up a fallen tree you can get hold of coffee. When all the work is done, the signs will tell you the way, you should also be wary of traps along the road. Periodically, enemies will climb out of the bushes. Killing the first three will not be a problem, but then there will be more and more enemies. The best option is to light a fire and run forward. Everything happens close to home.

EXPLORE THE HOUSE

In the house, heart-rending screams and a shot are heard from the second floor. I run upstairs. Bursting into the door on the right, we meet a friend from the police station (he was sitting behind bars in the station). Only those who can help himm, to listen to the dying speech. Now it remains to look at the house. In the room opposite there is a TV, when we approach it will immediately turn on. Downstairs, in the little room on the left, Alan is waiting for a thug with an ax. This lonely obsessed should not cause problems. There is coffee in the kitchen, which is to the right of the stairs. Further, the path lies through the window broken out by the big man. You should carefully inspect the house around. A page can be found on the back porch, and a cache is hidden in the basement.

It's time to get behind the wheel, just the car is available. Having driven a little along the road, you can stop near the old tractor for coffee (at the fork straight ahead). Inside the house is another cache. On the ground floor you can find ammo, batteries and two grenades. After collecting supplies, you can move on to the tower.

There are a lot of cartridges for a gun on the tower, there is also a radio. Going down from the tower, it makes sense to immediately prepare a fire, as there will be a sudden attack. As soon as the enemies appear, we light the fire, get behind the wheel and drive to the fork in front of the house. Now turn left; on the side of the road on the right, near the tractor, there will be another coffee pot, right on the stump. It would be best if you drive your car as close to the stump as possible. After the thermos is in your hands, enemies will come running. You can not waste time on them at all, then follow the signs. On the road, past a falling water tower. After the barricadetsya to leave the car and go on foot. There is a loader ahead, it will come to life when approached, but it will stand still and wave the bucket. One grenade throw, then some light, and the possessed technique will dissolve.

Further towards the light, and down through the hole in the fence. First, you should turn to the house on the left, for the sake of a hiding place. Well, now behind the sign, which will lead to the scene in the middle of the field. There is a thermos on the left in the stands. You can get closer to the stage and enjoy the special effects video.

DEFEND THE STAGE

As soon as the video ends, Alan will be on stage. It's time to light up and fight off the crowds of enemies. First of all, we change our flashlight to an even more powerful one, it lies not far from Barry. Here you can grab a thermos of coffee, and in the drawer are cartridges and batteries. With the last reef, a nearby barn will explode and open the way to Valhalla for us. Before you run further, you can once again inspect the scene, and collect everything that you did not have time to collect. For example, the page that lurks in the back left of the scene.

GET TO THE ANDERSON HOUSE

After collecting the prey, we run into the gap that has formed. Having reached the barn, you will have to slow down a little. The path is blocked by a pile of scrap metal. At the top, the green light of the lift control panel blinks very opportunely. We climb up, raise the obstacle, open the door and go into the room.

WALK THROUGH THE SHED

Inside you canreplenish supplies, and also watch the new episode of the series "Night Springs". After the most thorough search, coffee can be found on the first floor, and a page on the second. Also on the second floor, you need to press a button so that the drakkar hanging under the ceiling breaks through a large door and opens the way further. On the way back down, a daring assassination attempt will be made on Alan. At first, they will be weak obsessed, and then more nimble and tenacious enemies will join them on the street. Especially nimble ones are best killed in enclosed spaces, where they will be deprived of maneuverability. Once in a corner, they pose almost no danger.

We head to the bare wires, on one of the cable reels there is a pyramid of cans. Now we turn left and get into an ambush. This time, Alan will be blocked by two big men and four obsessed. You can retreat back to the wires, highlighting the enemies and shooting them as needed. With any luck, some of them will get electrocuted.

Next, head to Barry's location. Together with him we find ourselves in the moonshine shrine of the "Old Gods". There is nothing interesting below, and the exit is closed by a metal door. But as an alternative path, there is a wooden door and a ladder leading up.

OPEN FOR BARRY'S DOOR

On one of the floors, a big man will jump out from behind bales of hay. He's alone, so there shouldn't be any problems. But in the place wherejumped out obsessed, there is coffee. On the floor above there is a radio and a generator. After turning on the generator, you can go down. Alan arrives at the garage. We pass by the harvester and go out into the street. The harvester immediately comes to life under the influence of darkness and leaves the garage for a bloody harvest.

The tactics of combat with a harvester are similar to the safety precautions when working with any possessed equipment. Flutter across the field like a butterfly, shine like a firefly with a flashlight.

The battle with the combine will be complicated by small possessed ones, it is better to keep them at a distance with the help of a flare. As soon as the harvester and the possessed are finished, the big man will break through another passage for Alan. After defeating the enemy, you can go through the gap in the wall. Inside, you need to climb up, and jump off the other side. Directly there will be another door leading to another barn, there is a key in it. Time to unlock the door for Barry.

GET TO THE ANDERSON HOUSE

Together with a true friend, Alan gets to Anderson's house. There is nothing interesting around the building, so go straight inside. In the restroom, which is located to the right of the front door, there is coffee. There is another thermos in the kitchen. There is nothing else on the ground floor. There is a page upstairs, and in the farthest room there is a switchboard that needs to be activated. Now the tape recorder in the room with the fireplace turns on, and the cutscene begins.

After the video, Alan will again be in a dream where he isonce again will return to that ill-fated moment when he left his wife in the house. Only this time, the writer will see what really happened. Having understood everything and waking up, Alan finds himself in the hands of the most furious FBI agent. Well, at least this time, he doesn't shoot the writer. Mr. Wake is arrested and the episode ends there.

Episode 5. The Nutcracker

FOLLOW SARAH

Having enlisted the support of the sheriff, we go to turn on the light. Do not forget to grab two pages from the floor, in this area you can find a fire. We move after Sarah, the sheriff will restore power to the station. The light comes on, the door to the office with things and weapons opens. We clean the sheriff's office and get cartridges, batteries, a revolver and a shotgun. There is coffee behind the reception desk.

Wyack explains to Sarah that he needs to get to the local dam. Sarah remembers the helicopter, it is on the other side of the city. Meanwhile, Barry stays at the station and starts calling everyone in town to stop them from going outside.

It's time to follow Sarah into the backyard. The path is closed further, we go to open the gate. You need to move towards the old rusty truck (dark spots lurk under the grass). Next, we head to the stairs and go down, after which you need to climb to the roof. From the water tower we move to the neighboring roof and go forward along it, after which the birds will appear. In this situation, it is more efficientwill light a fire and calmly go to the lift, where you can go down.

Now we go to the switchboard. Carefully burn out all the spots and open the gate for the sheriff. Next, we meet the first serious enemies in this episode. Several little possessed and a van. It is better to immediately dissolve the car so that it does not start flying, and then exterminate the possessed. At this stage, problems should not arise, since Alan is covered by the sheriff.

Again, the main characters meet enemies, on the way a thug with an ax and an obsessed platform. Fortunately, the platform itself is calm enough. Just passing by, she stops peacefully near the barriers and no longer shows any signs of possession. Hidden near the broken pier is a cache (rocket launcher).

We recommend looking under the canopy on the right (coffee), then we return to Sarah. When you reach your partner, once again deviate from the route and turn right. There is a cache near the building with the inscription "Fresh Seafood". Follow the signs and be careful, Alan is waiting for an ambush of obsessed fishermen.

We leave for Sarah and follow her to the diner, in the room you can find cartridges, a powerful flashlight and batteries. Also, a thermos is hidden behind the counter, and another page of the manuscript hangs near the toilet. We continue to move after our partner, near the street toilets, expect another ambush. Near the barrier, which Ala?There is a supply crate yet to be opened.

Before heading with the sheriff to the wooden door, it doesn't hurt to turn right and walk to the end of the street (supplies and coffee). Near the door, another skirmish will begin. We block the enemies of the left passage with a torch, and move through the right one, keeping the thug in the light. If you can not kill him at a distance, you will have to get rid of him with a pistol. After the first wave of the Possessed, the next will come, obviously larger than the previous one. A thug with a chainsaw will jump out of the truck, it's time to get the rocket launcher. For an enemy with such a wide bone, one rocket will not be enough, so it's better to launch a second one right away. Remember that the Possessed like to go behind their backs, so it's good to look back from time to time and feel free to use fireworks.

After the fight, Sarah will open the door, and she and Alan will be able to go further. At City Hall, the sheriff asks for the shield to be fixed while Sarah searches for the keys; however, Alan is categorically against such a distribution of responsibilities. As a result, the main character goes for the key on his own.

FIND THE HELICOPTER KEY

On the first floor in a large hall there is a page, then we go out into a smaller hall. Suddenly, a message comes to the phone from Barry. In the next room, expect a collision with the possessed, also in the room you can replace the gun with a rifle and raise coffee. In the room, to the right of the front door, there is a mpowerful flashlight, ammo, batteries, fireworks, grenades and a key. We go out to the door and watch the video, after which we continue to follow the sheriff.

FOLLOW SARAH

We pass through a small park, enemies jump out from behind the fence. Having made our way through the ranks of the enemy, we go out onto the roadway and cross the road. The further path will pass through the bookstore. On the first floor of the building you can take coffee and a leaf (there is nothing on the second floor).

We go out into the street and see a launched signal rocket. The sheriff turns right, at this stage we recommend turning in the opposite direction (cache). We return to the sheriff and go to the playground (there is coffee on the sandbox). We go out to the local church, the sheriff immediately runs to the door, but it is better for Alan to look around first. Ammo, flares and batteries are hidden in this location. On the right is a truck with a page inside.

SURVIVE ATTACK

The main characters decide to enter the church, but the castle is jammed; according to the sheriff, not the first time. While Sarah is at war with the castle, Alan will have to fight off two attacks. Moreover, on the second wave, you should not skimp on cartridges and grenades, especially if the enemies have gathered in a group. Finally, the lock on the doors of the church gives up, and the heroes get inside.

WALK THROUGH THE CHURCH

There is a page of the manuscript on the pedestal in the room. We follow the sheriff andwe go down to the basement, once again we meet resistance from the obsessed. We scare them off with a flare, and then we act in accordance with standard protocols against the possessed. After cleaning the area, we recommend that you carefully search the basement (coffee). We climb the stairs, go through the door and meet another thug, this time with an ax. It will dissolve as suddenly as it appeared before Alan. Barry, like John Rambo, wrapped in a New Year's garland, came to the aid of his friend.

GO TO THE HELICOPTER

The three of us are on our way. We pass through the parking lot and go upstairs (there is a page on the table). Having got out on the highway, the first thing we recommend is turning right, as there are grenades in the car. Next, we go up the road. Again an ambush, and again possessed with a chainsaw. Together there were no special problems, and the three of us became even easier. Barry, although he does not shoot, shines perfectly on enemies. Thus we pass to a large illuminated building.

GO TO THE HELICOPTER

The main characters get to the helicopter, near which there are a lot of supplies (clearly indicates that there will be a batch now). Sarah and Barry prudently climb into the helicopter, Alan can only fend off the enemies with all available means.

WITHSTAND ATTACK

However, there should not be any particular problems at this stage. From all sideshe will go possessed, however, as noted earlier, there are many countermeasures on the ground. Lanterns can be used as a deterrent, and gas cylinders are scattered all over the area around. There will be four waves in total; we drive away enemies with fireworks, keep the lanterns in working condition and throw grenades. Finally, after 3-4 minutes, Alan gets into the helicopter, after which the video will start.

By helicopter, the main characters fly to the substation, which they were so eager for. The aircraft is attacked by a flock of birds and Alan falls out of the cabin; further, the main character continues on foot. Sarah and Barry fly off into the night, driven by a flock of crows.

PASS THROUGH THE SUBSTATION

On the left there will be a small booth, inside the room there is a revolver, cartridges and batteries. We leave for the gate through which light breaks through; shooting the plank with a revolver will open the gate. After that, the writer is attacked by the possessed; Very conveniently located gas cylinder near the car. As soon as the gates open, you can immediately go under the saving rays of light.

The main character enters the territory of the substation, you can turn on the radio in the warehouse. Under his sounds, we move on, and be ready to repel a massive attack of the possessed. This skirmish will not cause problems, the warehouse is filled with gas cylinders. Coffee is hidden in one of the large concrete pipes. Next, dwe move further along the road, soon the power plant will become visible. We go down, turn left and find a cache.

Now you can return to the main route, the next door will open at the touch of a button. The main character meets a thug with an axe. We shine a flashlight into it, it moves away from the light farther and farther, until it finally touches the wires and disappears.

To the left the path is blocked, turn right and get into a small maze. In the corridors you can find two pages and a thermos. The first page is near the entrance, next to the wires. The second page on a small trailer, near the area where the possessed will ambush (a thermos is hidden in this area). In order to take the second page, and at the same time go further, you must first lower the lift, then climb on it and go up. We find the page and jump down from the other end of the trailer.

CROSS THE BRIDGE

We go out to the bridge and find a house with a control panel. In the room, be careful, as the possessed will jump out. After the problem is fixed, activate the button on the control panel. As soon as Alan is on the bridge, it will begin to rotate. Running to the other end is completely pointless. You just have to wait a couple of seconds until the bridge turns and jump to the other side.

GO TO THE POWER PLANT

Next, go to the control room; in byThe room has light and supplies. On the way to the power plant, a helicopter flies over the writer again, providing air support. Under the cover of comrades, we break through the crowds of enemies to the lantern. Birds attack the aircraft again, forcing the helicopter to leave the location. We continue the further path again alone, break through yet another ambush (for example, using a rocket launcher), and get to the parking lot. We go down and break away from the possessed.

There is a thermos in the far left corner of the parking lot. As soon as we are at the door, another cutscene will begin. Inside the writer is waiting for a strange elderly woman with a lamp. Next, we collect supplies and coffee.

TALK TO WEAVER

For further passage, the woman will ask to turn off the electricity supply to the substation in order to open the way to the dam. Alan is driven out into the street, and given the task - to turn off the switch.

INTERRUPT POWER SUPPLY

With a fight we get to the next lantern, behind the lantern there are gateways that block the path to the knife switch. First, activate the middle button, then the right one; the airlocks are closed, creating a passage to the switch. We move forward and deactivate it, then go back. Gateways begin to move randomly, which makes it a little more difficult to cross them.

BACK TO WEAVER

Having successfully crossed to the other side, we return to the elderly woman. Naturally, p?You are going to make your way through the ranks of the possessed. At the end, just before the exit to the parking lot, even a goon with a chainsaw will jump out. We deal with the enemies and go back to the station

GET TO THE CRASH SITE

We return to Cynthia Weaver, and follow her to a huge pipe, after which the cutscene begins. Alan watches as the helicopter falls, and now you need to get to the crash site. We pass forward, select the page and move on to the aircraft. The protagonist discovers an empty salon.

FIND SARAH AND BARRY

We start looking for friends and, after a while, we find them surrounded by the possessed. Very handy will have a rocket launcher. There are many enemies, and they cost quite a lot. Behind the house you can find a cache.

GET TO THE TOP OF THE DAM

Reunited with friends, Alan and company head to the dam. After the lantern, two nimble obsessed will run out of the forest. There is no point in wasting ammo on them, so the best tactic is to run to the next lantern. Further, the main characters go to the lift. On the way to it, it is advisable to explore into a huge concrete pipe (coffee). We activate the lift, while it is going you will need to fight off enemies for several minutes.

We rise on the platform, go out into the street and immediately turn right, near the coffee cliff. Further, the cistern will block the entrance to the dam. To the left of the dam, if you stand with your back to it, opens?New path (reels with cable begin to fly to Alan). Behind the fence you can find a page of the manuscript, now it remains only to climb up.

At the top of the dam, Alan is waiting for a searchlight and many enemies. Within a couple of minutes of using the searchlight, the crowd of enemies is finished

ESCAPE FROM THE DARK ESSENCE

After the last enemy dissolves, a dark tornado will manifest itself in the forest, and you will need to run away from it very quickly. The path will be as follows: we move in a straight line to the fuel truck, and from it we turn left and go down the stairs. Next, move forward under the bridge. At this stage, we recommend that you carefully look where to step. Right under Alan's feet, some metal panels will fall through.

Having passed the dangerous area, we go up and move forward to the next barricade. Near it we turn right (on the way, pay attention to coffee). Next, you will again have to overcome a dangerous area with an unreliable floor, but this time you need to jump over some places. After taking the elevator, the main character meets Cynthia Weaver. Another video will follow and the fifth episode will be completed.

Episode 6

TAKE DARK GLASSES AND PAIN

We find ourselves again in the writer's apartment, this time Alan suffers from a hangover. First you need to find medicine and dark glasses. The glasses are in the bedroom, on the bedside table to the right of the bed. Pills, by law??m of all American films can usually be found in the bathroom cabinet.

LEAVE THE BEDROOM

Having thrown drugs, we leave the bedroom and listen to the message on the answering machine. Message from Barry, he asks to turn on the TV. We go to the living room, turn on the TV and watch the program. Next, Alice comes, turn off the TV and go to her kitchen. After talking with his wife, we return to the present, where Alan decides to go to finish the book at home.

GET TO CALDRON LAKE

After the video, the writer finds himself on the observation deck. The main task now is to return to the island to finish the book and save his wife. We take coffee from the table, get into the car and go to the lake. Near the logging site, we recommend stopping and getting out of the car. Nearby is a small barn, inside which you can find a rifle, cartridges and batteries. Deeper in the forest is a cache, in a small building. After collecting resources, we return to the road and move forward to a large shed (coffee). We get into the car again and drive into the tunnel, the traffic jam will not allow us to drive further. As a result, you have to walk.

At the exit from the tunnel, another video will start, after which darkness will begin to thicken around, and enemies (in the amount of three pieces) burst into the tunnel. Having dealt with the enemies, we move forward. We select the page, run to the car, and then already e?We eat on wheels. We drive forward to the hotel, we can stop in the rooms to replenish ammunition. Later it turns out that it is in this hotel that Agent Nightingale lives. It does not carry any plot load, but it is still of some interest. After examining the room, we leave the hotel, get into the car and drive to the bridge.

GET THROUGH THE GHOSTS

We leave the car and move on on foot. Naturally, darkness begins to manifest itself on the bridge, and various objects will fly at Alan. Having reached the middle of the bridge, the writer will have to face the obsessed logging equipment again. But this incident will not cause a particular problem. Just run from side to side, dodge her attacks and shine until the car dissolves.

GET TO CALDRON LAKE

It is quite expected that the road to the lake is torn up, so you have to cut through the field. This area is guarded by a possessed pickup truck. With the help of car headlights, we light up the pickup truck to death and calmly drive on. Ahead is a barn, which can be seen from the burning light inside. In the room, the writer will find another car and a checkpoint; If your car is very worn out, there is a great chance to update it. On the second floor of the barn, you can find a fire. Behind the barn we get out onto the road and press on the gas. We cross the bridge and dodge the flying bus. Is he out?It goes straight into your lane, just go into the oncoming one and pass it. Next, let's go to the light.

Again we get to a standstill, leave the car and go on foot. At this location, be careful, as there are spots of darkness everywhere. We burn our way with a flashlight and go into the tunnel. Just before the tunnel, Alan will be attacked by enemies. Three will appear behind and two will come out of the darkness. We recommend not to get involved in the battle, there are too many enemies and not enough ammo. Under the cover of fireworks, we run through the tunnel and get into the car on the other side (we raise the page along the way).

We save, take part of the manuscript and go further along the road, to the next tunnel. It is also littered with a page next to it. Next, turn back and go back to the billboard, there is a turn in front of it. We reach the service station, the gates are closed and we need to find a button to unlock them. Behind the building there is a cache, it can be found if you follow the arrows. After studying the cache, enemies will immediately appear, we light the fire and run towards the light. It's time to go inside the found station, in the room, expect resistance from the possessed. After you deal with the enemies, search the premises of the first floor (coffee). We rise to the second floor, near the stairs there will be the desired button. Another enemy will enter through the door, we deal with him and collect supplies. We go outside, there is a pyramid on the railingand from cans, you can shoot her. The path is clear, we go down, get into the car and press the pedal to the floor.

The next place that Alan has to overcome is a landfill. We go forward by car, famously bouncing on the springboards, and stop not far from the lamp. The path for the car is closed further, we get out, collect supplies and climb up the stairs. Gather supplies again and start the generator. It activates the lift, which now needs to be started. We jump down and go to the control panel. As Alan nearly reaches his destination, a bulldozer comes to life nearby; according to tradition, several possessed appear with him. We dodge the attacks of a huge machine, shine at the possessed and shoot them, and then we eliminate the equipment. We return to the lift and press the button, as soon as the container rises, it will be possible to go forward. On the other side of the light and another car.

We sit behind the wheel and drive to the next lantern, next to the pillar is a box with supplies. We leave the interior of the car, collect supplies and, following the prompt on the gate, climb the stairs into the building. We jump into the hole, move the trolley and go out into the street. The writer finds himself in an abandoned mining town. We pass forward until a tornado sweeps through the city. As soon as the darkness calms down, we run through the city towards the church.

If you wish, you can stand behind the spotlight and for?? branch nearby nearby enemies. We push the trolley inside, and we go into the dilapidated building of the church. In case there is a persecution by the possessed, use a flare next to the entrance. Another page is hidden in the room. Near the second trolley, which blocks the exit, we also use a fire and push the obstacle. Once outside, run towards the light.

After the lantern, we run forward, climb onto a wooden platform, collect supplies and jump into the trolley. The trolley travels about fifty meters, at the speed of a wounded turtle, and then breaks off a cliff due to collapsed tracks. After a boring trip, we get out of the trolley and go into the light.

Next, we climb the stairs up and approach another trolley, you need to push it forward, fighting off the birds along the way. Especially do not get carried away with this procedure, as you can fly down after it. There is coffee on the other side of the dip. We run further along the bridges, fighting off the birds. When Alan gets out on the mainland, spots of darkness will join the birds, a little later, the possessed will also join the battle. Along the way, there will be a house with light, where you can rest and replenish supplies. We leave the room through the back door, run under the wooden arch and get into the forest. A little later, a truck will fall from the sky, and almost immediately a nimble possessed will jump out from behind it. We take a fire in hand and move?We rush to a small building, near which there is a generator. We light the fire and calmly start it.

Having rested under the rays of the saving light, we again rush into the darkness of the night, enemies will again climb out of the forest, and equipment will begin to fall from the sky. Balloons are scattered throughout the area, which will help keep enemies at a distance. There is coffee in one of the old carriages; further, run after the pointer, dodging attacks. Having reached the cylinders piled in a heap, be sure to shoot one of them. They will scatter very beautifully and effectively, hitting the pursuing enemies. We run up to the generator and, under the cover of a fire, we start it. Nearby lies ammo and a torch.

There is a rise ahead, as soon as the camera starts to shake, we run back, or a whole car will fly into Alan. It is worth waiting until the district calms down and move on under the endless stream of objects from the sky. Climb the stairs, not forgetting to watch out for spots of darkness. After the lantern there will be another small climb up the stairs and Alan will finally get out to another abandoned building. We go inside, go up to the second floor and jump down to the street. Next, turn right and start the generator, it feeds a small lift nearby. As soon as the lift starts, enemies will attack Alan, grenades and a rocket launcher, which can be found nearby, will come in handy here. We release a rocket launcher into a crowd of enemies, we make our way forwarded, press the button and wait until the elevator goes down.

At the top of the writer, an obsessed fan is met, not far away you can find the page. Eliminate the enemy, take the leaf and go to the narrow passage. Next, a cutscene will follow, after which the passage will be blocked by possessed objects. We light the fire, run up to the blockage and throw a grenade under it. With the help of a lantern, we eliminate everything that survived the explosion and run into the crevice. We run forward along the narrow passage. The dark entity will in every possible way intimidate the writer with foreign objects. Ignoring the actions of darkness, dissolving with light everything that will interfere and go out to a huge dark tornado.

NEUTRALIZE TORNADO

We boldly rush into the center of the whirlwind; There is only one road, so don't get lost. We move forward along the only path, dissolve obstacles and dodge projectiles. On the cliff, we wait for a good moment and jump over the abyss. Next, you can replenish the supply of charges for the rocket launcher. Jump over another abyss and find the center of the tornado. We shoot him with a rocket launcher; a few volleys and the tornado ceases to exist, and the player is shown a video in which Alan falls off a cliff. After the video, we wake up in bed with Alice, Alan gets out of bed and asks his wife to turn on the light. In response to this simple request, the wife begins to evade that it is supposedly impossible to do this. We pass through the apartment to the guests??Ouch.

FIND THE NUTCRACKER

Alice blocks the entrance, but already surrounded by darkness. We go around it through the kitchen, near the table we get a flashlight, shine on the table and take the nutcracker that has appeared. After the video, we find ourselves in an unknown place, highlighted words hang in the air. We shine on the word thermos, and coffee appears. We continue to shine according to the words, materializing various objects (in fact, only the road is needed). After the path appears, we go along it forward and shine on the word bridge. We pass along it to the other side, and materialize the house. We go into the room and watch the last video, which will leave much more questions than answers.

Episode "Signal"

VIEW THE ROOT

We go to the restroom, in the toilet Thomas Zane gets in touch with Alan, he asks to find a better place for communication. As in the first episode, he gives the writer a weapon against darkness: a flashlight and a revolver.

EXIT THE DINER

After talking with Zane, we go out into the main hall, there is no one in the room, and it is dark outside the windows. From the very beginning of the chapter work for a flashlight and a revolver will suffice. At the front door, Alan is waiting for a bully with a sledgehammer and 3 Possessed. Engaging in a battle in the kitchen is not the best solution, we recommend returning to the corridor to the restroom, it will be difficult for the enemies to maneuver and surround the hero.

EXPLORE THE LIGHT

There is a graveyard near the diner, and a light is on ahead. CalmEnemies violate the resting place for a walk. Since there are not so many cartridges left after the diner, it is better to follow the example of the hero of the movie "Forrest Gump". When we get home, we go inside. The path to the second floor is closed, it remains only to go forward. There is a page in the living room, followed by a cutscene. Zane gets in touch with Alan again and gives instructions for further action.

GO TO GPS SIGNAL

As soon as control returns to the player, we recommend that you once again inspect the house more carefully. Words hung in some places, and if you shine a lantern on them, they materialize into useful objects. So you can get a more powerful flashlight, batteries for it and a rocket launcher.

Again we find ourselves opposite the diner. We follow the signal and exit to the roadway. There will be a TV screen on the road that shows a crazy version of the writer. Alan's copy recounts subsequent events, warning the hero. After the end of the broadcast, chaos begins to occur in the circle. It remains only to run forward and dodge the cars obsessed with darkness. On the way there will be a dark door leading to a hardware store. A simple light from a flashlight is enough for her to open the way.

It is more or less safe inside the store, there is a sign “tools” near the cash register. Shining a flashlight on the plate, we get a shotgun, cartridges, false fire??p and batteries. When you try to enter the second half of the store, the possessed will fly into the main character (in the amount of four pieces). An excellent countermeasure option would be to hide behind the vendor counter, circle around the enemies and shoot them from a safe distance. If it's really hard, you can use a flare or rocket launcher.

Having dealt with the possessed, we go out into the street, we pass a little forward; Another call comes from Zane. He again asks to follow the signal. After the conversation, we follow the signs, climb over the fence on the boxes, and find ourselves near the city hall. We turn left, at this location you can dissolve a couple of words, thereby getting a grenade and several fires (there is also a cardboard figure of Sarah nearby).

We return to the main route and continue to follow the sign. We jump over the pits and are attacked by the possessed. It's time to get a grenade or rocket launcher. Everyone who survived the light show is shot in the normal mode.

Near the drinking fountain, you can get hold of cartridges, batteries and fireworks. Further, we go to the light, once again Thomas Zane gets in touch again; he reports that the darkness is deceiving the protagonist, and Alan, instead of going to his signal, gets further and further into the darkness.

After the conversation, we pass a little forward and turn off the road into the yards. Pop Writer?ambush. We drive off especially arrogant flares, make our way to the stairs, killing one of the enemies right on it, and then, standing on top, pour light and lead on the enemies. Having dealt with them, we jump over the fence and approach the mysterious word "memory". However, do not rush to shine on him. First, examine the small shed on the left, there are cartridges for the rocket launcher and batteries. Go back to "memory", the burnt-out word shows a scene from the original game.

VIEW THE ROCKET LAUNCH SITE

We reach the playground, an alternative version of Alan gets in touch, and plunges the main character into unpleasant childhood memories. After that, the objects on the site go crazy, and begin to rush at the writer. We burn them with a lantern, it is best to do this from under a large fallen tree. It will be an excellent barrier to possessed items. Having finished with them, we pass forward to the gate. We dissolve them with a lantern, and go straight to the front platform, near the church.

Trying to open the church door. Locked, need a key. We go down the stairs in search of the key. Suddenly, parts of the platform with hunting trophies begin to fly at Alan. We deal with hostile objects, and only the word “key” remains in place of the platform. After dissolving, the "key" transforms into Sheriff Sarah with a bunch of city keys. Follow her to the door and go inside. To the rightIn the corner of the church you can replenish supplies. There is a TV in the room on the left, on which the alternate Alan is again broadcasting. We break the door to the basement and go down.

GET OUT OF THE BASEMENT

In the basement there are a huge number of stoves, whose doors can be opened, and fire will blaze from there. We pass further along the basement and stumble upon two obsessed. We shine on the nearest stove, and the enemies disappear in the cleansing flames. It's not hard to guess, there are a lot of enemies in the basement, stoves will come in handy. As soon as you exit into the large hall of the basement, we turn right and, adhering to the right wall, we pass forward. We stop in front of the chair, on which there will be an alarm clock. From the alarm clock turn left, and run to the stairs. With the help of a flare, it will be easiest to drive away the possessed. It remains to highlight the word "Climb" so that a ladder appears. Now we go upstairs, leaving this basement behind.

TAKE THE PAGE OF THE MANUSCRIPT

Having got out into the street, we observe how Thomas Zane passes the next page to Alan. Further, words appear around the writer, we burn them all with light. Under the word "friend" hides Barry. Appearing, he begins to conduct a dialogue with the main character. Barry explains that it's not him at all, but only Alan's subconscious.

GO TO GPS SIGNAL

After talking with Barry, we go forward, through the gate and go to the wooden platform. We bring it down, select a more powerful lantern and moveto the word "Boom!"

GET TO THE SAWmill

We shine a flashlight on the word, prudently keeping the distance. There is a real explosion (with light and noise effect). We get to a similar "explosive" inscription, only now it can be tested in practice, as the possessed will appear.

We turn left and cross a short stone crossing. In this area, you can collect supplies, then we find a TV with Alan. A serious fight is planned ahead, but, fortunately, the words looming: “Boom”, “Rocket”, “Tools”, and other inscriptions that are pleasant to the eye.

We cross an eerie clearing, densely populated by enemies. In front of the lamppost, there will be the word "lantern"; we shine on it and as soon as a stationary lamp appears, turn on the light. He, in turn, will light up the words "Boom!" near the tent, after which there will be an explosion. By the way, there is an alarm clock in the tent.

After the lantern, we approach the cliff and illuminate the word "lantern". A huge spotlight will appear, with which you can activate the word "bridge". After all three words are dissolved, wagons will fall from the sky, and they will organize a crossing for Alan. We go into the first car and, having fallen out of it, immediately turn right, we find another cardboard figure (Cynthia Weaver). We approach the bridge, on the other side of it there are a huge number of bad words (“Enemy”, “Birds”, “Obsessed”).

Directing the beam from phojunkie into the ground and go forward; we leave to the left, away from bad words, making our way to the next lantern. Then we go through the tunnel and listen to the conversations of crazy Alan. Having broken through a wooden door, we find ourselves on a field on which there are many electrical distribution poles.

We listen to Barry and hit the road through this strange place. Periodically, the lanterns are lit randomly, giving excellent protection from enemies. But do not place high hopes on the lights, they turn off faster than we would like. We choose the direction in accordance with the pointer, and run forward, not embarrassed to jump down from some cliffs.

Behind the lantern you can find a cardboard figure of Thor Anderson. On the crane boom we move over the fence and jump to Barry. In the given area, it will be possible to create a Supply Crate and a CAR! (it is simply impossible to read this without the intonation of Leonid Arkadyevich)

GO TO GPS SIGNAL

Get in the car and go! However, Alan's car is not the only one on this field, so there is a great chance to arrange a survival race with two pickups. An excellent tactic would be to drive your car behind the logs, and from there calmly highlight the enemies with headlights. As soon as the possessed machines will be finished, it will be possible to go to the next lantern. Having reached it, do not rush to leave this location. To start, turngo right and go to the word "wheels" (there will be an alarm clock nearby). We return to the light; the switch will open the door to the warehouse (near which Barry was). After activating the gate, the lantern under which Alan was standing goes out, and enemies begin to appear around. We get into the car and drive through the gate to the warehouse.

Climb up and exit through the open door. We activate the words at the top, then we go down and collect supplies. We approach the word "memory", and together with Alan we recall some juicy details of family life. We move under the walkways on the left, once again the alternative Alan will try to convey his thoughts to the writer. Next, the protagonist is ambushed; deal with enemies, materialize the stairs. We climb it, make batteries and a more powerful lantern out of a couple of words.

To the sound of a chainsaw, we go into a small warehouse of boards. The sound source is not long in coming. At one of the turns, Alan is waiting for a thug with a saw and friends. Two shots and this friendly lumberjack goes to oblivion. Having fought off the rest of the enemies, we pass to the light and knock out the door.

We get to the warehouse, make our way through the enemies to the stairs, and meet Barry near it. We make a couple of flares out of words and go upstairs. Indoors, the possessed smashes a large window and attacks the writer; two more opponents run in through dthe right opening, and one comes in from the back. As soon as enemies appear, we shoot at the balloon near the window and, if you're lucky, three enemies will immediately disappear.

We leave through the door to the balcony and jump down. To the right, behind the warehouse that Alan just left, is a cardboard Alice. With the help of the words "bridge" you can pave the way further. One of the words materializes the button that controls the crane, the second creates boards that can be used to get to the crane platform. First, we make a path from the boards to the fence, then we turn on the button and adjust the platform to the gap in the fence. Next, run to the crane platform, climb up and wait for it to start moving.

Enemies await on the other side of Alan. We use a fire to drive them away, and then we burn them out with light and shoot them. Now let's go up the stairs. Climbing onto the roof, you can get more memories and continue climbing, jump into a huge hole in the roof. The writer is at his own photo shoot. We go behind the background canvas, go through the door and find ourselves in the bedroom.

We study the apartment, collecting batteries (an alarm clock is hidden in one of the rooms). In the living room, the protagonist meets Thomas Zane. During a conversation with the writer, the TV turns on and starts showing a crazy Alan. As a result, Zane disappears again, and the TV, obsessed with darkness, will attack the main character.

DESTROY THE TV

Let's go to the TVwe fire a fire, and direct a concentrated beam of light at the demon-possessed technique. Further, the TV, having broken through the wall, will leave the room. We get out into the gap and jump down from the balcony. The second phase of the battle will begin. The TV needs to be lit again, and as soon as possible, as he throws various objects at Alan. We recommend that you run up to the enemy and set fire to the flare (or better 2). After that, the TV will have to break through another wall and increase the distance. As soon as he does this, you can charge him with a rocket launcher. One or two successful hits, and the zombie, breaking another wall, will fly out into the street. You should not immediately go after him, there are a lot of supplies around.

Having got out into the street, we move to the TV, collecting flares. The writer's further path will be blocked by a possessed boat that has fallen from the sky. After clearing the area, all that remains is to go to the enemy and watch the final video of the first additional episode.

Episode "Writer"

GET TO BARRY

We watch the introductory video, and find ourselves in the garden of Dr. Hartman's clinic. On the other side of the locked door is Barry, or rather the image of a friend from the writer's subconscious. Alan has no weapons, as well as a flashlight. We pass to the lantern with a rotary mechanism and begin to move it until the light falls on the word "Destroy". The wall will explode and the path will open further. Are we moving to the opposite?South side, take a flashlight from the fountain and go to a small barn. We activate the word "surprise" and a hole will appear in the wall, a possessed gear will jump out of the room. In the barn we collect supplies and go outside. We climb onto the roof, we pass along the fence to the breach. From the word "energy" we get batteries and go forward, from the hands of the statue we take a gun and go into the garden labyrinth.

To get started, go to the end along the left branch, at the dead end you can find a copy of the video game. Now return to the statue and turn right. After a little dialogue with Barry about the madness, Alan receives further instructions (illuminated building). We go to the stage, which stands near the main entrance to the clinic.

WITHSTAND ATTACK

In the center of an impromptu TV scene, an insane Alan appears and the writer is attacked by a group of enemies. After all the Possessed have fallen and the last blast of pyrotechnics has died down, a light will flash on the first floor of the clinic, opening the way inside.

FIND Zane

Before going inside, it is better to return to the box with cartridges and replenish ammunition, to the right of the front door in the clinic you can pick up batteries. All the furniture in the great hall flies up to the ceiling, Zane appears outside the window, and most of the possessed objects dissolve.

TALK TO ZAYN

We go outside and talk with a diver, Thomas is not limited to simple advice, huh?begins to actively help. For starters, Zane hands the protagonist another page. Further, words appear behind the fence of the site, the word “clear” is closest to Alan. We burn it out and a lighthouse lights up in the distance, it becomes the next goal of the trip.

GET TO THE LIGHTHOUSE

We create a path through the air from stone blocks (burning out the appropriate words), we reach the boat and sit down in it. We anchor and set sail, it will not take long to sail, about thirty seconds at most. Next, we shine on the word “swim”, after which we materialize the “tools”. Having reached the wooden platform, we collect supplies and materialize the house. There is a TV set inside the room and, of course, a crazy writer is broadcasting in it.

The wooden house begins to slowly turn over, stand closer to the TV so as not to fall from a height and break. Next, wait until the house turns over, and move to the exit. As soon as the building is on the same level with the platform floating in the air, we jump out of it.

We pass a little forward along the platform and find a tornado, another page falls from the sky; as soon as the protagonist picks up part of the manuscript, the words "bridge" appear in the whirlwind. From these words, objects are materialized on which it is free to jump. Burn them out, starting from the bottom row, until you find a bus. This "platform" is the most convenient for comfortable movement through the hurricane, jump on??his and whirl in a whirlwind of darkness. During the fascinating study of the hurricane, look for the word "road", it materializes an immovable platform. After waiting for the distance between the second platform and the bus to be as short as possible, we jump over the abyss. At this location, the obsessed with an ax will be waiting for the writer, he is alone and should not cause problems. We go up the stairs and burn out new words. Having found a suitable platform, we jump onto it and materialize the "road" again. A very long wagon with stairs will appear. We jump to it and go upstairs. Again we create blocks of words and get to the trunk of a huge tree. Inside you can replenish batteries and cartridges.

We leave the tree and render on a small plot of land. At this location, the words “roll” are glowing, and if one of them is illuminated, barrels with a combustible mixture will roll down. A little later, enemies appear, which are very pleasant to blow up with these same barrels. Adhering to this tactic, we break forward to the renewed tree.

We pass along the tree and replenish the supply of batteries; we move past the lantern and find a well into which the word "hole" plunges. A flashlight is useless in this situation, but in front, under the word "rockets", there is a police car with a box of flares. Fill your pockets with fireworks, return to the well and activate the word "hole". In a huge pipethere will be an explosion nearby and a passage will open.

We make our way inside the pipe, the path to the left is closed, so we turn right. We pass to the hole in the floor and jump down, enemies appear in the tunnels. Under the cover of flares, we run forward, then turn left. There is another hole in the floor, we jump into it and find ourselves in another tunnel, but already lit. We pass forward to the TVs and listen to crazy Alan.

After another educational program, he finds himself in a huge wheel, like a hamster. The wheel consists of various rooms (sets) in which the events of the previous episodes took place. We run forward to the water and observe how the double of the heroes jumps down, after which we follow him. Having broken through the water barrier, we continue to move forward to a huge round door. It will be closed, but it is worth waiting a bit and the passage will be free. Further, the writer finds himself in a lighted room, we pass through the room and sit down in the elevator; during the ascent, we talk with Thomas, then we go out at the gas station Staki. We collect supplies, ignore Alan on the TV and go outside.

Ignoring the enemies outside, turn right and find a copy of the game on the broken bed. We move along the tree to the other side and turn left, shine on the words "wire" and "bridge", materializing power poles and the bridge. ?We move to the other side of the crossing, and engage in battle with the possessed. After cleaning up the area, we continue to create power poles to the generator. We launch it and return to the fallen tree. We shine on the last word "wire" and as soon as the light appears, the loader button will become active. We approach the control panel and build a crossing.

We move forward after the pointer, under the bridge Thomas will get in touch. Climb up the path and exit to the bridge; it is safe in this area, so you can safely run to the opposite end of the bridge and start climbing. Enemies will appear on the upper levels, we eliminate them with the help of the word "boom" and continue to rise. Enemies will also appear on the next level. Fortunately, the words “flash”, “boom” and “crumble” will help to cope with them.

Behind the lighting lantern, Alan is again waiting for the main character on the TV. We move forward through the suspension bridges, materialize the block, shoot the lone obsessed and move on through the corridor of the clinic (it appears right in the rock). We pass through the door and observe the doctor's conversation with Alan, who has a TV on his shoulders instead of a head. After a long conversation, the light comes on and the writer can move on.

We pass through the cave and find ourselves on a cliff, near the crashed plane. At this location, you need to climb up the rock and light up the wordso "trembling", located above the wing. The plane will tilt down and the path will open for the main character. We pass along the wing and jump down, now Alan will have to break through the dark forest. We recommend not to engage in battle, but defending yourself with the light of a flare, run to the next lantern at the observation deck.

Thomas Zane reappears and flips Alan another page. Further, new words appear - "memory", "set fire" and "bridge". We shine on the word "memory" and get a new portion of memories. Then, turn on the light on the lighthouse, and create a bridge. We pass forward and see a crowd of enemies, and to the left of them there are two words "clear". We shine on the words and the rocks will disappear, and the beacon will destroy the enemies with a powerful stream of light. Now the writer has a little run on the rocks; we move forward, shine on the words and drive away impudent enemies with flares. Near the next lantern, you can take a break. There was nothing left before the lighthouse; practically the finish line.

GET TO THE LIGHTHOUSE

We go inside and climb the lighthouse. We are watching a short video, after which Alan will be in front of Thomas Zane's house in Bright Falls.

ENTER THE HOUSE

Approach the wreckage of the bridge and wait until the word rises from the water, shine on it and create a bridge to the haven of darkness. We move along the bridge and meet Barry with an ax, drive him away with a flare and go to the house. Televisions are placed around the house, broadcasting?It's another transmission of a madman. We replenish ammunition and go forward.

WITHSTAND ATTACK

Dr. Hartman will appear first and immediately attack the writer. The fight with him will be no more difficult than with any other character. We drive Hartman into a corner and shoot him, having previously removed the shields. After the doctor, the Anderson brothers will come out to the writer, with guitars to the advantage. With the brothers, the battle tactics are similar (with the amendment that there are two opponents). Barry will be the last one, you will have to fight him three times. At first, he will pose as a thug with an ax, but after two defeats, he will change tactics and begin to quickly run around. After defeating Barry for the third time, the writer will have the opportunity to enter the house. It remains only to watch the final video.