Difference between revisions of "Alan Wake/any%"

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(Created page with "The chapters are based on the chapters in the "Episodes" menu. Also this is based on Normal difficulty (on PC). =Episode 1= ==Chapter 1: Nightmare== The start here is a bit ...")
 
(Episode 3)
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=Episode 3=
 
=Episode 3=
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==Chapter 1: On the Run==
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Start walking instantly, this will make the manager start walking a lot earlier. You have to wait for him to open the door, so just don't obstruct his progress and stay ahead of/near him.
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When you find the flashbangs, don't use them on the Taken that spawn, they will just respawn. After the little bridge, there are quite a lot, so you can try to kill most of them, but you should keep some alive or more will just spawn. The flashbangs can be useful later in the episode, so you might wanna keep them.
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==Chapter 2: Mirror Peak==
  
 
=Episode 4=
 
=Episode 4=

Revision as of 12:48, 11 July 2013

The chapters are based on the chapters in the "Episodes" menu. Also this is based on Normal difficulty (on PC).

Episode 1

Chapter 1: Nightmare

The start here is a bit tricky, because you have to select the option whether to reverse the camera. Move your mouse up just before you gain control, this will make you look up instantly. Then press left mousebutton to select the entry and wait a bit before moving, because moving might change the selection.

Chapter 2: Welcome to Bright Falls

You have to move the conversation foward to get of the ferry quick:

  1. Trigger Alice talking
  2. Talk to Pat Maine
  3. Before the conversation with Pat Maine ends, get back near Alice to trigger her conversation
  4. This triggers the phonecall, which triggers the SMS
  5. When you get the SMS go back to the car to be ready to get of the ferry

In the Diner it's pretty much walking through except for the end: When you spam the use key (usually E) once you get to Rusty on your way out, it skips the forced camera movement to Rusty and saves a few seconds.

On Bird Island you can't sprint so jump instead. Go directly to the generator and turn it on. Getting out of the generator shed triggers the conversation with Alice, which triggers the next cutscene. Getting into the study in the cabin triggers the following cutscene.

Chapter 3: To the Gas station

  • Trip over the suitcases by the car to reset to normal running/sprinting.
  • After finding the first manuscript page there is a slow walking part you can skip.
  • In the house where you try to make the phonecall, sprint towards the exit just before it opens to get out earlier.
  • You need one flaregun to kill Stucky at the end of the level, getting the second flaregun in the level is fastest.
  • You have to kill Stucky, or else the gate won't open.
  • Killing Stucky can be pretty fast: Blind him for a few seconds, then shoot the flaregun at him. This will make him disappear instantly. If you first shoot the flaregun at him, you still have to kill him. But if you get enough darkness out of him before, the flaregun does the rest.

Episode 2

Chapter 2: Elderwood National Park

Rusty likes to teleport around so killing him when he does that takes ages. To prevent him from teleporting, you have to get the light on him as much as possible.

  1. When getting outside to where you fight Rusty, position yourself facing towards the building, just in front of the spot where he will jump down to. You have to be as near to him as possible after he lands, so you shine the light on him no matter where your camera is facing, because the jumping down animation messes up your camera a bit.
  2. Look up to Rusty, to trigger him jumping down. You can keep looking up to get some light on him while he jumps down.
  3. As soon as he has jumped down, blind him until all the darkness is out of him, then kill him with your gun (you need 11 bullets).

Episode 3

Chapter 1: On the Run

Start walking instantly, this will make the manager start walking a lot earlier. You have to wait for him to open the door, so just don't obstruct his progress and stay ahead of/near him.

When you find the flashbangs, don't use them on the Taken that spawn, they will just respawn. After the little bridge, there are quite a lot, so you can try to kill most of them, but you should keep some alive or more will just spawn. The flashbangs can be useful later in the episode, so you might wanna keep them.

Chapter 2: Mirror Peak

Episode 4

Episode 5

Episode 6

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