Although defeating Alan may appear to be the final challenge in the game, players still have some remaining tasks to complete before finishing. However, the boss fight in Alan Wake 2 was indeed the ultimate one. While there will be a minor amount of combat in the concluding chapters, it will not pose any significant difficulty for players.
Nevertheless, the last two chapters, Return 8: Deerfest and Return 9: Return Home, do involve a few puzzles that players must solve in order to reach the end credits. Here is what players can anticipate as they progress through the final two chapters of Alan Wake 2.
This walkthrough contains significant spoilers, so players should proceed with caution.
Explore Bright Falls
Once the cutscene concludes, players will discover themselves in an unexpectedly vibrant version of Bright Falls. The eerie atmosphere is intensified by the fact that everyone is wearing unsettling masks. To advance the storyline, players must locate a copy of Return. This valuable item is held by a cardboard cutout of Alan Wake positioned near the podium. However, caution is advised since taking the book will initiate another cutscene. Following this, players must swiftly evade the deranged townspeople until yet another cutscene ensues.
Reach the Attic
After the completion of the cutscene, players will discover themselves outside the Valhalla Nursing Home. The objective is to make their way to the attic; however, regrettably, all the direct pathways leading into the Manor are inaccessible and cannot be unlocked. Venture into the Wellness Center and navigate through it, while heeding the visions of Alice.
Players will eventually encounter Casey and the Dark Presence. They must follow a single path ahead and continue running. Safety awaits in the Manor when Rose shuts the door. Proceed to the third floor by ascending the stairs and approach Ahti. Ahti will unlock the door adorned with a swirl. Enter the room and approach the typewriter on the desk. This action will summon an Echo. Activate the Echo and place the story thread, "Pay the Price," onto the scene. This will initiate a cutscene that concludes the current chapter, allowing players to once again control Saga.
Examine the Case Board
After the cutscene concludes, place the evidence on the Case Board and proceed to fully profile Other Saga. Once the profiling is complete, transfer all the evidence onto the board. Repeat the profiling of Other Saga. Mind Place is filled with abundant evidence, therefore thoroughly examine every object.
Continue to place evidence and conduct profiling whenever new opportunities arise. Eventually, the lights will diminish and a flashlight will materialize on the profiling table. Grab the flashlight and continue collecting additional evidence. The flashlight will enable players to unveil hidden evidence by illuminating the darkened areas.
The accumulation of positive evidence will empower Saga in her battle against her fears. Once enough positive evidence has been placed on the board, players will unlock an additional option for profiling Other Saga. Complete the puzzle by adding the final piece of evidence to the board. Then, place the closed case picture on the board and proceed to the door located at the back of the Mind Place. Interact with the door to initiate a cutscene.
Answer the Phone
Saga finds herself plunged further into the Dark Place. By following the sound of the ringing phone, she arrives at the very same phone booth that Alan had encountered in previous chapters. This prompts a short cutscene. Subsequently, she tracks down the source of the humming to discover the Sheriff, who had been missing since Saga's initial chapter. Engaging in conversation with him becomes crucial for progressing the storyline.
The page provided by the game character directs players towards the entrance of Parliament Tower by indicating the location of the construction yard. Look out for the entrance door of the construction yard, easily recognizable by a prominent giant yellow sign atop it bearing the phrase "It's not a lake, it's an ocean". This line will resonate with those who have experienced the original Alan Wake game.
Upon following this route, Mr. Door reached the Parliament Tower, but unfortunately, it led players to the subway station instead. Before proceeding, be sure to loot the red toolbox after going through the exit gate. When ready, turn left and ascend the stairs. While heading towards Parliament Tower, stay vigilant for any Shadows that may appear. Approach the shoebox and interact with it to obtain the Clicker and a mysterious glowing bullet.
Please note that progress cannot be made until all Shadows have been dealt with. The phone will start ringing once again. After answering the phone, return to the Mind Place and profile Alan. This will unlock a lengthy series of topics to discuss and learn about Alan. Once all options have been exhausted, exit the Mind Place and return to the subway station.
Upon reaching the opposite side of the subway, make a sprint towards the fountain and immerse yourself in the water. As you do so, a gripping live-action cutscene will commence, resolving the narrative. Well done on triumphing over Alan Wake 2.
Editor's P/S
Alan Wake 2 is a thrilling conclusion to the Alan Wake series. The game takes players on a journey through the eerie town of Bright Falls, as they strive to alter the fate of this chilling horror tale. Players must navigate through the mysterious attic, unravel the secrets on the case board, and brace themselves for a suspenseful phone call that may change everything.
The final two chapters of the game, Return 8: Deerfest and Return 9: Return Home, involve a few puzzles that players must solve in order to reach the end credits. These puzzles are not too difficult, but they can be challenging for players who are not used to solving puzzles in video games. The game also features a boss fight, which is the ultimate challenge in the game. The boss fight is not too difficult, but it can be challenging for players who are not used to fighting bosses in video games.