You can turn on the radio, but it does not count as a secret. We pass forward, in the office from the table we take a thermos (16), on the right under the refrigerator manuscript (13). We go into the hall, the main exit is locked. An unknown person will call us, he has kidnapped our wife, and he will tell us where to go. Through the left corridor we will enter the sheriff's office, we will talk with Sarah, we will take away our cell phone. We go out into the corridor, on the left on the wall we examine two posters "wanted" (2). We were examined by a doctor who returned from fishing. We will give Alice a charm from the darkness - the Nutcracker switch. Suddenly knock out the fuses, go into the hallway, the light will not turn on, take a flashlight. We go to the next room on the right, on the table we examine the cover, on the left manuscript (12). We go into the room with Alice, she is preparing the cover of the book, next we take a thermos (15). In our apartment on the left we turn on the coffee maker. To the right of the gate, in the rocks we will find drawer (4)inside rocket launcher. There is a tractor on the road, we go from it to the left along the arrows. Let's go out to the lantern, next to it in the locker batteries, ammo. In this place we will find manuscript (8). There is only one way through the forest - up the hill.
From the generator we go further to the right, on the cliff about two barrels we will find thermos (11). On the platform on the right we collect cartridges, start the generator. We go through the forest, new enemies are constantly attacking here, it is better to run quickly.
We go along the right edge, on the rocks near the cliff we will find thermos (10). We pass behind the barn, behind under a canopy we will find drawer (3), in him rocket launcher.
On the right we examine the platform of the broken staircase, there stands on the table jar pyramid (2).Īt the next lantern we enter the barn, inside we take shotgun shells, turn on radio (2). We rise to the left stack, along the hanging logs, as if on a bridge, we will move to the right hill. On the right on the pillar is the crane control panel, we move the logs down so that they hang between two stacks. Enter the lighthouse as soon as possible. Be careful as the Dark Presence throws cars at the bridge, making holes in it. When you get to the road, run across the bridge to the lighthouse. On the right is a small bunker, we go down into it, inside thermos (2). Open it up, take it rocket launcher and ammunition for it. Right in front of you near the lantern there is an emergency box. On the right on the fence we shoot at jar pyramid (1). Change batteries to Q, reload cartridges to R. First, we shine at the enemy on the RMB, and when the darkness disappears around him, we shoot on the LMB. The light will tell us about the enemies, will hand flashlight and revolver. To regenerate it, you must step into the light of a nearby lamppost. You will be able to continue the game, however Alan will lose some of his health. Right after that, wait for the back door of the hut to open.
forum showthread ?t=227518.Enter Clay's cabin and watch the cut-scene where he is killed by the hitchhiker. be careful not to miss collectibles, and if you want you can farm combat trophies to get them out of your way as you play. alan wake remastered episode 1: nightmare all collectibles & trophies achievements manuscript, coffee thermos, fragger gives an in depth guide to finding the hidden thermoses in episodes one and two of alan wake, getting the "damn good jeff walks and talks you through the first 5 can pyramids in the game, as well as the sixth (of eleven total) in case you missed one. acquiring all these in 1 run xbox 360 achievements. Armageddon gaming alan wake video walkthrough on nightmare difficulty, along with achievements and this video shows you the locations of all 10 alarm clocks and all 6 cardboard standees which you can find in "the signal" dlc we cover all the trophies achievements in this video for the signal dlc in alan wake remastered.