Walkthrough of Alan Wake 2: Return 2: Heart (Anderson Saga) (2024)

The Heart is the second chapter of the Anderson Saga story in the game. Alan wake 2. In this part of the guide you will find tips on completing each task, using the case board for conclusions and tips for solving a murder case. Lake Cauldron, as well as solving puzzles hidden in the forest near Lake Cauldron.

Cauldron Lake - Murder Investigation

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Return 2: Heart - Chapter Walkthrough

Find Nightingale at Cauldron Lake

Along the way, while traveling with Agent Casey, you will finally be told a little more about the mysterious name that keeps popping up in conversations: Alan Wake. You learn that not only was he a famous writer pursued by Agent Nightingale before they both mysteriously disappeared, but Wake's disappearance was the start of some strange cult that began to carry out the murders depicted in his detective novels. The similarity of Agent Casey's name to the name of the main character in Wake's books will be just one of the strange coincidences that you will encounter...

As you return to Cauldron Lake, you will notice that a van and a motorcycle have appeared in this previously supposed restricted area, implying that you are no longer alone in the area around the campsite.

Return to the place where Nightingale was supposedly killed to find clues, taking the same return path that you unlocked by opening the two gates with the key, the entrance to which is located on the side of the parked cars.

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As you go down the hill past the first gate, you will notice a couple of people working at the substation. One of them, Illmo (who you may have seen on TV), will explain that he brought another man, Steve Lin, here to fix a machine for the government. The repairman will mention that the Federal Bureau of Control is monitoring volcanic activity in the area and the station is in need of repairs.

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You can also sneak through the open door of the small station to noticemaintenance note, which indicates signs of outside interference, which is much more serious than raccoons chewing on wiring...

If you haven't done so before, look around the back of the FBK substation to climb up onto the small ledge tolunch boxing Alexa Casey(from Alan Wake's novels) and inside you will find 2manuscript fragment.

Along with the manuscript fragments, you can now also create a separate dossier to track these collectibles in each area you explore, starting with Cauldron Lake, and place a clue about the strange message in the box indossier.

Investigate the crime scene

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The area where Nightingale was killed is even more flooded than before thanks to the rain, but still holds clues if you know where to look. Discuss the cult with Agent Casey and he will mention the need to study the situation and find out what this ritual is...

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Start by looking around the table where you will find cut out hint symbol, which can be added to the mounting evidence of the involvement of the Cult of the Tree.

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Then look towards the park bench where Nightingale died and you will find footprints (Barefoot tip), leading into the darkness. Add these tracks to your question about where Nightingale disappeared. Saga will tell Casey that she intends to explore them further on her own.

Follow the mysterious tracks until they lead you away from the campsite and store along a now familiar path that leads you back to the place known as Witch's scoop.

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Follow the trail until it ends. You should be at a place where the footprints go into the water. Here we get evidence fold.

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A little further ahead there is a box hanging on a tree, which contains ammunition.

Walk around the flooded area to reach a massive tree, passing a strange information board with a Witch on it, and you may notice something shimmering and covered in shadows at the base of the tree.

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Develop dark matter concentrated beam of your flashlight, and it will openmanuscript page, as well as another hint thatNightingale's trail led to another page.

The manuscript mentions a specific location that Saga explores, giving you clues to your next destination. Witch's Hut.

Go back to your to-do board and add two recent prompts toquest “Where did Nightingale go?", and this will result in a new question about the Witch's Hut, where you can place manuscript clues. The resulting output contains important advice:bright light provides protection, which makes places like this Witch's Hut truly valuable.

Adjust the lighting in the Witch's Hut using a fuse

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Leave Witch's scoop behind and go to Witch's Hut. This creepy little hut has its own information board, but it is now dark and ominous as it lacks energy.

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Examine the side of the hut to find a panel that is missing a fuse, prompting you to look for a spare.

To the left of the hut is a small bridge leading to the camp, and while the box at the end of the bridge contains a blown fuse, there are a few interesting things in the camp further down:

  • In the center of the camp there issmall notebook, abandoned by a child and his attempts to enter the building by the lake, but more importantly, there is also a camp refrigerator that stores a few random items.
  • To the left of the camp is a small covered area with a few more crates, and one of them containsfuse, which you are looking for to power the Witch's Hut.
  • On the side of the rock to the right of the campsite and the notepad are colored stones and a secondlunch box Alexa Caseywith a very mysterious note inside, as well as 1manuscript fragment.

Go back across the bridge and interact with the fuse box to replace the missing fuse in the panel, and the lights in the hut will come on.

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When you go inside, you will find that everything is different now. Firstly, you will receive achievement Thermos with coffee. Secondly, there is a cup of fresh coffee on the table, and food! The thermos can be used to save the game manually or as a quick save. Now the Hut can be treated as save room!

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Turning around you might also find a new onemanuscript pageon the bottom shelf of the closet, on which there is a very cryptic message about witch, heart and sign, which may hold the key to finding Nightingale.

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Look into your case and attachclue "Lake Cauldron Witch's Hut"", raising a new question aboutWhat a ritual?, which you can answer using the new manuscript you received: I found a page that describes the ritual of the Witch's Scoop. Did Nightingale use it to get to the other side of the stone? Is there an entrance to the fold?

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Find the heart

But where is the heart? It disappeared from the morgue along with Nightingale, but you can now access additional examination of the corpse to ponder the heart. Interestingly, the first round of interrogations will not yield the answers you are looking for, so you will have to dig deeper again to find out the truth:Hidden in an abandoned store in a refrigerator.

When you leave the witch's hut, be sure to check the drawer to the left of the door for some items.

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Follow the paths back to the store.

Enter through the open door on the right, and at some point a deer will jump out from behind some shelves. However, you may notice that the door at the back of the store is slightly open, and it was locked if you tried to explore this place earlier...

As soon as you get close to it, your first real enemy will break through the wall to take you by surprise. This cultist is armed and shrouded in a shield of darkness. Battles with Taken may be rare, but they are extremely dangerous, so treat this fight with caution. I managed to unlock 2 achievements at once during the battle, namely Taming the Darkness, removing the shield of darkness from the cultist and The root of evil, destroying the source.

If you're feeling backed into a corner and need a break, it's a good idea to retreat out the door and stand under a street light, which can give you a break if you take too much damage. Remember that the lights may flicker as you move in and out of them, so use this in your tactics to maintain a safe distance from attackers and avoid taking damage.

Unlike your first encounter with Nightingale, this Taken is protected by shadows, causing it to absorb a lot of damage, but as with the previous Manuscript, you can focus a flashlight beam on it to burn off the shield. This action will expose a glowing red weak point, and shooting it will cause massive damage.

Aim carefully to ensure your shots hit his chest or head, and if he attacks, be prepared to wait until he swings to hit the dodge button and duck to the side, then move some distance away before repeating the process.

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Once he falls, use the bandage if you are injured to get achievement I'm feeling better now, and then go explore the store.

Inside the main room you can noticea large amount of supplieson the main desktop and add it to filesaffairs of the Cult of the Treein section "Psychology of cult" (if this clue doesn't appear, you may have to come back in the next chapter).

Look into the room from which the cultist escaped, and you will find that it is a real treasure trove of important items.

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In addition toNightingale's Heart, which you will need to get by removing the darkness with a flashlight, you can also find a newmanuscript page, which details the attack you just experienced.

Be sure to look around the room to find even more important items, such as those in the red toolbox by the refrigerator, as well as the medical box next to the sleeping bag. You may also find inventory expansion pack on an inverted cabinet that will open an additional row of yourinventoryto store more items and achievement Worldly Goods.

Puzzle: How to open the lock and take a sawn-off shotgun from the store?

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However, the most intriguing item is on the wall above -bleed. The case is locked with a three-digit combination, and only a small note gives a clue: “Approach the counter and ask Lady Fortune a question».

Return to the previous room and go behind the counter to the cash register and you will be able to examine the counter. Here you will find several crossed out three-digit codes and two additional possible clues: Mrs. Agnieszka и Washington Lottery.

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Take the time to properly assign your weapons and healing items to your hotslots by going into your loadout and selecting each item, making it easier to switch weapons or pause for healing in the heat of battle.

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The only other thing worth noting about the abandoned store is the small side room where they storesuspicious activity log, so after you leave the store, be sure to look at your clue board and add "Heart left in the refrigerator"and"Words on the heart" to answer the last ritual questions.

Perform the ritual and open the Fold

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Before you begin performing the ritual yourself, we can make two final stops to replenish supplies for what lies ahead.

Now that you have some extra supplies, a heart, and a new sawed-off shotgun on hand, it's time to perform the ritual.

Go back to Witch's scoop along the path from the store and find another one launch Box.

Two more Taken will appear one after another from the side Witch's scoop. Since their approach is a bit overwhelming at first, waste no time in dispelling the darkness around the first one and then shoot at its weak spot to stun it, then do the same to the other attacker.

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Keep them at a distance if possible, and remember that you can retreat to the Vault once to disengage from combat when needed, as well as use the red box on the tree to pick up more items if you haven't already. Some enemies will also drop items after death in small boxes.

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Once the pair are defeated, you will be able to reach the Witch's information shield with a hole in it. Interact with the shield toput the heart in the hole, and everything will begin to change.

Strange lights and effects will appear everywhere, and a passage through a giant tree will suddenly become available.

As you travel to a strange place, you suddenly find yourself on the other side with no contact from Agent Casey. Worse, the path behind you is now sealed, forcing you to only move forward.

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Ahead along the path on the right you can find a large pool of water, and straight ahead... An equally large tree? Saga will hear her daughter Logan calling for help, but when you look around, you won't find anything.

Defeat Nightingale

Enter the big tree again and you'll be back where you just were... almost. The tree still towers in front of you, the same puddle to the side, but this time sinuous shadows are visible on the stone in the water.

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Dispel the shadows with a flashlight to get a new onemanuscript page, a strange story about how Nightingale enters the lake.

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Go through the tree again and this time everything changes to reveal a new strange path filled with red lights while eerie scenes unfold before you. Now you can hear and even catch a glimpse of Nightingale - he's not far away.

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Continue forward along the path until you spot a cave entrance, but before you enter, look at the trees on the left and you may notice a newmanuscript pageat the base of the tree.

Manuscript Page - Nightingale in the Dark Abode

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When you get to the cave, you will hear someone's voice trying to establish contact with you. Continue forward until you emerge from the cave onto a small path leading to a stream.

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Don't forget to look on the other side of the stream to finda bunch of supplies: battery packs, sawn-off cartridges, first aid kit... andNightingale police badge.

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Climb the ledge on the opposite side of the stream along the walls and continue through the crimson forest as images of a subway station flash around you. You will be led through another narrow cave and you will come out in front of Witch's scoop straight to Nightingale.

Boss Battle - Nightingale

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In the battle with Nightingale, you will have to use all your skills and audacity to defeat this dark antagonist. Following the right strategy and cold-blooded execution of actions play a key role here.

From the very beginning of the battle, resort to using a flashlight to dispel the shadows surrounding the dark agent. This moment will stun him and open a weak spot on his body, which you will have to focus your weapon fire on. This is a vulnerable spot that you must attack to deal damage.

Nightingale is not shy about using his supernatural powers, and he can instantly teleport next to you. Stay vigilant and avoid his instant attacks, as they can cause serious damage to you. Be especially wary of his attempts to grab you with one of his arms, as this attack can be difficult to avoid at close range.

If he catches you, don't lose hope. Fast press F keyto free yourself and use your shotgun to fight back. This will help you get out of a sticky situation and stun the agent at the same time.

Gradually, with each successful shot at his weak point, you will get closer to victory. But be prepared, because Nightingale won't go down without a fight. He will create powerful red tornado, which will cover the path ahead. You should run, look for the nearest stream of water that can provide you with saving shelter. Only by moving quickly and skillfully can you avoid danger and save your life.

The location contains supplies hidden in hidden corners of the area. So be sure to master your surroundings by exploring each small clearing to find extra ammo and medicine.

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With enough well-aimed shots, the corpse will finally die... again. You'll get achievement Lawyer.

The Saga will emerge from the Dark Abode on the shores of Lake Cauldron and meet an unexpectedly familiar face on the beach - Alan Wake.

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Technically, this is where the chapter ends with receiving achievements in the fold, but there are still plenty of optional things to do before heading back to Bright Falls, which we'll cover below.

Explore previously flooded areas

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When you leave Agent Casey to take care of your new friend, you can pause to listen to the conversation for a bit and then start exploring.

Case Closed: The Cauldron Lake Murder

With Nightingale defeated and Alan Wake suddenly appearing, Saga will finally have all the evidence she needs to put an end to this particular case. Don't forget to look at Clue board, to put everything in its place so that the Saga has a few final thoughts upon completionCauldron Lake Murder Cases.

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There's not much to see around Lake Cauldron and the path to the northern ledge can't be completed yet, but you can find a creepy dead deer from the intro sequence washed ashore in the south.

Take the southern path and be sure to check your map to find a gap between the rocks and trees to duck under fallen branches and reach another, much lower-set part of the shoreline.

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There is a cult cache here, and, fortunately, the box is locked only with a simple combination lock. Here you need to repeat the 3 buttons shown.

Unlock the cache to receive a note reminding you about the cultist tip, which should be submitted to the "Cult Psychology" section, as well as a flare, shotgun shells, a propane tank and a secondinventory expansion slot!

Returning along the main trail, you will find that the trail back to Witch's scoop much faster than the Dark Place. You can also find a red box in the tree on the left next to a massive landmark that holds some random items. In case you missed itmanuscript page, found on the floor in the Dark Place, it should be here too.

Be careful when you return through Witch's scoop - Nightingale may have been killed, but the Taken were not. After the water receded, there was more room for enemies, including new ones, such as the Possessed Wolf.

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These sneaky enemies will sneak and circle around you until they disappear into the foliage, and then very quickly jump out to bite. They can be dodged with proper timing, after which you can shoot them in the head or when they turn to face you before attacking.

If you're having trouble with timing, you can also stand your ground and hit them with the shotgun mid-lunge to cancel the attack.

West of the Safe Haven light pole, you can now explore an unflooded campsite that was previously inaccessible.

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In the main area there is a small red container next to the picnic table that holds some items or ammo, and on the table itself there is anothermanuscript page, which you can take.

Manuscript Page - Saga Burns Dark Matter

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After leaving the campground, look around the back of the large tree behind the green tarp to find another lockedcult cache. The only key to unlocking is the light bulb pattern on top, so shine your flashlight around and it will illuminate several yellow arrows painted on the rocks and trees, including a tree with a red ammo box.

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Follow the arrows until you find a small rock that is hidden onkey to the cache by the river.

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You can now return to the cache behind the tree in the camp to open it, and you will be rewarded with an Ominous Message, as well as a Flare, Shotgun Shells, and a Trauma Kit.

Creek and Witchfinder Station

The path outside the campsite leads to a bridge and you can also turn left along a path leading back to the shore, which is blocked but containsFisherman's note, which mentions creepy visitors.

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The bridge will take you to the Riverbank and the first attraction is on the left.

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Here you will find a strange sight: a camera on a tripod, several recording and listening devices, and boxes from the Federal Bureau of Control - all surrounding children's interactive drawings on the stones in the middle where the page was placed.These nursery rhymesare interactive mystery puzzles that you can solve to earn exclusive rewards and are well worth the effort.

Solutions to nursery rhyme puzzles

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This nursery rhyme says: "Bird for light. Two birds - for darkness. Three for fighting. Four to fight. Five for testing. Six is ​​for suffering. Seven for the final, no matter what."

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A mysterious poem, but not without a solution - if you know where to look. Next to the chalk drawing diagram, search the picnic table and you may find a loneClothespin doll Toy crow. Take the key item and return to viewing the drawing. Since you only have one "bird", it stands to reason that it should beplaced on the drawing of the sun: "Bird for the light».

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Do this and something strange will happen, suddenly changing the landscape. Look at the table where you found the crow doll and in the center of the table there will be a small box left behind by the real crow.

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He containsHammer pendant, which will cause your attacks to stun enemies more often. Saga already has one charm on her bracelet that increases your health, and you can add up to three charms at a time and change them depending on what you need.

This will also unlockNursery Rhymes clue board, which will help you keep track of your collectibles. suspensions, as well as find more evidence of who installed them, and you'll already have a few important pieces of this particular puzzle.

Don't forget to pick up your crow doll before you leave, otherwise it will remain there until you return!

Be careful when you leave, as there is a chance that Taken may appear unannounced in the area around the camp or in the trees outside of it.

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Up the road from the campsite you can find a safe harbor lantern to fend off any enemies nearby. Unfortunately, red boxes on poles and trees are locked and have no immediate way to open them.

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Turn left at the information sign and arrow to Witchfinder station and go up the hill to find a large abandoned house.

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To the right of the stairs leading up, look for a lone picnic table and here you will findpage of the Murder Scenes manuscript.

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The page picnic table also has a colored stone, and if you look to the northeast, you can see a trail of colored stones leading away from the hut. Follow them to find an overgrown path, and look for a trail of diamond-shaped yarn crafts (called "Eyes of God") to findlunch box Alexa Casey, hidden behind the trees on the left.

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Return along the path to the station Witchfinder and explore the area in front of the hut. Another nursery rhyme has been placed here, but it is more complex than the previous one. This inscription reads: "The heroine went to bravely fight for the truth. Here a Wolf came out of the forest, hungry and greedy. He ate everything he found in the abandoned house. And when she returned, she saw that she had lost what she loved.

Disturbing, but still worth solving the mystery. Walk into a creepy shack and you'll find children's toys and other FBK gear everywhere. You can also check behind the tables near the door the filing cabinet where the loot is stored.

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There is a single computer on a table in the far corner of the room near the stairs, but you need a password to access it. Luckily for you, it's printed right on a sticker on the side of your monitor. Use the code2547, and you can view some interesting emails by adding an email fromrhymerto your nursery rhyme file.

Go upstairs to the second floor and look around the room on the right for a playpen and some dolls hidden to the side.

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Take the hero doll on the ground andtoy wolf dollon the left side of the box, and also be sure to check the note on the bed addingclue "Cauldron Lake Polygons"” for your clue board, and also alerts you that there are four of these challenges hidden around the lake (3 of which we can explore now).

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You can also look into the other room for another clue -Method, where FBK's plans to change the future with the help of these strange rhymes are described in detail. Just as Alan Wake's work influenced the country, FBK also seems to want to use this power to revitalize fiction.

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There is nothing else in the house exceptRanger's Notesin the drying room at the back. Take the dolls outside and check the nursery rhyme again: The wolf came from the forest, so putwolf doll on a tree, while the Hero left home, and she followsput on the boat.

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The area will shift slightly and suddenly large wolf tracks will appear leading into the house. Follow them and examine them at the top of the stairs to addhint “A dark substance has appeared", but more importantly, the black matter was splashed all over the arena, leaving behindcoffee mug pendant, which acts as a one-time lifeline of light to avoid a fatal blow.

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Be sure to collect all your dolls before you leave!

Walk down the hill from the station Witchfinder (either along the main road or an overgrown path) and you will find a flooded pond containing a Taken. The pond is otherwise empty except for a red box in a tree near the pond and another locked red box in a tree near the main path.

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Opposite the pond, head south to find a small path leading to a private cabin. you can findgeneratoron one side to brighten up the interior and create another relaxation room to save your game!

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To activate the generator, you need to time the hint when the bar hits the right area twice to turn on the power.

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Along with a coffee thermos that you can use to preserve yourself, you can also findGuests noteon the wall:

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Иmanuscript pageon the floor by the door.

In the yard on a bench toy crow!

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The other side of the yard of a private hut stores the lastnursery rhyme, which you can solve for this chapter.

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This rhyme requires all three toy crows you've collected so far, so hopefully you remembered to pick them up from the previous puzzle locations or you'll have to go back. The riddle reads: "Mother crow protects her nest. He protects the chicks and drives away evil. From the monster that is coming, that will devour. And only the hero’s brave heart can arrange everything.

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The placement of the crow doll is quite simple: it shouldprotect chick drawing. With the Wolf, everything is a little more complicated until you understand where the Hero is - he is not onlystrong in spirit (and placed on the heart icon), but alsokeeps Raven and Wolf separate, which means thatThe Wolf must be placed on the opposite side of the Hero - the house.

You will feel a shift in the ground when they are placed correctly, and to find the secret you will need to move away from the hut and back towards the small pond. The sound of an angry crow and an emerging wolf should be heard nearby, and as you get closer you can seered broken toy house, once hanging from a tree that has now fallen to the ground at the edge of the pond.

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Once you reach the broken toy house, you will find another pendant,Talisman "Knights of Kalevala"", which increases the duration of the Flare, but the moment you pick it up, a wolf will appear and ambush you. Be prepared to dodge his attacks and aim for his head when he turns towards you.

Cultist cache and puzzle Stone, stone, wood

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After leaving the private cabin, you can head east towards the shallow stream, but before you catch up with Agent Casey, head right along the hill above the stream to find another cult cache. The note on the cache reads: “Stone, Stone, Tree - Will the light of understanding dawn?«

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Look behind the cache to illuminate two sets of numbers on the stones3, +3,the second number is displayed only with a flashlight.

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Go left towards the water to find the next set of numbers on the tree, 6, +2.

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Finally, cross the shallow stream to the large rocky ledge and move around, turning the flashlight to find the last number sequence,7, -2.

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Return to the cache and use your calculation skills to solve 3 numbers, starting with the stone closest to you, the farthest stone, and then the tree:658. Inside you will receive a flare, a propane tank and a first aid kit.

Lake Cauldron - cache Stream

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There's not much to find downstream, so your last point of action is upstream. As you make your way up the hill, the path will finally veer straight away from the stream, but you can re-enter the water on the left to find a red crate containing various ammo.

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Among the trees around the river, you will be able to spot several Eyes of God hanging from them, as well as colored stones leading upstream. Follow them through the fallen log to the waterfalls, then look left to find anotherlunch box Alexa Caseywith 9fragments of the manuscriptinside.

Cauldron Lake: Lunch Box Alexf Casey - Waterfall

Head back downstream and start heading up the path and note that we have one last place to visit on the way to the car park.

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Check your map and find a path leading north along the river to a campground overlooking the waterfall you were just at.

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Once you notice the tourist sign with a man walking up the stairs, go left towards the campsite and you will find an information signMortar Falls.

Walkthrough of Alan Wake 2: Return 2: Heart (Anderson Saga) (87)

Now look to the left of the sign and follow the colored stones to the last onelunch boxing Alexa Casey, which you can find at the moment, with 2 morefragments of the manuscriptthat need to be obtained.

Cauldron Lake: Path to Parking Lot

Walkthrough of Alan Wake 2: Return 2: Heart (Anderson Saga) (88)

This should be the end of your stay at Cauldron Lake, so head back to the parking lot at the top of the campground, either along the northern trail or the southern trail you opened with the shortcut key, past the FBK station (which is now sounding the alarm, interesting).

When you're ready, interact with the machine to return to Bright Falls, so that you and Agent Casey can interrogate your new guest and find out the truth about where this missing man has been all this time, startingAlan Wake's chapters.

➦ Initiation 1: Dead of Night

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Walkthrough of Alan Wake 2: Return 2: Heart (Anderson Saga) (2024)

FAQs

Where to put the heart Alan Wake 2? ›

Once the pair are defeated, you can reach the sign for the Witch with the hole in it. Interact with the sign to place the heart through the hole, and things will begin to change. Strange lights and effects will appear all over, and a passage through the giant tree will suddenly become available.

What is the code for Alan Wake 2 saga? ›

Look at the number cards to the right of the shelter with the crossbow bolts in them to get the code numbers, then look at the number of bolts in each card to get the order – you'll find that the code is 5 2 7. Enter that to get inside the stash and collect the Alan Wake 2 crossbow weapon for Saga.

How long is Alan Wake 2 walkthrough? ›

Just the story: 18-20 hours. Standard playthrough: 20-24 hours. Completionist: 28-30 hours. Standard playthrough and New Game Plus: 40+ hours.

How to fight nightingale? ›

We recommend you use the sawed-off shotgun to hit Nightingale's Source Point when it appears, and use the shotgun to head shot him when close enough. Then switch to the pistol when you're farther away to avoid his attacks. This means you're causing good damage while also conserving ammo and protecting yourself.

Can you return to previous areas in Alan Wake 2? ›

You Can Return To Areas Later

While it can be tempting to solve all the mysteries and find all the collectibles in an area ASAP, if you're really stumped, don't be afraid to continue the story as most areas are accessible later on.

Should I finish Alan's wake story before Sagas? ›

You'll have free reign to decide where and when to swap, but for those curious about which character takes priority, you don't have anything to worry about. While the campaign is divided, experiencing the game as Saga or Alan doesn't take away from the thrill of the narrative.

Is Alan Wake 2 very scary? ›

Alan Wake 2 has a far more overt psychological horror leaning. How this manifests throughout changes over time but by far the biggest scares are the jumps scare on-screen flashes that see warped, screaming faces leap onto your screen without warning.

Can you miss parts of Alan Wake 2? ›

Some story manuscript pages, echos, evidence / points of interest, and character upgrades can be missed by progressing too far and then the game "re-adjusting the world" which then locks off prior areas of the map. This is because the game was apparently made to be played through multiple times.

What hides behind a smile in Alan Wake 2? ›

“What hides behind the smile?” says this note, under a drawing. Located in Huotari Well, south of the Gift Shop, you need to find a key for this Cult Stash. You need to go to where there's a huge cup buddy, in the center area of the park. Walk behind it, to its right, and you'll find the key on the floor.

What is the basem*nt password in Alan Wake 2? ›

This is one of the easiest lock combinations to find in the whole game, because the code is printed plainly on a document also found in the basem*nt. Explore and make your way to the back wall – the basem*nt's deepest part – to find a note from Blum that lists the code as 273. Easy.

What is the don't forget code for Alan Wake 2? ›

Given that the note says don't forget to update, the next logical code should be 739. Use this code at the combination lock, and the Sawed-Off Shotgun will be yours!

How long to 100 Alan Wake 2? ›

When focusing on the main objectives, Alan Wake II is about 18½ Hours in length. If you're a gamer that strives to see all aspects of the game, you are likely to spend around 30½ Hours to obtain 100% completion.

Is Alan Wake 2 too long? ›

I liked the game and thought it had a lot of good but the problems are it was too long for a horror game. Parts were stretched out too long and some mechanics got really tedious and boring because you had to do the same thing too many times.

Is Alan Wake 2 better than 1? ›

For as far as Remedy has gone to make the game friendly to new players, there's no question that Alan Wake 2 is a richer experience if you have some grounding in what the hell is going on, why certain characters are presented in the way that they are, and why certain otherworldly actions are occurring.

Where did Nightingale go in Alan's wake 2? ›

Alan Wake 2

Due to Alan's banishing of the Dark Presence, Nightingale was dragged beneath Cauldron Lake into the Dark Place, where he would wander for years.

What is the general store poi in Alan Wake 2? ›

For us, while playing on standard difficulty, the correct General Store code for the shotgun in Alan Wake 2 is 739. This code runs from the top to the bottom, so input 7 first, then 3, then 9.

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