Uncover the secrets of Alan Wake 2’s final chapters and navigate through puzzles to alter the harrowing story’s ending.

As players near the conclusion of Alan Wake 2, the journey is far from over. Though the intense battle against Alan has passed, the game’s final two chapters, Return 8: Deerfest and Return 9: Return Home, present players with some intriguing puzzles to solve before the credits roll. A cautionary note: this walkthrough contains significant spoilers.
Exploring Bright Falls

Following a cutscene, players find themselves in a peculiar, well-lit Bright Falls where masked townspeople create an eerie atmosphere. To progress, locate a copy of “Return” held by a cardboard cutout of Alan Wake near the podium. Acquiring the book triggers a cutscene, so be prepared for what follows. Afterward, run from the disturbed townsfolk until another cutscene unfolds.
Reaching the Attic

Upon exiting the cutscene, players stand outside the Valhalla Nursing Home with the objective of reaching the attic. Unfortunately, the direct paths into the Manor are locked and cannot be opened. Enter the Wellness Center and follow the visions of Alice. Eventually, players will encounter Casey and the Dark Presence, but there’s only one path to follow. Players will be safe upon entering the Manor as Rose shuts the door.

Proceed to the third floor and approach Ahti, who will unlock the door with a swirl symbol. Enter the room, approach the typewriter on the desk, and trigger an Echo to appear. Activate the Echo and place the story thread, “Pay the Price,” onto the scene. This initiates a cutscene, concluding the chapter and returning control to Saga.
Examining the Case Board

After the cutscene, place the evidence on the Case Board and fully profile Other Saga. Continue to place all available evidence on the board and profile Other Saga whenever new options arise. The Mind Place contains numerous pieces of evidence, so inspect every object thoroughly. Collecting evidence is essential for Saga to overcome her fears.
Once enough positive evidence is placed on the board, an additional profiling option for Other Saga will become available. Insert the final piece of evidence onto the board, place the “Case Closed” picture, and head toward the door at the back of the Mind Place. Interact with it to trigger a cutscene.
Answering the Phone

Saga finds herself deeper within the Dark Place. Follow the ringing phone’s sound to reach a familiar phone booth, triggering a brief cutscene. Subsequently, follow the humming sound to locate the Sheriff, who has been missing since Saga’s first chapter. Engage in conversation with him to progress the story.

The page he provides players offers a clue regarding the entrance to Parliament Tower. Keep an eye out for the construction yard with a door marked by a giant yellow sign stating “It’s not a lake, it’s an ocean.” This sign is a nod to those familiar with the original Alan Wake.
Unfortunately, while this route leads to Parliament Tower, it drops players off at the subway station. Exit through the gate, ensuring to loot the red toolbox before proceeding. Afterward, turn left and ascend the stairs, heading toward Parliament Tower while remaining vigilant of Shadows. Interact with a shoebox to obtain the Clicker and a mysterious glowing bullet.
Players cannot proceed until all Shadows are dealt with. The phone will ring again, and answering it is crucial. Upon answering the call, return to the Mind Place and profile Alan, leading to a series of profiling topics. Once all options have been exhausted, leave the Mind Place and return to the subway station.

On the opposite end of the subway, head toward the fountain and step into the water, initiating a live-action cutscene that brings the story to its conclusion. Congratulations on completing Alan Wake 2.




