Alan Wake’s American Nightmare: Game Walkthrough and Guide

ACT I: The Mechanic.
We look at the introductory roller. Waking up, look at and select a flashlight. We go ahead, the path ran out suddenly appeared objects. Aims right in them, thereby burning the barricade. We select a gun lying on the wood, and kill two enemies. Everything, as in the original game: We burn to a characteristic outbreak, which means that dark protection is removed, and shoot until complete destruction. Follow the canyon and choose to the path. We see an away motel, to study which we will go. Next to the tower select the first page of the manuscript. Run down the trail, a small cat-scene, and enemies are already catching up! Against such quantity we will not stand up, so just accelerating running down. Looking at the road, we go straight to the inner courtyard of the motel. But before that we can explore the surroundings, believe me, there are many useful items, including pages from the manuscript. At the entrance to the motel, we bump into a large box – inside the rapid ultrasound, which will serve as a replacement of a gun. To open it will have to get three pages of manuscripts.
In the garage we celebrate the mechanic mechanic Emma Sloan. At her request, we will search for the items. They are marked on a mini-card, so this task of labor will not be. Also on the mini-card marked ammunition, cross – these are light sources where health can be replenished, and question marks – manuscript pages. Nearest items – Battery lying on a truck. Kill enemies and pick it up. Next we run to the railway, if you go right, we will be trapped, getting out of which we will take the valve. Left is a house, entrance from the yard. From there, the enemy will break out, burn it, and he immediately multiplies on two smaller subspecies. We burn them and again split, just one of the romance in the coupe is four small. We destroy all and enter inside, we take the disk and lying next to the rifle. We return to Emma and handing it the mined items.
Go to the tower, which, as we remember, captured Darkness. On the spot, we face two harslers able to multiply after burning. For convenience, use signal checkers. Then we use the items found: insert the battery into the switch and activate, the valve in the crane and unscrew, the disc in the tape recorder. Under the outbreaks of fire leave this place and return to Emma. She barricaded in the garage and three enemy are trying to get to her. Quickly straighten with them and more with three, which appeared later, and save our familiar.
We take the key from the local diner. Get to her, at the entrance to the attack of a furious logo. Just burn up to complete splitting. When the enemy begins raging, it means that we are preparing to shy! For this corresponds to the acceleration button + movement in any direction. Entering inside, we take a keys from the numbers of the motel and come back back. Unfortunately, no matter how hard we tried, Emma could not be saved. Along the way we are divided with a large number of enemies. Alternately open the numbers marked on the mini-card, until you find the corpse of Michael Farabi. After we take the keys from the observatory, we immediately move to a new location. The reverse path will not be!
ACT I: The Scientist.
Coming out of the car, inspect the map. Here are indicated key points of the complex. We pass through the gate, darkness destroys the sources of light, not paying attention, we are moving towards the observatory. Exposed to the attack of enemies, spread with them. From the place of their appearance we collect a large number of supplies. At the entrance to the Observatory we communicate with a girl through a negotiation device. The enemies are attacked again, quickly use a signal checker. We destroy them, enter inside, after short persuasion. Climb upstairs and meet with Dr. Middes.
Let’s leave the observatory and go to the neighboring building. We pass to the rear site. Here everything in the web, apparently we will attack spiders. So, after we get a camera from the trunk of the machine will appear small spines. They can be burned with light or just shoot. The main thing is not close to them, since they are very well able to jump. Return back and climb upstairs. We inform the doctor that we got the required subject. She starts a telescope, get under the red light and tighten the camera to the appropriate connector.
Something went wrong, so we go outside and find three valves. Unscrew them and come back back. There will be no difficulties, but nevertheless enemies near each valve. We repeat the Middle of the work done and all work is resumed. Almost all sides are enemies, therefore, in a small space, we use light checkers. Soon the light will turn on and the remaining opponents grow. We rise to Dr. Middle and communicate with her. Print signals on the printer and on this end the episode in this location.
ACT I: The Curator.
We arrive at the automotive cinema territory. We go to the building where singing comes from. We meet another girl Serena, judging by her appearance, she is infected with darkness. We go to the next room and take the keys. We go to the power station through the parking zone of the cinema. Here are faced with our twin Mr. Scratchch. While we can not deal with him, but with his wards – always, please! We destroy two breeding enemies and go down the stairs on the right side. On the way to the power station, we will still disturb several opponents, some of them sneak up behind.
Having passed inside through the gate, we turn right, because the entrance to the building is on the reverse side. Being inside we go to the end and detect three switches. Small puzzle. Over the switches there are three little round red light bulbs. Those that light up green light, respectively, indicate which levers you need to pull. Everywhere the electricity eruption has begun. We destroy the enemies that appeared and gently leave the power plant, bypassing the current. That passage by which we hit the building are from now on, so we go on the other hand. Small doors are hard to notice, carefully examine the lattice walls.
Selling from here, Scratch is raving enemies on us. That with grenades we have not met, shy away from its explosive shells and we are separated as soon as possible with it. The cinema works in full force, but we have no time to watch the movie, you need to save Serena! It is important to notice the switch in the room on time, it is located on the left of the door, if you enter the street. I expel darkness from our acquaintance and then go back to the cinema zone.
The room with spotlights is covered by darkness to free it to visit three zones nearby (marked on the mini card) and destroy huge items, the so-called “dark fountains”, from where, by the way, enemies constantly appear. The simplest solution is to throw a light grenade into the source or signal rocket. We enter into a room with spotlights, we see big clock on the wall, press until time will not get 02:36 am. Lefter hanging a small calendar, exhibit the month May (May). We look a train of rollers with alive actors.
ACT II: SETBACK.
Miracles and only! We were on the same place where the game was starting. Making an even account is the same as at the beginning of the game but with some additions. Near the tower we celebrate birds transforming in quick ground opponents. Get to Emma and go beyond the battery. She lies in a cave, a little further from the initial location, it is easy to go along the railway tracks. Take it, we kill spiders and deliver the subject of Emma. The remaining two subjects – the CD and the valve already have.
Get to the tower, we clean the area and install each item to the appropriate place. No surprises, the satellite is still pulling the tower with a crash and lights up with a bright flame. Return to Emma, passing the enemies. Next to the garage there will be even more enemies. Be sure to retreat backwards. We save Emma and communicate with her. Only we leave the garage, as the gate slightly slammed, and the darkness kill Emma. For the second time we could not save her, well, well, we see not fate … We go to the nearest number and take the keys to the observatory.
ACT II: Progress.
We go through the gate and go to the right. There is no need to complain about the deficit of action, the enemies appear practical every ten meters. Get to the car and take a camera from the trunk. We go to the observatory, along the way we will displays birds. We ask Dr. Middes to let us. Inside communicate with her and ask to omit the telescope. Insert the subject to your rightful place. Run a telescope early, because we already know what it will lead to. Nevertheless, our foremost life will not facilitate. We go to the tanks near the gate, from where we came. We use the switch to submit electricity.
Darkness finally got angry. Quickly return back, evading or burning various large-sized items. When the road blocks a large container, we go upstairs along the path on the right. Lanterns treacherously go out without leaving the chance of salvation. The observatory remains quite a bit, you can ignore the enemies if health does not allow you to fight with them. Everything perfectly earned, climb upstairs, speak with the Middle and use the printer to print signals.
Act II: Relapse.
Get to Serena, we communicate with it and take the keys. We go to the power plant, pass the enemies pass. We do everything the same thing that we have already done before. When returning back, we go not to Serena, but immediately destroy “sources of darkness”, large items clugged into a bunch. Their location has changed somewhat, but they can still be split up with light. Exhibit in the AUG calendar (August), time – 02:36 am. Also turn over the standing poster, and in the next room we change the position of the lamp twice. Watching rollers.
Act III: resolved.
Again twenty five. Maybe this time we will be able to save Emma? The junction is close … We go ahead, we destroy the minor first, then a huge opponent with a chainsaw. Get to the tower, all items in place, so activate the switch, turn the valve and turn on the music. Go to the garage, passing up with opponents. Before the motel face with another romance with chainsaw, as well as with a grenade thrower. Near the garage, as usual, a few more ill-wishers will appear. We save Emma, now you need to feed food so as not to leave the girl in the dark. Right behind the garage there is a wheelchart, get to it, leaving the motel limits. Five enemies jump from the roof, we kill them and use the switch on the shield. Return to Emma, we go to the nearest number and take the keys to the observatory.
Act III: Completed.
We go through the gate and on the instructions of Dr. Middes immediately supply meals, as soon as light goes out on tanks. But first destroy the enemies that surround us from all sides. We use the switch on the shield and return to the observatory. On the way, we are separated with a hazard with a chainsaw. Along the path right climb upstairs. The gate of the building blocks the car, burn it. Being inside withstand attack waves of opponents. To make it easier, we select a few light grenades from the box. From time to time go down the stairs if it becomes difficult. When the light turns on, go upstairs on the lowered lift. Talking with mideos and print signals.
Act III: United.
We arrive immediately to the power plant. We pass through the gate, we destroy the hazard with a chainsaw and a couple of ordinary opponents. If that, we move left, since the gate will close. Get to the switch and activate the desired). At the exit from the building there is a whole row of small enemies. Let’s leave the power station with the usual way and immediately begin difficulties. Back to retreat nowhere, and there are two romance in front with chainsaws. If you manage to slip past the enemies, we run to the hill to the left. From there we can jump, and the enemies will not be able. Thus, we will increase the distance between us and simplify the task.
Get to the searchlight room, Scratch pins us with speeches. We do not intend to stop, breaking a bunch with large garbage, and at the same time and enemies. But before you go to the sources of darkness, deal with many quick and small opponents. To destroy the “fountains”, come seriously, do not climb on the Rogger and we try to incite them as soon as possible, rather than the enemies appearing from them. Finally, we enter the searchlight: Calendar – Aug (August), time – 02:36, turn over the poster, we interact with the lamp twice, take the film from the shelf and connect it to the projector. Watch a series of concluding videos.