Alan Wake Walkthrough

3. Story walkthrough

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Introduction

In this page you will find all the collectibles and achievements in chronological order, with the only exception of a few weapon-related achievements. The text will contain step by step information on what will happen ahead.

About the spoilers; there won't be anticipations or story-related information in the Walkthrough. The only things related to the plot will be the "tasks" you're given (usually your destination) which are an important reference to find collectibles. Tasks which contain information anticipating events will be censored.

There will be a link to videos for the collectibles at the beginning of each Episode (Episode Three has been split into two parts). The order of the items in the text and the videos will be the same, with the exception of the Nightmare-only manuscript pages, found in this single video just for them. You won't need it on your first playthrough of course, since you need to beat the game once (on any difficulty) to unlock Nightmare.

We refer to the circular yellow radar on the upper-left corner of the screen as the "compass". While it's all but a compass, it points to your next destination when it points "North", and it will be our best possible reference. If you read "from the light pole, turn around until your compass points South", what I'm asking you to do is to have the yellow navigator rotating as if it's pointing South. It's simple, but keep in mind that the "relative North" of the navigator will change depending on your current destination/task.

Manuscript pages will be accompanied by an ID in parenthesis, such as (1.7) . The first number is the Episode; the second number is the position of the manuscript page in the "official list" which you will see in-game. Very often you will collect manuscript pages in a different order which is different from the "Manuscript" menu. For instance, the third manuscript you find is the third of the in-game list, but the fourth you find is the tenth of the in-game list. If you see you're missing the seventh (in the in-game list) manuscript of Episode One, search with the CTRL+F function of your browser typing "1.7" (while browsing this page) and you will immediately find its location.

Video for Nightmare mode manuscripts.

Episode One

Collectibles video.

A Writer's Dream

Get to the lighthouse - Part I

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As you walk there's a fork: follow the road to find Coffee Thermos # 01/100 on the broken bridge.

Then go right and continue; jump down and proceed, then jump past the obstacle.
You'll be told how to dodge attacks: dodge a couple of hits and the enemy will disappear, opening the way. If you manage to dodge just before the hit is coming, a slow-motion animation will trigger, giving you a short invincibility frame. Take note, however, that these achievements are finicky, and are prone to not unlocking just because what you did looks like a cinematic dodge. Do this once and then a total of 20 times in the game to unlock these achievements:

Float Like a Butterfly

Perform a cinematic dodge.

Float Like a Butterfly
4 guidesOffline Game Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.

Missed by a Mile

Perform a cinematic dodge 20 times.

Missed by a Mile
3 guidesOffline Game Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Cumulative + - These achievements are obtained by repeatedly performing the same action or set of actions over time.


After a scene, run following the path, led by the lights, until you finally reach a house.
In the house wait until a door with a strange picture attached to it, opens (you'll receive heavy damage before this happens, but don't worry), then exit through the door.

Follow the Light

Follow the events outside and reach the first 'Safe Haven' of the game. Then continue.
You'll be given a flashlight and revolver: use them to defeat your first "Taken" and unlock:

Follow the Light

Take a night course of light education.

Follow the Light
1 guideOffline Game Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Main Storyline - These achievements are gained automatically by progressing through the main game modes.

Get to the lighthouse – Part II

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Before proceeding, check on the right side to find Can Pyramid # 01/12.
Proceed, defeat another Taken, jump down and defeat two more, then reach a Safe Haven afterwards.
Inside the Safe Haven you will find a red emergency box: open it and grab; Flare Gun and Flare Gun Ammo x 2.

Remember that you can change your current weapon (if you have more than one) at any time with the D-pad: cn_left is the Flare Gun, cn_right is the Revolver, cn_up is either Shotgun/Pump-Action Shotgun or Hunting Rifle, and they are your “guns”; cn_down allows you to choose between Flares and Flashbangs later, you can have both of these at once, press cn_down twice to to select Flashbangs if you have both.

Proceed a few steps, but don't jump down yet; instead, follow the path on your right to enter a small hut where you will find Coffee Thermos # 02/100.
Now jump down the gap and move on to spawn a fight against three Taken (if you mistakenly missed the last Coffee Thermos, you can reload the last checkpoint). Feel free to kill the Taken with a single Flare Gun shot and then continue to find more Taken.
A Dark tornado will chase you; follow the path (be careful not to fall down when the bridge breaks - run right/left/right), and before entering the lighthouse pick up Coffee Thermos # 03/100 on the right (you should easily spot this one).

Welcome to Bright Falls

After some scenes, follow the events on a small ferry.

Find Carl Stucky

WARNING - Missable achievement - Drink 'Em Both Up - Part one
Inside the diner, follow the way around to the left and two people sitting at the table will talk to you, one will ask you to activate the jukebox. You have to press cn_B to "use the jukebox" once first, then after few seconds, when the record gets stuck, press it again, and finally quickly tap cn_A repeatedly when prompted, un-jam the record. That's Jukebox # 01/02, and it's important to do this now to unlock one achievement later on your playthrough (on Episode Five).

Make sure to pick up Coffee Thermos # 04/100 on your way, then enter the dark hallway and go west to "Knock" on the door.
Leave the diner afterward.

Go to the cabin

Instead of proceeding past the bridge, backtrack all the way up the winding hill to your car to find Coffee Thermos # 05/100.

Get the power on

As you enter the house, check the kitchen to find Coffee Thermos # 06/100.
Exit through another door and proceed: you will find Radio Show # 01/11 on the ground. Neither the radios nor later, the TV Shows, require you to sit there and listen/watch until the end. You just need to activate them for it to count. You will see the “saving” icon in the bottom-left hand corner of the screen, meaning the stats have been updated.
Then go to the back of the house and look for a shack where a generator is. Start it to continue and unlock an achievement:

Let There Be Light

Get a generator running.

Let There Be Light
1 guideOffline Game Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Main Storyline - These achievements are gained automatically by progressing through the main game modes.

Follow the next events until you are on a dock and your task is to return to Alice.
As you proceed, the first group of "darkness birds" will attack you: these enemies will die from light alone, they do not need to be shot. Return to the house, more scenes will trigger.

Waking up to a Nightmare

Reach the gas station – Part I

Continue down the path and you will automatically receive Manuscript Page # 01/106 (1.1) and Manuscript Page # 02/106 (1.2) (they are not shown in the video since you get them automatically); then proceed forward.

Find help

Nightmare difficulty only You will see a fallen tree to use as a bridge to go across the fence. On another fallen tree, on the left of the "bridge" one, there will be Manuscript Page # 92/106 (1.13). You should see this by yourself as you go, anyway.

Continue until you have to get across a fence using a fallen tree as a bridge.
You're in a tree log camp: proceed to trigger a short cutscene with a Taken: sneak behind the yellow operating machine and look near some logs to find Coffee Thermos # 07/100.
Then proceed on the only possible way and pick up Manuscript Page # 03/106 (1.3) just on the ground as you walk.
Some logs will fall down as you go on, then you will be attacked by a Taken: since you can't fight him, run to the illuminated house nearby.

Call for help

Inside the house turn back and grab Batteries x 2 first, then move on to find Revolver Ammo x 1 on a shelf; finally use the phone and be prepared to exit through the side door when you'll be attacked.

Reach the gas station

Back outside, follow the only possible path through a wooden fence. Two Taken will attack, kill them both.

It's a good habit to reload your weapons while you're using the "flashlight attack" to destroy their shield, as well as reloading after a fight is over (this will be especially useful for harder fights of course).

On your right as soon as you enter there is a yellow spotlight and some more revolver ammo.
In addition to this, you should notice some yellow arrows revealed only when you shine your flashlight over them: follow them left around the area to find Chest # 01/30 (Flare Gun x 1).

Spotlights are found throughout the campaign, they can be activated for short time periods to assist you in breaking down the dark shields of the Taken. Always try to use them if you're staying for a fight and always use them as an alternative to batteries.

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These phosphorescent arrows and signs were painted in certain locations to guide you, mainly to weapons caches. Arrows always indicate the presence of a chest (unless there are other notes nearby, such as "safe haven"), and almost every chest has yellow signs anticipating it.

Before proceeding you will see a small green light (opposite the spotlight, slightly to the right), these typically indicate a switch or a generator: kick the generator to turn off the electricity from the fence. Another Taken will assault you: kill him.

The fence on your right is broken: check before the broken spot to find an emergency box containing Revolver Ammo x 1 and Batteries x 1.
Before proceeding through the broken fence itself, go upwards and look for Manuscript Page # 04/106 (1.10) attached to a wooden shack. Then go past the broken fence and jump down.

As you continue, a short scene will trigger; proceed afterwards and carefully cross a tree log to the opposite side.
Once you've finished crossing, go left and look for the shine of Coffee Thermos # 08/100.

Now go right and proceed past few rocks on the river; there will be two different groups of tree logs leading to two different places. Stay on the right side and use these logs first to reach Manuscript Page # 05/106 (1.11); then go left and use the other logs to go forward (as you walk on these ones a Taken will spawn and quickly disappear; you don't have to fight him).

Continue on and before some rocks that are used as a bridge, you will find Revolver Ammo x 1, Batteries x 1, on the left.

Nightmare difficulty only You will see Manuscript Page # 93/106 (1.4) on the ground, on some rocks on which you have to step as you proceed; it's very easy to see since it's on the path.

Go on to trigger a checkpoint and a fight against two Taken: get rid of them and climb up a couple of rocks. As you go up, try to spot some yellow signs on the logs in front of you and go left to follow them; climb up a ladder to reach the top of more logs, then follow the path here into a wooden shack to find Chest # 02/30 (Lithium Batteries x 2) inside.

Go back, down the ladder, and go right this time.

Reach the path above – Part I

After a small cutscene involving broken stairs, look for an emergency box (Lithium Batteries x 1, Revolver Ammo x 2; remember that the revolver can stock only up to 42 bullets, and the excess is wasted: if you already have 42/42 bullets, save this ammo for later).

Beyond this you'll notice a red glowing light: examine it, then turn around and go straight opposite it to find (on a side of another huge log stack) Coffee Thermos # 09/100 on a rock.

Find a generator

Head further into the camp to find a green flashing light: all the "generators" will be like this in the game. As you approach it, three Taken will spawn: kill them and then turn the generator on.

It may be important to note that sometimes Taken will spawn repeatedly in certain areas, if you hang around in areas while the environment is swirling with black shadows Taken may just keep coming forever. For this reason it is important to either stand in a Safe Haven or pause the game while reading this Walkthrough. This is also relevant while searching for collectibles in the dark, it is always best to read ahead or watch the videos if you ever get stuck.

Reach the path above – Part II

A Safe Haven will be created. Head into the shack just past the safe haven to find Shotgun x 1 on a shelf and Manuscript Page # 06/106 (1.5) on the desk in front of you. Then go back to the previous red (now green) flashing light and operate the machinery to move the logs right so they create a bridge between two log stacks. If you didn't get them all earlier, pick the last revolver ammo from the emergency box. With your back at the machinery you just operated, go left and find another ladder on log stacks: climb it up and proceed with the "bridge" you just created (jump through the gaps as you go).

Reach the gas station - Part II

As you cross the last log stack, go immediately right to be on the broken stairs mentioned a while ago: look for Can Pyramid # 02/12 on a table.
You will soon come to another Safe Haven: pick up Shotgun Ammo x 1 nearby, then enter the shack to find Radio Show # 02/11.
Past the shack, go immediately left to spot yellow signs on the rocks and follow them to another wooden shack to find Chest # 03/30 (Flare Gun x 1) inside.

Stick with the Revolver for now: Shotgun and Flare Gun are too precious to be used on regular Taken. Now proceed forward and you will find Manuscript Page # 07/106 (1.6) on the way. After picking it up, stay on the right side as you go to find Coffee Thermos # 10/100 on the ground.

Follow your compass and jump down. Stick to the right side and look for the green light of a generator: a total of four Taken will spawn, but if you quickly reach the generator and start it to create a Safe Haven they will be immediately despawned (the safe haven also triggers a checkpoint, like any other safe haven).

Keep in mind that despawning Taken doesn't always mean getting rid of them permanently: as you walk out of the safe haven's light they will often appear again, especially if you go back instead of proceeding forward towards the next objective.

In this safe haven there are also Revolver Ammo x 1 and Batteries x 1: fight the four Taken which just surprised you, then pick these two items up. With your back at the generator, go straight forward (the compass should point Northwest/almost West if you're going the correct way) and look for Coffee Thermos # 11/100 on the right side, about on the edge of a cliff: expect two Taken to spawn behind you as you go after this one.

Now place the compass so it points North and follow the path to reach Manuscript Page # 08/106 (1.7) just on the way- two Taken will attack behind you as you go for it — it's easy to find this one since it shines the area around it and it's on your main path anyway.

Soon after it you will come to another Safe Haven with an emergency box nearby (Revolver Ammo x 1, Batteries x 1).

Move on, jump down and immediately head to the left of the rusted tractor to spot yellow arrows leading you to Chest # 04/30 (Flare Gun x 1).
Then take the right path leading down, and be ready to be ambushed by three Taken: on Normal, these ones will die with a single shot of your revolver.

In front of you there will be a closed gate with Manuscript Page # 09/106 (1.8) before it, and on the right there's a small shack. Inside the shack you will find Lithium Batteries x 1, Shotgun x 1 and Shotgun Ammo x 1 on some shelves. Moreover, TV Show # 01/14 will be found here easily, on a desk. Still in this shack, examine the green flashing light to open the gate.

Go past the gate and operate the machinery (green light here too) on your left; then proceed forward. A checkpoint will trigger, anticipating the boss fight.

Bosses are either tougher or faster moving forms of Taken, in most cases you cannot run from them and they must be defeated to proceed. For this reason, the game provides you with an infinite supply of ammo nearby every boss fight (revolver ammo in this and most of the situations).

You will find this supply as you walk forward, in a quite big container; nearby there are also Lithium Batteries x 2 on the floor.

Proceed past them both to actually trigger the boss fight: there isn't much of a strategy here, the boss will be accompanied by regular Taken. Step back to be close to the revolver supply, if possible, and feel free to actually use your shotgun on these enemies. In total you will fight; three regular Taken at first, then two weaker Taken, and finally the main boss who will move very quickly from one side to the other until he finally comes near you. While he's doing this, you can keep track of his position barely touching cn_LT, since it automatically aims at the enemy. Use your boosted light whenever he's not super-dashing to take down part of his shield, and use a continuous stream of boosted light when he's close to you; be ready to press cn_Y a couple of times to add some batteries to your flashlight and then dispatch him with the shotgun (or revolver, if you prefer).

After you defeat him, you will unlock:

Nordic Walking

Take a walk through the logging area, meet one of the quirky locals.

Nordic Walking
1 guideOffline Game Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Main Storyline - These achievements are gained automatically by progressing through the main game modes.

Pick up some fresh revolver ammo (you'll only need a few more for the rest of this section), then proceed forward and check on the right side to find Coffee Thermos # 12/100 on the side of a yellow crane. Then reach the green light on the right of the next gate; open the small door to access and operate the lever: this will open the gate and let you proceed to the next Safe Haven.

Enter the gas station

In front of you, near the deer festival cart, there's Manuscript Page # 10/106 (1.9).

Past the deer cart, with the compass pointing South, you will find Coffee Thermos # 13/100 on the metal base of the huge lighted sign which reads "Gasoline".
Then move down the street (with the compass pointing South again) and follow it all the way to Coffee Thermos # 14/100 (out on the road): expect several weaker Taken (3 or 4, depending on how you spawn them) to ambush you as you approach it, and three more various Taken on your way back to the gas station itself. Try to hurry here as these may spawn indefinitely.

Nightmare difficulty only — Check the back side of the gas station (go around it from the left side) to find Manuscript Page # 94/106 (1.12) attached to the wall.

Now you can enter the garage. Inside here you will automatically get TV Show # 02/14.

Find a phone

Step inside the shop of the gas station: before using the phone, check the shelves here to find Sign # 01/25 (it's a poster speaking of the deer festival). Finally use the phone and enjoy the scenes to end Episode One, at the end of which you will unlock:

Bright Falls' Finest

Call for help.

Bright Falls' Finest
1 guideOffline Game Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Main Storyline - These achievements are gained automatically by progressing through the main game modes.

Episode Two

Collectibles video.

Bright Falls Sheriff's Station

Switch on the coffee maker

From where you start, pick up Coffee Thermos # 15/100 in the room in front of you. Then go into the room opposite the living room (where the compass points South) to find Manuscript Page # 11/106 (2.1) on the desk (it's not shiny as usual, but it's easy to find anyway).

Manuscript Page # 12/106 (2.2) will be acquired automatically along with the 11th.

Then follow the rest of the events here.

Talk to Sarah

Exit the room where you start the next events and head straight north into a room with a green flashing light.
The light itself will turn on a radio transmission which doesn't count for achievements/stats, so feel free to ignore it; pick up Coffee Thermos # 16/100 from the small table and Manuscript Page # 13/106 (2.5) on the floor, near the small couch.

Exit the room and proceed forward, then turn right; in the hallway you will find two signs of "missing people". Read the one with a single man on it (the other one doesn't matter) to collect Sign # 02/25.
Finally enter the sheriff's room.

Get your cell phone for some scenes, then go to the back lot.

Go through and enter the "Jail" area (on the right, facing the reception): you can turn the lights on (the switch is on your right as you step in), and check the last (and only open) cell to find Manuscript Page # 14/106 (2.3) on the floor.

When you're outside you should easily spot Coffee Thermos # 17/100 and Radio Show # 03/11 on the opposite side of where you are.

Examine the junker

Proceed through the fence, kicking a wooden platform to break in, and then check a stump for Manuscript Page # 15/106 (2.4).
Pick up the card inside the rusted cart to continue.

Exit the sheriff's station

TV Show # 03/14 will trigger on its own as you backtrack and follow the events (it's not shown in the video since you can't miss it anyway).

Elderwood National Park

Talk to Rusty

You will end up being in a cabin: check on the left as you take control to find Sign # 03/25 near the giant Columbian Mammoth.
Then go beyond Barry and turn right to find Coffee Thermos # 18/100.
Follow the events to exit the house.

Head for Lovers' Peak

In the next cabin go downstairs and check in the kitchen to find Coffee Thermos # 19/100 and Batteries x 1.
When you're outside, walk around the house and check the back to find Coffee Thermos # 20/100 on the porch.
Then proceed down the wooden stairs and you will easily spot Manuscript Page # 16/106 (2.6) on the ground near the yellow car.
Start going down the path and enter the first cabin (on your right): inside you will find Radio Show # 04/11. You can also turn on the lights and, more relevant, get Revolver Ammo x 1 inside the closet.
Exit back and continue on the path; past what seems like a safe haven- but the light breaks before you can reach it. Enter the next cabin (on the right side) to find TV Show # 04/14 inside.

Back outside again, proceed on a bit and you'll soon spot a phone booth on the right; take the turn right (upwards) instead of proceeding towards the broken car on the road, and you'll eventually find Manuscript Page # 17/106 (2.18) on a wooden platform.

Then go back on the main road and check the back of the car to find Manuscript Page # 18/106 (2.7).

Help Rusty

Continue down the path: as soon as you're about to enter a small camp, on the left you should see a car. Past the car there's a cabin: enter it to find Coffee Thermos # 21/100 in front of you (heading to this cabin makes the compass point East/Southeast).
Exit this cabin and head straight in front of you to find Manuscript Page # 19/106 (2.8) on a low stone wall.
Proceed to speak with Rusty afterward.

Get the lights on

Pick up the Revolver from the ground and head to the opposite building: before entering, go around it to find Coffee Thermos # 22/100 on the ground.
Enter the building using the keys to unlock the door, and you will easily spot Manuscript Page # 20/106 (2.9) on the floor.
Then enter the room on the right and look for a small closet to get Batteries x 1 and Revolver Ammo x 1; finally reach the generator.

Return to Rusty

As you walk, the "darkness puddles" on the ground will be introduced to you: you can destroy them using light, but in most of the situations you can just avoid stepping on them. They will damage you if you step on them, but they won't "assault" you actively. In addition to this, you'll have to defeat a couple of Taken. I didn't mention this earlier because it wasn't worth it, but you can instantly defeat any Taken if you let them touch the hanging electricity wires (there's one before Rusty's cabin; try to lure them there); while this isn't very important on your first playthrough, it might be helpful on Nightmare difficulty.

Anyway, return to Rusty's cabin after defeating the two Taken and then follow the way through the broken wall. A small "boss fight" will trigger (the ammo supply is on the left side as you exit the cabin, behind a giant rock): defeat this other fast-moving enemy and two more minor Taken to defeat will spawn meanwhile you'll have unlocked this achievement:

Under a Thin Layer of Skin

Defy the park ranger.

Under a Thin Layer of Skin
2 guidesOffline Game Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Main Storyline - These achievements are gained automatically by progressing through the main game modes.

Reach Lovers' Peak

Stock up on ammo and then continue to a Safe Haven.
A phone call will trigger as you walk on. Proceed, and before another Safe Haven you will find Manuscript Page # 21/106 (2.10) on a picnic table.

Continue; on the way you will find an emergency box with Batteries x 1 and Revolver Ammo x 1.

Proceed and go past a wooden bridge to come to a T-junction: the sign to Lovers' Peak leads right, but go left instead. You'll come to a wooden gate, and then you should start to spot yellow signs on the walls: go deep inside the Moonshine Cave to find a wooden sign which you can read to collect Sign # 04/25.
Shortly after it you will find Chest # 05/30 (Lithium Batteries x 1) near a Shotgun. If this is your fifth chest, you will unlock:

Finders Keepers

Discover 5 hidden chests.

Finders Keepers
2 guidesOffline Game Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Collectable - These achievements are obtained by exploring the game environment to find a set of unique objects.

Return to the T-junction, now go right: inside a phone cabin you will find Batteries x 1; expect three Taken in this same area.

Go past another wooden bridge to come to another junction: this time the sign to Lovers' Peak leads left, but go right instead and follow the path to reach another picnic area; on the ground of this area you will find Manuscript Page # 22/106 (2.19).

Return to the previous junction, now go left. Try to stay on the tracked trail; you should see a Safe Haven up the hill on the left: go there.
Near this safe haven there's a Shotgun and Shotgun Ammo x 1.

Continue following the next sign to Lovers' Peak and you'll come to a giant tree: a new type of Taken will spawn from inside the tree itself. It's a stronger Taken (both the shield and the health are stronger); two more minor Taken will spawn afterward. Read the sign near the tree from where the main one spawned to collect Sign # 05/25.

As you go on, three regular Taken will spawn: defeat them and proceed to the next Safe Haven, the light of which will turn off just before you reach it turn it on again starting the nearby generator. There's a fork up ahead: before proceeding forward to an emergency box and a manuscript page, go right first and jump past a broken wooden fence beyond a broken phone booth to find the quite hidden Coffee Thermos # 23/100 on a rock.

The emergency box has Batteries x 1 and Revolver Ammo x 1; past it there's Manuscript Page # 23/106 (2.11) on the ground.

Continue forward and you will trigger a checkpoint; soon after you will spot a Taken running behind a rock. Immediately after, an ambush by several (4-5) smaller Taken and one bigger Taken will occur: feel free to use a couple of batteries to speed things up with their shield, and use the shotgun for the big guy.

Go on to eventually find another Safe Haven. The sign points left (where you probably can see a manuscript page), but go right first to come to an area where you will find Coffee Thermos # 24/100 and Sign # 06/25 which speaks about the tree ring nearby.
Back to the last safe haven, now jump past the fence on the left to reach Manuscript Page # 24/100 (2.12) on some rocks.
Continue forward to another Safe Haven and then use the green switch to call the cable car; then ride it to the opposite side to trigger some scenes. You will lose batteries and ammo.

Follow ??? - Part I (task not entirely written for spoiler reasons)

The game tells you "Hold down cn_RB to use a flare", but don't use it right now with no enemies around! Instead, pick Flare x 1 and Lithium Batteries x 1 from an already open emergency box.

As you continue, four Taken will ambush you: use the flashlight to take their shield down and let the other character take care of the shooting. Just keep in mind that your partner will shoot preferably on enemies on which you're focusing the flashlight. You don't have to worry about your partner's health.
Move on and another Taken will attack you (do the same as before).
Before a wooden gate, check on the left to find an emergency box with Flare x 3.

Hold back the Taken

A fight will trigger after few lines: let the Taken approach you and use a flare, possibly when they are gathered. You can either tap cn_RB or hold cn_RB: tapping it means throwing the flare nearby, while holding it means keeping the flare in your hand. They are both effective in this case, but holding it lets you dictate the direction of the light, and therefore is better in this case (on the contrary, if you had a gun it would have been better to throw it and then use the gun to shoot as the flare wears off the darkness shields). Either way, keep in mind that flares have a short life. You should be able to use only three of them before the gate will finally be unlocked by the other character.

Follow ??? - Part II (task not entirely written for spoiler reasons)

You'll come to a Safe Haven.

WARNING - Glitch
Do not rush too much as you continue past this safe haven, because there will be a gate which closes behind you. Should it close behind you before the second character of the group gets through it, you would end up being stuck like this. You can reload the last checkpoint (which is the previous safe haven), but if you continue and trigger the next checkpoint (that is another Safe Haven), you would end up completely unable to proceed because the other character will be trapped and reloading the checkpoint won't reset his position elsewhere. The only thing to do at that point would be restarting the last chapter of this episode (it's the second one, "Elderwood National Park") all over from scratch.

Proceed past a wooden gate up the stairs and move on: you will see another safe haven further on, and a giant map sign on the right side as you go there. Behind the map sign you will spot Coffee Thermos # 25/100. If this was your 25th thermos you will unlock:

Damn Good Cup of Coffee

Discover 25 coffee thermoses.

Damn Good Cup of Coffee
3 guidesOffline Game Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Collectable - These achievements are obtained by exploring the game environment to find a set of unique objects.

Under the next Safe Haven there's another emergency box with Lithium Batteries x 1 and Flare x 4 inside: get them all and prepare for another gun-less fight (the safe haven will disappear).

Defend the viewing platform

The first three normal Taken are no problem: don't waste batteries or flares on them. Three more Taken will spawn around you: save the flares and batteries again. More enemies will spawn now: feel free to use 2-3 batteries/flares.

Make it through the woods - Part I

On the ground/rocks there will be Batteries x 1, Revolver Ammo x 2 and Flare x 1. Turn back before proceeding and go on the left of some wooden poles (the compass will point South/Southwest) to spot yellow signs leading to Chest # 06/30 (Flare x 2, Batteries x 1).
Go back and proceed forward now; you will notice Manuscript Page # 25/106 (2.13) on the rocks as you proceed, and if it's your 25th page you will unlock:

Paging Mr. Wake

Find 25 manuscript pages.

Paging Mr. Wake
2 guidesOffline Game Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Collectable - These achievements are obtained by exploring the game environment to find a set of unique objects.

Proceed on the "bridge" provided by the fallen tree and then go on past another one.
There will be a fork, but both the ways lead to your next destination. You will see shiny objects on the ground: they are bear traps which will hurt you if you step on them. Sometimes it'll be hard to spot them before being very close (not to mention when you're fighting), but try your best to avoid these extra dangers.
From the fork, have the compass pointing North/Northwest and go ahead past two traps. You'll have a big tree in front of you now: turn left (the compass will now point North/Northeast) and go on avoiding many other traps.

At one point the compass will point instantly to the East: follow the way to be before another tree-bridge. Don't cross it yet: turn around so the compass points to South/Southeast and go on: you will find Can Pyramid # 03/12 on a barrel and Manuscript Page # 26/106 (2.20) on the ground, past a small fallen tree by the edge of the cliff (it's not the easiest manuscript to spot). There are additional supplies nearby: Batteries x 1 and Revolver Ammo x 2.

Go back at the last tree-bridge I told you to ignore at first, and now cross it to trigger a checkpoint and a fight against two small Taken and a normal Taken.
Proceed trying to keep the compass pointing North and more Taken will ambush you: feel free to drop a flare behind you and run forward, up another tree-bridge (not above the water this time) to come to a generator.

As soon as you reach it, more Taken will attack you: use a flare to keep them away as you start the generator to create a Safe Haven and despawn them. Revolver Ammo x 1 and Batteries x 1 will be found on the floor just outside of this safe haven.
On the right, immediately after the generator, you will find a shack with Coffee Thermos # 26/100 inside. Then enter the shack in front of the generator where lies Manuscript Page # 27/106 (2.14) on the ground; pick up the Hunting Rifle in this same shack as well.

Jump down the path to the left of this last shack. You will see a crashed plane in front of you: go towards it and search around for yellow signs (there are also darkness puddles here and there). Follow them and jump on some rocks; then jump on the right (yellow) wing of the plane to find Chest # 07/30 (Flare x 2).
Return to the main path and pick up Flare x 1 on the ground as you go and jump down after the checkpoint notification.

Try to keep the compass pointing North again and follow the way: three Taken will attack you as you go, and this time it's better to kill them than running.
Three more Taken will attack you when you're about to reach the next Safe Haven: kill them.
Before the safe haven there's a collectible to pick up. Looking at the safe haven, go left and follow the path going upwards, walking near the edge (the edge is on your right as you walk upwards): at the top of the small cliff you will find Coffee Thermos # 27/100.
Proceed to the Safe Haven.

Reach the top of the mill

Climb up a ladder and then drop below the platform falling apart where you will be.
Enter a room and watch out for a darkness puddle on the floor (there will be more of them in this mill); pick up Revolver Ammo x 1 on your left and then proceed upstairs.
You'll find a room before more stairs: enter the room and exit to its balcony to find Manuscript Page # 28/106 (2.21) on the floor.
Then go back and proceed up the stairs to find an object to kick down in order to raise a small "cage": wait for it to be at the top, then jump the gap using it as a platform.
You will definitely see Manuscript Page # 29/106 (2.15) in front of you after jumping.
Enter the next room and check one of its corners to find Coffee Thermos # 28/100. Pick up Flare x 2 in this same room, then look for a ladder located in the opposite corner as the one where you found the thermos: climb it up and proceed to exit the mill.

Make it through the woods - Part II

You will soon come across a strange yellow sentence painted on some wooden boxes (you will see it as soon as you shed light on the boxes); immediately after it a strong Taken will attack you. Take him out and then enter the small ruined shack on the left.
Here you will find a Hunting Rifle and some boxes: climb up them and drop down to the opposite side to find Manuscript Page # 30/106 (2.22).

Climb back up and proceed forward jumping past the fence on the left side as you go.
You will find an emergency box on the left (Revolver Ammo x 1, Batteries x 1). Prepare your hunting rifle and go up the path: two strong Taken will attack you after some logs fall down.
You will come to another checkpoint and emergency box past them (Revolver Ammo x 2, Batteries x 1). Proceed through the wooden gate.
A fight against a chainsaw Taken and two weak Taken will trigger as you go: the chainsaw is the strongest of the regular Taken and deserves all the attention of your hunting rifle, as well as a couple of batteries. On Nightmare difficulty it's advisable to avoid this fight entirely.

After defeating them, proceed and follow the signal on the left pointing at the "campgrounds" to reach a Safe Haven.
You'll get a phone call here.

Return to Barry

Cross a wooden bridge and check the picnic table before the emergency box (Revolver Ammo x 1, Batteries x 1) to find Coffee Thermos # 29/100.
Move on and there will be a truck in a wooden garage on your left: go opposite this garage to find the restrooms of this area.
Before entering the restrooms you will notice Manuscript Page # 31/106 (2.16) on the floor.
You can enter the women's restroom on the right to get Hunting Rifle Ammo x 1. Then enter the men's room and search for the keys in the next room: TV Show # 05/14 will automatically start. On your way out, expect a weak Taken to surprise you from a cubicle.

You can now open the garage and get in the vehicle the commands are very simple: [cn_RT] to accelerate, [cn_LT] to break and reverse, cn_LS to steer, [cn_A] to boost the lights (same effect as when you hold [cn_LT] with the flashlight) and [cn_B] to get in and out. All vehicles have a certain amount of health, after which they will break down (crashing and damage from Taken hitting you or you hitting them will deplete the vehicle's health). Run over the Taken to kill them when their shield is gone.

You should now be on the road, go right (so the compass points South) to find a log truck blocking the way and Coffee Thermos # 30/100 before it, on the road (exit the car to get it).

Then go left and follow the road, running over more Taken. When you see another log truck on the road, go right off-road (the compass will be pointing West/Southwest as you go), to find a small shack inside of which you'll find Chest # 08/30 (Flare x 2).

Go back to the last log truck, now go straight left and then left again to reach a Safe Haven (get out of the car to actually benefit from it and trigger its checkpoint). Near the safe haven there are picnic benches: pick up the Hunting Rifle on one and shoot down Can Pyramid # 04/12 on the other one. There's also a fresh new car: use the new one, since yours is probably damaged.

Drive on, back to the street and past a big red sign (about "The Annual Bright Falls Deer Festival") to go across a bridge.
Another log truck will be on the way: go slightly on its left, but don't go in the parking lot after the wooden fence. Instead, from the last log truck, move forward with the compass pointing Northwest to reach another picnic bench (get there on foot) with Coffee Thermos # 31/100 on it.

Go back in the vehicle and drive past the log truck (there's barely enough space to get through, from the left side) to reach the end of the road: in the tunnel ahead you will see another log truck blocking the way (there are stone blocks before it anyway), and Manuscript Page # 32/100 (2.23) will be near the entrance of this collapsed tunnel. Get it (on foot; expect to spawn of a couple of weak Taken) and then go back to enter the parking lot.

In here there's a new car; drive up the road to reach a Safe Haven. Continue on the road after using the safe haven and you'll enter a fenced area: follow the compass from now on and continue on the only possible way on the trail.

At one point a car and caravan will block the way: exit your vehicle and proceed on foot. You will find another broken car ahead, near which you can pick up Revolver Ammo x 1, Flare Gun, Flare Gun Ammo x 2 (save these ones for the boss fight at the end of the episode).
Continue forward and some Taken will attack you from behind: just speed up to the next Safe Haven to despawn them, and then continue to receive another phone call.

Nightmare difficulty only — As you get the phone call, continue forward; by the time the call is over, you should see Manuscript Page # 95/106 (2.17) on the trail. It's very easy to find since you must go on that path to continue with the story.

You will finally reach your destination: before the wooden stairs, check around for Flare Gun, Flare Gun Ammo x 1, Flare x 2.

??? (task not written for spoiler reasons)

Then go up the wooden stairs and head towards the opposite side of the cabin: you should spot yellow signs on the way, and they eventually lead you to (on the way the compass will point South) Chest # 09/30 (Flare Gun Ammo x 2). On the porch of this side of the cabin there are also Lithium Batteries x 1 (save them if you already have full batteries).

Defeat the birds

The boss fight here is against hordes and hordes of birds. The Flare Gun will destroy them if you wait for them to be almost on you and then shoot. Use everything you've got (flares are very good too) while standing on the porch (so at least you have your back covered). If you want, take this chance to grind your kills towards the birds (you need 1,000 for an achievement), but you will probably have the achievement anyway by the end of your Nightmare playthrough (these ones aren't the last birds you find; at all). After killing about 200 of them (the amount can vary, probably depending on how quick you are; they might be even 300) you can proceed.

Enter the cabin and switch on the lights to end this episode, unlocking:

Park Ranger

Enjoy the sounds and sights of Elderwood National Park.

Park Ranger
1 guideOffline Game Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Main Storyline - These achievements are gained automatically by progressing through the main game modes.

Episode Three

On the run

Collectibles video (part one).

Wait some seconds so you finish talking to the "manager".

Follow Randolph

Go all the way to the end of the path, near a broken boat; turn right and search for a picnic table with Coffee Thermos # 32/100 on it.
Follow Randolph so he opens the fence and then reach the house on the opposite side (no need to wait for Randolph to slowly walk there): knock on the door for some scenes.

Leave the trailer

TV Show # 06/14 will trigger automatically; then walk in the kitchen before leaving to find Coffee Thermos # 33/100.
Then exit outside.

Get to the car

Manuscript Page # 33/106 (3.1) is in front of you.
Proceed forward from the manuscript and check on the left for a white fence: go through it to find Radio Show # 05/11 at the top of the small stairs of a house.
Then continue to the next destination for more scenes.

??? (task not written for spoiler reasons)

You will be in a forest.
Jump down and take a few steps forward; then turn left and follow the path trying to keep the compass pointing North (at one point you'll have to turn right, and later left). You may get shot, but don't worry about it and keep going.
Jump down when you have to: in front of you there will be Manuscript Page # 34/106 (3.2).
Move on and a cutscene will show a police car crash: go where the car came from (on the right from the point of view as you approach it) and follow the path to find Manuscript Page # 35/106 (3.8) on the road, near a just-fallen tree.

Then go left of the crashed car and reach a Safe Haven. Continue past the safe haven and eventually you'll cross a wooden bridge; keep going and you will find another crashed car: move on. You'll have to jump down again; shortly after you will see a cutscene about a helicopter: continue past it to soon find a big wooden structure. Go up the stairs to enter it: you will find Coffee Thermos # 34/100 inside, as well as a "false radio show" (just a random radio transmission). You can also use the binoculars outside if you want. Then go down and continue past the fence to exit this area.

Reach the radio station - Part I

You will find a "possessed gate".

Destroy the gate

Go up the small hill on its left and you'll come to a searchlight: nearby you will also see a wooden ramp which allows you to reach Coffee Thermos # 35/100 on a rock.

Look for a small hut where the generator is located (its green light isn't visible at first), then quickly return to the searchlight and point it against the possessed gate: the generator will soon stop working; just start it again if that happens before the gate is "defeated".

Reach the radio station - Part II

You will come to another possessed gate: a flashlight is available nearby. Proceed to find another crashed car with Flashbang x 6 nearby: these are great but rare weapons and can be used with the same command as the flares (if you have both of them at once you can choose which of the two to hold in your hand, ready for use, using cn_down), except that the flashbangs can only be thrown and not held (quite obviously), but they will not stun you.
As you continue three Taken will ambush you: if you can, try to avoid fighting and simply dodge their attacks and "back-run".

"Back-running" is one of the most efficient ways of dealing with enemies, and will be essential on Nightmare difficulty. By this term I mean something like this: go past your enemies, then turn around facing where you came from (facing the enemies too) and step-back to actually proceed in the right direction; while doing so, alternate quick shots of boosted light ([cn_LT]) on the enemies to stun them a bit and keep them away. The boosted light should only be a quick shot, not a stream of light, since a quick shot is enough to stun the Taken. This allows you to buy time while you recover your stamina: after stunning each of them, you should be ready to sprint again (turn again, now with your back at the enemies, and sprint forward) until your stamina finishes again. By the time this happens you will usually reach another safe haven, despawning the enemies at once; if the next safe haven is still far, continue to back-run by turning again and using shots of boosted light to buy more time as your stamina recovers.
An example of back-running is shown in this chapter's video, from 2:45 to 3:20, while going for one of the collectibles. It's very easy and really, really important to learn and use this technique all the times you see/expect a safe haven (or any other despawning event) ahead.

As for these ones, they will be soon despawned and immediately "substituted" by more Taken on the way.
Check on the right side past this new group of enemies (back-run against them too) to find a Safe Haven and despawn them for good.
There is an open emergency box nearby with Batteries x 1; Flashbang x 4 are also found on a table in the safe haven, as well as Radio Show # 06/11.
Now go past a wooden bridge: four Taken will spawn, but instead of fighting them right away, turn back by the safe haven. They will probably be very close to each other by then, and it'll be a good time when to use a single flashbang to take them all out at once and earn an achievement (I've shown this done in the video, though the achievement doesn't pop up since I already had it). There are also other good spots to attempt this in the game later (even in this chapter); if you can't achieve it here, don't worry and try again in other situations (there will be plenty). When you succeed, you will unlock:

Sound and Fury

Kill four Taken with a single flashbang.

Sound and Fury
3 guidesOffline Game Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.

Manuscript Page # 36/106 (3.9) is found on the cliff just right as soon as you walk past the last wooden bridge (after which the four Taken just mentioned will spawn).
Continue trying to keep the compass North or around there, and eventually another ambush by Taken will occur: I suggest skipping this fight again, turning and using the flashlight on each of them quickly and then turn again and continue running (in two words: back-run).

While you're walking away from them you should spot yellow signs: follow them (as you come, it's the right path) to enter a cavern: quickly run to the generator and try to start it before the Taken are on you — if you succeed, you'll create a Safe Haven and despawn/kill them with the strong light of it. In the same cavern there's Chest # 10/30 (Flare x 3, Lithium Batteries x 1).

Keep having the compass pointing North or nearby, and proceed: three Taken will ambush you, and they can again be avoided by back-running. If you want you can also use the flashbang (possibly one for all of them) of course, but it's not a bad idea to start learning to be conservative about your items, especially when thinking of your future Nightmare playthrough where escaping is much a better choice than fighting, whenever possible.

Anyway, with or without the last Taken at your back, another bigger Taken will be in your way just before the fence of the radio station: ignore him and enter the radio station area reaching the Safe Haven just past the fence.

Talk to Pat Maine

Before entering the building, go below the "Early Bird" giant sign (where the car is) to pick up Coffee Thermos # 36/100 on the ground.
You can now enter the building: Radio Show # 07/11 will automatically trigger as you continue (you may not even notice that, but you'll have it; check the stats if you need to confirm; it isn't shown in the video since it's not missable and you wouldn't see the radio you're turning on anyway).

Reach the train depot

Jump down after some cutscenes inside the station, and follow the path on the right leading down to find Manuscript Page # 37/106 (3.3) on the fence just on the way. Soon after it, on the left side near the fence, there's a broken emergency box with Flare x 2 inside.

Continue, and when you will see a generator and/or some shiny objects (ammo and similar). Start running to the generator and start it as soon as possible: if you are quick enough, you will manage to create the next Safe Haven before the Taken get on you (they spawn silently as you are operating the generator). Creating the safe haven will be enough to despawn them, as usual.

When the area is clear, pick up Flare x 1 near the generator itself, then grab Revolver, Revolver Ammo x 1 and Shotgun Ammo x 1 (the shotgun will be found soon) in the safe haven area. From the safe haven, turn around so the compass points Northwest/West and proceed upwards; three Taken will spawn on the way, and this time it's a good idea to use a flashbang to take them out. Then start going up the path: as you go up you will turn right, left, right; at this point, before the next turn left, check the cliff on the right side (as you're going up) to find Coffee Thermos # 37/100.

Continue upwards for a little longer and you'll reach the tower of the radio station: at its bottom there is Manuscript Page # 38/106 (3.10) and Flare x 2.
Time to get back; on the way down, some birds will attack you (just use boosted light of your flashlight to defeat them); another small group of birds will follow the first as you descend.

At the bottom, make the compass point North and follow the path: a couple more Taken will spawn, just kill them with the revolver.

As you continue to some green flashing lights you will find some spotlights around the area; near the first one you can collect Flashbang x 1 and a Revolver.
Enter the small shack in front of you, an ambush will trigger when you pick up the Shotgun and Shotgun Ammo x 1. Exit outside and fight the enemies: try to gather them and use a flashbang on most of them (since there are quite a lot, feel free to use even a second flashbang), then finish the survivors with revolver/shotgun depending on their size. This is also a nice fight to attempt the "Sounds and Fury" achievement, if you couldn't succeed earlier.

Go back a bit where the truck was (near the first spotlight you came across): facing the "shotgun shack", go left to find another shack with Can Pyramid # 05/12, Lithium Batteries x 1 and Revolver Ammo x 1 inside.

Shooting down your 5th Can Pyramid will unlock:

Carny

Knock over five can pyramids.

Carny
1 guideOffline Game Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Collectable - These achievements are obtained by exploring the game environment to find a set of unique objects.

You can stop hunting the cans now, if you want, there is no achievement for smashing all '12' of them, but I'll keep listing them anyway in case you missed any previous ones.

Back to the first spotlight, still facing the "shotgun shack", now go right.
As the compass is pointing West/Southwest, follow the path upwards to find Manuscript Page # 39/106 (3.11) attached to a wooden fence.
From here, turn around and go down the path again; turn right then, so the compass now points North. Proceed and you will soon find another wooden shack on the right side: go there to find Coffee Thermos # 38/100 on a canister.

Continue and you should soon spot the next safe haven: before reaching it, look for the white shine of Manuscript Page # 40/106 (3.4) on a rock on the right as you go. Reach the Safe Haven and open the emergency box here for Batteries x 1, Revolver Ammo x 1, Shotgun Ammo x 1, Lithium Batteries x 1.
Proceed down the slope and you'll get a phone call; keep following the path as you hear about it.

You will find Manuscript Page # 41/106 (3.5) on the stump of a tree on your right as you go (it's on the main way).
Just past the stump there's a fork: turn left and go upwards: follow this path to reach another small shack with Chest # 11/30 inside (Batteries x 1, Flare x 3); on the shelves here you will also find Shotgun Ammo x 1 and Revolver Ammo x 2 — expect a single weak Taken to spawn as you collect the supplies.
Then proceed downwards, fighting a couple more of minor Taken as you go; take the path right at the previous fork.
Climb up a ladder and go on: 'poltergeist objects' will now be introduced to you.

Alike to the darkness birds, poltergeist objects do not require weapons to defeat them, just light. They will rise up from the ground, shaking violently, and then they will crash towards you, if they hit you they will cause physical damage, the severity of which will depend on the size and weight of the object and how much it caught you. Try to learn the timing of their attacks and be to ready to dodge with cn_LB. Normally you can take cover behind solid objects, like trees etc, and save your batteries by just using your normal flashlight on them. However, some of them later can only be damaged 'boosted' light. If you feel you can't dodge them or take cover, it's worth using some batteries on them, since they can do heavy damage.

As for these ones, since the space is tiny and there are no solid objects to to take cover behind, you can try to run to the top left where a single possessed vertical platform is blocking your way out, quickly hammer this object specifically and ignore the rest, when its gone run through to the next area. If you're still having trouble try a flare or flashbang too, to speed up its destruction.

Outside, two more poltergeist objects will come to life: this time you can find some shields around and there's only two of them anyway, so try not to use batteries.

Nightmare difficulty only — After defeating these last two enemies, go up and turn right (you have to go left to proceed; turn right). You will fight Manuscript Page # 96/106 (3.12) on a tree stump.

Proceed left of a fence to find Manuscript Page # 42/106 (3.6) before a ladder; pick it up and climb up the ladder afterward.

Find a vehicle

You'll reach a Safe Haven: beneath it is your first flashlight upgrade, a 'Heavy-Duty Flashlight', this has much more boost time and a generally more powerful light, the only downside is that your batteries will not charge it as much. Revolver and Batteries x 1 are also found here on a broken metal pillar before the rusted car. Jump down afterward.

As soon as you're down, go right and you will easily find Coffee Thermos # 39/100 on a small wooden stack. Then go left and, facing the emergency box, go to its right to find Flare x 1 on a small blue container. Grab the supplies in the emergency box (Shotgun Ammo x 1, Batteries x 1, Revolver Ammo x 1) and operate the green-lighted switch to open the gate and trigger a fight against four Taken: feel free to use a flashbang and then clean up the survivors.

By now the gate should be open and you can go past it to enter the warehouse (a checkpoint will trigger before it); inside, be ready to fight a stronger and a weaker Taken. Head upstairs and you will find TV Show # 07/14 on your right, on a desk. In this same room pick up Flare x 2, Revolver Ammo x 1 and Lithium Batteries x 1 on the left desks.
Exit left on the balcony and pick up Manuscript Page # 43/106 (3.7) on the left.
Jump down again afterward (a checkpoint will trigger after a couple of steps when you've jumped down).

WARNING – Heavy Metal
There's an achievement opportunity here; it requires you to defeat the giant bulldozer poltergeist. You can ignore it on your nightmare playthrough by just running through to the gate.

On the two sides of the fighting area there are a couple of emergency boxes, both containing Flare x 3, Batteries x 1, Revolver Ammo x 1 each. There's also a third emergency box (considering "North" where the next gate is, it's in the South-East corner of the area) with the same content again. Finally, there is Lithium Batteries x 1 near the green-lighted switch which you will use to open the gate and proceed.

The bulldozer is just like any other poltergeist object, except this one does not float and crash towards you, rather it drives around like a normal bulldozer trying to run you over. It also takes a lot more light to kill it, and it may recharge if you do not keep light on it frequently. There will also be some minor Taken around during the fight, feel free to use a flashbang on them (when they're gathered), possibly when the bulldozer is nearby too; then finish off the bulldozer with some boosted light (you shouldn't even need to use batteries, but if you need them, use them). When it's done, you will unlock:

Heavy Metal

Survive the bulldozer attack.

Heavy Metal
6 guidesOffline Game Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.


Once through the gate go right to find Coffee Thermos # 40/100. Then enter the truck to trigger more scenes which will end the first part of this episode.

Mirror Peak

Collectibles video (part two).

Go to the Coal Mine

WARNING – Meet the Deadline
The second half of this episode will be the background where a special achievement takes place. The achievement is "Meet the Deadline", and it requires you to get from the coal mine museum (you will be there soon) to the end of the episode within 30 minutes. This really isn't very hard, just remember to pause and read ahead, so you know in advance what to expect. Even if you fail you can always replay this section of the episode specifically to go after this achievement. One important thing to say is that if you die and reload the checkpoint, the game will reset the timer of that checkpoint, and it won't add the non-saved gametime to the total. In short, if you get lost/it takes you too much time to complete a specific part of this section, you can restart the checkpoint and repeat it until your time to clear that part satisfies you. I'll tell you when the challenge starts (it will be soon, but not immediately next).

It seems like you've lost your supplies, but you didn't (you'll get them back after few events, that is also when the game starts calculating your time for "Meet the Deadline").
Drive the car down the path going left.

At one point there will be another car available on the right, and soon after it some tree logs blocking the way. Follow the path on the right of the trail, and before turning left you should see a destroyed white car. As soon as you turn left past this white car, exit the vehicle and walk, have the compass pointing North-Northwest: you should eventually see a red armchair on a cliff. Go there and pick up Coffee Thermos # 41/100 on it.
Back to the truck, drive below a broken wooden bridge and check on your right to find a wooden set of stairs: get out and go up on foot to reach a shack with Radio Show # 08/11 inside.

Exit the shack and drive the new car outside of it (follow the street where the compass points North).
You will soon find a wooden outpost on your right as you go: exit the car and go up the wooden stairs to enter the outpost and find Radio Show # 09/11 inside.
Back in the car, ride forward a bit and you will soon see a big red building on the left: enter it and follow the stairs inside, go up and find Manuscript Page # 44/106 (3.21) (it's not very "outstanding", but it's there).

Return to the road and follow it to finally reach the coal mine museum. Before entering, check on the left side of the area outside where the mine used to be: facing it, on the right there's Sign # 07/25; then enter the collapsed gallery and look for Coffee Thermos # 42/100 in a corner, on the ground.

Head to the museum building and you will find Manuscript Page # 45/106 (3.13) just on the floor as you go. Finally enter the museum (there's another sign on the way, but it doesn't count for the collection).

After a cutscene, a phone call will trigger, and the challenge for "Meet the Deadline" will now start.

Leave the building

After the call jump over the chain: on some shelves on the lower floor you will find Flare x 1, Lithium Batteries x 1 and Coffee Thermos # 43/100. Operate the green-lighted switch nearby to open a trap door; fall through it.

Reach the Mirror Peak lookout – Part I

As you land, on your way you will immediately see Manuscript Page # 46/106 (3.14); then on the right as you go there is a Revolver and an infinite supply of revolver ammo if you need it. Step inside the next area and some Taken will ambush you: instead of a traditional fight, you can shoot the red explosive canisters; this will cause a blast which will either kill the enemies or at least take down their shields.

After the Taken fight, be prepared to fight two poltergeist objects. When it's all over, enter the train cart (now open since the last objects broke it).
As you step inside, check on the left to find Flashbangs x 2, then continue right and past another cart; at the end of the second cart, a couple of weaker Taken will attack you: kill them.

Now look for a ladder on the left side of the next cart in front of you and climb it up: at the top, open the grid on the "roof" (at your feet since you're standing on the cart) and drop below: there will be two poltergeist items inside, which you can simply ignore (continue and pretend they don't exist).
Exit the building into which the cart had crashed (look for a door on the right when you exit the cart).

You're in an open area now, and there's an electrical fence on the ground, blocking your way.

Turn off the power

Since you can't go past that fence yet, get in the brown car opposite the blue (crashed) one and drive it to the opposite side where a Safe Haven is.
Around the safe haven, pick up Flare Gun and Flare Gun Ammo x 1; then operate the control panel nearby: this will break the safe haven's light and prevent the electricity from reaching the fence.

Reach the Mirror Peak lookout – Part II

Quickly drive the car back to the opposite side and now proceed past the destroyed fence, up a couple of stairs, ignoring poltergeists and Taken on the field (if you find red explosive cans on the way, drive on them for some extra fireworks).

Inside the building where you will be, search the opposite side from where you enter to find shelves on the right side: there are Batteries x 1 and Revolver Ammo x 1 there.
Then approach the left side and some Taken will break through the wall: use a quick flashbang to get rid of them and proceed through the hole they created.
In this next room check the shelves for Flare x 1, Lithium Batteries x 1 and Revolver Ammo x 1; go up some other wooden stairs to enter another room.
Four weaker Taken will ambush you: defeat them and then check, with your back at the door you just used to enter here, the left side of the room to find a quite hidden ladder going up (check the video if you can't find it).

Up the ladder you will immediately spot Coffee Thermos # 44/100 on a red armchair; on the left, look for Manuscript Page # 47/106 (3.15).
Exit through the door on the left afterwards, then jump down.

Enter the small building on the left of the gate in front of you to find Revolver Ammo x 1 and the green light-control panel: use the lever here to open the gate.
Near the truck past the gate you will find Flashbang x 3.

In the forest again, watch out for puddles here and there.

After a few steps, Taken will start chasing you: possibly ignore them and back-run to eventually find Manuscript Page # 48/106 (3.16) just on the way, on a small rock. The Taken should be quite many by now: turn around and use a flashbang on them for some carnage (this is also a great chance for "Sound and Fury").
At one point there will be a fork: the right path leads down and you should also see the light of a safe haven in that direction; go left instead, and you should soon see the yellow signs leading left into a mine where Chest # 12/30 is (Flashbang x 3).

As you exit, four Taken will ambush you: gather and flashbang-them out.
Stay on the left side from the exit of the mine where the chest was, and you will come to a wooden platform (move carefully, since it's broken everywhere) where Coffee Thermos # 45/100 is standing.

There are some wooden stairs just nearby this platform: use them to go down and reach the Safe Haven.
Near the safe haven there is an emergency box (Revolver Ammo x 2, Lithium Batteries x 1), and a small cart nearby is carrying Shotgun Ammo x 2 and Lithium Batteries x 1.

Go past the wooden bridge, search near one of the spotlights to find the Pump-Action Shotgun (it uses the ammo of the normal shotgun) to exchange for the normal shotgun you should have (if you don't, you will just pick up the Pump-Action Shotgun directly).
You will be immediately at another fork, with a rusted car at the center: go left and follow the way so the compass is pointing Northeast/North to reach a red shack.

Inside you will find Coffee Thermos # 46/100, Flare Gun Ammo x 2, Shotgun Ammo x 2, Flashbang x 1.
Exit the shack and follow the path with the compass pointing North (more or less, as usual), which is also the path where the spotlights lead, one after another (look for their green flashing lights). When you reach the last one of them, a bunch of Taken will come at you: instead of fighting, just proceed forward past this last spotlight to reach a Safe Haven and despawn them.
Past the safe haven you will trigger a cutscene showing a couple of trees falling; proceed into the graveyard.
Three fast-moving Taken will assault you: run past them going as far as you can; when they're on you (if they manage to), simply use a flare to outrun them again.

Nightmare difficulty only — Before crossing the wooden bridge to the Ghost Town, take a left (compass pointing Southeast) to find Manuscript Page # 97/106 (3.24).

You will come to a wooden bridge (go right past the graveyard). As you go, a car will turn into a poltergeist object: just ignore it, it will probably get thrown off the bridge and vanish from there.

Cross the ghost town

As you're crossing the bridge you can't miss seeing Manuscript Page # 49/106 (3.17) on your right. Be ready to jump past a small gap on the bridge, by the way. Immediately after the bridge, check on the right side to find a not-so-visible sign which counts as Sign # 08/25.

Go a couple of steps forward past the sign and turn right between two red buildings; turn left then, and you should see Coffee Thermos # 47/100 inside a third, ruined, red building.

Nightmare difficulty only — Check the last of the red buildings on the left to find Manuscript Page # 98/106 (3.23) on some tree logs inside of it.

Proceed forward, triggering a checkpoint and making a couple of objects come to life: defeat them and three more poltergeist objects will attack you. Use the poles of the small turret here to your advantage to take cover, and you should be able to take them out easily since they're quite big. You can also just skip this fight (especially on Nightmare difficulty) and run past them.

Next go through the tunnel/bridge and follow the way left to jump down into a new area.

WARNING – Iron Horse
Here two big poltergeist enemies will attack you: they are two parts of a train. Take cover behind the trees everywhere and defeat them (sacrifice a flashbang if you see them nearby, it's worth it) to unlock one achievement (if you skip the fight, you will not unlock it):

Iron Horse

Encounter a steam engine.

Iron Horse
2 guidesOffline Game Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.


Now go behind some buildings (head forward when the compass is pointing East/Southeast) to find Coffee Thermos # 48/100 on a small container.
Turn back and enter the building behind which the thermos was, and pick up the keys inside.
Now check the other building (compass pointing North) and use the keys to open the door.

Reach the Mirror Peak lookout – Part III

Inside, TV Show # 08/14 will automatically trigger (feel free to go past it if you're in a hurry, there's no need to actually watch it to record it in the stats, as long it triggered).
You can find Flare Gun Ammo x 1 on the left as you enter as well as Batteries x 1 on the right, before the TV. There's also a Hunting Rifle and Hunting Rifle Ammo x 2 in the next room.
Then exit the building.

Once outside, go left to find a ladder; climb it up and climb up another ladder afterwards.
At the top of it, move forward to find a fork: go left (you will receive a text message as you go) to barely spot few yellow signs leading to Chest # 13/30 (Flare Gun, Flare Gun Ammo x 1).

Back at the previous fork, now go right and follow the path up. Birds will attack you on the way: don't waste time with them and proceed forward (just use boosted light on them if they're attacking if you want). You will eventually fall down a hole, leading to the mine.

Exit the silver mine

Follow the only possible way (it seems like there are some forks at first, but they are blocked paths) until you reach a larger area.
You will hear some words as you're here, and now there's a real fork: go left (drop below) and follow the path all the way down to hear more words/short sentences until you come to a dark pool. Turn around now and check the left side to find Manuscript Page # 50/106 (3.22) on some rocks on the ground.
Backtrack all the way up and when you return at the previous fork, take the other path.

On the way you will see a path going up near one going down: the one going downwards is a dead end, so just take the one going upwards.
You will find Flare x 3 on the left as you proceed, on the ground; then drop below to continue.
As you land, on your left you will immediately see Manuscript Page # 51/106 (3.18).

Prepare the shotgun and move on: a landslide will block the way, but a Taken will soon break the wall on the left (approach the wall to make this happen). Defeat him quickly and expect more Taken around you (ignore them if you want).
Proceed through the hole the Taken created.

As you exit this small tunnel, you will see a sort of fork: hug the left wall and continue to spot Coffee Thermos # 49/100.
Continue as it will come natural. You'll come to a simple puzzle involving a crane

Operate the first elevator to create a bridge and proceed past it. Climb up a ladder and operate the elevator again to create another bridge in front of you: go on the raised platform and turn right to continue on the platform. At this point, ignore the ladder (if you see it; it's on the right as you land past the platform) at first and operate the next panel to raise the elevator again. Now go up the ladder and proceed until you find another ladder to kick: it will fall down. Use it down to reach the same panel you last used; operate it and raise the elevator once again. Climb up the last ladder you climbed down (the one you kicked) and finally use the bridge you just created to reach a safe haven.

Past the Safe Haven, go left up another ladder and kick a wooden platform to exit.

Reach the Mirror Peak lookout – Part IV

You will be on a wooden staircase: go upwards and follow the way to find Flare x 3 on the ground and another ladder up to a wooden platform. At the top of the platform you will find Manuscript Page # 52/106 (3.25).

Back on the staircase, now follow the way down to spawn some birds; ignore them and start the generator you will find to create a Safe Haven — while this doesn't despawn the birds, if you stay in the light they will charge at you and die instantly thanks to the extremely powerful light of the safe haven.

Continue and pick up Flare x 1, Batteries x 1, Flare Gun and Flare Gun Ammo x 1. Ride the cable car afterwards, expecting more birds during the ride.

As you land, a couple of weaker Taken will attack you: defeat them and proceed to eventually reach another safe haven.
In this Safe Haven there's an emergency box with Lithium Batteries x 1 and Revolver Ammo x 2. Opposite the safe haven there's a wooden platform with Can Pyramid # 06/12 on the wooden barricade.

Proceed forward (there's a wooden shack with Hunting Rifle and Hunting Rifle Ammo x 1) and follow the compass pointing North to find the way. Some Taken will ambush you: just use a Flare to outrun them and reach the next safe haven.

In this Safe Haven there is Hunting Rifle Ammo x 1, Flare x 3, Revolver Ammo x 1 and Batteries x 1. Just past it, on the right, there's the green Sign # 09/25. Follow the way and cross a wooden bridge: you will be ambushed on the way. Break through the Taken standing in your way and turn immediately left when you're on the opposite side of the bridge: look for Coffee Thermos # 50/100 on a small cliff (use a flare to buy some time to pick it up).

Return to the bridge you just crossed (possibly after defeating the enemies; use batteries and flares, you should have plenty and the episode is almost over) and from here follow the trail going right, but just for a short distance. After a big rock on the right side of the trail, turn left and try to see the yellow signs on the walls: they will lead you to Chest # 14/30 (Flare Gun, Flare Gun Ammo x 1).

Back on the trail, follow the path (keeping the usual compass pointing North) to a broken bridge. Go left from here to find Manuscript Page # 53/106 (3.19) on some rocks, just as you go downwards. Keep following the path afterward.

Cross the mountain ruins

Continue on the only possible way. When you come to a dead end, turn left and go up some debris, kicking a couple of platforms to proceed.
You'll come to a house: enter it from the door of the basement. Check the upper-left corner of the basement (upper-left as you entered) to find some stairs leading up.

On the next floor pick up some ammo here and there if you want, and proceed upwards.
As you continue on the roof, the floor will break; you will fall on the previous floor and Taken will ambush you: use your best arsenal and quickly get rid of them (be careful if decide to run through, because 2-3 Taken will be on the stairs/roof, that is the path you will take to exit).

Go up with the previous stairs again, and this time jump across the gap and then drop below, to the opposite side of the building.

Reach the Mirror Peak lookout - Part V

As you land, go left around the house to find Coffee Thermos # 51/100 before a gate. Then proceed down the path.
And if you made it here within 30 minutes of the coal mine museum, as soon as a short scene begins, that focuses the view on a small yellow light far from here, you will unlock:

Meet the Deadline

In "Mirror Peak," make it from the Coal Mine Museum to Cauldron Lake in 30 minutes.

Meet the Deadline
5 guidesOffline Game Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Time/Date - These achievements require you to play the game or perform actions at certain times, within a time limit, or on specific dates.


Don't worry if you missed it on your first attempt: now you know what to expect, without off-track collectibles to get, you won't have problems repeating this stage on Nightmare difficulty and probably accomplish your mission within 30 minutes.
Anyway, proceed down some wooden stairs and you will definitely see Manuscript Page # 54/106 (3.20) on the left as you go.
Go on and end this episode, unlocking this achievement:

Wheels Within Wheels

Meet the kidnapper.

Wheels Within Wheels
1 guideOffline Game Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Main Storyline - These achievements are gained automatically by progressing through the main game modes.

Episode Four

Collectibles video (Part 1).

Cauldron Lake Lodge

Follow Doctor Hartman

Follow the events until you are outside, and proceed. After a while there will be a huge sun dial on the ground: read the sign around it to collect Sign # 10/25.
As you walk to the inside again to follow the events, go up a wooden stair and probably foresee a thermos.
When you actually return inside, check the back of the room (on the right side as you enter) to find Coffee Thermos # 52/100 on a desk.
Go opposite the thermos to the right end of the room and read the poster of Doctor Hartman to collect Sign # 11/25.
Then head upstairs and follow the way to pick up Coffee Thermos # 53/100 (the one you might have foreseen). On the way to the second thermos you may also see a TV set, but its show will occur later.
Follow the doctor downstairs then, and enter another hallway; as you go you will probably notice a board on the right: read it for Sign # 12/25.

Return to your room

You will automatically receive Manuscript Page # 55/106 (4.1) at the end of some scenes (this is not shown in the video).
Proceed back to the previous room and head upstairs: now TV Show # 09/14 will automatically trigger. Then return to your room.

Investigate racket

Return to the main room, and before proceeding downstairs you will find Manuscript Page # 56/106 (4.2) on the left just before the stairs themselves.
Then go down.
Go near the loud characters here and pick up the keys from the floor.

Go to Hartman's office

WARNING - Medical Opinions
Use the keys on the door just right of the stairs leading up (the ones you just used to return down) and enter the first room on the left.
In this room you will find Manuscript Page # 57/106 (4.8) on a desk. In addition to this, and that's what the "warning" was about, there's a recorded tape on a desk near the computers: play the tape three times for three different records. As the third starts you will unlock:

Medical Opinions

Listen to Hartman's recordings.

Medical Opinions
3 guidesOffline Game Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Collectable - These achievements are obtained by exploring the game environment to find a set of unique objects.

Task not written for spoiler reasons

Exit the room and enter the next one, on the right as you go.
In this room you will find a certain character: pick up Coffee Thermos # 54/100 behind him, near a window, and then use the keys to open another room from this one.

Escape the clinic

After some scenes you will automatically receive Manuscript Page # 58/106 (4.3) (this is not shown in the video).
Make your way out back to the main room and go immediately upstairs: start the generator 3-4 times to clear the living room (partially, at least; you need to destroy two big closets standing on the way) from the poltergeist objects.
Then speedrun to the hallway opposite the one you came from (that is to say, the one opposite the hallway where Doctor Hartman's offices were) and enter the only possible room here.
Make sure you grab Flare x 2 in this room (just on the way as you proceed, on some pieces of furniture; one is clearly visible, the other one isn't, and it's "hidden" just before the visible one; it's fundamental to have two flares to proceed on Nightmare difficulty) and proceed to the next room.

Several poltergeist-tables will be here, as well as two poltergeist stuffed bears: use a flare (hold it) to clear the way destroying the stuffed bears (use two on Nightmare), and exit the room turning left to another room.

WARNING - Boob Tube
In this room you will find Manuscript Page # 59/106 (4.4) on a couch and a TV set; it won't count as one of the 14 TV Shows, but it will net you an achievement:

Boob Tube

See what's on TV.

Boob Tube
2 guidesOffline Game Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Collectable - These achievements are obtained by exploring the game environment to find a set of unique objects.

Head to the next hallway and follow it to the opposite end: as you're about to reach the possessed door, a giant sphere (it's a fallen chandelier of the room past the possessed door) will come to life: lure it to attack you, so it smashes the possessed door between you and it.
Run forward when it's out of the way and in the next room turn right.
You have to place yourself before the next door, on the right side (leading out of the building), and wait for the sphere to charge at you again: dodge on time and it will break the door, allowing you to escape.

Meet Barry

Go right as soon as you are outside and follow the way around the porch to eventually find Coffee Thermos # 55/100 on the small wall.
Then examine a small sign near the statue at the center of this garden to collect Sign # 13/25.
Proceed with the story to receive a flashlight.
You will be assaulted by four poltergeist items now (two at first and two more right after): they will only take damage from boosted light. Feel free to use a couple of batteries and make good use of the central statue to take cover. You can even just skip them and proceed if you want.

Proceed through the garden

While you walk to the possessed gate on the opposite end of the area from where you exited the building (destroy it with light of course), check a bench on the right as you proceed to get Lithium Batteries x 1. Although Alan is clearly tall enough to climb over the small wall to exit the mansion (if he just wanted), enter the garden as the game requires.
Past a Safe Haven immediately in front of you, there's a small wooden structure with Batteries x 1 and Flare x 2: pick them up and adventure into the maze.

First fork, left is a dead end, so turn right, then left, left. Pick up Revolver Ammo x 1 and Batteries x 1, then proceed turning right. At the next fork there's a bench with Batteries x 1 in front of you.
Left is another dead end, so turn right and expect a Taken; then left (right is a dead end with some rocks and a Taken), left and you'll be in a larger area with a tree in the middle.

Pick up Manuscript Page # 60/106 (4.5) below the tree and collect Revolver Ammo x 1 and Batteries x 1 on a bench.
Proceed forward, then go left, left; you're at a fork: forward leads to another dead end, so turn right to be at another fork. Left here is another dead end, therefore go right. Expect three Taken in this area (there are several benches around you, just for reference): defeat them and proceed to another fork from here.
At this fork, go left (have the compass pointing Southeast) and follow the way to find Manuscript Page # 61/106 (4.9) on a bench. Return to the previous fork and now go right following the path to a Safe Haven (at another apparent fork, turn left; right is the usual dead end). The maze is essentially over now.

Continue forward and pick up Revolver Ammo x 1 on a bench; then continue left and you will come across few birds and a powerful Taken: nothing special, use a couple of batteries if you want, but try your best not to use your flares since you will need them soon. On Nightmare it's advisable to pick up the Flare Gun behind this powerful Taken and skip the fight back-running ahead past him and the following enemies.
In the wooden platform where the Taken was you will also find Coffee Thermos # 56/100 on the floor, as well as Flare Gun; nearby there is also an emergency box (Revolver Ammo x 1, Batteries x 1).

Expect two more Taken as you proceed; then you will reach the next Safe Haven. From here, before heading through the gate, enter the small shack nearby to find Manuscript Page # 62/106 (4.7) near Shotgun and Shotgun Ammo x 1.

Proceed through the gate and expect three Taken to ambush you as you move on: defeat them and continue. Go up the little stair and turn right at first to find Flare x 1 on a bench; then continue left.

A small poltergeist cart will come to life, and the gate will become possessed: defeat them all (the cart first) and continue.
You will notice Manuscript Page # 63/106 (4.6) on the floor; on the right as you come, before the manuscript, on the small wall there's also Can Pyramid # 07/12.

You will reach another Safe Haven with emergency box nearby (Lithium Batteries x 1, Revolver Ammo x 2).
From here, head forward and stay on the right side to find a side path leading to Chest # 15/30 (Flare Gun, Flare Gun Ammo x 1; there are basically no yellow signs this time), expecting three Taken as you go (you will probably hear them); the safe haven's light will also stop working meanwhile (another is to be found very soon).

Return to the main path and proceed on the left side up to some stone stairs to come to the next Safe Haven.
In front of it there will be some supplies: Coffee Thermos # 57/100, Flare x 2, Shotgun, Shotgun Ammo x 1, Revolver Ammo x 1, Lithium Batteries x 1.
From the safe haven you should see your friend on the right, but go left first to find, at the end, Manuscript Page # 64/106 (4.10) on a small stone wall.
Now proceed right to trigger a checkpoint and an "endurance fight".

Survive the Taken assault

Since your supplies will be reset after this fight, use all you've got: batteries, flares, shotgun. Check your back from time to time to see when the gate is really open, and eventually go through it to continue.

The Anderson Farm

Find Barry

Continue along the path.

Get to the farm - Part I

Continue on some rails (go left; right is a dead end) and eventually you'll be in some woods. A tree will fall during a short cutscene.
On Nightmare difficulty (unless you missed one of the next two collectibles) just proceed under the fallen tree and follow the path ahead from here.

On your first playthrough, looking at the fallen tree, go left upwards (compass pointing Northeast) and follow the path straight in front of you to enter a mine: several poltergeist items will come to life, and it's important to activate the spotlight you will find on your way to the mine in order to destroy part of them as you step inside (especially for when you'll have to come back). Anyway, after turning on the spotlight, follow the path in the mine (compass pointing Southeast) to find Manuscript Page # 65/106 (4.16) attached to the wall in front of you.
Backtrack, possibly turning on the spotlight again, and proceed to the wooden platform ahead (compass pointing Northwest): dodge some poltergeist-barrels on the way and reach Coffee Thermos # 58/100 just behind two poltergeist barrels (break through them; you'll take some damage, but that's no big deal).
Return to the spotlight and this time head forward when the compass is pointing North: more and more objects will come to life; do your best to take cover when you find some rocks, and mainly focus on running to your next destination.
You will soon come to a possessed gate: rotate the pole in front of the gate, using the device at its bottom, and then go left to proceed upwards on some wooden stairs.

Manuscript Page # 66/106 (4.11) is on the next wooden platforms, hard to miss; near it there's the generator you have to start.
When the possessed gate is no more, proceed. You can't miss noticing the light on a small wooden shack: pick up the flashlight here and jump down.
In the forest ahead there will be three Taken attacking you on the way: since you have no weapon at all, make good use of the back-run and escape following the compass pointing North.

You will come to the green light of a generator, but it takes four presses of "A" before starting (instead of the usual three hits on the green zone) and the Taken will probably either reach you or throw something at you before that could happen: instead of wasting time with it, continue to escape to find, quite soon, a Safe Haven (the Taken chasing you will increase meanwhile, but it's no big deal since you're going to despawn them altogether).

From the safe haven, have the compass pointing North and follow the way. You will come to a small camp: switch to the Heavy-Duty Flashlight, pick up Lithium Batteries x 1 and especially Coffee Thermos # 59/100 on a small cut log used as bench.

Keep going, dropping below and destroying another possessed gate: a cutscene will make Manuscript Page # 67/107 (4.13) float to the ground (pick it up).
Soon after the manuscript there are Flare x 3 and then there will be bear traps everywhere: do your best to dodge them and you will soon see the light of a safe haven nearby.

Just as you're coming to it, the light will stop working: quickly start the generator to restore the Safe Haven.
Around the safe haven there are some supplies: Manuscript Page # 68/106 (4.12) just on the ground, Shotgun and Shotgun Ammo x 3 (these ones are "inside" the building) nearby.
Facing the generator as you came, go around the building from the left side and go up some ruined stairs to reach the top of it: expect a Taken and a bear trap up here, then collect Coffee Thermos # 60/100.

Go back to the last safe haven and now continue with, as usual, the compass pointing North (this will lead you off the trail at one point, but it's good since it's a shortcut): watch out for more bear traps and expect some Taken after you see lightning in the sky. My advice is to run away with the usual technique, since the next safe haven to despawn them is quite close and you will need your bullets soon. More Taken will actually spawn just before the safe haven, and it'd be a waste to fight these ones too.
Once you reach this Safe Haven you will be before a cabin: enter it.

Collectibles video (Part 2).

Investigate the cabin

As you enter go left to find Coffee Thermos # 61/100 in the kitchen and Shotgun Ammo x 1 on a table; then from the entrance go right to find Lithium Batteries x 1 on another table and Flare x 1 on other pieces of furniture (you may see a manuscript page on the rug outside; we'll get it soon).
Go upstairs and "push" the door right (the one left is closed). In this room, pick up Revolver and Revolver Ammo x 2 on the floor.
Listen to the man's story if you want, then enter the room left (in front of you as you exit this room; now it's open) to automatically trigger TV Show # 10/14.
Return downstairs and go in the room where the flare was: a powerful Taken will be here; stun him and just jump through the window.

Get to the farm

Before getting in the car, turn left: on a rug on the wooden porch you will see Manuscript Page # 69/106 (4.18) (the one mentioned earlier).
From where you landed after jumping down, now go right and enter the basement to find (in the furthest corner on the right as you enter) Chest # 16/30 (Flare x 1, Flashbang x 1).

Drive the car down the path: soon after turning left, look for a rusted tractor on the right side: exit and pick up Coffee Thermos # 62/100 near it.

Back in the car, you will soon come to a fork (forward or right): go right and search on the right (in the field, not on the trail) to look for another rusted tractor; you can go on foot if you want, but expect an ambush by Taken as you pick up Coffee Thermos # 63/100 near the tractor.

Return to the previous fork and now go forward (from your point of view as you backtrack, this means turning right; you came from left) and follow the road; turn left when you see a cabin and enter it to find Chest # 17/30 (Flashbang x 2); on the same floor you can also find Lithium Batteries x 1 and Revolver Ammo x 1 (there's nothing upstairs).

Exit the cabin and change cars if you want; proceed left (upwards) to continue on the previous path, turning right when necessary; you will come to a wooden lookout post on the right side (you may not notice it as you drive; it's just where another car is).

Enter the lookout post and you will find Radio Show # 10/11 inside, as well as Hunting Rifle and Hunting Rifle Ammo x 3.
Exit and return to your previous vehicle: three Taken will attack you; run them over.

Change vehicles afterward (use the new car nearby) and proceed. At the next fork, move forward (the path right is the path on the right of which you found the second rusted tractor and the last coffee thermos a minute ago) and keep going; more Taken will be spawning far from you. Kill all four of them and proceed as far as you can: eventually the path will be blocked.
Exit your vehicle and continue on foot; some poltergeist machinery will come to life: defeat it, expecting two weaker Taken assaulting your back. Move on to the next Safe Haven then. On Nightmare feel free to speedrun past the machinery and despawn it at the next safe haven.

Drop down the fence on the left to trigger another checkpoint which prevents you from going back.
As you land, look on the left side to spot a small windmill; run forward, past it, and stay on the left side near the fence (compass pointing about East) to enter the fenced area where a cabin is: you will probably see yellow signs on the way to it.
Enter the cabin and you will find Chest # 18/30 (Flashbang x 1, Revolver Ammo x 1); expect two Taken as you exit (the exit is opposite where the chest is, if you can't find it in the deep darkness).

Nightmare difficulty only — From the last cabin, proceed further left (compass pointing South) to another small wooden shed; on its walls you will see the bright light of Manuscript Page # 99/106 (4.17).

Exit this cabin and proceed forward to a sort of stage area; check the bleachers on the left as you proceed and quickly pick up Coffee Thermos # 64/100 before a cutscene triggers.
Continue forward at last, to actually trigger the cutscene.

Defend the stage

WARNING - Child of the Elder God
Besides picking up Coffee Thermos # 65/100 just in front of your friend on the stage (after the cutscene), there's an achievement which takes place here. "Child of the Elder God" requires you not to ever go in "critical health" status (when the screen goes black and white). You can restart the checkpoints which will trigger now and then between several waves of enemies if this happens, and as long as you weren't in critical health status before the last checkpoint which triggered, you will still be able to get the achievement if you fulfill your task.

Start switching to the Lantern flashlight in front of the coffee thermos, then grab the supplies everywhere and use them to keep the enemies away. If you see temporary Safe Havens in the middle of the stage, use them as a checkpoint and to recover your health. It shouldn't be too hard, just be careful about enemies jumping on the stage and those throwing weapons at you, and never stay at the center of the stage to avoid to where an enemy attacks you reducing your health to critical and, accidentally, the next safe haven-checkpoint triggers immediately after it, preventing you from restarting the previous checkpoint and getting the achievement.

If you succeed, after the fight's ending scene, you will unlock:

Child of the Elder God

Have a rock'n'roll moment without dropping to a low health state.

Child of the Elder God
6 guidesOffline Game Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.

Get to the Anderson house - Part I

After the fight, jump down the stage and go right around it; on one of its sides you will find Manuscript Page # 70/106 (4.19) attached to some circuits.
Follow your friend to reach a big farm warehouse.

Facing the blocked entrance, go into the field on the right side of the warehouse and look for a rusted tractor in its furthest corner (have the compass pointing Northwest/West and then even South as you go) to find Manuscript Page # 71/106 (4.20) nearby.
On the right side (again, facing the blocked entrance) of the building there's a ladder: climb up and follow the path going left on some platforms (jump/climb when necessary) to reach the green-lighted switch in the front side of the warehouse. Feel free to just drop down the platforms afterwards.
Open the front door and enter inside.

Find a way through the barn

On the first floor (as you're in), check in front of you and a bit on the right to find TV Show # 11/14 near Shotgun Ammo x 2 and Revolver Ammo x 1.
In the Northeast corner of the room (considering "South" the door where you entered) there's Coffee Thermos # 66/100, quite hidden in the darkness, on a small table.

On the left side you can find Hunting Rifle Ammo x 2, Flare x 1, Lithium Batteries x 1 on some shelves.
Now go upstairs and on the way you will find Manuscript Page # 72/106 (4.14) attached to a stone leaning near the wall.
Follow the way and you will see a green-lighted switch: before pressing it, go forward and read a brown sign to collect Sign # 14/25.
Finally operate the switch (there is also Lithium Batteries x 1 near it if you need).
A large group of minor Taken will spawn now: either proceed carefully killing them one by one, or force your way through, maybe using a flare when you're about to go down the stairs again (more enemies will come from the first floor). You will probably have to fight them anyway when you exit the barn.

Get to the Anderson house - Part II

A checkpoint will trigger as soon as there are no more of the previous Taken around.
Outside, a fast-moving Taken will assault you: defeat him.
Proceed just past two hanging electric wires (avoid them as usual) and turn around; if you look carefully, as soon as the path turns left you can see Can Pyramid # 08/12 on a big wooden wheel. Get it if you want, and then prepare to use a flashbang.
Right after this, a fight will trigger: three regular Taken will spawn at first, and a car will come to life. You should have some flashbangs by now: use one to quickly get rid of the car and some enemies spawning near it, then move forward ignoring the enemies behind you — you will soon come to a Safe Haven, despawning them.
Enter the next building nearby.

Open the silo door for Barry - Part I

As you enter, after a short conversation, go right and look for a wooden door to kick down.
Proceed upstairs: on the second floor you will find Shotgun Ammo x 2 on some barrels; on the third floor a Taken will spawn from behind a bunch of hay. Behind where he spawns, search for Coffee Thermos # 67/100.
Proceed upstairs and then up a ladder now, and you will find the green light of Radio Show # 11/11. If this is your 11th radio show, you will unlock:

KBF-FM

Listen to all of the radio shows.

KBF-FM
3 guidesOffline Game Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Collectable - These achievements are obtained by exploring the game environment to find a set of unique objects.

Switch to the Heavy-Duty Lantern nearby, and pick up Lithium Batteries x 1 near it if you need. Continue upstairs to trigger a checkpoint.
There's a generator to start (Lithium Batteries x 1 nearby too): do so, then ride a small elevator down.
Kick the door of the elevator at the end of the ride, then check the emergency box for some supplies (Hunting Rifle Ammo x 1, Flare x 3, Revolver Ammo x 1, Shotgun Ammo x 1, Batteries x 1) and exit from a quite hidden path behind the shack.

Defeat the harvester

You're in an open field now, and a combine harvester will come to life: a whole load of boosted light from your new flashlight will be enough. In this area there is also an emergency box with Flare x 3, Revolver Ammo x 1, Shotgun Ammo x 1 and Batteries x 1.

Open the silo door for Barry - Part II

A single Taken spawns now: he's probably only meant to show you the way, since you need to enter the small shack where he was to find a ladder leading up to its roof; eliminate him before going there.
From the top of the shack, jump below (to the opposite side; not where you came of course) and go inside another small shack with a blinking white light to find the silo keys.
Now go to a corner of this field to find a small red chain (follow the "compass" if you need) and open it with the keys.

Get to the Anderson house

Push a couple of wooden gates/fences together with Barry and enter the house.

Find the fuse box

As soon as you enter, go through the white door on your right to find Coffee Thermos # 68/100.
Then go forward (ignore the stairs leading up for now) and then proceed right (on the left there's a room with some musical instruments and an item, a record tape, which you can't examine now) to enter the kitchen.
In the kitchen, pick up Coffee Thermos # 69/100.
Finally head upstairs (there's another room on the first floor, near the kitchen, but it's empty) and get Manuscript Page # 73/106 (4.15) from the floor.
Anyway, upstairs there are two locked doors and two available; the first one, before the manuscript, leads in an empty room; the second one has the fuse in one of its side rooms: operate it.

Fix the record

Back to the first floor, now play the record mentioned earlier (from the entrance, enter the room left with the musical instruments).

The Night It All Began

You only have to follow the paths you're told after the scenes, so I'll leave it to you.
After ending this episode you will unlock:

Perchance to Dream

Take a moment to reflect on past events.

Perchance to Dream
1 guideOffline Game Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Main Storyline - These achievements are gained automatically by progressing through the main game modes.

Episode Five

Collectibles video (Part 1).

Night Life in Bright Falls

WARNING - An Idyllic Small Town
There's an achievement for reaching the end of the first part of this episode ("Night Life in Bright Falls") all in one go. This means getting no deaths and never restarting the checkpoints. "Continuing" the game from the main menu is obviously a way of restarting from a checkpoint, and won't work neither. It is very possible to achieve it on your first attempt, especially if you're playing on Normal, and it won't be harder because you're after collectibles. The achievement itself isn't particularly difficult, but you must be sure that you're doing it all in one go.
Make sure you have time for it and most of all make sure you are starting this episode from scratch when you first attempt it. Even if you use the "continue" feature at the very beginning of the episode (for example if you turn off your console after finishing the fourth episode and then continue later), it will mess up your achievement.
In short, to start "safely", either play it directly after ending episode four, or select this chapter from your main menu. You should see the introduction cutscenes at the very beginning of the episode ("previously on Alan Wake" and company) if you're starting really from the beginning.

Follow Sarah - Part I

After some cutscenes you'll be free to move again: pick up Manuscript Page # 74/106 (5.1) and Manuscript Page # 75/106 (5.2) on the floor just as you exit.
Go through the small hallway and you'll be in the main hall: check behind in the reception area to find Coffee Thermos # 70/100 on a desk.
Follow Sarah to the control panel.

Get equipped

In her office, get the Flashlight, Lithium Batteries x 1, Revolver, Revolver Ammo x 2, Pump-Action Shotgun, Shotgun Ammo x 2.

Follow Sarah - Part II

Follow the events outside to a Safe Haven.

Find a way to access the rooftops

Go in the fenced area where you went your first time around this place (where there was a certain driving license) and check on the right to find a lever: pull it to lower a ladder, being careful of the darkness puddles which will be quite common in this area.
Climb the ladder up afterward.

Find a way to reach the street level

On the roof, look around to find Flare x 2 on the floor. Then climb up another ladder and drop down to the opposite side: expect some birds on your way, then jump across some platforms and go down using a small elevator.

Open the gate

Clear the control panel from the darkness, then operate it to open the gate.

Follow Sarah - Part III

Straight in front of the gate, on the opposite side of the street, there's a short side path leading to Flare x 1.
Pick it up, then return to the main path.

The next part of this episode will feature fights where your partner will also use a shotgun to kill the Taken (your partner even has a flashlight for their shield), so it shouldn't be too hard to survive even without doing anything else other than taking down the shields.

Anyway, there's also an emergency box on the right side of the street (Batteries x 1, Revolver Ammo x 1, Flare x 3), and as you go a large van will become possessed and some Taken will spawn along: take care of all of them.
Continue, and at the fork wait a moment: from the left side, the giant deer festival cart will rush to go forward (to the right end of the street). Dodge what you have to dodge and be ready to fight more Taken too.
After the fight, now go across the street from where you came from, then go slightly on the right to find a wooden structure with Coffee Thermos # 71/100 on a stand or something like that.
You will probably also notice the yellow signs around: they point to the right end of the street, where some wooden platforms can lead you to Chest # 19/30 (Flare Gun, Flare Gun Ammo x 1).
Collect it and now go left (towards where the deer cart festival was standing before attacking you).
As you continue, on the right, on the water, there's another building with "Fresh Seafood" written on it: follow the way right to this building, probably noticing the yellow signs on some walls, and expect three Taken on the right side as you proceed (after Alan starts talking about the smell of the fish) plus another one from the left. Defeat them, then go up some stairs to find Chest # 20/30 (Flare Gun, Lithium Batteries x 1).
Back to the main street, go on and watch out for a single Taken spawning from the left.
Turn left in the side path before the "Bright's Diner" building to find Flare x 2 on the ground: two weaker Taken will assault you from the fence nearby, but two flares are more than worth the disturbance.

WARNING - Drink 'Em Both Up - Part two
Now enter Bright's Diner and play Jukebox # 02/02 to get an achievement (only if you played Jukebox # 01/02 too):

Drink 'Em Both Up

Put de lime in de coconut twice.

Drink 'Em Both Up
6 guidesOffline Game Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Collectable - These achievements are obtained by exploring the game environment to find a set of unique objects.

On the tables/counter there are Revolver Ammo x 2 and Lithium Batteries.
Most important, behind the counter there is Coffee Thermos # 72/100 and then, in the restroom hallway, attached to a wall, Manuscript Page # 76/106 (5.7).
When it's all done, exit this place and continue on the right of the street, led by Sarah, through a fence.
Past the fence, as you turn left, a Taken will spawn; then you will find Revolver Ammo x 1 and Flare x 1 on a table, Lithium Batteries x 1 on another table.
More Taken will follow immediately, but they are nothing out of the ordinary; you can make a quick run to the opposite side, where a green-lighted switch is, to create a safe haven and instantly despawn them.
Either way, also check the emergency box right there for Revolver Ammo x 1 and Batteries x 1.
Continue and you will soon hear a car alarm: look for a white hot-dog van on the opposite side of the street from where you came, and check its roof to find Can Pyramid # 09/12.

Sarah will go in a small-wooden-fenced area, but you want to keep going down the street all the way to find Coffee Thermos # 73/100 on the ground, near Revolver Ammo x 1, Flare Gun Ammo x 1, Lithium Batteries x 1.
Now go towards Sarah, checking by the fence to find an emergency box (Flare x 3, Shotgun Ammo x 1, Revolver Ammo x 1, Batteries x 1).
Approach Sarah after stocking up, and a two-wave attack of Taken will follow. After some regular Taken, a chainsaw Taken will spawn (followed by more "ordinary" Taken): use boosted light all the time (use batteries freely) and sacrifice a flare if necessary.
As the gate is open, go left to find Coffee Thermos # 74/100 on a white table; then go in front of the gate to find Flare x 3 on another table. Enter the house near which Sarah is afterward.

Find the helicopter key

In front of you there's a desk with Revolver Ammo x 1.
Go left then and you will soon find Manuscript Page # 77/106 (5.3) on a wooden stage.
Return near the entrance and go upstairs then: Sarah tells you that the keys are downstairs, but ignore her to find (upstairs) TV Show # 12/14, in front of the stairs.
Moreover, upstairs, go left from the TV and enter the room here: you will soon see the yellow signs on its walls, leading to Chest # 21/30 (Flare Gun, Flare x 1) in this same room — a lone weaker Taken will attack you before you reach it, but that's all.

Return downstairs and go to the "Meeting Room", past the room where the manuscript page was. Exit to another room from here and a stronger Taken will immediately break in this room: defeat him and enter the room where he was. In here you will find Hunting Rifle, Hunting Rifle Ammo x 2; enter the side room on the right from here and you will find Coffee Thermos # 75/100.

Return to the previous room and enter the "office" opposite the one with blinking light in it: collect Flare x 1 here.
In the room opposite this one, switch to the "Lantern" flashlight and pick up Flare x 1, Flashbang x 2 and the helicopter key; check the emergency box for Batteries x 1, Revolver Ammo x 1.

Leave the town hall

Exit the room and some cutscenes will lead you elsewhere.

Follow Sarah - Part IV

Continue to a park-like area: there's a statue in the middle of it, and Sign # 15/25 below it.
Climb up some stairs and Taken will attack.

Follow the path upwards after the fight, to the next Safe Haven (on Nightmare difficulty feel free to skip this fight).
Enter the bookstore after a short scene. As you're inside, check on the right to find Coffee Thermos # 76/100 on a shelf.
Then stay on the right side and look for a small piece of paper attached to the wall: read it to collect Sign # 16/25.
On the cash-counter, on the left as you go after Sarah, there's Manuscript Page # 78/106 (5.4).
There's nothing interesting upstairs, so just proceed through the door nearby.

Go to the church

When you're out, go left and find a door leading to a small building: enter it to find Chest # 22/30 (Flare Gun, Flare Gun Ammo x 1).
Keep following Sarah afterward: you'll enter a playground; check its right side to find Coffee Thermos # 77/100.
Proceed on to reach the church: do not go there yet. Instead, check between the stairs of the church to find and read Sign # 17/25, found beyond a car with Lantern, Hunting Rifle, Flare Gun Ammo x 1 and Flashbang x 2 nearby.

Now go to the right end of the street and check inside a yellow truck (enter from its back) to find Manuscript Page # 79/106 (5.8).
On the right side of the street (going towards this truck) there is also an emergency box with Hunting Rifle Ammo x 1, Revolver Ammo x 1, Batteries x 1 inside.
When it's all done, approach the church, triggering a checkpoint: another large group of Taken will attack.

Survive the assault - Part I

The first wave isn't anything special, they come only from the left. The second wave has a couple of fast-moving Taken: use a flare or two to be safe, and be careful because while most of the enemies come from the right side, some may attack from the left.

Make it through the church

Go ahead and check the book-stand on the raised floor by the altar to find Manuscript Page # 80/106 (5.5).
Proceed, and get the supplies in the emergency box before heading down to the basement (Hunting Rifle Ammo x 1, Shotgun Ammo x 1, Revolver Ammo x 1, Batteries x 1).

The basement is very dark, and two stronger Taken will attack as you go: feel free to use a flare to keep them away as you work on their shield with boosted light. Considering the corner where you came from as "Southeast", check the "Southwest" corner to find Coffee Thermos # 78/100; then check the "Northwest" part to find stairs leading up.

Go to the helipad

Outside again, after some scenes check on the left of some stairs to find an emergency box (Revolver Ammo x 1, Hunting Rifle Ammo x 1, Batteries x 1).
Follow the stairs and path leading up, and eventually you'll come to a wooden table with Manuscript Page # 81/106 (5.6) on it. Nearby there is also Flare x 1.
After triggering another cutscene, you'll be on the street: go right to find a van with Flashbang x 2 inside its trunk (a lone Taken will spawn as you go).
Then go left and more Taken will attack: a chainsaw, a stronger and two weaker Taken. On Nightmare, skip them and speedrun to the helipad.

Collectibles video (Part 2).

Get to the helicopter

The next area has a lot of items to collect, and that's because you're going to fight a massive amount of Taken (alone this time). You will lose all your supplies after the massive attack, so feel free to collect everything before approaching the helicopter and then make use of all you've got.
Before approaching the helicopter though, check on the left side of the area (before the helicopter platform) to find Coffee Thermos # 79/100.
Approach the helicopter then to trigger the last massive attack of this phase of the episode.

Survive the assault - Part II

Use the two spotlights to help you with the darkness shields and don't forget about the red explosive canisters here and there for some extra fireworks on the enemies. Always stay near the platform of the helicopter, since between the waves there will be some "break" moments where no enemies will be around, but heavy items will brutally drop on the field. No wave is particularly noteworthy, but be careful from both the sides (enemies will usually attack from the left, but they can come from the right too). The third and fourth waves have enemies spawning on the rooftop on the left.
In the middle of the fourth wave the helicopter should be ready to leave: approach it to end this part of the episode. If you didn't reload/continue, after a scene and before another one you will unlock:

An Idyllic Small Town

Make it through "Night Life in Bright Falls" in one go without dying or restarting even once.

An Idyllic Small Town
5 guidesOffline Game Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.

Bright Falls Light & Power

From now on you're free to restart/quit/continue of course.
You'll be given an heavy-duty flashlight and lose everything else: kill a bunch of birds, possibly without using batteries since it's not necessary.

Cross the transformer yard

From your starting position, check the right side to find Coffee Thermos # 80/100 by a fence.
Then enter the small wooden structure on the left side (the one with a red "Stop" sign on it) to find infinite revolver ammo, Revolver and Batteries x 1.
Exit this structure and head forward to find a garage door which can't be raise because of a lock: shoot the chain to open the way and spawn four Taken at the same time. Instead of fighting, move away from that position and back-run around for a few seconds until the door to the garage is finally open, and then enter it to despawn the enemies at the Safe Haven.

Check some shelves on the right of the building where you will be to find Lithium Batteries x 1, Shotgun Ammo x 1, Revolver Ammo x 1, and search on more shelves for Flare x 3, Lithium Batteries x 1, Batteries x 2, Pump-Action Shotgun, Shotgun Ammo x 2. Walk on some wooden platforms/objects on the left side and you'll end to the opposite side of this warehouse.

You will notice a radio on the ground, but it doesn't count for the "KBF-FM" achievement (which you should already have; if you don't have it, this one can't be the radio you need); turn it on to listen to the song "War".

Several Taken will spawn right after: defeat them trying not to use the red explosives yet.
Many more Taken will attack you as you proceed past these ones: use the red explosive canisters now and even flares if you get surrounded.
On a couple of different shelves as you go forward there will be Revolver Ammo x 1 and Shotgun Ammo x 1; at the end of the room, inside some pipes, there will be Coffee Thermos # 81/100 (it's in one of the pipes at the bottom; pick it up from the back side).

Exit outside to a Safe Haven. On Nightmare difficulty just speedrun to the exit; expect all the possible Taken here, outside, and sprint using a flare to break through them and reach the safe haven.

Drop below and go immediately left: you will probably see the yellow signs here and there, leading to Chest # 23/30 (Flare x 1, Flashbang x 1).
Now operate a green-lighted switch and proceed through the fence opened using it.
In this next area there are some high-voltage wires which will instantly kill any enemy touching them (you're not immune either).
Stick to the right side: a short animation will show a Taken appearing (you may see a manuscript page behind him, but you can't reach it from here), but ignore him and run forward on the right side (note: if you are quick enough, use the flashlight on him as soon as he spawns so he steps back to the electric wires and instantly dies).
Turn left down a small stair at one point and you will come to a green-lighted box: open it and pull the lever inside to create a Safe Haven, but keep in mind that it will only last for a few seconds (use the lever again to regenerate it and also generate new checkpoints every time).
Nearby there are also Lithium Batteries x 1, Shotgun Ammo x 1, Revolver Ammo x 1.
Proceed forward and be ready: some enemies will spawn. If you want, instead of fighting them the usual way, lure them near the safe haven (the light of which should be off now); when they are in position just where the light of the safe haven was (and soon will be again), use the lever to instantly kill them with the intense light of the newly-regenerated safe haven.

Either way, defeat the three enemies here and proceed, expecting a fourth enemy, following the way: at one point you will see Manuscript Page # 82/106 (5.12) on the ground (the one you might have seen earlier). You will soon come to another checkpoint and emergency box (Flare x 3, Revolver Ammo x 1, Shotgun Ammo x 1, Batteries x 1).

Move on (you may see a thermos; we'll get it next) and two stronger Taken will soon attack: ignore them at first and sneak past the one of them on your way. As soon as you're after him, turn right to reach Coffee Thermos # 82/100 (the one mentioned a moment ago) and then run left into a more open area: fight them here.

Afterward, operate the green-lighted switch near the blue elevator: at the top of the ride, just in front of you there will be Manuscript Page # 83/106 (5.9) on a red armchair. On Nightmare difficulty you can try to use the switch of the elevator immediately, back-run a bit to lure them away from it, and then use the elevator up to skip the fight.
Drop below and continue to the next Safe Haven.
From here, continue until you reach a street.

Cross the bridge

Nightmare difficulty only — On the street, go left where the massive crash of vehicles is. Check near the yellow bus to find Manuscript Page # 100/106 (5.14).

Search on the right side of the street to find a green sign: read it to collect Sign # 18/25.
Opposite this sign, on the right side of the building, there's Coffee Thermos # 83/100 on the ground.
Enter the building, expecting a Taken immediately as you approach the door, and pick up the supplies inside: Flare Gun, Revolver Ammo x 1, Lithium Batteries x 1, Flare Gun Ammo x 2. Afterward, operate the green-lighted device on a desk to make the bridge moving.
Exit outside and move on the bridge when possible: birds will attack you. Don't even bother walking to its opposite end, and instead just wait for it to take you to the opposite side.
Enter the building on the left as you land and you will find: Coffee Thermos # 84/100, TV Show # 13/14, Flare x 1, Pump-Action Shotgun, Shotgun Ammo x 1.

Go to the power plant

Follow the street and then go off the street on the right, following the events.
Two groups of Taken will attack you on the way (a checkpoint triggers in the middle): use the shotgun on the bigger ones. Near the area where the second group spawns there's also Flare x 1 on the ground, near some pipes. On Nightmare difficulty just speedrun forward ignoring the enemies: use a couple of flares, one for each of the groups, to outrun them more easily.

Proceed and few birds will attack you. After dispatching of them (on Nightmare, ignore them too), you will see the light of a safe haven forward, but go to the right end of the path, near the walls of the building here, to find Chest # 24/30 (Flashbang x 2, Flare Gun Ammo x 2). Pick this up on Nightmare too, but first reach the safe haven to despawn the enemies; try also to be quick when you head for the chest, since the enemies will be respawning behind you.
Now reach the Safe Haven and proceed forward from here, grabbing Revolver Ammo x 1 and Batteries x 1 in a small cart just past the safe haven itself.
Some minor Taken will attack you: just sprint past them and jump below to a parking area.

Side note: on Nightmare difficulty you will probably see a manuscript page behind a fence; we'll get it soon, but not now, so pretend it's not there.
Considering "south" where you land as you jump down, check the Northwest corner of this parking area to find Coffee Thermos # 85/100 on the ground.
Check for a "Warning" yellow sign on the right of the door to the generator hall to collect Sign # 19/25.
Enter the generator hall afterward.

Task not written for spoiler reasons

As you arrive, check around to find Flare x 2, Flare Gun Ammo x 1, Lithium Batteries x 1, Batteries x 1, Flashbang x 2 and switch to the Heavy-Duty Lantern.
In the only room available, pick up Coffee Thermos # 86/100 on the ground and Batteries x 1, Flare Gun somewhere around.

Cut the power to the transformer yard

After some conversation, your goal will be revealed: exit outside.
Proceed to your destination and open the box on your right before some stairs (it has a non-functioning lever, but open the box to save some precious moments later); after going down some stairs, four Taken will attack (three from the right, one from the left).

Nightmare difficulty only — Go left at the bottom of the stairs and follow the path left from here to collect the previously ignored Manuscript Page # 101/106 (5.13). It's a good idea to fight the four Taken first.

Continue on to a Safe Haven.
Past the safe haven, check the yellow sign on the left of the green-lighted switches to collect Sign # 20/25.
Use switches number 1, 2, 3, 1, giving the first one near the sign the number "1".

Gates Start in the following positions:

Gate 1: Open

Gate 2: Closed

Gate 3: Closed

Press the Left switch: Moves Gate 1

Press the middle switch: Moves Gate 2

Press the Left switch again: Moves Gate 3 again

Press the Right switch: Moves All Gates

Cross the small bridges and reach the lever: on its right there is Can Pyramid # 10/12 on the small wall, and on the left there are Shotgun Ammo x 2 and Flare x 1.
Operate the lever and you will unlock:

Gatekeeper

Cut the power to the transformer yard.

Gatekeeper
2 guidesOffline Game Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Main Storyline - These achievements are gained automatically by progressing through the main game modes.

Return to Weaver

The bridges will be available and unavailable as you make your way back; that's nothing difficult, just be ready to jump if the bridges don't end with small stairs which you could use just to run.
Anyway, on your way back (after the bridges) more Taken will attack and a gate will become possessed: use a flare before that gate and destroy it as soon as possible ignoring the Taken; then back-run and use another flare at the top of some stairs to buy some times after using the lever (the one which was red earlier) to open the gate. As soon as you see the gate open, return to the generator hall.

Follow Weaver

Follow the events and grab some supplies on the right as you continue (Lithium Batteries x 1, Revolver Ammo x 1, Shotgun Ammo x 1).
At the bottom of several sets of stairs there will be some shelves with Hunting Rifle and Hunting Rifle Ammo x 1.

Task not written for spoiler reasons

At the end of a conversation, some scenes will trigger. As you take control again, try to find a path to go down step by step instead of just jumping down, and continue to come across Batteries x 1 and then Manuscript Page # 84/106 (5.10) on the ground.
Move on: some birds will attack on the way, but they are no match for your heavy-duty lantern.
You will reach a Safe Haven with an emergency box (Revolver Ammo x 1, Shotgun Ammo x 1, Batteries x 1) before it.

Nightmare difficulty only — Past the safe haven, check on a big fallen tree on the right side of the path to find Manuscript Page # 102/106 (5.15). You can also go on the tree from the other side, but anyway. On Nightmare difficulty be very careful with the birds, since they are extraordinarily numerous and it might even be worth skipping them and sprinting ahead (proceeding despawns them).

Continue, defeat three more groups of birds, move on some fallen trees and defeat even more birds; then reach your destination.

Task not written for spoiler reasons

There will be Flare Gun Ammo x 1 and Flare x 2 on the ground as you go.
Then continue to fight a bunch of Taken. On Nightmare difficulty feel free to skip the massive fight running past the several enemies and using a flare or two to break through.

Reach the top of the dam

After the fight, follow the way left of the red shack nearby (the compass should point East/Southeast) to see some yellow signs here and there: follow this path to reach Chest # 25/30 (Hunting Rifle, Hunting Rifle Ammo x 1).
Then continue to follow the way to reach a Safe Haven with emergency box (Revolver Ammo x 1, Shotgun Ammo x 1, Batteries x 1).
After a few steps, a fight against a couple of fast-moving Taken will trigger; defeat them and move to the next Safe Haven (on Nightmare difficulty skip this fight simply running to the safe haven).

Go on and you will find a large pipe on your right: enter it to pick up Coffee Thermos # 87/100 on its internal surface.
The next emergency box has Revolver Ammo x 1, Flare Gun and Batteries x 1; use the green-lighted switch nearby to continue.
A fight against some Taken will trigger, but that's nothing special (only two regular waves). The elevator will arrive afterward; ride it and use the button inside to lift.

When you're at the top, get off and go immediately right to find a short path going down: follow it and pick up Coffee Thermos # 88/100 on the edge of a small cliff. Continue towards a green-lighted switch; on its right there's a yellow sign: read it to collect Sign # 21/25, then hold [cn_B] on that same switch to continue with the story.

After a short scene, a couple of poltergeist items will attack you (no problem with your current flashlight); a third one will follow the first two.
When they are done for, jump past the fence where they came to life.

A couple of steps past the fence, check a rock on your right to find Manuscript Page # 85/106 (5.11) and continue to the next Safe Haven.
Some birds will charge at you as you continue: defeat them and proceed upwards, using a ladder (in front of you at the end of the metal platforms path) to reach the street.

Defeat the Taken

You will see a big searchlight: go immediately behind it and be ready to use it. Taken will soon spawn (a huge amount of them), and you can use the boosted light of this searchlight to kill (and not only destroy their shield) them. Just don't overheat it and be careful both from the "street" side and from the roof on the right. On Nightmare difficulty you will probably be reached by some of them since the power isn't strong enough to defeat them as quickly as previously: use flares to keep them away if they disturb you, then try to get the situation back under control with the searchlight again.

Task not written for spoiler reasons

After defeating the Taken, run on the street (from the opposite side from where they were spawning; now this way is clear). Before a huge truck blocking the way there are some stairs on the left; take them down and follow the path, being careful when some parts of the platforms will break under your feet.
Hurry up and you will eventually go up some stairs, returning to the street, and head left to enter a small building. In here, go down the spiral stairs: pick up Coffee Thermos # 89/100 on a shelf at the bottom of the stairs, and then continue outside again.
Be ready to jump when a car will break the platforms, then just follow the events to end this chapter and unlock:

The Lady of the Light

Discover the secret she guards.

The Lady of the Light
1 guideOffline Game Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Main Storyline - These achievements are gained automatically by progressing through the main game modes.

Episode Six

Collectibles video.

On the Road to Cauldron Lake

As the episode starts, follow the two tasks you're given (the glasses are on the drawer near the bed; the painkillers are in the bathroom) and exit the bedroom.
Listen to the messages and enter the living room: you'll have to turn on the television, collecting TV Show # 14/14 doing so. If this is your 14th TV Show you will unlock:

Couch Potato

Watch every single TV show.

Couch Potato
2 guidesOffline Game Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Collectable - These achievements are obtained by exploring the game environment to find a set of unique objects.

More scenes will trigger.

Get to Cauldron Lake

WARNING - Gunless Wonder
There is an achievement for not using any bullets in the first phase of this episode (which is basically the whole episode except the final boss). This includes the bullets of every weapon used with cn_RT (Revolver, Shotgun/Pump-Action Shotgun, Hunting Rifle, Flare Gun), so you can still use Flares and Flashbangs. The achievement is "Gunless Wonder" and can be attempted on any of your playhthroughs, including this first one. It goes without saying that you will want to escape from all the fights (except if there are other means to kill the enemies; in particular, driving), and back-running will be important. You should have a pretty clear conception of item conservation if you followed this walkthrough so far, and therefore it should be no problem to get through with only few flares and flashbangs (you start with 4 and 3 of them respectively). Also be careful when entering and exiting vehicles; since you use cn_RT to both shoot and accelerate you could accidentally fire your gun. Just be sure you are in the vehicle properly before pressing cn_RT.

As soon as you start, check the wooden table near you to pick up Coffee Thermos # 90/100.
Get on the nearby car and drive forward, you will soon find a side area with some cars on your right. Stop here and check the big brown sign which reads "Majestic", near a white camper, to collect Sign # 22/25.
On a table here you can also find Lithium Batteries x 1 (you will get a flashlight automatically when you'll need one), and you can drive a new (red) car nearby if you want.

After the short break, return to the road and keep driving for a short while: you will soon see a big radio sign ("97.6 KBF-FM") — you don't have to read this one, but go left in the log-camp and continue all the way down this side path (there's a blue vehicle, though you hardly need another one now).
As you go you will find a small shack on the left; in it you can find Batteries x 1, Hunting Rifle and Hunting Rifle Ammo x 1.

Continue further down to another shack: on the way you will probably see yellow signs which lead to a chest; for some reason, the typical sign of the chest this time is on a rock and the chest is not near the rock. Anyway, the chest is in the second shack itself: go inside and grab it to collect Chest # 26/30 (Flare Gun Ammo x 1, Flashbang x 1).
Continue on the street and you will soon come to a tunnel: go left before it, off the road again, to find a small house. Search around it to find Coffee Thermos # 91/100.

Now enter the tunnel and continue on foot.

After a cutscene, Taken will spawn and you'll be given a heavy-duty lantern: let them come close to you at first; when they reach you, quickly run through them and pick up Manuscript Page # 86/106 (6.1) on the road (back-run and use a touch of boosted light to keep them away as usual).
Hold on without using flares/flashbangs (and obviously not weapons if you are after the achievement mentioned earlier): there's a car few meters past the manuscript, on the right side of the road. As already said, you can use the car to run over the enemies and kill them, since this won't cause you to miss the achievement "Gunless Wonder" (you're not firing any gun after all).

Not far from here you will also find another (red) car on the left side of the street; continue past it and run over a few more Taken on the road. You will come to a blocked street and a "bright" hotel, the Majestic.

Take the path left going up to the hotel itself; as soon as you finish going upwards, check the small wall on the left to find Can Pyramid # 11/12. You can either shoot them down and restart your last checkpoint, or try to climb on one of the nearby cars and walk slowly on the stone wall itself to give a small kick at the pyramid, or simply ignore them; all these methods will preserve your achievement (just make sure you reload your checkpoint if you shoot: the cans will be recorded in your stats but the achievement won't be affected.

Then enter the building through one of the first two white doors you will see (outside there's an emergency box with Revolver Ammo x 1 and Batteries x 1; there's also another entrance on its right, but anyway).
You're in a working office now: turn immediately as you're inside (in front of you there's also Shotgun and Shotgun Ammo x 1), and check the big black sign here to collect Sign # 23/25.
In this same place, facing the black sign you just read, go right through another door leading to a restroom where you will find Coffee Thermos # 92/100.

Nightmare difficulty only — In the same room as the black sign there's a small sofa with Manuscript Page # 103/106 (6.6) on it.

You can also read a register on a counter somewhere in this room. Exit it afterward.
Now enter through the dark-red door near the previous white one: here you will find Revolver Ammo x 1 and Flashbang x 2, plus a jacket you can examine if you want.
Exit and expect two weaker Taken: run to the car and kill them with it/run away.
Proceed up a wooden ramp (or just drive around) — there's a new yellow car as soon as you "land" after the ramp, on the left.
Continue down the road, and 2-3 big possessed objects will soon attack you: simply run to the Safe Haven near a bridge to despawn them and the Taken which will appear ahead.
Path blocked: get out and continue on foot, expecting many poltergeist objects ahead.
In particular, after picking up Flare x 1, there will be three small objects (use boosted light on them all). Let your flashlight recharge automatically for a few seconds, then move on and two more objects will attack you. Rest to refill the batteries again and continue (careful not to fall down on the right of the broken bridge): a single object will attack now. Rest and then move on (again, careful with the broken bridge) to "spawn" two more objects; fight them and rest immediately after defeating them, since as soon as you proceed there will be an additional two objects to fight. Even three more objects will spawn close to you soon after the "broken bridge part" (that is to say, a couple of steps past the last ones).

Rest, move on and another group of three objects will attack from far. Rest again and be ready to fight a "mini-boss" poltergeist, a yellow machine: this will probably require the use of a battery; spam your boosted light and avoid its attacks on either sides. On Nightmare difficulty feel free to sacrifice a flashbang on it.
You'll come to a Safe Haven and car afterward.

Drive on and avoid the obstacles on the road (many Taken will be here too): when the road is completely blocked, head left to a white-shining building. As soon as you enter the field, go left off the path to this building, a possessed truck will attack you: get rid of it with boosted light of your car, without bothering much if the truck is attacking your car (it should be brand new and can take the hits without worrying about dodging/escaping). On Nightmare difficulty it's not quite the same: reach the enlightened shelter with your vehicle, then tackle the truck with your flashlight (stay near the shelter, just in case you need to take cover). It should only take an extra battery to defeat it with boosted light only.

Enter the enlightened door of the building afterward (you probably can't see it at first, but there's a truck inside the building: don't enter with your vehicle, and instead get out to enter on foot). This is a Safe Haven: go upstairs and proceed all the way around to find Flare x 1 on a shelf.

Nightmare difficulty only — Upstairs there will be Manuscript Page # 104/106 (6.7) on the same shelf as the flare.

Now exit this building in a vehicle and, facing the door of the building which you probably first saw (the one which in its turn leads directly to the street), go right.
Try to keep your compass pointing East/Northeast and you will find a small wooden house: check one of its sides to find Coffee Thermos # 93/100 on some small stairs (be quick, since some Taken will spawn around you).
Then get back in your vehicle and drive down the road.

You will soon find another yellow vehicle on the right if you need it; proceed past the bridge and do what you can to avoid a rolling vehicle and a couple of more poltergeist items. Instead of fighting, speed up to reach another Safe Haven located just before the road becomes completely inaccessible to your car (you won't be able to proceed with your car just for an inch). Batteries x 1, Flare x 1, Pump-Action Shotgun and Shotgun Ammo x 1 are found on the street where the safe haven is.

The next section will be on foot, with darkness puddles on the ground, objects to pick up (none worth it) and many Taken.
Start by picking up Flare x 2 on the road (they're the only ones I suggest to get, since the area is clear here) and move on: as you are about to enter the tunnel ahead, Taken will start spawning. Picking up objects will usually be only a waste of time (and meters to outrun the Taken), so don't bother with most/all of them. If you move wisely and don't consume all your stamina to run, dodging and sprinting only when necessary, you can smoothly get through without using flares or flashbangs. Feel free to use a couple of flares though.
On the street there will be Revolver Ammo x 1, Shotgun Ammo x 1; then Revolver Ammo x 1 and another Revolver Ammo x 1. Past these ones there will be Flare x 1, Revolver Ammo x 1 and Shotgun Ammo x 1 (Flare x 1 can be hard to pick up if you can't take away Revolver Ammo x 1 near it; Alan may stubbornly keep aiming at the ammo instead of the flare; if this happens, just move on). Flare x 1, Shotgun Ammo x 1 will be found on the left as you go; then Shotgun Ammo x 1 on the right.

Head to the next Safe Haven and pick up Manuscript Page # 87/106 (6.2) before it (it's actually a better idea to reach the safe haven first, to despawn the enemies, and then step back to safely pick up the manuscript page). Lithium Batteries x 1 and Revolver Ammo x 2 are the content of the emergency box in the safe haven; get on the truck nearby and proceed.

As you go on there will be a blocked way: before it, on the right, there's a side path; don't take it, but notice the "Larsen's" big sign. You can't examine this sign, but there's a small sign on a shady fence nearby (on the right, facing the "Larsen's" sign): read it to collect Sign # 24/25.

Now return on the street and break through the white and red barriers to continue on the street itself: go until the end to find Manuscript Page # 88/106 (6.9) attached to a truck in the collapsed tunnel here.

At this point, go back on the previous side path (the one on the right side of the sign you read) and follow it upwards.
Before reaching the next Safe Haven you will probably notice the yellow signs leading to Chest # 27/30 (Flashbang x 2, Flare x 2): try to get there with the truck, since some Taken will spawn as you loot the chest.
Now stop by the Safe Haven (get off to trigger a checkpoint) and search for the nearby entrance of the building.
Before entering, read Sign # 25/25 on the left side of the door. If this is your 25th sign you will unlock:

Bright Falls Aficionado

Absorb every bit of local history and culture.

Bright Falls Aficionado
4 guidesOffline Game Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Collectable - These achievements are obtained by exploring the game environment to find a set of unique objects.

From the room where you enter, go left to be in another room and quickly check the shelf on the right (as you enter this second room) to find Coffee Thermos # 94/100.
Taken will spawn (one from the entrance, another from the stairs): Hunting Rifle, Hunting Rifle Ammo x 1, Batteries x 1 and Lithium Batteries x 1 are what you can find downstairs.

Upstairs you will immediately find a green switch on the left, as soon as you finish going up the stairs; use it to open the gate to proceed (this spawns a Taken from the balcony), but before returning downstairs make sure you check the shelves upstairs for Flashbang x 2 and Flare Gun.

Nightmare difficulty only — Upstairs, on the same table as the Flare Gun, there is Manuscript Page # 105/106 (6.8). Unless you're still after "Gunless Wonder" by then, feel free to kill the three weak enemies of this building.

There's also a door leading to the balcony, where you can find Can Pyramids # 12/12 (do what you did with the previous pyramid and you'll be fine; it's harder, but you can jump over them this time too). There's a shortcut leading down, from this balcony.

When you're ready, grab the new blue truck under the light of the safe haven. Try to take care of this car, since it will help you soon with a poltergeist enemy.
Go through the gate you just opened and some Taken will spawn: kill them all, and get off before running past the ramp.

From before the ramp, go right and you will find Coffee Thermos # 95/100.

Drive on past another ramp after the previous one, and you will come to a Safe Haven: park the car in the field before approaching the safe haven itself.
Before the safe haven you will notice Manuscript Page # 89/106 (6.3) near Flare x 3, Batteries x 1 and Revolver Ammo x 1.
Go up the ladder near the safe haven to find Flashbang x 1, Flare x 1 and Flare Gun near a generator: start it to open the way at the price of breaking the light of the previous safe haven.

Return to your vehicle and be ready to fight a poltergeist bulldozer and some Taken on foot: focus on the former and ignore the latter; if the vehicle isn't available anymore, feel free to sacrifice a couple of batteries. You can even avoid fighting if you want: your next goal is lifting a huge blue container operating a green-lighted switch. Considering "South" the direction where you came from (where the second ramp was), the switch is in the Southwest region (the safe haven would have been in the West region), basically on the other side of the fence in front of where the safe haven was. It takes a while to rise, but eventually it will be lifted enough as to get through. On Nightmare difficulty, activate the switch as soon as possible and then run away from the enemies with your vehicle until the way is open.

There will be a Safe Haven and a new vehicle after the container. Drive to another Safe Haven with an emergency box nearby (Lithium Batteries x 1, Revolver Ammo x 2). From here there's a sort of fork: go left at first and enter the small shack on the right of a broken bridge to find Chest # 28/30 (Flare Gun, Flashbang x 1) and check the table here for Flare Gun Ammo x 1. Then take the path right and exit the vehicle to continue up some wooden stairs into a new building.

Fall down the hole in the floor to drop to the ground/first floor; check some shelves for Batteries x 1 and Revolver Ammo x 1 and look for a cart to push from its left side in order to open the way outside.
The next events will trigger massive fights of Taken, and flares will be your best friends: be ready to act quickly.
From where you exit, go right and you will soon notice a truck near a couple of spotlights; near the truck there are also Pump-Action Shotgun, Shotgun Ammo x 1 and Flashbang x 2.

Turn on the spotlights if you want, and be ready to run: move forward from the spotlights and, just after a short cutscene, enter the only building on the right with a barely visible sign on its facade; inside you will find Flare Gun and Coffee Thermos # 96/100 on some shelves.
Be aware that a tornado will quickly move from the right to the left of the screen, past this building: either stand back or enter the just mentioned building to take cover and then quickly proceed when the danger is gone.

Then quickly run towards a light: it's a searchlight you can use to defeat the Taken which spawned meanwhile. Especially on Nightmare difficulty, feel free to actually skip this fight.

After running past or defeating them, a chainsaw Taken will attack you and this time he's out of the reach of the searchlight (you can lure him in front of the light, but it's not worth it). Instead of fighting, run forward past the searchlight and use a flare before pushing another cart, located before the entrance to another wooden structure.

Use another flare after pushing this second cart, and then check in front of you to find and pick up Manuscript Page # 90/106 (6.4).
Then push another cart on the left side of the building where you are, and finally make your way to the next Safe Haven.
Move on and you will find an emergency box (Lithium Batteries x 1, Revolver Ammo x 2) with Flare Gun and Flare Gun Ammo x 2 nearby.
Drop into a hole in the platforms where you're standing to be in a cart: release the brake to take a ride. Expect a group of birds in front of you as you proceed; if they don't all die at first, wait for them at the end of ride.

When you land, climb up and proceed to the next Safe Haven. From here, go down the slope and follow the path to find Chest # 29/30 (Flashbang x 2, Flare Gun Ammo x 2, Flare x 3) near Pump-Action Shotgun and Shotgun Ammo x 2.

Return to the safe haven and search for a ladder in front of it (the ladder leads up to the rail).
Climb it up and proceed expecting two more groups of birds. Defeat them and move on: when the path turns right, before proceeding right, check in front of you to find Coffee Thermos # 97/100 on the ground. Proceed, and another small group of birds will attack you.

Continue to a darkness-puddled area: after a few steps, more birds will attack from the left, defeat them.
Turn left as you go, so you keep the compass pointing North and proceed in the right direction.

As you're going upwards, many Taken will spawn: ignore them altogether and enter the nearby shack to find peace at the Safe Haven inside.
In this shack there's an emergency box (Lithium Batteries x 1, Revolver Ammo x 2) with Flare Gun Ammo x 1 on it.
Exit through the second door of this shack.

In front of you as you exit there will be another small wooden structure with Revolver, Revolver Ammo x 2 inside. Proceed down the path on the left to enter a forest — make good use of the compass pointing North, as usual.

After a bit, a red truck will fall from the sky, and Taken will spawn along with it: back-run forward and proceed to the green light of a generator. You should have plenty of flares by now: use one while you safely start the generator (it's one of those which require four hits of "A" to get started). This will create a Safe Haven; nearby there are Shotgun Ammo x 1, Hunting Rifle Ammo x 1, Lithium Batteries x 1, Flare x 1, Flare Gun Ammo x 1.

Move on and another object will fall from the sky, with more Taken along with it. Quickly run forward and you will soon see a train cart on the left side.

A third object will fall from the sky (and a tree will fall in front of you) as you're approaching the train cart: check the side of this cart to find its entrance, and go left from where you climb-in to find Coffee Thermos # 98/100. On the floor of this cart there are also Flashbang x 2: it's a good idea to use a flare when you enter the cart, so you have enough time to collect everything and escape in the correct direction.

Use one or even two more flares if you need, during your escape (don't bother much with the back-running here, there are just too many and too fast enemies).
When you come to another four-hit generator, use another flare and start it, creating a temporary Safe Haven.

From here, proceed and you will soon find Revolver Flare x 1, Ammo x 1 and Shotgun Ammo x 1 on the ground — the light of the safe haven will break by now, so you'll have to quickly proceed. Massive objects will fall on your way, but you won't have any problems avoiding them.
When a huge boat lands in front of you (you will be in a plain area and not still on the path upwards; few Taken will spawn too), check on your left to find wooden stairs leading up to a Safe Haven.

Continue up and enter the building on your right to continue: check the right side of this building to find Chest # 30/30 (Flare x 3, Flashbang x 2). If this is your 30th chest, you will unlock:

Every Nook and Cranny

Discover all of the hidden chests.

Every Nook and Cranny
4 guidesOffline Game Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Collectable - These achievements are obtained by exploring the game environment to find a set of unique objects.

Go upstairs; on the floor you can find Pump-Action Shotgun and Shotgun Ammo x 1. Exit through one of the two "windows" upstairs (one leads you back from where you came; another one triggers a checkpoint before it and leads you to the next area). As you land after jumping down, turn immediately left and look around an old silo to find Coffee Thermos # 99/100 nearby.

In front of where you landed there's an emergency box with Lithium Batteries x 1 and Revolver Ammo x 2 inside. Go right from where you landed to find a generator with Flare Gun, Flare Gun x 2, Flashbang x 2 nearby.

Nightmare difficulty only — Check the back side of the fence around the generator to find Manuscript Page # 106/106 (6.10). If this is your 106th manuscript page (second/third/... playhthroughs only of course) you will unlock:

Collector's Edition

Find all of the manuscript pages in the game, including the ones in Nightmare mode.

Collector's Edition
6 guidesOffline Game Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Difficulty Specific - These achievements require that the game be played on a certain difficulty level.Collectable - These achievements are obtained by exploring the game environment to find a set of unique objects.Multiple Playthroughs Required - These achievements cannot be earned during the initial playthrough.

Start the generator: you will hear the noise of a chainsaw Taken (there are many more Taken along with him), and you'll be shown the elevator you need to ride. If you want to fight, remember that you can instantly kill the Taken if you lead them near the hanging electric wires around the area.

It's best however to just back-run to where the elevator is, and press the green-lighted button below it to call it: if you need, use a flare after pressing the button, then ride the elevator up (you will be in a Safe Haven for few seconds, then the light will break as you go up).
Manuscript Page # 91/106 (6.5) will be in front of you as you exit the elevator. If this is your 91st manuscript page, without considering the ones exclusive for Nightmare difficulty, you will unlock:

Picking Up After Yourself

Find all of the manuscript pages in Normal mode.

Picking Up After Yourself
2 guidesOffline Game Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Collectable - These achievements are obtained by exploring the game environment to find a set of unique objects.

Nearby, on the wooden platforms there are also Flare x 1, Lithium Batteries x 1, Flare Gun Ammo x 1.
Continue and a bunch of poltergeist items will block the way: use a couple of flashbangs to quickly get rid of them, while also using a flare to keep away the Taken which will spawn along.
Move forward and two bars will come from the walls of the tunnel where you will proceed; a third bar will block your path then (destroy it with light, it's just another possessed object) and then you will be finally able to proceed.

Task not written for spoiler reasons

Drop below and watch out for flying objects. Continue forward and, by the time you are about to jump down a second time, if you fulfilled the requirements for the Gunless Wonder achievement you will unlock:

Gunless Wonder

Make it to Cauldron Lake without firing a single shot in "On the Road to Cauldron Lake."

Gunless Wonder
7 guidesOffline Game Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.

Destroy a couple of poltergeist objects when you drop below (use a flare or gun shot if you want) and then jump past a gap. You will find infinite supply of Flare Gun Ammo as well as a Flare Gun: spam it on the tornado to destroy a few poltergeist objects around it, then jump forward (time your jump so you don't get hit by the various flying objects) and shoot 3-4 more close-ranged flares (with the flare gun, that is) at the tornado itself. You can actually also just shoot in close-range to make it quicker, anyway.

When you destroy it, you will unlock:

Tornado Wrangler

Defeat the tornado.

Tornado Wrangler
2 guidesOffline Game Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Main Storyline - These achievements are gained automatically by progressing through the main game modes.

The Dark Place

Task not written for spoiler reasons

Follow the events, you really can't go wrong.

After more scenes you will be outside again: there is a couch on your right as soon as you start, and another floating word, "thermos" behind it. Use the light on the word itself to make the final Coffee Thermos # 100/100 appear, and then pick it up. If this is your 100th coffee thermos you will unlock:

Hypercaffeinated

Discover all coffee thermoses.

Hypercaffeinated
4 guidesOffline Game Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Collectable - These achievements are obtained by exploring the game environment to find a set of unique objects.

Now make your way using the light to spawn paths, bridges and anything else you need to continue, and you will eventually reach the end of the game, triggering the final scenes, after which you will unlock:

Departure

Complete the game on Normal difficulty.

Departure
1 guideOffline Game Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Main Storyline - These achievements are gained automatically by progressing through the main game modes.Difficulty Specific - These achievements require that the game be played on a certain difficulty level.Stackable - These achievements can be unlocked at the same time as, or in the course of, earning its more difficult or less difficult counterpart.

If you completed the game on Hard or Nightmare you will unlock:

Hardboiled Writer

Complete the game on Hard difficulty.

Hardboiled Writer
3 guidesOffline Game Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Difficulty Specific - These achievements require that the game be played on a certain difficulty level.Stackable - These achievements can be unlocked at the same time as, or in the course of, earning its more difficult or less difficult counterpart.

If you completed the game on Nightmare you will unlock:

Alan, Wake Up

Complete the game on Nightmare difficulty.

Alan, Wake Up
5 guidesOffline Game Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Difficulty Specific - These achievements require that the game be played on a certain difficulty level.Multiple Playthroughs Required - These achievements cannot be earned during the initial playthrough.

Congratulations on completing the main game!

Please navigate to the relevant pages of the DLC 'The Signal' and 'The Writer' for guides to those episodes.

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