Table of contents

While the battle against Alan may seem like the end of the game, players have a few more things they need to do to wrap up the game. That said, the previous boss fight in Alan Wake 2 was the last one. There will be a small bit of combat in the final chapters, but it won't be anything that players can't handle.

Despite this, the last two chapters, Return 8: Deerfest and Return 9: Return Home do have a few puzzles that players will need to overcome if they hope to see the credits roll. Here is what players can expect as they go through the final two chapters of Alan Wake 2.

This walkthrough contains significant spoilers, so players should proceed with caution.

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Explore Bright Falls

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After the cutscene is over, players will find themselves in a surprisingly bright version of Bright Falls. Of course, everyone is wearing masks which makes it rather creepy. In order to progress the story, players will need to find a copy of Return. It is in the hands of a cardboard cutout of Alan Wake near the podium. Be ready though, as taking the book triggers a cutscene. After the cutscene run away from the crazed townspeople until another cutscene triggers.

Reach the Attic

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After the cutscene is over, players will find themselves outside the Valhalla Nursing Home. The goal is to reach the attic, but unfortunately all the direct routes into the Manor are locked and cannot be opened. Enter the Wellness Center and go through it while following the visions of Alice.

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Eventually, players will run into Casey and the Dark Presence. There is only one path forward so keep running. Players will be safe once they arrive in the Manor and Rose shuts the door. Go up the stairs to the third floor and approach Ahti. He will unlock the door with the swirl on it. Enter the room and then approach the typewriter on the desk. This causes an Echo to appear.

Activate the Echo and then place the story thread, "Pay the Price" onto the scene. This triggers a cutscene that ends the current chapter and players regain control over Saga.

Examine the Case Board

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After the cutscene ends, place the evidence onto the Case Board and then profile Other Saga. Completely profile Other Saga and then place all the evidence onto the board. Profile Other Saga again. There is lots of evidence all over the Mind Place, so check every object thoroughly.

Keep placing evidence and profiling when new options open up. Eventually the lights will turn out and a flashlight will appear on the profiling table. Pick it up and then start gathering more evidence. The flashlight will allow players to burn away areas covered by darkness to find more evidence.

The positive evidence will allow Saga to gradually turn the tables against her fears. Once players have placed enough of the positive evidence onto the board, they will gain another option for profiling Other Saga. Place the last piece of evidence onto the board. Place the cased closed picture onto the board and head to the door in the back of the Mind Place. Interact with it to trigger a cutscene.

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Answer the Phone

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Saga ends up deeper in the Dark Place. Follow the sound of the phone ringing to reach the same phone booth that Alan had encountered in earlier chapters. This triggers a brief cutscene. Afterward, follow the sound of humming to find the Sheriff who has been missing since Saga's first chapter. Talk to him to advance the story.

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The page he gives players helps give a clue where to go to find the entrance to Parliament Tower. Look for the construction yard. The door to the construction yard will have a giant yellow sign over it with the text "It's not a lake, it's an ocean", a line that those who played the original Alan Wake will be familiar with.

While this route did take Mr. Door to the Parliament Tower, it unfortunately drops players off at the subway station instead. Go through the exit gate, but make sure to loot the red toolbox before proceeding. When ready, turn left and go up the stairs. Go towards Parliament Tower, but keep an eye out for Shadows. Approach the shoebox and interact with it to obtain the Clicker and a mysterious glowing bullet.

Keep in mind that it isn't possible to proceed until all the Shadows have been dealt with. The phone will begin to ring again. After answering the phone, return to the Mind Place and profile Alan. This will result in a long string of topics to profile Alan about. Once all of that is done and there are no more options, leave the Mind Place and head back to the subway station.

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Once on the other end of the subway run toward the fountain and go into the water. This triggers a live-action cutscene that brings the story to a conclusion. Congratulations on beating Alan Wake 2.