The following page will provide a guide for the second episode of Alan Wake, Taken, including the location of collectibles and the achievements that can be obtained.
Walkthrough[]
Bright Falls Sheriff Station[]
◎ Switch on the coffee maker
Starting in the Wake residence, during a flashback sequence, the player must turn on the coffee maker in the kitchen, next to the window.
◎ Go to Alice
After doing so, the player must go to Alice’s office - though this can be entirely skipped.
◎ Examine cover mock-ups
The player must now go to Alan's office and examine the cover mock-ups, laying on the desk.
◎ Check the fuse box
After the light goes out, they must go to the fuse box, found next to the entrance, and pick up the flashlight.
◎ Go to Alice
Lastly, the player must return to Alice's office, concluding the flashback sequence.
◎ Talk to Sarah
Now at the Bright Falls Sheriff Station, the player must go to the sheriff office, located down the station corridor.
◎ Get your cell phone
Entering the office and talking with Sheriff Breaker, the player must pick up Alan’s phone from the desk.
◎ Go to the back lot
After talking with the kidnapper, the player must head to the back lot of the Sheriff Station, pass the front desk and the cell corridor. They can also fulfill Walter Snyder's request to turn on the corridor lights on by flipping the switch next to the entrance.
◎ Examine the junker
Once in the back lot, the player must go to the fence on their left and kick the wooden tables covering the hole. After passing through the hole, they must then pick up Alice’s driver license from the front seat of the dilapidated truck.
◎ Exit the sheriff's station
After Alan receives a call from Barry Wheeler, the player must return to the station’s front desk.
Elderwood National Park[]
◎ Talk to Rusty
Now at the Elderwood National Park Visitor Center, the player must meet with Rusty on the exterior deck of the building.
◎ Find the form
The player must return inside and pick up the registration form from the desk in front of Buck-Toothed Charlie.
◎ Take the form to Rusty
The player now must return to Rusty and leave the form on the table next to him.
◎ Get the keys and get to the car
Lastly, the player must collect the cabin keys that Rusty left on the table and leave the visitor center.
◎ Head for Lovers' Peak
Now at a cabin on the Elderwood National Park, the player must leave the cabin and walk down the path leading back to the visitor center.
◎ Help Rusty
After witnessing the visitor center being attacked by the Dark Presence, the player must enter the building and approach an injured Rusty.
◎ Get the lights on
After talking with Rusty, the player must go to the Park Ranger Office across from the visitor center and reach the fuse box on the break room past Rusty's office. They can take Rusty’s revolver, lying next to him, and find revolver ammunition and batteries on a cabinet in Rusty’s office.
◎ Return to Rusty
After finding the destroyed fuse box, the player must return to the visitor center. There will now be puddles of liquid darkness outside the Park Ranger Office, which the player can destroy by shining their flashlight at them. Two Ranged Taken will come out of the visitor center. Once inside, the player must go to the yard at the right of the building through the giant hole on the wall. There, they will be attacked by the Taken Rusty, who is a tele-flanker type enemy. There is a box with unlimited revolver ammunition nearby.
◎ Reach Lovers' Peak
Once the Taken Rusty is killed, a pair of ranged Taken will burst into the yard through the gate, opening a path for the player to continue forward. They will pass through a covered set of staircases containing safe haven before arriving to the Elderwood nature trailhead. There will be multiple emergency boxes and scattered ammunition and batteries along the nature trail. After crossing the first wooden bridge, the player will see a path leading to the Moonshine Cave; on the far end of the cave, a shotgun can be found. Approaching the second wooden bridge, the player will be attacked by another group of ranged Taken. Pass the bridge on at the left, there will be a wooden lookout safe haven containing another shotgun along with its ammunition. Upon reaching the Great Old One, the player will be attacked by another group of ranged Taken, accompanied by an assault Taken; more of them will continue to appear until they cross the third wooden bridge. A generator-powered safe haven can be found at the other side. Continuing forward, the player will be ambushed by another group of enemies, now including flanker Taken. Following this, the player will find their path blocked by a closed gate, which is lit by another safe haven; by following the path to the right, they will reach a small area with a tree ring. The player must proceed through the broken fence on the left of the gate. They will soon reach a cable cart station. There, they must call the cable cart and use it to reach the other side of the ravine. However, before the cart arrives, the player will be attacked by Taken ravens and crash.
◎ Follow the kidnapper
In this section of the episode, the player will no longer have any type of firearm and will have to rely on Ben Mott to kill the enemies after they remove their darkness shield using the flashlight and/or any flare they find. There is a flare on an emergency box found at the start of the section. Enemies include ranged and flanker Taken. The two of them will soon reach a locked gate.
◎ Hold back the Taken
While Mott tries to unlock the gate, the player will have to keep the incoming Taken at bay. To do this, they can make use of the flares from the nearby emergency box.
◎ Follow the kidnapper
Once the gate is opened, the player must follow Mott through the covered stairs; the two will come across a safe haven. They will soon reach the lit Lovers' Peak lookout.
◎ Defend the viewing platform
The light of the platform will soon go out and groups of Taken - ranged, flanker and assault - will start coming from multiple directions, including from below the lookout. There is another emergency box with flares and lithium batteries on the lamppost.
◎ Make it through the woods
After Alan and Mott fall off the platform, the player will be now armed with the later’s revolver. There are also two sets of ammunition, batteries and a flare they can pick up. The player must cross the river through some fallen trees and reach the woods. This section of the woods will be full of bear traps, which can be easily spotted thanks to their faint glow (though that does not mean they are easy to avoid). If the player falls in one of the traps, a group of Taken will immediately appear. After crossing the river once again, the player will be attacked by several ranged and flanker Taken. They will soon arrive at a pair of derelict sheds, where they will be ambushed by more Taken, including an assault Taken. However, if they act quick enough, they can turn on the generator-powered safe haven. Batteries, revolver ammunition and a Hunting Rifle can be found on the sheds. Descending down a wooden platform on the right of the sheds, the player must go left - by going the opposite direction they will find a plane crash site. Descending down a series of large rocks steps, the player will be attacked by ranged and flanker Taken. Nearby, there is another generator-powered safe haven, marked by a dim gas lantern. Revolver and hunting rifle ammunition can be found on a nearby crate. Moving on from there, the player will immediately see the light of the nearby mill. More Taken will be waiting outside, but they can be avoided by reaching the safe haven at the mill entrance.
◎ Reach the top of the mill
At the mill, the player must climb the ladder on their right to the upper deck. As they walk across the deck, it will break off from the building and begin wobbling; the player must maintain balance before jumping to the wooden crates on the lower level. Once inside, they must climb the stairs to the top of the building. There will be puddles of liquid darkness inside. Upon reaching the third floor, the player will find a metal cylinder, which they will have to push off the ledge to bring an elevator. Once it arrives, they must jump from the ledge to it. Continuing into the adjoining room, where flares can be found, the player must climb the ladder to the top floor and exit the mill.
◎ Make it through the woods
The player will arrive to a storage yard, where they will be attacked by an assault Taken. As the gate is locked, they will have to exit by using a plank as a stile to pass over the fence. After crossing a wooden bridge and entering a foggy woods a pile of logs will be knocked over towards the player and two more assault Taken will appear. There is an emergency box next to the bridge. Going uphills, the player will see a sign pointing towards the campground, next to another emergency box. Entering a small enclosed area, they will come face to face with another group of Taken, lead by an Assault Taken carrying a chainsaw. Moving forward, the player will arrive at a set of stairs leading to a small lookout with a safe haven, where the nature trail ends.
◎ Return to Barry
After the call from Barry, the player will soon arrive at the camping grounds; there is another emergency box nearby. Inside a garage, the player will find a Ford F-450 pickup truck that they can use. However, the gate is locked. Moreover, the gate leading out of the camping ground is also locked.
◎ Find garage keys
Searching on the far side of the left restroom, the player will find the garage keys on a bench. Hunting rifle ammunition can also be found in the other restroom.
◎ Return to Barry
After the player finds the keys, the restroom lights will go off and a single flanker Taken will come out of one of the cubicles. Returning to the garage, the player must open the gate and enter the truck. An assault Taken will burst into the parking lot, destroying the locked gate. The player will now have to drive their way back to the cabin through the highway. More Taken will appear on the road ahead, but they can be easily killed with the pickup truck. The player will soon arrive at the Elderwood National Park entrance. Passing the visitor center, they will soon find their path blocked and will have no option but to continue to the cabin on foot. There is a flare gun and rounds of its corresponding ammunition on a box next to an abandoned Bright Falls Light & Power pickup truck. The player will then be ambushed one last time by another group of Taken.
◎ Save Barry from the birds
Upon reaching the cabin, the player must head to the back. They can find flares, another flare gun and more rounds of ammunition on a box below the cabin and on a table in the cabin porch; they will be needed for the upcoming battle.
◎ Defeat the birds
Once in the backyard, the player will have to defend themselves from the flocks of Taken ravens that will descend from the sky.
◎ Talk with Barry
Once the fight is over and Barry opens the back door of the cabin, the player must walk over to him.
Achievements[]
The following is a list of achievements that can be obtained during this episode. Some, namely those related with killing enemies, while possible to obtain in this specific episode, may require more than one playthrough.
| # | Icon | Name | Description | Further notes | Points | Trophy |
|---|---|---|---|---|---|---|
| 5 |
|
Under a Thin Layer of Skin | Defy the park ranger. | Kill the Taken Rusty (story related; cannot be missed). | 10G | Bronze |
| 6 |
|
Park Ranger | Enjoy the sounds and sights of Elderwood National Park. | Complete Episode Two: Taken (story related; cannot be missed). | 15G | Bronze |
| 20 |
|
If It Flies, It Burns | Burn 1,000 birds. | It is not necessary to kill the required number of enemies in a single playthrough. | 20G | Bronze |
| 22 |
|
The Six-Gun Scribe | Defeat 100 Taken with the revolver. | It is not necessary to kill the required number of enemies in a single playthrough. | 20G | Bronze |
| 23 |
|
Taken Season | Defeat 50 Taken with the hunting rifle. | It is not necessary to kill the required number of enemies in a single playthrough. | 20G | Bronze |
| 24 |
|
It's Not Just a Typewriter Brand | Defeat 50 Taken with a shotgun. | It is not necessary to kill the required number of enemies in a single playthrough. | 20G | Bronze |
| 25 |
|
What Light Through Yonder Window | Defeat 50 Taken with the flare gun, the way Shakespeare intended. | It is not necessary to kill the required number of enemies in a single playthrough. | 20G | Bronze |
| 27 |
|
Collateral Carnage | Defeat 20 Taken with indirect means. | Indirect means include explosive canisters, live wires, electric fences, water and/or pushing them off an edge. It is not necessary to kill the required number of enemies in a single playthrough. | 20G | Bronze |
| 30 |
|
Two For the Price of One | Kill two Taken with a single shotgun blast. | This can be achieved with either a regular shotgun or a pump action shotgun. | 10G | Bronze |
| 31 |
|
Back! Back, I say! | Save yourself with a flare. | Light up a flare when below 25% health while fighting a Taken. | 10G | Bronze |
| 32 |
|
Float Like a Butterfly | Perform a cinematic dodge. | The cinematic dodges performed during the tutorial section in Episode One: Nightmare are not counted for this achievement. | 15G | Bronze |
| 33 |
|
Missed by a Mile | Perform a cinematic dodge 20 times. | The cinematic dodges performed during the tutorial section in Episode One: Nightmare are not counted for this achievement. | 25G | Bronze |
| 34 |
|
Energized! | Use 100 batteries. | It is not necessary to use the required number of batteries in a single playthrough. | 10G | Bronze |
| 40 |
|
Right of Way | Drive over 15 Taken. | It is not necessary to kill the required number of enemies in a single playthrough. | 10G | Bronze |
| 41 |
|
Finders Keepers | Discover 5 hidden chests. | This episode is the earliest possible point to obtain this achievement. | 20G | Bronze |
| 43 |
|
Paging Mr. Wake | Find 25 manuscript pages. | This episode is the earliest possible point to obtain this achievement. | 20G | Silver |
| 46 |
|
Damn Good Cup of Coffee | Discover 25 coffee thermos. | This episode is the earliest possible point to obtain this achievement. | 20G | Bronze |
Collectibles[]
Manuscript Pages[]
| # | Image | Name | Section | Location | Difficulty |
|---|---|---|---|---|---|
| 14 | The Sudden Stop 1 | Bright Falls Sheriff Station | In Alan's office, in his New York apartment. | All | |
| 15 | The Sudden Stop 2 | ||||
| 16 | The Dark Presence in the Diner | On the third cell of the Bright Falls Sheriff Station. | |||
| 17 | Wake at Lovers' Peak | Lying on a rock in the empty lot behind the Bright Falls Sheriff Station. | |||
| 18 | Alice Sees a Shadow | On the floor in the break room of the sheriff station. | |||
| 19 | Barry Doubts Wake's Sanity | Elderwood National Park | On the ground between Barry's orange SUV and an old shed, outside the hilltop cabin. | ||
| 20 | Rusty Dying | On the trunk space interior of a parked off-roader, halfway down the road from the hilltop cabin. | |||
| 21 | Rusty Attacked by the Dark Presence | On the corner of the low stone wall, by the entrance of steps to the Elderwood National Park Ranger Office. | |||
| 22 | Wake Reaches a Safe Haven of Light | On the floor in the ranger's office, at the end of the corridor. | |||
| 23 | Rusty's Final Thoughts | On a log picnic table, near the wooden lookout platform and waterfall. | |||
| 24 | Wake Sees the Torch Symbol | On the path leading to Lover's Peak, next to a sign. | |||
| 25 | Nightingale's Arrival | Lying on a boulder on the hiking trail leading to Lovers' Peak, before the cable cart platform. | |||
| 26 | Alice's Fear of the Dark | On the promontory bellow the Lovers' Peak lookout platform. | |||
| 27 | Wake Hears a Chainsaw | Inside one of the two abandoned huts on the forest trail, near the crashed plane. | |||
| 28 | Barry in Elderwood | nside the old mill, lying on a pile of cloth sacks, after leaping across the old elevator. | |||
| 29 | Nightingale Fires at Wake | Between a trash can and the women's restroom entrance in the Elderwood National Park campground. | |||
| 30 | Wake at the Dark Presence's Mercy* | On the trail leading back to the hilltop cabin, after the phone call from Ben Mott. | Nightmare | ||
| 31 | Rose and Rusty | On the wooden floor of the lookout point, halfway down the trail from Rusty's hilltop cabin. | All | ||
| 32 | Barry Meets Rose | On the ground of the picnic area, after deviating from the trail leading to Lovers' Peak to the right after crossing the bridge, near the waterfall vista. | |||
| 33 | Sarah Thinks About Wake | Behind a log on the edge of the precipice overlooking the old mill, after traversing the path filled with bear traps. | |||
| 34 | Deputies at the Logging Site | On a cloth sack on the small balcony of the old mill. | |||
| 35 | Wake Feels the Dark Presence | On a chest behind a group of large crates inside the derelict storage barn above the old mill. | |||
| 36 | Wake's Despair | Inside the blocked tunnel located near the entrance of the Elderwood National Park. |
TV Shows[]
| # | Image | Name | Section | Location |
|---|---|---|---|---|
| 3 | Writer in the Cabin 2 | Bright Falls Sheriff Station | In the Bright Falls Sheriff Station cell area, after talking with Ben Mott. | |
| 4 | Man in the Mirror | Elderwood National Park | Inside the third hilltop cabin before the Elderwood Visitor Center. | |
| 5 | Writer in the Cabin 3 | In the men's restroom of the Elderwood National Park campground. |
Radio Shows[]
| # | Image | Name | Section | Location |
|---|---|---|---|---|
| 3 | Deerfest Floats Are Very Exciting | Bright Falls Sheriff Station | On the back of the Wahlberg warehouse loading dock, behind the Bright Falls Sheriff Station. | |
| 4 | Doc Nelson's Deerfest Plans | Elderwood National Park | On the first cabin from the hilltop summit on the path leading the Elderwood Visitor Center. |
Signs[]
| # | Image | Name | Section | Location |
|---|---|---|---|---|
| 2 | Have You Seen This Man? | Bright Falls Sheriff Station | On the wall of the corridor leading to Sheriff Breaker's office, inside the Sheriff Station. | |
| 3 | The skeleton of a Columbian Mammoth (Mammuthus columbi) | Elderwood National Park | In front of Buck-Toothed Charlie's skeleton, inside the Elderwood Visitor Center. | |
| 4 | Moonshine Cave | Inside the Moonshine Cave. | ||
| 5 | The Great Old One | Next to the Great Old One. | ||
| 6 | Tree Ring | On a small picnic area near the cable car. |
Coffee Thermos[]
| # | Image | Section | Location |
|---|---|---|---|
| 15 | Bright Falls Sheriff Station | In Alice's office in the Wake's apartment. | |
| 16 | In the radio room of the Sheriff Station. | ||
| 17 | On the loading dock behind the Sheriff Station parking lot. | ||
| 18 | Elderwood National Park | On the kitchen counter of the Elderwood Visitor Center. | |
| 19 | On the kitchen of the hilltop cabin. | ||
| 20 | On the steps of the hilltop cabin hot-tub | ||
| 21 | Inside the storage shed near the visitor center and the ranger office. | ||
| 22 | At the foot of a tree behind the ranger office. | ||
| 23 | On a rock shelf overlooking the Tree Ring, behind a destroyed fence and phone booth. | ||
| 24 | On a picnic table near the Tree Ring. | ||
| 25 | Behind the information sign of the Lovers' Peak lookout. | ||
| 26 | Inside one of the two trapper huts found near the crashed plane. | ||
| 27 | On the narrow rocky promontory overlooking the old water mill. | ||
| 28 | On a small table on the middle floor of the water mill. | ||
| 29 | On a picnic table in the campground. | ||
| 30 | To the right of the campground, next to the folded truck blocking the road. | ||
| 31 | On a picnic table next to the entrance to the Elderwood National Park. |
Can Pyramids[]
| # | Image | Section | Location |
|---|---|---|---|
| 3 | Elderwood National Park | On a barrel in the woods found near the water mill vista, after the area filled with bear traps. | |
| 4 | On a picnic table found next to an abandoned caravana and a Safe Haven, in the pasture at the left of the road leading back to the Elderwood Visitor Center. |
Chests[]
| # | Image | Section | Location | Content |
|---|---|---|---|---|
| 5 | Elderwood National Park | At the back of the Moonshine Cave. | Lithium batteries. | |
| 6 | In the waterfall grotto, below the Lovers' Peak lookout platform. | Three flares, batteries. | ||
| 7 | On the upper rocks, by the wing of the crashed airplane. | Two flares. | ||
| 8 | In a small shed found in the grassy dell at the right of the road leading back to the Elderwood Visitor Center. | Two flares. | ||
| 9 | In the back of Rusty's rental cabin. | Two rounds of flare gun ammunition. |
















