-Estimated achievement difficulty: 5/10
-Offline: 58 [1500]
-Online: 0
-Approximate amount of time to 1500: 25 Hours
-Minimum number of playthroughs needed: 2 playthroughs
-Number of missable achievements: 22
Main Game: "Boob Tube", "Medical Opinions", "Drink ‘Em Both Up", "Child of the Elder God", "Heavy Metal", "Iron Horse", "Meet the Deadline", "An Idyllic Small Town", "Gunless Wonder".
The Signal: "Fast and Furious", "Run-On Sentence", "License Revoked", "Words Will Never Harm You", "Tick Tock", "Cardboard Companions".
The Writer: "Go Gentle Into That Good Light", "No Punctuation, "Iron Will", "Whirlwind", "Licensed Properties", "Creative Space", "Heartbreaker".
-Do cheat codes disable achievements?: None
-Does difficulty affect achievements?: Yes
-Glitchy achievements: None
-Unobtainable achievements: None
-Extra equipment needed?: None

Welcome to Alan Wake. After being in development for over 4 years, the time has finally come to delve deep into the world of Bright Falls. The game has 50 achievements with a total of 1000. The game can be completed in less than 20 hours if you plan out your playthroughs. This game has plenty of collectibles, but nothing that will completely tear away at your sanity. Except, you know, the Taken…

Playthrough 1:
Depending on which difficulty you play on, you will earn 12 or 13 achievements out of 50. (12-205 for playing on Normal. 13-245 for playing on Hard.) If you decide to obtain all (291) collectibles during your first playthrough, you will earn yourself all 10 of the collectible achievements gaining 250. Click HERE for a list of the collectibles.

Playing through the game for your first time will earn you each of the weapon based achievements. Now, you can try and obtain all of the Misc. achievements on your first run through, i.e. "Iron Horse", "Heavy Metal", "Gunless Wonder", but you don't have to. Doing this have less work for you to do on your miscellaneous playthrough.

After completing the game for the first time, now would be a good time to go back and pick up any of the achievements that you may have missed. "Meet the Deadline", "An Idyllic Small Town" and "Gunless Wonder" to name a few. Note that the "Drink ‘Em Both Up" achievement REQUIRES you play the jukebox twice in ONE playthrough. You will have to start a new game and play both of them again.

Playthrough 2:
After playing through the game for the first time, obtained all collectibles, and achieved all miscellaneous achievements, it’s time for your Nightmare playthrough. Play through the game, and remember to:

  • Aim to hit. Don’t ever shoot unless you KNOW you will hit your target. Ammo gets less and less frequent during Nightmare difficulty, and having ammo will help indefinitely.
  • Head for the light. If you are surrounded by Taken, head for the nearest Safe Haven. Have it restore your health, and continue onward.
  • Run. Although Alan is quite “out of shape” compared to others, running is one of the best strategies to use in situations where you are surrounded by Taken.
  • Don’t go out of your way. DO NOT go out of your way for collectibles on Nightmare (except for Nightmare manuscripts). Going for these items could be your downfall if you manage to corner yourself.

Collect all 15 of your last manuscripts. When done, you will now have the full 1000 in Alan Wake.

The Signal DLC

This DLC episode can be played by selecting "Episodes" and choosing The Signal. The episode will not take long, but will earn you "A Friend In Need" and "A Friend Indeed" without doing anything else. Check the guide to find all clocks, and all cardboard standees. Be sure to NOT enter a car to earn the "License Revoked" achievement. Use the Flaregun and flares to beat the boss within 1 minute and 30 seconds to earn you the "Fast and Furious" achievement, and blast all furnaces to earn the "Words Will Never Harm You" achievement. For getting "Run-On Sentence", refer to all the tips for completing the game on Nightmare, and use those.

The Writer DLC

This DLC episode can be played by selecting "Episodes" and choosing The Writer. You will earn "Ding" and "Kill Your Darlings" by playing through the story. Keep calm and play through the entire episode without dying/reloading a checkpoint and you'll earn "No Punctuation." Be sure to check this guide for the collectibles as missing them will cause you to replay the episode again. There will be a long conversation will Dr. Hartman during the episode, with a recorder near by. Pressing on the recorder after the conversation has ended will earn you the "Heartbreaker" achievement. Other miscellaneous achievements can be completed during or after your first run.

All in all, Alan Wake is very easy to complete. The collectibles can be a bit of a pain if you manage to miss one, but follow the Collectible guide religiously, and there will be nothing to worry about. Plus, the game is so much fun to play, you’ll be upset once the adventure is done. Congratulations on your newest completion!!

[x360a would like to thank Yunder for this Road Map]

Alan Wake Achievement Guide

Show completed achievements
Show secret achievements

There are 67 achievements with a total of 1500 points

  • Take a night course of light education.

    *Story Related - Cannot Miss* You will receive this in Episode 1.


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

    *Story Related - Cannot Miss* You will receive this in Episode 1.


  • Call for help.

    *Story Related - Cannot Miss* You will receive this towards the end of Episode 1/beginning of Episode 2.

  • See what's on TV.

    There will be a TV to turn on in the nighttime scene of the Caldron Lake Lodge level (episode 4), just before you escape.

  • Defy the park ranger.

    *Story Related - Cannot Miss* You will receive this in Episode 2.


  • Enjoy the sounds and sights of Elderwood National Park.

    *Story Related - Cannot Miss* You will receive this towards the end of Episode 2/beginning of Episode 3.

  • Survive the bulldozer attack.

    During episode 3 Alan will have an untimely fight with a dark presence controlled Bulldozer. Now this makes the miscellaneous AND missable achievements category because you can simply run past it, rather than fighting it. Whatever you do, stand up like the man that Alan is and take that beast down. Whether you destroy it with a few flares/flaregun or general hard-assery with the boosted torch is up to you. Just don't opt for the easy way out... his name is Alan for a reason...

  • Encounter a steam engine.

    When you get to the Ghost Town towards the end of episode 3 you will be attacked by a steam engine.

    The dark presence controlled locomotive is actually a missable achievement it turns out and so before you pick up the key and go through the door, destroy the locomotive's parts with the torch/flaregun/flare/flash grenades.

    Note: This is after the train yard so don't panic that you've missed it once you leave that area.


  • Meet the kidnapper.

    *Story Related - Cannot Miss* You will receive this towards the end of Episode 3/beginning of Episode 4.

  • Listen to Hartman's recordings.

    At the beginning of episode 4 you'll be in Hartman's lodge, when night falls and Alan manages to get his hands on a key, you'll be able to access the staff wing. After unlocking the door and opposite the picture of Hartman, there is a small conference room full of paintings, with a manuscript page in. Straight ahead of you as you walk in there is a tape recorder. Listen to the three recordings to get your achievement.

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

    At the end of episode 4, there will be a showdown on the Anderson's stage where Taken will come by the boatload. I've made a video of this one, but it's relatively easy if you play it smart - stay in the light when Barry flicks it on, use flares, watch your flanks, use flashbangs, etc.

  • Take a moment to reflect on past events.

    *Story Related - Cannot Miss* You will receive this towards the end of Episode 4/beginning of Episode 5.


  • Put de lime in de coconut twice.

    This is a two part misseable achievement. In order to get this, you must use the juke box twice in the game, at two totally different sections.

    The first time you will enter the diner is early on in episode 1, after Alan and Alice get off the Ferry. The Andersens will be be sat near the juke box and after some banter, a kick of the machine and some more banter, the music will play.

    The second part of this achievement is much later on in the game, episode 5 to be precise, when you have to traipse through Bright Falls at night with the Sheriff. After opening the gate and reaching the main road with the possessed float. Head left and before you head off that road, there is a diner on the left hand side of the road. In the corner. It's the same diner as in episode 1. Simply go in, switch it on and the achievement should unlock. No idea as to whether you can get it in two different playthroughs, that currently is unknown, so make sure you grab it the first time through.

  • Cut the power to the transformer yard.

    *Story Related - Cannot Miss* You will receive this in Episode 5.

  • Discover the secret she guards.

    *Story Related - Cannot Miss* You will receive this towards the end of Episode 5/beginning of Episode 6.

  • Defeat the tornado.

    *Story Related - Cannot Miss* You will receive this in Episode 6.

  • Complete the game on Normal difficulty.

    Complete the game on normal difficulty. There are around 10-12 hours of gameplay. Normal isn't particularly hard as there are a slew of batteries and ammunition situated all around. Save flashbangs and the flaregun for multiple Taken together in a group (3 or 4) otherwise it's a waste.

  • Complete the game on Hard difficulty.

    See "Alan, Wake Up."

  • Complete the game on Nightmare difficulty.

    In order to unlock "Nightmare" difficulty, you need to have beaten the game once. Nightmare mode means enemies are stronger - they take more hits (4 rather than 2) - and supplies are rather more limited than normal. Not massively difficult, just make sure every shot counts, you use flares to help subvert danger but only when absolutely necessary. Dodge a lot, keep on your toes and you'll be alright. A good tactic is to just run... run, run and run a bit more. Supply drops are always worth going after, but don't bother saving this playthrough to do your collectibles because frankly, there aren't enough supplies. A good tip is to use the stun-torch-move - where you briefly catch them with your boosted flashlight - to make sure the Taken never get too close.


  • Burn 1,000 birds.

    There is a good chance that you can get this in an entire playthrough of the game. I managed to pass the 1,000 mark in the closing hours of the game. My advice, don't run off from the birds, stick around and try to take them all out. If that fails and you don't make it by the end, simply load up the end of episode 2 where the birds are attacking Barry in the house, and just rinse and repeat. Or you could easily do the bird attack at the end of episode 2 and then restart checkpoint to kill them all again. If you're doing 2 playthroughs though (Normal and Nightmare), then this should be easy anyway.

    Good tactics? Obviously the boosted torch is effective, but so is a direct hit with the flaregun or a quick flare when they are near-by.

  • Inanimate objects shouldn't move of their own accord. Put a stop to this affront, oh, say, 20 times.

    You'll definitely pick this up whilst playing the game. The poltergeist controlled objects don't start until the railway bridge area on episode 3 so be patient. When they're in the air, just line them up and boost them with the torch. Nice and easy.

  • Defeat 100 Taken with the revolver.

    Take the torch... weaken the Taken. Shoot with the revolver. Rinse and repeat 100 times. Easy and definitely possible to pick up in one playthrough. Two shots per standard Taken and about 4 per beefy Taken (on normal).

  • Defeat 50 Taken with the hunting rifle.

    The hunting rifle doesn't come round that often and whilst this is possible to get in one playthrough - quite easily - my advice is don't sit on the ammo waiting to use it against the bigger Taken. Use it straight away and start racking up those kills.

    Best place for a hunting rifle? Episode 5 - Before the church steps assault, is easily the best place. You can kill, reload checkpoint, rinse and repeat and all your kills carry across.

  • Defeat 50 Taken with a shotgun.

    The same as the hunting rifle this one, except ammo and shotguns are more often found than the hunting rifle. It's pretty much one shot kills for most things if you're close enough. Remember to whittle away at that dark presence first. Don't waste ammo either... if you can, try and get a two-for-one shot once in a while.

  • Defeat 50 Taken with the flaregun, the way Shakespeare intended.

    Take the flaregun, get a load of them coming at you and then hit one of them, killing them all. You should be getting at least 3 per shot. Ammo is super rare for this one, but 50 is easy so long as you get 3 or 4 in every shot.

  • Defeat 50 Taken with flashbang grenades.

    One of the easiest weapon achievements this, thanks to the mid-point of episode 3. This is the first time you pick them up and it's great because you only have flashbangs and they throw loads at you and there are loads to pick up. It's quite possible to get this one before episode 3 ends. Be concise though, don't bother throwing unless you get 3 kills at an absolute minimum. If all else fails there, there are plenty of opportunities throughout the rest of the game to get them: including the helicopter showdown and the rock stage defense.


  • Defeat 20 Taken with indirect means.

    Indirect means to kill a Taken with either electricity, explosive canisters, water, or whatever. So long as you haven't taken the final shot, but YOU kill them, it works. The train yard is good for that. Get them close to the gas canisters and shoot them and not the Taken. Otherwise, there is an electric fence in the Power Station towards the end of the game. Use the torch to push them into it.

  • Kill four Taken with a single shot from the flaregun.

    The best opportunity for this comes later on in the game in all honesty. The penultimate chapter where you have to hold off the Taken whilst the lift comes down (at the docks). It's a typical and cliched scene and they come thick and fast. One well placed flare and you can take out a good 4 or 5 without breaking a sweat.

  • Kill four Taken with a single flashbang.

    Episode 3, after breaking out the radio station and making your way to the first safe haven, slightly on from there there will be a shack with three light sources. Go inside the shack and an ambush will commence, throw it outside when they show up and you should get 4 at a very minimum. There are plenty of places to get this throughout though, so fear not if you miss out here.

    Other opportunities exist later on, better ones as well, just make sure you get them all pretty close to you, hold them off with the torch and then drop a flashbang. BAM! Achievement unlocked.


  • Kill two Taken with a single shotgun blast.

    I found this quite easy to pull off with the final encounter with Stuckey in episode 1, partly because of the flat ground and the chance to filter them down a thin path. Remember to break their dark presence shields first and then when you have them lined up, pull the trigger. I've played the first episode 3 times now and every time I've got the achievement at this exact point. Use your torch to stun them if needs be, but make sure they're in line before pulling the trigger.

  • Save yourself with a flare.

    For a while I wondered what this achievement was, having used many flares but not having it pop. It actually means, save yourself with a flare when you are in a "low health state" - so when the screen is black and white essentially and you are under a third of health. When that happens, bust out a flare with the  and net yourself this achievement.

    There is a good chance that this achievement may rely on the fact that you just need to hold the flare, as many have reported that it has unlocked with full health. So upon pulling the flare out with the , hold the button.

  • Perform a cinematic dodge.

    See "Missed by a Mile."


  • Perform a cinematic dodge 20 times.

    A cinematic dodge is when you press  and a direction on the left analogue stick at the same time a Taken swings for you. The camera will slow down and Alan will narrowly miss the attack. These are unbelievably easy to pull off. If you want, you can kill off two of three Taken when they spawn and do this on the one left over. Truth be told, you'll get it naturally in one playthrough. If by some chance you haven't, use one straggler of a Taken to get it on.

  • Use 100 batteries.

    Playing on normal the first time through you're likely to never run out of batteries - there are a ton of them dotted around. Don't be afraid to use them when they run out by clicking  as you're likely to pick up loads & more often than not, have a full supply. Use 100 of the batteries (pressing ) & you get this achievement.

  • Get a generator running.

    *Story Related - Cannot Miss* You will receive this in Episode 1.

  • Carny



    Knock over five can pyramids.

    There are 12 can pyramids to knock over in all, but you only have to knock over 5 for the achievement. Choose from this list below as to which 5 you want to knock over. To knock over, you of course simply have to shoot them... that's it.

    1. Episode 1 – There is a stack on the fence to the right as soon as you get a gun and torch for the first time.

    2. Episode 1 – After doing the “log puzzle” in the second part of the logging yard (after the river), there is a can pyramid at the top of the old stairs.

    3. In Episode 2, after defending Lover’s Peak and falling down, then crossing through the bear trap infested woods, before crossing the next log crossing, turn around and walk to the cliff face overlooking the mill. It’s there on top of a barrel.

    4. After getting the car in episode 2 towards the end, there will be a truck forked in the middle of the road, head left around it and when you come to the next truck, head left again. You’ll then see a bright light up ahead, head towards it and the pyramid is on the table ahead.

    5. Episode 3, after escaping the radio station and getting to the first safe haven (with a generator), slightly further up the path is a shack with three lights surrounding it. In the farthest shack there is a can pyramid. Shoot it down for the achievement.

    6. Towards the end of episode 3, after the silver mine and the cable car across the valley that crashes. It’s on the cable car station on the side that you’re travelling to.

    7. Episode 4, in the gardens, after defeating the orderly and destroying a wheelbarrow and double gate with light, it’s on the wall by manuscript #63.

    8. In episode 4 after you bash the barn door with the Viking ship (after the stage showdown), there are two pieces of hanging wire. There is one on the left of the second piece on a cylindrical wooden cable reel.

    9. At the end of the floodgate puzzle in episode 5.

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

    Load up episode 3, part 2 (Mirror Peak) & dash from the beginning to the end in 30 mins. Quite easy, so long as you just concentrate on moving forward quickly.

    The starting point is actually after a phone call cutscene at the mine museum, not the beginning. You can reload checkpoints to reset the times if you screwed up and went the wrong direction or couldn't figure out where to go.

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

    Rather than make a video for this one, I'm going to give a brief rundown of potential sticky parts and what to do. Honestly, you shouldn't need one, it's easy.

    If you're loading up an episode to do it, it's episode 5, the first chapter, "Night Life in Bright Falls." If you prepare and don't waste powerful weapons, then there aren't many tricky moments. The two potential tricky spots are:

    The church defence and the helicopter defence. One mid-mission and one at the end. In order to unlock the achievement you must finish it, from the police station to the helicopter, without dying or restarting. Just make sure you load up on all the equipment before you move too close to Sarah and Barry. Otherwise, the Taken come. If you scavenge the lot before hand of both areas, it should be easy.

    The church - the best way to do this is the hunting rifle and flash grenade combo on the left hand steps (with your back to the church). It should be easy as Sarah will be on hand to help out.

    The helicopter - you're on your own here. Just use the flash grenades wisely, shoot the gan canisters to save flash grenades, and try to turn on the lights whenever possible. Stay on the pad as well. If you stick to that, you'll do fine.

    Oh, do them on normal.

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

    Load up the first chapter in episode 6 to tackle this badboy. You essentially have to flare and flashbang it all the way... NO flaregun, but do use the car and its headlights where possible. Death is pretty much a given as well, so don't worry about that.

    So in short, use no weapon that requires you to pull the .

  • Drive over 15 Taken.

    This is super easy. It's even possible to do the first time you get in the car - the end of episode 2. Just drive round in circles, use the A boost on the headlights and when the dark presence is defeated, then just run them over. I managed to get it on the first bit by just veering off the main road when the jack-knifed truck blocks the road. It's so easy because you can be going like 5 mph and still kill them.

  • Discover 5 hidden chests.

    See "Every Nook and Cranny."

  • Discover all of the hidden chests.

    There are 30 chests in all to collect in the action scenes of Alan Wake, which are hinted at with blobs and arrows of yellow UV paint. Check out the full list here.

  • Find 25 manuscript pages.

    See "Picking Up After Yourself."

  • Find all of the manuscript pages in Normal mode.

    There are 91 manuscript pages to collect in normal mode. Some are on the main path, others are off the beaten path. For a full list of where you can locate what, check out the collectibles thread here.

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


    There are certain manuscript pages that are only available in Nightmare mode. There are only a handful per chapter, but you need to complete the game on Normal or Hard first to unlock this mode. For the guide on where to find these, check this thread out here.

  • Discover 25 coffee thermoses.

    See "Hypercaffeinated."

  • Discover all coffee thermoses.

    There are 100 coffee thermoses hidden around Bright Falls - both day and night scenes - for a full list of where to find them, head here.

  • KBF-FM



    Listen to all of the radio shows.

    There are 11 radio shows dotted around Bright Falls. Turn them all on and net yourself an achievement. For a guide on where they are, check out this thread here.

  • Watch every single TV show.

    There are 14 TV shows dotted around Bright Falls - some of which are essential to the story and can't be missed. For a complete list of where to find them, check out the collectibles thread here.

  • Absorb every bit of local history and culture.

    There are 25 pieces of local history and culture located around Bright Falls and they involve reading a sign of some sort which reveals some information about the town. For a complete list, check out this thread here.

DLC: The Signal

There are 8 achievements with a total of 250 points

  • Special 1: Find someone to help you.

    This achievement is a part of the main storyline, and cannot be missed.

  • Special 1: Follow the signal to its conclusion.

    This achievement is a part of the main storyline, and cannot be missed.

  • Special 1: Make it through the final battle in less than 1 minute and 30 seconds.

    Fighting the TVs, the best thing to kill them faster is the flaregun and the flares. While still in the apartment, use the flare to make the TV fly through the wall. Jump down and immediately fire your flaregun to the TVs. Reload, and fire once more to defeat the TVs. Continue on outside, until you see the boat crash onto the dock. Immediately pull out a flare and drop it. Use the flaregun to take its shadow down until its no more. When the boat disappears, the achievement will unlock.

  • Special 1: Trigger all of the furnaces in the basement.

    When you enter the basement, you’ll notice the entire basement is filled with furnaces with the word “blast” around it. Shine your flashlight to make each of the furnaces blast. The basement is very dark and maze-like, and can get confusing if you manage to lose track of which ones you’ve done. Once you shine your light on them, they'll create a flashbang-like blast that's very bright. Some of them may blow up another furnace across from them. If this happens, make sure you go check to see if you missed any. When you manage to kill all of the Taken in the basement, go back and check to make sure that you got them all. The achievement will unlock when you blast the last one.

  • Special 1: Complete the episode without reloading the game or restarting a checkpoint.

    For this achievement, you must not reload your checkpoint or restart checkpoint. So, you must not die. Some tips:

    • Running is the best strategy. When surrounded by Taken, the best thing to do is to light up a flare, and run.
    • Flares and flaregun. These two are the best weapons for attempting to go through the game without dying. If you manage to see a large group of Taken of 3+ shoot the flare gun to take them out all at once. If you manage to get surrounded by Taken, pull out a flare to give yourself some room.
    • Go towards the light. If you manage to get hit before moving along, backtracking to the nearest light is a good way to get your health back up to full.

    This achievement will unlock after listening to the ending song. Right when the credits start to roll.

  • Special 1: Complete the episode without using a single vehicle.

    This achievement is quite simple. There will be a point where you enter a large area of the Sawmill, and you’ll see the word “Wheels” multiple times. Shining your light on these words will unlock Jeeps. Simply do not shine your light on these words, and continue on toward your objective. Dodge the Taken, and the Monster Trucks, and open the warehouse door. Continue onwards into the warehouse, and kill all of the Taken. Go up the stairs and out the door. Drop down over the car and the achievement will unlock.

  • Special 1: Discover 10 hidden alarm clocks.

    There are a total of ten hidden alarm clocks to be found in The Signal. You’ll know when a clock is nearby by the distanct ticking of an alarm clock. All you have to do for the clock to register as "found" is to walk up to it, and pick it up with . The achievement will unlock when you find your last clock.

    Alarm Clock 1: The first alarm clock can be found in the first few minutes of going into the Oh, Deer Diner. After obtaining the flashlight and gun, go toward the entrance to the diner. There will be a large Taken that appears from the kitchen. It’s in the kitchen next to the sink.

    Alarm Clock 2: Right after passing through the gate into the playground, you’ll see a few trees that have been knocked over. Jump over these trees, and the clock is sitting on a bench beneath them.

    Alarm Clock 3: After trekking through the basement, you eventually come across a staircase that has the word “climb” at the top. On the opposite side of the staircase, you’ll see a chair. The alarm clock is on the chair.

    Alarm Clock 4: When you first see the TV of Alan talking about the invisible Taken, continue going straight through the woods. After a bit, you’ll see a sign and an overturned train cart next to the train tracks. The clock is on the edge of the cart.

    Alarm Clock 5: Traveling along the train tracks, toward the Sawmill, you’ll come across the word “Turrent.” Shine your flashlight on this word, and you’ll see that turning on the new floodlight will open up the area underneath the circus tent. The alarm clock is inside on a box.

    Alarm Clock 6: You’ll come to an area where there are loads of streetlights. Continue going down the hill until you see a gap in the rocks. There is a little fence there that over-looks the final area of streetlights. Head behind the fence, and the clock is on a rock behind it.

    Alarm Clock 7: When you enter the large open area of the Sawmill, you’ll see the words; “Red Box” and “Wheels.” From the entrance, continue straight. The clock is sitting on a pile of lumber near a building filled with more lumber in it.

    Alarm Clock 8: You’ll come to a point where you are traveling underneath a dock. Continue on until you see the word “climb” shine your light on it, and climb upwards. Turn around, and go toward the end of the pier, and the clock is at the end.

    Alarm Clock 9: After facing off against the chainsaw Taken, you’ll see a log-cabin. Off to the left of the cabin, is the clock. It is sitting up against the fence.

    Alarm Clock 10: After entering Alan’s apartment, head into his office. The clock is on his lounge chair, near a lamp.

  • Special 1: Discover all of the cardboard standees.

    There are a total of 6 cardboard standees to find in "The Signal." Each cardboard standee is different, as each one is a different character. They are all characters from around Bright Falls, and each one has its own little back-story for the player to enjoy. After reading your last standee, the achievement will unlock.

    Cardboard Standee 1 (Otis Anderson): After exiting the Tool store, take a right turn, and go towards the side of the building toward the street. You’ll find your first standee, Otis Anderson, there next to the fence.

    Cardboard Standee 2 (Sarah Breaker): After hopping over the fence, you see a focus point where there’s a street that’s no longer there. Continue going left, and you’ll see plenty of words to shine your flashlight at. Among these words, is the second standee, Sheriff Sarah Breaker.

    Cardboard Standee 3 (Barry Wheeler): After fighting off the deer float, and the truck, you should unlock the key to getting into the Church. Head inside, and Barry Wheeler’s stand is off to the left when entering. Behind all of the pews, near a window.

    Cardboard Standee 4 (Cynthia Weaver): After using the massive floodlight shining on the moving words “Bridge,” you’ll see three train carts fall from the sky. Drop through the first one, and look off to the right. The standee is on a little cliff.

    Cardboard Standee 5 (Tor Anderson): After running through the area of 1000 streetlights, you’ll come to an the entrance to the Sawmill. Before entering, there is an overturned Crane. Off to the right, you’ll see the
    standee behind a tree.

    Cardboard Standee 6 (Alice Wake): After jumping out of the warehouse building, you’ll come to the area with the words; “Memory,” “Bridge” and “Bridge.” Off to the right, you’ll see a truck next to a very large crane. Head toward the truck, and turn right again. The standee is in front of a pile of wood, next to the back end of a truck.

DLC: The Writer

There are 9 achievements with a total of 250 points

  • Special 2: Complete the elevator ride.

    This achievement is story related and cannot be missed.

    You will get this achievement when getting on the elevator after running through the spinning environment with all of the rooms.

  • Special 2: Defeat the final obstacle between you and your goal.

    This achievement is story related and cannot be missed.

    The final encounter will consist of Taken in the form of a few of the characters from your memory. See "Iron Will" for more information.

  • Special 2: Make it through the approach to the lighthouse without firing a weapon.

    Once you find the word "Ignite" after Zane talks to you, you'll head up a hill with words that say "Clear" on large rocks. You will want to use these as fast as you can, as it clears away the rocks blocking the lighthouse's light. This light will rotate in circles and kill the enemies. Dodge or run around and let the light kill the enemies, making sure you only use flares if anything. It is a pretty good distance, but eventually you will find a Safe Haven which is the end point. If you accidently fire a shot, reload your checkpoint.

  • Special 2: Complete the episode without reloading the game or restarting a checkpoint.

    You must not die, reload a checkpoint, or continue later on for this achievement. Choose episodes from the start menu and pick "The Writer". Set the difficulty to normal. Below are tips in specific areas that may help.

    • When at the jumping or tilting world areas (when everything is spinning), make sure you take it slow. If you see a door, wait until you can walk through it instead of jumping down it.
    • In the area with the explosive barrels, you will have to do your best to time it right. Stay far back from the enemies and kill them if you used up the explosive words.
    • The gas station area should be completely avoided. Right when you get out of the door, run left to the Safe Haven Light.
    • When crossing the plane, jump down at the tail and jump inside the back. You can fight off Taken from here and they will only be able to throw things at you here and there. Make a break for it after.
    • The point with the well has unlimited flares near the car. Get a full stock before moving on.
    • If you see any other Safe Haven lights, make a break for it.
    • On the bridge with the "Crumble" words, go ahead and light those words up right when you see them as well as stay back. The enemies will sometimes fall in. There is a Safe Haven at the end of the bridge.
    • Be careful going up the final climb to the lighthouse. Use all of the "Clear" words and let the light kill all enemies.
    • The final battle doesn't require flashbangs, so you can use those for emergency any time you see fit. You should have a good amount of flares (maybe 6-10) to fend off the crows. This is where you should be using your batteries to your advantage to quickly take out the Taken Memories enemies
  • Special 2: Survive the final encounter without being seriously hurt.

    You must finish the last scene without going into low health (being in the last quarter of life or lower). You must fight darkness infused characters from the story. Dr. Hartman, the Anderson brothers (both at once), and Barry. They are the in the form of the "fast" taken, that go blurry while moving quickly to different areas around you. Crows will also attack you. Use flares if crows are attacking and do your best to dispose of the enemies quickly. Barry is the last of the encounter, and you will have to essentially defeat him 3 times. If you do fall into low health, I advise to reload your checkpoint and try again.

  • Special 2: Make your way past the tornado in under 60 seconds.

    You will find the tornado right after going through the spinning cabin. A manuscript will fall from the sky and after you read it, you will be able to shine your light on the words to create a path. It's advised you use the walkway part in the first word nearest you. As you rotate, try to look up and light as many words as you can, while paying attention enough to create the next path. When you jump to the new area, you will hit a checkpoint and if you fail this achievement from this point, you must restart the whole episode. A bigger Taken will appear and attempt to just push you off the ledge. You should kill him quickly and run up to the next series of words to get to the next object you feel you can leap to. Once you create the last path, jump to it and the achievement will unlock if done quickly enough.

  • Special 2: Discover 10 Night Springs video games.

    These video games are the only form of collectibles in this episode. You do not have to worry about gathering anything else. To find them all, check out the Collectibles Guide.

  • Special 2: Discover the secret area.

    You'll get to a plane with the word "Tremor" on it. Use it to cross the plane and keep to your left once on the other side. You'll see a fallen tree over a rocky area. Go through the narrow opening. You'll end up curving around a cliff and into a secret cave with a giant typewriter.

  • Special 2: Have some poison poured in your ear.

    You will get to a scene where Dr. Hartman is talking to you as a memory. After a long conversation, you must press on the recorder nearby and listen. Once it ends, the lights will turn on. Continue on and as Alan talks, the achievement will unlock.

    Note: It's possible to skip this and continue on, so remember to stay until the conversation has ended and you have listened to the recorder before leaving.

Guide navigation


  • Webb, YUNDER, Tyger7

Game navigation