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The Horror Collection: Bioshock 2 , resident evil 5 , silent hill - homecoming , wolfenstein , alan wake
The Horror Collection: Bioshock 2 , resident evil 5 , silent hill - homecoming , wolfenstein , alan wake
The Horror Collection: Bioshock 2 , resident evil 5 , silent hill - homecoming , wolfenstein , alan wake
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The Horror Collection: Bioshock 2 , resident evil 5 , silent hill - homecoming , wolfenstein , alan wake

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Cheats Unlimited are the specialists when it comes to video game cheats, tips and walkthrough guides. Fronted by the glamorous and gorgeous Cheatmistress, Cheats Unlimited has helped over five million gamers worldwide over the last 12 years. Through phone lines, fax machines, the Web and WAP sites and now eBooks, we have been there for gamers when they've needed us the most.With EZ Guides we aim to help you through the top games on Xbox 360, PlayStation 3, Nintendo Wii, DS and PSP, step by step from beginning to end in an easy and entertaining way. Along the way we'll teach you about the game's top secrets and the best way to unlock that Achievement / Trophy. EZ Guides are written by dedicated gamers who are here to help you through the difficult times in gaming.EZ Guides: The Horror Collection covers walkthrough guides for six of the top horror games on Playstation 3 and Xbox 360: Alan Wake, BioShock 2, Resident Evil 5, Silent Hill: Homecoming, Wolfenstein and Prototype. Ease your way through these hardcore titles with a lot of help from our detailed and entertaining walkthrough guides.Formats Covered:Xbox 360, Playstation 3
LanguageEnglish
PublisherM-Y Books
Release dateAug 8, 2012
ISBN9781907649370
The Horror Collection: Bioshock 2 , resident evil 5 , silent hill - homecoming , wolfenstein , alan wake
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The Cheat Mistress

The Cheat Mistress is your guide to all that best in Computer and Electronic games , she will help you in any place that you may be stuck or need help or simply a sexy guide through your latest game.

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    The Horror Collection - The Cheat Mistress

    Alan Wake

    Introduction

    Welcome to the world of Alan Wake, a psychological thriller teeming with hidden foes and dark corners. With objectives spread across ruined buildings, huge forests and various other shadowy areas, Alan Wake offers a good challenge. This guide should help you navigate the nastier points in the twisted story and find a good selection of the hidden goodies along the way.

    A few ground rules first. Light is your best friend in Alan Wake, make use of every opportunity to use it be it a generator, torches or flares. Your enemies are the taken, humans and inanimate objects wrapped in darkness; you’ll have to burn the shadows from them with light before you can kill them. Ammo (both for your projectile weapons and your light sources) may seem scarce at times but don’t be afraid to use it when you have to. You can only hold forty-two spare rounds for the revolver and twenty batteries for the torch so use rather than waste the relatively common pick-ups.

    Episode One: Nightmare

    The Hitchhiker

    Your adventure with Alan begins in his mind. You’ll play through a nightmare that serves as something of a tutorial for the events of the game. You’ll be led through some of the basic controls before your first objective is given- Alan needs to reach the lighthouse. Have a look around before you set out, behind your crashed car you’ll find some books written by Alan and at the opposite end of the road, near the broken bridge, you’ll find your first coffee thermos.

    Once you’ve had a look around head off down the hiking trail to the right of the bridge, use your radar to help navigate towards the lighthouse. You won’t get far before the hitchhiker that Alan ran down earlier will appear, wrapped in shadows. He’ll give chase and for now you have no way to defend yourself so run for it. The islands of light on the path don’t last long so keep running; after a short drop you’ll reach a checkpoint. The tutorial elements will continue, teaching you how to jump and how to dodge- something that comes in handy as the hitchhiker soon strikes again. Follow the instructions and slip by him.

    Continue along the path and soon the hitchhiker will make another appearance- you have to flee again this time so sprint across the bridge where a man is calling you. Head straight for the house, unfortunately the man who helped you is somewhat short lived and you’ll find yourself trapped inside. Don’t panic as your health is whittled down, you’ll be set free just in time. When the door smashes open run into the light.

    A voice will begin to guide you at this point, giving you some nifty pointers for survival. Stand under the lamp to heal yourself and then move on. Run down the stairs that the light builds for you and proceed. It’s all fairly straightforward at this point. You’ll soon be put into another nasty situation though as the hitchhiker will attack again. The voice will continue to guide you and, thanks to a few useful gifts from the light source, you can fight the hitchhiker this time.

    Use the torch and revolver as instructed to bring down the taken hitchhiker. Once you’ve finished him don’t forget to grab some ammo before you move forward. You’ll be attacked by more taken as you proceed, dispatch them in the same manner and you should have no trouble. When you reach the next safe zone grab the flare ammo from the emergency box (these boxes are bright red and they serve as one of the main providers of goodies through the game).

    Head onwards and you’ll soon be ambushed by three taken hitchhikers. This could be a little challenging if you don’t use the flare so fire it at the middle one and admire the fireworks. Further on you’ll reach a small cliff- kill the taken that emerge (some will come from behind) and head left over the planks of wood, jump down onto the bridge and a small cut scene will begin.

    As the cut scene ends it’s time to run for it. Run across the large bridge and weave around the damaged areas. Vehicles will be slung at the bridge from behind you so you’ll have to think fast. At the other end of the bridge is the lighthouse and the end of this mission. Before you run for the door into the house don’t forget to grab the coffee thermos on the bench outside. Get inside the lighthouse and it’s time to wake up.

    Welcome to Bright Falls

    With your entrance to the lighthouse Alice will wake Alan from the nightmare. You’ll find yourself on a ferry on the way to Bright Falls, time to relax for a moment. Walk to the front of the ferry and you’ll meet Pat Maine, the local radio host. Pose for Alice and take in the view as you cruise into the town. After Alan receives a call from Barry (his agent) you’ll be free to leave the ferry when you’re ready.

    Alice will drop you off at the Oh Deer Diner to pick up the keys to your holiday lodge from Mr. Stucky. While you’re here you can get to know some of the locals. Once you’ve dealt with Rose and the musicians grab the thermos at the back of the shop and head past Cynthia Weaver into the toilets area. Walk to the men’s room and knock on the door. A cut scene will begin and Alan will receive the keys from a shadowy woman who claims that Stucky is ill. Once you have the keys leave the diner. Shortly after you leave Stucky will burst from the diner, looking worst for ware, waving the real keys.

    After the cut scene you’ll soon arrive at the Bird Leg Cabin. Walk over the bridge as Alan talks about Alice’s phobia of the dark. The worn down cabin is lacking power so pop out back to activate the generator. Alice will go inside to settle in and Alan will take a moment to brood. Take a look around the island, it’s getting dark out though so it maybe best not to tarry.

    Have a walk around the cabin and take in some of the atmosphere. A box of books can be found on the ground floor along with a coffee thermos in the kitchen. Outside on the deck you can listen to Pat Maine on the radio and admire the view. When you’re ready take the stairs up to the bedroom where a cut scene will begin.

    Alice gives Alan a typewriter, striking a nerve due to his writer’s block. The two have a brief tiff and Alan will storm outside. When the cut scene ends run back to the cabin. On the way you’ll be attacked by taken ravens, use your torch to roast a few of them if you want but don’t slow down for too long. Run into the cabin and a cut scene will begin. Alice has fallen from the top floor into the water and Alan leaps after her.

    Stuck in the Forest

    Alan wakes up at the wheel of a crashed car, far from the lodge on the lake. Alan needs to find help but this means traversing a large forest in the dark to reach a gas station. Take some time to get your bearings- this time there is a book by Doctor Hartman in the boot of the car. Use your radar and set out for the gas station, it won’t be a quick jog through the wood like Alan’s dream was.

    A few steps onward and the car will topple from the cliff, along with the headlights. Time to quicken the pace. Continue on the forest path; you’ll soon encounter a bright light and a cut scene will begin. Alan finds the first page of his manuscript for Departure, the thriller he hasn’t written yet; you’ll be collecting quite a few of these pages on your travels.

    Further on and you’ll see a brief glimpse of a figure, don’t worry- no danger just yet. Press on and you’ll come across a large timber yard. Head down the path to the entrance- a fallen tree has formed a bridge over the fence. Before you cross grab the manuscript page just past the tree. Once you’re in the yard turn left and left again. Carl Stucky will be waiting on top of some logs, axe in hand. He’s one of the taken now, wrapped in darkness; you can’t fight him yet though, he’ll run off after a few insane comments.

    Explore the logging yard and you’ll soon find a coffee thermos and a manuscript page. Be careful just beyond the page as a pile of logs will collapse and fall from the left. Once the logs have settled continue past them and turn right. A cabin complete with bright shiny door will come into site but not long after Stucky will pounce. You’re still defenceless at this point so run for it. Get inside the cabin and a short cut scene will begin. Alan will find the bare essentials in the cabin- a torch and a revolver. When you regain control grab all of the ammo and batteries lying around. Once you have your supplies pick up the phone towards the end of the room. Alan will try to make a call but Stucky will down the phone lines outside.

    Stucky won’t stop there though; he’ll ram the cabin with a bulldozer, trying to push it (and you) off the cliff. The door won’t open at first but don’t worry, wait a moment and as the cabin begins to topple off the cliff give the door another try. It should fly open (or simply drop off from the vibrations) and you’ll be free.

    Get your bearings and head back towards the yard, you’ll be attacked by a couple taken after you pass through the gate but it’s nothing you can’t handle with your knew torch and sidearm. Kill the taken and then aim your torch at the stack of logs under the roof. Arrows will guide you to the left where you’ll find a box with a flare gun within. Grab the gun and head back around to the other side of the building to disable the power. This will make the electrified fence safe to cross and you can proceed.

    Over the fence and you’ll be attacked by a taken. This is the first of many that will throw objects at you so be ready to dodge. Grab the ammo and batteries from the emergency box on the right and head forward. Continue until you reach the forklift and then head left to pick up a manuscript page from the broken hut. Go back to the forklift and run down the side path on the right of the dirt track. There will be a quick drop down, after this be careful of the steep drop on the left.

    Take the woodland path on the right and head straight on. Eventually you’ll reach a fallen tree forming a bridge over the stream. Cross over and turn left to find a coffee thermos, then turn around and go to the right of the tree bridge and collect the manuscript page. Once you have these items continue forward to the next island over another set of logs. On this island you’ll find some lithium batteries but don’t stick around here, press forward and you’ll be confronted by two taken. Kill them and head up towards the logging area. Head left and follow the hidden arrows to find a hut up on a hill with some batteries inside. Backtrack to the broken staircase on the right of where you came from, grab the goodies from the emergency box and proceed.

    The logging site isn’t as complicated as it initially looks, grab the supplies from the red box and then take a look around. You’ll find a coffee thermos under a tree, a generator guarded by taken and a hut with both a manuscript page and a shotgun in it. Activate the generator and pop in the hut to grab the shotgun and page (the hut is right of the generator). Once you have power, head back to the large beam near the emergency box to find a lift control. Use this to form a bridge using the suspended logs.

    Climb up the logs and cross your new bridge. On the other side you’ll find a hut with a shotgun and a radio inside. Take a moment to listen to the story of Toby the dog and then head back outside. To the left of the shack you’ll find a flare gun hidden in a box. Return to the main path and head onwards, you’ll soon find a manuscript page in the middle of the path. Just a little further on you’ll find a coffee thermos on the cliff edge.

    Turn left and head down the path, there will be a quick drop after a short walk. The station should be getting close now. Head forward into the trees and you’ll come across a generator. Be careful as there will be random attacks from behind by taken in this area- they’re getting sneaky! Activate the generator to create an island of light in the wood and then head on a little more from the generator to find a thermos on the cliff edge.

    Use your radar to head straight for the station, you’ll find a foreboding manuscript page in the middle of the path away from the trees. Run up the hill, at the top you’ll find an emergency box and a short drop just beyond. Ignore Stucky’s rants and head left at first; follow the arrows to find a flare gun. Once you have the gun turn around and travel in the opposite direction.

    The station should be in view up ahead now along with a page in the middle of the road. Be prepared here- you’ll be ambushed by two taken from behind.

    Dispatch the taken and then pick up the page. To the right is a hut with a shotgun, batteries and a TV. Stop to watch the program if you like, if not hit the button to open the locked gate outside and pop back out to head into the area ahead.

    Once inside head straight forward, it won’t be long before Stucky finally attacks along with a large batch of taken. Be careful here, Stucky is much tougher than the other taken and many of them can slip through the shadows with more speed than those you’ve encountered before. Pull out the flare gun if needed- this is certainly the time to use it.

    Once you’ve cleared the area press forwards. You’ll find coffee on the back of the crane ahead. Continue onwards and open the gate, beyond this is a hill leading up to the main section of the station. Head around to the side and enter, ahead is the Deer Fest float- to the side of it you’ll find the last (non-nightmare difficulty) manuscript page for this episode. Also, at the far edge of the station, opposite to the main building, there is a coffee thermos.

    Head inside and explore the station, make sure you watch the TV for some eerie plot hints. Check out the Deer Fest poster and grab the phone. This will initiate a cut scene as Sarah Breaker comes to pick Alan up and take him to the lake where his cabin should be. To Alan’s horror the cabin hasn’t been there since the 70s.

    Episode Two: Taken

    New York- Three Years Ago

    Episode two opens with a glimpse at Alan’s past. You’ll find yourself in Alan and Alice’s flat; take some time to look around. You’ll find a coffee thermos in Alice’s work room, a manuscript page in Alan’s study and a radio in the bedroom (featuring a weather broadcast). When you’ve finished head to the kitchen to put the coffee on and then speak to Alice. She’ll send you to your study to take a look at the mock ups. Pick these up and the lights will go out. Don’t worry; there are no enemies here, just head to the front door to the fuse box. It’s a full power outage so Alan will grab a torch instead- walk to Alice with the flashlight in hand and a cut scene will begin.

    Bright Falls- Present Day

    When the scene ends you’ll find yourself back in Bright Falls in the present day. Once Dr. Nelson has finished looking over your injuries leave the room and head out into the reception area of the police station. You’ll see Cynthia Weaver playing with the lights here as well. There is a coffee thermos and a manuscript page in the room opposite along with a police terminal where you can hear the police talking about Stucky.

    Walk down the long corridor left of the starting room to find the Sheriff’s office. Grab the mobile on the desk and after a brief chat with Sheriff Breaker Alan will receive a call. A man claiming to have kidnapped Alice wants Alan to stop talking to the police. Take the corridor past the blue door and pop into the last cell on the right to grab a page. Exit the station and grab the thermos on the rock opposite to the door. Then head left into the grassy area and kick the wooden plank down to get to the rusty truck. Pick up the page on the rock to the right and grab Alice’s driving license from the old vehicle.

    Head back to reception where Barry will show up. After Alan gets a little angry with Dr. Hartman Barry will take him to the Elderwood Visitor’s centre to grab the keys to the lodge. A quick look around will reveal Bucktooth Charlie (a woolly mammoth exhibit) and a coffee thermos on the kitchen counter. Head outside to find Rusty the ranger and his dog Max. Rusty needs a form so pop back to reception to sign and grab it and take it back outside. Pick up the keys from Rusty and you’re all ready to leave the centre.

    Journey to Lovers’ Peak

    Barry will take Alan to the lodge where the dangerous part of this episode begins. Have a quick search of the building and you’ll find a coffee thermos in the kitchen. When you’re ready leave the cabin and head right around the building, you’ll find a coffee thermos near the hot tub. Back track the way you came and head down the stairs to the dirt track.

    Ahead you’ll find a hut behind a yellow car; grab the page next to the hut and continue down the dirt track. Drop in on the first cabin on the right for some ammo and a radio, hit the lights and keep a keen eye on the window. Head back out and continue down the path. The next cabin (with the white trailer outside) isn’t looking as safe but pop in and have a look at the TV if you feel like it.

    Continue down the path and you’ll soon find a page on a crashed car, head a little bit further and you’ll hear gunshots in the distance. Run towards the Visitor’s Centre- Rusty is in trouble. As you arrive at the collection of buildings you’ll find a shed on the left with coffee inside, grab this and head for the centre.

    Inside you’ll find Rusty with a mangled leg. After the cut scene grab the keys to the Ranger Office and head back outside. The Ranger Office is the building directly opposite with a fallen tree through the roof. Just before the entrance is a manuscript page, pick this up and head inside the office. At the end of the hall is another page, grab it and walk into the room on the right. Inside you’ll find ammo and an axe in the circuit breaker- no lights for you.

    As Rusty screams run back outside and watch out for the liquid darkness on the floor- this is mostly just fun to burn away with your torch but if you walk on it you’ll take a little damage. A couple taken will emerge from the Visitor’s Centre, kill them and go inside. The right wall at the back of the building has had a large hole broken through it; go through into the picnic area. Here you’ll find ammo in a shack on the left, go grab some and then turn around. Rusty, now a taken, will leap from the roof of the building.

    Watch out for Rusty, he’s a bit shifty and he’ll warp through the darkness making him hard to track with your torch. Bring him down and two taken will burst through the gate at the side of the area. Kill them and stock up on ammo before heading out through the gate they came from. Travel down the hill, through the gate on the left and down the stairs, Barry will call when you reach the bottom.

    Head down the path following the signs to Lovers’ Peak and grab the page from the park bench. Continue on the path until you reach the top of a set of stairs, grab the goodies from the emergency box and travel down the steps. Cross the bridge and head left into Moonshine Cave, despite the ominous surroundings your aren’t in danger here. At the back of the cave is a secret stash including a shotgun. Turn back, head to the bridge and follow the sign towards Lovers’ Peak.

    Be prepared for an ambush when you reach the area with the phone box, two taken will attack from behind and a third will try to flank you. Take them out and head over the bridge towards Lovers’ Peak, on the right after the bridge is a bench with a page to collect. Back to the path and head straight on for a while. After a reasonably long trek you’ll reach a large hollowed out tree- a taken will emerge and lunge at you, supported by two others shortly after. Take them out and head to the left where you’ll find a safe zone with some shotgun ammo. Return to the hollow tree and travel forwards under the arch. As you travel down the winding path three taken will attack and shortly after you’ll be ambushed by two more- one from each side. Cross the bridge ahead and reactivate the light by starting up the generator.

    Move on and open the emergency box for some supplies and then turn left to find a manuscript page. Up ahead you’ll pass a bear alert sign, watch out for an attack by many taken here. Once you’ve dealt with the attackers take a right at the crossroads following the Lovers’ Peak sign. Under the arch and you’ll find a fork in the road, the right path leads to a tree ring exhibit but no supplies or collectables. The left path appears blocked but a closer look will reveal a broken fence you can jump over. Just ahead is a page on a boulder, grab this and push forward. Follow the path and use the green button to call the cable cart.

    Climb about the cart and wait as you travel across the chasm, half way across ravens will attack- nothing you can do here just wait until the cart slams into the other side. A cut scene will introduce a man that Alan believes to be the kidnapper. For now you’re working together and you’ve lost your gun in the cart crash so he’s doing the shooting. Follow the kidnapper up the path and use your torch to disable the taken in the way so he can gun them down. There is a box of flares on the way, make sure you grab them as you’ll need them soon.

    You’ll find your path blocked after a while and the kidnapper will instruct you to hold off the taken while he clears the way. Don’t use up your flares too quickly- you can hold the taken off for a while with your torch alone. When the kidnapper clears the way move on and keep shining down the taken for him as you proceed. Eventually you’ll reach the top of the hill and Lovers’ Peak; before you walk out onto the wooden platform check behind the sign on the right for a coffee thermos.

    Here you’re going to have to make a stand with the kidnapper. Hold off the taken using all means at your disposal, they’ll come from the path at first but soon they’ll come from the cliff to the side and also start climbing the sides of the platform. Once you’ve dealt with the taken there will be a cut scene and Alan will lose his cool with the kidnapper. You’ll take a tumble from the platform and the kidnapper will make a run for it, disappearing into the forest.

    Getting Back to Barry

    With the kidnapper gone and his demands made Alan now needs to get out of the forest. Grab the nearby ammo and set out for the last part of this forest outing. Ahead is a manuscript page and beyond is a log bridge for you to cross. Head over to the middle island and then take the next bridge over to the other side.

    Continue on the path and beware of the bear traps on the way- if you spring one it’ll bring on a taken attack. Use your torch to light up the traps and make them easier to dodge. Make use of your radar as best as you can here as it becomes a bit of a maze. Proceed carefully and you’ll soon find a barrel with some ammo on top and a page on a ridge.

    After a while there will be a loud noise, fend off the taken that attack in this area and move on until you find a table and a barrel with more ammo on top. Head to the right of this area for a while and then turn left to climb up towards a generator and a couple shacks. Turn the generator on and collect the ammo nearby, there will also be a page under one of the shacks.

    Cross over the boards ahead and you’ll find a crashed plane, if you climb up to the right wing you’ll be able to access a secret stash with some flares. When you’re done exploring turn away from the plane, head back the way you came and drop down the rocky slabs. This part of the forest is somewhat misleading so keep your wits about you and be careful of taken attacks. A little ahead there should be a generator and ammo, use this area as a waypoint to get your bearings.

    Using your radar you should soon see a light up ahead, head towards it and watch out for ambushes. Keep a look out for the coffee on the ridge to the left when you get close to the building with the water wheel. Cross the bridge over to the building and be careful of falling into the river. Climb the ladder on the right and move quickly when you get to the top- the platform will collapse into the river. Drop down from the safe platform and head into the building.

    Move up and on the first floor head into the side room and outside to find a hidden page. Continuing up to the second floor, travel up to the top and kick the weight down to make a bridge. Cross over and grab the page on the other side of the room. Entering the next room you should find a coffee thermos on the right and a ladder on the left; head up the ladder to the top floor and use the door to exit the building. Cross the wooden platform to get to the path and turn left to find some crates. A very tough taken will attack here, bring him down and then turn left into the building to pick up a hunting rifle.

    Back outside travel around the building to find a fence and use the wooden plank to climb over. Cross the bridge and grab the goodies from the emergency box. Head straight up the hill and watch out for the falling logs on the right. There will also be two tough taken at the top of the hill, kill them and move to the left at the top of the area for some supplies.

    Follow the path, go through the gate to the camp grounds and be prepared. A taken with a chainsaw supported by two lackeys will strike, the weaker taken are easily dispatched but the chainsaw wielder will take some work from the torch and six shots from the revolver to kill (use a flare if you have to).

    Follow the signs to the camp grounds and use the stairs up to the tower. Barry will call here to let you know he’s being attacked by birds. Head over the bridge and into the complex ahead. Get the supplies and explore the area; you’ll find a locked garage on the right and a large building nearby. Go to the large building and explore the two toilets- there is a page outside, ammo in the lady’s and the key to the garage in the men’s. As you leave the men’s loo beware of an attack by a taken from a cubicle on the left.

    Head over to the garage and jump into your first vehicle. Drive out of the camp and blast the taken with your headlights. Use your radar to navigate; this part is relatively straight forward. At one point you’ll find the road blocked, go to the left and drive up the ramp to bypass the block. Cross the bridge ahead and take a left into the car park, drive through and head right at the end. Follow the curling road and go under the Elderwood arch into the Visitor’s Centre area.

    You’re back on familiar ground now and close to the lodge. Further up the road there’s a car and a camper van blocking the way. Don’t try to ram them, they won’t budge- it’s time to ditch the vehicle. Move up the road on foot and grab the flare gun by the truck ahead (this will be very useful). Deal with the taken that attack up ahead and move on. The kidnapper will make another call here to remind you of his demands, travel up the path as he talks and you’ll soon see the lodge ahead with a vast swarm of ravens above it.

    Grab the ammo at the base of the stairs and head for the lodge. You can’t get in so travel around to the back of the building and collect the ammo lying around. Flocks of birds will begin to attack; your flare gun is the ultimate weapon here. Wait for them to get close and then fire a flare into the flock- you should be able to destroy one flock at a time. Be careful, you have to time your shots well to bring them down before they hurt you.

    With the birds banished Barry will open the door and a cut scene will begin. Alan struggles with his writer’s block with Alice’s life on the line and Barry agrees to go into town to find clues. The second episode closes with a plot twist as Rose, now a taken, lures Alan and Barry into a meeting.

    Episode Three: Ransom

    Finding Rose

    Episode three opens with Alan and Barry’s arrival at the trailer park in search of Rose. After a call from Sheriff Breaker about the arrival of FBI Agent Nightingale, you’ll be free to have a look around the trailer park. Randolph will offer to lead you to Rose’s trailer, don’t bother wasting your time nosing around, the only item of interest on the way is a coffee thermos on the right at the end of the path.

    Follow Randolph to Rose’s trailer and give the door a knock. A cut scene will begin and Alan will find himself drugged by Rose. After a few disturbing images Alan will wake up in Rose’s bedroom, after watching the TV grab the thermos in the kitchen, check on Barry and head out of the trailer. Outside head the way you came, there still isn’t much to see here- there’s a radio on the way and that’s it. Head to the park entrance

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