Microsoft Alan Wake User Manual

Page 1
CONTROLs
Aim, Boost
Sprint, Dodge
Move, Focus (click)
Weapon Switching
Manuscript Page Menu
Camera Control
Start Game, Pause Menu
Fire
Throw
Y Insert Batteries
B Interact, Back, Skip
0310 Part No. X16-42807-01
A Select, Jump
Blood Language Use of Alcohol Use of Tobacco Violence
Page 2
WARNING Before playing this game, read the Xbox 360® console and accessory manuals for important safety and health information. Keep all manuals for future reference. For replacement console and accessory manuals, go to www.xbox.com/support.
TABLE OF
WELCOME TO BRIGHT FALLS 2
Important Health Warning About Playing Video Games
Photosensitive Seizures
A very small percentage of people may experience a seizure when exposed to
certain visual images, including ashing lights or patterns that may appear in
video games. Even people who have no history of seizures or epilepsy may have an undiagnosed condition that can cause these “photosensitive epileptic seizures” while watching video games.
These seizures may have a variety of symptoms, including lightheadedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, or momentary loss of awareness. Seizures may also cause loss of consciousness or convulsions that can lead to injury from falling down or striking nearby objects.
Immediately stop playing and consult a doctor if you experience any of these symptoms. Parents should watch for or ask their children about the above symptoms—children and teenagers are more likely than adults to experience these seizures. The risk of photosensitive epileptic seizures may be reduced by taking the following precautions: Sit farther from the screen; use a smaller screen; play in a well-lit room; and do not play when you are drowsy or fatigued.
If you or any of your relatives have a history of seizures or epilepsy, consult a doctor before playing.
The Entertainment Software Rating Board (ESRB) ratings are designed to provide consumers, especially parents, with concise, impartial guidance about the age­appropriateness and content of computer and video games. This information can help consumers make informed purchase decisions about which games they deem suitable for their children and families.
ESRB ratings have two equal parts:
Rating Symbols suggest age appropriateness for the game. These symbols
appear on the front of virtually every game box available for retail sale or rental in the United States and Canada.
Content Descriptors indicate elements in a game that may have triggered a
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For more information, visit www.ESRB.org.
ESRB Game Ratings
ON FRONT
VIDEO GAME
E
ON BACK
Cartoon Violence Mild Lyrics
CONTENTS
GETTING STARTED 3
CONTROLS 4
GAME SCREEN 6
CHARACTERS 8
ENEMIES 10
FIGHTING WITH LIGHT 12
SAFE HAVENS 13
LIGHT-BASED WEAPONS 14
CONVENTIONAL WEAPONS 16
BE ON THE LOOKOUT FOR... 17
DRIVING 18
MAP OF BRIGHT FALLS 19
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2
3
WELCOME TO BRIGHT FALLS
GETTING STARTED
Alan Wake has a problem and it just might get him killed. A best­selling thriller writer, Wake and his wife, Alice, have rented an isolated
cabin outside of Bright Falls, a scenic town in the heart of the Pacic
Northwest. It should be the perfect getaway, a chance for Wake and Alice to reconnect, and for Wake to overcome the writer’s block that has sent his career and his marriage spiraling out of control. Bright Falls hides a dark secret, though, and the charming cabin on the lake is not what it seems. When Alice goes missing, Wake’s desperate search for her will take him deep into the dark woods and to the very edge of madness.
On the Start Screen, press
To begin playing, select New Game, then select the storage device for your saved game. Next, choose your difculty level: Normal or Hard.
After you complete the game, you will unlock the Nightmare difculty level, where you will be truly tested.
to open the Main Menu.
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4
5
CONTROLS
Aim, Boost
Sprint, Dodge
Move, Focus (click)
Weapon Switching
Manuscript Page Menu
Start Game, Pause Menu
Fire
Throw
(Hold down to hold are)
Insert Batteries
Interact, Back, Skip
Reload Weapon
Select, Jump
Camera Control (Click to change shoulder view)
NOTE: The default controller layout can be modied using the Options menu.
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6
7
GAME SCREEN
Health Meter
Compass Remaining ashlight power
Number of available batteries
Number of available ares or
ashbangs
Selected weapon and available ammo
Current objective Manuscript pages
Weapon Selector
Flashlight beam acts
as a reticle
Key in possession
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8
9
CHARACTERS
ALAN WAKE
A best-selling thriller writer, Wake has been suffering from writer’s block for over two years. Unable to write, unable to sleep, Wake is a volatile man whose marriage is in jeopardy. At the urging of his wife, Alice, they have left New York City and come to the Northwest woods for a desperately needed vacation.
ALICE WAKE
An accomplished photographer and natural
beauty, Alice is Wake’s wife and condant.
Deeply troubled by Wake’s self-destructive tendencies, she has initiated their trip to Bright Falls. Devoted to her husband, Alice
has demons of her own: a profound terror of
the dark.
BARRY WHEELER
Wake’s childhood friend and literary agent, Barry is a high-strung, high-powered New Yorker, bulldozing his way through life. Allergic to dust, grass, pollen, and small towns, Barry is completely out of place in bucolic Bright Falls, but he travels there without hesitation when he senses that Wake needs him.
SHERIFF SARAH BREAKER
Chief law enforcement ofcer for Bright Falls,
Breaker is a smart and authoritative young woman who wears a badge, but the badge
doesn’t wear her. As condent piloting a
helicopter as jailing a drunk logger, Breaker isn’t swayed by Wake’s celebrity and will stop at nothing to get to the bottom of the mystery.
DR. EMIL HARTMAN
A brilliant psychiatrist, and author of The Creator’s Dilemma, Hartman specializes in
the long-term treatment of troubled artists at his Cauldron Lake Lodge. Considered distant and arrogant by the townspeople, Hartman’s methods are unorthodox, and his results uncertain. Some patients are restored to their former artistic lives after a few months, while others remain under his care for years without improvement.
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ENEMIES
TAKEN
Taken are humans who have been possessed by a dark presence. While they still look much like their former selves, they are murderous, mindless puppets, and cannot be saved. Taken are protected from harm by a shroud of darkness. In order to defeat
them, you must rst destroy the darkness
with a light source. Taken can then be killed with conventional weapons. When destroyed, Taken disappear without a trace.
Taken come in several varieties. Typically, the small ones move faster but can take less damage, whereas large ones are slower, but can withstand more punishment. Some Taken can seemingly teleport over short distances, attacking almost without warning. The damage Taken can do is relative to the size of their weapons. Whether hand-held or ranged, Taken will come at you with everything from sledgehammers and pickaxes to mallets, scythes, and even chainsaws.
RAVENS
Just like the Taken, some ravens are possessed by the darkness. While they aren’t very dangerous individually, they have strength in numbers. Ravens usually attack in
ocks and can pose a real threat, especially
on narrow mountain paths or when you are
being attacked by Taken. Ravens are difcult
to hit with conventional weaponry, but they can be destroyed with the boosted light of a
ashlight beam, or better yet, a shot from the are gun.
POLTE RGEIST OBJECTS
The darkness can take over inanimate objects such as barrels, gates, and furniture, turning them into weapons to be levitated and hurled at you. It can even control cars, tractors, and threshers in its attempt to bring you down. Use a light source to destroy them.
Some Taken have stronger protective shadows than others, and these shadows can regenerate if not completely destroyed.
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FIGHTING WITH LIGHT SAFE HAVENS
Light sources are essential to defeating all who are Taken. When you cast a light on a Taken, you will see a corona of light that gets smaller
and smaller as the darkness is depleted. When you see a bright ash,
the protective darkness has been removed completely and you can use a conventional weapon to destroy the unprotected Taken.
Light can be used to deal damage against Taken, but it can also provide Safe Havens that Taken cannot enter. Safe Havens usually come in the form of streetlights, but be on the lookout for generator-powered light stands. When you are low on resources and faced with overwhelming numbers, the best choice is to sprint to the nearest light source.
If you can avoid taking damage, your health will slowly recharge on its own. Safe Havens, however, restore an injured player’s health very quickly.
Generators are usually connected to light-stands, or they power
overhead lights. Keep an eye out for ashing green bulbs, which can
indicate the presence of a generator. Press to start the generator.
When the ywheel appears, press , then wait until the ywheel
circles into the green zone each time before pressing the button again.
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LIGHT-BASED WEAPONS
Hand-held lights are an essential part of ghting Taken. Each one can
be boosted by pulling . This will take down the darkness faster, but
it will also run down your batteries fairly quickly. All ashlights and
lanterns will slowly recharge when not using boost.
SEARCHLIGHT
The most powerful light-source, searchlights are few and far between, so make the most
of it when you nd them. Searchlights
are able to destroy even the largest, most powerful Taken.
FLAS HLIGHT
The basic ashlight lights your way through the dark forests
and mills of Bright Falls, and when needed, it will burn off the cloak of darkness that protects the Taken.
HEAVY-DUTY FLAS HLIGHT
The greater battery capacity of the heavy-duty ashlight
allows for longer sustained boosting, making it more effective at stripping away the darkness from Taken.
LANTERN
The lantern is more powerful than the heavy-duty
ashlight, but it has limited boosting capacity.
HEAVY-DUTY LANTERN
Upgrade to the heavy-duty lantern and you will have the most powerful of the hand-held light sources. Not only does it cast a brighter light, but it has the added advantage of longer sustained boosting.
FLA RE
Flares burn very brightly, but only briey. Especially
effective when surrounded by numerous Taken, they can provide temporary safety for you while they drain the protective darkness from Taken. Flares are
most effective against poltergeist objects, which can be destroyed by
light alone. To clear a passage for yourself, you can hold lit ares in
your hand by holding down .
FLA RE GUN
The are gun does tremendous damage to all
enemies, and it can destroy weaker Taken instantly.
When ghting multiple Taken or poltergeist objects,
it has the advantage of dealing damage at a distance. Of course, the
are gun comes into its own when ghting ocks of Taken birds, which explode like reworks. The are gun is a single-shot weapon that needs
to be reloaded between shots.
FLAS HBANG GRENADE
Flashbangs explode with a blinding ash of light
that disintegrates Taken instantly. This is a single­use weapon that you can make the most of when surrounded by multiple Taken.
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CONVENTIONAL WEAPONS BE ON THE LOOKOUT FOR...
Unless the light is exceptionally intense, like a are gun, a searchlight, or a ashbang, light alone is not enough to destroy a Taken and you
must follow up with a conventional weapon.
REVOLVE R
Your most basic weapon, the revolver holds six rounds. It can take out the weakest Taken with a single shot, but more powerful enemies require several shots before they go down.
SHOTG UN
The break-action shotgun holds only two rounds. It does signicantly more damage than the revolver, and both barrels can be red in quick
succession, but it needs to be constantly reloaded. It’s possible to hit several enemies with a single shot using both the shotgun and pump­action shotgun.
PUMP-ACTION SHOTG UN
The pump-action shotgun deals the same damage as the standard break-action shotgun and is also capable of hitting several enemies
with a single shot. Although it has a slower rate of re, it holds eight
rounds of ammunition so less reloading is required.
HUNTING RIFLE
The most powerful conventional weapon in the game, it is capable of
eliminating most enemies with a single shot. It holds ve rounds of
ammunition.
BEAR TRAPS
The woods are a dangerous place and along with Taken lumberjacks, possessed tractors, and a trigger-happy FBI agent, you’ll have to stay on the lookout for bear
traps. These can be difcult to spot, but are often placed in clusters. Use your ashlight to see the telltale glint of metal. If you get caught in a
trap, you are stuck until you can free your leg. Press rapidly to pry the trap open.
LIGHT-SENSITIVE TEXT
There are more uses for that ashlight than killing
Taken. Cast your beam across rocks and walls to
nd helpful markings left by a fellow traveler. Some
markings indicate the best direction to travel, while others point you to weapons and supply caches, or clues to the mystery you are facing.
MANUSCRIPT PAGES
As you explore Bright Falls, you will discover pages to the manuscript of a novel entitled Departure.
Read closely and you will nd that they paint a
picture of the growing chaos across town, and sometimes reveal events before they occur. As you collect the pages, they will be stored in your
inventory. You can read them as you nd them, or
later, by pressing the button.
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DRIVING
You have your choice of many cars in Bright Falls, ranging from vintage pickup trucks to the latest all-wheel drives. Not only will they get you around town, but they can also be used to deal with Taken on the roads. Either run them down, or boost your headlights using the button.
Only cars that have their interior lights on can be driven, so once you spot one, approach it and press to enter.
Use to accelerate and to brake or reverse. To steer, use .
In the Options menu, you can change the driving controls so that you use  to go forward or back, and  to steer. To boost your headlights, use .
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Limited Warranty For Your Copy of Xbox Game Software (“Game”) Acquired in the United States or Canada
Warranty
Microsoft Corporation (“Microsoft”) warrants to you, the original purchaser of the Game, that this Game will perform substantially as described in the
accompanying manual for a period of 90 days from the date of rst purchase.
If you discover a problem with the Game covered by this warranty within the 90-day period, your retailer will repair or replace the Game at its option, free
of charge, according to the process identied below. This limited warranty: (a)
does not apply if the Game is used in a business or for a commercial purpose;
and (b) is void if any difculties with the Game are related to accident, abuse,
virus or misapplication.
Returns within 90-day period
Warranty claims should be made to your retailer. Return the Game to your retailer along with a copy of the original sales receipt and an explanation
of the difculty you are experiencing with the Game. At its option, the
retailer will either repair or replace the Game. Any replacement Game will be warranted for the remainder of the original warranty period or 30 days from receipt, whichever is longer. If for any reason the Game cannot be repaired or replaced, you will be entitled to receive your direct (but no other) damages incurred in reasonable reliance but only up to the amount of the price you paid for the Game. The foregoing (repair, replacement or limited damages) is your exclusive remedy.
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