Night Springs: Alan Wake 2 Episode Walkthrough

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The first add-on for Alan Wake 2, titled Night Springs, brings three episodic adventures based on a TV series within the game world. The episodes are short and focused, offering a handful of challenges that can block players at times. This walkthrough summarizes the main path and notable tasks, helping readers enjoy more of the eerie universe created by the horror writer’s stories.

Episode 1: Devoted Fan

The player steps into the role of a server who adores Alan Wake, returning players to a familiar coffee shop setting. The character must move through the hall to tend to guests and keep the customers satisfied.

From the central pillar, the player retrieves the coffee pot, serves drinks to patrons, and stacks plates from under the pastry trays. A guest seeks dating advice, and the player can choose dialogue options to shape the outcome.

Collected dishes are taken to the dirty dish rack. A patron asks for a book suggestion, and the heroine immediately thinks of Alan Wake’s novel. The player then exits the hall through the first door on the right, finds a wall table with a fish display, and notes on the walls may be read without affecting progression.

Reading the novel causes the fish to come alive and speak in the author’s voice, who now needs help. The player should move to the utility room behind the dish area, where weapons await. A rifle and a shotgun are available for pickup.

Leaving the restaurant, the player proceeds to the end, interacts with the exit door, and advances toward a confrontation with Alan Wake’s evil twin. After dialogue, a lengthy combat sequence begins. The player will face multiple attackers; ammunition is plentiful, and there are many boxes of consumables. Flashlight use is not mandatory for this section. After the skirmish, the area is inspected, and remaining ammo is gathered. A hole in the fence near the twins marks a retreat toward a forest trail, following a motorcycle fire path into the woods.

In the forest, enemies appear near a bridge. To the left of the bridge sits a hut with cartridges. A fork in the path leads left, then right at the next fork to discover a book resting on a tree stump. Reading it does not impact progress and the add-on contains no hidden secrets.

Reaching the motorcycle, the cabin on the second floor is explored. The twin is absent there, so the player goes downstairs to the beach and talks to the water’s edge twin, then eliminates the remaining attackers.

Returning to the house, the fiery motorcycle trail is followed back into the forest, eventually bringing the player to a deer and then to the mansion. The confrontation with the twins features explosive hearts that must be shot before they strike and waves of hearts that require dodging. The battle is intense, so careful timing is essential. Breaks allow for focused attacks on the twin. Near the end, the boss transforms into a wolf, which behaves like a standard beast from the main campaign. Victory leads to a conversation with the defeated twin and a return to the mansion.

To clear floors, players can ascend to upper levels, where additional formidable enemies await. The mansion layout from the main game is familiar, and the last floor yields a path to Alan himself.

Watching the video concludes Episode 1, leaving players ready for the next adventure.

Episode 2: North Star

The protagonist shifts to Control while near a park area seen in the main game. The path forward starts at the park gate, which is locked, and a panel on the right requires a code. The code becomes apparent after inspecting a box to the left of the gate: 238. Further ahead, a coffee bar presents another code, but progression comes through continuing to the Gazebo as the ghost guides the way to the green-lit area.

A sheriff must be spoken to, and a pistol with a flashlight is retrieved. The spirit guides the route, and the player must dispel darkness with light to defeat three shadowy figures.

In the warehouse, the intercom demands a password, but none of the provided options work. Returning to the gazebo near the TV and chairs reveals a missing tape in a VCR; the sheriff reveals that the Ferris wheel cabin 4 hides the tape. The wheel’s height makes it easy to spot as the journey continues. Along the way, players encounter several consumable boxes, some with locks requiring memory of illuminated button sequences.

At the wheel, a set of shadows must be defeated before the ride is activated. Start the wheel and wait for position 4 to reach the bottom, then stop the ride and pick up the tape. The viewing area becomes the stage to record. The test word to reveal the clue is WHERE.

Return to the intercom for further confirmation. A coffee roasting temperature must be learned, which sends the player back to the coffee shop where helpful tips now appear. The code for this step is 487.

Back at the intercom, the player places a call and, after tasting coffee in the tasting room beside the Ferris wheel, returns to the intercom with weapons surrendered, and heads inside again. Large thermoses of coffee are present in the warehouse; if spotted, they spell instant danger, so players should hide behind bags and quickly move right, then right again to a cupboard containing a key.

Inside the warehouse, a door on the right leads to a cellar accessed by the sheriff. Downstairs, progress continues along the path, and the video concludes Episode 2 when the narrative reaches its stopping point.

Episode 3: Time Destroyer

The player steps into the shoes of actor Shawn Ashmore. Interactions start with a chat with Sam Lake and proceed to a break room. Moving left from the stage, then right to the hallway’s end, enters a locker room. Examining the script and the body triggers a transformation as Control appears, and the player wakes up in a forest setting.

The journey follows planks through undergrowth toward stairs leading to houses, with the goal of finding a TV that requires an energy charge to activate a portal. Exiting the trailer and heading down a stairway, a left turn is necessary to continue the sequence.

A stream path to the left reveals a large glowing polyhedron; charging the device there allows progress back to the trailer. Defeating the lone shadow near the corpse clears the way to the trailer where the device is charged and transported to another dimension.

This new dimension places the player in a hotel room with a chest of drawers containing cartridges. After defeating a shadow in the hall, three directions with clock faces—12:00, 15:00, and 18:00—present themselves. A clue shows the arrows needed to reach the energy source: right, right, left. Returning to the TV in the hall at noon, shadows proliferate, making grenades a practical choice.

Entering the TV transports the player into a comics world where reading advances the plot. Sean becomes a 2D game character, moving right to defeat waves of clones. A single button press guides the hero to highlight shadows and fire automatically when needed.

In the new world, progress leads toward light, defeating shadows near the polyhedron and recharging the device to resume at the TV. The narrative choices occur in a dialogue phase where options include assembling and gathering, with later choices affecting the character names involved. The decision to think about the red-haired girl shapes the developing story but does not alter outcomes. A pendant with a spiral triggers a cutscene that ends the episode.

Other guides

  • Walkthrough of Alan Wake 2 – all the evidence, pages, hiding places, weapons and lunch boxes
  • All passwords and codes for locks in Alan Wake 2: locked doors, combinations for safes, weapon chests and terminals
  • Children’s songs in Alan Wake 2: how to solve, find all the dolls and get pendants
  • Cultist caches in Alan Wake 2: how to find, open all cult caches and get the key to the lighthouse
  • Where to find all the lunch boxes in Alan Wake 2
  • Bolt cutters in Alan Wake 2: how to find and where to use
  • All actors of the game Alan Wake 2 – who played Saga Anderson, Tim Breaker, Alex Casey and Alan Wake
  • Where to find all the weapons in Alan Wake 2 and how to get them: pistols, shotguns, rifle and crossbow
  • Optimizing Alan Wake 2 graphics for weak PCs – removing soap and increasing FPS
  • How to find all the stuffed deer in Alan Wake 2 and open room 108
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