Late Night is the third chapter of Alan Wake 2 and the first chapter for Alan’s side of the game. After resurfacing from the lake after being gone for years, Alan tries to remember his escape attempts from the Dark Place.
Read ahead for a complete walkthrough on the events of Initiation 1: Late Night in Alan Wake 2, including tips on how to complete every objective.
The chapter starts with Alan, in his recollection of events, realizing that he’s in a dressing room. He then finds himself in a talk show talking about the book that he wrote – a book that he has no recollection of.
Once you get control of Alan, head towards the open door to the left and go through the corridor until you reach the Old Gods of Asgard dressing room.
Take note of the neon sign on the wall in the next room: 665. You will need this code to open the door to progress through the studio.
The adjacent room only has a book that you can inspect. Go back into the corridor and look the panel beside the door. Enter the 665 code to open the door.
In the next dressing room, approach the TV where you’ll briefly see the face of Alan.
Head out the other door and enter the Storage room where you will have to make your way through the racks to reach the next door.
As Alan struggles to open the door, an unknown figure appears to be hunting him. Alan fails to open the door and the creature gets to him, and when he comes to, he finds himself back in his Writer’s Room.
In this room, he gets to build his story from clues and memories, much like how Saga does it in her mine place. In Alan’s version, he has a Plot Board where he pieces all the information he gets to try and remember the book that he supposedly wrote.
Get back to writing
After checking the board, head to the typewriter to trigger a cutscene. Alan will once again find himself in the dressing room from before.
Find a way out of the talk show studio
Alan finds himself in the talk show once again, but this time it’s with Sam Lake who plays as Alex Casey. They then talk about Murder Case Casey, a film adaptation of the book. In it, Casey plays as the lead actor, and in its teaser, he says something about finding a writer and having only an angel-shaped lamp as a clue.
After going through the cutscene, you’ll be back on control over Alan again. Make your way to the same corridor from earlier.
Head inside the Old Gods of Asgard’s dressing room again and you’ll notice that the neon lights are now flickering. Take note of the order of the numbers 565 as this will be the new code to open the door in the main corridor.
Type in the new code on the panel to open the door, then pass through the next dressing room as you make your way to the Storage Room again.
Same as before, go through the maze of racks until you reach the door. This time, the door will be unlocked, giving you access to the Cafeteria. Once you go in, head to the door on the immediate left to open the shortcut back to the main corridor.
Next, go to the Janitor’s Office where you’ll meet Ahti the janitor of the studio. He’ll talk about a tool that’s supposedly going to help you make your escape, then he will give you the Janitor’s Key.
Go back into the Cafeteria and head to the next door, but make sure to get the Map -Talk Show Studio on the wall.
Find what was left in the Talk Show Studio basement
Open the door that leads to the basement and make your way down the stairs. Follow the light to find the table where the tool, or the Angel Lamp, is inside the shoebox.
Use light to find a way out
Upon using the light, the entire room around you will change where new paths become available.
Move through the new area until you reach the fence with pipes. Turning off the lamp will shift reality and move you to a lit area.
Move into the lit area and turn the lamp back on to shift back once again into a different area.
Go through the door under the exit sign, then follow the stairs up, turn left and you’ll see a catwalk area. Turn off the light and you’ll shift into the previous area again.
Go back through the door where you came from and you’ll find a fork in the path. Take the corridor to the right and take the door under another exit sign which leads to a short corridor.
You’ll find a dark room at the end of the corridor, with a single flickering monitor on the shelves. Trying your lamp here will not work yet as you’ve ran out of charges, so go back out into the catwalk area, use the lamp again, and make your way back to the dark room.
Turn off the light and you’ll trigger a cutscene where Alan ponders about the ways he has been trying to get out of the Dark Place. You’ll also get the Television – Writer’s Journey: The Dark Place as a collectible.