Follow this guide to navigate The Lake House expansion in Alan Wake 2. Discover FBC agent Kiran Estevez's investigation, solve computer passcodes, and overcome Painted enemies.
The Lake House, released on 22nd October 2024, is the second expansion for Alan Wake II and sees you play as FBC agent, Kiran Estevez, investigating strange goings on prior to the start of Saga and Alex's investigation.
Investigate the Lake House
After the opening scenes, click on the gate to have Estevez use her ID card to gain access. Jog down the long path and cross the footbridge at the end to reach your destination. Click on the intercom to have Estevez use her ID card again to gain entrance. As you make your way through the lobby, Estevez will note the suspicious lack of security.
Ground Floor
The security office to the left of the entrance is locked so turn right and read URGENT REMINDER: LAKE SAFETY PROTOCOLS and SECURITY REPORT RE: LOCALRUMORS (1/37) on a desk.
There is a trophy for reading all the FBC files and documents in the Lake House. There is a reference section for these in case you need it.
Continue a few desks down and read STATUS UPDATE RE: OLDEST HOUSE (2/37) to the left of a desktop computer.
Continue further and you will find the Lake House Map laid out on a table.
Speak to Dr. Marmont and Dr. Marmont
Go into the office and Kiran will note that Marmont is not here - presumably he's somewhere on the lower levels. Read REPLACEMENT KEYCARD REQUEST FORM and RESEARCH PROFILE RE: "SUBJECT P" (3/37) on the desk.
The computer is password-protected and you don't know the code at this point. Read another two documents, UPDATE TO COMPUTER PASSWORD RESET POLICY and SCIENCE FACT OF THE DAY (4/37).
The Reset Policy document is a clue: computer passwords are no more than six digits and use a fixed set of digits at the start followed by numbers which change daily. Note the age of Hedy Lamarr in the Science Fact: 38.
Cross over to the shelves and examine the plaque on the bust: To my new fellow "Head" of the Lake House (5/37).
Look on the right of the bookshelf to find a number of framed certificates: BARROWS UNIVERSITY, SPECIAL SERVICE CERTIFICATE and NOTICE OF APPOINTMENT (6/37).
Note the date on the Notice of Appointment: July 18 (or 1807). You should now have the complete passcode for Marmont's PC: 180738.
There is a trophy for figuring out and using the passcodes for a total of five computers in the Lake House.
Use the computer to unlock the door to the security office. You can read the emails on the computer if you like but they don't count towards anything.
Head back towards the entrance and go through the now-unlocked door of the security office where you will find a Security Clearance 01 Keycard on the desk.
You can read the Lake House Daily on a whiteboard if you like, but otherwise there is nothing else to find on this level. When you're ready to proceed, take the lift to floor -1 (Painting Production).
Note that you will not be returning here so make sure that you've not missed any of the FBC files.
Sublevel 1 - Painting Production
As the lift descends, the lights will go dark and Estevez will sense that there is something very wrong. Step out of the lift for a scene. Afterwards, the decor will be very different and there is no sign of the lift.
Get the Power Working
Head to the end of the corridor and turn right. Go through a doorway to an office and read THRESHOLD LINKING EXPERIMENT PROGRESS REPORT and RESEARCH ORDER (7/37) on the desk.
There is a shelter nearby where you can save your game if you like and grab some supplies from a box on the shelf. Ignore the Panel Control Room for the time being. Instead, return to the main area and cross all the way to the left, keeping an eye out for supply cases. When you get to the far side of the area, head down so that you can access the office in the bottom left of the area.
Search a counter top to find the Progress Update #6 document (8/37).
Estevez will notice the weapon in the locked room next door but you can't get in there for the moment. Instead, grab the Power Core from the table and take it the Power Core Receptor in the top left corner.
Pull the lever next to it to restore backup power, unlocking the Fault in the System trophy.
With power restored, make your way to the Panel Control Room and flick the switch to move the paintings, creating different paths trough the level. If you found a Flashbang, equip it now and save your game in the shelter. Return to the main room and start making your way over to the left wall. As you do, one or more Painted enemies will emerge from the painted walls.
You are unable to harm the Painted enemies at this time so save your bullets. However, if you have a Flashbang, throw it at one of them to stun it, unlocking the related trophy.
Evade (L1) the enemies' attacks and run over to the left. When you see an opening in the wall that you couldn't access previously, run down it and into the elevator. This time, try to select floor -2. After the lift descends a while, it will report an error and come to a halt.
The lift opens onto some sort of sub-sublevel. Make your way down the corridor and you will come to some sort of living painting that you can try to communicate with. Explore its conversation options - it starts off non-hostile but becomes agitated when Estevez mentions the Painted enemies. The scene changes back to a normal corridor. Return to the lift and select floor -2 again.
Sublevel 3 - Page Development
The lift takes you to Sublevel 3 instead. Head down the corridor and go through the double doors at the end where you will find offices on either side. Go into the lower office (ATD Chief Technician) and read REFINEMENT PROCESS (9/37) on the desk.
Go across the corridor to ATD Output Evaluation & Grading and read the pages pinned to the board, Rudolf Lane stood back from the canvas (10/37) and Diana and Jules Marmont had once been a team (1
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