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Appendix: Final Draft
Alan Wake 2

Appendix: Final Draft

Explore Alan Wake 2's Final Draft NG+ mode, including what carries over and narrative changes. Play on Nightmare difficulty.

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Explore Alan Wake 2's Final Draft NG+ mode, including what carries over and narrative changes. Play on Nightmare difficulty.

Walkthrough
  1. 1
    Access Final Draft from the main menu after completing the game once.
  2. 2
    Choose Nightmare difficulty for an increased challenge.
  3. 3
    Experience altered narrative elements and find new collectibles throughout the playthrough.

Tips:

  • Saga's additional weapons (sawed-off shotgun, crossbow, hunting rifle, pump-action shotgun) and their upgrades carry over, but are only accessible after finding a shoebox during Return 2: The Heart.
  • Unique charms for Saga carry over, excluding excess Coffee Mug Charms. You start with no charms equipped and must find a shoebox to collect them. Duplicate unique charms are replaced with Coffee Mug Charms.
  • Alan's additional weapons (flare gun, double-barrelled shotgun) and their Word of Gun / Word of War upgrades carry over, but are only accessible after receiving the revolver and flashlight during Initiation 2: Casey.
  • Alan's Word of Power upgrades carry over, potentially starting with more than in the previous playthrough. You can continue collecting Words of Power after maxing a category, but cannot spend them.
  • Inventory space upgrades for both characters carry over. You cannot gain inventory upgrades a second time; hip pouches found in Saga's storyline will not be present.
  • Songs (Old Gods of Asgard / Various Artists) carry over. No other collectibles transfer.
  • Consumables from your previous playthrough's inventory or shoebox do not carry over. Items like the screwdriver and boltcutters must be re-acquired.
  • Return 0: The Cult: Alan is aware of repeating the past but not condemned to an endless loop.
  • Return 1: Invitation: Find the manuscript page, _Saga Anderson's Deja Vu_, at the foot of the path to the Witch's Hut.
  • Return 2: The Heart: Find the manuscript page, _Dark Poem 1_, in the Witch's Hut after powering it up.
  • Initiation 1: Late Night: A Writer's Journey video, _Spiral_, plays on a TV in the Wardrobe room when attempting to leave the studio.
  • Initiation 2: Casey: Alan has a vision of Alice in the Parliament Tower elevator, who left the _Spark of Light_ photograph.
  • Return 3: Local Girl: If you found the crossbow previously, the associated cult stash will be open, and you automatically receive the Case Board clue.
  • Return 5: Old Gods: Find the manuscript page, _Dark Poem 2_, in Cynthia Weaver's room. The Bright Falls harbour Cult Stash is empty if unlocked previously.
  • Return 6: Scratch: Find the manuscript page, _Breakthrough at the Lake House_, next to a dead officer after restoring power to the Sheriff's Station. Find a second manuscript page, _Dark Poem 3_, on flight cases in the prison cell with FBC evidence.
  • Return 7: Summoning: Find the manuscript page, _It's Not a Lake_, before reaching the lakeshore where the Anderson brothers are.
  • Initiation 5: Room 665: The TV in Room 224 of the Oceanview Hotel plays _Nightsprings - Season Intro_. The TV in Room 205 plays _Dr. Darling - Signals_.
  • Initiation 8: Zane's Film: After meeting Thomas Zane, go behind the reception desk to find a TV playing _Dr. Darling - Collaboration_.
  • Return 8: Come Home: Find Tor and Odin by the fountain in Caldera St. Plaza; you can talk to them about their experiences in the Dark Place upon returning. In the ending, Logan mentions a nightmare, and Alan states the ending worked. The final credits omit the

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