The Alan Wake 2 case board is one of the new mechanics in this highly anticipated sequel. It lets players more clearly assume the role of detective, as being a detective is more than blasting ghostly enemies. However, it is not the most straightforward mechanic and isn’t like anything in the last two Alan Wake games. Here is how to place clues on the case board in Alan Wake 2 and how the storyboard works.
How to put clues on the case board in Alan Wake 2
To put clues on the case board in the mind place in Alan Wake 2, you will first have to identify where the clues will go. Each section of the board is broken down into different subcategories. You will have to press up on the D-pad to bring up the available close you have. From there, hit the confirm button and place them on the most apt section.
For example, the card in the above picture about footprints goes on the yellow card titled “The Killers” because it is about the footprints of the killers. The two cards with quotes from Thornton and Casey in the third picture go in the “The Victim” category because they are quotes about the victim. And once both have been placed there, the main card goes from yellow to a neutral gray.
In broader terms, the clues in your hand can be placed on any section with a yellow flash card directly on top of the yellow flash card. The flash card will turn gray when no more clues can be placed on it. The game does not punish you for placing clues in the wrong spot, nor does it even let you, so it is possible to use trial and error to get them in the correct place. This means you can take clue card and place it on every yellow card until you find the right one if you are truly stuck.
How to make a story on the plot board in Alan Wake 2
Alan Wake’s plot board is a bit different than Saga’s case board. Playing as Alan unlocks new story scenes like Caldera Station and a Collapsed Tunnel. After getting a prompt, you will eventually get modifiers that will twist the scene in question. For example, the Collapsed Tunnel with the Missing FBI Agent prompt will warp the environment just a bit. The story often calls on you to swap these out to progress.
In order to switch these out, go into the writer’s room (Alan’s version of the mind place) and place the new prompt on the setting. You have to physically be at the setting in the Dark Place in order to change it. Thankfully, they are all marked on the map (as shown in the above picture) and a small pop-up with show up in the lower left side of the screen showing you both the scene and prompt that are currently active when you get into place.