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USA Today Sports Media Group
USA Today Sports Media Group
Sport
Josh Broadwell

Alan Wake 2 TV studio door codes and how to escape

Getting out of the Dark Place TV studio and finding the studio door code in Alan Wake 2 feels like a big leap after Saga’s straightforward horror game segments. Alan’s sections swap Saga’s realism and cold logic for dream-like surrealism, and it’s tough to get your bearings after the first big shift. You’ll actually need to play the TV studio part of The Dark Place at least twice and get a unique door code each time that eventually lets you escape again, so if you input the first one and find yourself back in the studio, you didn’t do anything wrong. It’s scripted.

Our Alan Wake 2 studio door code guide explains how to get each code, how to reach the basement, and how to escape the studio.

Alan Wake 2 TV studio door code – First loop

Leave Alan’s dressing room and head into the hallway. The door at the end of the hall needs a code to unlock. Make your way to the dressing room for the Old Gods of Asgard, and check the wall. You’ll see the code in dim, red neon lights and a totally-not-ominous-at-all description underneath.

Enter 665 on the door’s number pad, and walk down the hallway. An unseen force starts harming Alan, but you can’t do anything about it. Carry on until he falls unconscious.

Alan Wake 2 TV studio door code – Second loop

Alan returns to his Writer’s Room to figure out what happened. Use the typewriter to revisit the studio and try again. Alex Casey is in the studio this time. Finish the interview with him, and then head back into the Old Gods of Asgard room, where the code is again  This time, the neon sign is nowhere near as bright, and only one number flares to life at a time. If you’re having trouble catching it, the code is 565.

How to escape the TV Studio in Alan Wake 2

Alan won’t die in the hallway this time, so make your way through to the cafeteria and open the door with the picture of a janitor to speak with the janitor himself. He gives you a key to help you reach the basement. Leave the cafeteria, turn right, and enter a set of double doors.

Walk down the hallway, and enter the basement. Ignore the light on your left, and continue straight ahead. You’ll find yourself in a small room with a lamp – your ticket out of here. The lamp lets you store light from the environment around you and change the layout of a specific area. Use it in the room where you found it to open a new pathway.

What follows is a series of small puzzles where you essentially just head in a straight line and use the lantern when you get stuck to open a new path. At the end is a small TV set. Use the lantern to infuse it with light, and you’ll finally escape the studio.

Written by Josh Broadwell on behalf of GLHF

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