Saga Anderson standing in the light in Alan Wake 2.
Screenshot by Destructoid.

Alan Wake 2 – Return 6: Scratch (Saga)

Scratch is back.

With the Clicker finally in Saga’s possession, her next task is to get the device to Alan so he can change the twisted tale. As usual, things aren’t so simple.

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This is a relatively short chapter, but I recommend you spend some time doing your collectibles clean-up at the start, as you’ll have the map fully available, and you’ll want the upgrades that come with it, including a larger inventory and an extra charm slot.

The hunt gets easier if you have the charm from Mayor Setter. You can obtain it from Suomi Hall after finding all six Mayor Setter campaign ads. This guide will show you how to complete Return 6: Scratch in Alan Wake 2.

Alex Casey in the morgue in Alan Wake 2.
Screenshot by Destructoid.

Return to the Sheriff’s Department

After speaking to Odin in your Mind Place, you’re free to head back to Bright Falls. With the bolt cutters, you can exit through the back which will have you facing some Taken, but there are cult stashes to find along the way. You’ll also pass a hut and if you turn on the generator, you’ll find a manuscript inside.

Once you’re back in the main area of Bright Falls, head to the Sheriff’s Department, but have your weapons ready because there are Taken inside. Agent Estevez has hidden herself in a closet, and you’ll have to defeat a Taken before you can have a conversation with her.

She informs Saga that you’ll find Casey downstairs dealing with the Taken. You’ll also learn that you’ll have to head downstairs if you want to get the electricity back on, which is necessary to get to Wake.

To get there, you’ll receive the department keys from Estevez. Before heading downstairs, go to the main office where you can pick up a shotgun. Now you’re ready for the Taken. Head downstairs and you’ll discover plenty of dead officers.

You can follow the sound of Casey’s gunshots to find him barricaded in the morgue. He’s okay physically, but something’s affecting him psychologically. After speaking to him, head to your Mind Room to put up some clues and profile Casey.

After speaking to Casey, you’ll receive the fuse you need to turn the lights back on in the department. Slot it in, and head back upstairs but be warned you’ll be ambushed by Taken on your way there. Once you’re back upstairs, talk to Estevez who’ll give you a little more information about the FBC.

With the electricity back, you can open the holding cells where Wake is being kept. He tries to convince you to give him the Clicker, but it doesn’t take long before he transforms into Scratch. To take him out will take a little effort.

Head outside and you’ll discover that there are three power cubes you need to turn on if you want the floodlights that’ll defeat Scratch. The only problem is that Scratch moves fast which doesn’t give you much time to turn on the cubes. The solution is to blast him a few times to make him stumble, which will give you a window to turn on one of the cubes.

Do this three times and the floodlights will finally turn on, which vanquishes Scratch, at least for now. That marks the end of the chapter, and it leaves Saga, Estevez, and Casey with the tough task of coming up with a plan to get rid of Scratch and prevent a perverse fiction from becoming reality.

Ilmo in Alan Wake 2.
Screenshot by Destructoid.

Changes in Return 6: Scratch Final Edit

After defeating Scratch, head back inside, and in the cell containing the FBC files you’ll find a manuscript titled “Dark Poem 3.” Once again, we’re faced with a cryptic poem that’s hard to make sense of.


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Author
Image of Smangaliso Simelane
Smangaliso Simelane
Staff Writer - Smangaliso Simelane is a writer with a passion for all things related to video games. He has been writing about video games since 2020.