The Dark Pictures Anthology: Man of Medan
The Dark Pictures Anthology: Man of Medan Full Walkthrough — Intrusion
When the heroes go to sleep, three men in raincoats will quietly board The Duke of Milan and attack the unsuspecting characters. With proper reaction on the player’s side, Conrad (you control him in this episode) may use a bottle to hit one of the intruders at the head.
Aggression will not help you win the battle. The protagonist will be pressed against the wall and then put into the room with the remaining prisoners – Alex, Fliss and Julia (at this stage, Brad’s location is unknown). As it turns out, the intruders are fishermen who were pissed off by Conrad in the chapter ‘’Uninvited Guests’’.
Left alone with your friends, regain the ability to talk – tear off the tape covering the characters’ mouths. By the time everyone can talk again, one of the fishermen, Junior, will rush into the room and take Fliss with him.
In the absence of captain, Conrad will confess to Alex and Julia that he knows the attackers, but this won’t help. After peering out into the corridor and an unsuccessful attempt to break free, Junior will return and hit the hero. If you are fast enough to react to QTE, the hero will not get hit at the face.
In any case, Conrad will be taken to fishermen’s leader named Olson who is arguing with Fliss. The hero will be hit a couple of times and pulled out onto the deck in the pouring rain. In the dialogue, choose options ‘’Serious’’ and/or ‘’Agitated’’, and your ear will not be harmed.
On the way back, Conrad will be accompanied by Junior. If you are ‘’Resentful’’ on the way to the cabin, you will learn where Brad is hiding and tell his brother about this. In the opposite case, you will have to calm nervous Alex (option ‘’Compliant’’).
By the time Conrad is put to the room where other prisoners are located, Alex will break free thanks to scissors he had found. Next, Junior will rush into the room and take Julia with him. During her absence, the protagonist will also be freed from shackles.
Having returned from a short interrogation, Julia will tell that the fishermen took her wedding ring (if Alex proposed) and asked mainly about the parents’ wealth – apparently, Olson and company decided to commit a crime for money.
Left alone, the heroes will begin to craft an action plan. There are two options – use the fishermen’s motorboat to escape (option ‘’Optimistic’’) or fight against the intruders (option ‘’Belligerent’’). In both cases, Conrad will play the leading role.
Before you turn your plan into reality, the heroes need to get out of their ‘’cell’’ – they will decide to knock out the window on the sound of storm. If you do everything right (act on ‘’six’’), you’ll get an achievement ‘’Break’em During the Thunder’’.
Regardless of your success in knocking out the window, Conrad will get out into the rain and try to sneak up to intruders/boat. Along the way, you’ll go through a ‘’breathing’’ QTE segment. We’ll later discuss what will happen if you fail it but for now, we’ll focus on the escape.
At the fork following the ‘’breathing’’ round, choose ‘’Escape’’. At this moment, it does not matter what happens on board The Duke of Milan. Your task is to press four buttons without errors during the next QTE segment. If you fail at the first two buttons, the character will be seized by fishermen and returned to The Duke of Milan.
Olson will try to shoot the protagonist who departs from The Duke of Milan. In case Olson is successful, Conrad will die. In case of failure, Conrad will survive but won’t appear until the end of the game, and you will get an achievement ‘’Can’t Catch Him with This Old Junker’’.
Fight against fishermen
The second option is to fight against fishermen. You enter this scenario in the following cases: you fail the ‘’breathing’’ segment, fail QTE when trying to get to the speedboat or choose the option ‘’Attack’’/ ‘’Grab the knife’’ (in case you haven’t broken it under the water) at the fork.
There are three enemies on the deck: Olson with a gun and unarmed Junior and Danny, the last fisherman. Pay attention to the fact that you won’t be able to win in the unequal battle in any case. All you can hope for is to reduce the number of victims to zero.
Conrad needs a knife to deal with Junior. Otherwise, the hero will simply get pressed to the floor and won’t be able to escape the grab. If you have a knife, Julia’s cry will distract the enemy and you’ll be able to seize the initiative.
Due to the seriousness of the situation, Olson will hand his gun to Conrad. At this stage, you can try to grab the gun or jump onto the boat. We have already discussed what happens in the latter case, so we’ll analyze the first option. Bad news: it’s a trap that will make the protagonist unarmed again.
Alex’ moves depend on whether the heroes were able to quietly knock out the boat window or not. In the first case, the initiative will be on the diver’s side and he will get onto the deck with Danny as his hostage. In the opposite case, the fisherman will grab the character.
If at the time of final disarmament of Conrad, the third fisherman is grabbed by Alex, you’ll have a choice: calm down the diver (option ‘’Hopeless’’) or cheer him up (option ‘’Insistent’’). In the latter case, Julia will be shot due to Fliss’ careless actions. She won’t die, though.
The surviving heroes will be led back to the cockpit. Fishermen will examine the local kitchen and learn about the Manchurian gold – Olson and company want their fair share. At this bleak note, this chapter will come to an end.