The Dark Pictures Anthology: Man of Medan

Release date: August 30, 2019
Platforms: Microsoft Windows, PlayStation 4, Xbox One

The Dark Pictures Anthology: Man of Medan Full Walkthrough — Distress Signal

Detailed walkthrough of all Man of Medan episodes: achievements, collectibles, and scenarios

Following a brief discussion of the situation, the surviving main characters of Man of Medan decide to contact the outside world through a radio tower on the ghost ship. There’s no guarantee that the equipment will work, but the heroes have no other choice.

Once you control Alex/Conrad (depending on who is in the team), get out of the deckhouse and, having reached the first container on the left side, pick up an anti-aircraft gun shell from the box (a secret). There’s nothing more to do on this side of the deck.

Move along the only available route until you see a fork: the road to the left leads to the ascent to the wheelhouse while a small locker is located on the right side. Open the door – inside, you’ll find a corpse in a gas mask and instructions for the protective equipment (collectible item).

Next, go to the broken ladder and help everyone get to the second floor. Once upside, go to the wheelhouse (Conrad ran through it in ‘’Glamor Girl’’) – you’ll need QTE to open the door. In case you fail this segment, the task will be completed by one of your companions.

The Dark Pictures Anthology: Man of Medan Full Walkthrough — Distress Signal-9

Once inside, go through the doorway and turn to the left. On the desk, you’ll find the ship’s logbook (secret) – from it, you will learn the second part of the ghost ship’s name. If you have found the first part in the chapter ‘’Danny’’, you’ll find out that the ship was named Ourang Medan.

Four more collectible items can be found on the way to the goal: a picture with a black frame before the entry to the next room; in the second room – a nautical map on the wall and navigator’s notes on the desk. At the entrance to the radio room, turn to the right (to the left for the hero) and pick up the radio operator’s note.

The radio will still be working following 70 years without operation. Having tuned in to the military frequency, the heroes will call for help: to do this, be as clear as possible (options ‘’Instructive’’ and ‘’Anxious’’) as the power will be off after two replicas.

As it will turn out later, calling the military is not a great idea. To avoid extra spoilers, we’ll just say that you’d be better off not giving your coordinates to the army if you do not want to experience bitter disappointment at the very end of the game. To do this, choose options ‘’Frantic’’ and ‘’Panicked’’ when talking on the radio.

In any case, the characters will want to fix the problems with the radio – you’ll have to go down to the lower deck and manually activate the generator. Two characters will deal with this task: the player chooses the first character (Alex or Brad) while the game chooses the second one (Julia, Alex or Fliss).

There’s also a scenario when none of the men is available (Conrad will stay at the radio in any case). In this scenario, a combination of Fliss and Julia is possible. However, this does not impact the development of the plot – all possible pairs have the same interaction options.

Robert Summers