Hartman is the main villain of the AWE extension of Control. The former psychiatrist, whom fans of Alan Wake will recognize in the 2010 Remedy game, is a distorted beast thanks to his meetings with the Dark Place and the Hiss. Shaded Hartman is the reason why the investigation sector was closed years ago, and it is up to you, as a Jesse, to kill him once and for all.
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- How to finish the battle against the Boss Hartman
You will meet Hartman six times, and the final meeting leads to a boss fight. Learn to hunt Hartman, then to defeat it, maybe difficult if you don’t know what to do. Allow us to intervene and give you advice for each meeting.
Your first meeting comes after Hartman stopped you to go to an elevator. As he is a product of Dark place, he hates light. After opening the elevator door, get away from its path and catch the nucleus of food nearby. Launch it in the power module to your right to activate the lights.
Look to your right if you face the module. There is a stack of food nuclei that must be launched in modules dispersed in the room. These modules are located in dark areas and Hartman can hurt you if you stay too long in darkness. Your powers – apart from the dash and levitation – do not work here either.
Take a nucleus and use your abilities to throw it in another module on a gateway to your left. This illuminates another area and you have to repeat this process twice more. Take your time, use the lit areas to protect yourself and go for as much as you can to enter and out of dark areas. Once each module has a nucleus, press the nearby button to light the lights and scare Hartman.
FRA MAURO AWE
There are two meetings in this region. The first is in a closed area, and some of the lights go out after a few seconds. Follow the lit path to avoid Hartman and, if a light goes out when you reach him, go back to the previous 1. Wait until it turns back on, then browse it until the next area permanently lit.
You will end up reaching a zone with a breakable wall and a nearby power core. Use your push capacity to break the wall and launch the nucleus in the module. Press the nearby button to light up the entire area and force Hartman to retreat.
For the second meeting, there are three platforms with control panels. You must use each console to move a light connected to a rail in the room, which serves as a cover when you enter the power nuclers. There are obstacles on the way when you follow the light, so use the dash and levate to avoid them.
Use the light to enter the first nucleus and launch it in the module on the other side of the room. This lights two of the control panels and reveals two other modules. Using light and your abilities, take the second nucleus and launch it in one of these modules. Take the previous nucleus and launch it in the second while avoiding Hartman who lurks. Dark to the elevator, take it to the desk above you and press the button to turn on the lights.
Eagle Limited Awe
For this meeting, you must move the modified train item to light the lights. Dash to the lit area on the left and press the button to activate the cart, which is suspended above you. Dart to your right towards the console on a raised platform. Beat the whistle that appears and press the button to restart the train.
Go far left to the mobile laboratory, kill the whistle and press the button for the last time. Dark to the elevator at the end of the room, go up to the desk above and press a last button to light the lights.
Awe Transit Bay
This is where things get complicated. There is an office in front of you with four basic power modules. There are four towers scattered in the room and you have to insert their hearts into these modules.
Hartman shows Hiss soldiers to fight you, as well as hiss groups to prevent you from having access to it. Kill the hiss and shoot the clusters surrounding the tower. Take the nucleus and go for the office. Launch it in a module. Repeat these steps three times more.
Know that the withdrawal of the heart of a tower turns off its lights. This increases the darkness in the room, which means that Hartman can attack you on a greater distance from each nucleus that you catch. If he approaches too close and aligns one, drop the nucleus and move away. You can recover it before he aligned another attack. Press the switch once the four hearts are in place to scare him.
Bright Falls Awe
This is the last meeting before the battle against the boss. Before going down, call the Rangers reinforcements on the intercom in the room to your right. This will help you later, trust us.
The whole room is dark apart from a platform on your left. There are three modules scattered in the room that need nuclei to feed their lights. Dash and sneak around Hartman to catch the nuclei and throw them into the modules. Once the three in place, activate the switch on the main platform to activate the lights.
How to finish the battle against the Boss Hartman
With your Partner Ranger at the trailer, start throwing objects and shooting your service weapon on Hartman to damage it. Pierce and charge are your best weapons choices because they do the most damage.
If you are on foot, pay attention to Hartman who teleports to you. He will crush you with one of his arms or catch you and empty your health. If its attack is the last, use the controller or mouse of your controller to free yourself. If you are in levitation or far, it will use projectiles to attack you. These can really hurt, so don’t forget to rush if you see it line up a long-range attack.
Repeat these steps until it is almost dead. At the last minute, Hartman will beat the ground and bring out the nuclei from their locations and generate whistling as a backup. Retirement to a light source and attacks Hiss reinforcements. If you can, enter a couple because they will help defeat Hartman.
Go around the room to install the nuclei. Your RANGER COMPANY AND YOUR HISS ENTERS Allies should keep HARTMAN busy while you do. Once the lights are lit again, tear it again using the same method as before. You will end up removing his second health bar and defeating him.