Welcome to the Alan Wake 2 Trophy guide!
Before we begin, this guide is going to work a little differently than a traditional Trophy/Achievement guide.
Everything here will be listed in chronological order. That includes miscellaneous and story related Trophies/Achievements as well as all Trophy/Achievement related collectibles.
3/10 Estimated Difficulty
20 – 30 Estimated Hours to Completion
1 – Minimum Playthrough
3 Missable Trophies/Achievements – However, without strategically placed manual saves, it is possible for most of the list to be missed. But this guide is designed in such a way that you’ll likely not miss anything.
The only Trophy/Achievement not listed below is “Aimed Ahead.” This is earned by killing 5 enemies with headshots. Whenever you’re in combat, aim for the head and this will pop fairly early on.
- The Cult
- Return 1: Invitation
- Return 2: The Heart
- Initiation 1: Late Night
- Initiation 2: Casey
- Initiation 3: Haunting
- Return 3: Local Girl
- Return 4: No Chance
- Return 5: Old Gods
- Return 6: Scratch
- Return 7: Summoning
- Initiation 4: We Sing
- Initiation 5: Room 665
- Initiation 6: Return
- Initiation 7: Masks
- Initiation 8: Zane’s Film
- Initiation 9: Gone
- Return 8: Deerfest
- Return 9: Come Home
Alan Wake 2 DLC Guides:
The Cult
There are no Trophy/Achievement related collectibles in The Cult.
Hunting Season
– This will be earned at the end of the chapter. Story related.
Return 1: Invitation
Charm 1 – Logan’s Charm – This will automatically be in your inventory at the beginning of the chapter.
Nightmare Territory
/ Map: Cauldron Lake – This will be directly in front of you as soon as the chapter begins.
Lunchbox 1 / 2 Manuscript Fragments – Progress through the chapter until you have to crouch through the fence. Go through and follow the path down the hill. You’ll eventually come to a not so obvious split in the path. Look to your right to see the path branching off. There will be a hiking sign post marking it. Follow that right path to a lookout deck. There will be a sign that says, “Mortar Falls.” Go to the left of that sign to find this on the ground.
Lunchbox 2 / 1 Manuscript Fragment – Progress until you reach the General Store. Instead of continuing with the deputy, go left and head up the path north to back to the first blockage you came to earlier. This is on the ground near the pile of debris blocking the path.
Lunchbox 3 / 1 Manuscript Fragment – Before going to examine the body, take a path that splits off left shortly after leaving the General Store. Follow it up to Witch’s Hut. From the hut, go behind it and cross a small bridge to an area with a chair. This lunchbox can be found on the ground near the crate.
Lunchbox 4 / 3 Manuscript Fragment – Progress until you reach the body on the table. From there, take the bottom right path to the southwest until you come to a camp site. This is on the ground near the fence.
Secret Stashes
/ Cult Stash 1 – From the body’s location, go to the top right and follow the path. There are “2” and “3” evidence markers on the ground in front of the path. Follow that path to a house. There is a lockbox outside across from the front door next to a picnic table. Interact with it and input the code pictured below. Or, you can go inside the house to find the combination.
Not the Last
– Progress through the chapter until you examine a sheet of paper on the ground next to a footprint. This is required in order to advance the story. After examining the paper and footprint, back out and Saga will pick up the paper to read it. This will pop after the brief cutscene.
Lunchbox 5 / 2 Manuscript Fragments – Progress through the chapter until you get the shortcut key from the Deputy. This is a story event. use the key and follow the path until you see a structure off to the left. It will be labeled as “FBC Station” on the map as you approach it. Go behind the station and climb up a waist high ledge to find this lunchbox.
Map: Bright Falls – Continue the chapter until you are in Bright Falls. Head toward the diner on the left down the street a bit. This map will be on the outside wall of the diner next to a pay phone.
Lunchbox 6 / 5 Manuscript Fragments – Go directly across the street from the diner and into the park. This lunchbox can be found on the ground in front of a tree near the gazebo.
Growing Stronger
– After picking up the previous Lunchbox/Manuscript fragments, go into the Mind Place and interact with the Case Board. Tab over to the handgun at the top of the screen. You will now have enough fragments to buy an upgrade. Buy an upgrade for the pistol to unlock this Trophy/Achievement. There aren’t enough Manuscript Fragments to fully upgrade every weapon, so make sure to save these until at least one weapon is fully upgraded. Otherwise this could be missed. We’re going to be saving our fragments to fully upgrade the pistol later on.
Map: Sheriff’s Station – Progress the story by talking to the people inside of the diner. Afterwards, follow the Sherriff to the Sheriff’s Station. As soon as you enter, go behind the front desk area and get this off of the wall.
Koskela Brother Commercial 1 (Missable) – After picking up the Sheriff Station map, go into the Employee Lounge. As you enter, the commercial will trigger and play on the TV. The collectible will save after the commercial ends. You have until the end of Return 3 to collect this, so go ahead and get it out of the way right now.
Somebody’s Home
– Story related after completing the chapter.
Return 2: The Heart
Coffee Thermos
– Progress the chapter until you are following the footprints back at Cauldron Lake from the murder site. Follow them into the water and then add the resulting note into your profiling folder of Nightingale. From there, investigate the lake which is labeled as Witch’s Ladle on your map. This is story required. When finished, head to the Witch’s Hut. Once there, go across the small bridge on the side of the hut. We found a Lunchbox over here earlier. When you get to the chair, look left to find a fuse in a blue box. Pick it up and brig it to the fuse box on the side of Witch’s Hut. Now, go inside to pop the Trophy/Achievement.
Darkness Coiled
– After searching the Witch’s Hut, you’ll need to enter the General Store. Go inside and it’ll be time to fight the first Taken enemy. Hold
/
to focus your flashlight on the enemy which will break its darkness shield. This will pop the Trophy/Achievement as well as open the enemy up to stronger attacks.
Chased the Source
– Immediately after earning Darkness Coiled, there will be a red glowing spot on the enemy ahead of you. Shoot that red spot to deal a lot of damage as well as earn this Trophy/Achievement.
Felt Good
– If you are not at full health or took damage from the first enemy, open your inventory with
/
. Then, use a healing item to regain health. You can use a First Aid Kit, Trauma Pad or Pain Killers in order to earn this Trophy/Achievement. These are found by searching through environment for supplies. If you’re at full health here, you’ll eventually earn this as the game goes on.
Grew Bigger
/ Inventory Upgrade 1 – While in the General Store, go into the room where the Taken enemy came out of. This upgrade can be found on a file cabinet laying on its side.
Bring It
/ Sawed-Off Shotgun – This is found in the same room as the first inventory upgrade inside of the General Store. It is in a case hanging directly above the inventory upgrade. The code to the lock is 739.
Lawman
– This is earned for beating Nightingale during a boss fight. Keep attacking him until the area glows pink. When that happens, run away. As you make your way through the environment, he will keep appearing and attacking you. Just keep attacking him and repeat this until he dies.
- NOTE: After the fight, the game will say that the chapter has ended, but we aren’t done here yet. So, we’ll continue to find collectibles in this area before moving on with the story.
Into the Overlap
– This will pop when you press “Continue” after the cutscene.
Once we regain control of Saga, we’ll be on Cauldron Lake Shore. So, we’ll start here and work our way north cleaning up collectibles.
Cult Stash 2 / Inventory Upgrade 2 – Make your way down to the south edge of Cauldron Lake Shore. Crouch under a log and keep walking until you find a lock box. The lock will display three random buttons that you need to press in the order they are shown. Do that and the lock will open the box. You’ll find a flare and a propane tank in this stash which will allow you to earn two of three combat Trophies/Achievements. Escape its Gravity, Shining in the Night and Gone For Good. Two of those requires flares and we only picked one up here.
This is the Moment
– Head to the sign where you put the heart through earlier in the game. As you approach the area, you’ll be attacked by a wolf. Wait for the wolf to lunge at you and then press
/
to dodge just before it hits you. For whatever reason, this is easier to do against wolves than Taken humans. The window appears to be larger with wolves.
Cult Stash 3 – After fighting the wolf, make your way around to the left. When you reach a picnic table, go left until you come to a set of keys on a rock. If you have your flashlight on, you’ll be able to see yellow arrows painted on the rocks and trees. Those lead to the keys. Pick up the keys.
From the keys, turn around and back track to the picnic table we turned at a few steps ago. This stash is on the ground at the base of a tree to the left of the picnic table. Use the keys on the lock to open the stash.
Nursery Rhyme Doll 1: Crow – From the previous collectible, head left and then cross a bridge on your right. Once on the other side of the bridge, go to the left to find a picnic area. This doll is sitting on the table with the TV.
Nursery Rhyme Puzzle 1 / Charm #2: Hammer Charm – These are in the exact same location as the previous Crow Doll. Go to the middle of the area and interact with the paper on the ground. Then, place the Crow Doll on the drawing of the sun. A bird will then land on the table and leave the Hammer Charm. Pick up the Crow Doll and then pick up the Hammer Charm from the table.
Nursery Rhyme Dolls 2 & 3: Hero Doll / Wolf Doll – From the previous collectibles, head north to Witchfinder’s Station. Once there, go inside and head up stairs. At the top of the stairs, go to the right and the dolls can be found in the room with the play pen. One of them is on the floor and the other is on a box. They are right next to each other.
Nursery Rhyme Puzzle 2 – Go outside from where you just found the two dolls and interact with the puzzle on the ground. Interact with it and then place the Wolf Doll on the tree drawing and the Hero Doll on the boat drawing.
Charm 3 – Coffee Mug – After solving the puzzle, animal tracks will appear on the ground in front of you. Follow them back inside and upstairs to the same room where you found the dolls. This charm is in the play pen. This Charm will allow us to unlock two Trophies/Achievements.
Filling the Shape
– After picking up the previous charm, open your inventory and equip all three of the charms you now have.
Lunchbox 7 / 9 Manuscript Fragments – From the Witchfinder’s Station, head east. This lunchbox is on the ground near a tree with cult markings hanging from it.
Nursery Rhyme Puzzle 3 – From the previous collectible, head south a bit to what is marked as “Private Cabin” on your map. To the right of the entrance of the cabin is the puzzle. Put the Hero Doll on the heart, Crow Doll on the hatching egg and the Wolf Doll on the house. Make sure to pick up the dolls after completing the puzzle.
Charm 4 – Kalevala Knights – From the cabin, head back to Streamside by following the tracks from the cabin. They’ll lead you to a fallen birdhouse where the charm can be picked up.
Cult Stash 4 – From Streamside, head south to the river. At the river, go right. You’ll come to the stash. There will also be numbers painted on nearby trees that you can see if you have your flashlight out. The code for the lock is 658.
Lunchbox 8 / 9 Manuscript Fragments – Turn around from the previous collectible and follow the river all the way going in the opposite direction. Go to the very end to find this in a small waterfall.
Initiation 1: Late Night
- The code to the first door is 665.
- The code to the second door is 565.
Map: Talk Show Studio – This is found on the wall after entering the code to open the door for the second time. It’ll be on the wall just before exiting the cafeteria area but before going through the door labeled “Stage.”
Writer’s Journey Video 1: The Dark Place – You’ll get this as part of the story. You’ll need to interact with the TV in order to progress.
Talk Show
– This will pop after interacting with the previous TV as part of the story.
Map: The Dark Place – This is found next to the ringing payphone.
Writer’s Journey Video 2: Writing – This is found down the street from the ringing payphone. This TV is flashing in a window next to a big red sign that says, “BOOKS.” Walk up to the window and let the video play. The icon will show up in the bottom left corner of the screen when it ends. This will also play at the end of Initiation 2.
Initiation 2: Casey
- This chapter begins when you answer the ringing payphone outside.
Find the Light
/ Flashlight and Revolver – These are found down the Alley next to where the Writing Journey Video was. These are needed in order to progress through the story.
Carry his Words
/ Word of Power – Immediately after picking up the flashlight and revolver, use the clicker on the nearby lamp. Doing so will open up a path next to the lamp. Go down that hallway and you’ll see a closed door with red text above it that says, “Cult of the Word.” There will be a yellow circle up above the door. Focus the flashlight on the middle of the circle in order to collect this.
These are used to upgrade Alan, but only one is needed in terms of Trophies/Achievements. There won’t be anymore listed in this guide, but they can easily be spotted finding yellow arrows on walls. As long as you have your flashlight out, the arrows will be visible and will point you in the direction of the Word of Power.
Map: Subway – Progress through the chapter until you come to a save room down in the subway tunnels. This map will be on the wall on the outside of the save room.
Writer’s Journey Video 3: Murder Sites – Progress through the chapter until you have to go through the save room once again. This is required to advance the story. This TV will be in the save room.
Storm Cloud
– This will be earned by escaping the subway tunnels as part of the story.
New York City
– This will be earned for completing the chapter.
Initiation 3: Haunting
- There are no Trophy/Achievement related collectibles in Initiation 3: Haunting.
Return
– This will be earned for completing the chapter.
Return 3: Local Girl
The Other Side
– This will pop as the game transitions from Initiation 3 to Return 3.
- After the interrogation of Alan Wake is over, you can freely switch between Wake’s and Saga’s story. For this guide, we’ll just stick to how the game flows naturally without manually switching.
Koskela Brother Commercial 2: Coffee World – This will start playing in the front lobby of lodge after interrogating Alan Wake. The TV is up on the wall to the right of the front desk.
Koskela Brother Commercial 3: Ahma Beer – Before going to Watery, go to Oh Deer Diner. This commercial will start playing on a TV hanging on the left wall.
Map: Watery – This will be inside of Suomi Hall. As soon as you walk in, look left to find this hanging on the wall.
Stop the Monster
– After speaking with the Koskela brothers about getting your spare keys, you’ll have to head into the forest to reach Coffee World. As you set out on the trail, you’ll have your first interaction with Taken Throwers. They will throw weapons at you and then dash around. In order to earn this, you’re going to have to focus your flashlight on the enemy with
/
just before it is about to dash away. If done correctly, a second Taken Thrower will split off of the original.
Gone for Good
– After earning the previous Trophy/Achievement, equip a propane tank and throw it. Shoot the propane tank when an enemy is near and the explosion should kill them which will earn this Trophy/Achievement. It was possible to have earned this earlier if you explored on your own, but I saved this for now as it is a story combat encounter.
Shining in the Night
– After earning the previous Trophy/Achievement, there should be another Thrower Taken. Equip a flare and then ignite it while you are close to the enemy to temporarily stun the enemy with the light from the flare.
Back to Life
– Earlier in the game, we found a a Coffee Mug charm. Equip this charm if it’s not already and then let an enemy kill you. The charm will prevent you from dying which will pop this Trophy/Achievement. There will be more of these to find later on.
Nursery Rhyme Dolls 4 & 5: Deer Doll / Moose Doll – After killing the Thrower Taken, follow the path to a side path goes south to an enclosed area. At the end, you’ll find the dolls next to some other equipment.
Nursery Rhyme Puzzle 4 – This puzzle is in the same location as the previous two dolls. Put the Moose doll on the tree to solve it. Pick the doll back up after solving the puzzle.
Charm: Coffee Mug – Back track the way you came toward the main path and this charm will be at the base of a moose statue ahead of you.
Cult Stash 5 – Continue following the main path until you come to a sign board with a map on it. Go right at that sign board and follow this side path to the chest. You will need to press the buttons that light up in the same order to unlock it.
Cult Stash 6 / Crossbow /
Greatest Hits
– Continue on the main path and you’ll come to a cabin that can be used as a save room by turning on the generator. This stash is directly across from the front door. Enter the code 527 to unlock it and find the cross bow. If you’re inventory is full, you can store items in the shoebox inside of the save room. Make sure to pick up the arrows sticking out the targets before moving on.
In One Go
– Equip the Crossbow and then continue following the trail from the previous collectible. As you turn a corner, there will be a lone Thrower Taken standing ahead of you. Get close to the enemy and shoot him in the head with the Crossbow to kill him in a single shot. You can make this easier by stunning him with a flare or flashlight if needed.
Strange Reality
/ Nursery Rhyme Puzzle 5 – After killing the enemy, take the path up to the right to the Radio Tower. Don’t cross the water yet. Go to the south area of the ridge to find this puzzle. Put the Deer Doll on the house to solve the puzzle. Pick the doll back up after solving the puzzle.
Charm: Deer – Turn around from the puzzle and go to the Radio Tower. Kill the two wolves and then pick this charm up near the body of a dead deer.
Lunchbox 9 / 7 Manuscript Fragments – From the previous collectible, go behind the radio tower to find this lunchbox near the edge of the cliff.
Lunchbox 10 / 5 Manuscript Fragments – Continue on the main path and cross the bridge. Shortly after crossing, you’ll come to a split in the path. Go right. This lunchbox is on the ground next to a tent.
All Smiles
– After picking up the previous lunchbox, go into the Mind Place and buy the remaining two upgrades for your pistol. You can now spend fragments however you’d like with the pistol fully upgraded and out of the way.
Cult Stash 7 – Continue on the main path. You’ll eventually come to another save room. This stash is at the base of the Low Roaster ride near the save room. the code to the lock is 147.
Coffee-Themed Fun
– There are many cardboard cutouts that work for this Trophy/Achievement, but the first one you come across is a bear shortly down the path from the gift shop. Shoot the bear to pop this.
Finding a Way
– Head for the Percolator. It is labeled on your map and there are signs that will lead you there if needed. Once there, get on the ride and kill the enemies. After they’re dead, go to the back side of the ride to find the screwdriver near a red toolbox.
Cult Stash 8 – After getting the screwdriver, exit the Percolator area and head to the south west section of the middle area. There is a giant coffee pot near a lit gazebo. Go to that coffee pot to find the Coffee World Stash Key on the ground.
Now from there, head to Huotari Well on the west side of the area. It is marked on your map. This chest can be found on the ground behind the well up against the rock wall. Use the Coffee World Stash Key to open it.
- Enter the Gift Shop and use code 146 to open the safe and get the Trailer Park Key in order to advance the story.
Lunchbox 11 / 9 Manuscript Fragments – Exit Coffee World to the south. As you pass through the exit, there will be two big yellow pots on the left and right. Look behind the one on your left to find this on the ground.
Lunchbox 12 / 7 Manuscript Fragments – Head to the trailer park and use the Trailer Park Key to enter. After the cutscene, look to your right to see a swing set. Go behind the swing set to find this on the ground next to blue containers.
Koskela Brother Commercial 4: Parade Floats – Go back to where you entered the trailer park and go into the the first trailer on the left side. This will start playing as soon as you enter the trailer.
- Progress the story by investigating the trailer park until it’s time to head to Kalevala Knights Workshop.
Lunchbox 13 / 6 Manuscript Fragments – Go to Kalevala Knights Workshop and then go behind the building to find this lunchbox on the ground next to a boat.
- Progress the story until it’s time for the next boss fight.
The lock combination in the workshop is pictured below:
- The moose mask is at Huotari Well
- The circuit board is at the Espresso Express. Insert a fuse to the fuse box and turn on the ride. Stop the ride so that the missing car stops in front of you. Climb down under the ride to find the circuit board.
- the Toy Pukko Knife is in the same gift shop where the trailer park key was earlier.
- The cassette tape is in the fair trade fun zone. It is taped to the back of a cardboard coffee pot with a moving arm.
Bright Falls’ Finest
– This will be earned as part of the story. You will need to beat Mulligan and Thornton in a boss fight. During the fight, run around the area using your flashlight to destroy orbs of light. You need to destroy all of these otherwise the two enemies will keep respawning. Once they’re all destroyed, Saga will mention that they can no longer come back. All you have to do then is kill them.
Back in Watery
– This will be earned during the cutscene following the boss battle.
- Despite the Trophy/Achievement being earned for completing the chapter, we are not done in Watery just yet. We will continue to find collectibles here before moving on to the next chapter. There are new areas to explore here now.
Cult Stash 9 – After the bosses, head back to the trailer park from earlier. Go to the south west side of the trailer park behind the second trailer. First, you will need to get the trailer park stash key off of a light pole. Use the wood ramp to get on top of the blue container and grab the key.
From there, go around the corner a few steps away to find the stash.
Nursery Rhyme Dolls 6 & 7: Wise Elder Doll / Bear Doll – From the previous collectible, head more south to the water. These two dolls can be found under the “Fish Clean” structure on the sink next to the dock.
Nursery Rhyme Dolls 8 & 9: Mother Doll / Child Doll – These two dolls can be found on a bench at the entrance to the dock.
Nursery Rhyme Puzzle 6 – Go to the very end of the dock to find this puzzle. Put the Bear Doll on the waves and the Wise Elder Doll on the candy. Pick the dolls up after solving the puzzle.
Charm: Coffee World Token – Follow trail of fish back to the “Fish Clean” structure to find this charm.
Nursery Rhyme Doll 10: Trickster Doll – Now, head over to the lighthouse. It is marked on your map just east of the trailer park. This doll is found on the steps of the lighthouse leading to the door.
Nursery Rhyme Puzzle 7 – This is found a few steps east of the previous doll near the cliff edge. Put the Wise Elder Doll on the eye and the Trickster Doll on the waves. Pick up both dolls after solving the puzzle.
Cult Stash 10 – Take the path that heads north from the lighthouse toward the main road. This stash is on the left side of that path in the middle.
Lunchbox 14 / 9 Manuscript Fragments – This lunchbox can be found slightly north of the save room just outside of it.
Charm: Lighthouse – Head back to the main road. Before crossing the bridge, take the side path on the right. Crouch under a log and you’ll find this charm on a rock next to a boat.
Nursery Rhyme Puzzle 8 – Before crossing the bridge, head back to Coffee World. Once there, go to Latte Lagoon. That is labeled on your map. The puzzle is found on the dock of the lagoon. Put the Deer Doll on the boat, Trickster Doll on the jewelry and the Moose Doll on the wave. Pick up both dolls after solving the puzzle.
Charm: Mr. Drippy – This will be on a red and blue boat floating toward you. The charm is on that boat.
Nursery Rhyme Dolls 11 & 12: Maiden Doll / Monster Doll – From here, head north to the Ranger Cabin. It is marked on your map. Enter the cabin and go upstairs to find these on a dresser in a bedroom.
Nursery Rhyme Puzzle 9 – This is found behind the cabin outside. Put the Bear Doll on the heart and the Maiden Doll on the tree. Pick up both dolls after solving the puzzle.
Charm: FBC – This charm is now on the bed upstairs inside of the cabin.
Nursery Rhyme Puzzle 10 – From here, head back to town and go behind Suomi Hall. There is a locked door to a building behind Suomi Hall. Use the screw driver to open the lock. This is found inside of that building. Put the Maiden Doll on the house and the Trickster Doll on the jewelry. Pick up both dolls after solving the puzzle.
Charm: Coffee Mug – Exit the building from the previous puzzle and this can be found in the mailbox.
Cult Stash 11 – Go through town and head to the south eastern point of the dock to find this stash. The lock combination is 496.
Return 4: No Chance
Yippee Ki-yay
– The shotgun will be on the ground next to a dead enemy at the exit of the lodge.
We Watch in the Night
– This will pop at the end of the chapter.
Return 5: Old Gods
Cult Stash 12 – Take the path that splits right at the save room. Follow it up to find this stash behind some rocks where the trail loops. Press the buttons in the order that they flash to open it.
Nursery Rhyme Puzzle 11 – This is found near the previous cult stash by the edge of the cliff that overlooks the save room. Put the Mother Doll on the house and the Child Doll on the tree. Pick up both dolls after solving the puzzle.
Charm: Lantern – From the puzzle, follow the trail back toward the save room and you’ll come across this charm on your path.
Cult Stash 13 – Follow the path from the save room south and follow it until you come across a broken down truck. The stash is in the back of the truck. The lock combination is 177.
Lunchbox 15 / 7 Manuscript Fragments – From the previous stash, head west back to where you came a bit. Look at the trees to the right of the wooden stairs and you should see cult patterns on them. Follow those and they will lead to this lunchbox.
Lunchbox 16 / 5 Manuscript Fragments – As soon as you enter the Manor, go into the room on your immediate right and this will be on a dresser.
Map: Valhalla Nursing Home – This is on the wall right next to the previous lunchbox.
Koskela Brother Commercial 5: Bright Falls Blend – This will automatically start playing on the TV in the rec room. The rec room is right next to the room with the previous two collectibles.
Map: Wellness Center – This will be on the wall to your left as soon as you walk through the first set of doors in the Wellness Center.
Ready for a Fight
/ Hunting Rifle – After you enter the Wellness Center, make your way to the Security Room. You can get there by going through the Rehabilitation room and through the Office. Once inside of the Security Room, interact with the computer. The password is 170823. Unlock the doors. From there, back track all the way around to where you entered the Wellness Center by going to Ward Reception. Go through the now open double doors at Ward Reception. Then, go into the door on the right to the Staff Lounge. Go behind the front desk and pick up the door knob in the box.
Now that you have the door knob, make your way back over to the Security Room. Use the door knob on the door next to Security. Enter the Workshop to find this weapon in a locker.
Escape its Gravity
– Progress the story by filling out the Case Board in the Mind Place and then go to the Rehabilitation room. When you enter, you’ll be ambushed by a new kind of enemy type. These types will often grab you. Let this one grab you and then press
/
to use a flare to break the grapple. The prompt will appear on screen. You do not need to have the flare equipped. You just need to have one in your inventory with you. You’ll know it’s about to grab you when it disappears.
- Progress the story. The lock combination needed to find the fuse in the basement is 273.
Cut Short
– Progress the story until you enter the overlap once again. Make your way through the tunnels until you come to a room with a locked locker next to a light switch. Turn the light switch on. Go through the open doorway to the left of the switch you just turned on. Go to the back of the dark room to find another light switch. Turn this one on as well. After that, go to the desk on the right side of the room and open the drawer to find the Tool Cabinet Key. Now, go back to the first switch and turn it off. You can then use the keys on the locker to get the bolt cutters.
Girl in Love
– Progress through the chapter until it is time to fight Cynthia. You’ll need to run through the water to turn the lights on. If you’re in the water for too long, you’ll be attacked by Cynthia. So make sure you know what platform you’re running to before getting in the water. You’ll need to reach a generator and then get back to the the center circular room to turn the lights on. After that, it’ll be time to actually fight her.
During the fight, Cynthia will be floating up above you. Shoot at her and run from the waves she sends at you. Keep shooting her until she falls down. When she does, focus your flashlight on her and then continue shooting her and dodging her attacks.
The Old Gods
– This will pop after the cutscene following the boss fight.
- Just like earlier, this chapter is over. However, we are going to clean up some collectibles before advancing the story further. Previously flooded areas are clear and locked areas are not accessible with the bolt cutters.
Lunchbox 17 / 9 Manuscript Fragments – From where you regain control of Saga, head west to the trail. Use the Mind Place to expand the Case Board and then use the bolt cutters on the gate in order to open it. Take the bottom western path of the two until you see trees marked with patterns. Follow those trees off the trail to the lunchbox.
Cult Stash 14 – First, you will need a key. Follow the path south a bit and look left to see a sign with an arrow pointing down. The Bunker Woods Stash Key is at that sign.
After that, go up the hill behind where the key was and you should come up to the stash.
Cult Stash 15 – Follow the path south. You’ll pass by a save room on the way. Go off the path to the left just before the area splits. The lock combination is pictured below. This stash will also have a Flashbang Grenade in it. We can use this to earn a Trophy/Achievement shortly.
Nursery Rhyme Puzzle 12 – Head to the Ranger Station. It is labeled on your map. Get inside and then look in a room on the first floor to find this puzzle. Put the Child Doll on the house and the Monster Doll on the candy. Pick up the dolls after solving the puzzle.
Charm: Coffee Mug – After solving the previous puzzle, a black stain will spawn by one of the doors on the ground. Open that door and then a trail of footprints will spawn behind you. Follow them upstairs into a bathroom and then exit and follow them over to a bed where this charm will be waiting.
Cult Stash 16 – Exit the Ranger Station and go over to the outside of the chimney. The Ranger Station Stash Key will be on the ground next to the chimney.
Once you have the key, head north west a bit from the station to find this stash up a slight hill.
Stunning Vistas
– There is a group of multiple enemies near the previous chest. Equip your Flashbang and throw it at an enemy to earn this.
Lunchbox 18 / 8 Manuscript Fragments – From the previous stash, follow the path north. It’ll dip down a bit and then you’ll see painted rocks on the right as the path comes back up. Follow the painted rocks to the lunchbox.
Nursery Rhyme Puzzle 13 – Go to the eastern edge of the map to a small beach. This puzzle can be found on the beach. Put the Monster Doll on the wave, the Child Doll on the Jewelry and the Mother Doll on the boat. Pick up the dolls after solving the puzzle.
Charm: Valhalla Nursing Home – This can be found on the beach just a few steps away from the puzzle next to a red and white cooler. Kill the two enemies first.
Lunchbox 19 / 6 Manuscript Fragments – This is found just a few steps to the left of where the previous charm was found.
Lunchbox 20 / 9 Manuscript Fragments – Cross over the bridge. As soon as you get across the bridge, head south east. This lunchbox can be found on the ground next to a tree overlooking the boat yard.
Nursery Rhyme Puzzle 14 – Head to the boat yard and go down the bigger dock to find this puzzle. Put the Mother Doll on the wave and the Monster Doll on the boat.
Charm: Anchor – This is found in the middle of the boatyard on the ground next to a white boat laying on its side.
Cult Stash 17 -This is found on the ground next to a white box truck parked outside of Elderwood Palace Lodge.
Cult Stash 18 – From the previous stash, go down the street and look to your right to see a big white building marked, “Fresh Seafood.” Use the bolt cutters to open the gate. Go through the gate and then open the door on your immediate right. The stash is inside of that room. The lock combination is 697.
Cult Stash 19 – Go up the alleyway along the side of Oh Deer Diner. On the left side is a gate that can be opened with bolt cutters. The combination is pictured below.
- With that taken care of, it’s time to get to Saga’s car and travel to Watery for the rest of the collectibles in that location. We need to go there first as a puzzle in Cauldron Lake requires a certain number to be completed before it spawns.
Watery
Nursery Rhyme Puzzle 15 – Head to the trailer park. Once there, go to the trailer that is locked behind a gate. Use the bolt cutters to open the gate and enter the trailer to find this puzzle. Put the Wise Elder Doll on the eye and the Deer Doll on the heart. Pick up the dolls after solving the puzzle.
Charm: Deerfest – This charm will spawn on a a short shelf by the kitchen and front door of the same trailer as the previous puzzle.
Cult Stash 20 – Head to Kalevala Knights Workshop. Use the bolt cutters to open the gate next to the workshop. Then, go behind the building. This stash can be found on the ground up against the workshop itself. The lock combination is 542.
- Return to your car and travel to Cauldron Lake.
Cauldron Lake
Lunchbox 21 / 9 Manuscript Fragments – From your car, head to the Rental Cabins. When you get to the gate, you’ll need to use the bolt cutters to open it. This lunchbox is in cabin 2, but we’ll need to go through cabin 3 in order to make it inside. Use the back door.
Nursery Rhyme Puzzle 16 – This is found inside of cabin 4. You will need to go behind cabin 3, crouch under a log, enter the second back door, go out the front door and then enter the front door of cabin 4. The puzzle will be right in front of you when you enter. Put the Monster Doll on the egg, the Crow Doll on the eye and the Hero Doll on the jewelry. Pick up the dolls after solving the puzzle.
Charm: Coffee Mug – Go to cabin 6 to find this inside next to the TV. An enemy will also spawn in here.
I’ll Find You
/ Nursery Rhyme Doll 13: Father Doll – This doll is found in the FBC box next to the previous charm. This will only spawn after you have solved all of the previous Nursery Rhyme Puzzles. If you are unable to pick this up, back out and try again. If it still doesn’t work, go into the Mind Place and pin up all the evidence you have for these and then try again.
Cult Stash 21 – Head to the north point of the Rental Cabins. Look to the left to see some trees with painted numbers. The Lake Cabins Stash Key is behind the tree with the 2 on it.
From there, head to the south point of the Rental Cabins to cabin 1. Go inside to find this in the bathroom.
Shift in Reality
/ Nursery Rhyme Puzzle 17 – Head over to Witchfinder’s Station. When you get there, you’ll hear the puzzle clues over the radio. Go inside of the station and you’ll see drawings through out the station.
Downstairs:
- Put the Father Doll on the eye.
- Put the Hero Doll on the sun.
- Put the Mother Doll on the heart.
Upstairs:
- Put the Child Doll on the egg.
- Put the Trickster Doll on the wave.
Extra Charm Slot – Go downstairs after solving the puzzle and interact with the radio on the desk. After speaking to the radio, use your flashlight to focus on the darkness and then the slot will spawn on the same desk.
Return 6: Scratch
Stop Right There
/ Pump-Action Shotgun – Inside of the Sheriff’s Station, go to the Conference Room and kill the enemy. Then, go back out to the front area and get the Sheriff’s Station Keys from the FBC agent sitting in a closet. From there, go to Sheriff Tim Breaker’s room in the front desk area. Use the key on the door to find this shot gun up on the wall in a case. The lock combination is 723.
Hidden by the Trees
/ Cult Stash 22 – As soon as you enter the lower level of the Sheriff’s Station, go through the door on the right. Use the bolt cutters on the gate to find this stash. The lock combination is 146.
Since this is our last stash, the Lighthouse Key will be inside of this stash. You can go back to the Lighthouse in Watery for more manuscript pages, equipment and the final inventory upgrade.
- For the fight against Scratch, throw flashbangs or flares at him to stun him. While he’s stunned, run to each of the red generators and hold
/
to turn them on. You will need to do this for three generators.
Seeing Double
– This will pop after turning on the three generators.
The Nice Things in Life
/
Rustic Charm
/ Charm: Mayor Setter – After fighting Scratch, go into the Sheriff’s Station and speak with everyone. After that, you can then leave the station. Go to your car and travel to Watery. Once there, enter Suomi Hall and you should see Mayor Setter sitting on stage. Go up to the dog and pet it. Doing so will also earn you the final charm.
- Progress the to the end of the chapter.
At the end, you will need to make a manual save. This is Saga’s point of no return. As long as you don’t overwrite this manual save slot, you will be able to come back and pick up anything you may have missed.
Return 7: Summoning
- There are no Trophy/Achievement related collectibles in Return 7: Summoning.
Initiation 4: We Sing
Lights Shining
/ Flare Gun – This will be on your path as you work through the chapter. You will have to pick this up as part of the story.
All His Life
– This will pop upon exiting the theater at the end of the chapter.
(MISSABLE) Writer’s Journey Video 4: The Dark Presence – Exit the building and you’ll be outside. Go to Vision TV Shop where we collected Writer’s Journey 2 video. This one will be playing in the same place.
Initiation 5: Room 665
All Accounted For
/ Double-Barrel Shotgun – Progress through the chapter until you are on the roof of the Oceanview Hotel. Before entering the hotel entrance, go to the right of the entrance. You’ll find a small rooftop bar area. Use the clicker at the bar to turn the light on. Go through the doorway and then use the clicker again to turn the light off. Pick up the shot gun off of the rack.
- The code for the Oceanview Hotel rooftop door is 2550.
Map: Oceanview Hotel – After riding the elevator down to the lobby, go behind the Reception desk. It is straight across from the elevator. The map is up on the wall.
(MISSABLE) Writer’s Journey Video 5: Visions – This is found in room 101 inside of the Oceanview Hotel. First, you will need to go up to the second floor by progressing the story. Once at the second floor, head to the Ballroom save room. Pick up the Room 101 Key.
Once you have the key, go back down to the first floor and go to room 101. This will be playing on a TV on the mantle of the fireplace.
In a Fancy Hotel
– This will pop at the end of the chapter after pressing “Continue.”
Initiation 6: Return
- There are no Trophy/Achievement related collectibles in Initiation 6: Return.
Told and Retold
– This will pop at the end of the chapter.
Initiation 7: Masks
(MISSABLE) Writer’s Journey Video 6: Drowning – Progress through the chapter until you get to the Janitor. Go down into the basement through the door in the back of the janitor’s room. There will be two paths at the bottom of the stairs. Take the path on the right and keep going until you reach the end of the path. Use the light switch.
Go back through the doorway you just came from and then go down the newly spawned staircase on the right. Make your way through the bottom floor and then use the light switch in the Workshop through the Basement Storage. A shoebox of Alice’s photos will appear on the table ahead of you.
You must pick these photos up in order for the Writer’s Journey Video to appear. If you do not grab these photos, the video will not play at the end.
From here, progress to the end of the chapter. Interact with the TV to end the chapter as well as collect the video. Remember, you need to have collected Alice’s photos first in order for this to unlock.
It will say “End of Part” and then the video icon will save in the bottom left when you press “Continue.”
Behind the Masks
– This will pop at the end of the chapter.
Initiation 8: Zane’s Film
Map: Poet’s Cinema – Progress the story until you have to go to the movie theater. Use the Movie Ticket to enter the theater. Go behind the Refreshments counter into the Staff room to find this map up on the wall.
Writer’s Journey Video 7: Stop Writing – This is found in the save room to the right of the Refreshments counter.
The Trail of the Writer
– Writer’s Journey Video 8: Initiation – Progress through the chapter until you use the Grandmaster Plot in the Theater Hall. After using the Grandmaster plot, go through the door that appears on screen. The next area will be a loop. Run through the loop until the third time and then go through the story required door. You’ll enter a small closet. The TV will be in the closet. You’ll need to go completely into the closet with the TV in order for this to be collected. Play it safe and watch the whole thing to make sure it saves.
- Finishing this chapter will be the point of no return for Alan Wake’s story. If there is anything you haven’t picked up that is not missable, this will be your last opportunity to get them. You can make a manual save in a different slot if needed.
The Cult of the Word
– This will pop at the end of the chapter.
Initiation 9: Gone
- There are no Trophy/Achievement related collectibles in Initiation 9: Gone.
His Way Out
– This will pop at the end of the chapter.
If you followed this guide and played the stories in the same order as listed here, you will finish of the Summoning chapter for Saga after this. You’ll earn the following Trophies/Achievements:
Filled with Rage
– This is earned for killing Scratch. Run around the environment shooting Scratch until Estevez traps him in the light. While he is trapped, hold
/
to turn two lights. When both lights are pointed at the cage, run into the cage to finish the fight.
Rock n’ Roll, Baby
– This will be earned after fully finishing the chapter, Summoning. This will happen out of order if you played manually alternated between character stories.
Return 8: Deerfest
The Koskela Brothers
/ (Missable) Koskela Brother Commercial 6: “Return” Review – Once you’re back in Brightfalls, go to the Oh Deer Diner. This will start playing as soon as you enter the diner on the tv up in the corner. Get this commercial before interacting with the cardboard cutout holding the book on the street.
The Final Deerfest
– This will pop at the end of the chapter.
Return 9: Come Home
- There are no Trophy/Achievement related collectibles in Return 9: Come Home.
End of the Road
– This will pop at the end of the chapter.
The Story Come True
– This will pop during the final cutscene.
Sisu ![]()




































































































































































































































































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