alan wake 2 Walkthrough
Walkthrough Completion
0 / 19 Completed

Alan Wake 2 is a psychological survival horror game developed by Remedy Entertainment. The story follows FBI agent Saga Anderson and writer Alan Wake as their realities begin to intertwine during a string of ritualistic murders in the town of Bright Falls.
Walkthrough Progress
0/19 Completed
Parts
19
Main Story
30-35 Hrs
Roadmap
Best path before you start.
Walkthrough Preview
Trophy Progress
0/67 Completed
Gold
No
Silver
1
Bronze
65
Missables
Yes
Online
No
Playthroughs
1 Run
Trophy Preview
Video Library
4 videos
Alan Wake 2 - Launch Trailer
Tour Pages
12 guides
The Coffee World Gift Shop safe code in Alan Wake 2 is 146. You can find the clue inside the gift shop near the safe, then solve it by checking the employee board across the room and counting the coffee bean stickers for the correct staff members.
Entering the code unlocks the safe and rewards you with the Trailer Park Key, which is required to continue progressing through Watery.
Most locked doors, safes, and cult stashes in Alan Wake 2 require nearby clues, environmental puzzles, or hidden notes to solve. Some use keypad numbers, while others require symbol combinations or interpreting staff boards and written riddles.
Important codes include the Coffee World Gift Shop Safe code 146, the Oceanview Hotel code 2550, the Crossbow Cult Stash code 527, and the Wellness Center Security Computer code 170823.
To unlock the Sheriff Station Armory display case in Alan Wake 2, enter the code 723 during Return 6: Scratch. You first need the Sheriff’s Station Keys from Agent Estevez, then solve the author-name puzzle inside Sheriff Tim Breaker’s office.
Unlocking the case rewards the powerful Pump-Action Shotgun, one of Saga’s strongest late-game weapons.
Nursery Rhymes are collectible environmental puzzles found throughout Alan Wake 2 while playing as Saga Anderson. Each puzzle requires placing specific dolls onto matching symbols to trigger rewards, encounters, or hidden charms.
There are 17 Nursery Rhymes total across Cauldron Lake, Watery, and Bright Falls. Completing all of them unlocks the final rhyme at Witchfinder’s Station and rewards Saga with an extra charm slot.
Cult Stashes are locked collectible boxes hidden throughout Alan Wake 2 during Saga Anderson’s story. Each stash requires solving a puzzle involving keypad codes, symbol combinations, memory games, environmental clues, or hidden keys.
There are 22 Cult Stashes total across Cauldron Lake, Watery, and Bright Falls. Opening every stash rewards Saga with the Lighthouse Key, which unlocks the Watery Lighthouse.
There are 12 deer heads to find in Alan Wake 2. After petting all of them, return to the deer head in Saga’s Mind Place, then go to the Elderwood Palace Lodge in Bright Falls to unlock Room 108.
Inside Room 108, you’ll find a huge stockpile of ammo, flares, medical supplies, and other useful resources.
You obtain the Bolt Cutters during Return 5: Old Gods in Alan Wake 2. They are found inside the Valhalla Nursing Home Overlap and are required for story progression.
To get them, solve the light-switch cabinet puzzle inside the Overlap, retrieve the Tool Cabinet Key, and unlock the cabinet containing the cutters.
The Screwdriver in Alan Wake 2 is found at the Percolator ride inside Coffee World during Return 3: Local Girl. It is sitting on top of the ride’s control power box after you clear the enemies in the area.
Once you grab it, return to the locked Coffee World Gift Shop and use the Screwdriver to pry open the red padlock.
To defeat Nightingale in Alan Wake 2, use your flashlight boost to destroy his darkness shield, then shoot the glowing red Source Point on his chest with the Sawed-Off Shotgun. Keep moving during the fight, dodge sideways when he attacks, and loot supply boxes around the arena whenever he disappears.
This is Saga’s first major boss fight, so entering fully stocked with batteries, healing items, and shotgun ammo makes the battle dramatically easier.
To defeat Mulligan and Thornton in Alan Wake 2, destroy all six dark orbs around the arena using your flashlight boost while surviving their attacks. Thornton attacks from long range with a rifle while Mulligan pressures you at close range with a shotgun.
Once all dark orbs are destroyed, both bosses become vulnerable. Focus on eliminating Thornton first, then finish off Mulligan while staying mobile and conserving ammo.
To defeat Cynthia Weaver in Alan Wake 2, watch the water ripples, dodge her lunging melee attacks, then use your flashlight boost to break her darkness shield and punish her with shotgun damage.
In phase two, move to higher ground, avoid her explosive water orbs, and keep pressure on her with your strongest weapons after stunning her with light.
To defeat Scratch in Alan Wake 2, you must activate three FBC containment devices around the Sheriff’s Station impound lot while surviving his relentless attacks. Scratch cannot be killed with normal weapons, but sustained damage can temporarily stagger him and create openings to activate the devices.
Once all three containment arrays are active, the fight ends in a cutscene and completes Return 6: Scratch.
Walkthrough Completion
0 / 19 Completed
Platinum
60-70 Hrs
Difficulty
3/10
Playthroughs
1 Run
Trophy Completion
0 / 67 Completed
Progress by trophy category for this game.
Progress by trophy rank for this game.
Trophy: Sisu
Gain all trophies.
Type: Platinum
Tags: Misc
Unlock Details
Unlock all trophies to receive the Platinum.
Trophy: All Smiles
Fully upgrade a single weapon.
Type: Bronze
Category: Missable
Unlock Details
This trophy can be missable so pick a weapon early and stick with it since you do not have enough fragments to fully upgrade everything. Head to the table with wine bottles in Saga’s Mind Place. Interact with the manual for the weapon you want to upgrade and you will see all available upgrades. Each upgrade shows a torn page icon with a number which indicates how many Manuscript Fragments you need. Grab fragments from Alex Casey Cold Case Lunch Boxes hidden throughout the game. Focus on one weapon and you will unlock this trophy without extra headaches. Consider it your choose your favorite and go big moment.
Trophy: Secret Stashes
Discover one Cult Stash and one Lunch Box.
Type: Bronze
Category: Collectible
Unlock Details
You will unlock this the first time you find both a Cult Stash and a Lunch Box, which usually happens pretty early if you are exploring even a little. Cult Stashes are small locked containers that require simple puzzles or clues nearby, while Lunch Boxes are easier to spot and contain upgrade materials. If you see anything that looks out of place or a note nearby, take a second to investigate because chances are you are right next to one.
Trophy: Strange Reality
Solve five Nursery Rhyme puzzles.
Type: Bronze
Category: Collectible
Unlock Details
You will earn this after solving five Nursery Rhyme puzzles, which you will naturally come across while exploring Bright Falls and surrounding areas. These puzzles usually have dolls and a nearby rhyme hint, so take a moment to look around and think it through instead of guessing, because the solutions are always close and solving them is a nice break from getting chased around by Taken.
Video Guide: https://www.youtube.com/embed/My2SprrpLCo
Trophy: The Koskela Brothers
Watch all Koskela brother commercials.
Type: Bronze
Category: Collectible
Unlock Details
This collectible involves watching all six Koskela Brother commercials in Saga’s world. Approach the room where the show plays on a TV and interact with it. You do not need to watch the entire video; as soon as the collectible logo appears on the left side of the screen, you can continue on your path. Before Patch 1.15, one commercial could be missed if not collected before finishing Return 3: Local Girl, because the sheriff’s station becomes inaccessible due to the FBC order. After Patch 1.15, the chapter select allows you to go back before chapter 3 to pick up any missed commercial. Plan ahead and enjoy the mini-show for a fun break while ticking off this trophy.
Video Guide: https://www.youtube.com/embed/yiEHecxoLLs
Trophy: The Trail of the Writer
Watch all the Writer's Journey videos.
Type: Bronze
Category: Collectible
Unlock Details
This collectible requires watching all eight Writer’s Journey videos in Alan’s world. Approach the area where each video plays on a TV and interact with it. You do not need to watch the entire video; as soon as the collectible logo appears on the left side of the screen, you can move on. Before Patch 1.15, any remaining videos not collected before Initiation 8: Zane’s Film would be missed because the Dark Place becomes inaccessible, meaning you would need a new playthrough to get them. After Patch 1.15, the chapter select lets you go back before Initiation 8 to grab any missed videos. Take your time, enjoy the mini-series, and make sure you collect them all to avoid extra headaches later.
Video Guide: https://www.youtube.com/embed/vrqNhAgWNEw
Trophy: Coffee Thermos
Discover a Break Room.
Type: Bronze
Category: Collectible
Unlock Details
You will unlock this during Return 2 The Heart when you activate your first Break Room at the Witch’s Hut, and it is part of normal progression. Grab the fuse from the nearby camp, place it into the fuse box on the hut, and step inside once the lights turn on to claim the trophy. Break Rooms are your safe zones for saving and managing inventory, so get in the habit of using them often because they are the closest thing this game gives you to a breather.
Trophy: Carry his Words
Discover a Word of Power.
Type: Bronze
Category: Collectible
Unlock Details
Words of Power are glossy yellow circles scattered throughout the Dark Place. To collect one, simply aim your flashlight at it for a few seconds. All Words of Power are available before finishing Initiation 8: Zane’s Film, and you can track your progress in Alan’s Mind Place. After Casey’s death sequence and picking up the revolver, use the staff Ahti gives you to change the lamp above your head. This opens a new path at the end of the alley. Follow it until you reach a metal door and shine the light at the top of the door to scan the Words of Fix. Taking this route makes it easy to grab each Word without missing any.
Trophy: I'll Find You
Find all Nursery Rhyme dolls.
Type: Bronze
Category: Collectible
Unlock Details
The Nursery Rhyme dolls are small wooden collectibles needed to solve the Nursery Rhyme puzzles in Saga’s world. There are 13 dolls in total and all of them can be found before Return 6: Scratch. This trophy is not missable as long as you collect them before Saga’s point of no return, because the game forces a save. If you save after that, you lose access to these areas and anything remaining will be missed.
Video Guide: https://www.youtube.com/embed/wcppYkoYJn0
Trophy: All Accounted For
Find all weapons for both characters.
Type: Bronze
Category: Collectible
Unlock Details
This collectible trophy requires finding all eight weapons in the game for both Saga and Alan. None of the weapons are missable as long as you collect them before each character’s point of no return. Saga’s arsenal includes the FBI Pistol (default), Sawed-Off Shotgun (Return 2: The Heart), Crossbow (Return 3: Local Girl), Hunting Rifle (Return 5: Old Gods), and Pump-Action Shotgun (Return 6: Scratch). Alan’s weapons include the Revolver and Flashlight (Initiation 2: Casey), Flare Gun (Initiation 4: We Sing), and Double-Barrelled Shotgun (Return 4: No Chance / Initiation 5: Room 665). Track each weapon as you progress and enjoy unlocking them naturally while experiencing each part of the story.
Video Guide: https://www.youtube.com/embed/u6QWpD-VlrM
Trophy: Shift in Reality
Complete all Nursery Rhyme puzzles.
Type: Bronze
Category: Collectible
Unlock Details
This collectible trophy requires completing all 17 Nursery Rhyme puzzles in Saga’s world. To solve a puzzle, first find the necessary Nursery Rhyme Doll (see Bronze I’ll Find You). Read the riddle in the center of each puzzle and place the dolls on the correct pictures based on the clues. After solving a puzzle, strange things happen around you, and following the signs will give you a charm reward. Remember to pick up your dolls again after each puzzle as they are used in multiple locations.
Video Guide: https://www.youtube.com/embed/G_MU0JVy2yE
Trophy: Hidden by the Trees
Find all Cult Stashes and Lunch Boxes.
Type: Bronze
Category: Collectible
Unlock Details
This collectible trophy requires finding all 22 Cult Stashes and 21 Lunch Boxes across Cauldron Lake, Watery, and Bright Falls. Most Stashes contain ammo and supplies, but three are special: one holds the crossbow and two contain inventory upgrades. Stashes are protected by shaped, keyed, numerical, or randomized order locks. You can locate all of them by checking the notice board in the Break Room of Knight's Workshop in Watery, which shows the maps for all Saga areas.
Video Guide: https://www.youtube.com/embed/uDZzUgWmLgM
Trophy: Rustic Charm
Find all the Charms.
Type: Bronze
Category: Collectible
Unlock Details
This trophy is all about finding the 18 Charms scattered across Cauldron Lake, Watery, and Bright Falls in Saga's world. Charms boost Saga’s powers or unlock new abilities, like revealing all collectables on the map or surviving a fatal hit. At the start, you can choose three charms, and a fourth becomes available after completing all the Nursery Rhyme puzzles.
Video Guide: https://www.youtube.com/embed/GXYlYXcKKWw
Trophy: Escape its Gravity
Use a Hand Flare to escape an enemy Grapple.
Type: Bronze
Category: Combat
Unlock Details
Hand Flares are your best friend when a TAKEN grabs you. You can loot them from Cult Stashes and use them either to escape a grapple or keep enemies at bay. When a TAKEN grabs you, you can either mash the Cross button or use a Hand Flare from your inventory by pressing R2. The first boss fight with Nightingale is a great opportunity if you have one, but Mirrored TAKEN in Return 5: Old Gods are even more likely to grapple you, making it easy to trigger this trophy. Keep a flare handy and show those TAKEN who’s in charge.
Trophy: This is the Moment
Dodge at the last minute to avoid an enemy attack.
Type: Bronze
Category: Combat
Unlock Details
Perfect Dodges are all about timing. Press L1 just before an enemy attack to dodge perfectly. This stuns the TAKEN and gives you a clear shot, which is especially helpful if your flashlight runs out of battery because it destroys their Darkness Shield. Normal TAKEN are the easiest to practice on since their attacks deal less damage, so use them to get the rhythm down before taking on bigger threats. Timing is key, but once you get it, it’s satisfying to watch them stumble.
Trophy: Shining in the Night
Ignite a Hand Flare to keep enemies at bay.
Type: Bronze
Category: Combat
Unlock Details
Hand Flares aren’t just for escaping grapples, they’re great for keeping TAKEN at a safe distance. You can either ignite one near a TAKEN to make them back off or throw it so you can attack from afar. If you didn’t grab this trophy while earning Escape its Gravity, using a flare like this will get it for you. It’s a simple but satisfying way to make the darkness step back.
Trophy: Chased the Source
Destroy a Source Point.
Type: Bronze
Category: Combat
Unlock Details
TAKEN have weak points that glow red when their Darkness Shield is broken by holding R1 with your flashlight focus. Hitting this crack deals heavy damage and counts toward the trophy. The easiest time to grab it is during the first boss fight with Nightingale since the glowing crack is large and easy to target. It’s a satisfying way to see your precision pay off.
Trophy: Darkness Coiled
Destroy a Darkness Shield.
Type: Bronze
Category: Combat
Unlock Details
You will unlock this during Return 2 The Heart when the game teaches you how to deal with Taken enemies, so it is unmissable. Use your flashlight focus to burn away the Darkness Shield before attacking, and get used to this rhythm early because every fight depends on it and rushing in without doing this will get you humbled real quick.
Trophy: Aimed Ahead
Defeat five enemies with headshots.
Type: Bronze
Category: Combat
Unlock Details
This one is straightforward: defeat five TAKEN with headshots. Make sure their Darkness Shields are broken first by using your flashlight focus. Normal TAKEN usually go down in two headshots, so aim carefully. Chapter 3 or 4 is a good time to tackle this since ammo is limited and every shot counts. It’s a nice little test of your precision under pressure.
Trophy: Stop the Monster
Interrupt a Taken Thrower's relocation attempt with the Flashlight Boost.
Type: Bronze
Category: Combat
Unlock Details
During Return 3: Local Girl, you’ll meet Taken Throwers on your way to Coffee World through the forest. These fast enemies throw axes and dash unpredictably. To earn this trophy, time your flashlight focus (hold R1) just as they try to dash. Doing it correctly will interrupt their move and make another Thrower appear from behind. It’s a satisfying little counter if you love feeling clever with timing.
Trophy: Stunning Vistas
Stun an enemy with a Flashbang.
Type: Bronze
Category: Combat
Unlock Details
Flashbangs can be found in Cult Stashes and are perfect for stunning TAKEN. Equip one from your inventory and throw it by holding R2 when an enemy is nearby. The explosion of light and sound will give you a nice breather and earn this trophy without much fuss.
Trophy: Gone for Good
Defeat an enemy with an explosion.
Type: Bronze
Category: Combat
Unlock Details
Propane Tanks from Cult Stashes are your friends for explosive takedowns. Equip one, throw it near a TAKEN by holding R2, and then shoot it with your pistol when they are close. The blue glow helps you aim, and the resulting blast makes for a satisfying finish while snagging this trophy.
Trophy: In One Go
Defeat an enemy with a single shot from the Crossbow.
Type: Bronze
Category: Combat
Unlock Details
The Crossbow is found in Watery during Return 3: Local Girl, and unlocking the Pull the String upgrade with 15 Manuscript Fragments will make it deadly. Find a regular TAKEN at a safe distance, aim carefully at the head, hold R2 to charge, and release when ready. One well-placed shot is all it takes, and you’ll get the trophy while feeling like a sharpshooter.
Trophy: Felt Good
Use a Healing Item.
Type: Bronze
Category: Misc
Unlock Details
Healing Items are your best friend when things get rough. Equip one from your inventory and hold R2 until it restores some health. It doesn’t matter which type you use—First Aid Kits, Trauma Pads, or Painkillers—all that matters is that you actually use one. A little health goes a long way, and this trophy is your reward for taking care of yourself.
Trophy: Growing Stronger
Upgrade any weapon once.
Type: Bronze
Category: Misc
Unlock Details
To earn this trophy, simply upgrade any weapon once at the upgrade table in Saga’s Mind Place. Pick a weapon you like and spend some Manuscript Fragments on it. It’s a small step, but every upgrade makes you feel a bit more unstoppable.
Trophy: Nightmare Territory
Pick up a map.
Type: Bronze
Category: Misc
Unlock Details
This collectible is simple and unmissable. You will earn it in Return 1: Invitation. As soon as you take control of Saga, look for the notice board in front of you with a map pinned on it. Interact with the map and the trophy will unlock immediately. It is a nice, easy one to tick off early in your playthrough.
Trophy: Grew Bigger
Upgrade the inventory's size.
Type: Bronze
Category: Misc
Unlock Details
This collectible trophy requires upgrading the inventory’s size and is not missable as long as you act before Saga’s point of no return. Alan Wake 2 has three inventory upgrades, but you only need one to unlock this trophy. Two upgrades are found after Return 2: The Heart in Cauldron Lake. After your first encounter with the TAKEN in the General Store, go to the room where he came from, which leads to taking Nightingale’s heart from the freezer. In front of the freezer, a metal closet holds a bag, collect it to earn the trophy. Another upgrade is located after Return 5: Old Gods in Bright Falls in Cult Stash 7. Focus on grabbing one of these bags before the point of no return to secure the trophy without missing anything.
Trophy: Coffee-Themed Fun
Shoot Mr. Drippy or any other cardboard cutout in Coffee World.
Type: Bronze
Category: Misc
Unlock Details
This trophy is all about letting off some steam in Coffee World. Head to the amusement park during Return 3: Local Girl and find the cardboard cutouts of Mr. Drippy or other characters. Just shoot any of them once and the trophy is yours. It’s a fun little break from the tension, and honestly, who doesn’t love knocking over a smiling teapot?
Trophy: Filling the Shape
Place a Charm in all of the bracelet's slots.
Type: Bronze
Category: Misc
Unlock Details
Time to accessorize for power. Make sure you have at least 3 charms in your inventory, then go to the left side of the menu and place them in the bracelet’s slots. Once all slots are filled, the trophy is yours. Bonus tip: after completing all Nursery Rhyme puzzles, you unlock an extra slot, so your bracelet can be even more impressive.
Trophy: Back to Life
Use a Coffee Mug Charm to prevent defeat.
Type: Bronze
Category: Misc
Unlock Details
Coffee Mug Charms are your personal safety net, letting you survive a fatal hit once. There are five of them scattered across the game, and they disappear after saving you, so try to save them for tough encounters or boss fights. Simply let a TAKEN finish you off while holding one, and enjoy the little thrill of cheating death to earn this trophy.
Trophy: The Nice Things in Life
Pet Mayor Setter.
Type: Bronze
Category: Misc
Unlock Details
Sometimes the smallest gestures are the most rewarding. After defeating Scratch at the Bright Falls Sheriff's Station, head to Suomi Hall in Watery before starting Return 7 and find Mayor Setter on stage where Ahti is singing. Give him a pet and not only do you earn this trophy, but you also snag a charm that shows all collectables, doors, and supplies on the map—a win-win for both your heart and your inventory.
Trophy: Not the Last
Pick up the first Manuscript Page.
Type: Bronze
Category: Story
Unlock Details
You will get this naturally early in Return 1 Invitation when you pick up your first Manuscript Page, so there is nothing to worry about here. These pages are part of the core progression and you cannot miss them, so just keep playing and enjoy the story as they start pulling you deeper into the mystery.
Trophy: Finding a Way
Find the Screwdriver.
Type: Bronze
Category: Story
Unlock Details
You will earn this during Return 3 Local Girl when you pick up the screwdriver as part of the main story, so it is completely unmissable. This tool lets you open certain locked doors and containers, so once you have it, it is worth remembering earlier locked spots you passed because they often hide useful resources or small rewards.
Trophy: Cut Short
Find the Boltcutters.
Type: Bronze
Category: Story
Unlock Details
You will get this during Return 5 Old Gods when you pick up the boltcutters as part of the story, so it is unmissable. Once you have them, go back and check any chained doors you saw earlier because they often lead to hidden areas with collectibles or useful resources, and it feels pretty great finally getting into those spots that were teasing you before.
Trophy: Bring It
Find the Sawed-Off Shotgun.
Type: Bronze
Category: Story
Unlock Details
You can get this in Return 2 The Heart shortly after the General Store encounter, and while it is tied to exploration, it is very easy to grab if you are paying attention. Head into the room where the Taken broke through, look near the freezer, and open the locked case using code 739 to pick up the sawed off shotgun. It is a huge upgrade early on, so do not skip it because this thing absolutely deletes enemies at close range and makes fights feel way less stressful.
Trophy: Ready for a Fight
Find the Hunting Rifle.
Type: Bronze
Category: Story
Unlock Details
You will find this in Return 5 Old Gods during the Wellness Center section, and it takes a bit of exploration to unlock. Follow Tor into the locked room, go to the control room, then use code 170823 on the nearby door, grab the missing knob from the reception area, and use it to access the workshop where the hunting rifle is waiting in a stash. It takes a few steps, but the rifle is worth it because it gives you strong, reliable damage at range when things start getting more intense.
Trophy: Greatest Hits
Find the Crossbow.
Type: Bronze
Category: Story
Unlock Details
You can pick this up in Return 3 Local Girl while heading toward Coffee World through the forest, so keep an eye out along the path. Near a Hunting Shack, you will find a Cult Stash in front of the entrance, and opening it with code 527 rewards you with the crossbow. This weapon is great for saving ammo and landing clean shots, and pulling off a perfect hit with it feels very satisfying once you get the hang of it.
Trophy: Stop Right There
Find the Pump-Action Shotgun.
Type: Bronze
Category: Story
Unlock Details
You can grab this in Return 6 Scratch at the Bright Falls Sheriff’s Station, so make sure you explore the upper floor when you get there. Head into Sheriff Tim Breaker’s office and open the locked case using code 723 to pick up the pump action shotgun. This is one of the best weapons in the game, so do not leave it behind because it hits hard and makes close encounters feel a lot more manageable.
Trophy: Find the Light
Find the Flashlight and Revolver.
Type: Bronze
Category: Story
Unlock Details
You will unlock this in Initiation 2 Casey as part of the story, so it is completely unmissable. After the alley cutscene, move forward and pick up the flashlight and revolver near the body, which officially sets you up with the core tools for surviving the Dark Place. From here on out, light is your best friend, so get used to relying on it or the darkness will remind you why that is a bad idea.
Trophy: Lights Shining
Find the Flare Gun.
Type: Bronze
Category: Story
Unlock Details
You will get this during Initiation 4 We Sing as part of the story, so there is nothing you can miss here. The game places the flare gun right next to the typewriter during the musical sequence, and once you pick it up, you will have a powerful tool for crowd control that can save you when things start getting chaotic.
Trophy: Yippee Ki-yay
Find the Double-Barrelled Shotgun.
Type: Bronze
Category: Story
Unlock Details
You will earn this in Return 4 No Chance when you pick up the double barrelled shotgun near a body on your way forward, making it unmissable in Saga’s story. It shows up again later in Initiation 5 Room 665 for Alan, but that version can be skipped, so do not rely on it there. This shotgun is all about raw power at close range, so when an enemy gets too comfortable in your space, this is your not so friendly way of telling them to back off.
Trophy: Lawman
Defeat Nightingale.
Type: Bronze
Category: Story
Unlock Details
You will earn this in Return 2 The Heart after defeating Nightingale, your first real boss fight, and it is unmissable. His attacks are all physical, so focus on dodging at the right moment and getting a few clean shots in before he disappears and triggers the storm phase. When that happens, just run and reposition instead of trying to be a hero, and repeat this a few times until he finally goes down.
Trophy: Bright Falls' Finest
Defeat Mulligan and Thornton.
Type: Bronze
Category: Story
Unlock Details
You will unlock this in Return 3 Local Girl after defeating Mulligan and Thornton, and this fight is all about handling two threats at once. Focus on destroying the darkness orbs around the area first because the bosses cannot be defeated until they are gone, then deal with Mulligan up close before turning your attention to Thornton above. It can feel chaotic at first, but once the orbs are gone the fight becomes much more manageable.
Trophy: Girl in Love
Defeat Cynthia.
Type: Bronze
Category: Story
Unlock Details
You will earn this in Return 5 Old Gods after defeating Cynthia, and this fight has two clear phases you need to adapt to. While she is floating, focus on dodging her attacks and using your flashlight to clear projectiles, then unload damage when she drops to the ground because that is your best window to finish the fight. If she goes back into the air, just reset your focus and repeat, because patience here makes the fight way easier than trying to rush it.
Trophy: Filled with Rage
Defeat Scratch.
Type: Bronze
Category: Story
Unlock Details
You will earn this in Initiation 9 Gone after defeating Scratch, and this fight is more about mechanics than raw damage. Hurt him until Casey locks him in place with the light, then quickly rotate both light bars toward the cage and step inside so he follows you into it. Timing matters here, so stay calm and focus on the sequence because once you get it right, the fight ends cleanly.
Trophy: Storm Cloud
Escape from the Dark Presence.
Type: Bronze
Category: Story
Unlock Details
You will unlock this in Initiation 2 Casey during a chase sequence with the Dark Presence, and it is unmissable. Just keep moving forward, avoid getting caught, and do not overthink it because the game wants you to feel the pressure here. If it feels intense, that is the point, so just run like your life depends on it and you will make it through.
Trophy: The Story Come True
Complete Alan Wake 2.
Type: Silver
Category: Story
Unlock Details
You will unlock this after completing Return 9 Come Home and finishing the main story of the game. Just follow the story through to the end and enjoy the ride because this is one of those games where the journey is just as important as the destination, and reaching this point feels well earned.
Trophy: Hunting Season
Complete chapter "The Cult".
Type: Bronze
Category: Story
Unlock Details
You will earn this after completing Return 0 The Cult, which acts as the game’s opening chapter and introduction to the story. Once the prologue wraps up, the trophy will pop, so just focus on learning the basics and settling into the atmosphere because things only get stranger from here.
Trophy: Somebody's Home
Complete chapter "Invitation".
Type: Bronze
Category: Story
Unlock Details
You will unlock this after completing Return 1 Invitation once you finish investigating and examining Nightingale at the police station. This chapter introduces you to exploration and early collectibles, so it is a good time to start building the habit of checking every area carefully because the game rewards players who take their time.
Trophy: Into the Overlap
Complete chapter "The Heart".
Type: Bronze
Category: Story
Unlock Details
You will earn this after completing Return 2 The Heart once you defeat Nightingale and progress the story by the lake. This chapter is packed with collectibles and upgrades, so take your time exploring Cauldron Lake instead of rushing forward because you can grab useful gear like the sawed off shotgun and inventory upgrades that make the rest of the game smoother.
Trophy: Back in Watery
Complete chapter "Local Girl".
Type: Bronze
Category: Story
Unlock Details
You will unlock this after completing Return 3 Local Girl once the chapter wraps up and the story transitions forward. This is one of the most content heavy areas in the game, so it is worth slowing down and exploring Watery thoroughly because you can pick up key tools like the screwdriver and crossbow while knocking out a huge chunk of collectibles in one go.
Trophy: We Watch in the Night
Complete chapter "No Chance".
Type: Bronze
Category: Story
Unlock Details
You will earn this after completing Return 4 No Chance as the story pushes forward in Bright Falls. This chapter is more focused on progression than exploration, so just follow the objectives and enjoy the pacing change because sometimes it is nice to not worry about missing anything and just move the story along.
Trophy: The Old Gods
Complete chapter "Old Gods".
Type: Bronze
Category: Story
Unlock Details
You will unlock this after completing Return 5 Old Gods once the chapter wraps up and your conversation concludes. This is one of the most content rich sections in the game, so take your time exploring Bright Falls because you can grab key upgrades like the hunting rifle, boltcutters, and extra charm slots while clearing out a ton of collectibles along the way.
Trophy: Seeing Double
Complete chapter "Scratch".
Type: Bronze
Category: Story
Unlock Details
You will earn this after completing Return 6 Scratch once you force Scratch to retreat using the FBC lights. This chapter is shorter but still worth exploring a bit since you can grab the pump action shotgun here, and having it ready makes the tougher encounters ahead feel much more manageable.
Trophy: Rock n' Roll, Baby
Complete chapter "Summoning".
Type: Bronze
Category: Story
Unlock Details
You will unlock this after completing Return 7 Summoning once the events at Cauldron Lake play out. This section leans heavily into action and atmosphere, so just enjoy the moment and push forward, and if you have been switching between stories consistently, the pacing here will feel much smoother instead of everything stacking up at once.
Trophy: The Final Deerfest
Complete chapter "Deerfest".
Type: Bronze
Category: Story
Unlock Details
You will earn this after completing Return 8 Deerfest once you push through the chaos in Bright Falls and reach the key story moment at Valhalla Nursing Home. This section is more about survival and movement than exploration, so focus on getting through safely instead of fighting everything because sometimes the smartest play is just getting out alive.
Trophy: End of the Road
Complete chapter "Come Home".
Type: Bronze
Category: Story
Unlock Details
You will unlock this after completing Return 9 Come Home once Saga pieces everything together and finds her way out. Pay attention in the Mind Place here because connecting the clues is what drives progress, and if something feels confusing, slow down and review the evidence since the game is giving you everything you need.
Trophy: Talk Show
Complete chapter "Late Night".
Type: Bronze
Category: Story
Unlock Details
You will earn this after completing Initiation 1 Late Night once you escape the Talk Show Studio. This section introduces you to Alan’s mechanics, so take a moment to understand how the light and environment work together because getting comfortable here will make the rest of his segments feel much easier.
Trophy: New York City
Complete chapter "Casey".
Type: Bronze
Category: Story
Unlock Details
You will earn this after completing Initiation 2 Casey once you escape the Dark Presence in the Caldera Metro Station. This section introduces more of Alan’s reality shifting mechanics, so take your time rewriting the scene correctly because if something is not working, it usually means you need to change the story angle rather than brute forcing your way through.
Trophy: Return
Complete chapter "Haunting".
Type: Bronze
Category: Story
Unlock Details
You will unlock this after completing Initiation 3 Haunting once you finish exploring the Perelman Tower and view the key footage. This chapter leans more into narrative and atmosphere, so slow down and take it in because it helps make sense of everything going on, even if it still feels a little confusing at times.
Trophy: All His Life
Complete chapter "We Sing".
Type: Bronze
Category: Story
Unlock Details
You will earn this after completing Initiation 4 We Sing once you escape the Talk Show Studio during the musical sequence. This part is more about timing and awareness than difficulty, so just stay focused and follow the path forward because getting caught up in the moment is easy, but you still need to keep moving.
Trophy: In a Fancy Hotel
Complete chapter "Room 665".
Type: Bronze
Category: Story
Unlock Details
You will unlock this after completing Initiation 5 Room 665 once you finish the hotel sequence and progress the story. This section can feel a bit disorienting at times, so take it slow and pay attention to your surroundings because the game loves to mess with you here and rushing will only make it more confusing.
Trophy: Told and Retold
Complete chapter "Return".
Type: Bronze
Category: Story
Unlock Details
You will earn this after completing Initiation 6 Return once the chapter wraps up in Perelman Tower. By this point, you should be more comfortable with Alan’s mechanics, so trust your instincts and experiment a bit because sometimes the solution is simpler than it first appears.
Trophy: Behind the Masks
Complete chapter "Masks".
Type: Bronze
Category: Story
Unlock Details
You will unlock this after completing Initiation 7 Masks once you finish exploring the Oceanview Hotel. This chapter leans into puzzle solving and atmosphere, so stay patient and think things through because forcing your way forward rarely works here and taking a second to observe usually leads to the answer.
Trophy: The Cult of the Word
Complete chapter "Zane's Film".
Type: Bronze
Category: Story
Unlock Details
You will unlock this after completing Initiation 8 Zane’s Film once you finish the events at the Poet’s Cinema. This chapter leans heavily into the game’s surreal side, so do not overthink every detail and just follow the logic the game presents because it usually clicks once you see how the scene is meant to play out.
Trophy: His Way Out
Complete chapter "Gone".
Type: Bronze
Category: Story
Unlock Details
You will earn this after completing Initiation 9 Gone once the chapter concludes in Perelman Tower. By now you should have a solid handle on Alan’s mechanics, so stay calm and focused during the final sequences because panicking is usually what gets you caught, not the challenge itself.
Trophy: The Other Side
Change between stories once.
Type: Bronze
Category: Story
Unlock Details
You will unlock this automatically early on when the game switches you between Alan and Saga, so there is nothing you need to go out of your way to do. After this point, you can manually switch between their stories at Break Rooms, which is a great way to control pacing, so if one side starts getting intense, you can always hop over and give yourself a breather.
The opening hours introduce you to Bright Falls and the investigation that kicks everything off. Take your time here and get comfortable with the two core sides of the game: Saga’s detective work in the real world and Alan’s surreal journey through the Dark Place. You’ll spend time exploring, solving environmental puzzles, and learning how the combat works against Taken enemies. Nothing here needs to be rushed, and the game does a great job slowly teaching you its systems.
This is also when you’ll start encountering things like Cult Stashes, Nursery Rhymes, and lunch boxes that upgrade Saga’s abilities. If something looks suspicious or slightly out of place, it probably hides a puzzle or collectible. Exploration pays off in this game, and grabbing upgrades early makes later fights much easier.
A good early habit is to check Saga’s Mind Place regularly. The case board helps keep track of clues and often nudges you toward the next objective if you’re unsure where to go. If a puzzle or stash code is giving you trouble, remember you can always Ask Gami for a quick nudge instead of wandering in circles.
Once the investigation deepens, the game opens up and you’ll start switching between Saga and Alan more frequently. Both characters have their own mechanics, locations, and puzzle types, so expect the pacing to change depending on who you’re playing. This is where the game really hits its stride with exploration, story twists, and some tougher combat encounters.
By now you should start focusing more on upgrades and resource management. Lunch boxes unlock powerful perks for Saga, while Alan’s story manipulation mechanics become more important for navigating the Dark Place. A small but helpful tip is to always keep at least one strong weapon option ready for tougher enemy encounters instead of relying entirely on your pistol.
This is also a great point to start keeping an eye on collectibles and side puzzles as you move through each area. Many of them appear naturally along the main path, so grabbing them when you see them saves cleanup later. If you’re unsure whether something is worth investigating, it probably is.
As the story approaches its final chapters, the tension ramps up and enemies become more aggressive. By this stage you should have a solid set of upgrades and a good understanding of how both characters play. Make sure you’re searching areas thoroughly because resources and collectibles often appear in places that are easy to overlook.
Combat becomes more about patience and positioning rather than rushing enemies. Use your flashlight focus carefully to remove darkness shields before attacking, and don’t be afraid to retreat if a fight gets messy. A quick reset and better positioning can save a lot of healing items.
Before pushing through the final objectives, it’s worth revisiting areas that recently opened up with new paths or puzzles. The game quietly rewards players who double back and explore again. If you feel like you’re missing something important, Ask Gami and you’ll usually get pointed in the right direction without spoiling anything.
After finishing the main story, you’ll unlock the ability to revisit chapters, which makes cleaning up remaining trophies much easier. This is the perfect time to grab any missed collectibles like Cult Stashes, Nursery Rhymes, or lunch boxes that slipped by during the main playthrough.
The nice thing about this game’s trophy list is that most of it comes naturally from exploration and normal gameplay. If you took your time investigating areas and solving puzzles along the way, you’ll probably already have a large chunk of the list completed before cleanup even begins.
For the final trophies, just focus on revisiting specific areas and finishing anything tied to exploration or combat actions. If a puzzle solution or collectible location is driving you crazy, Ask Gami and you’ll get the answer quickly so you can get back to enjoying the game instead of searching every corner of Bright Falls.
Video Library
4 videos
Alan Wake 2 - Launch Trailer
Tour Pages
12 guides
The Coffee World Gift Shop safe code in Alan Wake 2 is 146. You can find the clue inside the gift shop near the safe, then solve it by checking the employee board across the room and counting the coffee bean stickers for the correct staff members.
Entering the code unlocks the safe and rewards you with the Trailer Park Key, which is required to continue progressing through Watery.
Most locked doors, safes, and cult stashes in Alan Wake 2 require nearby clues, environmental puzzles, or hidden notes to solve. Some use keypad numbers, while others require symbol combinations or interpreting staff boards and written riddles.
Important codes include the Coffee World Gift Shop Safe code 146, the Oceanview Hotel code 2550, the Crossbow Cult Stash code 527, and the Wellness Center Security Computer code 170823.
To unlock the Sheriff Station Armory display case in Alan Wake 2, enter the code 723 during Return 6: Scratch. You first need the Sheriff’s Station Keys from Agent Estevez, then solve the author-name puzzle inside Sheriff Tim Breaker’s office.
Unlocking the case rewards the powerful Pump-Action Shotgun, one of Saga’s strongest late-game weapons.
Nursery Rhymes are collectible environmental puzzles found throughout Alan Wake 2 while playing as Saga Anderson. Each puzzle requires placing specific dolls onto matching symbols to trigger rewards, encounters, or hidden charms.
There are 17 Nursery Rhymes total across Cauldron Lake, Watery, and Bright Falls. Completing all of them unlocks the final rhyme at Witchfinder’s Station and rewards Saga with an extra charm slot.
Cult Stashes are locked collectible boxes hidden throughout Alan Wake 2 during Saga Anderson’s story. Each stash requires solving a puzzle involving keypad codes, symbol combinations, memory games, environmental clues, or hidden keys.
There are 22 Cult Stashes total across Cauldron Lake, Watery, and Bright Falls. Opening every stash rewards Saga with the Lighthouse Key, which unlocks the Watery Lighthouse.
There are 12 deer heads to find in Alan Wake 2. After petting all of them, return to the deer head in Saga’s Mind Place, then go to the Elderwood Palace Lodge in Bright Falls to unlock Room 108.
Inside Room 108, you’ll find a huge stockpile of ammo, flares, medical supplies, and other useful resources.
You obtain the Bolt Cutters during Return 5: Old Gods in Alan Wake 2. They are found inside the Valhalla Nursing Home Overlap and are required for story progression.
To get them, solve the light-switch cabinet puzzle inside the Overlap, retrieve the Tool Cabinet Key, and unlock the cabinet containing the cutters.
The Screwdriver in Alan Wake 2 is found at the Percolator ride inside Coffee World during Return 3: Local Girl. It is sitting on top of the ride’s control power box after you clear the enemies in the area.
Once you grab it, return to the locked Coffee World Gift Shop and use the Screwdriver to pry open the red padlock.
To defeat Nightingale in Alan Wake 2, use your flashlight boost to destroy his darkness shield, then shoot the glowing red Source Point on his chest with the Sawed-Off Shotgun. Keep moving during the fight, dodge sideways when he attacks, and loot supply boxes around the arena whenever he disappears.
This is Saga’s first major boss fight, so entering fully stocked with batteries, healing items, and shotgun ammo makes the battle dramatically easier.
To defeat Mulligan and Thornton in Alan Wake 2, destroy all six dark orbs around the arena using your flashlight boost while surviving their attacks. Thornton attacks from long range with a rifle while Mulligan pressures you at close range with a shotgun.
Once all dark orbs are destroyed, both bosses become vulnerable. Focus on eliminating Thornton first, then finish off Mulligan while staying mobile and conserving ammo.
To defeat Cynthia Weaver in Alan Wake 2, watch the water ripples, dodge her lunging melee attacks, then use your flashlight boost to break her darkness shield and punish her with shotgun damage.
In phase two, move to higher ground, avoid her explosive water orbs, and keep pressure on her with your strongest weapons after stunning her with light.
To defeat Scratch in Alan Wake 2, you must activate three FBC containment devices around the Sheriff’s Station impound lot while surviving his relentless attacks. Scratch cannot be killed with normal weapons, but sustained damage can temporarily stagger him and create openings to activate the devices.
Once all three containment arrays are active, the fight ends in a cutscene and completes Return 6: Scratch.