Charms Alan Wake 2 Points of interest
Charms have various benefits. Equip them by placing them in the Charm Slots in the inventory. The way to get new charms is to solve Nursery Rhyme Puzzles. After solving the final puzzle - Nursery Rhyme Puzzle (Final) - you will unlock an additional Fourth Charm Slot.
There is also a "special" charm - Mayor Setter Charm - which you get when you pet a dog that shows up at some point in Watery. You can find out more about it on the "Setter for Mayor Signs" page.
Once you collect all Charms, you will unlock the "Rustic Charm" achievement / trophy.
Index
- Anchor Charm
- Coffee Mug Charm #1
- Coffee Mug Charm #2
- Coffee Mug Charm #3
- Coffee Mug Charm #4
- Coffee Mug Charm #5
- Coffee World Token Charm
- Deer Charm
- Deerfest Charm
- FBC Charm
- Hammer Charm
- Kalevala Knights Charm
- Lantern Charm
- Lighthouse Charm
- Logan's Charm
- Mr. Drippy Charm
- Valhalla Nursing Home Charm
- Fourth Charm Slot
- Mayor Setter Charm
All known locations on the map The Real World
Anchor Charm▶ show the map ◀
Chapter: Return 5: Old Gods. You will be able to take it when you solve the Nursery Rhyme Puzzle #14. A few Taken will spawn around.
Effect: Chance to stun enemy on Flashlight Boost.
Coffee Mug Charm #1▶ show the map ◀
Chapter: Return 2: The Heart. You will be able to take it when you solve the Nursery Rhyme Puzzle #2. After solving the puzzle, follow the paw prints that have appeared. They will lead you to the upper floor of the building where you will find this charm.
Effect: Saves you from death, but shatters in the process.
Coffee Mug Charm #2▶ show the map ◀
Chapter: Return 3: Local Girl. You will be able to take it when you solve the Nursery Rhyme Puzzle #4.
Effect: Saves you from death, but shatters in the process.
Coffee Mug Charm #3▶ show the map ◀
Chapter: Return 3: Local Girl. You will be able to take it when you solve the Nursery Rhyme Puzzle #10.
Effect: Saves you from death, but shatters in the process.
Coffee Mug Charm #4▶ show the map ◀
Chapter: Return 5: Old Gods. You will be able to take it when you solve the Nursery Rhyme Puzzle #12. After solving the puzzle, open the door in the room with the computer and go outside. Turn around. Footprints will appear on the floor inside the house. Follow these footprints upstairs to the bathroom and then to the bed. Then charm will appear on the bed.
Effect: Saves you from death, but shatters in the process.
Coffee Mug Charm #5▶ show the map ◀
Chapter: Return 5: Old Gods. You will be able to take it when you solve the Nursery Rhyme Puzzle #16.
Coffee World Token Charm▶ show the map ◀
Chapter: Return 3: Local Girl. You will be able to take it when you solve the Nursery Rhyme Puzzle #6.
Effect: Increases quality and quantity of resources found.
Deer Charm▶ show the map ◀
Chapter: Return 3: Local Girl. You will be able to take it when you solve the Nursery Rhyme Puzzle #5.
Effect: Increases resilience against being staggered or interrupted.
Deerfest Charm▶ show the map ◀
Chapter: Return 5: Old Gods. You will be able to take it when you solve the Nursery Rhyme Puzzle #15.
Effect: Significantly increases time before Darkness Shields regenerate.
FBC Charm▶ show the map ◀
Chapter: Return 3: Local Girl. You will be able to take it when you solve the Nursery Rhyme Puzzle #9.
Effect: Increases damage dealt while undetected by enemies.
Hammer Charm▶ show the map ◀
Chapter: Return 2: The Heart. You will be able to take it when you solve the Nursery Rhyme Puzzle #1.
Effect: Attacks stagger enemies more often.
Kalevala Knights Charm▶ show the map ◀
Chapter: Return 2: The Heart. You will be able to take it when you solve the Nursery Rhyme Puzzle #3. After solving the puzzle, follow the dark substance (hardly noticeable). When you pick it up then a wolf will show up.
Effect: Increases Hand Flare's duration and area of effect.
Lantern Charm▶ show the map ◀
Chapter: Return 5: Old Gods. You will be able to take it when you solve the Nursery Rhyme Puzzle #11.
Effect: Adds one Charge to Saga's Flashlight.
Lighthouse Charm▶ show the map ◀
Chapter: Return 3: Local Girl. You will be able to take it when you solve the Nursery Rhyme Puzzle #7.
Effect: Increases max amount of health restored in Safe Havens.
Logan's Charm▶ show the map ◀
Chapter: Return 1: Invitation. You have had it since the very beginning of the game.
Effect: Increases maximum health.
Mr. Drippy Charm▶ show the map ◀
Chapter: Return 3: Local Girl. You will be able to take it when you solve the Nursery Rhyme Puzzle #8.
Effect: Increases damage dealt when low on health.
Valhalla Nursing Home Charm▶ show the map ◀
Chapter: Return 5: Old Gods. You will be able to take it when you solve the Nursery Rhyme Puzzle #13.
Effect: Increases effectiveness of Painkillers and Trauma Pads.
Fourth Charm Slot▶ show the map ◀
Chapter: Return 5: Old Gods. This is not a charm but an additional slot that allows you to use four charms at once. You will be able to take it when you solve the Nursery Rhyme Puzzle (Final).
Mayor Setter Charm▶ show the map ◀
Chapter: Return 5: Old Gods. Pet the dog. In order for the dog to show up here, you must visit the six different locations where you'll find "Setter for Mayor" campaign posters, and read each one of them.
Effect: Marks all nearby resources and points of interest on Saga's map.