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Charms, Alan Wake 2 Points of interest

This collection includes every marker from the Charms category of points of interest in Alan Wake 2, all placed on interactive maps created specifically for the game.

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

The index below enables quick navigation to the desired marker / point of interest.

All known locations on the map - The Real World

CharmAnchor Charm

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.

Anchor Charm

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CharmCoffee Mug Charm #1

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 #1

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CharmCoffee Mug Charm #2

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 #2

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CharmCoffee Mug Charm #3

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 #3

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CharmCoffee Mug Charm #4

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 #4

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CharmCoffee Mug Charm #5

Chapter: Return 5: Old Gods. You will be able to take it when you solve the Nursery Rhyme Puzzle #16.

Coffee Mug Charm #5

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CharmCoffee World Token Charm

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.

Coffee World Token Charm

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CharmDeer Charm

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.

Deer Charm

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CharmDeerfest Charm

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.

Deerfest Charm

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CharmFBC Charm

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.

FBC Charm

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CharmHammer Charm

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.

Hammer Charm

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CharmKalevala Knights Charm

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.

Kalevala Knights Charm

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CharmLantern Charm

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.

Lantern Charm

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CharmLighthouse Charm

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.

Lighthouse Charm

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CharmLogan's Charm

Chapter: Return 1: Invitation. You have had it since the very beginning of the game.

Effect: Increases maximum health.

Logan's Charm

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CharmMr. Drippy Charm

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.

Mr. Drippy Charm

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CharmValhalla Nursing Home Charm

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.

Valhalla Nursing Home Charm

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CharmFourth Charm Slot

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).

Fourth Charm Slot

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CharmMayor Setter Charm

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.

Mayor Setter Charm

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