Follow this walkthrough for Alan Wake 2's Return 3: Local Girl. Saga and Alan debrief, investigate the Cult of the Tree, and track the Clicker to Watery. Includes collectibles and story progression.
Alright, let's dive into Return 3: Local Girl in Alan Wake 2. This part kicks off with Saga and Alan debriefing back in Bright Falls. You'll unlock a trophy called 'The Other Side' right off the bat.
Basically, Alan spills the beans: he was stuck in the Dark Place for 13 years, writing his way out. But his evil twin, Mr. Scratch, messed with the manuscript, writing himself into reality. Alan explains that the Dark Presence can't just do whatever it wants; it's bound by the Dark Place's rules, giving him a window to stop it if he can just get his hands on the Clicker. Saga asks why she and Alex got dragged into this. Alan saw her in the Dark Place, and she helped him escape. Scratch then twisted the story to target her. Exhausting Alan's dialogue options reveals the Cult of the Tree has the Clicker, though Alan isn't sure if they're connected to Scratch.
Now, it's time to hit the Case Board. You've got two new cases: 'The Trail of the Cult' and 'The Story.' Open up 'The Trail of the Cult,' slap the 'Alan Wake Interview' key image onto it, and you'll unlock a new question: 'Where Is the Clicker?' You can add a clue here. Also, add a clue to the 'Cult Goals?' section under 'Cult of the Tree,' which opens up another question: 'Cult Working For/With Someone?'
Next, open the 'Story' case and add it to the board. This brings up two questions: 'How Does Story Change Reality? Rules?' and 'The Dark Place...?' As you start placing the 19 clues you've gathered so far, more questions will pop up: 'Dark Presence...?', 'Light and the Dark Presence?', 'The Overlap...?, How to Enter?', and 'How to Stop the Story?' Keep an eye out for a clue marked 'For Later.'
Head over to the profiling table and pull up Wake's profile. Select the 'Scratch' topic, and Saga will get a hunch that Scratch is already in Washington. Then, pick 'Scratch and Wake,' and Saga will hypothesize that Scratch only got out because Alan did. Finally, select 'The Cult and the Clicker,' and Saga realizes Alan only knows about this because he has the manuscript page detailing it.
Time to leave the Mind Place and confront Alan. He'll hand over the 'Trailer' Manuscript Page (13/56). Back in the Mind Place, read this new page. Go back to the Case Board, open 'The Trail of the Cult,' and place this new clue under 'Where Is the Clicker?' This will open up a new question: 'Trailer?'
Leave the Mind Place, and Saga will announce she's heading to Watery to find the trailer from the page. Alan wants to tag along, but Alex reminds him this is an FBI investigation.
Heads up: You can now use the Break Room in the corner. There's a red janitor's bucket there that lets you switch to Alan's storyline. From this point on, any Break Room with a janitor's bucket lets you hop between Saga's and Alan's stories.
Back in the previous room, Alan has a new dialogue option, 'About these pages...' This gives you another clue to add to the 'Cult of the Tree' / 'Writing Part of Ritual?' section on the Case Board.
Now, let's get moving. Leave the private room and head to reception. You'll catch the 'Coffee World' Koskela Ad (2/6) playing on the TV.
Continue through to the corridor with the rooms. Room 101 is now accessible. Inside, the 'Terry's Cuckoo Clocks' Radio Show (3/7) is playing. In room 107, where Ed and Tammy Booker are staying, you can read Ed's notes on the desk. Look down on the floor to find the 'Ed Returns to Cauldron Lake' Manuscript Page (14/56). Check the bedside table for the 'Tammy Rides the Ferry' Manuscript Page (15/56).
Exit the Elderwood Palace Lodge and walk up the street to the Oh Deer Diner. Approach the TV on the wall to see the 'Ahma Beer' Koskela Ad (3/6). Note: This ad is a bit buggy – no sound or subtitles. If you play it in the Mind Place, it should work fine.
Leave the diner and head back towards the lodge. Before you get there, turn right onto Coal St. Approach the Drehen Tools & Hardware building. A radio inside will play the 'Jim's Mayoral Candidacy' Radio Show (4/7).
Finally, make your way back to the car parked outside the Elderwood Palace Lodge. Select 'Drive to Watery' to pick up the cult's trail again.
Once you arrive in Watery, cross the road to Suomi Hall. Examine the 'Mayor Setter Will Stand Up for Justice' Sign (3/6).
Inside Suomi Hall, you'll find Ahti on stage performing 'Yötön Yö' (5/14), unlocking the song. Turn around and check the map of Watery (7/11). Even though there are people around, they'll brush you off if you try to talk to them while the show's on. You can check the notice boards for notes. There's a supply container in the restroom and a Break Room in the top-left corner. Look on the wall in the Break Room for a Deer Head (5/12).
Head outside and find Vladimir Blum, the guy standing by the Valhalla Nursing Home bus. He'll cryptically tell you Tor and Odin aren't around. Ask him about a trailer, and he'll point you towards Ilmo Koskela, who he saw by the bridge. The building next to the nursing home is Kari's Garage. If you go behind it, you'll find two supply containers.
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