Saga Anderson in Alan Wake 2.
Screenshot by Destructoid.

Alan Wake 2 – Return 3: Local Girl (Part 2) walkthrough

Fiction begins to affect reality

After an Alan Wake chapter, you’ll be sent back to Bright Falls where you can continue Saga’s story. You won’t stay here for long, as your next objective is in Watery.

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This guide will take you through everything you need to survive Coffee World which is equal parts creepy and dangerous. There are a few puzzles that will also be explained.

Saga and Koskela brothers in Alan Wake 2.
Screenshot by Destructoid.

Wrapping up your Bright Falls activities

Head to Saga’s Mind Room to complete any case files that are still open, and complete the profiling. Once you’re done, speak to Alan and you’ll find out more about the writer’s story. At first, he’ll be secretive, but once you’ve completed profiling, you’ll be able to convince Alan to divulge all the information he knows.

You’ll learn about how Alan’s story is affecting reality and Scratch’s plan to bring about a bad ending to the horror story. You’ll also learn more about the Clicker, which could be the key to solving all problems.

You can head to Watery now, but there are a few collectibles to grab first. Visit the lodge where you can watch a Koskela brothers advert. Before finally leaving, you’ll also find a manuscript in front of the car titled “The Cult Finds the Clicker.”

In Watery, you’ll find a campaign ad outside of Suomi Hall. Visit the hall and you’ll find Ahti singing. Your task is to find out more about the trailers, but in the hall, everyone is more interested in Ahti. It’s still worth it to visit the hall because you’ll find the map at the entrance. You’ll also find a deer head in the break room.

Next, walk down the street and talk to the man standing next to a van. He’ll act like he knows you, which is a sign that the story’s influence is beginning. Continue walking down the road and you’ll find the Koskela brothers blocking a path. Speak to them and they’ll tell you that your keys are in Coffee World.

Coffee World puzzle in Alan Wake 2.
Screenshot by Destructoid.

Completing the puzzles of Coffee World

It’s a very long road to Coffee World, and while there are collectibles along the way, the area is still flooded, so I suggest you go on your collectibles hunt a little later when the flooding’s gone. The only exception you should make is to pick up the crossbow which is a powerful weapon.

Using your map to guide you, take the scary trip through the woods to get to the amusement park. Along the way, you’ll come across some Taken, so ensure your weapons are ready. Once you finally find Coffee World (you’ll know by the creepy music in the background), you’ll pass a small shack you can use as a break room to rest.

Next, enter Coffee World, and the first thing you’ll come across is the gift shop you need for your keys. Unfortunately, you’ll need a screwdriver to enter. This guide covers the best way to acquire it. With the screwdriver in your possession, you can head back to the gift shop, but a bunch of Taken will attack you on your way there. You know what to do.

Once you’ve entered the Coffee Shop, there’s a safe you need to open to finally retrieve your keys. We have a nifty guide for that already. Now that you have your keys, you can head to your trailer house which you can get to by using your map.

Newspaper in Alan Wake 2.
Screenshot by Destructoid.

Trailer Park

At the trailer park’s entrance, you’ll find another Mayor Setter campaign ad. Enter the trailer park and you’ll find Odin and Tor there who reveal they’re relatives of Saga. Head to your trailer, and you’ll find a bunch of stuff to interact with.

You’ll see plenty of clues that she’s always lived in Watery. You’ll also discover a newspaper clipping claiming that Logan died via drowning. She is stunned by the way fiction is altering reality, but she can stop that if she acquires the Clicker.

You’ll need to head to the Kavela Knights workshop to find where the Clicker is. When you leave the trailer, you’ll find a cultist who’ll lead you there. Inside the workshop, there is a locked door you need to enter. You can find out how to by following this guide.

On the other side of the door is a break room where you should save. There’s also a set of stairs, and if you descend, you’ll find a room with the Clicker, but the cultists will take it before Saga does.

You should head back upstairs and save again. There’s a little bit more to go before you finish this long chapter which ends with a boss battle that will test your brains and gun skills. There are no Final Draft changes.


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Image of Smangaliso Simelane
Smangaliso Simelane
Staff Writer - Smangaliso Simelane is a writer with a passion for all things related to video games. He has been writing about video games since 2020.