So, you’re back in Bright Falls. Or New York. Honestly, with this game, it’s hard to tell where the nightmare ends and the real world begins, isn't it? If you're anything like me, you probably spent the first three hours of Alan Wake 2 just staring at the lighting in the forest, completely forgetting that there’s a massive list of trophies and milestones to track.
Look, we need to talk about Alan Wake 2 achievements. Most games give you a pat on the back for just showing up, but Remedy? They want you to suffer—just a little bit. They want you to poke into the dark corners of the Mind Place and the Writer's Room until you find the stuff that’s actually hidden.
The Ones Everyone Misses (and How to Fix That)
Let’s be real. Most players finish the story and wonder why their achievement percentage looks so pathetic. It’s because Remedy loves missable collectibles. You can’t just "Return" to every area whenever you want. Once the story pushes you past a certain point of no return, those TV commercials and lunch boxes are gone for good.
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The Koskela Brothers commercials are the biggest offender here. There are six of them. They’re hilarious, weirdly charming, and absolutely essential for that "The Koskela Brothers" achievement. Most people miss the first one, "Adventure Tours," because it’s tucked away in the Bright Falls police station employee lounge early on. If you don't grab it before the end of "Return 3: Local Girl," you’re looking at a second playthrough. No joke.
Then there’s the Writer’s Journey videos for Alan. There are eight of them. Most are easy, but the "Initiation 8: Zane’s Film" one? That’s a trap. You have to walk into a specific room during the third loop of the Poet’s Cinema. If you just follow the objective marker like a good little gamer, you’ll walk right past it. Stop. Look around. The game wants to trick you.
Survival is an Art Form
Have you tried to get "In One Go" yet? You have to kill an enemy with a single crossbow shot. Sounds easy until you realize the crossbow is basically a glorified toothpick unless you’re hitting a headshot or a weak point on a Diver.
And don't even get me started on "Stop the Monster." You have to interrupt a Taken Thrower’s relocation attempt with a Flashlight Boost. These guys move fast. They’re basically caffeinated shadows. You have to time the boost exactly when they start that blurry dash. It’s frustrating, but man, it feels good when it finally pops.
The DLC Grind: Night Springs and The Lake House
If you thought the base game was a lot, the DLCs—Night Springs and The Lake House—add a whole new layer of "wait, how did I miss that?"
In the Night Springs episode "North Star," there’s an achievement called "Smooth Blend." You have to get into the warehouse office in two tries or less without being caught by the Coffee Mascots. Those mascots are terrifying. They don’t have faces, they just have... coffee. If you get caught, the achievement is basically dead for that run. I highly recommend backing up your save if you're on PC, or just being very, very patient.
The Lake House is even more focused on the details.
- Hard Work: You have to solve the passwords for all locked computers.
- Floor by Floor: You need to read every single FBC file and document.
- Shape of a Man: You have to find out what happened to Rudolf Lane.
It’s less about combat and more about being a detective. Agent Estevez isn't Saga; she doesn't have a Mind Place to organize things for her. You have to actually use your brain.
The "Coffee" Obsession
Remedy has a thing for coffee. We know this. But the Alan Wake 2 achievements take it to a weird level. "Coffee-Themed Fun" requires you to shoot a cardboard cutout in Coffee World. Simple? Sure. But did you know there are dozens of them, and shooting Mr. Drippy is the most satisfying one?
There’s also "Percolate" in the DLC, which requires opening all six stashes in Coffee World. They’re Simon Says puzzles. If you have the memory of a goldfish like I do, just record the sequence on your phone. No shame in it.
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Hidden Gems and Weird Requirements
Sometimes the game just wants you to be a nice person. "The Nice Things in Life" is literally just for petting Mayor Setter. Who is a dog. A very good dog who is running for mayor. If you don't pet the dog, honestly, why are you even playing?
On the flip side, "Back to Life" is a life-saver. You have to use a Coffee Mug Charm to prevent defeat. This is a "sacrifice" achievement. You basically have to die on purpose with the charm equipped. It’s a weird feeling, letting a Taken axe you in the face just to see a trophy pop, but hey, that’s the life of a completionist.
Achievement Checklist Strategy
If you’re serious about 100% completion, you need a plan.
- Manual Saves: The game gives you a massive warning before the "Point of No Return." Listen to it. Make a separate save file.
- Upgrade Saga First: Get the "Grew Bigger" inventory upgrades as soon as possible. You can't collect everything if your pockets are full of shotgun shells and old manuscript pages.
- The Map is Your Best Friend: Pick up the "Nightmare Territory" maps in every area. They highlight points of interest that often lead to Cult Stashes or Lunch Boxes.
Is It Worth the Nightmare?
Honestly, the Alan Wake 2 achievements are some of the most rewarding in recent years because they actually force you to engage with the lore. You aren't just grinding kills; you're learning about the Koskelas, the FBC, and the dark history of the Lake House.
You’ve got to be meticulous. You’ve got to be brave enough to step into the dark when the game is telling you to run toward the light.
Your Next Step: Head back to Watery. If you haven't shot that Mr. Drippy cutout yet, start there. It’s the easiest dopamine hit you’ll get before the game starts throwing Taken Wolves at your shins again. Once that's done, double-check your Mind Place for any missing "Case Files"—those are the breadcrumbs that lead to the "Hidden by the Trees" achievement, which is the real crown jewel of a 100% run.