Collectibles · Saga Anderson

All 17 Nursery Rhymes

Spoilers: Saga's areas & mechanicsNames Saga's areas, tools and collectible mechanics through Return 6. No plot twists, no endings. Every puzzle solution stays hidden until you open it.

Nursery Rhymes are Saga's chalk-drawing puzzles: place the right Nursery Rhyme Dolls on the right chalk symbols and the scene changes, leading you to a Charm for her bracelet. There are 17 in all, spread across three areas — the first 16 each give a Charm, and the last one unlocks a fourth Charm slot. They appear only in Saga's story; neither expansion adds any.

Not sure which step is unfinished? Read the spoiler-safe Nursery Rhyme progress companion.

Before you start — the easy-to-miss ones

  • None are permanently missable, but Saga's open areas close at the end of Return 6. The game warns you first — finish any stragglers before you accept.
  • Two need Bolt Cutters (Rental Cabins and the Watery trailer park) — you pick them up during Return 5.
  • Three need the Screwdriver from Return 3: the Downtown Watery mobile home, the Bright Falls Ranger Station, and the Watery Ranger Cabin door, where one rhyme's dolls are kept.
  • The last puzzle, inside Witchfinder's Station, waits for the other 16. Its Father Doll appears beside the charm from whichever rhyme you solve last, and finishing it gives a permanent 4th Charm slot instead of a charm.

How the rhymes work

Each rhyme is a short poem next to a set of chalk symbols. Place dolls on the symbols the poem describes; get every placement right and the scene changes. Follow that change to the Charm, and pick your dolls back up before you leave — you reuse them. Below are the pieces you'll be juggling.

The 13 dolls

Crow Wolf Hero Monster Moose Deer Wise Elder Bear Trickster Maiden Mother Child Father

The symbols

Sun Tree Boat Egg Heart House Eye Sea Jewelry Candy

What unlocks each rhyme

If a rhyme won't cooperate or a spot is out of reach, one of these four things is almost always the reason. Everything stays available until Saga's open areas close at the end of Return 6.

The area has to be open

OpensCauldron Lake's first three in Return 2, Watery's seven in Return 3, and the four in Bright Falls during Return 5. You arrive in each area without its map, so grab it first.

Still blockedBright Falls' western shore stays flooded for the first part of Return 5. The Woods Campsite (14) is reachable right away; the Ranger Station, its beach and Billie's Boat Yard (15–17) open once the water goes down.

The Screwdriver

OpensPicked up in Return 3 at The Percolator in Coffee World.

Needed forthe Downtown Watery mobile home (12), the Bright Falls Ranger Station (15), and the Watery Ranger Cabin door — the dolls for rhyme 11 are inside.

The Bolt Cutters

OpensPicked up during Return 5 at Valhalla Nursing Home.

Needed forCabin 4 at the Rental Cabins (4) and Trailer 5 at the Lighthouse Trailer Park (13).

The last rhyme needs the other 16

OpensSolve all 16 others. A briefcase holding the Father Doll appears beside the charm from whichever one you finish last.

RewardTake the doll to Witchfinder's Station (5). Placing the dolls isn't the last step — the slot comes from a charm box at the end of a short sequence, listed in that rhyme's solution. It gives no charm.

All 17 at a glance

Grouped by the area map each one sits on, in the order this page lists them. Jump to any rhyme for directions and its hidden solution.

Cauldron Lake 5 rhymes · Return 2 & 5

Rhyme 1: Crow's Foot Hills Campsite

Where A picnic table at the Crow's Foot Hills campsite, north of the bridge in the north-west of Cauldron Lake. The Crow Doll sits on the table itself.

Show the solution doll placement
  • Crow→Sun

Reward: a Charm (reported name: Hammer Charm)

Back to the index

Rhyme 2: Witchfinder's Station (exterior)

Where Outside the south-west porch of the Witchfinder's Station cabin. The Hero and Wolf Dolls are inside that building.

Show the solution doll placement
  • Wolf→Tree
  • Hero→Boat

Reward: a Charm (reported name: Coffee Mug Charm)

Back to the index

Rhyme 3: Private Cabin

Where Just outside the Break Room at the Private Cabin, along the river. The charm appears north toward the pond, in a red bird house.

Show the solution doll placement
  • Crow→Egg
  • Hero→Heart
  • Wolf→House

Reward: a Charm (reported name: Kalevala Knights Charm)

Back to the index

Rhyme 4: Rental Cabins

Where Inside Cabin 4 at the Cauldron Lake Rental Cabins, behind a lock you cut with the Bolt Cutters. The charm turns up in Cabin 6.

Show the solution doll placement
  • Monster→Egg
  • Crow→Eye
  • Hero→Jewelry

Reward: a Charm (reported name: Coffee Mug Charm)

Back to the index

Rhyme 5: Witchfinder's Station (interior) — capstone

Where Inside the Witchfinder's Station cabin, north-west Cauldron Lake. A two-floor puzzle that opens only after the other 16 are solved. Solving the 16th makes a briefcase holding the Father Doll appear next to that rhyme's charm — wherever that is.

Show the solution doll placement

Downstairs

  • Father→Eye desk with the radio
  • Hero→Sun bedroom
  • Mother→Heart kitchen / dining area

Upstairs

  • Child→Egg play area
  • Trickster→Sea bathroom

Then, in this order

  1. Let the radio message at the downstairs desk play out.
  2. Flashlight-boost the darkness that gathers by the desk until it clears.
  3. Take the charm box from the table.

Reward: a permanent 4th Charm-Bracelet slot. This one gives no charm.

If the Father Doll won't pick up, pin the new Witchfinder's Station clue to Saga's Nursery Rhymes case board first.

Back to the index

Watery 8 rhymes · Return 3 & 5

Rhyme 6: Shooting Range Ridge

Where End of a path in a forest clearing on the ridge north of Downtown Watery, south of the shooting range — reached after the first Thrower encounter. Moose and Deer Dolls are nearby.

Show the solution doll placement
  • Moose→Tree

Reward: a Charm (reported name: Coffee Mug Charm)

Back to the index

Rhyme 7: Radio Tower Ledge

Where On the southern ledge just below the Radio Tower, far north of Watery.

Show the solution doll placement
  • Deer→House

Reward: a Charm (reported name: Deer Charm)

Back to the index

Rhyme 8: Lighthouse Cliff Overlook

Where On a rocky cliff overlook near the Watery Lighthouse. The Trickster Doll is just outside the lighthouse entrance.

Show the solution doll placement
  • Wise Elder→Eye
  • Trickster→Sea

Reward: a Charm (reported name: Lighthouse Charm)

Back to the index

Rhyme 9: Lighthouse Trailer Park Wharf

Where On the dock south of the Lighthouse Trailer Park, by the Fish Cleaning Station.

Show the solution doll placement
  • Wise Elder→Sea
  • Bear→Candy

Reward: a Charm (reported name: Coffee World Token Charm)

Back to the index

Rhyme 10: Coffee World — Latte Lagoon

Where On the pier at Coffee World's Latte Lagoon ride.

Show the solution doll placement
  • Moose→Sea
  • Trickster→Jewelry
  • Deer→Boat

Reward: a Charm (reported name: Mr. Drippy Charm)

Back to the index

Rhyme 11: Ranger Cabin

Where Behind the Ranger Cabin in Watery's north-west corner. The Maiden and Monster Dolls are in the bedroom dresser inside — open the cabin door with the Screwdriver. Not the same place as the Bright Falls Ranger Station.

Show the solution doll placement
  • Maiden→Tree
  • Bear→Heart

Reward: a Charm (reported name: FBC Charm)

Back to the index

Rhyme 12: Downtown Watery Mobile Home

Where Inside the mobile home just north of Suomi Hall in Downtown Watery — open it with the Screwdriver. The charm is in a nearby mailbox.

Show the solution doll placement
  • Maiden→House
  • Trickster→Jewelry

Reward: a Charm (reported name: Coffee Mug Charm)

Back to the index

Rhyme 13: Watery Trailer Park (interior)

Where Inside Trailer 5 at the Lighthouse Trailer Park in Watery (kitchen shelf), behind a lock you cut with the Bolt Cutters from Return 5.

Show the solution doll placement
  • Wise Elder→Eye
  • Deer→Heart

Reward: a Charm (reported name: Deerfest Charm)

Back to the index

Bright Falls 4 rhymes · Return 5

Rhyme 14: Woods Campsite

Where A small campsite on the hill just north of the Break Room (Sheltering Hut) near Bunker Woods. The first Bright Falls rhyme you can reach in Return 5.

Show the solution doll placement
  • Mother→House
  • Child→Tree

Reward: a Charm (reported name: Lantern Charm)

Deluxe Edition owners start with the Lantern Charm and are reported to get a Coffee Mug here instead.

Back to the index

Rhyme 15: Ranger Station (interior)

Where Inside the Bright Falls Ranger Station, south-east of the Wellness Center — open the door lock with the Screwdriver. The rhyme is in a ground-floor room opposite the kitchen; upstairs only matters once it's solved. Reachable once the flooding recedes later in Return 5.

Show the solution doll placement
  • Child→House
  • Monster→Candy

Reward: a Charm (reported name: Coffee Mug Charm)

The charm doesn't appear by the drawings. Open the station's east back door, turn around, and follow the black footprints upstairs to the bathtub, then to the bed — the charm is on the bed.

Back to the index

Rhyme 16: Ranger Station Beach

Where On the beach just north-east of the Ranger Station, next to a beach blanket. Reachable once the flooding recedes later in Return 5.

Show the solution doll placement
  • Monster→Sea
  • Child→Jewelry
  • Mother→Boat

Reward: a Charm (reported name: Valhalla Nursing Home Charm)

Back to the index

Rhyme 17: Billie's Boat Yard

Where On the dock in the south-east corner of Billie's Boat Yard. Reachable once the flooding recedes later in Return 5.

Show the solution doll placement
  • Mother→Sea
  • Monster→Boat

Reward: a Charm (reported name: Anchor Charm)

Back to the index

Where sources disagree (so you don't get burned)

The 17 count and every doll placement are solid — two independent guide sweeps matched exactly. These smaller details don't fully line up across guides, so they're flagged here instead of guessed:

  • Which charm each rhyme gives. Each of the first 16 gives a charm, and five of those are Coffee Mug copies. Guides agree on the full set of charm names but not always on which rhyme hands out which, so the names on each card are marked "reported". Saga's other two charms don't come from rhymes: the one she starts with, and one from Mayor Setter.
  • Where rhyme 3 sits. Guides place the Crow, Hero and Wolf rhyme at the Private Cabin, at Streamside, or at Witchfinder's Station. Its card follows the two guides that agree on the Private Cabin.
  • Billie's Boat Yard (17) may also need the Bolt Cutters. You get them in the same part of Return 5 that clears the flooding, so the timing is the same either way.

Baseline: Title Update 1.2.8 (game content-complete) · Verified 2026-07-06; gates, rewards & room details re-verified 2026-09-12 · Sources: Remedy update notes, PowerPyx, IGN, GameSpot, GameFAQs, DualShockers, GamesRadar, Alan Wake Wiki, Gameranx, CBR, Game Rant, GameLeap