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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.
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Cauldron Lake 5 rhymes · Return 2 & 5
Nothing to show here with the current filter.
1
Rhyme 1: Crow's Foot Hills Campsite
Return 2
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
Reward: a Charm (reported name: Hammer Charm)
Back to the index
2
Rhyme 2: Witchfinder's Station (exterior)
Return 2
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
Reward: a Charm (reported name: Coffee Mug Charm)
Back to the index
3
Rhyme 3: Private Cabin
Return 2
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
4
Rhyme 4: Rental Cabins
Return 5 Bolt Cutters
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
5
Rhyme 5: Witchfinder's Station (interior) — capstone
Return 5 capstone · 4th slot
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
- Let the radio message at the downstairs desk play out.
- Flashlight-boost the darkness that gathers by the desk until it clears.
- 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
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6
Rhyme 6: Shooting Range Ridge
Return 3
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
Reward: a Charm (reported name: Coffee Mug Charm)
Back to the index
7
Rhyme 7: Radio Tower Ledge
Return 3
Where On the southern ledge just below the Radio Tower, far north of Watery.
Show the solution doll placement
Reward: a Charm (reported name: Deer Charm)
Back to the index
8
Rhyme 8: Lighthouse Cliff Overlook
Return 3
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
9
Rhyme 9: Lighthouse Trailer Park Wharf
Return 3
Where On the dock south of the Lighthouse Trailer Park, by the Fish Cleaning Station.
Show the solution doll placement
Reward: a Charm (reported name: Coffee World Token Charm)
Back to the index
10
Rhyme 10: Coffee World — Latte Lagoon
Return 3
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
11
Rhyme 11: Ranger Cabin
Return 3 Screwdriver
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
Reward: a Charm (reported name: FBC Charm)
Back to the index
12
Rhyme 12: Downtown Watery Mobile Home
Return 3 Screwdriver
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
13
Rhyme 13: Watery Trailer Park (interior)
Return 5 Bolt Cutters
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
Reward: a Charm (reported name: Deerfest Charm)
Back to the index
Bright Falls 4 rhymes · Return 5
Nothing to show here with the current filter.
14
Rhyme 14: Woods Campsite
Return 5
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
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
15
Rhyme 15: Ranger Station (interior)
Return 5 Screwdriver
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
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
16
Rhyme 16: Ranger Station Beach
Return 5
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
17
Rhyme 17: Billie's Boat Yard
Return 5
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
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