The Sinking City 2 Map & Locations: Every District of Flooded Arkham

The Sinking City 2’s Arkham is navigated the old way: street signs, landmarks and boat routes, not markers. This page maps the story’s anchor locations to their chapters and the loot worth detouring for.

Story Districts

LocationChapterWhat’s there
Radio Station district1 — A New DayThe opening investigation, the fuse box puzzle, the Apartment 5 safe (1908)
Redemption Church island2 — The Wake-Up CallThe Trident & Obelisk mystery, floodgate padlock (1672), graveyard mausoleum
The Printing House2 — The Wake-Up CallThe Cursed Press and its three Plates
Devil’s Reef Hotel2 — The Wake-Up CallThe Siren’s Call case, Room 301 safe (2137), the Lorelei thread
Akeley Memorial Hospital3 — A Sight for Sore EyesPrism stations, the Brain Puzzle, basement storage (1308)
Arkham Fish Market4 — Time and TideThe market with its octopus-relief facade: Sixteen Punishments, Salt Storage, the Memory Safe (6294), Fishing Shop Buoy Locker
The Portal threshold5+The Portal Room and the road to the endings
  • Case notes name places, signs find them. “The hotel on the reef side” is solved by reading building signage from the boat.
  • The boat is the map. Water routes ring the districts; circling by boat is the fastest way to learn Arkham’s layout and reveals waterline entrances that streets hide.
  • Landmarks are honest. The Fish Market’s carved octopus facade, the church’s island silhouette, the hospital’s bulk — each district’s anchor is visible from a distance.

Flooded & Interior Zones

Diving and waterline interiors (Calvin is a diver) hide supply caches and case evidence — if an interior has water on the floor, check below the surface. The mansion corridors seen in the official screenshots belong to the later chapters; that wing’s full door-by-door documentation is in progress on the walkthrough hub.

Emergency Relief Crates & Radios

Two collectible chains stretch across every district — locked Emergency Relief Crates and Mushroom Jack radio broadcasts. Both are single-playthrough achievement chains: open every crate and stop at every radio as you pass through each district the first time.

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