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
| Location | Chapter | What’s there |
|---|---|---|
| Radio Station district | 1 — A New Day | The opening investigation, the fuse box puzzle, the Apartment 5 safe (1908) |
| Redemption Church island | 2 — The Wake-Up Call | The Trident & Obelisk mystery, floodgate padlock (1672), graveyard mausoleum |
| The Printing House | 2 — The Wake-Up Call | The Cursed Press and its three Plates |
| Devil’s Reef Hotel | 2 — The Wake-Up Call | The Siren’s Call case, Room 301 safe (2137), the Lorelei thread |
| Akeley Memorial Hospital | 3 — A Sight for Sore Eyes | Prism stations, the Brain Puzzle, basement storage (1308) |
| Arkham Fish Market | 4 — Time and Tide | The market with its octopus-relief facade: Sixteen Punishments, Salt Storage, the Memory Safe (6294), Fishing Shop Buoy Locker |
| The Portal threshold | 5+ | The Portal Room and the road to the endings |
Navigating Without Markers
- 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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