The Sinking City 2 Walkthrough: All Chapters & Side Investigations
The Sinking City 2 tells you what to investigate but almost never where — cases are solved by reading the environment, cross-referencing clues in your casebook, and committing to conclusions. This hub tracks the main story chapter by chapter and indexes all eight side investigations.
Chapter Overview
| Chapter | Setting | Key puzzles |
|---|---|---|
| 1 — A New Day | Arkham, opening hours | Gate Fuse Box, Apartment 5 safe |
| 2 — The Wake-Up Call | Arkham streets, Redemption Church, Devil’s Reef Hotel | Trident & Obelisk, Cursed Press, Floodgate 1672, Room 301 safe |
| 3 — A Sight for Sore Eyes | Akeley Memorial Hospital | Prism stations, Brain Puzzle, Storage 1308 |
| 4 — Time and Tide | Arkham Fish Market | Memory Safe, Strange Statue, Sixteen Punishments |
| 5+ | The Dreamlands threshold | Portal Room, the final ritual and endings |
How Investigations Work
- The casebook is your quest log. Evidence pins to the active case; when you have enough, Calvin can form conclusions — sometimes more than one, and the game lets you commit to the wrong one.
- Objectives are unmarked by design. Case notes describe places (“the hotel on the reef side”), not map pins. District names on signs and the boat routes are your navigation.
- Optional cases expire at chapter boundaries in some instances — if a side investigation is active, finishing it before pushing the main story forward is the safe play.
The Eight Side Investigations
Each optional case maps to an achievement (see the achievements guide):
- The Inheritance — the Apartment 5 wall safe. Code 1908.
- The Other Gods — the church mystery: Trident, obelisk, altar dagger.
- The Siren’s Call — the alluring song at Devil’s Reef Hotel; safe code 2137.
- The Red Press — the cursed printing press; choose silver for 2 Dream Essence.
- The Whisperers — the brain machine in the Wireless Room; 13-05-36.
- The Vault — the locked storage in Akeley Memorial’s basement; 1308.
- The Drowned — the mysterious locker (Ezekiel); symbol code at the Fishing Shop.
- The Damned — the sixteen punishments; Roman numerals I-IV-IX-XVI, then kick the green figure in Salt Storage.
The Holloway Manor (DLC)
Searching for a mansion walkthrough? The Holloway Manor is DLC, not a main-story chapter — a separate $12.99 story mission that launched alongside the game, set in a haunted estate beyond Arkham. It doesn’t appear anywhere in the five main chapters, which is why it’s missing from the table above. See the DLC guide for what it includes and whether to play it before or after the ending. Its door-by-door routing is being verified and will get its own page once confirmed.
Before You Start
- Read the beginner guide for the survival loop: pack space, Safe Rooms, crafting.
- Keep the safe codes list open in a second tab — every code in one table.
- Playing the demo first? The demo guide covers what carries over.
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