The Sinking City 2 walkthrough – Full guide with puzzle solutions

It may be a sequel, but you don’t need to have played the first game to enjoy The Sinking City 2. Featuring a brand new setting and cast of characters, you’re free to jump into this any time you want without feeling lost. And if you’re a survival horror fan you might want to, as the exploration and investigation elements have been dialled back here in order to provide a more tense and focused horror experience. Think Resident Evil or Silent Hill but with a Lovecraftian theme.
Being a traditional survival horror game, then, there are a lot of puzzles and other elements that might trouble you when playing The Sinking City 2. For that reason, we’ve put together a handy walkthrough to help you along your way.
While this guide doesn’t point out every item in the The Sinking City 2, so you might want to keep your eyes peeled as you play, it will help you solve every puzzle the game has to throw at you, as well as locate every weapon and upgrade.
At the start of each chapter, we’ve even put together a list of all the pieces of evidence you should connect together to gain valuable Dream Essence so you can maximise your perks.
A New Day
Investigation groupings
- Gate Switchboard <-> Gate Fuses and Wires
- To Martin <-> From A Sister
- Explore the house if you like, then go outside via the room at the other end and go down the ladder.
- Make your way down to street level to find the city is flooded. Get in the boat and drive it through the city until you can go no further. Take it down a small alley where you can disembark.
- Enter the building via the open window, then go through it and leave at the other end. Walk along the wooden walkway and pull the lever to open the watergate – there’s an issue with the power you need to fix.
- The power box is just next to the lever, but you need some fuses. Enter the nearby building and head into the room with the weird symbol on the door. This is a safe room where you can save your game etc.
- When you’re done, leave via the other door in this room and head downstairs. There’s a note on the counter about where you may be able to find some fuses. Leave the building and head into the open house across the street.
- Head upstairs and find a room with a safe. The code to this safe can be found via clues spread between this house and the shop next store. It’s the year the shop was opened, which was 1908.

- Leave the room with the safe and head into the room next to it with a hole in the floor. Break the barrels in front of the hole with your melee attack, then drop down.
- Open the first floor shortcut, then move through the gap to get into the electrical store. Grab the fuses from the shelves at the back of the store.
- After the scene, move the box in front of the stores door so that you can leave.
- When you’re done, return to the power box next to the lever. You need to put in the three fuses to complete the circuits. The one shaped like an ‘I’ goes on the left, the one shaped like a ‘T’ goes at the top, and the one shaped like an ‘L’ goes on the right. Rotate them to fit as necessary.

- Pull the lever to open the watergate, then return to your boat. Drive the boat through the city until you reach another watergate.
- Get out of the boat and enter the building on your left. Go up the stairs and run through the building. You’ll end up back outside.
- Pull the lever to open the watergate, then lower and climb down the ladder to get back to your boat.
- Carry on driving the boat through the city until you reach a red building. Disembark in front of it and move towards it to trigger a scene.
The Wake-Up Call
Investigation groupings
- Floodgate Lock <-> Report on the Bell <-> Origins of the Redemption Church
- A Call Upon Believers <-> The First Vision <-> Notes on the Path
- Soggy Note <-> A Broken Crane
- Letter to Boss <-> Incident During Study <-> About the Custom “Red” Franklin
- Safe Code Letter <-> ‘Baby, One More Tide’ Lyrics
- The Lorelei Lock <-> Hotel ledger <-> Lorelei Chests
- Explore the first floor of the Annex to find a map and some other useful items. After squeezing through a crack in one of the rooms, access the second floor by climbing up some rubble.
- Make your way across the second floor until your progress is blocked by some book cases. Use the crank nearby to move them and create an opening, though you’ll get knocked down to the floor below after doing so.

- Head back up to the second floor to find your progress blocked by another set of book cases. Use the new crank that you can access to move some of them, then go back and use the first crank again. You’ll now be able to reach the Restricted Section at the end of the room.
- Enter the Restricted Section and grab the glowing mysterious book. After that, move the cabinet blocking the door at the other end of the room.
- Keep exploring the second floor until you encounter Corentin.
- After the scene, pick up the E.R.C Activator Pen nearby. Go back down to the first floor of the Annex and open the E.R.C. Crate there to get an upgrade for your pistol.
- Return to Corentin when you’re done and leave the Annex building via the open window.
- Get in the boat and drive through the city until you find another closed watergate. Dock your boat nearby and start making your way to the church.

- Follow the path around to the right, going through a flooded area, to find the church key.
- Enter the church and find the safe room – you can now unlock and equip perks if you wish. Go through the other door in the safe room to emerge back outside.
- Head towards the watergate and investigate the lever to open it when you reach it. It’s locked, so you’ll need to find a code. Your clue is that it’s the year of the bell.
- Take the Star key from the body nearby then start to head back to the church. There’s a window you can climb through nearby giving you access to a room where you can find another E.R.C. Activator Pen.
- In the church, go up the ladder and open the door at the top using the Star key. Go inside the small room and take the Trident and the note on the desk.
- Go back outside the church and place the trident on top of the strange obelisk. Now head back to the crypts where you originally found the church key and look for one with a door you can open with the Star key.
- Inside, grab the Printing Plate C and the notes. There’s also an E.R.C. Crate which we’ll come back to later.
- Head back to the strange obelisk – the note you just picked up should tell you the correct order of the symbols. Input them then validate your selection. Quickly move away so the three lightning strikes don’t harm you.

- Grab the Trident from the top of the obelisk and head back to the small room in which you found it in the church. Place it back on the receptacle then leave the small room.
- Head down the ladder and approach the altar. Take the dagger from the statue in front of it, then use the dagger on the altar to trigger a lift, taking you down into the basement.
- Interact with the strange mouth at the end of the basement then kill the creature that emerges. Press the button to make the lift take you up to the church again, then grab the dream essence that’s now on the altar.
- Head back to the lever for the watergate outside of the church. You should now have what you need to work out the code. While the church was built in 1667, the bell was crafted and installed 5 years later. So, the code is 1672.

- Pull the lever to open the watergate, then head back to your boat and get in. Keep driving through the city until you reach a dead end with a crane.
- Investigate the area near the crane to find that it’s out of fuel and is missing a gear. Head into The Silver Eel and grab the note and the Graveyard key on the counter.
- Head into the nearby safe room and go through the brown door. Activate the radio and grab the shotgun from the display. Go back into the safe room and sort out your inventory and save your game if you need to.
- Leave the safe room via the white door and head left, making your way to the fire department ahead.
- Inside the Fire Department, you’ll see there’s a Gas Canister in the warehouse, but there’s an electrified puddle of water at its entrance.
- Go upstairs – there’s an E.R.C. Crate here which we’ll come back to later. Nearby is the lever to turn off the power. Pull it, then head back to the warehouse to grab the Gas Canister. Lots of enemies will attack, so be prepared for a fight.
- Leave the Fire Department – you’ll be attacked by yet more enemies. Make your way back to The Silver Eel and sort out your inventory and save if if need to.
- Go to the crane and use the Gas Canister to refuel it, then return to your boat and drive it back to the church. Use the Graveyard key and start making your way towards the Printing House.

- Go right after leaving the bus, and make your way up the platform to reach the upper level. Go through the small gap, head along the walkway then enter the building on your left – you’ll fall through the floor.
- There’s another E.R.C. Crate which we’ll eventually open. The gear you need is also in a room nearby, but you can’t access it yet.
- Head to the left of the lower area and find a hole in the wall behind some machinery – move through it. You’ll now be in an alleyway. Head left and follow it around until you find a storage room.

- Ignore the storage room for now, and instead climb the makeshift ramp and then stairwell, climbing through the window at the top to gain access to a nearby building.
- Head straight forward in the building, dealing with the enemy that attacks you. Pick up Printing Plate A in the small room, then return to the room which you originally entered and then leave via the window on the right, using the pipes as a platform.
- Head down the stairwell and lower the ladder to create a shortcut. Enter the building via the open door ahead.
- Go through the white door on the right and you’ll find another door leading to a safe room – handy if you need to manage your inventory or save your game. When you’re done, grab the A.P.H. Key from the wall near to the safe room.
- Go back through the white door and back through the window in which you came through. Take the ladder down and go into the nearby storage area. Use the A.P.H. Key on the gate and take the E.R.C. Activator Pen from the small room.
- Leave the storage room and go back up the ladder. Climb through the window again and open the brown door at the other side of the room, heading down the stairs into an area you’ve been before which is now flooded.
- Make your way to the door with a red light near it and open it with the A.P.H. Key.

- Inside the room, grab the Steel Gear. Leave the room, and while you’re in this lower area, find and open the E.R.C. Crate for an inventory upgrade. When you’re done, leave the lower area by going up the stairs again.
- In the room at the top of the stairs, go out of the opposite window from which you originally entered, and start making your way back to the church.
- From the church, get back in the boat, and drive it to the crane now that you’ve got the gear you need.
- When you reach the crane, disembark from your boat and fix the mechanism with the gear that you found. Climb up the ladder and interact with the crane controls to start using it.
- To move the whale blocking your path, first move the crane left and hook the red claw device laying in the street.

- You can now lift the claw and move the crane right, opening the claw with the right trigger and then moving the crane down to lift the whale.
- Before getting in your boat and carrying on your way, go back through The Silver Eel and start making your way to the apartment at the side of the Fire Department, which you can now access thanks to moving the red claw.
- Climb the ladder and enter the apartment through the window. Inside, grab the Printing Plate B, along with the note. Also grab the E.R.C. Activator Pen in the nearby hallway.
- Leave the apartment and enter the Fire Department again. Head up the stairs and open the E.R.C. Crate with an Activator Pen for some Dream Essence and shotgun ammo.
- Exit the Fire Department and head back to the boat. Before carrying on, drive back to the church then make your way to the Printing Room again. In the room where you found the A.P.H Key you’ll see that a secret room has now opened.

- In the secret room, use the three Printing Plates to start a puzzle. You have two options here: make all of the squares gold and then validate for an offensive boost (a stock for the shotgun), or make all the squares silver then validate for some Dream Essence.
- When you’re done, head back to the boat and continue driving through the flooded city, making your way to the Devil’s Reef Hotel until you find your path blocked by yet another watergate.
- Disembark from your boat and enter the nearby building via the window. Make your way through the building and head upstairs.
- Go out of the window and pull the lever to open the watergate, then lower the nearby ladder and return to your boat. Drive to the Devil’s Reef Hotel ahead and disembark.

- Go up the red stairs nearby to find yourself in some kind of bar. Push ahead to trigger a scene with Lorelai.
- After the scene, go through the nearby doorway and head down the stairs. Unlock the double doors on the right to make a shortcut back to the boat, then turn around and grab the map from the wall in the small room ahead.
- Use the safe room in this area if you want to sort out your inventory and/or save your game, then head back up the stairs and go through the door on the right.
- Go down the corridor and then head right, going up another set of stairs to reach the third floor. Head through the door on the right.
- Move down the corridor and after following around to the left, push the cabinet from in front of the door. Enter the room to find a safe in the corner. The clues for the code can be found in the area. It’s 2137.

- Grab the pistol upgrade and the ammo from the safe, then leave the room and head left down the corridor. Enter the room on the right at the end.
- Try to grab the keys from the corpse hanging at the end of this room. They’ll fall to the floor below, along with the body.
- Go back the way you came and head down to the second floor via the stairs.
- Go through the door opposite he dead body in the wall and keep making your way around this floor, squeezing through a gap in a wall, until you reach a room with a hole in the floor. Drop down the hole.
- Grab the Staff Key from the table, then make your way through this area until you’ve found your way back to the safe room you discovered earlier.
- Exit the safe room and go back up to the second floor. Open the door at the end of the corridor with the staff key. Go inside the room and take the Lorelei Tokens and the note.
- Leave the room and go through the door across from the body in the wall again. Pass through into the next room and open the strange-looking chest (it’s a Lorelei Chest) in there with one of the Lorelei Tokens.

- A strange noise will start, causing damage to you over time. Find the four devices in the room emitting the noise and shoot them. One is in the bathroom. When you’re done, return to the strange chest and take the Key for the Lorelei Lock.
- Now go back and head up to the third floor. Open room 303 with the Staff Key. Go inside and open the Lorelei Chest on the table with one of the Lorelei Tokens. Take the Key for the Lorelei Lock that’s inside.
- Make your way back down to the first floor. You’ll find the last Lorelei Chest sitting on a table. Open it with your last Lorelei Token and take the last Key for the Lorelei Lock.
- Pass through the nearby safe room and head through the door on the left, going down the stairs to the basement. Open the Lorelei Lock on the door at the bottom using the Lorelei Keys that you’ve found.
- Go through the door and make your way down the corridor, shooting the weird blisters on the wall as you go. Enter the door on the left at the end of the corridor and follow the room around.
- Eventually you’ll reach a small room with a ventilation device, Interact with it. You need to align the arrows with the green bars using the buttons and the lever. Press the first button two times, the second button four times, the third button button two times, then pull the lever and press the first button one more time.

- The ventilation machine will spring into life, allowing you to explore more of the basement area. Before you leave the room, make sure you pick up the submachine gun on the table next to the machine.
- Now make your way back to the door which you opened with the Lorelei Keys. You can now enter the area opposite to that door. Make your way around it to find a gap in wall – pass through it to find a room with plenty of items for you to loot.
- When you’re ready, head back to the door with the Lorelei Lock, pass through it, and head to the room at the end of the corridor. Take the lift in the room up to Lorelei.
- When Lorelei is done talking, pull the lever to start transferring her to your boat. You’re not done yet, though – enemies will attack.
- Defend yourself while Lorelei is transferred. Occasionally she’ll stop moving until you’ve located the lever with the red light next to it and pulled it.
- Once Lorelei is at your boat, a boss-like enemy will appear. Shoot its legs to make it kneel down, the shoot the growths on its back. Eventually it will be killed. When you’re done, go through the door with the spotlight on it.

- Interact with the crank near your boat to lower Lorelei into it. Now get into the boat and drive it back to the Annex to deliver Lorelei to Corentin.
- After the scene, interact with the mask on the desk, then pick up the mask once Faye has finished talking.
A Sight For Sore Eyes
Investigation groupings
- Station Manual + Occult Symbol <-> Occult Symbol (Blue) <-> Occult Symbol (Blue)
- Prism System Schematic <-> Prism Station Reset Protocol
- Occult Symbol (Yellow) <-> Occult Symbol (Yellow) <-> Occult Symbol (Yellow)
- Occult Symbol (Pink) <-> Occult Symbol (Pink) <-> Occult Symbol (Pink)
- Note with Digit ‘0’ <-> Note with Digit ‘1’ <-> Note with Digit ‘3’ <-> Note with Digit ‘8’
- Note About Wireless Room <-> Testimony of ‘Cornelius Wright’ <-> Testimony of ‘Ambrose Pence’ <-> Testimony of ‘Silas Dunwich’
- Make your way through the forest, then enter Akeley Hospital. There’s a safe room over to the right if you want to manage your inventory and/or save your game. There’s also an E.R.C. Crate which we’ll come back to later.
- In the reception room, head through the door that’s partly open, then go up the stairs ahead. Enter the room at the top of stairs to trigger a scene.
- After the scene, go down the corridor and climb out the window. Go through the door and in the next area, go down the stairs. Grab the map on the wall.

- Unlock the door next to where you got the map to create a shortcut back to reception, then go through the double doors. Head down the corridor and enter the room on the left at the end.
- You’re now in the treatment room, where there’s a mysterious blue device. You can’t do anything with it yet, so duck under the shutter into the next room.
- Head through the room, ignoring Faye’s body in the weird red bubble for now, and enter the small room on the right at the end. Pull the lever to remove the shield from the device in front of the red bubble.
- Leave the small room and approach the red bubble. Take the Prism from the device in front of it. An alarm will trigger and you’ll be attacked. Escape by running down the newly-opened corridor on the left.
- When you’re outside, start to cross the wooden walkway. You’ll be attacked and will fall into the yard below. You now need to charge the Prism at three coloured stations around Akeley Hospital.
- Re-enter the hospital via the door ahead, then follow the corridor around and head through the gates at the end.

- Squeeze through the gap ahead, then follow the corridor around until you reach the Morgue. There’s an E.R.C. Crate here to open at a later date.
- Pull out the trays with the bodies around the edges of the Morgue to get some goodies and also discover a head in some kind of container.
- Interact with the head. Rotate it and remove the four screws on the edges of the container, then interact with the back of the container. You’ll then need to remove a piece below the spinning disc, and after that interact with the disc multiple times to move switches. After that, turn the container around and remove the three metal pieces around the head. You’ll trigger a scene.
- After the scene, defend yourself, then take the Woman’s face Mask. Head through the door across from the metal bars.
- There’s a map on the wall here to collect, as well as a Safe Room if you need it.

- Head down the corridor when you’re ready, and unlock the door at the end. It leads back to the yard you fell into earlier. Go through the other door to enter Akeley Hospital again, and use the Woman’s Face Mask to unlock the door on your right inside.
- Go up the stairs and interact with the poster on the wall emitting a strange energy to get a blue symbol. Turn around and enter the W.C. across from the poster to find an E.R.C. Activator Pen in the cubicle.
- Return to the poster and go up the stairs to the right of it. Head through the door on the right at the top and take the Anti-Rust Acid from the table inside.
- Leave the room and go back down the stairs. Go through the door ahead and make your way to the end of the garden. Interact with the bear trap emitting an energy to get another blue symbol.
- Use the Anti-Rust Acid on the door to gain access to the central staircase. Go to the Treatment room and use the Prism on the blue station.
- You need to rotate the three dials so that the correct symbols form a line with the blue triangle at the top. You should have these symbols in your Investigations tab, or just use the screenshot below for reference.

- Take the Partially Charged Prism. Now return to the Reception area of Akeley Hospital to trigger a scene that introduces a fierce new enemy.
Note: From this point on in the Akeley Hospital, this weird inky enemy will often appear. You can’t kill it, but you can make it disappear for a while if you do enough damage. Still, you’re better off simply trying to avoid it where possible.
- Use the E.R.C. Activator Pen you found earlier here to open the E.R.C. Crate. It contains an upgrade for the shotgun. Use the Woman’s Face Mask to unlock the door and gain access to the west wing of the hospital, escaping the creature in the process.
- Make your way around the first floor of the west wing until you find another container, this time with only part of a head in it. Interact with the container and remove the parts/push levers until you can open it up and take the Right Half of a Face.
- Now backtrack to the start of the west wing and go up the stairs to the second floor. Take the map on the wall at the top, just on your left.
- Enter the Outpatient Room and grab the note on the desk, then leave the room and make your way around to the right. Unlock the door ahead to create a shortcut, then climb through the nearby window.
- Head right and unlock the door in this room, then turn around and interact with the poster emitting a strange energy to get a pink symbol.

- Leave the room via the window again, then head right going thought the door you unlocked. Head through the Upper Hall into toe Founder’s Hall. Use the Woman’s face Mask to unlock the door to the Staff Room.
- Head through the Staff Room and take the Caduceus Key sitting on the table on the balcony. Go back the way you came until you arrive at the area with the Outpatient Room. Open the nearby door with the Caduceus Key and go through it.
- Explore the rooms in this area. There’s a body on a bed in one of them that’s emitting a strange energy. Interact with it to get a yellow symbol. When you’re done, drop through the hole in the floor at the end of the corridor.
- There’s an E.R.C. Crate here which we’ll come back to later. Leave the room via the door at the other end to emerge in a garden area.
- First head right and grab the note on the table. Then head the other way and find a gazebo. There’s an inventory upgrade sitting on a table you should pick up and a an radio to activate.

- Unlock the nearby gate to make a shortcut to the Therapeutic Garden, then head back and unlock the other gate in this area. Go through that gate and then head right to come face-to-face with yet another new enemy.
- Defeat the large enemy by shooting the red weak point on its chest and avoiding the poison projectile that its spits. When you’re done, go through the door to enter the Orthotic Consulting Room.
- There’s another container with a part of a head in it on a table. Interact with it and rotate it so that you can find the various switches/parts to remove to open it. Take the Left Half of a Face when you’re done.
- Unlock the door to the left of the table and go though it. Head up the stairs on your left and go through the door on the right at the top to enter the Prosthetics Workshop.
- Find the workbench in this room and place both the Right Half of a Face and the Left Half of a Face into the device that’s on it.

- Pick up the Old Man’s Face Mask, then use it to unlock the nearby door. Move through the Materials room, and in the next room pick up the note on the table and the rifle at the side of it.
- Unlock the nearby door, then go down the stairs and start making your way back to the Reception area, going through the Therapeutic Garden.
- Sort out your inventory/save your game via the Safe Room while you’re in the Reception, then leave via the door that leads to the east wing and open the Pharmacy door in the next room with the Caduceus Key.
- In the Pharmacy, interact with the book emanating energy on the counter to get another pink symbol. There’s also a radio here to activate.
- Head back to reception and this time leave via the door behind the desk. Head up the stairs to the second floor and open the door with the Old Man’s Face ahead.
- In the room with the filing cabinets, move through the gap on the right, then interact with the book emanating energy on the floor to get another yellow symbol.

- Go through the nearby door, then head left and enter the Wireless Room. Make sure you pick up the E.R.C. Activator Pen in here, then talk to all three of the brains in jars.
- Interact with the device in front of the brains. You need to enter the correct three numbers, deduced from the clue provided to you from the three brains. The first number is 13, the second is 05, and the third is 36.

- Pick up the Dream Essence from the device, then return to the reception area again. This time, go through the door to the west wing, then find and open the locked door in the area with the Old Man’s Face.
- Move through the Chapel Courtyard and enter the Chapel ahead. The Lectern here is emanating with energy, so interact with it. You’ll get the final yellow symbol.
- Now head into the small room attacked to the Chapel. The yellow station is here, so place the Partially Charged Prism into it. Like with the blue station, you need to match up the right symbols with the yellow marker, which this time is in the lower left corner.

- The the Partially Charged Prism then leave the room. Follow the strange man into the room at the back of the Chapel. Squeeze through the gap in the shelves, then take the Head Surgeon’s Face mask from the table.
- After the scene, leave the room. Upon entering the chapel you’ll be attacked. Defend yourself or run, it’s up to you. Make your way back to the stairs in the west wing and go up them. Unlock the door on the right with the Head Surgeon’s Face Mask.
- Inside the Head Surgeon’s Office, pick up the Vertebral Key from the desk, then push the nearby cabinet. Squeeze through the gap and pick up the note and the E.R.C. Activator Pen in the Nurses Station.
- Head back into the Head Surgeon’s Office, then leave the room and head right to the Isolation Wards. Drop down the hole at the end again, and use an E.R.C. Activator Pen to open the E.R.C. Crate. Inside is some rifle ammo and some Dream Essence
- Start to head back to Reception again – go into it if you want to save your game or sort your inventory out, otherwise, head down the stairs in the room next to it. At the bottom of the stairs, use the Vertebral Key to unlock the door.
- Interact with the body emanating energy ahead. You’ll get the last pink symbol.

- Enter the Maintenance Room to your right by ducking under the barricade. Start making your way around the edge of the room. A large monster will attack you again. Once you’re done with it, push the laundry basket blocking the door out of the way.
- Squeeze through the gap into the Manipulations room. Go right and use the Partially Charged Prism with the pink station. You need to align the right symbols with the pink marker, this time on the lower right side. The symbols required are in your Investigations page.

- Pick up the Fully Charged Prism. Head to the other side of the room and activate the radio, then go through the nearby door.
- Head right, down the corridor, and use the Anti-Rust Acid to open the door to the Storage room. Enter the storage room and try to open the gate – it’s locked with a padlock. The code can be worked out with the documents you’ve found. It’s 1308.
- In the area behind the gate, take the submachine gun upgrade and any other items you can manage.
- Leave the Storage room and make your way around to the Morgue. Use the safe room on the way if you need to. Use an E.R.C. Activator Pen to open the E.R.C. Crate in the Morgue to get another inventory upgrade as well as some ammo.
- Leave the Morgue the way you came and use the Head Surgeon’s Face Mask to unlock the door nearby.
- Head up the ramp and unlock the door at the top. Enter the Anatomical Theatre and use the Fully Charged Prism on the device in front of the red bubble.

- When the scene has finished, chase after the monster that’s taken Faye’s body, heading right when you leave the building. Pass through a gap in a wall, then further on a gap in a fence.
- After dropping down a ledge, pick up any supplies in the area, then move towards the gap in the fence. You’ll now need to defend yourself from enemies for a while.
- Once you’ve defeated multiple waves of enemies, the barrier at the fence will disappear. Duck under the tree ahead and move forward to trigger a scene.
- After the scene, drop down the ledge down to the water and get in the boat.
Time and Tide
Investigation groupings
- Regarding Leyden Jars <-> Use Jars Responsibly! <-> Find More Jars!
- From Ezekiel’s Wife <-> About Ezekiel
- Handwheel in the Cold Room <-> Key for the Cold Room
- Old Freddie – Ex Voto <-> Eulogy for Old Freddie <-> Old Shop Ward
- Instructions to Sybil <-> The 16 Punishments of the Sailor <-> Warning for Sybil
- Sacrifice (and Safe!) <-> Surprise in the Safe?
- Frozen Statue <-> Cryptic Riddle
- Start making your way to the Fish Market, heading around it to the right until you find a ladder. Climb it.

- At the top of the ladder, keep moving forward until you trigger a scene, going up two sets of stairs in the process.
- After the scene, go down the ladder behind you, then drop down into the safe room below.
- Leave the safe room via the door in the corner, then make your way through the Fishing Goods room and Fishing Shop until you’re back outside. Head right and go over the bridge to trigger a scene.
- You can’t do anything with the starfish right now, so squeeze through the gap in the wall on the left. Keep moving forward until you reach a Construction Site. Pick up the Leyden Jar on the table.

- An alarm will go off and enemies will attack. Run back into the previous room and use the Leyden Jar on the Starfish blocking the door. Go through the door and drop down the gap in the railing to the level below.
- Go through the door in the lower area then head left. Grab the map on the wall next to the door that’s chained shut, then go through the blue double doors. You’re now on the Market Floor.
- Make your way to the other side of the Market Floor and enter the Weighing Station. Take the Bolt Cutters inside.
- Head back across the Market Floor to where you just found the map for the area and use the Bolt Cutters to remove the chains on the door.
- There’s a safe room to the left if you need it, otherwise, head forward and duck under the boxes into the Warehouse.
- Make your way around the warehouse and go down the ramp into the Cold Storage area.

- Explore the Cold Storage area until you find a locked door with a snowflake on it. Take the note on the door and the Fish Eye Key hung on the wall next to it.
- Head back the way you came, heading to the Entrance Hall in which you found the map again. Use the Fish Eye Key to open the door to the West Wing.
- Go through the white door in the next room then head up the stairs. Grab the map on the wall, then use the Bolt Cutters to remove the chain on the nearby door.
- You’ll find yourself back near the Construction Site. Take the Leyden Jar you placed in the starfish earlier then backtrack, going down the stairs you just came up.
- Start making your way back towards the Entrance Hall, but just before you reach it, use the Leyden Jar with the starfish to unlock the door to the Guard Post. Inside you’ll find an inventory upgrade and a note. There’s also a radio to activate.

- Leave the Guard Post and take the Leyden Jar from the starfish. When you enter the Entrance Hall you’ll trigger a scene.
- You’ll now be in the Market Floor area, and you need to defeat the powerful enemy that’s thrown you in there. Just fill it with lead and it’ll go down.
- When you’re done, leave the Market Floor and head to the Warehouse. Use the Leyden Jar with the starfish to unlock the door at the far end of it and go through.
- You’ll be back outside again. Head left and use the Bolt Cutters on the door at end. Pass through the Packing Area into the Cutting Area.
- Unlock the the door in the Cutting Area to create a shortcut back into the Warehouse. Go into the Warehouse and take the Leyden Jar from the starfish, then return to the Cutting Area.
- Move to the other end of the Cutting Area – your path will be blocked by a pipe releasing steam. Head right and in the next room go up the ladder to reach the second floor.
- Grab the note in the bar are and inspect the plaque on the wall, then head into the Auction Room.

- After you’ve dealt with the dangerous enemy in the Auction Room, take the Snowflake Key that’s hanging on the wall.
- Use the Bolt Cutters to make a shortcut to the second floor safe room, then pass through it and make your way to the Fishing Shop. Use the Bolt Cutters on the door in there.
- Go into the small room and grab the E.R.C. Activator Pen on the table ahead.
- Open the nearby lockers. In one of them there’s a corpse holding a container that’s locked. The clues to the code can be found in your Investigations page. It’s Lighthouse, Rings, Star and then Squid, or just refer to the image below.

- Take the submachine gun upgrade and then head to the Cutting Area, going back the way you can down the ladder. From the Cutting Area, enter the Packing Area and open with E.R.C. Crate in there with the Activator Pen you just found. Inside is some ammo and Dream Essence.
- Go back into the Cutting Area and enter the Warehouse. Head down into the Cold Storage area. If you didn’t before, look through the window on the right to see that there’s a valve handle down there.
- Open the locked door in the Cold Storage area with the Snowflake Key. Explore the rooms through the door – there’s a another E.R.C. Crate which we’ll come back to later and a strange frozen statue.
- Eventually you’ll reach the valve handle, or Handwheel as it’s called here. Take it, then head left. Go through the gate ahead then unlock the door at the end.
- Through the door, inspect the painting on the wall on your left.

- Head up the stairs behind you and use the Handwheel on the pipe on your right to cut off the steam in the Cutting Area.
- Enter the Cutting Area via the door on your left and go into the area that was previous cut off by the steam. Unlock the double doors to make a shortcut to the Market Floor, then enter the Locker Room.
- Grab the E.R.C. Activator Pen from one of the lockers in the Locker Room. There’s a note on a table next to a safe. You don’t have all the clues for it yet, but if you want to open the safe the code is 1496. Inside is an upgrade for the Grenade Launcher, which you’re yet to obtain.
- Leave the Locker Room and head right, going through the door and up the stairs. Go through the door in the area at the top of the stairs to enter the Abandoned Office.
- Go can’t go any further as the door in the Abandoned Office is protected by a strange ward which you’ll need to dispel.

- Leave the Abandoned Office and make your way to the painting you found earlier, after leaving Cold Storage. Shoot Freddie, the second man from the right, who’s not playing an instrument. Take Freddie’s Urn from the wall.
- Return to the Abandoned Office and use Freddie’s Urn on the ward to dispel it. Go through the door to enter Ma Fishface’s Shop and trigger a scene.
- After the scene, grab the Leyden Jar on the counter, then go through the door to enter the East Gallery. Push the cabinet away from the safe room door here to create a shortcut, then drop down the nearby ledge onto the Market Floor.
- Make your way to the Weighting Station on the other side of the Market Floor and use the two Leyden Jars you have on the starfish there to unlock the door. Take the grenade launcher and unlock the door to the left of it to create a shortcut.

- Leave the room and take the two Leyden Jars from the starfish. Now make your way across the Market Floor and head to the room just before you reach the West Staircase.
- Use a Leyden Jar on the starfish in this room, then pass through the door and use your other Leyden Jar on the next starfish to finally gain access to the West Wing.
- In the Jewelry Workshop, look for a small room. Inside you’ll find a note as well as an E.R.C. Crate. Open the crate with an E.R.C. Activator Pen and take the inventory upgrade and the ammo.
- Leave the small room and make your way around the area until you make a shortcut to the room in which you used your first Leyden Jar. Take the Leyden Jar from the starfish and backtrack a little.
- Use the Leyden Jar you’ve just picked up on the starfish in the corridor, and in the next room make a shortcut to the starfish in which you place your second Leyden Jar.

- Take the second Leyden Jar from the starfish, then use the shortcut you’ve just make and retrieve the other Leyden Jar. Now make your way to the other end of the corridor and use both of the Leyden Jars on the starfish surrounding the double doors.
- In the room beyond the double doors, take the Antikythera. Leave the room and grab both of the Leyden Jars from the starfish. You might need to deal with some enemies first.
- Start making your way back to Ma Fishface. Head to the Cutting Area on the way.
- In the Cutting Area, interact with the locked door for the Salt Storage room. You should now have all the clues you need to open this door in your Investigations page. The buttons you need to press are I, IV, IX, XVI.

- Take the grenade launcher upgrade and note in the Salt Storage room. Also, stomp on the green figure on the floor for some Dream Essence. You should now have all the clues you need to open the safe in the Locker Room if you haven’t opened it already.
- Continue making your way back to Ma Fishface. There’ll be scene when you reach her.
- You’ll now be in the past. Interact with the Leyden Jar on the table to trigger a memory. Interact with the ghostly figures in the room and listen to their conversation.
- Now enter the Abandoned Office and interact with the ghostly figures in there. Return to what is now the Old Shop and interact with new ghostly figures that have appeared there.
- Return to the Abandoned Office again and interact with yet more ghostly figures. They’ll give you to the code to the safe in the room. It’s 6294. Open the safe and take the Leyden Jar inside.

- Back in the present, take the Heart of Stone, the note and the ammo from the safe. Interact with the eerie statue nearby and use the Heart of Stone on it. Arms will appear on the statue.
- You need to shoot the statue’s arms in a certain order. The clues you need are in your Investigations page. It’s the kneeling person (right arm), octopus (upper left arm), Deep One statue (lower right arm), hourglass (left arm), and Leyden Jar (lower left arm).
- The statue should now fall apart. Take the Heart of Ice. Now make your way down to the Cold Storage area.
- In the Cold Storage area, interact with the frozen statue and use the Heart of Ice. Take the Depleted Leyden Jar. Also grab the E.R.C. Activator Pen next to the frozen statue, then use it to open the nearby E.R.C. Crate and take the Dream Essence and grenades.
- Now make your way to the Construction Site on the second floor and use the contraption there to start recharging the Depleted Leyden Jar. Now You’ll have to fight waves of enemies while periodically pulling switches to restore power to the contraption. Look for the red lights.

- Take the Leyden Jar. Now you have three of them you can open the door in the Broken Hold. Go to a safe room to manage your inventory/save your game, perhaps, then make your way there.
- At the broken Hold, use the three Leyden Jars on the three starfish to trigger a scene.
- You’re now on a wrecked ship. Go up the stairs and enter the room on your right – you can manage your inventory here, and there’s also a radio to activate in the adjoining Crew Cabin room.
- Return to the corridor and move down it. When you emerge into a bigger room, grab the map on the wall to the right.
- Drop down into the area below and make your way around to the left, shooting the blisters from a safe distance. Climb over the obstacle then make your way through the Orlop and move through the gap into the next area.
- Head left and squeeze through the gap. Go up the stairs and enter the doorway with the red light. Keep moving forward until you find a room with some stairs. There’s a note to grab at the other end before you head down.

- Make use of the safe room at the bottom of the stairs, making sure you have a number of weapons on you as well as ammo and healing items. You’ll soon be fighting a boss.
- When you’re ready, leave the safe room and head left, down the corridor. Exit through the doorway at the end and drop down the ledge to trigger a scene followed by a boss fight.
How to defeat Shoggoth in The Sinking City 2

Shoggoth is the first real boss fight in The Sinking City 2, and while its imposing size may be worrisome, it’s not too tough to beat if you know how.
The answer isn’t quite as simple as just filling Shoggoth with as much lead as you can. Instead, you need to activate all three of the strange devices in the area to make Shoggoth reveal its eyes, then shoot them. You need to repeat this numerous times, with Shoggoth unleashing more a more frenzied assault each time it’s injured. Just focus on the devices and eyes when you can, though, and the giant creature will eventually be a thing of the past.
Cold Comfort
- You’ll now be in what appears to be a cave. Make your way through the area until you emerge outside.
- Drop down the ledge ahead then keep moving forward until you enter another cave. There’s an E.R.C. Crate to the left which we can’t open yet, so head around to the right and squeeze through the gap in the wall ahead.
- Keep moving forward, past the strange door, and duck under the gap in the wall ahead. Head right to find another strange door – pick up the note and the Sturdy Key on the crate next to it.
- Turn around and head to the large tent near the cliff to trigger a scene. When it’s done, open the brown chest with the Sturdy Key and take the Sagittate Stone that’s inside. There’s a map here to grab, too, as well as another E.R.C. Crate that we’ll come back to later.
- Head back to he strange door across from the tent and use the Sagittate Stone to open it.

- Pass through the Columbarium into the Portal Room. There’s a radio to activate here, as well as an E.R.C. Activator Pen to pick up on one of the crates.
- Use the safe room connected to the Portal Room if you need to. Otherwise, head through the door on the opposite side and go up the stairs to the second floor.
- In the room at the top of the stairs, use the E.R.C. Activator Pen you just picked up to open the E.R.C. Crate. Inside is an upgrade for the rifle.
- Enter the Crypt ahead – you’ll be ambushed by lots of enemies. Deal with them, then go through the door into Upper Storage. Grab the Engraved Pod in this room. There’s also another E.R.C. Activator Pen to pick up.
- Go through the door and down the stairs. Enter the Gallery to trigger a scene. After the scene, there’s yet another E.R.C. Activator Pen to grab on a crate. Use the safe room at the other end of the Gallery if you like.
- Leave the Gallery via the door opposite to the Safe Room and head back to the first E.R.C. Crate you found in this area to open it. Inside is some Dream Essence.
- Now go to the large tent near the cliff where you found another E.R.C. Crate and open that. Inside is an upgrade for the rifle.
- Start making your way to the Portal Room. You’ll be ambushed in the Columbarium, so deal with the enemies.
- In the Portal Room, use the Engraved Pod on the alien device in front of the portal. You now need to align all of the pieces on all sides of the device, as per the images below.
- When you’re done, pull the power lever on the generator to your left and the portal should spring into life. Move close to the portal to trigger a scene.
- After the scene, move through the portal and move forward. Get into your boat when it materialises.
- Keep driving the boat forward until you reach a dead end. Disembark from your boat and approach Faye to trigger a scene.
- After the scene, head up the steps and enter the safe area on the left. Grab all the supplies you need there from the shelf and perhaps save. You’ve got a boss fight ahead.
- When you’re done, leave the safe area and go through the large door ahead. Push ahead to trigger the final boss fight.
How to defeat Slither Prime in The Sinking City 2

Unlike Sloggoth, Slither Prime – the final boss of The Sinking City 2 – doesn’t demand that you do anything special to beat it. Simply shoot at its weak point, its head, with everything you’ve got.
What makes this fight tricky is that Slither Prime likes summoning other enemies into the area. It also has a range of attacks which you’ll need to avoid by running or dodging. Just deal with any enemies that are summoned and keep firing at Slither Prime’s head, however, and you’ll emerge victorious.
- Once you’ve defeated Slither Prime, walk with Faye to the altar ahead to finish the game.
Well done, you’ve just completed The Sinking City 2 – hopefully you found our walkthrough helpful!
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