The Sinking City 2 Walkthrough: All Puzzles and Key Items
The Sinking City 2 is a new survival horror game that plunges players into a world inspired by the works of H. P. Lovecraft. Since the game focuses heavily on survival, you'll need to search for plenty of resources and solve environmental puzzles along the way. These obstacles can sometimes slow down your progress through the story. In this walkthrough, we'll show you the most efficient route and point out the locations of all important items and supplies.
How to Reach the Library
During the lengthy opening cutscene, the protagonist wakes up after a nightmare. His girlfriend Faye is trapped in a strange coma and cannot wake up. At this point, the exact nature of her condition is still unclear. The protagonist's name is Calvin. As he talks to Faye, press the prompted button to remove the strange mask from her face, wash her face, and apply the eye drops. Then give her some tonic to drink. After saying goodbye to Faye, Calvin will finally be ready to head to the library. He needs to find a book containing a ritual called The Call, which may help return Faye's spirit to her body.
You gain control in the main room of Calvin's apartment. On the table to the left is the note Dreamlands Excerpt. Farther to the left, at the back of the room, you can find the note About the Mask. On the right side of the room is the Blade of Ulthar, which you can inspect.
Head into the hallway and enter the kitchen on the left. You'll find the Final Warning note there. Back in the hallway, you can inspect the photograph on the right wall, then continue forward. Examine the painting, followed by the Restricted Section Inventory note and the map.
Leave through the only available passage onto the balcony. Your objective will update: reach the Miskatonic University Library Annex. Head down the stairs and pick up the Goodbye, Arkham note.
The city is flooded, so you cannot simply walk through the streets. Keep heading down along the only available path until you reach a raised fire escape. Lower it and climb down to find a boat.
Sail to the right to reach a wide central street. When you see the Slithers, keep to the left. There is only one real route forward for now. Eventually, you'll see a Library sign. Turn right and dock beside the building.
You cannot sail any farther yet because a floodgate is blocking the way. Climb through the window and use the wooden walkways to cross to the other side of the street.
Pull the lever there to open the route for the boat. Unfortunately, the floodgate will not move. There is a fuse box to the left, but some components are missing.
Head deeper into the building and go through the door. The environment will suddenly change from ruined and abandoned to clean and inhabited. This is your first Safe Room, where you can save the game and store any items you do not currently need.
Leave through the other door and head downstairs. On the lower floor, pick up the Floodgate Fuse Box note.
Go outside. This section of the street is dry. Head left, then enter the partially open door of the building on the right.
Inside, check the room on the right. There is ammunition in a drawer and a floor plan on the wall that serves as a map. Head upstairs and enter the door directly ahead. This room contains the first safe in the game. Read the note attached to it, To Martin. You do not know the combination yet, but we'll save you the trouble: 1908. You can work it out from notes found later. The safe contains some ammunition and pills.
Return to the stairwell and enter Room 6. Kick the barrels out of the way to clear the path.
Drop through the hole in the floor and check the cabinet directly ahead to find Chemicals.
The next room contains the Floodgate Fuses and Wires note. Crawl through the opening at the bottom of the wall and immediately collect Scrap from the crate. Search the room to find the From My Sister note as well as the Fuses you need.
As soon as you pick up the key item, a cutscene will begin and the first enemy will appear. Shoot the swollen growths on its body, as these are its weak points.
After defeating it, push the dresser aside to get back outside. At this point, you should check the Investigation Board. Certain notes count as important evidence and can be connected into logical chains. You can either work out the connections yourself or simply try different combinations. Right now, you should have four important clues that can be combined into two chains. Completing each chain rewards you with points that can be spent on Talents.
From the street, return to the floodgate fuse box.
You need to distribute the three Fuses between the wires. The puzzle is very simple and should not cause any trouble.
Once all the Fuses are in place, open the floodgate and return to the boat. An enemy will appear on the way. Get into the boat and sail forward through the open gate.
Continue until you reach a new dock. You will see an explosion ahead, although its cause is still unknown.
At the dock, pick up the pills and the Lost Letters: Death Awaits note. Climb the stairs on the left. Once you enter the building, zombies will appear behind you. You do not have to fight them, so just keep moving. More zombies will appear as you progress, and the building will catch fire. From the corridor, turn right, then head straight through the opening. Calvin will end up back outside.
Head right. You will essentially return to the dock, but from a higher level. Here you can lower a ladder to create a shortcut and raise another floodgate.
Get back into the boat and continue onward. Once you reach the university dock, a lengthy cutscene will begin. You regain control inside the Library Annex.
How to Find the Ritual Book
Keep to the right and collect Gunpowder from the cabinet.
Enter the main hall and go into the room on the right. There is a white E.R.C. Crate in the left corner, but you need a special item to open it.
There is a map on the right. Continue forward until you see several bodies hanging from above. They are not dangerous yet. Keep left to reach a room with a board. Read the Manifesto on it. A strange creature will appear here but immediately run away. You can also find Scrap in the locker on the right.
Return to the main hall and enter the available door on the left. You'll find a ruined restroom. Squeeze through the gap to reach another section of the building.
An old projector here is showing barely visible footage. A zombie will appear. Defeat it and collect ammunition from the cabinet. Leave through the other door to return to the main hall, this time on the previously inaccessible side. Keep to the right until you reach a door locked with a bolt. Open it to create a shortcut between the two areas. In the cabinet to the left, you'll find ammunition and the Internal Memo.
Climb the collapsed floor to reach the upper level. Keep to the right until you find a circular crank. Turn it.
A bookcase will move aside and reveal a passage. A monster will immediately attack and knock Calvin down to the first floor, where several zombies will appear. Deal with them and head upstairs again. On the way, you will encounter the same monster that knocked you down. Shoot it with the pistol from a safe distance to avoid taking damage.
On the second floor, go through the newly opened passage and turn the second crank on the right. Another bookcase will slide aside. Return to the first crank and move the original bookcase back into place. This will clear the route to the door. A short cutscene will show the mysterious book affecting Calvin, but he will be distracted by a noise. Follow the sound. Push the dresser aside and enter the next room.
Pass the strange vegetation and enter the next hall. Go through the partially open door on the right and watch the cutscene.
Corentin, the disturbing translator with worms in place of his eyes, agrees to translate the book but asks you to bring a woman to him.
In the same room, pick up the E.R.C. Activator Pen and the E.R.C. User Manual. There is also a Safe Room nearby where you can save your game. From here, return to the Library Annex's main hall and make your way back to the white E.R.C. Crate. Use the Activator Pen to open it and obtain Voss's Compensator for the pistol.
How to Open the Floodgate at the Graveyard
Return to Corentin. You can climb through the window to reach the dock outside.
Open the map to see the location of Devil's Reef, which is where you need to go next. The direct route is blocked by a floodgate, but there is a dock to the right. Disembark there and collect Healing Herbs from the container. As you head deeper into the dry area, pick up Night Ore and the A Balm for Flesh and Relic note.
Continue forward and watch out for the bear trap, as it can deal significant damage. Keep to the right. On the left, you'll see a broken gravestone with the Stained Note and some pistol ammunition nearby. Then head in the opposite direction.
There are several jumping monsters in this area. Search the area to find the Church Key. Return almost to the beginning of the zone and look for the door with Stay Away written on both sides. Inside, collect the A Call Upon Believers note from the pulpit.
There is a Safe Room at the far end of Redemption Church. Before going there, keep to the left to find the Origins of the Redemption Church note and a ladder leading to the upper level. Do not climb it yet. Inside the Safe Room, you will find the Look for Dream Essence! note. There is also a Talent table nearby. You earn points for Talents by completing investigations, and they unlock useful upgrades for Calvin.
Leave through the next door. There are pills in a crate on the left. Head straight toward the floodgate. To the right, you will find the Floodgate Lock note, the Star Key, and some Scrap. Head right. You cannot raise the floodgate yet. Circle around the church to find a monument covered in runes. You cannot do anything with it yet.
A little farther back, there is a window you can climb through. Inside, you will find an E.R.C. Activator Pen and the Notes on the Path clue. Open the door to create a shortcut back into the church's main hall. Return to the graveyard and find the structure marked with the same star symbol as the Star Key.
Inside, you will find Printing Plate C and the Letter to the Leader note. There is also a white E.R.C. Crate, which you can now open with the Activator Pen. It contains an Inventory Expansion. Another note nearby is called First Vision.
Return to the church and climb to the upper level. There is another door that can be opened with the Star Key. Inside, you will find the Trident artifact and the Report on the Bell.
Return to the rune-covered monument outside, which the game identifies as an Obelisk. Insert the Trident into it. Rotate the symbols to match the arrangement shown in the screenshot below to activate the Obelisk.
The surrounding area will begin crackling with electricity. Make sure to move away so Calvin is not struck by lightning. Wait for lightning to hit the Trident three times, then quickly run up and retrieve the Charged Trident. Return the artifact to the place where you originally found it. After the environment changes, turn around. Something will have appeared inside the church. Head downstairs and walk through the frozen worshippers to collect the Dagger. Insert the Dagger into the pulpit, and the lift will immediately activate.
Head toward the glowing eye, or whatever the creature is supposed to resemble. A new zombie will appear, slightly stronger than the previous ones. You can kill it the same way as the others. After defeating it, return using the lift and collect the Dream Essence from the altar. Go back to the floodgate switch. Enter 1672 to unlock it, then raise the floodgate.
Two zombies will immediately attack from behind. To quickly return to the boat, turn around from the floodgate and simply head straight ahead. There is a gate on the right that takes you directly back to the boat.
How to Repair the Crane
Follow the newly opened route until you encounter a dead whale blocking the way. Dock at the nearest pier. Keep to the left and inspect the fuel supply. There is not enough fuel to operate the crane, and one Steel Gear is also missing.
After the jumping monster runs into the building, move slightly left from the fuel tank and collect ammunition from the container. Then follow the monster inside. Immediately pick up the Soggy Note and the Graveyard Key. You can also find a Safe Room here. Leave through the next door and you will see a radio. You can activate it, then pick up the Field Surgeon shotgun on the right.
Return to the Safe Room and leave through the door on your left. This takes you back outside. The Fire Department is directly ahead, and that's your next destination. Keep to the left to get around the wrecked tram. Kill the jumping monsters and collect supplies along the way. When you reach the Fire Department, you will find an open door.
You need to find gasoline here, but electricity is arcing beneath some of the doors. The Gas Can you need is behind one of them.
There is also a cabinet with some resources nearby. Head to the second floor. You will find plenty of supplies as well as a switch that cuts power to the Fire Department. As soon as you use it, a large group of enemies will appear. There is little reason to fight them, since there are far more enemies than you have ammunition. Run to the Gas Can, grab it, and immediately head back outside. Part of the area will catch fire and more enemies will appear, so do not stop. Pour the fuel into the crane, then return to the boat and sail back toward the graveyard. You already have the key required to access the next area.
The locked graveyard gate is marked on the map, so it is easy to find. It is in the same area as Redemption Church. Once the gate is open, move through the flooded train car. A zombie will appear. Turn left to pick up some ammunition and pills, then head right. Collect the Chemicals along the way, and eventually you will reach the Printing House.
As soon as you enter the building, the floor will collapse and drop you onto the lower level in complete darkness. There are supplies and a white E.R.C. Crate here. Search the office and you will spot the Steel Gear, although you cannot reach it yet. A new monster will briefly appear in the main room but will not attack for now. Keep left to find a hole in the wall. Once you make it outside, you will encounter a pair of zombies followed by another enemy on its own.
Continue forward and pick up the Arkham Scholars Set Out on an Adventure note. There is shotgun ammunition to the right. The barred door is locked. Backtrack slightly and climb the fire escape. Inside the apartment, head deeper into the building, kill the zombie, and pick up Printing Plate A along with the Research Incident note. There is also Scrap and a Lost Letter inside the cabinet in the same room. Leave the apartment.
Use the pipes to cross into the next building. The fire escape leads both up and down. There is some Scrap above, while the lower route takes you inside. Immediately turn right to find a Safe Room and the key you need. This key gives you access both to the Steel Gear and the barred door.
This is still part of the Printing House. Search the Director's Office and collect all the supplies. You can also unlock a door here to create a shortcut back to the beginning of the area. However, you still have not collected the Steel Gear. Head down to the lower floor where you previously found the hole in the wall. The door you need is in the far-right corner.
New, tougher monsters will appear, so if you are low on ammunition, simply run toward the objective. These creatures spit projectiles from their heads. You can deal maximum damage by shooting them in the head just before they attack.
Once you have obtained the Steel Gear, return upstairs to the Safe Room. There is another room nearby containing the Printing Press where you can insert the Printing Plates. At this point, you should have two of the three.
Return to the crane by any route you prefer and install the Steel Gear. Then climb to the control panel on the right. Use the crane hook to grab the claws on the left, then move the whale out of the way.
Other guides
- The Sinking City 2 Safe Codes and Lock Combinations Guide
- The Sinking City 2 Weapon and Inventory Upgrades Guide
- The Sinking City 2 All Weapon Locations Guide
-
The Sinking City 2 Weapon and Inventory Upgrades Guide -
The Sinking City 2 All Weapon Locations Guide -
Valheim Save File Location: Where to Find Your Saves -
Valheim Materials Guide: Where to Find Every Crafting Resource -
Final The Sinking City 2 Benchmarked on 30 Graphics Cards -
The Sinking City 2 Launches on PC and Consoles, Earns 95% Positive Reviews on Steam -
The Sinking City 2 Review — Lovecraftian Survival Horror That Borrows Heavily from Resident Evil









































