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The Sinking City 2 · Start Here · Guide

The Sinking City 2 Guide — Safe Code

A The Sinking City 2 guide to the core systems: Talents, safe rooms, investigation evidence, resource limits and every documented safe code.

By the Game Atlas team · Updated 2026-10-06

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This The Sinking City 2 guide covers the systems that decide how a run goes, rather than the room-by-room route. The sequel is a survival horror game with an optional investigation layer, so the things that matter are resource limits, the Talent tree, the safe rooms and the evidence you connect for upgrade currency. The safe codes are the practical output of that investigation layer.

What this guide covers

The first thing to unlearn is the first game's structure. Analog Stick Gaming notes that this sequel replaces the open city and the mind palace with hub locations and a menu-driven Investigation Space, and that the detective work is now optional rather than central. What remains is a tight resource loop: limited satchel space, scarce ammo and enemies that take more than one hit.

That means the guide splits into three questions. How do you get stronger, where do you save, and what do the locks actually want. The route itself is on the walkthrough page.

Core systems to learn first

Talents are the progression system, bought with Dream Essence at safe-room tables. Dream Essence comes from connecting evidence in the Investigation Space, completing the side investigations and opening some Emergency Relief Crates. The mask that holds the Talents has slots you must pay to open, so early spending is a real decision.

  • Connect evidence pairs for Dream Essence, not just for lore.
  • Buy cheap Talents first; most cost around three units.
  • Save manually at the conch record player in every safe room.
  • Stash surplus items; the starting satchel is very small.
  • Use melee and stomps when ammo is low, then stomp downed enemies.

A safe room with the Talent table and stash box
Safe rooms hold the Talent table, the stash and the save record player

Safe codes and investigation rewards

The safe codes are attached to the optional investigations, and each one pays out loot plus a trophy. The table below lists every documented code so you can open the lock without hunting for the last clue.

LockLocationCode
Wall safeApartment 51908
Hotel safeDevil's Reef Hotel, Room 3012137
Storage lockHospital basement1308
Watergate leverOutside the church1672

The clues are usually arithmetic or dates rather than riddles: the shop note gives the year, the bell gives the church code and the hotel ledger gives the safe. If a lock resists, the trophy guide lists the puzzle answer alongside the trophy it unlocks.

FAQ

1.What kind of game is The Sinking City 2?

It is a survival horror game, not the open-world detective game the first title was. It keeps an optional investigation layer and boat travel, but shifts to linear chapter hubs, scarce ammo and combat.

2.How do Talents work?

Talents are bought at safe-room tables with Dream Essence, which comes from connecting evidence, completing investigations and opening some crates. Most cost around three units, and opening extra mask slots costs more.

3.What are safe rooms for?

Safe rooms block enemies, hold a Talent table, a stash and a conch record player used to save manually. The autosave only covers major checkpoints, so save often.

4.What is the first safe code?

1908, in Apartment 5 on the way to the Annex. Other documented codes are 2137 for the hotel safe, 1308 for the hospital storage lock and 1672 for the church watergate.

5.Do you need to play the first game first?

No. The sequel is a standalone story with a new protagonist, Calvin Rafferty, and a new cast, sharing only the Arkham setting with the 2019 original.

More in Start Here

More start here pages in The Sinking City 2.

References

Facts on this page are compiled from the references above. Items marked "to confirm" are single-source and not yet verified.