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The Sinking City 2 · Start Here · Guide

The Sinking City 2 Walkthrough IGN — Safe Code

An IGN-style The Sinking City 2 walkthrough ign route: chapter order, bosses, collectibles, puzzle solutions and every documented safe code.

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

Keyword: The Sinking City 2 walkthrough ign4 sources
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The Sinking City 2 does not have a dedicated IGN walkthrough page, so this route uses the two sources that actually publish step-by-step instructions: Neoseeker's guide hub and GameSpew's full puzzle walkthrough. IGN's own game page covers the title and scores it 8/10, and that verdict is useful context, but the directions below are the ones you can follow room by room.

What the IGN page and this route cover

IGN lists The Sinking City 2 as a survival horror title built in Unreal Engine 5 and scored it 8/10, describing the combat as a praiseworthy imitation of its main inspirations wrapped in the Cthulhu mythos. That is a fair summary of what you are walking into: a semi-open world of flooded Arkham, an inventory system, firearms and melee weapons, and an optional investigation layer that pays out upgrade currency.

The route in this page is therefore assembled rather than quoted. Neoseeker organises the campaign into named parts and lists every collectible, while GameSpew supplies the exact puzzle answers, including the safe codes. For the systems side, see the guide, and for the completion checklist see the trophy guide.

Chapter order from the Annex to the Badlands

Neoseeker's guide runs Part 1 to Part 9, then opens a New Game Plus pass called Ex Oblivione. The order below is the one the game forces, because each area is gated by a key item or a watergate lever you can only reach after finishing the previous location.

  • Part 1 - Reaching the Library Annex: Home, Apartment Building, Radio Store.
  • Part 2 - The Annex: the sliding bookshelves and the first Emergency Relief Crate.
  • Part 3 - The Church: Star key, Trident, obelisk and the watergate lever.
  • Part 4 - The Fire Station: the Gas Canister and the electrified puddle.
  • Part 5 - The Printing House: the three Printing Plates and the cursed press.
  • Part 6 - The Hotel: Lorelei, the Lorelei Chests and the basement generator.
  • Part 7 - The Hospital (three parts): the Eye, the Nightmares and the rifle.
  • Part 8 - The Fish Market (three parts): Deep Ones, the Shoggoth and the portal.
  • Part 9 - The Badlands: the Antarctic temple and the Slither Prime.

A flooded Arkham street with a boat moored at the kerb
Boat traversal links the chapter hubs in flooded Arkham

The first section alone holds three separate safe rooms and the campaign's first safe, so it is worth clearing slowly. Once you leave an area the game rarely lets you return, and New Game Plus does not carry collectible progress over.

Safe codes and puzzle codes

Every locked numeric or symbol lock that the published guides document is collected in the table below. The safe codes are the ones players ask about most, because they gate achievements rather than story progress.

LockLocationAnswer
Wall safeApartment 5, on the way to the Annex1908
Hotel safeDevil's Reef Hotel, Room 301, third floor2137
Watergate leverOutside the church1672
Storage room lockAkeley Hospital basement, after the rusted lock1308
Brains consoleHospital Wireless Room13, 05, 36
Wooden lockFish Market East Wing cutting area1, 4, 9, 16
ObeliskBehind the church, top to bottomSnake, X, Arrowhead, U
Cursed pressPrinting House secret roomTop right corner, middle, middle right, bottom left corner

The Apartment 5 safe is the first one you meet and the clue is arithmetic: the note in the shop says the owner opened it 21 years ago, and the current year is 1929, so the code is 1908. The hotel safe uses a clue set spread around the third floor, and the church lever uses the bell rather than the building. The Fish Market locker is symbol-based instead of numeric and reads Lighthouse, Rope, Starfish, Octopus.

Collectibles, achievements and bosses

There are two achievement-linked collectible types and they are both missable within a run. Ten Mushroom Jack radios and thirteen Emergency Relief Crates must all be found in a single playthrough, and the crates need an E.R.C. Activator Pen before they open. Documents are not tied to an achievement but often carry the clue for a nearby safe code, so read them even when the reward looks small.

An Emergency Relief Crate glowing in a dark side room
Emergency Relief Crates hold inventory and weapon upgrades

The boss list is short but each fight is a resource check. The hospital holds three large enemies the guides call Nightmares, the Fish Market ends with a Shoggoth, and the campaign closes on the Slither Prime in the Antarctic temple. Talents bought with Dream Essence at safe-room tables are the main way to keep up, and the safe rooms themselves double as manual save points because the autosave only fires at major checkpoints.

If you want the plot instead of the route, read the endings explained page after you finish, and check the characters page for who everyone is.

FAQ

1.Does IGN have a The Sinking City 2 walkthrough?

IGN hosts a game page for The Sinking City 2 and scored the release 8/10, but the site does not publish a room-by-room walkthrough. The step-by-step route here is built from Neoseeker and GameSpew, which do list every puzzle and safe code.

2.What is the first safe code in The Sinking City 2?

The first safe is in Apartment 5 on the way to the Miskatonic Library Annex. Its code is 1908, the year the neighbouring shop opened. Opening it also unlocks The Inheritance achievement.

3.What is the hotel safe code?

The Devil's Reef Hotel safe code is 2137. The safe sits in Room 301 on the third floor, behind a cabinet you push out of the way, and opening it unlocks The Siren's Call.

4.How many chapters does the campaign have?

Neoseeker splits the story into Part 1 through Part 9, with the Hospital and Fish Market each taking three parts, plus the Ex Oblivione New Game Plus pass for the final collectible set.

5.Are the achievements missable?

XboxAchievements rates the list 3/10 with no missable achievements and about 8 hours to 1000G, but it still recommends two playthroughs because Ex Oblivione collectibles only spawn in New Game Plus.

6.What does the church watergate code use?

The church watergate code is 1672. The church was built in 1667 and the bell was installed five years later, which is the clue the game gives you at the locked lever.

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.