The Sinking City 2 is the kind of game where you can easily convince yourself that you’ve checked every corner, only to finish a chapter and realize you somehow missed a tiny note sitting on a table.
That’s especially annoying here because collectibles are missable, there is no chapter select, and you can’t simply return to an old chapter later. So, if you’re going for 100% completion, it’s worth taking your time and cleaning up each area before moving on.
I’ve put together this walkthrough to make that process a lot easier. It covers the collectibles, weapons, E.R.C. crates, Activator Pens, Dream Essence, weapon accessories, key items, important puzzles, safe codes, Nightmare encounters, and the Ex Oblivione collectibles you’ll need in New Game+.
There are 224 collectibles in the main game, although not all of them are tied to trophies. I’ll point out the important ones as we go so you don’t have to constantly cross-reference a separate trophy guide.
The Sinking City 2 Walkthrough – Collectibles, Locations
Before getting into the chapters, here’s what you’re actually looking for:
- 78 Lore Codex
- 56 Evidence
- 10 Radio Codex
- 5 Weapons
- 13 Emergency Relief Crates (E.R.C.)
- 13 E.R.C. Activator Pens
- 8 Weapon Accessories
- 25 Dream Essence
- 8 Ex Oblivione Codex
- 6 Inventory Expansions
The Radio Codex, E.R.C. Crates, Dream Essence, weapons, and Ex Oblivione Codex are the ones I’d pay particular attention to if you’re trophy hunting.
One other thing: Dream Essence carries some extra importance because you’ll need a lot of it to unlock every Talent. You won’t have enough from one playthrough, so don’t worry if you finish the first run without every Talent unlocked. You’ll be coming back in NG+ anyway.
The easiest habit to get into is checking your map before leaving a chapter. If you’ve got unexplored areas showing up, take care of them before continuing the story.
Chapter 1 — A New Day Collectibles
Chapter 1 is fairly straightforward, but it’s also where the game starts teaching you that important items aren’t always sitting directly in your path.
You begin the game with the Equalizer Mk. II, so there’s nothing you need to do to obtain it.
You’ll also automatically receive 3 Dream Essence near the beginning.
Lore Codex: About The Mask
Don’t rush out of the starting room. Check the desk first. You’ll find About The Mask sitting there.
Lore Codex: Excerpt From ‘The Dream Realm’
There’s another writing desk in the starting room. Check it before leaving and you’ll find Excerpt From ‘The Dream Realm’.
Lore Codex: Final Warning!
Head into the kitchen and look at the cupboard. The note is stuck directly to it.
Lore Codex: Restricted Section Inventory
Move into the workroom and check the desk for this codex.
Lore Codex: Farewell, Arkham!
Once you’re outside, climb down the ladder. There’s a table directly ahead with the codex sitting on it.
Lore Codex: Please!
While you’re in the same area, look at the nearby window. Please! is sitting there.
Evidence: Gate Switchboard
After taking the boat to the building where you’re repairing the gate switch, you’ll walk through a dining room.
Before going any further, check the bar. That’s where you’ll find Gate Switchboard.
Map: Residential Map, Floor 1–2
From the dining room, cross the street and enter the open residential building.
There’s a small room on your right. Go inside and you’ll find the map pinned to the wall.
Evidence: To Martin
Head upstairs and enter Apartment 5, which is the door on the right.
Go into the kitchen and check the safe. The evidence is sitting on it.
Apartment 5 Safe Code — 1908
This one is worth opening immediately rather than saving it for later.
The code is:
1908
If you’re wondering where the number comes from, head back outside and look at the sign above the Radio Shop. The date on the sign gives you the answer.
Opening this safe also unlocks The Inheritance trophy.
Evidence: Gate Fuses and Wires
Continue through Apartment 6 and drop through the hole into Apartment 2.
As soon as you enter the hallway, look for the evidence.
Key Item: Electrical Fuses
From there, go through the hole into the Radio Shop.
The Electrical Fuses are inside a small box on the southern cupboards.
Evidence: From A Sister
Don’t leave the Radio Shop yet. You’ll find From A Sister in the same area.
Radio: The Woman At The Door
Head outside and return to the apartment building.
As you pass the door on the left, an enemy will burst through it. That gives you access to Apartment 1.
The radio is inside.
Gate Fuse Box Puzzle
Now that you’ve got the necessary fuses and wires, return to the Guard Post.
Interact with the electrical box and place the fuses in the correct positions. Once everything matches, validate the setup and pull the lever.
That opens the gate and lets you continue.
Lore Codex: Lost Letters — Death Awaits
After opening the gate, continue through the flooded streets by boat.
Eventually you’ll reach another blocked gate. Dock at the nearby pier and check the wooden table.
That’s where you’ll find Lost Letters — Death Awaits.
Once you’ve gone through the small house nearby, you’ll eventually come out above the blockage. Pull the lever and the route toward the Library opens up.
Chapter 2 — The Wake-Up Call Collectibles
Chapter 2 is where the collectible hunting starts getting much more involved. There are several areas you’ll revisit after obtaining keys and other items, so don’t assume you’ve finished an area just because the story lets you leave it.
Map: Library Annex
You’ll find the Library Annex map on the wall in the Registry.
Lore Codex: Lost Letters — Dominion
Head into the Corridor and check the bench near the northern wall.
Lore Codex: Manifesto
Go into the Conference Room and examine the board.
Lore Codex: Internal Memorandum
Make your way through the Restroom and Classroom until you reach the Reading Hall.
The codex is sitting on a desk.
E.R.C. Activator Pen
In Study 1, where you meet Corentin, look beside the open container.
You’ll find your first E.R.C. Activator Pen here.
These pens are important because they’re what you use to open the Emergency Relief Crates scattered throughout the game.
Lore Codex: E.R.C. — User Manual
There’s an open container beside the pen. Check inside for the E.R.C. — User Manual.
E.R.C. + Voss’s Compensator
Now that you’ve got a pen, you can finally open your first E.R.C.
Return to the Registry by using the safe-room shortcut in Study 1. Go downstairs and use the shortcut in the northwest corner of the Reading Hall.
Open the crate to get Voss’s Compensator.
Church and Graveyard Collectibles
After leaving the Library, you’ll eventually reach the Church area. This place has quite a few collectibles, so I’d recommend taking a slow lap around the graveyard before heading inside.
Lore Codex: A Balm for Flesh and Relic
After docking at the Church, look to the right of the path.
There’s a corpse on the floor. Pick up the Night Ore from it, then grab the nearby codex.
Lore Codex: Stained Note
Go to the northern end of the graveyard and check the grave there.
Key Item: Church Key
Look for the statue surrounded by red flowers in the southeastern part of the graveyard.
The Church Key is at its base.
Evidence: A Call Upon Believers
Use the Church Key on the white door on the eastern side of the church.
Once inside, check the altar.
Evidence: Origins of the Redemption Church
You’ll find this on a wooden box inside the church.
Lore Codex: Look for Dream Essence!
Check the table in the church’s safe room.
Dream Essence ×3
The three Dream Essence are sitting on the same table.
Evidence: Floodgate Lock
Leave the safe room through the other side and go right.
Near the lever you’ll eventually use, check the table for Floodgate Lock.
Key Item: Star Key
There’s a corpse nearby with the Star Key hanging around its neck.
Lore Codex: Lost Letters — The Conduit
Head north from here and climb the small stairs.
Turn right and you’ll find the codex on a flower-covered pedestal.
Evidence: Notes on the Path
Continue around the western side of the church.
You’ll eventually see an open window. Climb through it and check the round table.
E.R.C. Activator Pen
The pen is sitting on the same table.
E.R.C. + Inventory Expansion
Now that you’ve got the Star Key, return to the graveyard and open the mausoleum.
Inside you’ll find an E.R.C. Open it with your Activator Pen to get an Inventory Expansion.
Evidence: The First Vision
Check the altar beside the E.R.C.
Key Item: Printing Plate C
You’ll find Printing Plate C inside the mausoleum as well.
Evidence: Letter to Boss
Look underneath the Printing Plate.
Radio: The Perfect Day
Return to the church and climb the ladder.
The radio is waiting at the top.
Evidence: Report on the Bell
Use the Star Key to open the door beside the radio.
The evidence is on the small table inside.
Key Item: Trident
The Trident is in the same room.
Trident Puzzle and The Other Gods Trophy
Take the Trident outside and circle around to the northern side of the church.
You’ll find a strange obelisk. Place the Trident on top and rotate its sections until they match the correct arrangement.
Once you’ve solved it, validate the puzzle and let the lightning charge the Trident.
Take it back upstairs and return it to its original location.
Then go downstairs and interact with the mysterious figure near the altar. Take the dagger and place it into the altar.
This opens the route to the basement.
You’ll have to fight an enemy down there.
Once you’ve finished the sequence, you’ll unlock The Other Gods trophy.
Afterward, check the church altar again for 2 Dream Essence.
Floodgate Combination — 1672
When you’re ready to leave the Church area, head to the southwest corner and enter:
1672
You can actually figure this out from the evidence you’ve collected. The church was built in 1667, and the bell was installed five years later.
So:
1667 + 5 = 1672
Broken Crane Collectibles
After getting back into your boat, you’ll eventually encounter a dead whale blocking the street.
Naturally, you’re going to need a crane.
Evidence: The Broken Crane
Inspect the mechanism underneath the crane.
Evidence: Soggy Note
A creature will break through the nearby door after you inspect the crane.
Go inside and check the bar.
Key Item: Graveyard Key
You’ll find the key in the same area.
Radio: The Missing Mayor
Go through the safe room beside the previous area and emerge behind the bar.
The radio is there.
Weapon: Field Surgeon
Check behind the bar for the Field Surgeon shotgun.
Printing House Collectibles
Use the Graveyard Key to open the eastern gate in the graveyard.
Follow the route toward the Printing House.
Lore Codex: Adventure Awaits for Arkham’s Academics
You’ll eventually reach a destroyed Printing House van.
Before climbing over the wooden planks, enter the room behind the van. The codex is on a box.
Key Item: Printing Plate A
Cross the planks and climb through the open window into the Empty House.
Enter the bedroom and you’ll find Printing Plate A.
Evidence: Incident During Study
It’s in the same bedroom.
Lore Codex: Lost Letters — Staying With You
Check beside the mirror in that bedroom.
Lore Codex: Floodwaters Rise!
Leave through the northern window and cross the pipes.
You’ll reach the Main Office. The codex is on the desk in the middle.
Key Item: A.P.H. Key
Go through the white door beside the previous codex.
The key is hanging on the wall.
Picking it up also opens the nearby bookshelf.
E.R.C. Activator Pen
Return to the Main Office and head back outside.
Use the ladder shortcut to reach the crashed van, then enter the External Storage room.
Use the A.P.H. Key to open the gate and grab the pen.
E.R.C. + Inventory Expansion
Return to the Main Office and enter the flooded Press Room.
Go into the Linotype Room to find the E.R.C.
Key Item: Steel Gear
Open the northeastern door in the Press Room.
The gear is inside Storage.
Key Item: Gasoline Can
Return to the Saloon near the Broken Crane.
Go through its western exit to reach the Fire Department.
Head upstairs and pull the lever to shut off the electricity downstairs. Then go into Storage and pick up the Gasoline Can.
Key Item: Printing Plate B
Repair the crane and use it to move the whale.
You can now enter the previously blocked house north of the Fire Department.
Climb the ladder outside and enter the first room. The Printing Plate is on the desk.
Evidence: About the Custom “Red” Franklin
Look beneath Printing Plate B.
E.R.C. Activator Pen
Check the upstairs corridor of the house near the Fire Department.
E.R.C. + Dream Essence ×2
Return to the Fire Department’s Watch Room and open the E.R.C.
Cursed Press Puzzle — Gold or Silver Reward
Once you’ve collected all three Printing Plates, return to the Printing House.
Enter the small room beside the Director’s Office and place all three plates into the puzzle.
There are two possible solutions.
If you turn everything gold, you receive:
Cutter’s Sturdy Stock
It’s a shotgun accessory that increases damage when shooting enemies from behind.
If you turn everything silver, you receive:
Dream Essence ×2
Personally, I’d take the Dream Essence if you’re aiming for all Talents. The accessory is useful, but the extra Essence saves you some work later.
Either solution unlocks The Red Press trophy.
Devil’s Reef Hotel Collectibles
After clearing the whale blockage, continue toward the hotel.
Lore Codex: Lost Letters — Meet Me At Dawn
Dock at the pier and go through the house.
The codex is on a bed.
Lore Codex: Gerda Lost Her Head
Go upstairs and make your way around to the southeastern corner.
It’s beside a mirror.
Map: Devil’s Reef Hotel
After the cutscene with Lorelei, turn around and go downstairs.
The hotel map is on the wall in the small Lobby room beside the safe room.
Evidence: Hotel Ledger
Check the same room.
Radio: The Song of the Universe
This one is on the reception desk, although you’ll need to walk into the Lobby and approach it from the other side to activate it.
Lore Codex: Run For Your Life
Go upstairs and move the cupboard away from the first door on the left.
Enter Room 301 and check beside the corpse.
Room 301 Safe Code — 2137
Enter:
2137
You technically obtain the clues for this code later, but there’s no reason to wait if you already know it.
Inside you’ll find:
Voss’s Target Grip
Opening the safe also unlocks The Siren’s Call trophy.
Key Item: Staff Key — Part 1
Go to Room 304 and interact with the hanging body.
The first part of the Staff Key drops down.
Lore Codex: Your Last Game
Return to 2F and enter Room 201.
The codex is beside the corpse.
Lore Codex: Lost Letters — An Artifact
Found in Room 203.
Lore Codex: Lorelei’s Request
Continue to Room 204 and check the table.
Key Item: Staff Key — Part 2
When you reach Room 202, drop through the hole and examine the corpse.
Evidence: ‘Baby, One More Tide’ Lyrics
Look in the small room east of the Bar.
Lorelei Tokens ×3
Return to 2F and use the Staff Key to enter the Staff Room.
You’ll find three Lorelei Tokens inside.
Evidence: Lorelei Chests
Check the bed behind the tokens.
Finding All Three Lorelei Lock Keys
There are three chests around the hotel that require the Lorelei Tokens.
For the first one, go to Room 303 on 3F.
Use a token to open the chest and collect the first key.
While you’re here, pick up Safe Code Letter from the floor beside the corpse.
For the second chest, return to Room 203.
Use another token and destroy the four cursed objects that appear. Three are in the room, while the last is inside the small bathroom.
Don’t forget to grab the key afterward.
The third chest is in the Bar area.
Once you have all three keys, head down to -1F through the Safe Room and interact with the strange lock.
Evidence: The Lorelei Lock
You’ll receive this evidence when examining the lock.
Hotel Basement Collectibles
Lore Codex: Ventilation System Schematic
Open the Lorelei Lock and follow the corridor.
You’ll eventually reach a door blocked by poison gas.
The codex is on the wall beside it.
Lore Codex: Carruthers The Crook
Take the door to the left and continue until you’re attacked.
The codex is on a shelf nearby.
Lore Codex: Mustard Gas
Found on a bench in the Generator Room.
Weapon: The Minuteman
The Tommy Gun is also in the Generator Room.
Ventilation System Puzzle
The solution is:
1 → 1 → 2 → 2 → 2 → 2 → 3 → 3 → switch to red → 1
Once you’ve completed it, continue through the newly accessible area.
Eventually you’ll reach the end of the chapter and need to survive while moving Lorelei.
Chapter 3 — A Sight For Sore Eyes Collectibles
The Hospital is easily one of the bigger collectible areas in the game. There are several locked routes here, so you’ll be coming back through areas you’ve already visited.
Lore Codex: Eye Technology
Check the board on the wall in Reception.
Lore Codex: Letter From Intern Dexter
After the cutscene involving Faye’s body, head west and use the balcony.
Enter the small Locker Room in the northwest.
Map: First Floor
Leave the Locker Room and check the wall beside the shortcut back to Reception.
Evidence: Station Manual + Occult Symbol — Blue
Enter the Treatment Room and check the northwestern desk.
Evidence: Prism System Schematics
Found on the wall in the Treatment Room.
Evidence: Prism Station Reset Protocol
Go to the small room southwest of Faye’s body.
Key Item: Prism
Activate the switch in that room, then take the Prism from the stand.
Lore Codex: On Mirror Doors
Use the Emergency Exit northwest of Faye’s body.
After an enemy knocks you into the Lower Yard, enter the nearby door. The codex is on the table.
Lore Codex: Morgue Worker’s Memo
Follow the path to the Morgue.
The codex is on the desk.
Key Item: Woman’s Face Mask
Interact with the leftmost mortuary cabinet.
You’ll need to solve the mechanism on the pod before the mask can be removed.
Map: Basement
Exit the Morgue through the eastern door.
The map is directly ahead.
Evidence: Occult Symbol — Blue
Use the Woman’s Face Mask to open the western door from the Lower Yard.
Go upstairs and interact with the shimmer on the picture.
E.R.C. Activator Pen
Check the toilet in the small room east of the Prosthetics Lobby.
Key Item: Anti-Rust Acid
Go upstairs to 2F and enter the Prosthetics Workshop.
The acid is on the table.
E.R.C. + Inventory Expansion
Return to the Morgue and open the E.R.C.
Hospital Storage Room Code — 1308
Use the Anti-Rust Acid to open the Storage Room on -1F.
Inside, enter:
1308
Opening the gate unlocks The Vault trophy.
You’ll also receive:
Doyle’s Cold Blood
Evidence: Occult Symbol — Blue
Head to the Gardens and continue to the end.
The evidence is inside a bear trap.
Blue Prism Station Puzzle
Return to the Treatment Room.
Place the Prism into the station and rotate the three rings until they match the correct configuration.
This is one of the game’s more important puzzles because you’re building up the Prism charges needed later.
Hospital Second Floor Collectibles
Lore Codex: Memo: Repairing the Key
Return to Reception and use the Woman’s Face Mask to open the western door.
Continue into the Examination Room.
Key Item: Right Half of a Face
Enter the room south of the previous collectible and open the pod.
Map: Second Floor
Head to the southwestern stairs.
The map is at the top.
Lore Codex: Hasty Note
Look on the nearby tray.
Evidence: Note with Digit “3”
Found on the desk in the Outpatient Room.
Evidence: Occult Symbol — Pink
Enter the Observation Ward through the northern window and examine the shimmer.
Lore Codex: Staff Memo: Incursions
Go east to Founders’ Hall.
Use the Woman’s Face Mask to enter the Staff Room.
Lore Codex: Folded Note
Found on the table in the same room.
Key Item: Caduceus Key
Head onto the balcony east of the Staff Room.
Radio: The Insatiable Beast
Use the Caduceus Key to open the Pharmacy.
The radio is inside.
Evidence: Occult Symbol — Pink
Also inside the Pharmacy.
Lore Codex: Lost Letters — The Coming Reign
Use the Caduceus Key to access the northern area.
Take the first door on the left and inspect the writing.
Evidence: Occult Symbol — Yellow
Found on the corpse on the bed.
Lore Codex: Torn Page From a Diary
Drop through the hole in the northwestern part of the Isolation Wards.
Check the eastern nightstand.
Evidence: Letter with Digit “1”
Exit the General Ward through the eastern door and head south.
Inventory Expansion
Found inside the Gazebo.
Radio: The Eyes Have It
Also beneath the Gazebo.
Lore Codex: Lost Letters — Goodbye Maria
Go through the gate northwest of the Gazebo.
The codex is beside the stairs.
Nightmare 1 — Sterilizer Trophy
Head east into the Inner Yard.
A large Nightmare will attack you.
Kill it.
This is the first of three Nightmare enemies required for Sterilizer.
Key Item: Left Half of a Face
Continue east to Orthotic Consulting.
You’ll find another pod on a bed.
Open it to obtain the left half.
Key Item: Old Man’s Face Mask
Take both face halves to the Prosthetics Workshop and combine them at the Workbench.
Evidence: Note with Digit “0”
Use the Old Man’s Face Mask to open the southern door.
The evidence is on the table.
Weapon: Black Reef Longshot
It’s sitting on the same table.
Evidence: Note About Wireless Room
Return downstairs and head south through the Therapeutic Garden.
You’ll receive this evidence during the speaker sequence.
Lore Codex: For Akeley’s Widows, Questions Linger
Return to the Upper Hall and use the Old Man’s Face Mask to open the door.
Evidence: Occult Symbol — Yellow
Go through the hole beside the previous collectible.
E.R.C. Activator Pen
Continue to the Wireless Room.
The pen is inside.
Evidence ×3: Testimonies
Interact with each of the three Brains.
Wireless Room Puzzle — 13, 05, 36
The clues from the three Brains give you the frequencies.
Enter:
13 → 05 → 36
Make sure you confirm each number before entering the next.
Completing this puzzle unlocks:
The Whisperers
You’ll also receive 3 Dream Essence from the machine.
E.R.C. + Cutter’s Tomahawk
Return to Reception and open the E.R.C. in the corner.
Chapel Collectibles
Lore Codex: Lost Letters — Deja Vu
Use the Old Man’s Face Mask to enter the Chapel.
Check the corpse sitting on one of the benches.
Evidence: Occult Symbol — Yellow
Found on the Chapel altar.
Lore Codex: Unsent Letter
Check the small room connected to the Chapel.
Yellow Prism Station Puzzle
Place the Prism in the station inside the Priest’s Room.
Rotate the three rings until they match the correct pattern.
Lore Codex: Local Residents
After completing the puzzle, go through the door behind the Chapel altar.
Key Item: Head Surgeon’s Face Mask
Follow the path through the Sacristy.
The mask is at the end.
Lore Codex: Exceptional Specimens
Turn around from the mask and check the shelf of brains.
Lore Codex: Diary of Thaddeus Lowe
Return to the main building and use the Head Surgeon’s Face Mask to open the door upstairs.
Key Item: Vertebral Key
Found in the same room.
E.R.C. Activator Pen
Move the shelf against the northern wall to reveal a hole.
Go through it to reach the Nurse Station.
Evidence: Memo with Digit “8”
Found inside the Nurse Station.
E.R.C. + Dream Essence ×2
Go north through the Isolation Wards and drop into the General Ward.
The E.R.C. is inside.
Lore Codex: Access Restricted
Head to the room north of Reception and go downstairs.
The codex is near the door requiring the Vertebral Key.
Evidence: Occult Symbol — Pink
Open the door and check the pile of corpses.
Nightmare 2
Go through the hole beside the previous evidence.
The Nightmare is waiting in the Maintenance Room.
Kill it for the Sterilizer trophy.
Pink Prism Station Puzzle
Head into the Manipulations Room.
Place the Prism into the station and rotate the three rings using the Pink Occult Symbols.
Radio: The Wickedness of West
The final Hospital radio is in the Manipulations Room.
Once you’ve charged the Prism with all three colors, return to the Anatomical Theater.
Place the Prism below Faye.
During the escape sequence, you’ll encounter the final Nightmare.
Nightmare 3
This is the last Nightmare needed for Sterilizer.
Kill it during the escape sequence rather than simply running past it.
After Faye breaks through the barrier, make your way back to the boat to finish Chapter 3.
Chapter 4 — Time And Tide Collectibles
Chapter 4 has a lot of backtracking, particularly around the Leyden Jars. If a door looks like it needs a Jar, don’t worry if you can’t open it immediately. You’ll be returning here with more Jars later.
Lore Codex: Become An Adventurer!
At the beginning of the chapter, walk around the right side of the market.
The codex is attached to a column.
Lore Codex: Non-Existence of Arkham
Continue down the alley and check the box.
Lore Codex: A Message From The Depths
After the rooftop sequence, climb down into the Safe Room.
The codex is inside.
Lore Codex: The Filleter Crew
Check the small photograph in the Safe Room.
Evidence: Regarding Leyden Jars
Found on a bookshelf.
Evidence: From Ezekiel’s Wife
Go west through the Fishing Goods area and enter the Fishing Shop.
Lore Codex: Miskatonic Findings
Leave the Fishing Shop through the northern door.
Go left to the end of the area.
Evidence: Use Jars Responsibly!
Continue through the ship and West Gallery.
You’ll find the evidence in the small room south of the gallery.
Key Item: Leyden Jar
Found in the Construction Site.
Lore Codex: Prepare For Phorcys
Use the Leyden Jar on the starfish door south of the West Gallery.
Drop down to 1F and head toward the Entrance Hall.
Map: Arkham Fish Market — 1F
Found on the wall in the Entrance Hall.
Lore Codex: Lost Letter — Borrowed Smiles
Search the southeastern corner of the Market Floor.
Key Item: Bolt Cutter
Found in the Weighing Station.
Evidence: Find More Jars!
Also in the Weighing Station.
Evidence: Key for the Cold Room
Use the Bolt Cutter to open the door in the Entrance Hall.
Go downstairs and check the Cold Storage Lock.
Key Item: Fish Eye Key
Found on the wall beside the previous evidence.
Lore Codex: The Fish Market Eye
Return upstairs and use the Fish Eye Key to open the western door.
Map: Arkham Fish Market — 2F
Found at the top of the West Staircase.
Lore Codex: Lost Letters — Cruel Joke
Retrieve the Leyden Jar from the nearby starfish and use the Western Staircase to return downstairs.
An enemy will break through a door, allowing you to enter the room containing this codex.
Evidence: About Ezekiel
Use the Jar to open the starfish door leading to the Guard Post.
Radio: The Word on the Wind
Found inside the Guard Post.
Inventory Expansion
Also inside the Guard Post.
Lore Codex: See You in the Abyss
Continue east and use the starfish door at the end.
After dealing with the mini-boss, use the Bolt Cutter to open the northern door.
The codex is in the Cutting Area.
Cold Room and Pub Collectibles
Evidence: Handwheel in the Cold Room
Continue from the Cutting Area until you find a ladder and stairs.
The evidence is beside the pipe.
Evidence: Old Freddie — Ex Voto
Go downstairs and examine the fresco.
Evidence: Eulogy for Old Freddie
Return upstairs and climb the ladder into the Pub.
Evidence: The 16 Punishments of the Sailors
Examine the plaque on the Pub wall.
Key Item: Snowflake Key
Head south to the Auction Room.
The key is hanging on the wall.
E.R.C. Activator Pen
Go west from the Auction Room and use the Bolt Cutter on the chained door.
The pen is on the table.
Buoy Puzzle — The Drowned Trophy
Inside the same room you’ll find a corpse holding a locked Buoy.
The clues from About Ezekiel and From Ezekiel’s Wife give you the answer.
The order is:
Lighthouse → Ropes → Starfish → Octopus
Solve the puzzle to unlock The Drowned.
You’ll also receive:
Doyle’s Hot Streak
E.R.C. + Dream Essence ×2
Return to the Packing Area and open the E.R.C. in the southwest corner.
Frozen Statue and Handwheel
Evidence: Frozen Statue
Use the Snowflake Key to enter Cold Storage.
Head south and inspect the frozen statue.
Key Item: Handwheel
Found in the room south of the statue.
Lore Codex: Lost Letters — Sisters Of Fate
Use the Handwheel to turn off the steam blocking the northern exit from the Cutting Area.
Take that route toward the East Staircase.
The codex is on a barrel.
E.R.C. Activator Pen
Before going upstairs, enter the Locker Room.
Check the lockers.
Evidence: Sacrifice (and Safe!)
Found beside the safe.
E.R.C. + Dream Essence ×2
Return to Cold Storage and open the E.R.C. in the northern room.
Evidence: Instructions To Sybil
Head upstairs through the East Staircase.
The evidence is at the top.
Evidence: Old Shop Ward
This is obtained automatically when you approach the Magic Ward.
Freddie’s Urn and the Magic Ward
Return to the area with the fresco.
Shoot the haloed person in the head.
This reveals:
Freddie’s Urn
Picking it up also gives you:
Old Freddie’s Shanty
Use the Urn to open the Magic Ward.
Key Item: Leyden Jar
Ma gives you another Leyden Jar after the Magic Ward is opened.
Jewelry Workshop Collectibles
Lore Codex: Miskatonic University Flood
Leave Ma’s Fishing Shop through the western door.
The codex is on the counter in the East Gallery.
Weapon: Linguist’s Folly
This is the Grenade Launcher.
Once you have two Leyden Jars, use them on the appropriate starfish doors to reach the room containing the weapon.
Lore Codex: Jewelers Be Warned!
Use the two Jars to reach the Jewelry Workshop.
The codex is on the table.
Lore Codex: Jeweler Job Offer
Move south through the hallway west of the Jewelry Workshop.
You’ll eventually reach a cell containing the codex.
Evidence: Warning for Sybil
Found in the small room northeast of the Jewelry Workshop.
Lore Codex: Literature Review — Antikythera
Head into Jewelry Storage.
The codex is inside.
Key Item: Antikythera
Found in the same room.
Memory Safe Code — 6294
Return the Antikythera to Ma.
This changes the timeline and allows you to interact with the Memory Relic.
You’ll enter a memory sequence where a safe needs to be opened.
The correct code is:
6294
Key Item: Heart of Stone
After opening the safe, you’ll return from the memory and find that the jar has been replaced by the Heart of Stone.
Evidence: Cryptic Riddle
Also inside the safe.
Lore Codex: Jessamine’s Lament
Check the desk in the same office.
Strange Statue Puzzle
Place the Heart of Stone into the Strange Statue.
You’ll need to shoot five targets in the correct order:
Kneeling Woman → Octopus → Sea Creature → Time → Jar
Once you’ve done it correctly, you’ll receive:
Heart of Ice
You’ll also find:
An Icy Heart
Key Item: Depleted Leyden Jar
Take the Heart of Ice to the Frozen Statue in Cold Storage.
E.R.C. Activator Pen
Found beside the Frozen Statue.
E.R.C. + Inventory Expansion
Use the pen to open the E.R.C. northeast of the Jewelry Workshop.
Sixteen Punishments Puzzle
Before leaving the chapter, make one more trip to the Cutting Area.
You’ll find a door covered with sixteen buttons.
The four buttons you need are:
I, IV, IX, XVI
Press them in any order, then validate.
Evidence: Surprise in the Safe?
Found behind the puzzle door.
Weapon Accessory: Pyre’s Squid Barrel
Also in the room.
Trophy: The Damned
Shoot the crystallized body on the floor.
You’ll also receive:
Dream Essence ×2
Locker Room Safe Code — 1496
Now return to the Locker Room.
The evidence you just collected gives you enough information to open the safe.
Enter:
1496
Inside is:
Pyre’s Ocularum
R.M.S. Phorcys Collectibles
Take the empty Leyden Jar to the Charging Station in the Construction Site.
You’ll have to protect the charging process while enemies attack. If switches turn red, reactivate them.
Once the process is complete, collect the charged Jar.
Lore Codex: Lost Letters — A Twig In A River
Use three Leyden Jars to enter the ship.
Go upstairs and enter the first door on the right.
Continue into the Crew Cabin.
Radio: The Passage of Time
Found in the same room.
Map: R.M.S. Phorcys
Return to the hall and head east.
Lore Codex: Stained Scrap of Paper
Drop down from the map area.
The codex is on a box.
Lore Codex: The Slaughter
Continue through the ship, go upstairs, pass through the hall, and eventually reach the stairs leading down.
Before descending, search the room.
Lore Codex: Departure
Found inside the Safe Room after going downstairs.
Follow the remaining route and defeat the boss to finish Chapter 4.
Chapter 5 — Cold Comfort Collectibles
The final chapter is a little calmer from a collectible perspective, but there are still plenty of things tucked away around the expedition camp and Portal Room.
Lore Codex: Telegram Text — May 6, 1929
Follow the cave path toward the tents.
The codex is on the right side of the main route.
Lore Codex: Regarding Science — April 25, 1929
At the first tent, turn left and make a U-turn.
You’ll find it near the mine entrance.
Lore Codex: To The Crew — April 1, 1929
Found inside the large tent where the story cutscene takes place.
Map: Expedition Map
Also inside the large tent.
Lore Codex: Endless Curiosity — July 15, 1929
Check the boxes behind the large tent.
Lore Codex: Journal — August 1929
Found beside the strange door southeast of the camp.
Key Item: Sturdy Key
It’s in the same location.
Key Item: Sagittate Stone
Use the Sturdy Key to open the chest inside the large tent.
Lore Codex: Field Notes — April 9, 1929
Use the Sagittate Stone on the strange door southeast of camp.
The codex is on a box inside.
Portal Room Collectibles
Radio: The Path
Enter the Portal Room and look to the right.
Lore Codex: Symbols and Pods — April 19, 1929
Check the box in the southeastern corner.
E.R.C. Activator Pen
Found on a box in the northeast corner.
Lore Codex: Stock Boy’s Letter
Take the northern door out of the Portal Room.
The codex is on the left in the next room.
Lore Codex: Last Letter — September
Continue through the enemy encounter, cross the bridge, and enter Upper Storage.
The codex is on some boxes.
E.R.C. Activator Pen
Found in the same area.
Key Item: Engraved Pod
Also found there.
Lore Codex: Motivational Note — July 14, 1929
Continue down the stairs into the Gallery.
The codex is on a box to your left.
Lore Codex: Lost Letters — Destroy It
Found inside the Safe Room east of the Gallery.
E.R.C. Activator Pen
Check the corner of the Gallery.
E.R.C. + Dream Essence ×2
After leaving the Gallery, you’ll emerge back into the cave.
Follow the southern path until you see the E.R.C. on the right.
E.R.C. + Keene’s Timeglass
Return to the camp and open the E.R.C. in the main tent.
E.R.C. + Keene’s Widowmaker
Return to the Portal Room and take the northern door.
The final E.R.C. is in the next room.
Portal Room Puzzle
This is essentially your final puzzle before the endgame.
Place the Engraved Pod into the machine in the middle of the Portal Room.
You’ll need to rotate the different sections until the patterns match the correct configuration.
Once you’ve got everything lined up, the portal opens.
From here, you’re heading into the final section of the game and eventually the Final Boss.
The Sinking City 2 Ex Oblivione Collectibles — New Game+
Once you’ve finished the main story, Ex Oblivione Mode becomes available from the main menu.
This is the game’s New Game+ mode.
Don’t expect your whole inventory to come with you. The important thing that carries over is your learned Talents.
There are 8 Ex Oblivione Codex that only appear in NG+, and these are required for the From Oblivion trophy.
You’ll also want to collect Dream Essence again because you’ll need considerably more Essence to unlock every Talent.
Ex Oblivione Codex: The Loss of Calvin
Chapter 1
Return to the Apartment Building next to the Radio Shop.
Look for the small room south of Apartment 6.
Ex Oblivione Codex: The Joys of Discomfort
Chapter 2
Inside the Library Annex, go to the second floor.
The codex is sitting on some mattresses.
Ex Oblivione Codex: The Burden of Knowledge
Chapter 2
Return to Devil’s Reef Hotel.
In the basement, enter the Linen Storage room.
Ex Oblivione Codex: The Pursuit of the Unknown
Chapter 3
At the beginning of the Hospital chapter, look for the small side area south of the path leading toward the Hospital.
The codex is on a wooden table.
Ex Oblivione Codex: The View From Outside
Chapter 3
Enter the Isolation Wards.
The codex is in the first room on the right.
Ex Oblivione Codex: The Mother of Invention
Chapter 4
Look in the area to the left of the Market Floor.
Ex Oblivione Codex: The Beauty of Survival
Chapter 4
Near the end of the chapter, you’ll enter the massive ship that crashed into the Fish Market.
You’ll go from 1F to 2F and then back to 1F.
As soon as you return to 1F, check the first corridor.
Ex Oblivione Codex: The Son of Cthylla
Chapter 5
The final Ex Oblivione Codex is in the Portal Room.
All The Sinking City 2 Safe Codes and Puzzle Solutions
If you’re following the walkthrough and just want the answers without digging through the descriptions, here’s the quick list:
Apartment 5 Safe: 1908
Church Floodgate: 1672
Room 301 Safe: 2137
Hospital Storage Room: 1308
Wireless Room: 13 → 05 → 36
Buoy: Lighthouse → Ropes → Starfish → Octopus
Memory Safe: 6294
Strange Statue: Kneeling Woman → Octopus → Sea Creature → Time → Jar
Sixteen Punishments: I → IV → IX → XVI
Locker Room Safe: 1496
Ventilation System: 1 → 1 → 2 → 2 → 2 → 2 → 3 → 3 → Red → 1