The Sinking City 2 immerses players in an eerie world where puzzles challenge your wits and investigative skills alike. These cryptic brainteasers often require piecing together subtle clues scattered through documents and environments, making puzzle-solving a vital part of the experience. Cracking these puzzles not only advances your story but deepens immersion in the game's sprawling mystery.
A New Day Puzzles
12 Garrison Street Safe Combination
The first safe you encounter is tucked away on the second floor of 12 Garrison Street, discovered early in the tutorial chapter titled 'A New Day.' A note pinned to the safe, addressed 'To Martin,' hints that its combination corresponds to the owner's 'proudest, most miraculous moment.' This cryptic clue means you need to look elsewhere for context.
Head over to the adjoining Radio Shop where you'll find a second note titled 'From A Sister.' It reveals that the radio shop opened 21 years ago. Since the game is set in 1929, simple deduction reveals the safe's code as 1929 minus 21, or 1908. Inside the safe, you'll find some Dolorocide Pills and 14 handgun bullets.
Because this game takes place in 1929, we’ll just need to do some simple subtraction to learn that the first safe combination in the game is 1908. Inside of the safe area some Dolorocide Pills and 14 handgun bullets.
Floodgate Fuse Puzzle
Early in the prologue, you'll be introduced to the Floodgate mechanic. You'll need to gather three fuses from a nearby store on the opposite side of Garrison Street. This sequence is intentionally linear to teach the game's mechanics, so following it naturally helps you learn the ropes. However, avoid engaging every enemy on your path—you won’t have enough ammo for a full fight.
Once you've collected all three fuses, it's time to connect the fusebox correctly by matching wires of the same color. The fuses each fit specific places:
- Rotate the T-shaped fuse so it faces down and points horizontally; use it to connect the green wires at the top.
- Place the L-shaped fuse to link the red wires on the far right.
- Use the straight fuse to join the blue wires on the left side.
With the fuses correctly installed, pull the nearby lever to raise the Floodgate and proceed. It's a straightforward introduction to the mechanics you'll encounter throughout the game.
Wake-Up Call Puzzles
Church Trident Puzzle
In the 'Wake Up Call' chapter, a towering Obelisk outside the Church awaits your attention. To interact, you first need the Star Key found on a corpse near the Church's Floodgate. Use this key to open a second-floor door in the church, where you'll find the Trident necessary for the puzzle.
The order of symbols to set on the Obelisk is gleaned from several notes scattered nearby: 'The First Vision,' 'Notes of the Path,' and 'A Call Upon Believers.' These tell you how to arrange the symbols from top to bottom:
- A snake wrapped in a circle
- The three-pronged trident symbol
- An arrow-like symbol
- Two half-circle shapes
Enter the combination carefully. The Obelisk emits electrical shocks after each correct input, so be ready to back away safely. After three shock cycles, grab the Trident that appears amid the lightning. Return it to the altar on the church's second floor to wrap up this segment.
Once you have the Trident, return to the church and place it in the altar on the second floor where you got it in the first place to complete this puzzle.
Church Floodgate Puzzle
The Floodgate near the church requires unlocking with a combination gathered from clues. A note beside the attendant's corpse mentions the combination is the year when the church's bell was made. However, the bell isn't visually accessible, so you'll need to infer the date.
Two notes provide the key information: 'Origins of the Redemption Church' states the church was founded in 1667, and 'Report on the Bell' confirms the bell arrived five years later. Doing the math gives you:
1667 + 5 = 1672
1667 + 5 = 1672
Devil’s Reef Safe Combination
On your third-floor visit to Devil's Reef, you'll spot a safe, but you'll need the Staff Key to access the note revealing its code. This note references the song 'Baby, One More Tide,' which hides the combination through a unique cipher.
The combination is derived by counting the limbs referenced in each lyric line. For example, the song mentions bat wings on the first line; bats have two wings, so the first digit is 2. The resulting combination is:
2137
Devil’s Reef Ventilation Puzzle
In the basement of Devil's Reef, you'll need to power up the ventilation system by adjusting pressure meters. There are four meters and three buttons. The left button affects the two leftmost meters, the middle controls the center meters, and the right button adjusts only the far-right meter. Pulling the lever reverses the pressure changes.
To get all meters to their correct positions swiftly, follow this sequence:
- Press the left button twice
- Press the middle button four times
- Press the right button twice
- Pull the lever once
- Press the left button once more
With this sequence, the ventilation powers on successfully, allowing you to progress further.
A Sight for Sore Eyes Puzzles
Wireless Room Brain Puzzle
At the hospital's Wireless Room during 'A Sight For Sore Eyes,' you face a mind-bending puzzle involving three brains asking for frequencies. Each accuses the others of lying: Wright claims Pence deceives, Dunwich says Wright is lying, and Pence admits to being half-right.
By analyzing who lies, Wright is the confirmed liar. Pence says the primary frequency is a number associated with bad luck on Fridays, Dunwich says the secondary is the primary frequency rounded to the nearest ten then halved, and Pence states that the third frequency doubles the sum of the first two.
The numbers to input are:
- 13
- 5
- 36
Enter these frequencies to unlock a brief cutscene and receive an extra Dream Essence, rewarding your careful logic.

