The Sinking City 2 Puzzle Solutions: Every Puzzle Solved by Chapter
The Sinking City 2 rarely marks objectives, and its puzzles follow the same rule: the answer is always somewhere in the environment. This page collects every puzzle in chapter order with the fastest verified solution. Numeric combinations live on the safe codes page — this page covers the mechanical and environmental puzzles around them.
Chapter 1 — A New Day
Gate Fuse Box
Grab the box of fuses from the Radio Store, then return to the Guard Post electrical box. Insert the fuses to complete the circuit (the burnt-out slots tell you which positions need live fuses), validate, and pull the lever on the right to open the gate.
Chapter 2 — The Wake-Up Call
Trident & Obelisk (Church Mystery)
The chapter’s centrepiece, tied to the The Other Gods achievement:
- Take the key from the corpse next to the church blockage switch.
- Unlock the top-floor door and pick up the Trident.
- Circle to the obelisk north of the church in the graveyard. Mount the Trident, rotate the sections to match the etched pattern, and wait for lightning to strike it.
- Return the charged Trident to its original spot on the top floor.
- Downstairs, take the dagger from the robed figure closest to the altar and set it into the altar slot. The floor opens to the basement — one fight stands between you and the case’s end.
Cursed Press (Printing Press Puzzle)
Collect the three Printing Plates:
- Mausoleum in the graveyard (same key as the Trident route).
- Bedroom in the Printing House — climb the path above the crashed van.
- House north of the Fire Department — accessible only after the crane moves the whale.
Insert all three at the press behind the Director’s Office. Two solutions exist:
| Outcome | Reward |
|---|---|
| All squares gold | Shotgun accessory |
| All squares silver | 2 Dream Essence — the better pick if you want all Talents |
Ventilation System (Generator Room)
Press the buttons in this exact sequence: 1 → 1 → 2 → 2 → 2 → 2 → 3 → 3 → flip the switch to red → 1.
Chapter 3 — A Sight for Sore Eyes
Prism Stations (Blue, Yellow, Pink)
Three rotation puzzles across Akeley Memorial Hospital: the Treatment Room (blue), the Priest’s Room off the Chapel (yellow) and the Manipulations Room east of Maintenance (pink). Each station shows its target pattern nearby — rotate the three rings until they align, then validate. There is no code to skip these; the pattern is always in the same room.
Brain Puzzle (Wireless Room)
Interact with all three brains, then enter 13 → 05 → 36 on the machine beneath them. The full clue route (Old Man’s Mask → Therapeutic Garden → Medical Records) is on the safe codes page.
Chapter 4 — Time and Tide
Buoy Locker (Ezekiel)
Symbol lock on a corpse in the Fishing Shop side room. The evidence pair “About Ezekiel” and “From Ezekiel’s Wife” points to: Lighthouse → Ropes → Starfish → Octopus. Reward: an SMG upgrade.
Memory Safe
After returning the Antikythera to Ma, the timeline shifts. Enter the memory via the Memory Relic on the counter and listen to the phantoms for the clue — or just enter 6294.
Strange Statue (Shooting Puzzle)
Place the Heart of Stone into the statue in the Abandoned Office, then shoot the five limbs in order: Kneeling Woman → Octopus → Sea Creature → Time → Jar. Cheap pistol rounds are fine here — see weapons for ammo economy.
Sixteen Punishments Door & Locker Room Safe
The Cutting Area door has sixteen buttons; press I, IV, IX and XVI (any order) and hold to confirm. The related Locker Room safe swaps the 16 for a 6: 1496. Full evidence trail on the safe codes page.
Chapter 5
Portal Room
Find the Engraved Pod north of the Portal Room (past a fight and across the bridge, on a box). Return, mount it on the central device, and rotate the sides, top and bottom to match the surrounding patterns.
Stuck on something not listed here — a mansion door, a bell, or a candle arrangement? Late-game and optional-wing puzzles are still being verified; check back after the next update or start from the walkthrough hub.
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