The Sinking City 2 Safe Codes: Every Combination & Where to Find the Clues
Safes in The Sinking City 2 are investigation rewards, not loot boxes: every combination hides behind in-world clues like letters, conversations and wall markings. You can solve them the intended way — or enter the code directly. This page lists both routes for every safe and combination lock, in chapter order. Codes verified against multiple completed playthroughs.
All Safe Codes at a Glance
| Safe / Lock | Location | Chapter | Code |
|---|---|---|---|
| Apartment 5 safe | Apartment building by the Radio Station | 1 — A New Day | 1908 |
| Church Floodgate padlock | Redemption Church island | 2 — The Wake-Up Call | 1672 |
| Siren’s Call safe (Room 301) | Devil’s Reef Hotel, 3rd floor | 2 — The Wake-Up Call | 2137 |
| Hospital storage padlock | Akeley Memorial Hospital basement | 3 — A Sight for Sore Eyes | 1308 |
| Brain Puzzle | Wireless Room, Akeley Memorial Hospital | 3 — A Sight for Sore Eyes | 13 → 05 → 36 |
| Sinkhole safe | Arkham Fish Market | 4 — Time and Tide | 6294 |
| Salt Storage lock | Fish Market cutting area | 4 — Time and Tide | I → IV → IX → XVI |
| Fish Market safe | Fish Market | 4 — Time and Tide | 1496 |
| Buoy Locker (symbol lock) | Fishing Shop | 4 — Time and Tide | Lighthouse → Ropes → Starfish → Octopus |
Apartment 5 Safe — 1908
The first optional safe of the game, inside the apartment building next to the Radio Station. The combination is the year the radio store opened — 1908 — which you learn from the store owner’s family letters scattered around the flat. Cracking it pays out 14 rounds of handgun ammo and a Dolorocide Pill, a strong early-game haul when every bullet counts.
Church Floodgate — 1672
A combination padlock on the floodgate controls, southwest side of the Redemption Church island. This one gates story progress: opening it lets you take the boat onward. Three pieces of evidence build the code — one in the church main hall, one near the water gate itself, and one in a second-floor room that needs the Star Key. Skip the legwork by entering 1672.
Siren’s Call Safe, Hotel Room 301 — 2137
Inside Devil’s Reef Hotel. Two clues reveal the combination: the first in a small poker-table room by the first-floor bar, the second in Room 303 on the third floor (grab the Lorelei box there too). Then head to Room 301, push the shelf aside to expose the safe, and enter 2137. Your reward is the Voss Aiming Grip, a pistol attachment — see our weapons page for whether it’s worth mounting.
Hospital Storage Padlock — 1308
In the basement of Akeley Memorial Hospital. You need Anti-Rust Acid to get through the corroded door first. The intended solve collects four clues around the hospital: the Outpatient Room, the Workshop Materials room, the terrace table past the General Ward, and the Nurse Station. The padlock code is 1308; the storage room holds medical supplies and crafting materials.
Brain Puzzle (Wireless Room) — 13, 05, 36
The strangest lock in the game. After obtaining the Old Man’s Mask, listen to the announcement in the Therapeutic Garden, then use Father Nathaniel’s mask to pass the locked Medical Records door. Climb through the cabinets and follow the corridor left to the Wireless Room. Interact with all three brains, then confirm the numbers in order: 13 → 05 → 36. This is the machine tied to the The Whisperers achievement — see the achievements guide.
Sinkhole Safe — 6294
A main-story safe in the Arkham Fish Market. The clue comes from eavesdropping on a nearby conversation rather than documents. Enter 6294 to open it straight away.
Salt Storage Lock — I, IV, IX, XVI
Part of the Sixteen Punishments side investigation. The lock uses Roman numerals instead of digits. Evidence is spread across three spots: an object on the Pub wall, near the stairs by the Abandoned Office, and a small room in the Jewellers Workshop. Enter I → IV → IX → XVI at the Salt Storage entrance in the cutting area. Once inside, kick the green figure to close out the investigation — it counts toward the The Damned achievement.
Fish Market Safe — 1496
Linked to the same Sixteen Punishments thread. Clues sit in Salt Storage and the Locker Room; the pattern mirrors the Roman-numeral sequence with a 6 in place of 16. Enter 1496.
Buoy Locker Symbol Lock
In the Fishing Shop, part of the optional Ezekiel investigation. Cut your way in with bolt cutters — the lock is held by a body. The symbol sequence is Lighthouse → Ropes → Starfish → Octopus, and the locker contains a submachine gun upgrade.
How Safes Work in This Game
- Most combinations are fixed — the codes above work in every playthrough we’ve checked.
- The clue trail is always nearby: letters, conversations, or markings within the same building.
- Safes are the main source of weapon attachments and crafting supplies outside Safe Rooms, so they’re worth detouring for. See the beginner guide for how the investigation loop works.
Found a safe we haven’t listed? The game’s later chapters hide a few one-off lockboxes — this page is updated as post-launch discoveries are verified.
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