The Sinking City 2 Safe Codes: Every Combination
Last verified · TSC2 Wiki
The Sinking City 2 has five number locks: 1908 and 1672 in chapter 1, 2137 in chapter 2, and 1496 and 6294 in chapter 4. All of them are fixed rather than randomised per save, so these are the codes for your playthrough too.
Cross-checkedConfirmed against several independent walkthroughs of the build 1.0 (launch build, August 2026) on August 22, 2026. Codes and sequences in this game are fixed, not randomised per save. If a patch changes this, tell us on the contact page and we will re-check and re-date the page.
Every safe code in The Sinking City 2
| Safe or lock | Chapter | Code | Where the clue is |
|---|---|---|---|
| House safe (radio shop) | 1. A New Day | 1908 | The year on the radio shop sign outside |
| Watergate mechanism | 1. A New Day | 1672 | The bell's installation year |
| Room 301 hotel safe | 2. The Wake-Up Call | 2137 | Paperwork in the Devil's Reef Hotel |
| Locker room safe | 4. Time and Tide | 1496 | Clues in the Investigations menu |
| Abandoned office safe | 4. Time and Tide | 6294 | A ghost conversation in the office |
Four of the five are dates read off the world — a shop sign, a bell casting, hotel paperwork. Only 6294 breaks that rule, and it comes from a conversation rather than a document. If you meet a keypad we have not listed, look for a year on a nearby object before you try anything cleverer.
Chapter 1: 1908 and 1672
1908 opens the house safe early in A New Day. The number is the opening year on the radio shop sign outside — step back into the street and look up. Full walkthrough on the 1908 page.
1672 is not a safe at all, it is the watergate. The year is cast into the bell near the mechanism. The number lives on the 1672 page; the mechanism itself is covered under the watergate puzzle.
Chapter 2: 2137
2137 opens the safe in room 301 of the Devil's Reef Hotel. The Wake-Up Call is the chapter with the most locked things in it — the safe, the Lorelei lock, the ventilation device and the wireless numbers — so it is worth having all four answers open at once. Details on the 2137 page.
Chapter 4: 1496 and 6294
1496 opens the locker room safe, and 6294 opens the safe in the abandoned office. Time and Tide is the most resource-dense chapter in The Sinking City 2, and both safes are worth the detour if you have been rationing ammunition.
6294 is the one code in the game that is not a date. It comes out of a ghost conversation in the office rather than a written document, which is why players who sweep for paperwork never find it. See the 6294 page.
Codes, symbols and keys are three different things
The list above only covers number locks. Players hit three kinds of locks in this game and search for them in three different ways:
- Number locks — the five codes on this page.
- Symbol and mechanism locks — the obelisk, the ventilation device, the locker padlock, the prism stations. Those live in puzzle solutions.
- Physical keys — Star, Staff, Vertebral, Caduceus, Fish Eye, Snowflake, Sturdy and the rest, each tied to one door. Those are indexed on every key and the door it opens.
If a container will not open and no code prompt appears, you are looking at a key lock, not a combination.
Why these codes are the same for everyone
Some modern horror games randomise safe combinations per save so that guides cannot short-circuit them. The Sinking City 2 does not. The numbers are authored into the level along with the clue that gives them away, so a code that worked for one player works for all of them.
That also means a code that does not work is a signal worth acting on: either you are at a different lock than you think, or a patch has changed something. If it is the latter, tell us on the contact page — we re-check and re-date these pages after every patch, and our editorial policy explains how that verification loop works.
The Sinking City 2 FAQ
What are all the safe codes in The Sinking City 2?
1908 (house safe, chapter 1), 1672 (watergate, chapter 1), 2137 (room 301 hotel safe, chapter 2), 1496 (locker room safe, chapter 4) and 6294 (abandoned office safe, chapter 4).
Are safe codes random in The Sinking City 2?
No. Every combination is fixed in the build, so the codes above apply to every playthrough on every platform.
What happens if I open a safe without finding the clue?
Nothing bad — the safe opens and you keep the contents. You do miss the evidence item that carries the clue, and evidence is what pays for Dream Essence, so it is worth picking the document up afterwards.
Is there a safe I cannot open yet?
Usually that is an ERC crate rather than a safe. Those need an ERC Activator Pen and give no code prompt at all.
Sources
Every fact on this page was checked against first-party material on August 22, 2026. Solutions were cross-checked against the build 1.0 (launch build).
Last verified · TSC2 Wiki