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The Sinking City 2 Puzzle Solutions

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There are twelve mechanical puzzles across the five chapters of The Sinking City 2. The table below gives the answer to each one in a single line; each row links to a full page with the location, the in-game clue, the exact sequence and what to do when the solution will not register.

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.

The church interior in The Sinking City 2, home of the trident obelisk puzzle
The church in A New Day holds the Star Key door and the trident obelisk. Official screenshot © Frogwares.

Every puzzle in The Sinking City 2, chapter by chapter

PuzzleChapterAnswer in one line
Fuse box1. A New DayMatch the I, T and L fuses to the slot of the same shape
Star Key door1. A New DayKey is on a corpse outside the church, by the gate lever
Trident & obelisk1. A New DaySnake, three-headed spear, arrow, horn — then three lightning strikes
Watergate1. A New DayCode 1672, the year the bell was installed
Wireless room numbers2. The Wake-Up CallDial 13, 05, 36
Ventilation device2. The Wake-Up CallButton 1 ×2, button 2 ×4, button 3 ×2, lever, button 1 ×1
Lorelei lock2. The Wake-Up CallThree tokens open three chests: room 303, room 203 and the bar
Prism stations3. A Sight For Sore EyesAlign blue, yellow and pink to their matching markers
Face masks3. A Sight For Sore EyesWoman, both half-faces, old man, head surgeon
Locker padlock4. Time and TideLighthouse → rings → star → squid
Salt storage4. Time and TideRoman numerals I, IV, IX, XVI
Portal device5. Cold ComfortAlign the pieces on all four sides before activating

Codes and sequences in this game are fixed — they do not change from save to save, so a number that worked for one player works for you. What does change is where the clue lives, which is why each page also tells you which document or object the answer comes from.

Chapter 1: A New Day

The opening chapter teaches you how to solve every kind of puzzle the game will use later: shape matching, a numeric code read off the world, and a symbol sequence taken from a document.

  • Fuse box — the first gate. Three fuses, three slots, shapes must match. Nothing hidden, but easy to overlook a fuse lying elsewhere in the room.
  • Star Key and the church door — the key is on a corpse outside, near the gate lever. It opens both the upstairs door holding the trident and a small outbuilding with an ERC crate in it.
  • Trident and obelisk — the puzzle most people search for. Four symbols, one order, three lightning strikes, then the trident goes back where you found it.
  • Watergate — a four-digit code, 1672, taken from a date written on the bell.

Chapter 2: The Wake-Up Call

The Printing House and the Devil's Reef Hotel are where the game starts stacking puzzles on top of each other: a key gates a token, tokens gate chests, chests gate a lock.

  • Wireless room numbers — 13, 05 and 36, dialled in that order.
  • Ventilation device — the one puzzle with a genuinely fiddly input: press counts, then a lever, then one more press.
  • Lorelei lock — three tokens, three chests, three keys, and one of the chests spawns cursed objects you have to destroy.

Chapters 3 to 5

The back half of The Sinking City 2 leans on light, anatomy and machinery.

  • Prism stations in Akeley Hospital — colour alignment, blue, yellow and pink.
  • Face mask puzzle — five pieces gathered across the hospital, placed as one face.
  • Locker padlock — lighthouse, rings, star, squid.
  • Salt storage — I, IV, IX, XVI, which is a square-number sequence rather than a date.
  • Portal device — the final gate in Cold Comfort, aligned on all four faces.

Puzzles versus safe codes

This guide splits them into two sections because players search for them in two different ways. If you are standing in front of a mechanism — symbols, levers, prisms, fuses — you want this section. If you are standing in front of a keypad or dial and just need the digits, go to all safe codes, which lists every combination in one table: 1908, 2137, 1496, 6294 and 1672.

Locked doors that need a physical key are a third category again, and they are indexed on every key and the door it opens.

If a puzzle will not accept your answer

  1. Check you are reading the order in the right direction. The obelisk is read top to bottom; the ventilation arrows are read left to right.
  2. Confirm the sequence, then step back. Several puzzles play an animation or a hazard — lightning at the obelisk, gas in the hotel basement — and standing in it can interrupt the completion.
  3. Check your journal. Most sequences come from an evidence item; if you never picked it up, the interface may not let you enter the answer at all yet.
  4. Reload the last save. Frogwares' own known-issues list includes objects and enemies getting stuck in collision, and a reload is the studio's recommended fix.

The Sinking City 2 FAQ

How many puzzles are in The Sinking City 2?

Twelve mechanical puzzles across the five chapters, plus five keypad-style safe codes that we index separately on the safe codes page. Optional investigations add deduction puzzles in the Investigation Space, but those are logic, not mechanisms.

Are The Sinking City 2 puzzle codes random for each player?

No. Combinations and symbol orders are fixed in the build, so 1908, 2137, 1496, 6294 and 1672 are the same for everyone. Only the clue placement in your journal depends on what you have picked up.

Can I skip the puzzles in The Sinking City 2?

The story-critical ones — fuse box, trident obelisk, Lorelei lock, prism stations, portal device — gate progress and cannot be skipped. Safes and side locks are optional, but they hold ammunition, weapon parts and inventory upgrades you will miss.

Which puzzle do most players get stuck on?

The trident obelisk in chapter 1, by a wide margin — it is the first puzzle where the answer lives in a document rather than in the room, and the lightning sequence makes people think they entered it wrong. The trident page covers both.

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