The Sinking City 2 Chapter 2 Walkthrough: The Wake-Up Call
Last verified · TSC2 Wiki
The Wake-Up Call covers the Printing House and the Devil's Reef Hotel. It contains five separate locks: the printing plates, the Lorelei lock, the ventilation device, the 2137 safe in room 301 and the wireless numbers 13, 05 and 36.
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 Sinking City 2 — quick facts
| Chapter | 2 of 5 — The Wake-Up Call |
|---|---|
| Rough length | ~2 hours |
| Key items | ERC Activator Pen, Printing Plates A–C, A.P.H. Key, Steel Gear, Staff Key, Lorelei tokens and keys |
| New weapon | A submachine gun joins your arsenal in this chapter |
| Locks | Lorelei, ventilation, 2137, 13/05/36 |
| Areas | Printing House, Linotype Room, Devil's Reef Hotel, hotel basement |
The Printing House
The Sinking City 2 the wake-up call walkthrough starts in the Printing House, which is essentially a fetch-and-fit puzzle: find Printing Plates A, B and C, get through the doors the A.P.H. Key opens, and fit the Steel Gear to restore the press.
The Linotype Room holds an ERC crate, and this chapter is also where you will start finding activator pens regularly. Do not leave the building with a crate unopened.
Devil's Reef Hotel: do it as one loop
The hotel is the reason this chapter takes longer than chapter 1. Five things need doing across four floors, and doing them one at a time means four laps of identical corridors. The efficient route:
- Find the Staff Key and open the second-floor Staff Room for three Lorelei tokens.
- Third floor: open the room 301 safe with 2137, then spend a token on the room 303 chest.
- Second floor: spend a token on the room 203 chest and destroy the four cursed objects it spawns.
- The bar: spend the last token for the third Lorelei key.
- Insert all three keys in the Lorelei lock to open the basement.
The ventilation device and the wireless set
Two more mechanisms sit between you and the end of the chapter.
The ventilation device takes a counted input: button one twice, button two four times, button three twice, then the lever, then button one once more. Count out loud — miscounting the four presses is the usual failure.
The wireless set takes 13, 05, 36, with the leading zero. Both are covered in full on their own pages.
The basement and the gas
Opening the Lorelei lock gives you the rest of the basement, where the objective is to shut off the hotel's gas. Expect the building to change character here — the upper floors are exploration, the basement is pressure.
If ammunition is thin, this is a good moment to check where the game restocks you, or to drop the difficulty for a fight and put it back afterwards.
Before you leave The Wake-Up Call
- The 2137 safe.
- All three Lorelei chests, including room 203's cursed objects.
- The Linotype Room ERC crate.
- Every document — the hotel is dense with evidence, and evidence pays for talents.
Next: A Sight For Sore Eyes, which is Akeley Hospital and the game's first boss.
Why this chapter feels harder than it is
Two things change here. The hotel is the first space built as a loop rather than a corridor, so the map stops telling you where to go next in an obvious way. And the enemy mix shifts: encounters start including things you cannot comfortably fight with a handgun, which is why the submachine gun arrives in this chapter.
If it is going badly, the honest advice is the same as Frogwares' own: aim for weak points while focused, avoid fights you do not need, and remember difficulty is switchable at any time. Nothing in this chapter rewards fighting everything.
The Sinking City 2 FAQ
What is the hotel safe code in The Wake-Up Call?
2137, for the safe in room 301 on the third floor.
How do I open the Lorelei lock?
Collect three Lorelei tokens from the Staff Room, spend one at each of the chests in rooms 303 and 203 and the bar, then insert all three keys.
Where is the ERC crate in the Printing House?
In the Linotype Room. You will need an activator pen to open it.
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