Use the fixed answers immediately, then jump to the chapter or location containing the puzzle blocking your progress in The Sinking City 2.
This spoiler-aware reference puts ready-enter solutions first, followed by every named puzzle and broader location group. Its 23 indexed entries mix individual mechanisms with entire areas, so this is a navigation index rather than a final gameplay puzzle count.
Quick puzzle answers
These inputs and arrangements resolve the puzzles with fixed solutions. A connected gate or device may still need power, a quest item, or the appropriate investigation state.
| Puzzle | Solution |
|---|---|
| Water gate padlock | 1672 |
| Apartment 5 wall safe | 1908 |
| Locker Room safe | 1496 |
| Siren’s Call safe | 2137 |
| Hospital Wireless brain puzzle | 13, then 5, then 36 |
| Wooden Lock with Numbers | I, IV, IX, and XVI in any order |
| Ventilation System | 1 twice, 2 four times, 3 twice, switch to red, then 1 |
| Strange Statue | Right: kneeling person; upper-left: octopus; lower-right: Deep One statuette; left: hourglass; lower-left: hand statuette |
Every puzzle and area at a glance
| Puzzle or area | Where to look |
|---|---|
| Arkham Machinery | Major location puzzle group |
| Devils Reef | Major location puzzle group |
| Ezra Manor | Major location puzzle group |
| Fish Market | Major location and Time And Tide |
| Hospital | Akeley Memorial Hospital |
| Street Dungeon | Major location puzzle group |
| Alien Device | Cold Comfort |
| Crane | The Wake-Up Call |
| Floodgate | The Wake-Up Call |
| Frozen Statue | Time And Tide |
| Fuse Box | Flooded Residential Area |
| Locked Buoy | Time And Tide |
| Lorelei Lock | The Wake-Up Call |
| Magic Ward | Time And Tide |
| Mask Container | A Sight For Sore Eyes |
| Obelisk | The Wake-Up Call |
| Printing Press | The Wake-Up Call |
| Radio Station | A Sight For Sore Eyes |
| Seance Table | The Holloway Manor |
| Station | A Sight For Sore Eyes |
| Strange Statue | Time And Tide |
| Ventilation System | The Wake-Up Call |
| Wooden Lock with Numbers | Time And Tide |
Quest-linked rows identify one interaction, while the major-location rows collect the mechanisms and investigation branches found throughout an area.
How to use this list while playing
Clear the mechanism blocking your active story objective first, then open nearby shortcuts before leaving. Investigation-linked branches can wait if ammunition or healing supplies are low, but returning later may cost more resources than resolving them during the first visit.
| Player goal | Approach |
|---|---|
| Advance the story | Use the matching solution, then check for a required power source, clue, or quest item. |
| Open an optional safe | Enter its code immediately or complete the associated investigation first for additional context. |
| Finish investigation puzzles | Collect and connect nearby clues before operating the related lock, ward, statue, or device. |
| Reduce backtracking | Open shortcuts before leaving an area; during Time And Tide, unlock the double doors to the Market Floor before entering the Locker Room. |
| Follow a loot route | Assess the surrounding combat and restock before spending supplies on an optional branch. |
Save and restock before leaving a safe area for a boss-adjacent route. Some puzzle exits lead directly into combat-heavy sections.
Complete reference by chapter and location
The disclosure blocks below keep spoilers contained while preserving a direct jump point for each named puzzle, mechanism, and location group.
The Wake-Up Call puzzles
The Wake-Up Call contains physical machinery, investigation locks, a church Obelisk, and a Printing Press with a reward choice.
Crane
Crane route
Treat the Crane as a standalone chapter mechanism. Match it to the active objective before operating it rather than applying a code or clue from one of the nearby locks.
Floodgate
Floodgate solution
Restore power to the surrounding water-gate mechanism, then enter 1672 into the padlock to open the Floodgate.
Lorelei Lock
Lorelei Lock route
Follow the investigation clues attached to the Lorelei Lock. It is a separate mechanism from the nearby Floodgate padlock and does not use the water-gate combination.
Obelisk
Obelisk solution
Collect the Star Key from the corpse southwest of the church block, return inside, climb the ladder, and use the key to reach the Trident. Place the Trident on top of the church Obelisk, rotate its sections to match the symbols in the investigation image, and hold the validation control.
Printing Press
Printing Press solution
Collect the three Printing Plates and insert them into the Printing Press in the secret room. Change every square to the same metal, then validate the completed arrangement; choosing gold or silver changes the reward.
Ventilation System
Ventilation System button order
In the Generator Room, press 1 twice, 2 four times, and 3 twice. Flip the switch to red, then press 1 once more.
Time And Tide puzzles
Time And Tide combines statues, a buoy, a ward, a numbered lock, and a nearby safe. Match each clue to its named interaction instead of transferring an answer between mechanisms.
Frozen Statue
Frozen Statue route
The Frozen Statue is its own Time And Tide interaction. Follow the objective attached to that name rather than using the five-item arrangement belonging to the Strange Statue.
Locked Buoy
Locked Buoy route
Complete the clue path connected to the Locked Buoy before operating its mechanism. Combinations used by the Locker Room safe and Wooden Lock with Numbers belong to separate interactions.
Magic Ward
Magic Ward route
Resolve the Magic Ward through its attached investigation clues and current interaction state. It is not a numeric keypad puzzle.
Strange Statue
Strange Statue object placements
Place the kneeling person in the statue’s right arm, the octopus in the upper-left arm, the Deep One statuette in the lower-right arm, the hourglass in the left arm, and the hand statuette in the lower-left arm. The mechanism activates after all five objects occupy their matching positions.
Wooden Lock with Numbers
Wooden Lock with Numbers solution
In the Cutting Area on 1F, select I, IV, IX, and XVI in any order. Hold the validation control after selecting all four to open the door.
A Sight For Sore Eyes puzzles
A Sight For Sore Eyes has three separately named interactions. The Radio Station here is unrelated to the earlier Radio Store clue connected to the Apartment 5 safe.
Mask Container
Mask Container route
Match the Mask Container to its A Sight For Sore Eyes objective and complete the local investigation interaction. It has no ready-enter value among the fixed combinations.
Radio Station
Radio Station route
Follow the local objective state for the Radio Station. Do not apply the Radio Store’s opening year to this later puzzle area.
Station
Station route
Handle the Station as a separate A Sight For Sore Eyes entry. Match the name displayed by the objective or investigation board before operating its mechanism.
Alien Device in Cold Comfort
Alien Device solution
Reach the Portal Room, insert the Engraved Pod into the Alien Device in front of the portal, and rotate the pieces until every side of the assembly aligns.
Seance Table in The Holloway Manor
Seance Table route
Complete the manor investigation state associated with the Seance Table, then operate it when the corresponding objective becomes active. This mechanism does not use a fixed numeric combination.
All puzzles and mechanisms in Arkham Machinery
Arkham Machinery puzzle group
Arkham Machinery is a location-level group covering its machinery, locked routes, and investigation interactions. Track acquired keys, machinery states, and active objectives separately rather than searching for one area-wide combination.
All puzzles and mechanisms in Devils Reef
Devils Reef puzzle group
Devils Reef includes gas-related puzzles and locked interactions alongside its broader location mechanisms. Use each local objective name to distinguish the individual branches before committing supplies to the route.
All puzzles and mechanisms in Ezra Manor
Ezra Manor puzzle group
Ezra Manor covers every puzzle and mechanism within the manor. Work through its investigation branches individually as their clues and interaction points become available.
All puzzles and mechanisms in Fish Market
Fish Market puzzle group
Fish Market includes the Time And Tide mechanisms: the Frozen Statue, Locked Buoy, Magic Ward, Strange Statue, and Wooden Lock with Numbers. The Locker Room safe opens with 1496.
All puzzles and mechanisms in Hospital
Wireless brain puzzle solution
At Akeley Memorial Hospital, set the Wireless brain puzzle to 13 and press the central control. Repeat with 5, then 36. A green light marks each accepted frequency; completing all three causes the linked brains to explode and awards Dream Essence.
All puzzles and mechanisms in Street Dungeon
Street Dungeon puzzle group
Street Dungeon covers the locked routes, devices, and other mechanisms encountered throughout the location. Treat each interaction as its own objective and preserve supplies for the combat between puzzle points.
Fuse Box in the Flooded Residential Area
Fuse Box solution
Collect the three fuses, insert them into the matching sockets, and rotate them until their orientation completes the circuit. Filling the sockets is not enough; every fuse must connect the appropriate wire path before the mechanism powers on.
Known fixed codes and combinations
| Input | Use |
|---|---|
| 1672 | Water gate padlock in The Wake-Up Call |
| 1908 | Apartment 5 wall safe; the Radio Store’s opening year |
| 1496 | Locker Room safe during Time And Tide |
| 2137 | Siren’s Call safe in the hidden area behind the shelf in Room 301 |
| 13 → 5 → 36 | Wireless brain frequencies at Akeley Memorial Hospital |
| I, IV, IX, XVI | Wooden Lock with Numbers in the Cutting Area |
| 1 ×2, 2 ×4, 3 ×2, switch red, 1 | Ventilation System in the Generator Room |
| Right: kneeling person; upper-left: octopus; lower-right: Deep One statuette; left: hourglass; lower-left: hand statuette | Strange Statue object arrangement |
For the full 1908 investigation, collect To Martin in Apartment 6 and From A Sister near the Radio Store counter. Connect them on the investigation board to earn a talent point before returning to the wall safe.
Puzzle and evidence icons
These visuals come from the in-game assets for The Sinking City 2. They are included as a practical identification reference for the names and entries in this guide.
Frequently Asked Questions
Are puzzle codes fixed or randomized in The Sinking City 2?
The known numeric combinations remain the same across saves. You can also enter the Locker Room combination before gathering every associated clue, although completing its investigation provides the missing narrative context.
Are optional investigation puzzles worth completing before moving on?
Yes, when your resources allow it. They can reveal lore, unlock secrets or alternate options, award talent points and loot, and contribute to achievement progress.
Does the demo watergate fuse layout work in the launch version?
The earlier arrangement used the short fuse on the upper rail, the medium fuse on the center bridge, and the long fuse on the lower rail. This exact layout was not fully rechecked for the launch version, so follow the visible circuit and rotate any fuse that does not complete its wire path.
Can puzzle choices change rewards?
Some can. At the Printing Press, validating all gold squares awards a shotgun stock with an offensive benefit, while validating all silver squares awards Dream Essence; most gates, locks, and devices instead open access or advance an investigation.










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