To get The Damned, press I, IV, IX, and XVI on the Wooden Lock with Numbers in the cutting area of the Arkham Fish Market, then destroy the green, crystallized body inside the room the door opens.
This is the optional Sixteen Punishments mystery — logged in-game as Investigate the sixteen punishments — during Chapter 4 inside the Arkham Fish Market. The lock is easy once you know the code, but opening the door is only half the route. You must also destroy the body on the other side to finish the mystery and trigger the trophy.
| Need | Answer |
|---|---|
| Lock code | I, IV, IX, XVI (any order) |
| Location | Cutting area, Arkham Fish Market (Chapter 4) |
| Clues needed | 2F pub clue + east-staircase Sibil clue |
| Trophy trigger | Destroy the green, crystallized body in the room |
How to open the Wooden Lock with Numbers in The Sinking City 2
Collect the two clues on the second floor, then enter four Roman numerals at the door in the cutting area.
STEP 1/3
Grab the first clue in the 2F pub

Head to the pub on the second floor of the Arkham Fish Market and read The 16 Punishments of the Sailor. This is the numbered master list used by the lock.
STEP 2/3
Read the Sibil clue by the east staircase

From the locker-room area in the east wing on 2F, climb the east staircase and collect the instructions to Sibil at the top. This clue names the specific punishments required for the lock.
STEP 3/3
Enter I, IV, IX, and XVI at the cutting area lock

Go down to the Wooden Lock with Numbers in the cutting area. Press I, IV, IX, and XVI in any order, then confirm the combination to open the door.
Video help
Turning the clues into I, IV, IX, and XVI
The clues form a simple matching puzzle. The 16 Punishments of the Sailor provides the numbered master list, while the instructions to Sibil specify four punishments: being confined to ship, deprived of beer, tarred and feathered, and keelhauled.
Key Match those four punishments to the master list to get entries 1, 4, 9, and 16. The lock uses Roman numerals rather than plain digits, so enter them as I, IV, IX, and XVI. The order does not matter; press all four buttons before confirming.

Destroying the body to pop The Damned
Opening the door will not award the trophy. Enter the room and destroy the green, crystallized body on the floor. Kicking, stamping on, or shooting it works. Destroying the body triggers The Damned.
Clear out the rest of the room before leaving. Behind the lock are a grenade launcher upgrade and a note, and destroying the body also gives you Dream Essence along with the trophy.
Destroy the green body after the door opens — the lock code by itself never pops The Damned, and this is the single step most missed runs skip.
The optional Sibil clue in the Jewelry Workshop

There is a third Sibil-related clue in the Jewelry Workshop, but you do not need it to open the lock or complete the trophy route. If The Damned still has not popped after you enter the code and destroy the body, collect this clue as the fallback step.
Mistakes that stop the trophy from popping
The most common mistake is treating the open door as the finish line and leaving without destroying the body. No interaction means no trophy. Another is searching the lock for a plain 1, 4, 9, 16 combination when it requires the Roman numerals I, IV, IX, XVI.
Do not confuse this puzzle with the game’s other locks. The hospital’s Wireless Room storage puzzle uses the 13 > 05 > 36 frequency code and belongs to a different trophy. The Fish Market also contains separate combination locks, but none of their codes open the Wooden Lock with Numbers. This is the only puzzle tied to The Damned.
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