Gaming Guide

The Sinking City 2: All 10 Radio Locations for the Mycophile Trophy

Every Tales of Arkham radio counts toward Mycophile, and each one is missable the moment you leave its chapter.

Every Tales of Arkham radio counts toward Mycophile, and each one is missable the moment you leave its chapter.

The Mycophile trophy in The Sinking City 2 is tied to the game’s collectible radios, listed in the codex as Tales of Arkham. There are 10 of them spread across the campaign, and you unlock the trophy by finding and interacting with every single one. They are easy to miss because there is no chapter select and no way back into an area once you finish its chapter.

Quick answer: Interact with all 10 Tales of Arkham radios to hear them play, then move on. They register as collected only when you activate them, so check that each chapter’s map is fully cleared before you advance.

Image credit: Frogwares

How the radios and the Mycophile trophy work

Each radio is a physical object placed in the environment, usually sitting on a table, counter, or bench. Walking past it does nothing. You have to interact with the radio so it plays its audio, and that interaction is what marks it as collected in the codex. Missing the prompt or moving on without pressing it leaves that radio uncounted.

There are 224 collectibles in the game overall, and the 10 Radio Codex entries are the specific set that feeds the Mycophile trophy. The trophy pops once all 10 have been played across a single playthrough. Talents are the only thing that carry into New Game Plus, so collectibles you missed do not transfer and would have to be gathered again.

Image credit: Frogwares

Missable warning: clear each chapter before moving on

Every radio is missable. Once a chapter ends, its areas are locked off permanently, so a radio left behind cannot be recovered on that playthrough. You can freely backtrack anywhere inside the chapter you are currently playing, which gives you room to double back for anything you skipped.

Tip: Before you trigger the transition to the next chapter, open the map and confirm every marker in the area has turned blue. That confirms the collectibles there, including any radios, are already logged.

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Chapter 1 (A New Day) radio: The Woman At The Door

The first radio sits in Apartment 1 of the Garrison apartment building, near the Radio Shop. Its codex entry is titled The Woman At The Door. Getting to it is tied to the early fuse errand, so the order below matters.

Collect the Electrical Fuses first. Reach the Radio Shop through the hole in the brick wall of Apartment 2, where the fuses sit in a small box on the southern cupboards.
Head back outside and re-enter the apartment building. As you pass the door on the left near the bottom of the stairs, an enemy bursts out of Apartment 1, which opens the room up to you.
Deal with the enemy, then step into Apartment 1. The radio is in the second room. Interact with it to play the audio and log it in the codex.
Image credit: Frogwares

Chapter 2 (The Wake-Up Call) radios

The University chapter, The Wake-Up Call, holds three of the radios along with a large batch of other collectibles. Because the area is dense and branches into rooms like the Registry, Corridor, Conference Room, Reading Hall, and the study spaces, it is worth sweeping every side room before you push the story forward.

ChapterRadios in the chapter
A New Day1
The Wake-Up Call3

The remaining radios are placed across later chapters, and the same rule applies to all of them. Treat each new area as its own sweep, listen for the audio cue, and interact with anything that looks like a radio before advancing.

Image credit: Frogwares

How to confirm Mycophile unlocked

You can track progress two ways. The codex records each Tales of Arkham entry as you play it, so the radio section fills in one at a time. The area map also flips its markers to blue as collectibles are logged, which is the fastest visual check that nothing is left in a location.

The Mycophile trophy triggers automatically after the tenth radio is played. If it has not popped by the end of the game, the cause is almost always a single radio that was walked past without interacting or one left behind in a chapter you have already closed out.