The Sinking City 2 has a compact trophy list — 23 in total — but it is not a one-and-done campaign clear. A handful of unlocks depend on collectibles that must all be gathered inside a single run, and the last one only appears once you restart the story in New Game Plus.
Quick answer: Finish the campaign while unlocking every Emergency Relief Crate, hearing every Mushroom Jack broadcast, buying all Talents, picking up all four weapons and solving each optional mystery. Then start a New Game Plus run and collect the new documents to pop From Oblivion, which drags For Her along with it.
Plan for two playthroughs before you start
Two achievements sit outside a normal first clear. From Oblivion asks you to read all the writings that weren’t there before, and those extra documents only exist on a New Game Plus save. For Her, the completion award for unlocking everything else, will almost always fire at the same moment, since From Oblivion is realistically the last one you’ll get.
Three more are worded as one-playthrough requirements, so treat them as the shape of your first run rather than cleanup:
| Achievement | What it needs |
|---|---|
| Behind Every Crate Man… | Unlock every Emergency Relief Crate in one playthrough. Crates are scattered across the map and need keys to open, and each one feeds an upgrade such as extra inventory space or a weapon improvement. |
| Mycophile | Listen to every Mushroom Jack broadcast in one playthrough. These play from radios hidden in each part of the game and fill in background story. |
| What Dreams Are Made Of | Obtain all Talents. Talents unlock in tiers, so you need a large amount of Dream Essence saved up to buy the full tree. |
Tip: because crates and radios are tied to a single playthrough, sweep each area before you trigger the next story beat. Backtracking across a chapter boundary is not something you want to be doing at the end.
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Add to Google Preferences →Weapon achievements: shotgun, submachine gun, rifle and grenade launcher
Four achievements are simple pickups. You do not need to use the weapon or kill anything with it — putting it in your inventory is the trigger.
| Achievement | Weapon and location |
|---|---|
| Out of Your Shell | Shotgun. In Part 4, it sits behind the bar, which you reach by going through the Safe Room. |
| Fast Friends | Submachine Gun. Found in Part 6 while you’re exploring the hotel basement. |
| We Aim to Please | Rifle. In Part 7-2, once the Old Mask Face situation is over, it’s on a table in the room that opens up right as the part begins. |
| A Blast From the Past | Grenade Launcher. Another world pickup — grab it and the achievement pops immediately. |
Optional mysteries and puzzle achievements
Eight achievements come from side investigations tucked into specific chapters. Each one is a self-contained puzzle, and each pops the moment you complete it, so there is no ambiguity about whether it counted.
| Achievement | How to complete it |
|---|---|
| The Inheritance Investigate the wall safe. | Part 1. While working through the apartments, enter apartment 5 and open the safe set into the kitchen wall. |
| The Other Gods Investigate the church mystery. | Part 3. Summon the monster at the church, then beat it by placing the correct weapons in the correct spots inside the building. |
| The Red Press Investigated the cursed press. | Part 5. In the printing house, load three plates into the printing press and flip them into the right order. |
| The Siren’s Call Investigate the alluring song. | Part 6. Room 301 of the hotel holds a safe that works much like the Part 1 puzzle. |
| The Whisperers Investigate the machine connected to the brains. | Part 7-2. Inside the hospital, find the room with the brains and solve the machine puzzle wired to them. |
| The Vault Investigate the locked storage. | Part 7-3. Track down the storage room code and use it before you leave the morgue. |
| The Damned Investigate the sixteen punishments. | An optional mystery chain like the ones above — finish its puzzle to unlock it. |
| The Drowned Investigate the mysterious locker. | Another optional mystery; opening the locker at the end of the chain is the trigger. |
Sterilizer: clear three nightmares in the hospital
The only combat-specific achievement in the list asks you to defeat three nightmares during Part 7-3, the final hospital stretch. They are hidden rather than placed in your path, and the third one is easy to walk past for good.
Story achievements you cannot miss
Five unlocks are pure progression. They generally fire once the cutscene for that section finishes and the game moves you into the next chapter, so there is nothing to hunt down.
| Achievement | Trigger |
|---|---|
| Welcome to Arkham! | Reach Miskatonic University. |
| Soulmates | Perform the ritual. |
| Bodysnatchers | Discharge yourself from Akeley Memorial. |
| Bigger Fish to Fry | Survive the Arkham Fish Market. |
| Timeless Dawn | Awaken. |

How to know the list is finished
Once your first run is done, load into New Game Plus and pick up the additional documents scattered through the story. From Oblivion triggers on the last new one you collect, and For Her — the unlock-everything award — should land in the same instant, which is your confirmation that all 23 are done.
If For Her does not appear alongside it, the gap is almost always one of the three single-playthrough requirements. A missed Emergency Relief Crate, a Mushroom Jack radio you walked past, or a Talent tier you never bought will each hold the list open, and all three have to be completed within one run rather than pieced together across both.





