Gaming Guide

All Chapters List in The Sinking City 2 (Safes and ERCs)

Four safes and twelve ERC chests across the five-chapter base campaign.

Four safes and twelve ERC chests across the five-chapter base campaign.

The base campaign is five chapters long and takes about 10 to 11 hours on medium difficulty. The path is linear, but safes, ERC chests, and a couple of weapons sit off the critical route.

Quick answer: Clear all five chapters and open four safes plus twelve ERC chests. A room is done when the map stops flagging leftover loot.

Image credit: Frogwares

Campaign length and chapter count

This list covers the base game’s main campaign only. Chapter 2 is longer than its title suggests. Chapter 3 is the densest indoor map. Chapter 4 is the combat spike.

ChapterMain objectiveSafes / ERC chests
1 AnnexReach the library and recover the ritual book1 / 1
2 Devil Reef HotelTravel through four stops and bring back the woman from the hotel1 / 3
3 Akeley HospitalCollect a prism, recharge it, and open the locked wards0 / 3
4 Fish MarketFind three Leyden Jars and open the ship2 / 2
5 AntarcticaActivate the portal and finish the last fight0 / 3

Safe locations

There are four safes. Akeley Hospital and Antarctica have none. The hospital still has a coded Storage Room in the basement, which is a separate lock.

ChapterWhereWhat you need
1 AnnexRadio Store ApartmentReach the apartment on the opening route
2 Devil Reef HotelThird floor of Devil’s Reef HotelArrive at the hotel at the end of the chapter
4 Fish MarketEzekiel’s safe, small room in the Fishing Shop, second floorBolt Cutter
4 Fish MarketLocker Room, first floorHandwheel
Image credit: Frogwares

ERC chest locations

Emergency Relief Crates, labeled ERC in-game, are sealed until you use an activator pen. The only pen location called out in the campaign is Corentin’s room, which opens the library chest. After that, sweep each map. The in-game map marks rooms that still hold loot.

ChapterWhereHow you reach it
1 AnnexLibrary buildingActivator pen is in Corentin’s room
2 Devil Reef HotelChurch areaFirst stop after leaving the Annex
2 Devil Reef HotelSecond floor of the Fire StationAfter you lift the gate beyond the church
2 Devil Reef HotelStretch after the graveyard, before the hotelOpen the Graveyard door, then push forward
3 Akeley HospitalReception, first floorJust inside the front of the building
3 Akeley HospitalMorgue, basementFirst basement pass
3 Akeley HospitalGeneral Ward, first floorDrop through a broken floor from upstairs
4 Fish MarketSouthwestern corner of the Packing Area, first floorOpen floor of the market
4 Fish MarketCold Storage, basementSnowflake Key
5 AntarcticaPath to the campOn the approach through the snow
5 AntarcticaBig tent at the campAfter you reach the camp
5 AntarcticaFloor above the portalOpen the black doors, then take the staircase behind them
Image credit: Frogwares

Weapon pickups

Two named guns sit on the Chapter 2 route. Both are easy to miss if you only follow the next objective marker.

WeaponWhere
ShotgunStore ahead of the Fire Station
Submachine gunBasement of Devil’s Reef Hotel

The last fight stocks a large amount of ammunition. The Rifle is the recommended weapon there if both of its mods are equipped.


Keys, tools, and locked doors

Most backtracking exists because a tool sits one area behind the door it opens. If a gate, crane, or side room will not move, you are missing one of the items below.

ItemWhere it comes fromWhat it unlocks
Broken lever repairAnnex routeGate toward the Annex
Activator penCorentin’s roomLibrary ERC chest
Key in the store ahead of the Fire StationThat same storeGraveyard door back at the church
FuelFire StationCrane, together with the cog
CogChurch graveyard pathCrane that moves the dead whale
Three facesAkeley Hospital, including Nurse Kitty’s face in a morgue boxMirror doors and other locked wards
Two keysAkeley HospitalAdditional locked doors
AcidAkeley HospitalRusted door mechanism
PrismAkeley HospitalMust be recharged at three stations
Three Leyden JarsFish MarketShip entrance
Snowflake KeyFish MarketCold Storage ERC chest
Bolt CutterFish MarketFishing Shop room with Ezekiel’s safe
HandwheelFish MarketLocker Room safe
Image credit: Frogwares

Main objective in each chapter

Collectibles sit on top of a short story route. You can finish a chapter without every chest, but the objectives below are what close each one.

Annex and the ritual book

Get into the library and take the book used to wake Faye. A broken lever blocks a gate on the way. Inside the Annex you fight through enemies and meet Corentin, who can still translate the book. He asks you to bring a woman back from Devil Reef Hotel. That request is the handoff into Chapter 2.

Four stops before Devil’s Reef Hotel

Go to the church first, clear its loot, and lift the next gate. The Fire Station is the second stop. The crane there will not move the dead whale until you have both fuel from the station and a cog from the graveyard behind the church. The graveyard key is in the store ahead of the Fire Station, so you have to double back. The last indoor space before the hotel holds another ERC chest plus ammo and healing items. At the hotel, the only safe is on the third floor.

Akeley Hospital locks

Pick up the prism and recharge it at three stations. You also need three faces and two keys to open the locked doors. The layout folds back on itself, and several rooms only open after you have already been through the basement or dropped in from above. There is no safe on this map.

Fish Market ship entrance

The chapter is a lot of floor-to-floor running. Three Leyden Jars open the ship. The two ERC chests and two safes are tied to the Snowflake Key, Bolt Cutter, and handwheel, so they unlock in that mid-chapter tool order rather than all at once.

Antarctica portal

Calvin and Faye try to start a portal in the mountains. The three ERC chests are all before or just above that portal. After you go through, there is little left to search. The last fight is the end of the campaign.

Image credit: Frogwares / 100% Guides

Fish Market combat spike

The Fish Market introduces a faster enemy that also soaks a lot of damage. Ammunition and healing matter more here than anywhere else, including the final boss. If you are going to run dry, it will be on this map.

The last battle does not have that problem. The game puts out a large supply of bullets for every weapon. Use the Rifle if both mods are on it.


When a map icon still marks a room, something is left. Four safes and twelve ERC chests are the full collectible set for the base campaign.