Gaming Guide

Every Collectible Location in The Sinking City 2 (100% Walkthrough)

Every lore codex, evidence page, radio, weapon, crate, and Dream Essence you need, plus the safe code and fuse puzzle in Chapter 1.

Every lore codex, evidence page, radio, weapon, crate, and Dream Essence you need, plus the safe code and fuse puzzle in Chapter 1.

The Sinking City 2 hides 224 collectibles across its chapters, and every single one is missable. There is no chapter select, so once you leave an area for good, anything you skipped is locked away until a fresh run. The good news is you can freely backtrack within the chapter you are currently playing, which makes cleanup straightforward if you stay organized.

Quick answer: Before you finish any chapter, open your map and confirm every collectible marker has turned blue. If anything is still uncollected, backtrack while you still can, because completing the chapter permanently seals its areas.

Image credit: Frogwares

The full 224 total is spread across ten categories. Some feed directly into trophies, while others are purely optional. Note that Ex Oblivione Codices only appear in New Game Plus (Ex Oblivione Mode), and you will need more than one playthrough to gather enough Dream Essence to learn every talent.

CollectibleCountTrophy / purpose
Lore Codex78None
Evidence56None
Radio Codex10Mycophile
Weapons54 have individual trophies
Emergency Relief Crates (E.R.C.)13Behind Every Crate Man…
E.R.C. Activator Pens13Open the 13 crates
Weapon Accessories8None
Dream Essence25What Dreams Are Mode Of
Ex Oblivione Codex8From Oblivion (NG+ only)
Inventory Expansions6None

Each E.R.C. crate needs an Activator Pen to open, and pens are counted separately, so grab both as you go. Carrying over to a second run only preserves your learned talents. Everything else resets, meaning any missed collectible must be found again from scratch.

Image credit: Frogwares

Chapter 1 – A New Day collectible locations

You begin the game already holding the Equalizer Mk. II handgun and three Dream Essence, both added to your inventory automatically. The opening apartment and the boat ride that follows contain a tight cluster of lore, evidence, a map, a radio, and a hidden Key Item.

CollectibleTypeLocation
About The MaskLore CodexDesk in the starting room
Excerpt From ‘The Dream Realm’Lore CodexWriting desk in the starting room
Final Warning!Lore CodexStuck to the cupboard in the kitchen
Restricted Section InventoryLore CodexDesk in the workroom
Farewell, Arkham!Lore CodexTable ahead after climbing down the outside ladder
Please!Lore CodexOn the window beside Farewell, Arkham!
Gate SwitchboardEvidenceOn the bar in the dining room after the boat trip
Residential Map, Floor 1-2MapBoard in the small room on the right of the residential building
To MartinEvidenceOn the safe in Apartment 5’s kitchen (code 1908)
Gate Fuses and WiresEvidenceIn the hall as you drop into Apartment 2 through Apartment 6
Electrical FusesKey ItemSmall box on the southern cupboards in the Radio Shop
From A SisterEvidenceAlso inside the Radio Shop
The Woman At The DoorRadioApartment 1, after an enemy bursts out of the door
Lost Letters – Death AwaitsLore CodexWooden table at the pier by the next closed gate
The Loss Of Calvin RaffertyEx OblivioneKitchen counter in Apartment 6 (NG+ only)

Interact with every radio to listen and register it as collected. The Ex Oblivione document only spawns during an Ex Oblivione Mode run, so do not waste time hunting for it on your first playthrough.


Apartment 5 safe code and the gate fuse puzzle

Head upstairs and enter Apartment 5, the door on the right. Go into the kitchen and open the wall safe with the code 1908. That number is the year the Radio Shop opened, shown on the sign above its entrance. Opening the safe unlocks the To Martin evidence and the The Inheritance trophy.
Move through Apartment 6 and drop into Apartment 2 to pick up the Gate Fuses and Wires evidence in the hall. Then step through the hole on your right into the Radio Shop to collect the Electrical Fuses from the small box on the southern cupboards.
With the fuses and wires in hand, backtrack to the Guard Post and interact with the electrical box. Insert the fuses into their correct positions and hold to confirm, then pull the lever on the right to open the gate and continue by boat toward the library.
Image credit: Frogwares

Chapter 2 – The Wake-Up Call opening collectibles

The University chapter is far denser than the first, holding 20 Lore Documents, 16 Evidence pages, 4 E.R.C. Crates, 2 Ex Oblivione Documents, 3 Radios, and 3 Weapon Attachments. Pace yourself and sweep each room, since this is where the collectible count climbs sharply.

CollectibleTypeLocation
Library AnnexMapOn the wall in the Registry
Lost Letters – DominionLore CodexBench near the northern wall in the Corridor
ManifestoLore CodexExamine the board in the Conference Room
Internal MemorandumLore CodexDesk in the Reading Hall, past the Restroom and Classroom
E.R.C. Activator PenKey ItemNext to the open container box in Study 1, where you meet Corentin

The first E.R.C. Crate sits in the Registry, right where you find the Library Annex map. You cannot open it until you have an Activator Pen, so mark its location and return once you collect the pen in Study 1.

Image credit: Frogwares / Gamer Guru

How to confirm 100% before moving on

The map is your safety net. Every collectible you grab turns its marker blue, so a quick map review at the end of a chapter tells you instantly whether anything is still outstanding. If a marker is not blue, backtrack to that spot before you trigger the chapter’s finale.

Keep an eye on the four categories tied to trophies as you go. Radios must be listened to, E.R.C. crates need their Activator Pens, and Ex Oblivione Codices only exist in Ex Oblivione Mode. Because Dream Essence is capped per run and required for the What Dreams Are Mode Of trophy, plan on multiple playthroughs to learn every talent. As long as your map stays fully blue at each chapter break, you will finish the game with a clean 100% record.