Gaming Codes

The Sinking City 2: All Weapon and Weapon Part Locations (All Codes)

Every gun, every attachment, and the exact safe codes and pens that unlock them, from the saloon shotgun to the rifle scope.

Every gun, every attachment, and the exact safe codes and pens that unlock them, from the saloon shotgun to the rifle scope.

Flooded Arkham hands you a pistol and expects you to make do. Everything else — the shotgun, the Tommy gun, the rifle, the grenade launcher and the ten attachments that make them worth carrying — is bolted to specific rooms, specific safes and specific consumable pens. None of the five weapons are missable, but plenty of the parts are easy to walk past, because half of them sit inside locked crates you cannot open at the moment you first see them.

Quick answer: There are five weapons. You start with the Equalizer Mk. II pistol; the Field Surgeon shotgun is in the saloon on Sentinel St, The Minuteman submachine gun is on the basement table in Devil’s Reef Hotel, the Black Reef Longshot rifle is past the Prosthetics Workshop in Akeley Memorial Hospital, and Linguist’s Folly is behind the starfish-locked door at the Fish Market Weighing Station. Each weapon takes two attachments, found in E.R.C. crates, safes and puzzle rooms.


All 5 weapon locations in The Sinking City 2

WeaponTypeWhere to find it
Equalizer Mk. IIPistolStarting weapon
Field SurgeonPump-action shotgunSaloon on Sentinel St, past the safe room (Ch. 2)
The MinutemanSubmachine gunDevil’s Reef Hotel basement, -1F, by the ventilation machine (Ch. 2)
Black Reef LongshotRifleAkeley Memorial Hospital, room past the Prosthetics Workshop
Linguist’s FollyGrenade launcherArkham Fish Market, Weighing Station, 1F (Ch. 4)

The saloon does not open on your first pass. Wait for the creature to smash the door in, follow it inside, then head through the safe room and out the far door — the Field Surgeon is sitting on a display behind the bar area. It eats two inventory slots and its shells are expensive to craft, so treat it as a close-range answer rather than a default.

The Minuteman is not a lobby pickup. You reach it only after the Staff and Lorelei routes send you into the ventilation side of Devil’s Reef Hotel, when the objective points you at shutting off the gas. Wade through the flooded corridor, open the gate, and the submachine gun is on the table right before the Generator Room section.

Investigation map with Devil's Reef marked as the current destination for The Minuteman pickup
The Investigation map pointing you toward Devil’s Reef, where The Minuteman waits in the basement. Image: Frogwares

The rifle needs the Old Man’s Face Mask first. With it equipped, use the door in the southern part of the Prosthetics Workshop, then take the door on your left — the Black Reef Longshot is on a table beside a corpse. Chapter labels for the hospital stretch vary depending on where a given chapter list draws the break, but the route through the building is the same either way.

Linguist’s Folly is the last gun. On 1F of the Fish Market, head north to the Weighing Station and look at the east side for a door held by two starfish locks. Feed them Leyden Jars, open up, and the grenade launcher is on the shelf directly ahead.

Market map open on the 1F floor selector showing the Weighing Station layout
The Market map on 1F — the Weighing Station holding Linguist’s Folly. Image: Frogwares

E.R.C. crates and Activator Pens: How the locked parts work

Half the attachments live inside white-and-gold E.R.C. crates, and a crate only opens with an E.R.C. Activator Pen. The pen is a one-use consumable, so one pen equals one crate. If a crate refuses to open, you are not missing a key item or a story flag — you simply do not have a pen on you.

Pens are almost always stashed within a room or two of the crate they belong to, frequently on a desk, a table or a shelf next to an already-opened crate. The pattern repeats through the whole game: spot the crate, note the room, keep exploring, grab the pen, backtrack. Crates also hold inventory expansions, ammo, Dream Essence and Frag Grenades, so none of them are worth skipping.

Note: the pen you find can be carried between areas, so if you leave a crate behind you can return with a spare pen later rather than hunting for a second one nearby.


All 10 weapon part locations

PartFitsWhere it isEffect
Voss’s CompensatorEqualizer Mk. IIE.R.C. crate in the Registry, Library Annex (pen in Study 1)Steadier aim under pressure
Voss’s Target GripEqualizer Mk. IISafe in Room 301, Devil’s Reef HotelPerfect-shot timing marker
Cutter’s Sturdy StockField SurgeonPrinting House press puzzle, gold solutionBonus damage to enemy backs
Cutter’s TomahawkField SurgeonE.R.C. crate at hospital Reception (pen in the Wireless Room)Adds a melee slash
Doyle’s Cold BloodThe MinutemanCabinet in the hospital Storage Room, -1FShots slow enemies
Doyle’s Hot StreakThe MinutemanBuoy locker, Fishing Shop, Fish Market 2FExtended magazine
Keene’s TimeglassBlack Reef LongshotE.R.C. crate at the Camp / cliffside tent (pen in the Portal Room)Rifle scope
Keene’s WidowmakerBlack Reef LongshotE.R.C. crate up the stairs in the Portal Room cave (pen in Upper Storage)Recoil pad, better stability
Pyre’s Squid BarrelLinguist’s FollyBox on a table in Salt Storage, past the 16-button doorNew launcher barrel
Pyre’s OcularumLinguist’s FollySafe in the Locker Room, Fish Market 1FLauncher sight, better accuracy

Pyre’s Ocularum is reachable before you own the grenade launcher, so grab it when you pass the Locker Room even if the weapon is still sitting behind the starfish door.


Every safe code and lock combination

LockLocationInput
Room 301 safeDevil’s Reef Hotel, 3F2137
Storage Room padlockAkeley Memorial Hospital, -1F1308
Locker Room safeArkham Fish Market, 1F1496
16-button doorCutting Area, leads to Salt StorageI, IV, IX, XVI (order does not matter)
Cursed pressPrinting HouseSlots 7-9-5-6-3-9 for the all-gold result
Buoy lockFishing Shop, Fish Market 2FFour symbols in sequence (see below)

The four parts with extra conditions

Doyle’s Cold Blood needs acid before the code

Pick up the Anti-Rust Acid in the Prosthetics Workshop first. Take it down to -1F and pour it on the rusted door to the Storage Room. Behind that door is a second gate with a combination lock — the notes scattered nearby each fix the position of one digit, and the answer is 1308. The submachine gun barrel is in the cabinet inside.

Hospital Grounds map with the MAP tab selected and Doyle's Cold Blood marked in the basement
Doyle’s Cold Blood marked on the Hospital Grounds map, down on the basement level. Image: Frogwares

Doyle’s Hot Streak is behind a chain and a symbol lock

You cannot reach it until you have the Bolt Cutters from the Fish Market. Come back to the Fishing Shop, cut the chain on the room connected to Ezekiel, and you will find a body next to a locked buoy. The buoy takes four picture symbols in order — lighthouse, rope, star and octopus shapes, with the icons on the dial matching clues found in the same area. Match the shapes on your buoy rather than the names, because the artwork on the lock is easy to read two ways.

Items menu showing the Machine Gun Extended Mag entry with its description panel open
Doyle’s Hot Streak appears in the Items menu as the machine gun extended mag once the buoy opens. Image: Frogwares

Cutter’s Sturdy Stock is a one-shot puzzle choice

The Printing House press wants three Printing Plates — A, B and C — before it will run. Slot all three, then work the mechanism until every element turns gold; the stock appears on the table beside the press. The puzzle also has a silver solution that pays out two Dream Essence instead, and once you commit to it the press cannot be solved again. Pick gold if you want the shotgun part.

Voss’s Target Grip is hidden in a song

The Room 301 safe on the third floor of Devil’s Reef Hotel opens with 2137. The code comes from the lyrics to “Baby, One More Tide” in your Investigation menu, where four highlighted words each stand for a number — a bat’s two wings, one tail, an octopus’s three hearts, and the seven deadly sins, read in the order they appear. The grip adds a marker to the crosshair that shows when a perfectly timed shot will land for extra damage.


Chapter 5 rifle parts: Pen first, crate second

Both rifle attachments follow the same loop. Grab the E.R.C. Activator Pen on the ground floor of the Portal Room, then take it out to the Camp area and open the crate there for Keene’s Timeglass, the scope. The second pen is in Upper Storage; carry it back into the Portal Room cave and climb the stairs to the crate holding Keene’s Widowmaker, the recoil pad.

Portal Room map on 1F used to locate the E.R.C. Activator Pen for the rifle scope crate
The Portal Room on 1F, where the pen for the Keene’s Timeglass crate is picked up. Image: Frogwares

How to confirm you picked everything up

Each of the four world-found weapons fires an achievement the moment you take it, which is the fastest way to audit your collection.

WeaponAchievement
Field SurgeonOut Of Your Shell
The MinutemanFast Friends
Black Reef LongshotWe Aim To Please
Linguist’s FollyA Blast From The Past

If one of those never popped, the pickup itself was skipped rather than the achievement failing — go back to the room listed for that gun. Attachments do not award achievements individually; they show up in your items list with their description and can be slotted onto the matching weapon from the weapon menu.

There are only two reliable failure points across the whole set. A crate that will not open means no pen in your inventory, and a door or gate that will not budge means you are missing the tool that goes with it — the Anti-Rust Acid for the hospital basement, the Bolt Cutters for the Fishing Shop, the Old Man’s Face Mask for the rifle room, or Leyden Jars for the starfish locks at the Weighing Station. Solve the tool first and every remaining part is just a code away.