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The Sinking City 2: Both Chapter 4 Radio Locations (Time and Tide)

Where The Word on the Wind and The Passage of Time sit in the Fish Market and the wrecked ship, and how to confirm each one registered.

Where The Word on the Wind and The Passage of Time sit in the Fish Market and the wrecked ship, and how to confirm each one registered.

Chapter 4 of The Sinking City 2, Time and Tide, hides two Mushroom Jack broadcasts, and both sit behind locks that need Leyden Jars. Miss either one and there is no way back once the chapter closes, which is a problem if you are chasing the Mycophile trophy for listening to all 10 radios in a single run.

Quick answer: Radio 01/02, The Word on the Wind, is in the Guard Post on 1F of the Arkham Fish Market. Radio 02/02, The Passage of Time, is in the Crew Cabin on 2F of the wrecked ship. Interact with each one and wait for the NEW CODEX ENTRY prompt.


Chapter 4 radio locations and requirements

Both radios are gated by starfish locks, so your Leyden Jar supply decides when you can reach them. Neither is on the critical path, and neither will be marked for you by an objective.

RadioRoom and floorWhat you need first
The Word on the Wind (01/02)Guard Post, 1F, Arkham Fish Market (southern side of the map)One Leyden Jar for the starfish lock on the door
The Passage of Time (02/02)Crew Cabin, 2F, wrecked ship (R.M.S. Phorcys)Enough Leyden Jars to clear the three starfish blocking the ship entrance

Radio 1: The Word on the Wind in the Fish Market Guard Post

The Fish Market on River Street is the first big hub of the chapter, and the Guard Post is easy to walk past because the door reads as scenery until you notice the starfish on it.

Work through the market’s 1F layout past the Entrance Hall and the West Staircase, and pull up the map. The Guard Post sits toward the southern part of the floor, near the Accounting Office and West Wing rooms.
Bring a Leyden Jar with you. The Guard Post door carries a starfish lock, and burning a jar on it is the only way in, so collect the jars the chapter points you toward before making the trip.
Step inside and look at the desk in the corner of the small room. Interact with the radio there and let the broadcast start. The Word on the Wind is added to your codex as radio 01/02 for the chapter.

Radio 2: The Passage of Time in the wrecked ship Crew Cabin

The second broadcast waits until much later in Time and Tide, once the Explore the Wrecked Ship objective opens up the R.M.S. Phorcys. Getting aboard means clearing the three starfish barring the entrance, which is what the Leyden Jar hunt earlier in the chapter is building toward.

Deal with the three starfish at the ship’s entrance using your jars, then head inside and climb the first set of metal stairs to reach 2F.
At the top of the stairs, take the first door on your right. That is the Crew Cabin, tucked toward the back of this part of the deck.
Ship map on 2F with the player marker inside the Crew Cabin where the second radio sits
The Crew Cabin marked on the wrecked ship’s 2F map, where The Passage of Time is found. Image: Frogwares
Move through to the second doorway on the right inside the cabin. The radio sits on a shelf on your left. Interact with it to unlock The Passage of Time, radio 02/02.

How to confirm both radios registered

Walking into the room does nothing on its own. Collection only happens when you activate the device and the broadcast actually begins playing.

You get two visible confirmations. A NEW CODEX ENTRY notification appears on screen with the episode name, and the chapter’s radio counter ticks over, showing 01/02 after the Guard Post and 02/02 after the Crew Cabin. If neither appears, walk back to the radio and interact with it again before you leave the area.

You can also check the codex directly. Open it after each broadcast and look for the new Radio entry under its episode title.


Why a Chapter 4 radio gets permanently missed

There is no chapter select in The Sinking City 2, and finishing a chapter seals off every location inside it. A radio you skipped in the Fish Market cannot be picked up later in the wrecked ship, or in Chapter 5, or in New Game Plus, since only learned talents carry over to a second run.

The two failure points are consistent. Either you ran out of Leyden Jars and never opened the Guard Post door, or you pushed the ship section to its conclusion without detouring into the Crew Cabin. Both are avoidable if you check the chapter map before advancing and clear any location markers that have not turned blue yet.

Note: these two broadcasts are radios 8 and 9 of the 10 in the game. The last one, The Path, is in Chapter 5’s Portal Room, and the Mycophile trophy only pops once all 10 have played in the same playthrough.

Treat the jar economy in Time and Tide as a collectible budget rather than a puzzle resource. Once the ship opens up, the market’s side rooms are effectively on a timer, and the Guard Post is the one that most people leave behind.