Chapter 5 closes out The Sinking City 2 in Antarctica, and it hides the last three Emergency Relief Crates in the game. Two of them hold rifle attachments — Keene’s Timeglass and Keene’s Widowmaker — which matter because the final boss fight goes considerably faster with a fully modded rifle. The third pays out Dream Essence. None of it is optional if you want the crate trophy, and none of it can be picked up after you go through the portal.
Quick answer: Take the pen in the Portal Room and open the crate in the camp tent for Keene’s Timeglass, take the pen in Upper Storage and open the crate in the Portal Room cave for Keene’s Widowmaker, then take the pen in the Gallery and open the crate in the Subterranean City for Dream Essence.
Chapter 5 pen and crate pairings
Each crate needs its own E.R.C. Activator Pen. The pens burn out the moment a crate pops open, so you can never carry a spare forward or reuse one. Three pens, three crates, in this order.
| Pen location | Crate location | Reward |
|---|---|---|
| Portal Room (wooden crate) | Camp area, inside the tent | Keene’s Timeglass |
| Upper Storage (yellow box in the cave) | Portal Room area cave | Keene’s Widowmaker, Engraved Pod |
| Gallery (wooden crate) | Subterranean City cave | Dream Essence |
Both weapon accessories are rifle mods. Keene’s Timeglass is a scope described in-game as one that “stretches moments for the perfect kill,” while Keene’s Widowmaker is a recoil pad built for precision shots. Fit both before the last fight.
Keene’s Timeglass: Portal Room pen, camp tent crate

Keene’s Widowmaker: Upper Storage pen, Portal Room crate


Dream Essence: Gallery pen, Subterranean City crate


Why a crate refuses to open
There are only two real failure points. The first is not carrying a pen — an Emergency Relief Crate cannot be forced, pried, or shot open, so if the interact prompt does nothing, the pen is the missing piece. The second is spending a pen on the wrong crate order and then assuming you are out of luck; you are not, because each Activator Pen works on any crate, and Chapter 5 hands out exactly three of each.
Note: There is no chapter select in The Sinking City 2. Once you step through the portal for the final confrontation, Antarctica is closed off, and any unopened crate is gone for that playthrough. Learned talents are the only thing that carries into New Game Plus, so everything else has to be gathered again.
Checking your count before the portal
Chapter 5 is the last of 13 Emergency Relief Crates across the campaign, and clearing all of them in a single run is what awards the Behind Every Crate Man… trophy. The on-screen counters in Antarctica make the check easy, since each unlock is labelled 01/03, 02/03 and 03/03.
Before you commit to the portal, open the map and sweep the Antarctica areas for anything still unmarked. Fitting the Timeglass and the Widowmaker to the rifle at the same time is the practical payoff here — ammunition is plentiful during the final battle, and a scoped, stabilised rifle is the cleanest way through it.






