The Sinking City 2 investigations

The Sinking City 2 Investigations

The Sinking City 2 investigations are optional cases that never gate the story. Take them for safer routes, supplies, and upgrades — skip if the pack is empty.

Side cases never gate the story — they pay routes, supplies, perk points, and inventory expansion.

~12 min read

At A Glance

Yes — The Sinking City 2 investigations exist, and they are optional. This page is for anyone searching “is there investigation stuff” in The Sinking City 2: Frogwares does not gate Calvin Rafferty’s main story behind cases. You play a standalone sequel in flooded 1920s Arkham. Take a case for safer routes, supplies, and upgrades. Skip it when the pack is empty. Premium adds Holloway Manor. Case names stay TBA. Verified August 19, 2026 · Steam.

FactDetail
PlatformSteam · PS5 · Xbox Series X|S · Epic · GOG
GenreSurvival horror · inventory scarcity
ModeSingle-player
Price$49.99 Standard · Deluxe / Premium higher
ReleaseReleased August 18, 2026
Developer / PublisherFrogwares / Frogwares
SteamApp 2825860
This pageOptional cases — never a story gate
PayoutsSafer routes · supplies · upgrades · lore · perk points
BoardLink clues / files — even two leftover nodes can pay (community-observed)
Map tellRed room = loot left · blue = cleared (community-observed)
Premium caseHolloway Manor → Bucking Bronco — not required for 1.0 story
Case listFull names and pins stay TBA — do not invent a wiki dump
SequelStandalone — The Sinking City 1 not required
Last verifiedAugust 19, 2026

After you take a case

Matched by build plan, shared topics, and guide progression — not random related links.

Do The Sinking City 2 investigations gate the story?

No. Official store copy is the rule: optional investigation never blocks progress. The Sinking City 2 investigations are extra work you choose after you can still retreat to a Safe Room. The first game’s open-world detective loop is not the 1.0 spine here — this sequel is survival-horror first. Cases sit beside the route. They do not replace it.

If you assumeWhat 1.0 actually does
Every case is a story chapterMain path continues without it — Frogwares states this on the store pages
Skipping a case bricks an endingEnding notes belong on a future spoiler page. This page will not invent a gate
TSC1 deduction is requiredStandalone story. You do not need The Sinking City 1
The board is a quest log you must emptyLink files for perk points, then leave. Residual nodes are not a chapter lock
Premium Holloway is the campaignSide investigation. Bucking Bronco comes back into the main game after — still optional

This is not TSC1’s detective city

The sequel tightened the map into interconnected survival spaces: foot, skiff, rising flood, locked doors, Safe Rooms. Investigation still exists — clues, journals, ritual residues, decoded files — but it no longer is the whole activity loop. Do not stall the opening hours waiting for a “real detective chapter” that 1.0 does not require.

Once that gate question is closed, the only useful follow-up is what a case actually pays when you do take it.

What do optional investigations actually unlock?

Three payouts are confirmed in official copy: safer routes, valuable supplies, and upgrades. Community hours add perk points, inventory expansion, talent-point extras, lore, and the occasional hidden room or safe. Exact chest IDs and a grenade-launcher pin stay TBA until a live pass names the room. Do not treat a rumor pin as a required pickup.

Annex map: red rooms still have loot, blue rooms are cleared
PayoutWhat to do with itSkip if
Safer route / shortcutUnlock, walk it once, stash the new loop for backtrackingYou already have a Safe Room on this floor
Supplies (ammo, heals, mats)Dump overflow in the stash before the next fightThe pack is already full of junk
Weapon / item upgradeEquip, then craft only the ammo that gun actually spends — weaponsYou cannot carry the gun and its ammo together
Inventory expansionTake it as soon as you find the chest — extra slots pay every later caseNever skip this one if the room is safe
Perk / talent pointsSpend on talents after a Safe Room rest, not in the hallwayYou are mid-fight and the board can wait
Lore / journalsRead, then leave the paper. Lore does not fill a heal slotThe pack is empty and a Slither is still up
Hidden safe / extra gunCommunity-observed; pin TBA — do not invent a map markerYou are hunting a name this page has not logged

Routes and supplies beat trivia

A safer route is a door, a collapsed seawall cut, or a shortcut you can double back through. That is why investigations sit next to locations and puzzles instead of on a lore wiki. Supplies are the same scarce ammo, healing, and craft mats the survival page already ranks. An upgrade is a gun, attachment, or inventory chest — not a hidden class.

Inventory expansion is the one payout this page will nag you about. Extra slots make every later optional case cheaper because you stop dropping gunpowder to pick up a journal. Talent extras and perk points are the other long-term pay. They are not a reason to enter a side wing with two bullets.

What this page will not list yet

Full case names, exact clue counts, and a grenade-launcher room are TBA. Kickstarter talk of expanded investigations and extra secrets is real as a stretch-goal history; it is not a 1.0 checklist. If a community clip names a chest, it still needs a recapture before it becomes a pin here.

The next decision is not “which case is S-tier.” It is whether your current pack can survive the extra rooms.

When should I take a case, and when should I skip?

Take a The Sinking City 2 investigation when you can lose a fight and still walk to a Safe Room. Skip when the next story beat is the only way you restock. Side wings still cost ammo. Red map rooms are worth a detour; a blue district with a thin pack is not.

Pack stateTake the case?Why
Ammo + heal + one empty slotYes — nearby pin onlyYou can retreat and still loot a chest
Map room still red on this floorYes — loot firstYou already paid the walk; leftover mats are the investigation
Two board files unlinkedYes — at the board, not in the streetSimple links still pay perk points (community-observed)
Inventory-expansion chest in sightYesSlots compound; this is the rare “never skip”
Dry ammo, no heal, next Safe Room is farNoOptional never beats a wipe
Story marker and side pin in the same hallStory first unless the side door is the safer routeDo not invent a gate; still pick the shorter fight
Premium Holloway, first hours of StandardNo — wrong editionHolloway is a Premium side investigation
  • Do01Rest, stash, and save before you leave the Safe Room for a side pin
  • Do02Check the map: red = leftover loot, blue = you already stripped the room (community-observed)
  • Do03Carry a retreat kit — enough ammo plus one heal to reach the last door, not a sightseeing stack
  • Do04Link any two leftover board files before you walk — free perk points if the nodes are already in hand
  • Do05If the first side fight dumps half the pack, abort. The story door is still open
  • Do06After a payout, double back through the new shortcut and stash before you chain a second case

Abort is a skill

Enemies still telegraph swings. Weak points still cut the bullet tax. None of that makes a side room free. If you already finished the loot on a floor, community advice is to slip the stragglers and let the next visit deal with them — the same rule applies to a case you opened by mistake. Run to the door. Safe Rooms and new areas often drop the chase.

Backtracking is the intended recovery. Unlock the shortcut, leave, craft, return. That loop is on survival and crafting. A skipped case is not a failed run.

Red then blue, then leave

The in-game map is the cheapest investigation tool. A red room still holds pickups. A blue room is stripped. Do not start a new case to “feel complete” in a blue district. Completeness is the blue map plus a stash that can survive the next required fight — not a full case log.

If you do take the case, the board is how leftover clues convert into perk points without another firefight.

How does the investigation board pay perk points?

Two confirmed ways to earn perk points sit next to each other: explore and finish mysteries, and correctly link investigation files on the board. Community hours say the game will pay even when only two nodes remain — connect them. That is the cheapest optional investigation in The Sinking City 2. It does not require a hidden room.

Investigation board — Floodgate Lock node and linked files for perk points
ActionPaysDo not
Link two leftover files on the boardPerk points (community-observed, even on simple pairs)Leave the pair sitting because it “looks too obvious”
Finish a mystery / side areaPerk points plus the tabled payouts aboveStart a second mystery with a dry pack
Read journals / ritual residuesClues that feed the boardCarry every paper when slots are the constraint
Solve the attached puzzleDoor, shortcut, or safe — codes can differ from the demoInvent a safe code this page has not verified
Swap perks in a Safe Room after the payYou can respec the loadout for the next fight (community-observed)Spend points in a hallway you cannot leave

Connect, then walk

Clue work is inspect, read, decode, pin. The board is where pins become a spend. If the UI is already showing two leftover files, treat that as a Safe Room action, not as a reason to reclear the district. Perk points then go to talents — Dream Essence is a separate spend, and this page will not merge those two currencies.

Exact point totals per file stay TBA. Community-observed is the existence of the pay, not a spreadsheet. Do not plan a talent tree off an invented number.

Puzzles on the case are still puzzles

Optional cases reuse the same padlocks, codes, environmental toys, and key items as the story route. Demo codes can differ from retail. If a side safe wants a number you do not have, leave it. The puzzles page is where verified strings belong. This page will not guess a combination to pad a case list.

Holloway is the one named extra investigation that has a store SKU attached — which is why it gets its own question.

Is Holloway Manor a required investigation?

No. Holloway Manor is the Premium side investigation — a named extra, not a Standard-story gate. Finish it and you bring Bucking Bronco (revolver) plus Kane attachments back into the main game. Community and store notes also flag a Revolver Ammo Recipe. Exact room order and a 1.0 duration stay TBA on this page; treat “about two hours” as a preview-era figure, not a timer you must hit.

Edition pieceInvestigation statusCarry into 1.0
Standard story casesOptional — never gateSafer routes, supplies, upgrades as found
Holloway Manor (Premium)Optional side investigationBucking Bronco · Kane’s Hefty Barrel · Kane’s Wrapped Grip · revolver ammo recipe (store-listed)
Chthonic Arsenal (pre-order)Not a case — weapons packShale Mary · Breakwater · Tektite Tommy — weapons
Deluxe Field KitNot a caseOutfits + 3 Dream Essence + resource pack — not a story pin

Premium is a SKU, not a chapter lock

If you bought Standard, you are not missing a required investigation. You are missing a paid side story and a revolver kit. Do not stall Calvin’s opening hours waiting for a manor that is not in your edition. If you own Premium, still run the same take-or-skip test: empty pack means leave the cliff house for later.

Bucking Bronco’s pickup room stays TBA here. Attachments and the ammo recipe matter on crafting and weapons, not as a reason to invent a walkthrough of the manor on this page.

What to do after this page

Route the next story district on the walkthrough. Name the building on locations. Craft the supplies the case just paid. That is the whole optional loop: never a gate, sometimes a better gun, always a pack check first.

The Sinking City 2 investigations FAQ

Is there investigation stuff in The Sinking City 2?

Yes. Optional cases, a clue board, journals, and ritual residues. They never gate the main story. They pay safer routes, supplies, and upgrades.

Do The Sinking City 2 investigations gate the story?

No. Frogwares’ store copy is explicit: optional investigation never blocks progress. Skip a case if the pack is empty.

Do I have to finish every investigation?

No. Abort is legal. Come back after a Safe Room restock. A blue map room with a thin pack is a leave, not a fail.

What do The Sinking City 2 investigations unlock?

Safer routes, supplies, and upgrades. Community hours also log perk points, inventory expansion, and lore. Exact chests stay TBA.

How do I get perk points from investigations?

Explore / finish mysteries, and link investigation files on the board. Even two leftover nodes can pay (community-observed). Totals TBA.

Should I take a case in the first hours?

Only a nearby pin after a Safe Room rest, and only if you can still retreat. Inventory-expansion chests are the exception worth stretching for.

What is Holloway Manor in The Sinking City 2?

Premium side investigation. Not required. Pays Bucking Bronco plus Kane attachments and a revolver ammo recipe. Exact rooms TBA.

Is The Sinking City 2 a detective game like the first?

Investigation exists, but 1.0 is survival-horror first: finite pack, Safe Rooms, weak points. You do not need TSC1.

Do investigations spoil the ending?

This page stays route-level. Ending notes belong on a future spoiler-gated page. Optional cases are not treated as ending locks here.

Where is the full The Sinking City 2 investigation list?

Not on this page. Case names and pins stay TBA until a live pass. Do not trust an invented dump.

Last verified?

August 19, 2026

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