The Sinking City 2 puzzles

The Sinking City 2 Puzzles

The Sinking City 2 puzzle guide: first safe 1908, church floodgate 1672, trident obelisk. Demo may differ. Unverified codes stay TBA. Verified August 2026.

First safe 1908, Redemption Church floodgate, and the trident obelisk — walkthrough part 1.

~14 min read

At A Glance

This The Sinking City 2 puzzle page is the clue-first solve sheet for The Sinking City 2 from Frogwares: safe codes, the Redemption Church floodgate, and the trident / churchyard obelisk. It is not a brute-force dump and not a fake 40-code wiki. Read the note, check the storefront sign or Investigation board, then type the year. Demo rooms and apartment labels can differ from 1.0 — unverified strings stay TBA. Steam · PS5 · Xbox Series X|S · Epic · GOG · Steam App 2825860. Verified August 19, 2026.

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 pageSafe codes · church floodgate · trident obelisk — not every padlock in Arkham
First safe1908 — year the radio shop opened (To Martin + From a Sister + storefront “Since 1908”)
Apartment labelRetail writeups: Apartment 5 · some demo writeups: Apartment 6 kitchen — same 1908 code
Church floodgate1672 — year of the bell (church 1667, bell installed five years later)
Trident / obeliskStar Key → attic Trident → churchyard obelisk → depths-to-heights symbols → three lightning strikes
Obelisk orderBottom Cthylla (womb) · Gyrh (spearhead) · Tsog-Nar (crooked cross) · top Yig (serpent)
First fuse boxShapes I / T / L — left / top / right on the first watergate panel
Hotel safe2137 — community-observed (GameSpew). Clues sit in Devil’s Reef Hotel. Confirm on your save.
Fish Market locker safe1496 — community-observed (GameSpew). Not in walkthrough part-1 captions.
Demo vs 1.0Opening safe 1908 matches demo writeups. Church / trident sit later — do not paste a demo string onto a later lock
UnverifiedAny code not in the table → TBA. Use the clue method, do not guess
Last verifiedAugust 19, 2026

What is the Sinking City 2 safe code?

The search what is the safe code in Sinking City 2 almost always means the first lock in the opening flood: the radio-shop apartment safe. The combination is 1908. That is the year the radio store opened. It is not a random four-digit string, and it is not a Roblox redeem code — The Sinking City 2 is a paid Steam / console buy-to-play title with no `/codes` page.

Investigation board letter node — From A Sister, place the file to open the code
ClueWhereWhat it actually means
To MartinNote on the safeThe combination is the owner’s “proudest, most miraculous moment” — not a birthday you invent
From a SisterRadio shop counterIt has been 21 years since Allen opened the shop; he was proud the day it opened
Storefront signOutside the radio shop“Since 1908” — that year is the code
Investigation pairBoard in a Safe RoomConnect To Martin ↔ From a Sister for Dream Essence; the digits still come from the year
InsideAmmo + a Dolorocide Pill (community-observed)Worth the detour before the fuse fight — then stash, do not hoard junk

How you actually find 1908

Walk the opening streets until the first watergate asks for power. The nearby building with the occult-symbol door is a Safe Room. Across the street is the radio shop and the apartments above it. Retail walkthroughs (GamesRadar, GameRant) put the safe in Apartment 5, reached through Apartment 6. A demo writeup (Into Indie Games) puts a locked kitchen safe in Apartment 6. Use your map, not the label. The method does not change: read the safe note, read the sister’s letter at the till, then look at the shop sign.

Part-1 footage does the arithmetic out loud: “21 years since you opened the shop” and “1929 minus 21, essentially 1908.” GameSpew, GameRant, and GamesRadar all print 1908. If your sign shows a different year, trust the sign — that is the TBA rule, not a reason to type a number from memory.

Later safes are not the same code

PAA treats “the safe code” as one string. It is not. Devil’s Reef Hotel has a corridor safe whose published combination is 2137 (GameSpew, clues in that hotel). Fish Market locker notes point at 1496 for a grenade-launcher upgrade you may not own yet (same source). Neither string appears in walkthrough part-1 captions, so this page marks them community-observed. Reuse 1908 on those locks and you waste a trip. Each safe reprints its own year, lyric, or letter — that habit lives in investigations.

Fuse box is a puzzle, not a code

Before you boat on, the first watergate panel wants three fuses from the shop shelves. Shape I on the left, T on top, L on the right; rotate until the circuit closes, then pull the lever. That is the other opening The Sinking City 2 puzzle people bounce off after the safe. It is not four digits. If the gate still sits shut, you are missing a fuse, not a year.

After a stuck puzzle

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

How do I solve the church puzzle?

Related searches fold church puzzle, floodgate lock, and trident into one blob. They are a sequence on Redemption Church grounds during The Wake-Up Call, not one keypad. You need the church key from the flooded path around the yard, a church Safe Room to stash and spend Dream Essence, then the Star Key off a body on the grounds. The floodgate lever outside is a year-of-the-bell lock. The attic is the Trident. The yard pillar is the obelisk. Do the items in that order; skipping the notes makes the lever look like a broken safe.

Lock / itemClue to readVerified result
Church doorChurch key from the flooded yard loopEnter Redemption Church
AtticStar KeyTrident + desk note (“lofty prison”)
Floodgate keypadReport on the Bell + Origins of the Redemption Church1672
Church builtOrigins note1667 — this is not the code
Bell installedBell report: five more years / “half decade”1667 + 5 = 1672
Investigation pairFloodgate Lock ↔ Report on the Bell ↔ Origins…Dream Essence; digits still come from the bell year
  • Do01Dock near the closed watergate and walk the right-hand flooded path for the church key — do not empty the pack fighting every yard ambush
  • Do02Enter Redemption Church, use the Safe Room (stash / craft / save / first perks), then leave through the other door
  • Do03Read the floodgate lever: clue is the year of the bell, not the year the church was built
  • Do04Take the Star Key from the nearby body; side window can hide an E.R.C. Activator Pen (optional crate later)
  • Do05Ladder + Star Key opens the attic: Trident (two inventory slots) plus the desk note
  • Do06Place the Trident on the churchyard obelisk, then Star-Key the marked crypt for Printing Plate C and the symbol notes
  • Do07Solve the obelisk (next section), retrieve the charged Trident, return it to the attic socket
  • Do08Altar dagger is a story beat — then come back to the watergate with Origins of the Redemption Church + Report on the Bell
  • Do09Type 1672, pull the lever, return to the skiff

1672 is the floodgate, not the first safe

Part-1 captions match GameSpew: the lever wants “the year of the bell.” The church was “long distinguished by its bell,” built 1667, and it “took another half decade to craft and install the bell.” That is 1672. If you type 1667 or recycle 1908, the gate stays shut. Connect the Investigation trio when you are in a Safe Room — the point pay is real, the code is still the bell year.

Optional church loot is not the gate

Star-Key crypts, Printing Plate C, and “A Call Upon Believers” on the pulpit feed the obelisk and a later printing-press optional. They do not replace 1672. If you are only here to unstick the boat, finish the bell math, pull the lever, and leave. If you want the charged Trident, stay on the grounds — the next heading is that puzzle, not a second floodgate.

How do I solve the trident obelisk?

Sinking City 2 trident puzzle is the churchyard obelisk: four stacked rings, four faces each. Brute force is 256 combinations and a waste of a storm. The Trident is the antenna. The notes are the order. Lightning is the charge. Then the attic socket is the hand-off — not a new code.

Trident obelisk — three lightning strikes; step back so the charge misses Calvin
Ring (physical stack)Name in the noteFace to show
Top (heights)YigSerpent / snake
SecondTsog-NarCrooked cross
ThirdGyrhRhombic spearhead / arrowhead
Bottom (depths)CthyllaSplayed womb / horseshoe-like womb

Where the Trident actually sits

Star Key the ladder door inside the church. The attic holds the metallic Trident and a note about releasing it from its “lofty prison” and delivering it to the Star’s shrine. The Trident takes two pack slots — stash junk in the church Safe Room first or you cannot pick it up. You can park it in the power room until you are ready. Place it on the yard obelisk. Without the Trident on top, the rings do nothing useful.

Depths to heights, not the other way around

The pulpit evidence A Call Upon Believers (and the crypt’s First Vision) tells you to invoke the jailers from the depths to the heights: Cthylla, Gyrh, Tsog-Nar, Yig. That is bottom → top. Part-1 talks through the same stack: womb first, then spearhead, serpent last. Published guides (TechRaptor, NerdsChalk, GamesHorizon, GameSpew) agree on that order. Invert it — Yig on the bottom — and validate will fail. Set the four faces, hold validate, then step back. Three lightning hits charge the points. Standing in the strike can shock Calvin.

After the third strike

Take the charged Trident back to the attic socket. That completes the church mechanism and opens the altar sequence. The dagger on the statue is a story beat, not another combination lock. Optional printing plates (A / B / C) and the Red Press gold-versus-silver choice are a later optional — gold for an offensive shotgun stock, silver for Dream Essence, once per run according to published notes. That press is not required to leave the church watergate. Exact plate-room pins stay on locations once logged; this page will not invent a street address.

Do demo puzzle codes match the full game?

A The Sinking City 2 demo circulated on Steam from June 2026 — roughly the first hour. Google still auto-completes demo walkthrough and demo safe code. The opening radio-shop year 1908 appears in both the Into Indie Games demo writeup and retail guides. That is the overlap you can trust. Redemption Church, the trident obelisk, and 1672 sit in The Wake-Up Call, after the Annex — later than a one-hour slice. Do not paste a church string onto a demo lock, and do not assume a demo apartment number is the 1.0 label.

PuzzleDemo (community writeups)1.0 (this page)
Radio-shop safe1908 — demo writeup uses Apartment 6 kitchen1908 — GamesRadar / GameRant use Apartment 5; same year
First fuse boxSame I / T / L panel in opening watergateSame shapes; still not a four-digit code
Church floodgate 1672Not in a typical one-hour demoRetail — The Wake-Up Call
Trident obeliskNot in a typical one-hour demoRetail churchyard
Hotel 2137 / Market 1496Unlikely in demoCommunity-observed retail; confirm clues

Why the apartment number fights you

Demo and retail share the radio-shop year and the sister’s “21 years” letter. They do not always share the room name on the map. If your HUD says Apartment 6 and a guide says 5, you are not in a different game — you are in a different label. Open the map, find the safe icon, read the note on that iron box. The walkthrough marks demo notes the same way.

Whether the demo stays on the store

Whether Frogwares keeps the demo up after 1.0 is TBA — check Steam. Old YouTube “demo safe code” videos can still be right about 1908 and wrong about everything after the first gate. If a creator never shows Redemption Church, they never verified the trident.

How do I find a code when this page says TBA?

Unverified locks stay TBA on purpose. The Sinking City 2 prints the answer in the level: a year on a sign, a lyric, a plaque, a “depths to heights” list. This page will not invent a four-digit string to win a featured snippet. If a later safe is not in the glance table, use the method below, then stash the loot in a Safe Room before the next fight.

  • Do01Read every note on the safe, the desk beside it, and the shop or chapel that owns the room
  • Do02Open the Investigation board in a Safe Room and connect the pair the game highlights — you get Dream Essence even when the digits are already obvious
  • Do03Look outside: storefront years, bell plaques, hotel ledgers, lyric sheets (“Baby, One More Tide” is a hotel clue name, not a code by itself)
  • Do04Four-digit years are the default language of this game’s padlocks — birthdays you invent are not
  • Do05If the clue is symbols (obelisk, lighthouse / rings / star / squid padlock), screenshot the note and set faces in the stated order; do not type 1908
  • Do06If nothing matches, mark it TBA, leave, and come back after a shortcut — do not stand in the lock UI guessing

Optional does not mean story-gated

Many codes sit on optional investigations. They pay ammo, a pistol upgrade, an inventory crate, or a safer route. They never gate the main story. If the pack is full, stash and skip. If you are stuck on a story lever (first watergate, church floodgate, obelisk), that lock is on the route — solve it, then boat on.

What this page will not do

It will not publish a guessed hotel code, a fake four-digit string, or a Leyden-jar “combo.” Tools named in previews (Bolt Cutter, Leyden Jars, Star Key) are items, not digits. When a published walkthrough and our captions disagree, the table says community-observed. When neither exists, the cell says TBA. Next stop after a solved lock is the walkthrough for where the boat actually goes, or locations for district names.

FAQ

What is the safe code in Sinking City 2?

The first radio-shop apartment safe is 1908 — the year the shop opened. Read To Martin on the safe, From a Sister at the till, and the storefront sign. Later safes use different years. Unverified locks stay TBA.

Is 1908 the only The Sinking City 2 safe code?

No. 1908 is the opening radio-shop safe. Published retail notes also list 2137 (Devil’s Reef Hotel) and 1496 (Fish Market locker). Those two are community-observed, not part-1 captions. Never reuse 1908 on a later box.

What apartment is the first safe in?

Retail guides say Apartment 5 (via Apartment 6). A demo writeup says Apartment 6 kitchen. Same 1908 code. Trust the map icon and the note on the iron box.

What is the church floodgate code?

1672 — the year the bell was installed. The church was built in 1667; the bell took five more years. 1667 is the wrong number. Connect Report on the Bell to Origins of the Redemption Church if you want the Dream Essence.

How do I solve the Sinking City 2 trident puzzle?

Star Key the church attic, take the Trident (two slots), place it on the yard obelisk, set rings from depths to heights: Cthylla (womb), Gyrh (spearhead), Tsog-Nar (crooked cross), Yig (serpent). Validate, step back for three lightning strikes, return the charged Trident to the attic socket.

How do I solve the church obelisk if validate fails?

You inverted the stack. Depths are the bottom ring. Yig the serpent belongs on top. Confirm the Trident is seated before you spin rings. Brute-forcing 256 faces is a waste.

Do The Sinking City 2 demo puzzle codes match 1.0?

The opening 1908 safe matches demo and retail writeups. Church, trident, and 1672 are later than a typical one-hour demo. Apartment numbers can differ. Treat unmatched rooms as TBA.

What is the first fuse-box puzzle?

Three fuses on the first watergate panel: I on the left, T on top, L on the right. Rotate to complete the circuit, then pull the lever. It is not a four-digit code.

Are puzzle solutions required to finish the story?

Story levers (first watergate, church floodgate, Trident charge) are on the route. Optional safes and the printing-press gold/silver choice never gate the main story. Skip them if the pack is full.

Where do I get the Star Key?

On a body on the Redemption Church grounds after you have the church key. It opens the attic Trident room and at least one crypt. It is not the floodgate code.

Does lightning on the obelisk hurt you?

Yes if you stand in it. Validate, back off, wait for three strikes, then take the charged Trident. Part-1 and published guides both warn about the shock.

Should I invent a code if I cannot find the note?

No. Mark it TBA, screenshot the lock, and search the owning shop, chapel, or hotel for a year or a symbol list. Guessing burns time and does not belong on this wiki.

Do I need The Sinking City 1 puzzle knowledge?

No. This is a standalone story. Charles Reed’s cases do not carry over as codes.

Last verified?

August 19, 2026

Related pages

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

Back to home