Guides

How to Survive in The Sinking City 2

Manage fear, ammo, and inventory before the flood wins.

Last updated:

How to Survive

Survival horror lives or dies on resource tension. The Sinking City 2 makes every bullet, herb, and inventory slot matter. This guide explains the systems that keep Calvin Rafferty alive in flooded Arkham — from safe-room rituals to knowing when retreat is the correct play.

Safe rooms are your anchor

Safe rooms are pocket-dimension shelters marked by occult symbols. Inside you will typically find:

  • A gramophone for manual saves (treat this like ink ribbons — save after every milestone)
  • A shared stash suitcase accessible from every safe room you unlock
  • A crafting bench for ammo, healing items, and utility consumables
  • A talent shrine where you spend Dream Essence on passive perks

The demo teaches these rooms early; the full game spreads them across districts so backtracking to stash gear becomes a deliberate risk/reward decision.

Inventory: what to carry, what to bank

Your personal inventory is small. Dropped items are lost permanently unless they sit in a stash box. A practical loadout for exploration includes:

  • One primary firearm with a partial reload
  • One stack of handgun or shotgun ammo
  • Two healing consumables in quick slots (keys 1–4 on PC)
  • One puzzle or key item required for the current objective

Everything else should live in the stash. Before a boss or arena fight, withdraw ammo and healing, then redeposit unused materials afterward.

Finding Emergency Relief Crates expands maximum carry capacity. Prioritize these over optional lore pickups when you are still learning routes.

Healing and sanity resources

Healing herbs craft into stronger recovery items at safe rooms. Dolorocide pills act as faster emergency heals but are rarer. Use herbs for sustained exploration and pills when a second hit would kill you.

Frogwares markets “sanity” thematically through Lovecraftian dread rather than a visible sanity meter in the demo, but tension still rises in darkness. Keep your flashlight charged (toggle with F on PC) and retreat to lit safe paths when multiple enemies spawn.

Combat is sometimes the wrong answer

Not every encounter must end in a kill. If you hear footsteps in ankle-deep water, consider:

  1. Dodging past toward an objective marker
  2. Luring enemies into traps (limited but present in some arenas)
  3. Retreating to a previous safe room to craft ammo and save

Ammo crafted at a bench costs scrap and gunpowder found in drawers, corpses, and breakable crates. Farming an area after turning it blue on the map is safer than pushing forward with three bullets.

Shortcuts and map literacy

Arkham rewards players who unlock shortcuts — collapsed seawall paths, skiff landings, and unlocked doors that cut return trips. After clearing a district, walk the perimeter once to mark every red room blue. Optional investigations often hide alternate routes that skip ambush-heavy streets; see the Investigation System guide for details.

Difficulty and accessibility

Frogwares confirmed accessibility options for players who want less combat pressure. Even on standard settings, adjusting aim assist, dodge invulnerability, or resource abundance (post-launch menus may vary) can make the experience approachable. Check options on first launch and revisit them after the tutorial fight.

Pre-launch preparation checklist

Pair this article with Combat and Weapons for weak-point tactics and Inventory & Crafting for recipe details. Launch logistics sit in Pre-order and Updates.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

What happens when I die?

You reload from the last manual save or autosave checkpoint. Death can erase progress through an entire combat arena if you forgot to use the gramophone.

Is there fast travel?

The demo relies on foot and skiff travel with unlocked shortcuts. Full-game fast travel has not been confirmed — plan for backtracking.

Can I increase inventory size?

Yes, by finding Emergency Relief Crates scattered through the campaign. Each crate permanently adds carry slots.