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The Sinking City 2 Guide: What I Do Next in Arkham

I use this guide to choose my next route, identify the blocker in front of me, manage inventory and ammo, and decide when backtracking is actually worth it.

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Quick Answer

If I do not know where the story wants me to go next, I use the full walkthrough.

If I know the area but I am stuck on a safe, lock, Evidence connection or puzzle, I use the puzzles, codes and investigations guide.

For the major area routes:

For longer-term collection progress, I use the base-game weapon locations guide and Mushroom Jack radio locations guide.

The hardest part of The Sinking City 2 is not always the puzzle directly in front of me.

Arkham constantly shows me things before I can finish them.

I see locked rooms before their keys, machines before their missing parts, E.R.C.s before I have an Activator, and investigation clues that only make sense after I find another piece somewhere else.

Trying to solve everything immediately turned my first few hours into unnecessary loops.

What works better for me is simple:

I keep following the active route until the game gives me something that changes an earlier blocker.

A new key is a reason to go back.

A new tool is a reason to go back.

A complete set of puzzle pieces is a reason to go back.

Walking past the same locked door with exactly the same inventory is not.

Travelling through flooded Arkham in The Sinking City 2
Arkham constantly puts unfinished rooms and optional routes beside the path forward. I make faster progress when every detour has a reason.

Where I Go When I Am Stuck

I separate two problems that feel almost identical while I am playing.

I do not know the next story destination

That is a progression problem.

I return to the full walkthrough and pick up the campaign route from my current area.

I know where I am, but something will not open

That is usually a puzzle or investigation problem.

I use the puzzles, codes and investigations guide to identify what kind of blocker I am actually dealing with.

That distinction prevents a lot of unnecessary backtracking.

Sometimes I really am missing a clue.

Sometimes I am standing in front of something the game simply expects me to revisit later.

The Opening Apartments Are One Small Loop

Apartment 5, the radio shop and the first floodgate are connected.

Once that opening route is complete, I stop searching the residential area for another main objective and continue toward Miskatonic.

If that is where I am stuck, I use the Fuse Box and Apartment 5 guide.

The lesson I keep from that opening area is more useful than any individual answer:

finished but still explorable is not the same as unfinished.

Redemption Church Makes Me Choose Story or Optional Progress

At Redemption Church, I decide whether I only want to open the route forward or stay long enough to finish the larger optional investigation.

If I am working through the church district, I use the Redemption Church and Trident guide.

My decision is simple:

story rush → leave when the required route opens

completion run → finish the investigation while I am already there

I Wait for Complete Multi-Part Puzzles

The Printing Press is where I stop treating every newly found puzzle piece as an automatic reason to backtrack.

If the game clearly names several parts belonging to the same mechanism, I try to finish the set first.

The Printing Press puzzle guide covers that investigation when I am ready to return to the machine.

I use the same rule whenever I find:

  • two halves of one item;
  • several symbols belonging to the same group;
  • multiple keys for one mechanism;
  • or several pieces of Evidence pointing toward the same mystery.

Incomplete set → I keep exploring.

Complete set → the return trip is probably worth making.

Devil’s Reef Is About New Access

Devil’s Reef Hotel becomes much easier once I stop treating every floor as something I must fully clear before moving on.

I pay attention to what access I have just gained and check the doors or machinery that logically match it.

For the hotel route, I use the Devil’s Reef Hotel guide.

I do not restart a full hotel sweep every time one new interaction becomes available.

Akeley Memorial Rewards Patience

Akeley Memorial puts several unfinished systems in front of me at the same time.

That is exactly where repeatedly backtracking after every small clue becomes expensive.

I wait until a new key, tool, Evidence set or other progression change gives me a specific reason to revisit something.

If I am inside the hospital, I use the Akeley Memorial Hospital guide for its connected puzzle and investigation route.

The rule I carry out of Akeley is:

backtrack because something changed, not because I am worried I forgot something.

Holloway Manor Is Its Own Route

Holloway Manor is separate from the normal Arkham campaign progression.

Once I start that investigation, I follow the manor’s own objectives instead of trying to connect its rooms to the base-game route.

The house also changes what I can reach as the investigation advances, so I do not assume every inaccessible room is meant to open the first time I see it.

If I am playing the DLC, I use the Holloway Manor walkthrough and follow its progression through to the final curse encounter.

Safe Rooms Are My Reset Points

I use safe rooms as part of my route, not only when I am nearly dead.

They give me three things I care about:

manual saving

stash access

and later

the Talent Table

Manual saves are made at the phonograph inside a safe room.

The stash lets me stop treating everything I own as something that needs to stay in my current inventory.

That matters because inventory space gets increasingly competitive.

Weapons, ammunition, healing items and progression objects can all arrive during the same stretch.

So whenever I reach a safe room, I ask:

What am I actually doing next?

If the next route is mostly exploration, I want free inventory slots.

If I expect a boss or combat-heavy sequence, I carry more healing and ammunition.

If the next stretch is mostly investigation work, I do not bring every situational weapon simply because I own it.

I Pick Up Every Base-Game Weapon, but I Do Not Carry Every Weapon

Finding a new weapon and deciding to carry it are two different choices for me.

I always take the pickup.

I do not automatically give it permanent inventory space.

My handgun remains useful because ordinary enemies do not always justify more valuable ammunition.

I bring heavier weapons when the route is likely to reward their stopping power, range or burst damage.

I keep the five base-game pickups and their practical roles in the weapon locations guide.

I Spend Ammo Based on What the Fight Is Blocking

I do not clear every creature simply because it is visible.

Early in the game, ammunition is too valuable for that.

My basic rule is:

if an enemy blocks the route, threatens a required interaction, or traps me in a set piece, I fight.

If I can safely move past it and lose nothing by doing so, I often keep the ammunition.

That calculation changes in heavier combat sections.

I would rather spend strong ammunition to finish a dangerous encounter cleanly than save one premium round and lose several healing items instead.

Ammo economy is not:

never use the good bullets.

It is:

spend them when the fight actually deserves them.

Investigation Space Tells Me Which Clues Belong Together

Every piece of Evidence I collect goes into the Investigation Space.

Related pieces can be grouped into the same mystery, and those connections can reveal what I should investigate next.

Investigation Space evidence grouping tutorial in The Sinking City 2
I use the Investigation Space to work out which pieces of Evidence belong to the same mystery instead of forcing every available clue into a connection.

I do not connect Evidence randomly.

If two clues do not clearly support the same mystery yet, I leave them alone and keep exploring.

Correct Evidence connections can reward Dream Essence, so the system matters even when the main story does not force me to finish every optional mystery.

Investigation Difficulty changes how much help I receive while interpreting those clues.

It does not change the physical answer to a safe, mechanism or Prism puzzle.

So if I already understand the Evidence but the physical interaction still fails, I check the mechanism itself rather than changing difficulty and expecting a new answer.

Dream Essence Changes How I Judge Optional Detours

Dream Essence contributes directly to Calvin’s progression through the Talent Table.

I can gain it through optional investigations, Evidence connections and exploration.

That makes optional content much easier for me to evaluate.

If an investigation is already on my route and gives me useful progression, I am much more likely to finish it immediately.

If it requires a long return trip through an area I have already left, I weigh the detour against whatever I am currently trying to accomplish.

That is why I prefer finishing worthwhile side investigations while their routes are still fresh.

I Do Not Expect Every Talent Immediately

The Talent Table contains multiple tiers, and some Talents have additional unlock requirements.

So if something is still unavailable, I do not immediately assume I missed a hidden room somewhere in Arkham.

For my first run, I spend Dream Essence on upgrades that help the route I am actually playing.

I care more about a useful build now than forcing every Talent to unlock as early as possible.

E.R.C.s Give Me a Real Reason to Return

Emergency Relief Crates are another place where I avoid pointless backtracking.

If I find one before I can open it, I remember the location and continue.

I do not keep searching the same room for an alternate interaction that is not there.

Once I have what I need to open the crate and I am still reasonably close, the detour becomes worth reconsidering.

Their rewards can improve progression, so I do not ignore them permanently.

I simply wait until returning makes sense.

I Track Mushroom Jack While I Am Already Moving Through Arkham

Mushroom Jack broadcasts are spread across the campaign.

The Mycophile achievement requires listening to every broadcast in a single playthrough.

That makes these much easier to collect during normal progression than during one huge late-game cleanup.

I follow the Mushroom Jack radio locations guide in progression order as I move through Arkham.

That is safer than reaching the end and trying to remember which district contained one radio I passed hours earlier.

My Backtracking Check Takes About Five Seconds

Whenever I am about to turn around, I ask what changed.

I go back when I have:

  • a new key;
  • a new tool;
  • a complete multi-part item;
  • a complete Evidence set;
  • what I need for an E.R.C. I passed;
  • or a clue explicitly pointing to an earlier location.

I normally keep moving when:

  • I am checking the same locked door again;
  • I still have an incomplete set;
  • I gained no new way to interact with the blocker;
  • or I am searching old rooms only because I am afraid I missed something.

That is the rule that keeps Arkham manageable for me.

The city gives me plenty of reasons to return.

I just wait until I actually have one.