
The Sinking City 2: every collectible by chapter, with the counts
Codex entries, evidence, E.R.C. boxes, radios, keys and masks, counted chapter by chapter, plus every safe code and puzzle solution. Chapters close behind you, so this is the order to work in.
04/09/2026 · 3 min read
The Sinking City 2 ties its collectibles to chapters, and chapters close behind you. Going back means replaying. So the useful thing is knowing what a chapter holds while you are still in it, which is what this page is for.
Counts below are the numbers the guides state for each chapter.
Chapter 1
| Item | Count |
|---|---|
| Codex | 7 |
| Evidence | 4 |
| Radio | 1, The Woman At The Door |
| Safe | 1, location and code |
There is also an electrical box puzzle in this chapter.
Chapter 2
The biggest chapter in the game by some distance.
| Item | Count |
|---|---|
| Codex | 20 |
| Evidence | 16, with solutions |
| E.R.C. boxes | 4 |
| Keys | 5 |
| Radios | 3 |
| Lorelei boxes | 3, plus the Lorelei puzzle |
| Dream Essence | 2 |
Puzzles and locks: the broken crane, which needs gasoline and a gear; the ventilation system; the trident; and the floodgate, which needs a combination.
Weapons and parts: the Minuteman machine gun, the Field Surgeon shotgun, Voss's Target Grip from the Devil Reef safe, and the shotgun stock, which needs all three printing plates.
Chapter 3
| Item | Count |
|---|---|
| Codex | 18 |
| Evidence | 19, with the solution |
| E.R.C. boxes | 3 |
| Keys | 3, Hospital Grounds |
| Radios | 3 |
| Masks | 3 |
Puzzles and locks: the prism puzzle across all three stations, the radio station puzzle, and the storage combination lock.
Chapter 4
| Item | Count |
|---|---|
| Codex | See the note below |
| Evidence | 17 |
| Radios | 2 |
| Key items | Keys, the Jayden jar, the bolt cutter |
Four separate locks sit in this chapter, and each needs its own code: Freddie's urn, the locked buoy, the old shop safe, and the locked room safe. There is also the strange statue puzzle.
A discrepancy we are not hiding. We have two codex guides for Chapter 4, one stating 19 and one stating 21. Both are ours. Until we have re-counted on a current build, treat 21 as the number to aim for and 19 as the count that was recorded first. When we have settled it, this line changes to a single number.
Chapter 5
| Item | Count |
|---|---|
| Codex | 11 |
| E.R.C. | The pen and the boxes |
Chapter 5 also holds Keene's Timeglass and the Widowmaker.
Weapons across the whole game
Weapons and weapon parts are spread across every chapter rather than gathered, so there is a single guide covering all of them end to end. Worth watching early, because several parts sit in chapters you can close.
The order to work in
- Sweep each chapter before you advance. This is the whole game in one sentence.
- Evidence before codex. Evidence often needs a solution as well as a pickup, so it takes longer.
- Do the locks when you reach them. Chapter 4 has four, and hunting codes after the fact is miserable.
- Check the weapons guide early, since parts are chapter-bound too.







