The Sinking City 2 Demo Puzzles and Safe Codes
Every mandatory solution in the Steam opening hour.
Players searching for The Sinking City 2 demo codes usually hit two roadblocks: the Apartment 6 safe and the floodgate fuse panel. This reference page lists every mandatory puzzle in the public Steam slice, the clues that justify each answer, and optional investigation links that grant free talent points. Pair it with the full Demo Walkthrough for routing, combat, and collectible locations.
Frogwares designed the demo puzzles to teach systems you will reuse across Arkham — reading notes, connecting evidence on the detective board, and manipulating electrical circuits under pressure. None of the solutions require guessing random numbers; every answer appears in readable documents nearby.
Apartment 6 safe code: 1908
After you reach the main street bar area, you can enter Apartment 6 and find a locked safe in the kitchen beside the To Martin note. The combination is 1908 — the opening year of the Radio Store referenced in the From A Sister note near the cash counter.
How to find the clue without spoilers
- Pick up To Martin inside Apartment 6.
- Explore the storefront and read From A Sister on the counter.
- Open the investigation board (C on PC) and link the two notes if you want a talent point.
- Return to the safe and enter 1908.
Rewards and risk
The safe contains Dolorocide pills and handgun ammo. Opening it spawns additional enemies in the apartment corridor. Heal at a safe room first, clear the hallway choke point, then loot the safe so you can kite back toward the gramophone if needed.
Skipping the safe is viable on a minimalist run — you only lose optional healing and a small ammo buffer before the floodgate fight.
Gate switchboard investigation link
Before you even reach the fuses, connect these notes on the detective board:
- Gate Switchboard
- Gate Fuses and Wires
Linking them awards a talent point even though the fuse puzzle can be solved without the board. This is the fastest optional reward in the demo and previews how investigation feeds the Talents and Perks system in the full game.
Electrical fuse pickup sequence
Story progression blocks the fuse box until you:
- Read To Martin in Apartment 6.
- Inspect the locked Radio Store door and spot fuses on the shelf.
- Collect From A Sister for the safe code clue.
- Grab the Electrical Fuses after interacting with the cash-counter area (cutscene plays).
Save at the nearest safe room immediately after the cutscene. Death before inserting fuses wastes backtracking time.
Floodgate fuse puzzle solution
Return to the fuse box beside the floodgate switch on the main street. Insert the three Electrical Fuses to begin the alignment minigame.
The correct layout matches the schematic scratched near the mechanism:
| Slot (left → right) | Fuse length | Rail position |
|---|---|---|
| 1 | Short fuse | Upper rail |
| 2 | Medium fuse | Center bridge |
| 3 | Long fuse | Lower rail completing the circuit |
If indicator lights stay red, remove all fuses and reseat them while watching which rail each pin connects. The puzzle is forgiving — you cannot soft-lock unless you leave the area mid-sequence (reload the last gramophone save if interactions stop responding).
Crank wheel order after power
Once the circuit closes:
- Interact with the second crank first.
- Return to the first crank to open the path toward the library restricted section.
Reversing the order leaves the gate partially raised and blocks story progression. The demo rarely signals the mistake clearly — if the library door stays sealed, backtrack and repeat cranks in the order above.
Library collapse set-piece
The lower library floor collapses during a scripted fall. This is not a puzzle — dodge or fight spawning enemies, climb the slope, and reach the restricted doorway where the demo ends. No code or fuse work remains in this segment.
Optional puzzles you can ignore
The demo does not require:
- Opening the Apartment 6 safe
- Linking every investigation note
- Clearing all red rooms on the map
Speedrunners can rush fuses after the minimum note pickups. Completionists should mark red rooms blue for herbs, codex entries, and Emergency Relief Crates.
Common player mistakes
- Entering the wrong safe code — only 1908 works; there is no brute-force minigame.
- Inserting fuses before the story cutscene — the box stays inactive until you hold the fuse item.
- Cranking wheels out of order — swap crank sequence if the gate sticks.
- Dropping fuses on the ground — discarded items are gone permanently; reload if you accidentally throw them away.
After you solve everything
Continue to How to Survive for resource habits, Combat and Weapons for weak-point shooting, and Talents and Perks to spend investigation points wisely. Launch-week players should read Gone Gold & Launch for New Game+ details and unlock timing.
Full-game puzzle expectations
Preview builds suggest later districts add symbol-sequence pylons and multi-room electrical routing similar to the fuse box, but with more moving parts. This page will expand after August 18 with campaign-safe solutions separated from demo content.
Frequently Asked Questions
Quick answers to the most common questions.
What is the Apartment 6 safe code?
1908 — the Radio Store opening year found in the From A Sister note.
Can I skip the safe?
Yes. It only contains optional healing and ammo. The floodgate puzzle is mandatory.
Do puzzle solutions carry to the full game?
Demo layouts are self-contained. Full-game puzzles use similar systems but different clues.