The Sinking City 2 Safe Room Locations and How to Use Them Effectively

Safe rooms (sometimes called vaults or save rooms) are your main hubs for saving progress, managing inventory, and storing excess items in this Resident Evil-style survival horror game. They function a lot like classic RE typewriter rooms but with a shared storage system.

How Safe Rooms Work

FeatureDetails
SavingInteract with the gramophone (or similar device) to save your game.
Item StorageUse the suitcase/storage box. Items stored here are accessible from any other safe room later.
Inventory ManagementDrop excess ammo, healing items, crafting materials, or puzzle pieces you don’t need right away. Inventory space is very limited early on.
Other UsesSome contain ERC crates (once you have an Activator Pen/Handle), talent/Sleep Essence stations, maps, notes, or shortcuts.
AccessibilityUsually marked by a distinct door symbol or located near story progress points. They are safe from enemies.

Pro tip: Always clear inventory space before major combat sections or bosses. Store extras, grab what you need for the next stretch, then move on. Returning later is easy because storage is shared.

Known Safe Room Locations (Main Story Path)

These are the major ones confirmed from early walkthroughs and guides (game released today, so more may appear as full maps are completed). Locations are listed roughly in progression order.

Area / DistrictLocation DetailsNotes
Opening / Near FloodgateFirst safe room — door with a strange symbol shortly after docking and entering the building near the initial floodgate/airlockEarliest one. Great for learning the system. Save + store after grabbing fuses.
Residential / Radio Store AreaNearby apartment building utility areas and related shortcutsUseful while solving the 1908 safe code and fuse puzzle.
Redemption ChurchDoor beneath the stairs inside the main church hallContains a Sleep Essence note/item and talent chest. Exit the other door for backyard access.
Near Whale / Store (post-church)Inside the store after dealing with the whale obstruction — head leftGrab the Field Surgeon shotgun nearby and Cemetery Key.
Printing House / Workshop AreaOffice connected to the workshop (right side after getting A.P.H. Key)Near printing press secrets and gear collection.
Devil’s Reef HotelOn the left when heading downstairs toward the basement (after talking to Lorelei/the siren)Convenient before the gas shut-off section. Map and Hotel Log nearby.
Arkham Fish Market / Warehouse– Left side near Market Floor / Warehouse entrance
– Second-floor safe room (unlocked with Bolt Cutters after Snowflake Key)
Multiple in this zone. Use the second-floor one as a shortcut hub.
Gallery / Later Interior SectionsFar end of the GalleryGood stop before heavier encounters.
Akeley / Saint Mary’s HospitalTo the right of the main entranceSafe room + ERC crate (open later). Ideal before exploring the hospital proper.
Pre-Boss / Broken Hold AreasBottom of stairs in certain red-lit corridors or near major set piecesExplicitly recommended for stocking ammo/healing before big fights (e.g., Shoggoth).

Effective Usage Tips

SituationBest Practice
Before a boss or heavy combatVisit the nearest safe room. Dump non-essentials, load up on ammo + healing, save, then proceed.
Inventory full mid-explorationBacktrack to the closest safe room rather than dropping items on the ground (they can despawn or get left behind).
After finding an ERC Activator PenReturn to any previously locked ERC crates near safe rooms for inventory upgrades, weapon parts, or supplies.
Talent / Sleep Essence managementSome safe rooms (like the church) have stations — equip only the talents you want active on the mask.
Speedrunning / efficient clearsUse safe rooms only when inventory is critical or right before known tough sections. Skip optional looting loops.
ExplorationSafe rooms often sit near shortcuts or maps. Check the other exit door — many create useful loops.

Safe rooms are plentiful enough that you rarely have to go far, but the tight inventory means you’ll visit them regularly. Treat them like rest stops: save, reorganize, restock what you need for the next leg, and keep moving through the flooded streets of Arkham.

As more complete maps and community guides drop in the coming days, additional minor safe rooms may turn up in side areas. For now, the ones listed above cover the critical path solidly. Stay sharp out there.

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