The first floodgate is the Demo’s real hub. The dead switch tells you what is missing, the bar teaches the evidence board, the apartments create a route into the Radio Store, and the optional safe asks whether a small supply gain is worth another fight. Treat those pieces as one loop and the opening hour stops feeling like a chain of unrelated locked doors.
This walkthrough was checked on August 17, 2026. Frogwares describes the Steam Demo as the opening hour of the full game, while Steam lists the full release for August 18. A June 12 Demo patch changed the evidence tied to the safe puzzle and adjusted balance; the room-by-room route below was cross-checked against a June 16 post-patch playthrough. If the release client changes a clue, enemy, reward, or fuse panel, follow the current objective and evidence text rather than forcing an older Demo result.
Use the floodgates as route checkpoints, not scenery
The critical path has four handoffs. You leave Calvin Rafferty’s rooms for the boat, repair the first gate with Electrical Fuses, open the second gate from its upper walkway, and then cross the Library Annex to its Restricted Section. When you lose the route, identify the last handoff you completed instead of searching the whole district.
- Boat blocked at the first gate: dock to the right and find why the switch has no power.
- Electrical Fuses collected: return through the bar-side shortcut to the original switchboard.
- Boat blocked by the second gate: abandon the lower-floor fight, climb, open the gate, and kick down the return ladder.
- Restricted Section still closed: the first shelf crank has revealed a second crank; the sequence is not finished until you operate both in the correct order.
Safe Rooms are the other anchors. The first appears during the fuse search; a second waits near the Demo’s endpoint. Use the gramophone when the first room introduces saving, and use the suitcase to unload anything that would make later scavenging awkward. Do not postpone the first save merely because the street outside looks small: the Radio Store interaction adds enemies, and the optional safe can add another ambush.
Leave Calvin’s rooms with the destination fixed
Complete the prompted bedside interaction after the opening scene. Calvin’s immediate goal is the University Library Annex, where he expects to find Recitations of the Tenebrous Soul and information about a ritual called The Call. The apartment contains several Codex entries, but none should make the exit hard to read.
- Check the tables in the study before leaving it.
- Take the first left into the kitchen for the cabinet entry and inspectable photograph.
- Return to the hall, pass through the far door, and check the next room before using the balcony exit.
- Outside, focus on the Annex when the prompt appears, descend the ladder, and collect the table entry on the way down.
Board the boat and follow the flooded channel until a sign points toward the Library. Calvin calls for Harry at the closed gate, but it does not open. The dock you need is across the barrier on the right. Tie up there and climb through the building’s window.

Turn the broken switch into a three-stop evidence loop
Cross the interior bridge and continue until you find Harry. Test the floodgate control on the right. Its failure establishes the objective: locate Electrical Fuses and bring them back to this mechanism.
Move through the broken wall into the next structure. The marked door ahead is the first Safe Room. Save at the gramophone, inspect the storage suitcase, then leave by the opposite door and descend to the bar. The Gate Switchboard note is on the counter. Picking it up opens the Investigation Space, so the note is both a route item and the tutorial for connecting evidence.
Go out through the bar’s front door. The Radio Store is across the road, and looking through its locked entrance confirms that the fuse box you need is inside. Do not search for a key on the street. Follow the road to the partly open entrance of the apartment building beside the bar.
Inside the apartments, use this order:
- Enter the small room on the right for handgun ammunition and the building map.
- Climb to the floor with Apartments 5 and 6.
- Visit Apartment 6 first. The kitchen holds the locked safe and the To Martin note. Leave the safe alone until the matching clue is found.
- Enter Apartment 5, kick apart the barrels beside the floor opening, and drop through.
- Check the cabinet for Chemicals, then find the crawlspace around the corner.
- Before crawling, take Gate Fuses and Wires from the table and connect it to Gate Switchboard in the Investigation Space.
- Open the white door to create a shortcut back to the building entrance. This must happen before the Radio Store route changes the street encounter.
- Crawl through the hole into the store.
The evidence connection grants a Talent Point, but the pinned Frogwares Demo FAQ says Talents and Dream Essence use are disabled in this Demo build. The point is not a reason to stop and hunt for a missing upgrade screen. Finish the route; the progression system belongs to the final game.

Decide whether 1908 is worth the ambush
On entering the Radio Store, take the handgun ammunition from the nearby box. The From A Sister note sits near the counter and supplies the second half of the Apartment 6 clue. Connect it with To Martin. The relevant fact is the store’s opening year, so the post-patch Demo safe code is 1908.
Collect the Electrical Fuses to advance the main objective. That pickup starts the first combat encounter. For this specific creature, shoot the exposed weak points until the target is staggered, then close with melee rather than emptying the handgun into its body. Move the obstruction at the exit when the fight ends. More Slither-possessed bodies animate outside, so leaving the shop does not mean the danger is over.

The safe is optional. Returning to Apartment 6 and entering 1908 yields Dolorocide Pills and handgun ammunition, but opening it also brings in more monsters. Make the detour only after comparing the likely cost with the reward:
- Open it now if you can reach the apartment through the unlocked shortcut, have enough health or space to disengage, and want the supplies before the gates.
- Leave it closed if the store fight consumed most of the resources the safe would replace, or if another encounter risks the run.
- Re-read the evidence if 1908 fails in a newer build. The June patch explicitly changed evidence connected to this puzzle, so the in-client opening year is more authoritative than a memorized code.
Place all three fuses before pulling the first lever
Return to the bar, pass through it toward Harry and the original bridge, and interact with the fuse box beside the dead switch. The board has two rows of six circular positions. Counting from the left, place the three parts like this:
- the slim vertical fuse goes in bottom row, position 2;
- the T-shaped fuse goes in top row, position 4;
- the cross-shaped fuse goes in bottom row, position 5.
Validate the board, back out, and use the floodgate lever. If the panel accepts the arrangement but the gate remains shut, do not repeat the apartment loop. Frogwares lists a rare first-gate progression issue in the Demo FAQ; reload the most recent autosave and try the completed panel and lever again.
An enemy attacks on the way back to the boat. This is a return-path check, not a signal that the fuse solution failed. Deal with the immediate threat, board the boat, and pass through the newly opened route toward the Library Annex.
Cross the second gate as a chase, not a clearance job
The next gate is blocked as well, but its control is reached by traversal rather than another scavenger hunt. Approach until the explosion occurs beyond the barrier, then dock at the nearby pier.
- Climb the exterior wooden steps and enter through the break in the building.
- At the foot of the interior stairs, collect the Dolorocide Pill and nearby Codex entry if you need them.
- When creatures burst through the lower door, do not spend ammunition trying to clear the whole floor.
- Keep climbing and run through the upper route until the broken wall provides an exit.
- Jump out, continue up the next wooden stairs, and operate the gate switch on the left.
- Kick down the ladder before leaving. It is the direct return line to the boat and removes the need to reverse the chase route.
Sail through the open gate. The Annex is ahead; use the pier on the left side of the channel. Docking and approaching the building triggers the transition into the library.
Map the library before the siren changes the room
After the cutscene, search the dark starting area for handgun ammunition in the drawer to the right, then use the door labeled Archive. A partly open door continues the route, but first turn left. Take the wall map beside the Emergency Relief Crate. The crate cannot be opened yet, so record it as a future resource rather than burning time on an unavailable interaction.
Pass through the partly open door and follow the long corridor. The upside-down bodies are atmosphere, not a navigation instruction. Enter the Conference Room on the left. A small creature appears and withdraws; collect Metal Scrap from the right-side cabinet and inspect the chalkboard for a Codex entry before returning to the hall.
Continue to the Restroom and squeeze through the gap in its wall. A creature emerges from the water inside the projector room. After the fight, circle behind the projector for handgun ammunition. Use the left-hand exit from this room to enter the library’s main space.
If an encounter has made the chosen difficulty more frustrating than informative, the Demo does not require a restart. Frogwares lists four modes—Sweet Dreams, Restless Slumber, Hard Night, and Sleep Demon—and says difficulty can be changed through Pause, Options, Gameplay. Aim Assist is in the same Gameplay menu. Change the pressure, then resume from the mapped route; do not confuse a settings choice with a failed puzzle.
Solve the shelves by reading what the first crank exposed
Move through the rubble after entering the main library. The siren does not create a separate timed objective. Reach the collapsed floor, take the Codex entry from the table and Healing Herbs from the cabinet, then use the broken section as a ramp to the level above.
Slitherworms occupy the upper floor. The route target is the first wall crank on the right. Turning it shifts a bookshelf and opens a narrow passage. When you attempt to use that gap, the creature seen earlier knocks Calvin down to the lower level. This interruption is part of the sequence; it is not a cue to reload.
Clear the immediate lower-floor attackers, return by the same rubble slope, and remove the small threat near the top. Go back to the shelf you moved. A second crank is now visible behind it. Use the second crank, then return to the first and operate it one more time. That second activation completes the shelf alignment and opens the way into the Restricted Section.
The useful diagnostic is simple:
- If no shelf moved, the first crank was not completed.
- If the ambush occurred but the passage remains incomplete, look behind the shifted shelf for crank two.
- If crank two has been used but the door is still unavailable, revisit crank one; the puzzle ends with the original control.
Finish at Lorelei’s room without missing the Demo handoff
Enter the Restricted Section and interact with the glowing book on the pedestal. After the cutscene and scream, move the cabinet blocking the next door. Cross the room overtaken by the strange growth and follow the hallway to the second door on the right. The conversation with Lorelei changes the destination to the Devil’s Reef Hotel.
Do not run straight to the window. A Safe Room is on the left. Near its entrance are the E.R.C. User Manual and the E.R.C. Activator Pen; take the pen after reading the manual. Then turn back, use the opening through the window, descend to the dock, and board the boat. Moving out from that dock reaches the Demo endpoint.
If a door remains visually closed, the map marks the abandoned-apartment door incorrectly, the first gate refuses a valid solution, or another progression state breaks, reload a recent autosave as Frogwares recommends. The Demo FAQ also warns that Photo Mode during boat entry or exit can disrupt camera collision. Recover from the saved checkpoint before replaying the entire route.
Keep the release boundary attached to every result
This route verifies the opening Demo only. It does not establish full-game chapter count, endings, boss locations, achievement requirements, weapon statistics, attachment slots, New Game Plus, citywide Safe Rooms, or Demo save transfer. Those subjects need released-client evidence after August 18; long pre-release wiki pages are not a substitute for a playable build.
The Demo is complete when Calvin has repaired both floodgates, reached the Annex, opened the Restricted Section with the two-crank sequence, spoken with Lorelei, collected the E.R.C. pen, and departed by boat. The safe, most Codex entries, and several resource drawers are useful detours, but none should be mistaken for a missing final chapter.
Sources & credits
The Sinking City 2 on Steam (AppID 2825860) supplied the current identity, August 18 release boundary, official opening-hour Demo announcement, June Demo patch, and four untouched 1920×1080 JPEGs. Frogwares’ pinned Steam Demo FAQ supplied the difficulty names and menu path, the inactive Talent and Dream Essence boundary, autosave recovery advice, and known-issue cautions. The room order, post-patch 1908 clue, optional safe consequence, fuse layout, and library crank sequence were independently checked against a verified walkthrough reference published after Patch Notes #1.