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[Investigation Scene, Quid Pro Quo]
The Sinking City 2

[Investigation Scene, Quid Pro Quo]

Complete The Sinking City 2 Quid Pro Quo investigation by finding all key evidence like the harpoon and lab flask.

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Complete The Sinking City 2 Quid Pro Quo investigation by finding all key evidence like the harpoon and lab flask.

Walkthrough
  1. 1
    Clear out the wylebeasts (random spawns) to investigate in peace. You will gain +127 XP (estimation).
  2. 2
    Interact with the harpoon stuck in the crate near the entrance door. This is Key Evidence 1/7.
  3. 3
    Interact with the large open crate of fish directly opposite the entrance. This is Evidence 1/2: Fresh haul of fish.
  4. 4
    Take the stairs down to the basement.
  5. 5
    Interact with the pile of spilled fish near the stairs down and examine the bottle's label. You will find a New Mind Palace Clue [Lab flask] and the Lab flask, which is Key Evidence 2/7.
  6. 6
    Interact with the dead hermit crab wearing a cat and then, with Mind's Eye (a special vision ability), concentrate on the vision of the past. You will find a New Mind Palace Clue [The fish is poisonous] and the Crab-cat vision, which is Key Evidence 3/7.
  7. 7
    In the Mind Palace (a mental visualization tool), combine the clues "EOD is giving away fish" and "The fish is poisonous". This results in the deduction: The poisoned fish is spreading.
  8. 8
    Use Mind's Eye on the wall by the Blackwood-Marsh Fish Canning Factory mural and focus on it to dispel the illusion.
  9. 9
    Enter the room and interact with the small tray of suspect tools. This is a New Mind Palace Clue [A secret chamber in the warehouse] and Torture implements, which is Key Evidence 4/7.
  10. 10
    Go to the upper floor and enter the office.
  11. 11
    Interact with the carving tools on the table in the middle of the office. This is Professional carving tools, which is Key Evidence 5/7.
  12. 12
    Interact with the model paddle wheeler on the same table and examine the other side. This is Unfinished toy paddle wheeler, which is Key Evidence 6/7.
  13. 13
    Interact with the page on the stack of books on the same table. This is Evidence 2/2: Letter from the orphanage.
  14. 14
    Go back to the ground floor and enter the Retrocognition vision (a way to see past events).
  15. 15
    Find the four critical scenes: near the spilled fish where the flask was found, near the fresh haul of fish, near the stairs to the upper floor, and near the worktable upstairs.
  16. 16
    Mark the scenes in chronological order: 1. near the fresh haul of fish, 2. near the spilled fish where the flask was found, 3. near the worktable upstairs, 4. near the stairs to the upper floor.
  17. 17
    After the vision, you will receive a New Mind Palace Clue [A mention of a professor] and The events in the fish storage, which is Key Evidence 7/7. You will also receive Key Evidence Collected, All Evidence Collected, and +184 XP.
  18. 18
    In the Mind Palace, combine the clues "Lab flask" and "A mention of a professor". This results in the deduction: The Poisoner and the University.
  19. 19
    Leave the warehouse.
Tips
  • The wylebeasts are random spawns and may require you to clear them out multiple times if they interfere with your investigation.
  • Pay close attention to the chronological order of the Retrocognition vision scenes, as this is crucial for unlocking further clues.
  • Use Mind's Eye frequently to reveal hidden clues and illusions.

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