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[Investigation scene, Frosty Welcome] (3)
The Sinking City 2

[Investigation scene, Frosty Welcome] (3)

A complete walkthrough for The Sinking City 2's 'Frosty Welcome' investigation, detailing every clue, deduction, and step to track down Albert.

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A complete walkthrough for The Sinking City 2's 'Frosty Welcome' investigation, detailing every clue, deduction, and step to track down Albert.

Walkthrough
  1. 1
    Head into the bedroom at the back of the house and interact with the Dog mat (Evidence 1/9).
  2. 2
    Loot the supplies in the cabinet (repeatable, random).
  3. 3
    Interact with the open Book on the table (Evidence 2/9).
  4. 4
    Exit the bedroom, go through the kitchen, and up the stairs.
  5. 5
    On the upper floor, interact with the Toppled bookcase (Evidence 3/9).
  6. 6
    Interact with the Blood trail leading to the hole in the house (Key Evidence 1/5).
  7. 7
    Interact with the man holding his head (Will Hammond). After the conversation, you will receive the Mind Palace Clues [Sudden psychotic outbreak] and [One fisherman is missing], and Will Hammond's testimony (Key Evidence 2/5).
  8. 8
    In the Mind Palace, combine the clues "Albert returned unstable" and "Sudden psychotic outbreak" to deduce Albert spread hysteria around him.
  9. 9
    Go through the doorway to the left of Will and interact with the Toy railcar on the dresser (Evidence 4/9).
  10. 10
    Loot the supplies in the crate (repeatable, random).
  11. 11
    Leave the bedrooms and interact with Paul's corpse (Key Evidence 3/5). Staring at it will drain your sanity.
  12. 12
    Interact with the Dart board in the common room (Evidence 5/9).
  13. 13
    Interact with the Playing cards on the makeshift table (Evidence 6/9).
  14. 14
    Interact with the Pocket watch on the bed and use Mind's Eye to concentrate on the image of the past (Pocket Watch vision, Key Evidence 4/5). Avoid using Mind's Eye unnecessarily as it saps sanity.
  15. 15
    Interact with the Knife on the desk and examine one side of the blade (Evidence 7/9).
  16. 16
    Interact with the Crate of alcohol on the desk (Evidence 8/9).
  17. 17
    Interact with the framed photo on the shelves and examine the Innsmouther (Family portrait, Evidence 9/9).
  18. 18
    Exit this bedroom and step into the Retrocognition vision.
  19. 19
    Find the three critical scenes: near Paul's corpse, near the blood trail, and near the pocket watch.
  20. 20
    Mark the scenes in chronological order: 1. near the pocket watch, 2. near Paul's corpse, 3. near the blood trail.
  21. 21
    After the vision, you will receive Mind Palace Clues [Albert attacked the fishermen], [Lewis shot without warning], [Albert fled when wounded], and House brawl (Key Evidence 5/5). You will also receive Key Evidence Collected, All Evidence Collected, and +149 XP.
  22. 22
    In the Mind Palace, combine the clues "Albert returned unstable" and "Albert attacked the fishermen" to deduce Albert Throgmorton was dangerous.
  23. 23
    In the Mind Palace, combine the clues "Throgmorton-Innsmouther feud" and "Lewis shot without warning" to deduce Anti-Throgmorton sentiment.
  24. 24
    In the Mind Palace, combine the clues "One fisherman is missing" and "Albert fled when wounded" to deduce I can track down Albert.
  25. 25
    Track Albert using Mind's Eye. He goes out the hole in the upper floor of the house. Exit the house through the hole carefully to avoid fall damage or through the front door.
Tips
  • Looting cabinets and crates can yield Metal scrap, Shell casings, Gunpowder, and Alcohol. These are repeatable but random.
  • Be mindful of your sanity when using Mind's Eye, especially when examining the pocket watch vision.
  • Key Evidence Collected
  • All Evidence Collected
  • +149 XP

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