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[Investigation scene, Nosedive] (2)
The Sinking City 2

[Investigation scene, Nosedive] (2)

Follow our comprehensive guide for The Sinking City 2's 'Investigation scene, Nosedive' mission. Find all evidence, defeat enemies, and uncover Blackwood's plan.

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Follow our comprehensive guide for The Sinking City 2's 'Investigation scene, Nosedive' mission. Find all evidence, defeat enemies, and uncover Blackwood's plan.

Walkthrough
  1. 1
    Clear the entrance of wylebeasts. You will gain +94 XP.
  2. 2
    Interact with the Dead Klansman on the floor at the entrance (Evidence 1/4).
  3. 3
    Head downstairs to the basement and clear it of wylebeasts. You will gain +141 XP.
  4. 4
    Go past the robes to a makeshift barricade. Climb it and interact with the wounded Klansman.
  5. 5
    After the conversation, you will receive +184 XP. You can choose to give the Klansman a First aid kit to receive x2 12-gauge shells.
  6. 6
    Approach the wall with a cross and three Ks behind the wounded Klansman. Use Mind's Eye to dispel the illusionary wall and enter the cell.
  7. 7
    Interact with the dead man to confirm it's not Ebernote (Dead Innsmouther, Evidence 2/4).
  8. 8
    If you use Mind's Eye on the dead man, omens will lead to a hole in the ceiling. Climb through to the first floor and unlock the door back to the hallway.
  9. 9
    Follow the omens to another hole in the ceiling. Interact with the letter on the table in the kitchen below (KKK orders [LORE, Documents]).
  10. 10
    Climb through the ceiling to the second floor.
  11. 11
    Clear the room of wylebeasts. You will gain +174 XP.
  12. 12
    Interact with the sigil in the bathroom (Summoning sigil, Evidence 3/4).
  13. 13
    Interact with the tools on the table in the nook (Torture tools, Evidence 4/4).
  14. 14
    Omens will lead to a dead Klansman in the nook. Use Mind's Eye on him to trigger a vision.
  15. 15
    Interact with the bloody page on the counter above the Klansman to find a new Mind Palace clue [Blackwood and the Professor] and The confession [CASEBOOK, Nosedive] (Key Evidence 1/3).
  16. 16
    In the Mind Palace, combine "Blackwood-Dough correspondence" and "Blackwood and the Professor" to deduce that Blackwood has a plan.
  17. 17
    Interact with the Nickel key under the page [CASEBOOK, Nosedive] (Key Evidence 2/3).
  18. 18
    Unlock the door back to the second floor hallway.
  19. 19
    Clear the hallway of wylebeasts. You will gain +127 XP and 1 Knowledge Point.
  20. 20
    Unlock the door in the stairway back to the first floor and head upstairs to the third floor hallway.
  21. 21
    Clear the upper hallway of wylebeasts. You will gain +127 XP.
  22. 22
    Going through the door here removes the "Nickel key" casebook entry and initiates a conversation with Imperial Wizard Gordon Meyer.
  23. 23
    After the conversation, Klansmen will attack. You will receive a new Mind Palace clue [EOD is dangerous] and The hideout's address [CASEBOOK, Nosedive] (Key Evidence 3/3). All Key Evidence and All Evidence are now collected.
Tips
  • The "It's a Kind of Magic" achievement/trophy is missable.
  • You can acquire the "Privateye the Sailor" skill under the vigor section using the Knowledge Point gained.

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