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
- 1Clear the entrance of wylebeasts. You will gain +94 XP.
- 2Interact with the Dead Klansman on the floor at the entrance (Evidence 1/4).
- 3Head downstairs to the basement and clear it of wylebeasts. You will gain +141 XP.
- 4Go past the robes to a makeshift barricade. Climb it and interact with the wounded Klansman.
- 5After the conversation, you will receive +184 XP. You can choose to give the Klansman a First aid kit to receive x2 12-gauge shells.
- 6Approach 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.
- 7Interact with the dead man to confirm it's not Ebernote (Dead Innsmouther, Evidence 2/4).
- 8If 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.
- 9Follow the omens to another hole in the ceiling. Interact with the letter on the table in the kitchen below (KKK orders [LORE, Documents]).
- 10Climb through the ceiling to the second floor.
- 11Clear the room of wylebeasts. You will gain +174 XP.
- 12Interact with the sigil in the bathroom (Summoning sigil, Evidence 3/4).
- 13Interact with the tools on the table in the nook (Torture tools, Evidence 4/4).
- 14Omens will lead to a dead Klansman in the nook. Use Mind's Eye on him to trigger a vision.
- 15Interact 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).
- 16In the Mind Palace, combine "Blackwood-Dough correspondence" and "Blackwood and the Professor" to deduce that Blackwood has a plan.
- 17Interact with the Nickel key under the page [CASEBOOK, Nosedive] (Key Evidence 2/3).
- 18Unlock the door back to the second floor hallway.
- 19Clear the hallway of wylebeasts. You will gain +127 XP and 1 Knowledge Point.
- 20Unlock the door in the stairway back to the first floor and head upstairs to the third floor hallway.
- 21Clear the upper hallway of wylebeasts. You will gain +127 XP.
- 22Going through the door here removes the "Nickel key" casebook entry and initiates a conversation with Imperial Wizard Gordon Meyer.
- 23After 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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