This page contains all the important choices in The Sinking City. We have listed the decisions made during the main cases. Thanks to our description, you can learn more about a particular choice, what options you get and the possible consequences (including long-term) of your decision.
- General information about the choices in The Sinking City
- Albert Throgmorton's killer - Frosty Welcome case
- The members of the expedition in the underwater cave - Lost At Sea case
- EOD Fish Storage - Quid Pro Quo case
- Alliance with EOD or Cavendish - Quid Pro Quo case
- Finding the Smugglers' Hideout - Fathers and Sons case
- Return from the cave of religious fanatics - Fathers and Sons case
- Meeting with Harriet Dough - Nosedive case
- Meeting with Ebernot Blackwood - Deal with the Devil case
- Reed's exoneration - Self-Defense case
- Obtaining information about Cthygonnaar prison - Fleeing Phoenix case
- The game's ending - Into the Depths case
General information about the choices in The Sinking City
- The Sinking City looks to be a highly non-linear game, but it's only an appearance. The main investigations are always solved in the same way, and the main points of the plot are unchanged. Even if there is some important decision, it won't lead to a situation where the next investigation is done differently. Changes, of course, may appear, but they will never be significant, and the main storyline will not be explicitly changed.
- More important choices are usually done in the final part of each investigation, and they mostly happen during conversations with NPCs. For example, you can tell someone confidential information or choose a dialog option that leads to a fight. We advise you to save the game before each conversation, just to be sure. This will allow you to protect yourself if you are not ready to make a decision, or if you accidentally chose the "wrong" dialogue option.
- The consequences of some decisions will not be apparent until some time later. This is especially important in the Carpenters' case. Reed will need help from one of them later.
- The choices does not affect the availability of game endings. At the end of the main storyline, you will always have access to all 3 endings. Your decisions can only affect who appears in the hallucinations experienced by the main character on his way to the final location.
Below you will find an overview of important decisions. More details about each of these choices can be found in our walkthrough.
Note - The list of choices contains huge spoilers about the major events that take place during the game!
Albert Throgmorton's killer - Frosty Welcome case
During this case, you determine that Lewis is responsible for the murder of Albert Throgmorton. After that, you have three options:
- Tell Robert Throgmorton about Lewis immediately after searching the warehouse - you will miss the opportunity to meet with Lewis at the bar and hear his version of events. Robert's people will catch Lewis.
- Meet with Lewis, and then expose the truth to Robert Throgmorton - Robert's people will come for Lewis.
- Meet with Lewis, and then lie to Robert Throgmorton - Robert won't find out that Lewis killed his son.
In addition, during the meeting with Lewis, you can promise to keep the knowledge of his act for yourself and get ammunition. You don't have to keep this promise. You can still tell Robert about Lewis later.
All options have a common ending - Reed will be able to leave the port and move to the next main case.
The members of the expedition in the underwater cave - Lost At Sea case
In the course of this investigation, you will reach an underwater cave with members of the expedition who were victims of madness. You have to make a choice after you go back to Robert Throgmorton who sent Reed to find the missing people. You have two options:
- Tell the truth to Robert Throgmorton that some members of the expedition are still alive and need help getting out of the cave.
- Lie to Robert Throgmorton by telling him that all members of the expedition had died.
In theory, helping the expedition members is connected to the further spread of madness. However, you won't notice the difference while playing the game. This means that this choice doesn't really affect the game.
EOD Fish Storage - Quid Pro Quo case
In the course of this case, you have to investigate the EOD Fish Storage, which was supposed to be guarded by Daryl Grimes. When you return to Anna to give your report, you have to make a choice. You have two options:
- Lie that Daryl Grimes fought in defense of the Fish Storage - The man will avoid punishment.
- Tell the truth that Daryl Grimes missed the intrusion - The man will suffer punishment from EOD.
Also, during your meeting with Daryl, you can promise not to tell Anna that he missed the intrusion. In return, you will receive ammunition. You don't have to keep this promise. You can still tell Anna the truth - this is rewarded with an achievement/trophy.
This choice will not affect Reed's next meeting with Anna. A notable difference is whether Daryl will appear after you return to the Fish Storage or not.
Alliance with EOD or Cavendish - Quid Pro Quo case
During this investigation, you have to inspect the apartment of George Cavendish. Once the owner of the apartment catches Reed, you have two options:
- Establish cooperation with Cavendish to work against EOD - You can help the scientist to complete his plan of poisoning fish. After completing the task, you need to talk to Cavendish again.
- Refuse Cavendish's proposal and continue cooperation with EOD - You have to kill Cavendish because he will automatically attack the main character. After you tell Anna everything, she will send Reed to the basement of the Fish Market. It is a trap - it turns out that Reed's meeting with the EOD higher-ups was never planned.
It is worth noting that even if you promised to help Cavendish, you can betray him and go to Anna. This will allow you to avoid a fight with him in his apartment.
Both options lead to a meeting with Fred. The main difference is in what circumstances you will meet Fred - After receiving the location from Cavendish (option 1) or after getting out of the trap in the basement (option 2). In both cases, Fred will ask Reed for a favor.
Finding the Smugglers' Hideout - Fathers and Sons case
During this investigation, you need to find the Smugglers' Hideout. After reaching the side alley, Reed will encounter a few smugglers. You have two options:
- Choose the wrong dialogue (first, second or third option) - the smugglers will attack Reed. You have to kill them. One of them has a note with a hint about the Smugglers' Hideout. There, you will have to participate in more fights. Reed has to get to the room upstairs.
- Choose the correct dialog line, the one about killing the mad dog - smugglers will take you to the hideout. If you agree, you will get to the room upstairs right away.
In both cases, you meet with Brutus Carpenter. What is interesting is you won't get a hostile reaction from him, even if you have killed his people in the alley and on the ground floor. This choice only determines whether you participate in a battle or avoid it.
Return from the cave of religious fanatics - Fathers and Sons case
Later in the same investigation, Reed explores an underwater cave of religious fanatics. There, you will learn about Graham's ambitions. When you return from the cave, you have two options:
- Alliance with Graham Carpenter - This choice means that you need to kill Brutus and other people in the Smugglers' Hideout.
- Alliance with Brutus Carpenter - The father doesn't want you to kill his son, and you can continue the game without participating in fights.
Both Graham and Brutus will be able to help get Fred out of town, which means that the final part of the investigation will be identical for both options. This choice affects who will appear in custody later in the game to get Reed out of jail. However, this applies only to meetings in the custody and at the Carpenter estate. The further part of the investigation has the same course regardless of who helped Reed get out of jail.
Meeting with Harriet Dough - Nosedive case
During the investigation, you will find Harriet Dough in an underwater cave. Talk to her. You have two options:
- Get out with Harriet from the cave - Reed decides not to kill her.
- Kill Harriet Dough - Reed believes that he is the Chosen one and that it is necessary to get rid of Harriet. She must be killed in a fight.
This choice, unfortunately, is an illusion because Harriet Dough will not survive, regardless of the selected option. Even if you decide to return with her to the surface together, you learn during the next main case that the woman drowned. Her corpse is in the hospital morgue.
Meeting with Ebernot Blackwood - Deal with the Devil case
During this investigation, it is necessary to explore the cannery. Ebernote Blackwood will appear in the cannery after you inspect enough of this place. He won't let Reed go until he answers his proposal. You have two options:
- Agree to participate in Blackwood's ritual - Reed must return to the basement and lie on the altar. The ritual will fail, and Blackwood will die.
- Refuse Blackwood's offer and tell him that you want to take the Seal with you - Blackwood will attack Reed.
In both cases, Blackwood will die. The only difference is whether it is a result of a conscious decision (option 2) or after Reed loses control (option 1). Remember, if you participate in the ritual, you will unlock an achievement/trophy.
Reed's exoneration - Self-Defense case
The main point of this investigation is Reed's exoneration - he is accused of murdering Johannes van der Berg. There are more options to choose from than usual. Possible options are:
- Warn Agatha Pierce or choose not to visit her - The old woman won't die, but Milton Pierce will not remove the accusations against the main character.
- Kill Agatha Pierce with poison - Milton Pierce will drop the charges against Reed, but you still have to find the real killer.
- Show that you want to rescue Glenn Byers' family - Reed must find the kidnappers' hideout, kill them and talk to the rescued family members. Glenn will agree to testify to the police.
- Force Glenn Byers to give you the gun - After getting the murder weapon, you can leave in Milton Pierce's basement.
The decision about the old lady ultimately doesn't matter, though if you poison her, you will get an extra trophy/achievement. There are two main endings - Glenn Byers can go to the police voluntarily or Milton Pierce can be charged with murder after leaving false evidence of the crime. The finale works the same for Reed - he is clear of charge. It is worth noting that when you meet Johannes, who is alive, he will comment your decision. However, nor Milton nor Glenn are encountered later in the game.
Obtaining information about Cthygonnaar prison - Fleeing Phoenix case
There are two important characters in this case - the undead priestess Usha (who will additionally take control of Raymond's body twice) and the archaeologist Joseph Hill. You can act in three ways:
- Kill Usha - You follow Joseph Hill's wish.
- Kill Joseph Hill - You follow Usha's wish.
- Kill Usha and Joseph Hill - You kill these characters one after another, they aren't in the same location.
You get information about Cthygonnaar prison regardless of who dies - both characters know something about that place. Option 3 is about betraying Usha or Joseph Hill - you can kill the second NPC after you learn how to get to Cthygonnaar. It doesn't mean who you kill - this doesn't affect the finale of the investigation nor blocks you from any of the endings.
The game's ending - Into the Depths case
All the endings are described in details on the List of endings page. Remember, all the endings are always available, even if many NPCs died during your playthrough. You have three options:
- Break The Cycle (Central pedestal).
- Restart the Cycle (left pedestal).
- Escape from Oakmont and leave its inhabitants to their fate (right pedestal).