The Sinking City Nosedive Walkthrough – 100% Completion

The Sinking City Nosedive Walkthrough

In this The Sinking City Nosedive Walkthrough, we will guide you on how you can complete the main quest Nosedive in The Sinking City. This case follows the main case Fathers and Sons and you will get it automatically after you complete the previous main quest. In this walkthrough, we will guide you on all the clues and locations that you will need in order to achieve 100 completions for the case.

Apart from this, we have also shared all the extra choices and options that you can have in this main case and what will be their consequences. The Sinking City gives you the freedom to solve the cases according to your understanding, naturally, there are some choices here and there that will determine the ultimate result of your case. We have detailed all such decisions and their results below so that you can pick the best one for yourself.

Nosedive Walkthrough – The Sinking City

Our The Sinking City Nosedive Walkthrough details everything that you need to know in order to achieve 100% completion in Nosedive main case of The Sinking City.

Starting Up

Right at the start of the case, your goal will be to find Ebernote Blackwood and you will have two leads to start with. You will have The Meeting in the City and A Photo of Ebernote which will show you how Ebernote looks like in the flesh. Make your way to the building where Fred is planning to meet with Fred. The building where the meeting is taking place is in a flooded street so you will need a boat. Head to the Blackwood’s Office located on Sam Reed St between Innsmouth Rd and Oak St. This is in Reed Heights.

After docking your boat, take out a weapon and enter the building. Shoot the two KKK members that attack you and then you can investigate the office. Here you can inspect the bodies lying on the floor, use Mind’s Eye on the knife, note on the hanging body, locker and then move to the first floor. Here you will find some containers with supplies. Look for the body and pick up the letter near it. Check the bullet paths on the walls and also the notes lying on the floor.

Once done enter the portal to use Retrocognition and figure out what happened here. After inspecting all four points, choose them in this order:

Ebernote getting info about KKK>KKK member aims at him>hanging person>Kidnapping Ebernote

Now you can figure what happened. Open the Mind Palace to sort out the clues and make some deductions. Combine Hooded Massacre with Not the first, not the last and it will deduce that Fishfaces are not welcome. Now you can move on to the second phase of the case which is finding the KKK headquarters.

Finding KKK Headquarters and the Imperial Wizard

Since you now require some criminal backdrop on KKK, you need to visit the Police Station again and use their archives. When you reach the Police Archive, pin the evidence Fishfaces not welcome and select Violent Crimes in Crimes, Suspects in Subjects and Instruments of Crime in Evidence. This will give you a report which points to The Orion Club. The Prion Club is located on St. Michael’s Rd in Advent. The club is full of Wylebeasts so go there prepared with ammo and first aid kits.

Enter the club and begin exploring different sections of the club. Make sure that you do not aim at any of the civilians while you are inside the club. Once you have killed the Wylebeasts, begin looking for clues in the club. Check the dead bodies of KKK members, head down to the basement and kill some more Wylebeasts. There is a locker here with some more supplies. Loot it as well. Now go to the tipped furniture and climb over it. There is a wounded man here and you can choose to help him with a first aid kit or not.

If you decide to help him, you will get some bullets in exchange so it is a better option since you just spent a lot of ammo in killing enemies. Now go towards the wall where the white cross is present and use Mind’s Eye to make it go away. Enter the new area and check the body lying here. Loot the containers here and then use the furniture to climb into the apartment above. Here, you can inspect the table and pick up the KKK Orders. Loot the containers and then shoot the lock on the door to open a shortcut back to The Orion Club.

Kill the monsters that you encounter ahead and then look around for more clues. You will find a dead KKK member behind the wooden counter. Use Mind’s Eye to check its body and figure out what happened here. Check the torturing device here as well and then move to the symbol on the bathroom wall. Pick up The Confession and Nickel Key. There are also a few lootable containers here so make sure you check them all.

Once done, open your Mind Palace and combine Blackwood and the Professor with Blackwood-Dough correspondence. You will deduce that Blackwood has a plan of his own. Now shoot the lock on the exit door and leave the area. You will come under attack by some more monsters next so you will be required to kill them. Head up and clear the area of all the monsters. Before entering the next door, make sure you have full health and plenty of ammo.

In the next room, you will meet the Imperial Wizard. During this conversation, you can ask him to show you a magic trick that will allow you to unlock a trophy/achievement. Once the conversation is over, you will be required to kill the Imperial Wizard along with his guards. Once done, you can explore the area in peace. Check the three books and look for supplies in the area. You will now have your next clue The Hideout’s Trace.

Blackwood’s Hideout and Deep Dive

Destroy the lock and exit The Orion Club. You must now head to Blackwood’s Hideout which is located on Deepshore Rd between Skipper Rd and Marsh Ave in Grimhave Bay. Enter the hideout and you will start hallucinating. Antipsychotics will help you here. Once you’re good to go, start exploring the hideout. There are quite a lot of clues to look for in the hideout.

On the ground floor, start with looking at the posters, check the plates with the soup, crate with the fish, pot on the stove, chest and the bed. Now head upstairs where you will find an altar. Inspect it. Search for loot in the chests here and now go back downstairs. Now activate Mind’s Eye which will show you another hidden room with a wall in front. Use the Mind’s Eye to disperse the wall and find two dead KKK members behind it. Inspect their bodies.

Now you can enter the blue portal and solve the mystery here. There are three spots which you must inspect first. Now choose them in the following order:

KKK murder in basement>Ground floor conversation>Altar conversation on the upper floor

Once done, you will get some more clues in your Mind Palace so open it in order to deduce some more results. Combine EOD is dangerous with EOD planned the kidnapping. This will deduce EOD needs Harriet. Secondly, connect Into the sea with Markings on the map and you will get the Deep Dive deduction as well as the clue to where you are heading next. Your next target is to find the diving spot. It is located on Calmshore Marina which is the north-west corner of Salvation Harbor. You will need a boat to get here and there are some Wylebeasts in the area as well.

Once you have managed to dive in the ocean, the rest of the formula is pretty same. You will need to follow the lamps and avoid the hot air coming out of the ground. Ahead you will also come across some more underwater enemies and the tentacles so make sure that you use your harpoon to slow them down and keep moving towards the cave entrance which is full of white light.

You will soon enter the Temple of Dagon where Charles will take off the diving suit and you will be able to explore the temple freely. Examine the dead body at the entrance and move further inside the temple. Make sure that you collect all supplies along the way. You will come across some enemies ahead so be ready to kill them as well. You will find a decent amount of ammo here so make sure that you survive and kill the enemies.

When you come across the huge eggs, investigate them and soon you will see Ebernote Blackwood. Speak with him and you will get a new clue Blackwood’s Statement. If you did not miss any of the clues behind, you will not have completely explored the temple. Make your way to the altar and you will find big symbols on the walls called Frescos. You will be required to solve them in order to unlock a trophy/achievement

Approach a Fresco and use Mind’s Eye to solve them. Do this with all the three Frescos here and you will unlock the Not Too Deep for Me trophy/achievement. Now move towards the altar and you will find Professor Harriet Dough right next to it. Interact with her and tell her everything that you know at this point. Once done, open your Mind Palace.

Finishing Up

Once you are in the Mind Palace, you can combine the clues EOD planned the kidnapping with The Prophecy. This will give you the deduction Harriet might be one of the Chosen. Secondly, combine The Prophecy and Another Vision to deduce that I might be one of the Chosen. Now finally, combine One Savior with The Prophecy and you will be able to make a final deduction. You will be required to choose one from these:

  • Only one may Survive – Results in Charles killing Harriet Dough
  • Only one may Remain – Charles will save Harriet Dough

Once you have made the final deduction, you will need to speak with Professor again to tell her your decision. You can choose to kill her by selecting ‘I will be the one who remains’ or choose to save her by choosing the option ‘We need to leave’. Choose whatever decision you want at this moment because Professor Harriet Dough ends up dying anyway if you choose to save her. When you wake up, you will instantly get access to the next case Silence is Golden.

Check out more The Sinking City guides below.

This concludes our The Sinking City Nosedive Walkthrough. If you want to add anything to this guide, feel free to use the comments section below.

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About the Author: Umair Khalid

Founder of GamesHedge, Umair enjoys a wide variety of video games ranging from RPGs to racing games. Currently busy with The Crew Motorfest and Kingdom Rush 5: Alliance.

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