Welcome to Into Indie Games’ walkthrough for the sixth part of The Sinking City 2.
After defeating the nightmares at the Akeley Memorial Hospital, Calvin and Faye embark once more to retrieve Faye’s body. Their search leads them to the gates of the Arkham Fish Market. Secrets are revealed near the end, and the relationship between the duo is put to question.
This article is part of our The Sinking City 2 Walkthrough Hub.
For more information about The Sinking City 2, click here.
Table of contents
- Following Faye’s Body
- Finding the First Leyden Jar
- Obtaining the Bolt Cutter
- Obtaining the Fish Eye Key
- Retrieving the Leyden Jar
- Exploring The Packing and Cutting Area
- Obtaining the Snowflake Key
- The Ezekiel Door – Fishing Shop (Optional)
- Obtaining the Handwheel & Stopping the Steam Leak
- Entering Ma Fishface Shipping Co
- Obtaining the Grenade Launcher
- Obtaining the Antikythera from the Jewelry Workshop
- Obtaining the Final Leyden Jar
- Exploring the Wrecked Ship
- How to Beat the Shoggoth
Following Faye’s Body

You arrive outside the Fish Market in the middle of a storm. Head toward the gate, but as expected, it’s locked.

Turn right and continue along the path. There’s a ladder heading up outside the East Pier. You can inspect the poster on the pillar for a Codex Entry (Become an Adventurer).

At the end of the path, you’ll spot a door leading into the Packing Area on the left. But there’s a chain on the door. Look around for another Codex Entry (Non-Existence of Arkham) on a crate nearby. Then take the ladder to reach the roof.

Go up the stairs and keep moving forward. Once you reach an open hatch with a ladder going down inside, a cutscene will trigger.

After the cutscene, go down the ladder and jump to the room below to enter the Arkham Fish Market. You’re currently at a Safe Room. Save your progress.

Pick up the Regarding Leyden Jars evidence from the bookshelf in the corner. You can also inspect the blackboard and a framed photograph on a table. The framed photograph will give you The Filleter Crew Codex Entry. There’s one last Codex Entry (A Message From The Depths) at the desk that you can collect.

There are three doors leading out of the Safe Room, but only one of them is unlocked for now. Head through the door to reach Fishing Goods.

Turn on your flashlight and continue along the path. There’s a door at the end of the area that you can head through.

As soon as you open the door, you’ll be attacked by some enemies. Take them out.

Once the coast is clear, explore the Fishing Shop. You’ll find the From Ezekiel’s Wife Evidence on a shelf on the right.

You’ll also spot several trophy fish scattered around the room. Interacting with them shows you their name along with a symbol. You don’t have to worry about this for now.

There’s also a door locked with a chain, with Ezekiel written on it.

Leave the Fishing Shop through the second door to reach the area where you saw the entities escorting Faye’s body in the cutscene from earlier. Go all the way to the left to find the Miskatonic Findings Codex Entry. Then go across the bridge.

If you head to the right, before moving across the bridge, Faye will spot a barrier in front of a room named Ma Fishface Shipping Co. It will also be marked on your map as a Point of Interest.

Go through the broken hull of the crashed ship to trigger another cutscene as you spot three Starfish Locks barring the entrance to the ship. Faye’s body is inside the ship, so you need to find a way to get past them.
Finding the First Leyden Jar

There’s another broken section of the hull on the other side that you can squeeze through. Continue along the path to enter a dark area.

Keep making your way forward. As you exit the second room to reach the West Gallery, you’ll see a cage fall and block the path that you took to reach the area earlier.

Continue through the white door up ahead to spot another Starfish Lock on a door to your left.

Pick up the Use Jars Responsibly! Evidence from the table nearby and continue onward. You’ll reach a fork. The door on the left is blocked from the other side. So head through the door on the right.

You’ll see a strange apparatus on a table as you enter the room. Interact with it.

Pick up the Leyden Jar. This lets you unlock a single Starfish Lock. To get through the locks in the Broken Hold, you need three Leyden Jars in total.

As soon as you pick up the Leyden Jar, an alarm triggers, and you’ll be ambushed by a bunch of enemies. Take them out.

After dealing with the enemies, return to the Starfish Lock that you saw in the West Gallery, and use the Leyden Jar to unlock the way forward. But you’ll have to leave the Leyden Jar behind since picking it up locks the door again.

Go through the door and drop off the ledge with the broken railing to get to the first floor.
Obtaining the Bolt Cutter

Turn right after dropping and head through the door in front of you.

The door to the West Wing on the right has a strange lock shaped like a fish. There’s also a Starfish Lock on a door leading to the Guard Post.

Continue down the hall. The large double door on your left has the sign “Enter To Market” above it. This will take you to the Market Floor.

But before you head through, go to the door at the end of the passage. This leads to the East Wing, but there’s a chain on the door handle. Pick up the Arkham Fish Market – 1st Floor Map from the board on the wall. Then head to the Market Floor after collecting the Prepare for Phorcys Codex Entry from the bench near the door.

The Market Floor is a large rectangular room with a lot of abandoned, decrepit stalls and an inaccessible stairway on one side. There are some Stygians in the area that you’ll want to take out first.

Once the enemies are dealt with, take a look around the room. You’ll find some crafting materials and a Codex Entry (Lost Letters – Borrowed Smiles).

You’ll find two doors at the far end of the Market Floor. Take the green door on the left that leads to the Weighing Station. The door on the right, connected to the East Staircase, is locked from the other side for now.

Turn left, and you’ll find the Bolt Cutter sitting on a stool beside a lantern. Pick it up. You’ll also get the Find More Jars! Evidence on the same stool.

Looking back, you’ll spot a door with two Starfish Locks. This leads to a room connected to the East Staircase.
Obtaining the Fish Eye Key

Once you have the Bolt Cutter, run back to the chained door leading to the East Wing. You’ll have to fight some enemies on the Market Floor on your way back. Use the Bolt Cutter to break the chain and head inside.

You’ll see a small gap under a stack of crates up ahead where you can squeeze through once you enter to reach the Warehouse section.

But first, turn left and enter the Logistics Safe Room. Save your progress and loot the area for some crafting materials and ammo.

Leave the Safe Room and go through the gap to enter the Warehouse. Take out the enemies once you enter the area. There’s a door straight ahead that leads to the East Pier outside, but it has a Starfish Lock on it.

Go left. The door will lead you to Sorting. For now, head down the passage with red light to approach the Cold Storage.

Head down the ramp. Interact with the window on your right to see a Handwheel inside a room. This also gets marked on your map. Then head through the doorway on the left.

Continue forward until you reach a locked door that takes you inside the Cold Storage. You’ll find the Key for the Cold Room Evidence pinned to the snowflake symbol on the door. Pick it up. It tells you that the Snowflake Key needed to enter the Cold Storage is in the Auction Room. Before moving on, collect the Fish Eye Key hanging on the hook beside the door.
Retrieving the Leyden Jar

With the Fish Eye Key in hand, make your way back to the entrance to the West Wing. Use the Key to unlock the door and head inside.

You’ll notice a Starfish Lock on the door to your right. This leads to the Jewelry Workshop, but we’ll need a second Leyden Jar to enter the zone. Keep it on the back of your mind for now.
Pick up the Codex Entry (The Fish Market Eye) on the bench on your left. Then, head through the white door up ahead.

You’ll spot a blocked wooden door on your left that leads to the Bookkeeping section on the left. Go up the stairs at the end of the passage.

There’s a chained door at the top of the staircase. Pick up the Arkham Fish Market – 2nd Floor Map from the board and use the Bolt Cutter to break the chain.

The door will take you to the door where you left the Leyden Jar. With an alternate route now unlocked, you can retrieve the Leyden Jar.

Doing so will cause the enemies nearby to come to life and attack you. Take them down before moving on.

Go back down the stairs in the side entrance. On your way back, an enemy will burst out of the barred door on the first floor. Take them down and enter the Bookkeeping. Inside, you’ll find some crafting materials and a Codex Entry (Lost Letters – Cruel Joke).

Use the Leyden Jar to go into the Guard Post room, disabling the Starfish Lock. There’s an Inventory Expansion inside and a Radio Codex Entry, along with some crafting materials. You’ll also find the About Ezekiel Evidence on the table beside the radio. Remember to take the Leyden Jar with you when you leave the room.
Exploring The Packing and Cutting Area

With the Leyden Jar back in your possession, start heading back to the Warehouse. However, along the way, you’ll be ambushed by a Deep One. It will toss you into the Market Floor.

Deep Ones are stronger enemies that can deal a lot of damage and knock you on your back. Their weak spot is near their mouth. There will be a few more Deep One encounters throughout the zone.

With the enemy defeated, return to the Warehouse and approach the door to the East Pier. Use the Leyden Jar to unlock the door and head outside.

Go all the way to the left and open the door to the Packing Area with the Bolt Cutter. Head back inside.

As you enter, you’ll see the area crawling with Slitherworms. There’s a door to your right in the central part of the room which leads to Sorting. But if you go to the dark area on the far end, you’ll find an E.R.C, on the other side of the stacked crates. Opening it will give you a Dream Essence.

Head into Sorting and unlock the door on the left. This will take you back to the Warehouse, where you can go and collect the Leyden Jar you left at the exit to the East Pier. You will get attacked by some enemies when you do so.

Pick up the Codex Entry (See You in the Abyss) in the Sorting. Note the strange combination lock with 16 buttons in Roman numerals on the door to the Salt Storage. Then follow the left path forward toward the red light.

As you approach the East Staircase doorway, the vent will break, causing a steam pipe to burst open, blocking your way through. We need to find a way to stop the steam leak.

Move along the passage to find the door to the Electrical Panel at the end. Head inside.

You’ll spot a ramp heading down on the right and a ladder leading up. But first, stay on the upper section and go left. You’ll notice a pipe with a missing valve. You’ll need to use the Handwheel that you saw in the Cold Storage earlier. There’s an Evidence (Handwheel in the Cold Room) on the crate near the pipe. Pick it up.

Turn around and go down the ramp to the Cold Storage. The door at the bottom is locked from the other side. There’s also a mural on the wall up ahead. Interact with the mural.


This is a mural of a band made up of sailors called the Tyde Runners. You’ll get the Old Freddie – Ex Voto evidence for interacting with the painting. You’ll also learn that the singer is named Old Freddie.

Go back up the slope and take the ladder.
Obtaining the Snowflake Key

You’ll arrive at the Pub. The door to the Auction Hall is straight ahead. Go into the main section of the Pub.


Take out the Stygians that drop in from the ceiling. Then check the board on the wall to get The 16 Punishments of the Sailor Evidence.

Also take the Eulogy for Old Freddie Evidence from the Pub countertop.

The note talks of Old Freddie’s sacred bones hidden behind his holy face. That’s an interesting choice of words.

Open the door to the Auction Hall and take out the Deep One on the other side.

Once the enemy is down, enter the Auction Hall. You’ll find the Snowflake Key on a hook in the far left corner. Pick it up.

Break the chain on the door to the Safe Room connected to the Auction Hall. This Safe Room is the first one you arrived at when you entered the Fish Market. This is a shortcut.
The Ezekiel Door – Fishing Shop (Optional)

Since we’re here already, we can take a detour to the Fishing Shop and head for the chained door with Ezekiel written on it. Open the door using the Bolt Cutter and head inside.

Open the lockers inside the small room. You’ll find a locked buoy inside one of them. Interact with it.

You’ll need to enter the correct symbols to open the combination lock. There’s an E.R.C Activator Pen on the table nearby. Pick it up as well.
Opening the Locked Buoy

Open the Investigation menu and combine the following evidence:
- About Ezekiel
- From Ezekiel’s Wife
These two evidences tells you all you need to know to figure out the combination code. You’ll learn that “the eel and lantern” comes first, but the order is mixed up. You’ll also learn that “the angler has the last word” and also a mention of the Coelacanth.

So with all that considered, the correct combination is the symbol shown on the fish trophies in the Fishing Shop in the following order:
- Lanternfish
- Eel
- Coelacanth
- Anglerfish

Check the image above for the correct order of symbols if you’re struggling with the puzzle. Inside, you’ll find the Doyle’s Hot Streak upgrade for the submachine gun. Be careful of the Deep One that attacks you as you head back to the Safe Room.
Obtaining the Handwheel & Stopping the Steam Leak

Now that you have the Snowflake Key, make your way back to the entrance of the Cold Storage via the Warehouse. Use the key to unlock the door and head inside.

The Cold Storage is basically one long, dark, and icy passage. You’ll see some enemies frozen in the wall. But they won’t attack you right now.

In a side area, you’ll find an E.R.C. Remember the location. You can find some Frag Grenades inside the E.R.C and a Dream Essence.


As you head through a door to the second room, you’ll see a strange statue peeking out of a box with blue markings on it. Interact with the statue to get the Frozen Statue Evidence.

Continue along the passage, and soon you’ll run into the Handwheel. Pick it up.

Keep moving forward. As soon as you do so, some of the enemies in the wall will come alive and attack you. Take them down.

Eventually, you’ll reach another door, past a steel gate. Open the door from this side to unlock a shortcut back to the Tyde Runners mural.

Run up the slope and go back to the pipe with the missing valve. Use the Handwheel and interact with it to stop the steam leaking from the pipe in the East Staircase.
Entering Ma Fishface Shipping Co
The East Staircase

Now that the steam leak has been dealt with, head through the East Staircase doorway. You’ll see some Slitherpawns on the floor.

Go forward and left to open a shortcut to the Market Floor. You’ll also find a Codex Entry (Lost Letters – Sisters of Fate) on a crate in the corner, directly opposite the Market Floor door.

Continue toward the East Staircase. The door to the Locker Room will come up on your right. Head inside the Locker Room.

Take out the enemy inside and loot the area. There’s a locked safe here. But you don’t have the combination for it just yet. Pick up the Sacrifice (and Safe!) Evidence near the safe. Pick it up. You’ll also find an E.R.C Activator Pen here.

Leave the Locker Room and head through the door at the end of the passage. Go up the stairs. Pick up the Instructions To Sybill evidence from the cabinet at the top.

This is an important piece of evidence that talks about four punishments in a specific order. These punishments are also mentioned in The 16 Punishments of the Sailor evidence.

Inspect the strange black stone in the room. Then head through the door.

You’ll spot a strange barrier on the door up ahead. Ma Fishface Shipping Co lies just on the other side of the door. But you’ll have to figure out a way to dispel the barrier before you can head through. You’ll get the Old Shop Ward Evidence once you spot the barrier.
Opening the Salt Storage (Optional)

Before we dispel the ward, there are two optional areas we can loot. The first is the Salt Storage. Check the following evidence:
- Instructions to Sybil
- The 16 Punishments of the Sailor
Then match the punishments mentioned in Instructions to Sybil with the Roman numerals in The 16 Punishments of the Sailor. You’ll end up with the following:
- Confined to ship – I
- Deprived o’ beer – IV
- Tarred an’ feathered – IX
- Keelhauled – XVI

Press the buttons I, IV, IX, and XVI in this order to open the door to the Salt Storage.

Inside, you’ll find an upgrade for the Grenade Launcher (to be found later) and the Surprise in the Safe? Evidence. You can also shoot the green statue on the floor to shatter it and gain a Dream Essence.
Unlocking the Locker Room Safe (Optional)

Open the Investigation menu and combine the following evidence:
- Sacrifice (and Safe!)
- Surprise in the Safe?

Then head to the Locker Room and interact with the locked safe.
Enter the code that you used in the Salt Storage, but instead of 16 for the last digit, use 6. So the code turns into: 1496.

Inside the safe, you’ll find another weapon upgrade for the Grenade Launcher.
Dispelling the Ward

Open the Investigation menu and connect the following evidence:
- Old Freddie – Ex Voto
- Eulogy for Old Freddie
- Old Shop Ward

Then make your way back to the Mural outside the Cold Storage exit. Freddie is the second person from the right. Shoot the drawing to find an item inside a small compartment behind the mural.

Pick it up to collect Freddie’s Urn. Take the item back to the barrier. Use Freddie’s Urn on it and wait for Faye to do her thing. Head through the door afterward to trigger a cutscene where you meet Ma Fishface.

They will give you the second Leyden Jar, but for the third one, you’ll have to retrieve a device called the Antikythera from the Jewelry Workshop. Pick up the second Leyden Jar after the cutscene.

Then exit the room using the second door to reach the East Gallery. You’ll spot a cabinet blocking the path to a Safe Room. Move it out of the way to unlock a shortcut back to the zone’s first Safe Room.

You’ll find the Miskatonic University Flood Codex Entry on the table just before the Safe Room Door. Remember to grab it.
Obtaining the Grenade Launcher

Since you have two Leyden Jars now, the first thing you’ll want to do is head to the Market Floor and go to the double Starfish Lock door leading to the Weighing Station. Be careful, as you’ll have more enemies to fight along the way, including Deep Ones.

Once there, use the Leyden Jars to open the locks and head inside.

Pick up the Linguist’s Folly Grenade Launcher from the shelf inside. You can attach the upgrades you found earlier and use the Frag Grenades as ammo for it.

Unlock the shortcut door to the East Staircase area and pick up the Leyden Jars from the entrance before you leave.
Obtaining the Antikythera from the Jewelry Workshop

As Ma Fishface mentioned, the Antikythera is in the Jewelry Workshop through the Starfish Lock door at the bottom of the West Staircase.

Go through the first Starfish Lock to reach a second Starfish Lock door inside. Use the second Leyden Jar to open it as well.

Check the bloodied item on the half-pillar for a Codex Entry (Jewelers Be Warned!). There are some more interactable objects spread out around the workshop.


Before you go further, you’ll want to unlock two shortcuts to the exit so you can grab the Leyden Jars you left behind. Head out to the long passage on the left side of the workshop. Then turn left and continue forward to reach a gate. Open the gate to pick up the Leyden Jar from the first door.

Then head back through the gate and continue along the passage. You’ll spot a Starfish Lock on the right. Use the Leyden Jar you just picked up to unlock it.

Enter the small cell and take out the enemy inside.

There’s a Jeweler Job Offer Codex Entry inside the small cell. Open the gate on the other side to reach the second Starfish Lock and retrieve the Leyden Jar.

Return to the main area of the Jewelry Workshop and look for a small door. Head inside to a small storage room.

Pick up the Warning for Sybil Evidence inside the room. You can now connect the three following Evidence for a free Dream Essence:
- Instructions for Sybil
- Warning for Sybil
- The 16 Punishments of the Sailor
There’s also an E.R.C inside the small room. This one contains an Inventory Expansion.

With everything covered, look for a double Starfish Lock door in the adjacent passage. Use the Leyden Jars to open both locks.

Enter the room and pick up the Antikythera and the Literature Review – Antikythera Codex Entry.

At this point, you’ll be ambushed by a bunch of enemies in the Jewelry Workshop. But since we’ve already secured the exit, you can run away without wasting your ammo. Remember to pick up the Leyden Jars before you leave.

Run all the way back to Ma Fishface and talk to them to trigger a cutscene.
Obtaining the Final Leyden Jar
Navigating Jessamine’s Memories

After the cutscene, you’ll be pulled into a memory. This is a straightforward segment. When you can move, interact with the glowing Leyden Jar on the counter.

Then head through the door to the second room. You’ll mostly be moving between these two rooms.


As you enter the second room, you’ll spot a locked safe on your left and a Strange Statue similar to the one you saw in the Cold Storage straight ahead.

Return to the first room where you’ll now find two glowing figures holding hands. Interact with the figures.

After the dialogue, go back to the second room. Interact with the figures near the table.

Return to the first room and interact with the figures standing at the counter.

Go to the second room once more and interact with the figure near the safe. You’ll get the combination code for the locked safe.

Enter the code 6294 to open the safe. Then try to interact with the Leyden Jar inside.

This will complete the segment, and you’ll be pulled back into the present. Pick up the Jessamine’s Lament Codex Entry from the table. Then loot the safe for Cryptic Riddle Evidence, some ammo, and the Heart of Stone.
Solving the Cryptic Riddle Puzzle

Combine the evidence Cryptic Riddle and Frozen Statue in your Investigation menu. The Red Idol poem mentioned in the Cryptic Riddle is important.

Then interact with the Strange Statue in the Abandoned Office and use the Heart of Stone on it.

This will cause eight limbs to sprout from the Strange Statue. Each limb is holding a unique object. You need to shoot the correct objects in the order mentioned in the poem to solve the puzzle. Don’t worry, shooting the limbs will not consume your Ammo.
The correct order of limbs to shoot is given below:
- Mother’s Prayer – Second from the bottom on the left
- Octopus – Third from the bottom on the right
- A God to Bend the Knee – Bottom on the left
- Time – Second from the bottom on the right
- Hold the Spark – Bottom on the right

Doing so will shatter the Strange Statue. Pick up the Heart of Ice from the rubble.

Now make your way back to the Strange Statue that you found back in the Cold Storage room. You’ll have to fight some enemies along the way. The boxes will be open now, and you’ll find an E.R.C Activator Pen inside the crate on the right.

Insert the Heart of Ice into the Strange Statue. It’ll melt away, and you can grab the Depleted Leyden Jar from its hand. You’ll have to charge it first before you can use it.
Charging the Depleted Leyden Jar

Return to the Construction Site area where you found the first Leyden Jar on the second floor.

Interact with the electrical station from which you picked up the first Leyden Jar and use the Depleted Leyden Jar. This will begin charging the Depleted Leyden Jar.

But it’ll take a while to charge up. To make matters worse, you get ambushed by waves of enemies as it’s charging. Your goal is to survive the onslaught as the Depleted Leyden Jar is being charged.

There are some refilling containers around the area where you can find extra ammo and healing items. Eventually, the power will cut out, and the device will stop charging. When that happens, you’ll have to interact with the levers below the red signal lights to restart the procedure.
There are two levers on either side of the charging station and one on the wall at the far end of the room.

Once the charging is complete and you’ve taken down the last of the enemies, you can collect the final Leyden Jar from the station.

Make your way down to the Holding Dock when you’re ready and insert the three Leyden Jars into the Starfish Locks to trigger a cutscene as Calvin enters the stranded ship.
Exploring the Wrecked Ship

Go up the stairs and continue forward along the passage of the Wrecked Ship. Check the side rooms for loot. One of the rooms will contain a Radio Codex Entry and the Lost Letters – A Twig In A River Codex Entry.

As you move forward along the main passage, you’ll be ambushed by a Slitherpawn. Take it down.

Once the enemy is down, pick up the R.M.C Phorcys Map from the wall on your right.

Head toward the broken railing and drop down.

You’ll find a Codex Entry (Stained Scrap of Paper) on a crate up ahead as soon as you drop.

Keep moving forward along the flooded area. There will be some exploding traps along the way. Take them out from a distance.

You’ll hear strange noises as you progress deeper into the ship. You’ll have to fight a Deep One up ahead.

Soon after the enemy, you’ll reach a metal staircase. Take it to the second floor and enter through the door.

You’ll eventually reach a staircase leading down. Before heading down, go to the dark section shown in the image above. Shooting the trap will spawn a Stygian. There’s a Codex Entry (The Slaughter) on a locker here. Pick it up, then go down the stairs.

There’s a Safe Room in the lower hallway as you go down. Use it to save your progress and get your gear sorted. We strongly recommend bringing the Rifle with you for the coming fight. There’s a Codex Entry (Departure) on the bunk bed inside the Safe Room.

Continue moving along the main hallway until you spot Faye’s suspended body. Drop off the railing to trigger a cutscene.
How to Beat the Shoggoth

Once the cutscene ends, you’re hurled into your first real boss fight in The Sinking City 2 against a Shoggoth. This is a gargantuan boss pulled straight from Lovecraftian horror. But defeating it is more about using your wits than relying solely on your bullets.
The boss uses its massive tendrils to swipe at you from a distance. You can’t damage it with your weapons.

What you’ll want to do is activate the three floating orbs in the arena. Once they are all activated, eyes will appear on the monster’s body.

Shoot the eyes to make them pop. After a while, the switches will deactivate, so you’ll have to be quick with your aim.

Once you destroy the first set of eyes, the boss will become angry and more aggressive with its attacks. But the fight is essentially the same. Activate the switches and shoot the eyes.

Destroy all the eyes three times in total for the boss to go down. A cutscene will trigger afterwards as the relationship between Faye and Calvin begins to crumble.

Eventually, Calvin descends into the pit despite their differences to help Faye return to her body.
This concludes part 6 of our walkthrough for The Sinking City 2. For more interesting articles related to indie games, check out the links below:
- Into Indie Games Homepage
- The Cave Diver – Complete Walkthrough
- Mandate Order – Complete Guide For Beginners
- Tukoni: Forest Keepers Complete Walkthrough Hub
- Security 51 Walkthrough Hub
Muhit Rahman lives off two things: gaming marathons and endless cups of tea. He writes guides, reviews, and occasionally forgets that real life doesn’t come with checkpoints. His favorite genres are Soulslike and Metroidvania, with Dark Souls III, Hollow Knight, and Dota 2 forever holding top spots on his all-time list.