Fixed inputs by interaction
- Locker Room safe: 1496. It becomes reachable after the Snowflake Key and Handwheel route opens the steam-blocked Cutting Area.
- Salt Storage wooden lock: select I, IV, IX, XVI. These are four separate punishment numbers, not the digits of a four-place safe.
- Past Abandoned Office safe: 6294. Use it only after the memory sequence supplies the conversation chain.
Leyden Jar rule
Leyden Jars power starfish locks. Retrieve a jar after opening a shortcut when the route permits; leaving every jar behind can make a later multi-lock sequence look impossible. The Broken Hold eventually requires three jars at once.
Route order that prevents backtracking
- Take the Bolt Cutters from the Weighing Station.
- Find the Fish Eye Key beside the Cold Storage door.
- Use the Snowflake Key from the Auction Room to enter the Cold Room route.
- Take and install the Handwheel to stop the Cutting Area steam.
- Clear the Locker Room and Salt Storage detours when their evidence is complete.
- Follow the Old Freddie song route to remove the ward.
- Continue the story and memory sequence to the 6294 safe.
- Recharge the depleted jar and assemble all three for the Broken Hold.
Do not merge these investigations
The corpse-held symbol locker belongs to The Drowned. Salt Storage and the sixteen punishments belong to The Damned. Their inputs solve different mechanisms even though both are in the Fish Market cluster.
Sources
- GameSpew — checked 2026-08-21
- dq7reimagined — checked 2026-08-21
- NerdsChalk — checked 2026-08-21
- NerdsChalk — checked 2026-08-21
Reviewed: 8/21/2026