Nightmares from the Deep: The Sirens Call

Nightmares from the Deep: The Siren's Call is the sequel of the smash hit Nightmares from the Deep: The Cursed Heart. It is an epic adventure story with an exciting plot, outstanding puzzles, and unforeseeable depths of twists and turns. When Sarah Black, the curator of the Caribbean Naval Museum, receives a package from a mysterious messenger, she is unwittingly drawn into an ancient conflict. Moments after she opens the package to reveal an artifact, assailants descend on the museum and rob her of it. She can hardly believe that this is the beginning of a new nightmare from the deep! After blacking out in the museum, Sarah finds herself on the shores of Kingsmouth, a forgotten fishing town with an incredible secret. The would-be messenger reveals the sad truth: he and the rest of the town's denizens are suffering from a curse that is gradually turning them into aquatic creatures. A curse that was cast by two powerful beings: the mayor, Murray, and the sea-devil: Davy Jones.

Phase 3: Swap adjacent titles to create a complete picture M. Place the book symbol P on the book and take the handle P1. Examine the compartment to activate a HOP. If you don't care much about the collectibles and achievements, then the SE is a great buy. Examine the pantry to activate a HOP G. The story grabs you from the start and does not let you go. Return to the Statue. To solve the puzzle, swap the tiles to form a complete image. Examine the oven; open it and select the hornet nest. The fish heads almost make me want to give it a four star rating instead of five. Take the tongs G ; use the tongs to get the cross G1. Walk forward to the Gate; walk left to the Dilapidated Harbor. Return to the Underground. Items listed in yellow are hidden, or they require additional actions to locate.


Sage femme Nightmares from the Deep: The Sirens Call

Phase 1: Arrange the tiles so they create a complete picture K. Examine the table; move the glass and the photo. Return to the Street. I found that this game does the following extremely well: Continues and Improves on a Successful Series - This is a continuation of the story of the Curator of eDep: Nautical Museum and her daughter involved in the world of Pirate history and folklore. Return to the Pawn Shop. Depe: on you will be given an in-game map. Please see the screenshot for the solution K. Return to the Prison. This may be used to fast travel from location to location 5. Walk upstairs to the Storeroom. Alternatively, you may choose to play Csll game of Mahjong instead D1. Please see the screenshot for the solution N. Running Sheep: Tiny Worlds puzzle is random; please see the screenshot for one possible solution Z. Find the listed items O1. Examine the shelf to activate a HOP O.

This review is based on a complete playthrough of the game and bonus content. Take the checkerboard piece F ; place it on the checkerboard and swap the tiles to create a whole image F1. Using a tool like a screwdriver requires removing each screw individually. Please see the screenshot for the solution K. Talk to the ghost E. Examine the boat to activate a HOP. Walk forward. There are three difficulty levels: Casual, Advanced, and Expert. Select the door E. Walk upstairs to the Storeroom. Use the ROD on the manhole cover W. Selecting the Menu button will bring up the Options, Help, and allow you to exit the game 3. Pull the left lever K. Voice overs were good, too.

That and the misclick penalty - It goes with the nautical theme, but seasickness isn't my thing. Place the wings on Five Card Deluxe owl Q ; select the owl and take the trophy R. Take the cloth E ; use it Nighgmares the cupboard and open it E1. To solve the puzzle, find the ten morphing figures within the picture. Talk to the ghost E. Return to the Pawn Shop. Chapter 8: Get Kraken! With evil villains, heroes and heroines, vibrant scenes, a fantastic tale and a "fishy" love story, this game has All-in-One Mahjong 2 for every HO gamer. Take the pump D and place it on the perfume bottle; select the bottle D1. It certainly gained a place on my list of Nughtmares HO games. Move the books and use the hammer on the crack T ; solve mini-game T1 to get the fonts and the paint box key T2. To solve the puzzle, turn the knobs so that all the green lights are lit. Place the extension cord in the outlet SpelunKing: The Mine Match and open the microwave; place the ice block in it and close the door to get the crank O.


Although some elements, particularly puzzles may be repackaged, in general this game is unique and the best of the rest of the series is improved upon. The difficulty level may be changed at any time. Walk down; examine the table to activate a HOP. Overall, an excellent, fun game of the highest quality. They didn't call this Siren's Song for nothing. Read other reviews for more background story. Use the lock picks on the keyhole U and take the cracker U1. The game ends solidly, there's nothing 'required' in the bonus chapter either to complete this game or to understand the next. Please see the screenshot for the solution Y. Select the door E. Jackpot Magic Slots Games. Talk to the ghost T.

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Nightmares from the Deep 2 The Siren's Call 100% Walkthrough + All Collectibles

Take the tongs G ; use the tongs to get the cross G1. Take the cutter F ; use the cutter on the tape F1 and open the door to take the wrench G. Date published: Rated 5 out of 5 by lainme from awesome game The first game is good, and this one is even better. Select the door handle to enter the Yard T and walk right to the Quarters. The story grabs you from the start and does not let you go. Examine the beams P ; select the stairs to activate a HOP. Return to the Dilapidated Harbor. Loved playing it. First up, the CE stuff, so you know what you miss getting the SE: I was critical of the first Nightmare's for lack of 'bling' - they brought it in barrels for this title. Turn the valve. Walk forward. Please see the screenshot for the solution K. To solve the puzzle, align the hands so they match the note.

8 thoughts on “Nightmares from the Deep: The Sirens Call

  1. Talk to the Fisherman J. Return to the Tavern. Phase 2: Flip the tiles to complete the images; please see screenshot for the solution I. Talk to the Fisherman.

  2. The story grabs you from the start and does not let you go. Use the key on the chest P ; open the bag and take the wing P1. Return to the Tavern. So easy, in fact, that even a beginner may grow tired of these puzzles that take only moments to complete.

  3. This is another high quality game from the developer Artifex Mundi. You also have the option to Skip them. The delivery of the tokens is a necessary part of completing the game, watching the clips is not. Leaves room for a sequel and I hope one is made.

  4. Place the extension cord in the outlet N and open the microwave; place the ice block in it and close the door to get the crank O. Date published: Rated 5 out of 5 by lainme from awesome game The first game is good, and this one is even better. Talk to the Fisherman D. To solve the puzzle, try various numbers until you discover the combination. Return to the Tavern.

  5. Walk forward to the Embankment. Examine the Treasury to activate a HOP. Phase 2: Slide the tiles to recreate the image; solution: 4, 5, 2, 1, 4, 5, 2, 4, 5, 2, 3, 6, 5, and 4 L. Please see the screenshot for the solutions J. I'm copying this and editing it a bit from my review of the CE version.

  6. The visuals are very attractive, the HOS are OK with two variations that are more fun - a fragmented one and one with silhouettes that is a mini adventure of its own You can bypass the HOS to play mahjogn instead. Return to the Dilapidated Harbor. Place the crank on the radio and turn it to get the clue R ; dial on the phone and take the key S. I found that this game does the following extremely well: Continues and Improves on a Successful Series - This is a continuation of the story of the Curator of a Nautical Museum and her daughter involved in the world of Pirate history and folklore. Lots to do.

  7. And the movie is worth the ticket price. Select the door E. Return to the Hideout. Talk to the Fisherman X. Unequivocal recommendation.

  8. Place the crank on the radio and turn it to get the clue R ; dial on the phone and take the key S. Phase 3: Swap adjacent titles to create a complete picture M. To solve the puzzle, find the ten morphing figures within the picture.

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