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Nightmares from the Deep: The Siren's Call Game Guide & Walkthrough by gamepressure.com

Nightmares from the Deep: The Siren's Call Game Guide & Walkthrough

Table of Contents

Chapter 2: Boats Away | Walkthrough Nightmares from the Deep: TSC Guide

New Objective: Help the wounded fisherman

Your companion is in a bad shape after the octopuss attack [1] and you should help him - Chapter 2: Boats Away | Walkthrough - Walkthrough - Nightmares from the Deep: The Sirens Call Game Guide & Walkthrough

Your companion is in a bad shape after the octopus's attack [1] and you should help him. That is why, you should approach the heap to the left [2]. Solve the puzzle (Chapter 2: Bedroom).

Use the salts that you have found, on the fisherman and take the map from him [1] (thanks to it, you will be able to fast-travel between locations that you have already visited) - Chapter 2: Boats Away | Walkthrough - Walkthrough - Nightmares from the Deep: The Sirens Call Game Guide & Walkthrough

Use the salts that you have found, on the fisherman and take the map from him [1] (thanks to it, you will be able to fast-travel between locations that you have already visited).

Approach the window to the right - Chapter 2: Boats Away | Walkthrough - Walkthrough - Nightmares from the Deep: The Sirens Call Game Guide & Walkthrough

Approach the window to the right. Use the projecting wooden stump [1] on the axe's blade [2], to obtain a hatchet.

Go down the stairs and to the heap of rubble in front of you - Chapter 2: Boats Away | Walkthrough - Walkthrough - Nightmares from the Deep: The Sirens Call Game Guide & Walkthrough

Go down the stairs and to the heap of rubble in front of you. Sweep the rubble away and,. Using the hatchet, chop down the wooden beams [1].

New Objective: Rescue the siren

Talk to the mermaid [1] - Chapter 2: Boats Away | Walkthrough - Walkthrough - Nightmares from the Deep: The Sirens Call Game Guide & Walkthrough

Talk to the mermaid [1]. Use ropes to tie the cart to the wooden planks [2].

Unfortunately, this will do no good and the horses, along with the trapped mermaid, will ride away - Chapter 2: Boats Away | Walkthrough - Walkthrough - Nightmares from the Deep: The Sirens Call Game Guide & Walkthrough

Unfortunately, this will do no good and the horses, along with the trapped mermaid, will ride away. Leaving the opened exit behind [1]. You will find here Golden Octopi [2]. Approach the window [3].

Put together the symbols below n such a way, as to create the symbol shown above (just like on the screenshot) - Chapter 2: Boats Away | Walkthrough - Walkthrough - Nightmares from the Deep: The Sirens Call Game Guide & Walkthrough

Put together the symbols below n such a way, as to create the symbol shown above (just like on the screenshot). Collect the bondages [1]. Set out for Archway[2].

New Objective: Raise the gate

Remove the blanket from the bike and collect the pedal, and the chain [1] - Chapter 2: Boats Away | Walkthrough - Walkthrough - Nightmares from the Deep: The Sirens Call Game Guide & Walkthrough

Remove the blanket from the bike and collect the pedal, and the chain [1]. Approach the gate [2] and watch a short cutscene.

New Objective: Reveal the hidden chamber

Collect a rod from the gate [3]. Examine the mechanism to the right [4]. Collect the Golden Octopi[5].

Into the abovementioned mechanism [1] put the pedal [2] and the chain [3] - Chapter 2: Boats Away | Walkthrough - Walkthrough - Nightmares from the Deep: The Sirens Call Game Guide & Walkthrough

Into the abovementioned mechanism [1] put the pedal [2] and the chain [3]. Then, use the pedal and collect the oilcan [4].

Return to the Square - Chapter 2: Boats Away | Walkthrough - Walkthrough - Nightmares from the Deep: The Sirens Call Game Guide & Walkthrough

Return to the Square. Note the well [1], remove the leaves from its bottom and use the rod from the gate to pry Collect the mechanism plate. Return to the Bedroom and use the bondage to dress the fisherman's wounds.

Objective completed: Help the wounded fisherman

Collect the dagger and return to the Square - Chapter 2: Boats Away | Walkthrough - Walkthrough - Nightmares from the Deep: The Sirens Call Game Guide & Walkthrough

Collect the dagger and return to the Square. Approach the tavern [2].

Examine the fishing rod [1] and use the dagger to collect another mechanism plate[2] - Chapter 2: Boats Away | Walkthrough - Walkthrough - Nightmares from the Deep: The Sirens Call Game Guide & Walkthrough

Examine the fishing rod [1] and use the dagger to collect another mechanism plate[2].

Return to the gate (Chapter 2: The Gate).

After you wk through the gate, walk towards the Promenade - Chapter 2: Boats Away | Walkthrough - Walkthrough - Nightmares from the Deep: The Sirens Call Game Guide & Walkthrough

After you wk through the gate, walk towards the Promenade. You will find sea horses hidden here. Interact with the shop sign [3] and the bell [5], and the sea horses will appear in [5] and [6]. Approach the gate. Examine both the gate and the carriage [1],[2]. Turn left and go to the Dilapidated harbor[7].

New objective: Breach the gate

Remove the blanket from the boat [1], open the door [2], collect the sea horses and the circle half - Chapter 2: Boats Away | Walkthrough - Walkthrough - Nightmares from the Deep: The Sirens Call Game Guide & Walkthrough

Remove the blanket from the boat [1], open the door [2], collect the sea horse's and the circle half.

Return to Archway - Chapter 2: Boats Away | Walkthrough - Walkthrough - Nightmares from the Deep: The Sirens Call Game Guide & Walkthrough

Return to Archway. Approach the stall [1].

Find all of the objects listed below [1] or play mahjong instead [2] - Chapter 2: Boats Away | Walkthrough - Walkthrough - Nightmares from the Deep: The Sirens Call Game Guide & Walkthrough

Find all of the objects listed below [1] or play mahjong instead [2]. Use the brush [3] to dust the shelf [4]. If you find it problematic to locate any of the objects, press the hint button.

Return to the Promenade - Chapter 2: Boats Away | Walkthrough - Walkthrough - Nightmares from the Deep: The Sirens Call Game Guide & Walkthrough

Return to the Promenade. Examine the door [1], Collect the coin from there and approach the gate [2].

Put the coin inside the slot-machine [1], fill the lighter with the fuel that you have just obtained and collect it - Chapter 2: Boats Away | Walkthrough - Walkthrough - Nightmares from the Deep: The Sirens Call Game Guide & Walkthrough

Put the coin inside the slot-machine [1], fill the lighter with the fuel that you have just obtained and collect it. Examine the tool box[2]. Read the note and collect the spanner from it.

Return to the bedroom[1] - Chapter 2: Boats Away | Walkthrough - Walkthrough - Nightmares from the Deep: The Sirens Call Game Guide & Walkthrough

Return to the bedroom[1]. Read the note from the spot where the fisherman used to lie and collect the Rebel Symbol[2].

New Objective: Find the hideout

Use the circle half, to open the box [3], to collect the gunpowder.

Return to the Promenade - Chapter 2: Boats Away | Walkthrough - Walkthrough - Nightmares from the Deep: The Sirens Call Game Guide & Walkthrough

Return to the Promenade. Approach the monument [1]. Use the dagger, to clean the plate[2]. Then, pour the gunpowder into the crack [3]and set it on fire [4]. Do not forget to collect the Golden Octopi [5].

Solve puzzle (Chapter 2: Puzzle).

Objective completed: Reveal the hidden chamber

Enter the chamber and examine the throne [1] to collect a bottle of rum from it - Chapter 2: Boats Away | Walkthrough - Walkthrough - Nightmares from the Deep: The Sirens Call Game Guide & Walkthrough

Enter the chamber and examine the throne [1] to collect a bottle of rum from it. Now, remove the blanket [2] and talk to the goblin.

New Objective: Twelve Fish Tokens

Return to the Square And go to the tavern - Chapter 2: Boats Away | Walkthrough - Walkthrough - Nightmares from the Deep: The Sirens Call Game Guide & Walkthrough

Return to the Square And go to the tavern. Open the door [1]. Give the rum to the sailor.

New Objective: Access the tavern

Enter the tavern [1] - Chapter 2: Boats Away | Walkthrough - Walkthrough - Nightmares from the Deep: The Sirens Call Game Guide & Walkthrough

Enter the tavern [1]. Talk to the mariner [2] and take the picture from him. Move the hanging beer glasses [3] and collect the Golden Fish. Also, collect the Golden Octopi[4]. Approach the counter [5]. Locate the items (Chapter 2: Hidden 1). For finding all of them you will be rewarded with a banana. Approach the window. Solve the puzzle (Chapter 2: The Tavern). After you open the locker, collect the newspaper key.

Objective Completed: Access the tavern

Go to the Promenade and use the key to open the door [1] - Chapter 2: Boats Away | Walkthrough - Walkthrough - Nightmares from the Deep: The Sirens Call Game Guide & Walkthrough

Go to the Promenade and use the key to open the door [1].

Enter the Newspaper Office and use the lighter - Chapter 2: Boats Away | Walkthrough - Walkthrough - Nightmares from the Deep: The Sirens Call Game Guide & Walkthrough

Enter the Newspaper Office and use the lighter. Approach the shelf[1]. Just like earlier, find the hidden items, or play mahjong. Screw in the light bulb [2]. Approach the fireplace[3]: collect the coal and the Toy soldier. Approach the board [4](Chapter 2: The board).

Enter the Hideout.

Objective completed: Find the hideout

Use the lighter to light the lamp [1] - Chapter 2: Boats Away | Walkthrough - Walkthrough - Nightmares from the Deep: The Sirens Call Game Guide & Walkthrough

Use the lighter to light the lamp [1]. From under the bed [2] collect the crane lever and the Wind-up key. Approach the body [3]. Use the abovementioned key to open the box. Collect the signet ring and the Golden fish. Approach the shelf [4]. Perform all of the described actions (Chapter 2: The Hideout)

Return to the secret chamber and give the banana to the monkey [1] - Chapter 2: Boats Away | Walkthrough - Walkthrough - Nightmares from the Deep: The Sirens Call Game Guide & Walkthrough

Return to the secret chamber and give the banana to the monkey [1]. Collect the fireproof glove[2].

Go now to the Dilapidated harbor - Chapter 2: Boats Away | Walkthrough - Walkthrough - Nightmares from the Deep: The Sirens Call Game Guide & Walkthrough

Go now to the Dilapidated harbor. Use the bolts [1] and tighten them with the wrench. Straighten the iron [2], and use each of the chains [3], [4] and [5].

Return to the gate - Chapter 2: Boats Away | Walkthrough - Walkthrough - Nightmares from the Deep: The Sirens Call Game Guide & Walkthrough

Return to the gate. Approach the board [1]. Click on the fishes from the smallest to the biggest one.

Put the crane lever in socket [1], the coal in [2] - Chapter 2: Boats Away | Walkthrough - Walkthrough - Nightmares from the Deep: The Sirens Call Game Guide & Walkthrough

Put the crane lever in socket [1], the coal in [2]. Use the fireproof glove to open the stove [3], and the shovel [4] to shove iron inside. Then, use the left [5] and the right [6] levers.

Objective completed: Breach the gate

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