Talk to thefisherman[1].

Go to theEmbankment[2].

Talk to the captain[1], and to thePraetorian, that appeared in[2].

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From him, take thescroll emblemand return to theYard.

Walk over to theQuarters.

Approach the sea horse on the wall[1].

PC

Give its tail a twist for three times and put thescroll emblemin the place that reveals.

Walk into thecorridorthat reveals.

Approach the shelf[4], collect the map and2/2 flint stones.

PC

Then, examine the shelf[3]and read the note.

Use the flint stones to light the candle.

Walk over to theCave[5].

PC

Return to the corridor.

Approach[1]and complete theHOPfor which you will receive scissors.

Then, approach the shelf[2](bonus chapter: dynamite).

PC

Collect thedynamite sticksand walk over to theCave.

Put the dynamite under the rocks[1]and put fire on the wick using the candle.

Move the rocks away and walk over into theBay[2].

PC

Find the hidden objects[1].

Approach the islet that surfaces[3].

Sweep the seaweed away and collect thecrowbar.

Mobile

Return to the cave and use the crowbar on the chest[1].

Read the note and collect thestained-glass quilland1/5 golden gear.

Put the feather into[1].

Nightmares from the Deep: The Siren’s Call

Then, go into theShipwrecked hull[2].

Approach it and load it with the cannonball, and set the wick on fire.

Use the pickaxe on the rocks[1]and collectlump of coal.

Approach the desk[1]and read the note, then use the coal on the book.

Read the code (739), and put it on the door[2].

From the box, collect thestained-glasshat.

Return toBayand put the glass hat in[1].

Through the passage that appears, make it to the beach[2].

Examine the pedestal[2]and collect thechiselfrom it.

Go toArmoire[3].

Collect the pirate hat[1].

Approach the chest [2] and collect the thread cutter from the sand .

Then, read the note [3] and rip the pillow open.

Return to theBayand complete theHOPin[1].

You will receive a rapier.

Walk over to theBarrels.

Approach the desk[1]and put themarine sealin it.

Keep spinning the dials in such a way, as to make an octopus appear.

Collect theflintlock pistolfrom the locker that opens.

Approach the door[2]and complete theHOP, for which you will receive a hammer.

Then, go to the barrel[3]and use both the hammer and the chisel on it.

Collect themannequin headand4/5 golden gear.

Use the hammer on the pedestal for three times[1].

Collect the coat and go ahead[2].

This will open a locker that you should collect thestained-glass islandfrom.

Return to the bay and put the glass island in[1].

Go to theEntrance[2].

Objective completed:Fix the pillar

Activate aHOPin[1].

You will receive the lastgolden gear.

Approach[1]and find all the items (Bonus Chapter:Hidden 2).

Then, approach the painting[2]and put thegoldengearsin it.

Arrange the gears correctly (Bonus Chapter: Gears).

Return outside of the entrance and approach the golem (Bonus Chapter: Golem).

Approach the table[1]read the note and collect2/2 crab halves.

Find the items (Bonus Chapter: Hidden 3).

You will receive asmall islandmodel.

Enter theExpositionsagain and put the island model in[1].

Arrange the crab halves in the chest[1]and collect thepainting strips.

Return to theExpositionsfor the last time and approach the painting.

Use thepainting stripson it to put the entire painting together.

(Bonus Chapter: The Ship) and collect3/3 seal parts.

Use them on the book and collect theThe Book of Davy Jones.

Talk to thefisherman[1]and walk over to theEmbankment[2].

Give the book to thePraetorian[1]and talk to the captain[2].

Objective completed:Recover the Book of Davy Jones

Objective completed:Leave the island

Congratulations!

This is the end of your adventure with Nightmares from the Deep: The Siren’s Call.

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