Talk to thefisherman[1].
Go to theEmbankment[2].
Talk to the captain[1], and to thePraetorian, that appeared in[2].
From him, take thescroll emblemand return to theYard.
Walk over to theQuarters.
Approach the sea horse on the wall[1].
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.
Then, examine the shelf[3]and read the note.
Use the flint stones to light the candle.
Walk over to theCave[5].
Return to the corridor.
Approach[1]and complete theHOPfor which you will receive scissors.
Then, approach the shelf[2](bonus chapter: dynamite).
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].
Find the hidden objects[1].
Approach the islet that surfaces[3].
Sweep the seaweed away and collect thecrowbar.
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].
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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