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.

Now for the main game: I played on expert, the highest of three difficulty levels can be changed in game. I gave "Cursed Heart" only four stars, but because this game was much improved, I give it five stars and definitely recommend! Find the listed items O1. Walk right to the Quarters. Handles Cinematics and the Required Delivery of a Backstory - I normally skip almost all cinematics if I am able to because they are usually boring and long. Return to Prison. To solve the puzzle, turn the knobs so that all the green lights are lit. The theme is a bit wack though. Phase 1: Arrange the tiles so they create a complete picture K. Select the rope and open the package G. Three kinds of collectibles, not easy to spot - I only found half of the morphs. Place the decoder plates on the map to activate a puzzle W. Please see the screenshot for the solution C.

Examine the doorway to activate a HOP. Walk down to your Office. Many of this game's cinematics are interactive requiring the player to contribute to the scene to reach it's completion. Phase 2: Swap the tiles to form a whole image U. Breaking an object with an ax or a hammer, etc. Examine the beams P ; select the stairs to activate a HOP. Please see the screenshot for the correct order J. Examine the pantry to activate a HOP G. Phase 3: Align the dials to create a whole image V. To solve the puzzle, arrange the tiles so the mathematical equations are true. 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 Prison.

They didn't call this Siren's Song for nothing. Return to Prison. Examine the skeleton to activate a HOP. Examine the junk to activate a HOP. You must insert the key, turn the key and push the handle to open a door. Return to the Pawn Shop. Please see the screenshot for the solution F. Leaves room for a sequel and I hope one is made. Return to the Promenade; walk left to the Statue. There is a great ending, keeping with the storyline. Jackpot Magic Slots Games. It is as if you were watching a movie, where you have to move things forward every now and then. Enter the Tavern; examine the bar to activate a HOP.


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The Diary will show your current tasks and clues 4. Breaking an object with an ax or a hammer, etc. Place the decoder plates on the map to activate Townsmen: A Kingdom Rebuilt puzzle W. Return to the Storeroom. Date published: Examine the shelf to activate a HOP O. Sometimes a HOP or step will not become available until a journal entry has been added. To solve the puzzle, align the hands so they match the note. Pull the right lever L. Remove the old starter cord K. There are more puzzles without an over-abundance of HOS. Examine the bed to activate a HOP. Look at the stove; move the pot lid and Zulus Zoo the pot. Talk to the Fisherman J.

The music: Play with your sound on! Walk down; examine the controls to activate a puzzle. To solve the puzzle, place the pieces in the correct slots to complete the image. Use the ROD on the manhole cover W. Return to the Apartment. Return to the Tavern. To solve the puzzle, arrange the photographs to form a cohesive image. Please see the screenshot for the solution D. Now for the main game: I played on expert, the highest of three difficulty levels can be changed in game. Date published: Rated 5 out of 5 by Streva from Excellent game!! To solve the puzzle, align the hands so they match the note. Talk to the Fisherman M. So worth it!!

Please see the screenshot for the solution: 8, 7, 4, 1, 2, 3, 6, and 5 G. To solve the puzzle, arrange the pieces to form a complete image. Return to the Yard. The Inventory Calll are stored here 1. Walk down to the Bridge. Return to the Fountain. Breaking an object with an ax or a hammer, War Chariots: Royal Legion.


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

  1. 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. The difficulty level may be changed at any time. Examine the door; open the hatch and talk to the Guardian T. Return to the Secret Chamber. Date published: Rated 5 out of 5 by Jadelynn74 from Weird fish heads but a wow experience I've never been drawn into an adventure as smoothly and quickly as in this game.

  2. Return to the Pawn Shop. Early on you will be given an in-game map. 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. Remove the old starter cord K.

  3. To solve the puzzle, arrange the pieces to form a complete image. Unequivocal recommendation. Examine the gate; open the door and enter the Foyer.

  4. Plus, there were not too many HO's and the game actually let's you keep a useful item throughout the game--what a concept, I wish more games would do that. Return to the Apartment. Take the pump D and place it on the perfume bottle; select the bottle D1. Three kinds of collectibles, not easy to spot - I only found half of the morphs.

  5. Select the sheet three times and move the bar B1. Take the checkerboard piece F ; place it on the checkerboard and swap the tiles to create a whole image F1. Please see the screenshot for the solutions J. Return to the Underground.

  6. Examine the beams P ; select the stairs to activate a HOP. Walk forward to the Archway. Take the cutter F ; use the cutter on the tape F1 and open the door to take the wrench G. Chapter 2: Boats Away Find the listed items B1. Directional Hint, lockable inventory, well written journal and just general UI and game mechanics goodness.

  7. 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. Use the lockpick on the suitcase green. Pull the right lever L. Return to the Promenade.

  8. Pull the lever S. Return to the Prison. This may be used to fast travel from location to location 5.

  9. Enter the Passenger Cabin. Place the trophy on the wall mount and select it T ; take the lock picks T1. Talk to the ghost T. Walk forward to the Street. Phase 1: Arrange the pieces to create a whole image T.

  10. Interactive items in HOPs are color-coded. Examine the Fisherman; select the antiques to activate a HOP. Use the key on the chest P ; open the bag and take the wing P1. Enter the Tavern; examine the bar to activate a HOP. Please see the screenshot for the solution K.

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