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Nightmares from the Deep: The Siren's Call Walkthrough 10
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Nightmares from the Deep: The Siren's Call Walkthrough 10
* OS: Windows 7 / Vista / XP
* CPU: Pentium 3 1.0 GHz or Higher
* OS: Windows 7 / Vista / XP
* CPU: Pentium 3 1.0 GHz or Higher
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Nightmares from the Deep: The Siren's Call Walkthrough 10
* OS: Windows 7 / Vista / XP
* CPU: Pentium 3 1.0 GHz or Higher
* OS: Windows 7 / Vista / XP
* CPU: Pentium 3 1.0 GHz or Higher
Nightmares from the Deep: The Siren's Call Walkthrough 10 Screenshots, Videos:
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Follow our crystal clear walkthrough and helpful tricks to get you through the rough spots! Click the button to download full walkthrough.
Examine the Tavern and select the fishing lure; use the DAGGER on it (Z) and take the 2/2 MECHANISM PLATE (A).
Return to the Archway and look at the gate.
Examine the mechanism and press the button; place the 2/2 MECHANISM PLATE and the GEAR on it to activate a puzzle (B).
To solve the puzzle, arrange the cogs so that they complete a whole image.
Please see the screenshot for the solution (C).
Enter the Promenade; select the carriage.
Examine the door; look at the handle and select the knob to get the COIN (A1).
Walk forward to the Gate; walk left to the Dilapidated Harbor.
Select the sheet three times and move the bar (B1).
Examine the doors and open them.
Move the net and open the suitcase; move the fishbone and take the CIRCLE HALF (C1).
Return to the Archway; examine the stall to activate a HOP.
Examine the Tavern and select the fishing lure; use the DAGGER on it (Z) and take the 2/2 MECHANISM PLATE (A).
Return to the Archway and look at the gate.
Examine the mechanism and press the button; place the 2/2 MECHANISM PLATE and the GEAR on it to activate a puzzle (B).
To solve the puzzle, arrange the cogs so that they complete a whole image.
Please see the screenshot for the solution (C).
Enter the Promenade; select the carriage.
Examine the door; look at the handle and select the knob to get the COIN (A1).
Walk forward to the Gate; walk left to the Dilapidated Harbor.
Select the sheet three times and move the bar (B1).
Examine the doors and open them.
Move the net and open the suitcase; move the fishbone and take the CIRCLE HALF (C1).
Return to the Archway; examine the stall to activate a HOP.