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Nightmares from the Deep: The Siren's Call Walkthrough 9
Nightmares from the Deep: The Siren's Call Walkthrough 9
* 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 9
* 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 9 Screenshots, Videos:
Follow our crystal clear walkthrough and helpful tricks to get you through the rough spots! Click the button to download full walkthrough.
Examine the window; select the buttons: Bx2, Cx2, Ex1, and Fx2 (1).
Open the window; take the BANDAGES (2).
Walk forward to the Archway.
Examine the bike; move the blanket.
Select the bolt; take the PEDAL (3) and the CHAIN (4).
Examine the gate.
Take the ROD (R).
Examine the gear; place the PEDAL and CHAIN on it (S).
Select the pedal.
Examine the mechanism and take the OILCAN (T).
Walk down.
Examine the bike; use the OILCAN on the gear and take the GEAR (U).
Walk down to the Square.
Examine the manhole cover; move the three leaves (V).
Use the ROD on the manhole cover (W).
Select the mouse and take the 1/2 MECHANISM PLATE (X).
Return to the Bedroom.
Select the Fisherman; give him the BANDAGES and take the DAGGER (Y).
Return to the Square.
Examine the window; select the buttons: Bx2, Cx2, Ex1, and Fx2 (1).
Open the window; take the BANDAGES (2).
Walk forward to the Archway.
Examine the bike; move the blanket.
Select the bolt; take the PEDAL (3) and the CHAIN (4).
Examine the gate.
Take the ROD (R).
Examine the gear; place the PEDAL and CHAIN on it (S).
Select the pedal.
Examine the mechanism and take the OILCAN (T).
Walk down.
Examine the bike; use the OILCAN on the gear and take the GEAR (U).
Walk down to the Square.
Examine the manhole cover; move the three leaves (V).
Use the ROD on the manhole cover (W).
Select the mouse and take the 1/2 MECHANISM PLATE (X).
Return to the Bedroom.
Select the Fisherman; give him the BANDAGES and take the DAGGER (Y).
Return to the Square.
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