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The game "Horror stories: The Sixth Sense": the passage. "Horror stories: The Sixth Sense": game features

Today will be presented a new passage - "Horror stories: The Sixth Sense." This game is a quest. I'll have to break my head over some riddles. Of course, this game has its own characteristics. You should also know about them. Otherwise, passing the game will turn into a real nightmare. By the way, one feature of the toy being studied is nowhere mentioned. It is shared with each other by players who have already encountered not the most pleasant phenomenon. How to pass this game? What should I look for?

Plot

To begin with, it is worthwhile to understand what it is all about. After all, the plot plays an important role. "6 feeling" is a game in which you will talk about a pre-school girl named Shiza. She is stealing a dog. And this starts the game.

It would seem nothing special. But it turns out that there is a gang of kidnappers in the city. They put a variety of experiments on poor domestic pets! Now Shiza should return her beloved dog, the only real friend named Kutyavka. This builds the passage.

"Horror stories: The Sixth Sense" is saturated with humor and fun. Shiza has a sapper blade everywhere with him-an object that will always be in inventory. He is very useful. She will save the girl more than once. So what should you know about the game you are studying before passing?

Features

For example, about its features. There are not so many of them. But it has already been said that one nuance can bring a lot of problems to the players. Features of the game are the humor and puzzles that are offered. I'll have to study the dialogues with those or other characters in order to find a way out of situations.

The distinctive features of the game are a few cases when a player can ... die! Quests are usually straightforward. And you can not lose or die in them. But in "Horror" it is possible. And one of the situations is quite doubtful. But the second - 100% death, if you do not show wit and ingenuity. Time to solve the puzzle will be very small. A problem occurs around the middle of the passage. About it a little later.

Based on the previously mentioned point, it can be concluded that the conservation function will be very useful. A small clue: when you are in a dump, you need to use it. Not necessarily, but desirable. After all, very soon we will have to solve a puzzle that can lead to the death of the character. I do not really want to start the whole game from the very beginning.

Related Games

At the moment, there are a lot of quests. But at the same time, many are interested in what kind of games are like "Horror stories: The Sixth Sense". In fact, it is difficult to answer. It all depends on what is at stake.

If similar publishers or a category of belonging "Russian quests" are supposed, then you can pay attention to the following options:

  • A series of games "Petka";
  • "Shtyrlits";
  • "Childish Tales";
  • "The boys do not cry";
  • "Mom do not grieve";
  • "12 chairs".

These games can be attributed to similar. Also, many recommend playing quests with original humor and funny riddles, but not related to the category of Russian toys. Foreign analogs, which are in demand:

  • "Deposits" (all parts).
  • "Edna and Harvey: Escape."
  • "Edna and Harvey: New Harvey's eyes."

These games are in great demand. And now, when several analogues have already been proposed, you can return to the passage. Everything is not as difficult as it seems.

Stage one - fish for Mitrich

Passage of the game "Horror stories: The Sixth Sense" begins in the yard where Shiza lives. The girl must go to the backyard in the footsteps of the dog. The player will see the hatch, near which they break off. We get down and look at the picture: in the right corner - the valves, in the left - the sleeping drunk plumber. But there is no dog. In the center of the screen - tightly closed doors. What to do?

We return to the yard. It is necessary to open inventory and apply a sapper blade to the sandbox. Shiza will dig a bucket. Next you need to go to the right side of the screen. There it will be seen how the neighbor boy plays with the boomerang. And to the left of the guy is the fish. She'll have to get it!

How exactly? "6 feeling" suggests a little hooliganism (after all, Shiza is a little hooligan). You need to send a sunny bunny in the eyes of a neighbor. To do this, first on the hood of the machine it is required to use a sapper blade - the pump will be received. Next, you need to click on the left wheel - it will be blown away. A pump is applied to the right. Done! Boomerang can be picked up. Passage of the game "Horror: Sixth Sense" continues!

But what's next? Just so no one will allow to steal someone else's fish. Baba Galya constantly follows Shiza. We must take her somehow! It's simple. We return to the backyard and go down into the hatch. On the water dripping from the pipe we use a bucket. The plumber will turn away. You can open his suitcase and take a lamp out of it. A graph is attached to the wall. It is necessary to memorize it and make sure that the water is fed into the yard. About how to properly arrange the valves, a little later.

Once the puzzle is solved, you can hit the car in the backyard. Shiz will run away into the yard. While Baba Galya turned away, you need to get a flower from the flower bed. Next, the woman will be watering. You can get the fish!

We use a boomerang for a treat. And now you can give a daisy to a disabled boy. This will help secure his support. You can go back to the backyard.

Puzzle with valves

Passage of the game "Horror: The Sixth Sense" - this is a constant puzzle. And the situation with the valves is one of them. On the graph that was presented, it can be seen that a red line corresponds to the supply of water to the house.

What does it mean? On the specified schedule it is required to turn the valves in a certain direction. Namely:

  • B3 - down.
  • B7 - to the left.
  • B4 - to the left.
  • B2 and B5 - to the right.
  • B6 - up.
  • B1 - in the future.

Shiza will pay attention to the fact that one of the valves has no numbering. This fact must be remembered. A little later it will come in handy.

Militia

You can return to the next passage. Once in the backyard, you need to use a sapper blade on the shield near the post. We attach a light bulb to it. Then click on the received design.

Shiza will ask what to do. It is necessary to choose "In a lattice". Then we apply the fish to the grate. And the same bunch - on the open hatch. We get down behind the janitor Mitrich. We select the wrench, we apply it to the valve without numbering and take away the stash - a bottle of vodka. It should be given to a man with diesel fuel. Now you can go to the right side - the police.

We use solar oil on the rink. Then we go into the department and talk with the prisoner who sits in the right cell. We return to the back yard, then we move to the bus stop. There you need to talk with the woman - the wife of the prisoner. She will throw out a purse with a passport. In the inventory, move this find to the scissors image - get the key to the rink.

Leaving the city

We return to the police. Apply the key to the rink and go into the compartment. We throw the passport to the driver. From the table on the right, you need to pick up the master keys while the policeman delves into the purse. Now you need to go back to the sewer and go to the research institute. The master key is applied to the door on the right in the basement. At the NII we take the fire extinguisher and go to the stop. What's next? "Horror stories: The sixth sense" (whether there is a license or not - it does not matter) requires the player to have wits! It is necessary to apply a fire extinguisher on the brazier. Now through the sewer system we return to the SRI and we take the disk out of the computer. He is referred to a disabled boy. We look first completely, then in slow motion.

A friend gives Shise a phone and a travel card. It is necessary to pass to the stop and apply the second object on the image of the bus. Quite often it is enough just to press the stop. The first part of the game is over.

Forester

What's next? Now we pass to the forester's hut and knock on the house. There you need to pick up the rope and throw it on the linen horizontal twine. Further it is required to shove the received installation in a meat grinder. Also in the house it is necessary to take a piece of meat and coal. In the stove we throw the second object, we climb onto the rope installation and fly out into the window. The door to the house can be opened.

Meat in the house of the forester is passed through a meat grinder. We go to the right side of the yard - we go out to the Africans and the neck. Throw minced meat to the bird. You can pick up a pumpkin vessel and go back to the house of the forester. There you need to collect milk in the calabash and pick up the coal. We leave in the yard and put milk on the porch. A snake is taken into the vessel. Now you need to open the cage with the rabbit and put the calabash on it.

We take the vessel and again we type milk into it. Again put on the porch. A snake creeps into the vessel. You can pick up the rifle from the corpse. Now you need to go to the stage with the Negroes and shoot the gun. You should talk with your comrades about the Tam-tam. In exchange, they will give the key. Now it remains to go to the right side - on the stage with the transmission line. Shoot and return to the scene of the accident.

Night, street, lantern

The game "Horror stories: The Sixth Sense" continues. We move to the right - to the dump. Further - in the veterinary clinic. We rise to the second floor and open the suitcase. We take away the probe. We return to the pharmacy and walk to the backyard. It is necessary to disrupt the fly agarics. Next - talk to the alcoholic and find out from him, which time. Next, you need to pick up the poster and hang it on the door. Again we talk with an alcoholic. We run to the pharmacy and pull the lever. We put a magnet in the "compass" on the floor and take the lollipops from the cough.

We leave and take the probe. Lollipops are given to a stranger in a dump (hereinafter referred to as "Weak"). We talk with him. We click the probe in the dump. Now you need to go to the vet clinic and apply the received key to the lock. Further - with a demolition shovel threaten the detective. He gives the cloak. Passage - "Horror stories: The Sixth Sense" - is not over yet!

We move to the hostel. We give the cloak to the guard and we go to the casino. We take away the ladder. Now what? Further we go to the dump. On it you need to apply the ladder to the box. Now you need to pick up a pile of trash. From there we lower the rope. We take the ladder and crawl back along the rope. We apply a "loophole" to the bell - we rise to it. It's better to stay here.

You can ring the bell and get to the journalist in the shelter. It is required to pick up the cutters and quickly cut off the dynamite. The bomb will also have to be taken away. If you do not do everything quickly, the game will end. We leave and take the syringe from the addict. We return to the casino and after a conversation with Vinil we get a "bug".

We move to the chapel, take the sign from the detective agency. We talk with the grandmother in the hostel. And in the inventory we combine the textbook and the tablet. We give the book to the concierge. We move to the 13th room, talk to the woman and say: "Everything will come to its senses," and we get the power engineer.

Cemetery Games

"Horror stories: The Sixth Sense", Part 2 began. In fact, half the game is over. After receiving the drink you need to go to the chapel and the nippers to grab a fence. We climb into the cemetery. We put the drink on the grave, then open it with a shovel. Cut the handcuffs with hand cutters and take the bill.

We return to the hostel. There for 11 room you need to slip a bill. We talk with the tenant and take a screwdriver. At the dump, unscrew the panel from the box and take the chip. We give it to the physicist and take the resulting device. We plug it into the socket and go into the next room.

We run into the vet clinic. We unscrew the panel in the chief doctor's office. We give it to Chakhlomu. Now we go to the Prospect of Patriots, we speak with the swindler. Then we return to the casino and complain to the guard. After - again with Shmyga dialogue. And you can get to the furniture store. Talk with the owner - and go to the basement.

Basement

How to pass the game "Horror stories: The Sixth Sense"? We give Mitrich fish. We give the boy a drink. We call the elevator and leave on it. Quickly throw the fish into the mine. We frighten the bat, we take away the litter. Next, you need to take a shocker and climb.

We climb onto the desk drawer and take the key. They open the safe in the room. There all things and a flute. We take the device from the physicist and apply it in the vet clinic in the chief doctor's office. Then we play the flute. We take away everything that is in the hiding place. We look at the film (magnifying glass). Then we run to Fedenka's mother, we talk to her. We receive a note, which we give to the alcoholic. We take away from Fedenka skate. We give it to the boy at the cemetery. We take away the gun. We go to the research institute and apply a shock to the guard.

Further we move to the reception of the director. There we give the girl a film. Then we apply the bug to it. We take away the cosmetic bag. We give the received object to the girl, we get a bottle of water. We apply the drink to the priest. He gives holy water. She fills the gun and shoots water at the ghost in the hostel. You can pick up there-there.

We go to the casino, search Vinila, take his card from him. We open the secret door with the card. We take away the lighter. We put dynamite in the cemetery, set fire to it and run away. We return and descend into the crypt. Now we use the syringe on the villain and run to the Negroes. All things are given to them and we are conscious of the kidnapper.

Consciousness

Passage of the game "Shiz: The Sixth Sense" is almost over. We take away the legs of the statue, about the demon-gatekeeper on the right we take away the trunk. We go to the left upwards from the bridge and select the next part of the body and photo. We run to Shiva's temple, take away the container with fire and photo. The upper part of the statue in the inventory is dismantled, and the sword is obtained. He puts Shiva on the altar. We take the nail and apply it to the shadow near the entrance to the nursery. We continue the passage. "Scary: The Sixth Sense" is almost coming to an end!

Further we move to the bar. From there - to the pool. You need to take the headphones from the skeleton and part of the photo. We move to the 2nd floor, apply the shadow on the screen. We take 2 parts of the photo, a samurai sword. We use weapons on the musician. It is required to take a note and a berry. We give the eye to the conductor, we select another note.

We run to the bridge. There we plant a berry. We take a coin. In the temple of Shiva we put the sword on the altar, we get a tailspin. It must be applied to the cork at the bridge. Get down, put on the headphones. Then we pass along the ditch. You can choose a note, a glass and a photo. A glass with a coin needs to be combined and given to the barman. You can drink a drink and go to the doorkeeper. We play with him. We get a sword and a note. The gun is placed on the altar (in Shiva's temple) - a net is issued. At the bridge we catch the boat. Now we go to the children's room (where the shadow hung). From the orange we take the key, we start a soldier on the right side. You can take a photo. Now we collect the statue, we give it to the net. A cup with fire must be applied to the cannon. We select cheese, note.

"6 feeling" is almost passed. Now you can return to the gatekeeper daemon. There we give the rat a cheese and take the last part of the photo. We collect photos. Notes are set: red - on the green bar, green - on the red, everything else - in colors. And we leave consciousness. We run to the scientific research institute, we go down on the elevator. We apply the appliance to the socket. Blade open the panel and put the coal in the unit. We open the door, go to the garbage boxes and play the flute. The final!

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