Game "Horror stories: Sixth Sense": walkthrough. Horror stories: Sixth Sense: game features

Today will be presented a new passage - "Horror stories: The Sixth Sense." This game is a quest. Have to smash his head over some puzzles. Of course, this game has its own characteristics. You should also know about them. Otherwise, the passage of the game will turn into a real nightmare. By the way, one feature of the toy being studied is not mentioned anywhere. It is shared with each other by players who have already encountered a not-so-pleasant phenomenon. How to get this game? What do you need to pay attention to?

Plot

To begin with, it’s worth understanding what this is all about. After all, the plot plays an important role. "6 Feeling" is a game that will talk about a preschool girl named Shiza. A dog is being stolen from her. And this is where the game begins.

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It would seem nothing special. But it turns out that a gang of dog kidnappers is operating in the city. They put a variety of experiences over poor pets! Now Shiza should return her beloved dog, the only real friend named Kutyavka. On this passage is based.

“Horror stories: The Sixth Sense” is saturated with humor and fun. Shiza has a sapper shovel with him everywhere - an item that will always be in inventory. He is very helpful. Save the girl more than once. So what should you know about the game under study before going through?

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. Game features are the humor and puzzles that are offered. You have to carefully study the dialogues with various characters in order to find a way out of situations.

Distinctive features of the game are a few cases where a player can ... die! Quests are usually straightforward. And you cannot lose or die in them. But in the "Horror stories" it is possible. And one of the situations is quite doubtful. But the second - 100% death, if you do not show ingenuity and quick wits. There will be very little time to solve the puzzle. There is a problem approximately in the middle of the passage. About her a little later.

Based on the previously mentioned paragraph, we can conclude that the save function will be very useful. A small tip: once in a landfill, you need to use it. Not necessarily, but desirable. After all, very soon you will have to solve the puzzle, which can lead to the death of the character. I don’t really want to start the whole game from the very beginning.

Similar games

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

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

  • series of games "Petka";
  • "Stirlitz";
  • "Children's Tales";
  • "Boys don't cry";
  • "Mama Do not Cry";
  • "12 chairs".

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

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

6 feeling

Stage One - Fish for Mitrich

Passage of the game "Horror stories: The Sixth Sense" begins in the courtyard where Shiz lives. The girl should go to the backyard in the wake 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 there are valves, in the left corner there is a sleeping drunk plumber. But there is no dog. In the center of the screen are tightly closed doors. What to do?

We return to the courtyard. You need to open the inventory and apply the sapper shovel to the sandbox. Shiza digs a bucket. Next, go to the right side of the screen. There you will see how a neighbor boy plays with a boomerang. And to the left of the guy is a fish. She will have to get it!

How exactly? "6 feeling" offers a little mischief (after all, Shiz is a little hooligan). It is necessary to direct the sun bunny into the eyes of a neighbor. To do this, you first need to use a sapper blade on the hood of the machine - a pump will be received. Next, you need to click on the left wheel - it will deflate. The pump is applied to the right. Done! Boomerang can be picked up. Passage of the game "Horror stories: The Sixth Sense" continues!

But what's next? Just because no one will steal someone else's fish. Baba Galya constantly follows Shiza. We must take it somehow! Everything is simple. We return to the back yard and go down to the hatch. We use a bucket on the water dripping from the pipe. The plumber will turn away. You can open his suitcase and pick up the lamp from it. A graph is attached to the wall. You need to remember it and make sure that water is supplied to the yard. About how to properly position the valves, a little later.

game features

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

Apply boomerang to the treat. And now you can give the daisy to a disabled boy. This will help secure his support. You can return to the back yard.

Puzzle with gates

Passage of the game "Horror stories: The Sixth Sense" - these are constant puzzles. And the situation with the valves is one of them. The graph that was presented shows that the red line corresponds to the water supply to the house.

What does it mean? According to 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 - for nothing.

Shiza will pay attention to the fact that one of the valves is not numbered. This fact must be remembered. A little later it will come in handy.

Militia

You can return to the further passage. Once in the backyard, you need to apply a sapper blade to the shield near the pillar. We attach a light bulb to it. Next, click on the resulting design.

horror stories sixth sense license

Shiz will ask what to do. It is necessary to choose "To the lattice". Next, we use the fish on the grill. And the same bunch - on the open hatch. We get down behind the janitor Mitrich. We select a wrench, use it on the valve without numbering and pick up the stash - a bottle of vodka. It must be given to a man with diesel fuel. Now you can go to the right side - to the police.

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

Leaving town

We return to the police. We 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 his wallet. Now you need to return to the sewer and go to the research institute. The master key is applied to the door to the right in the basement. We take a fire extinguisher at the research institute and go to a stop. What's next? “Horror stories: Sixth Sense” (whether it is a license or not) does not require ingenuity from the player! It is necessary to use a fire extinguisher on the barbecue. Now through the sewer we return to the research institute and take the disk from the computer. We attribute him to a disabled boy. We look at first completely, then in slow motion.

A friend gives Shiza a phone and a travel card. You need to go to a stop and apply the second object in the image of the bus. Quite often, just click on 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 a horizontal linen twine. Next, you need to shove the resulting installation into a meat grinder. Also in the house you need to pick up a piece of meat and coal. We throw a second object into the stove, climb onto the rope installation and fly out the window. The door to the house can be opened.

passing game shiza sixth sense

We pass the meat in the house of the forester through a meat grinder. We go to the right side of the yard - we go out to the Africans and the vulture. Throw minced bird. You can pick up a pumpkin vessel and return to the forester's house. There you need to collect milk in calabash and pick up coal. We go out into the courtyard and put milk on the porch. A snake enters the vessel. Now you need to open the cage with the rabbit and put calabash on it.

We take the vessel and again we collect milk in it. We put it on the porch again. A snake creeps into the vessel. You can pick up a gun from a corpse. Now you need to go on stage with the blacks and shoot a gun. You should talk with your comrades about tom-tam. In exchange, they will give the key. Now it remains to go to the right side - to the stage with a gear line. We 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 landfill. Next - to the veterinary clinic. We rise to the second floor and open the suitcase. We take the probe. We return to the pharmacy and step into the back yard. Need to pick fly agaric. Next - talk with the drunk and find out from him what time it is. Next, you need to pick up the poster and hang it on the door. Talking to the alcoholic again. We run to the pharmacy and pull the lever. We put a magnet in the “compass” on the floor and pick up the cough lozenges.

We leave and pick up the probe. Lollipops are given to a stranger in a landfill (hereinafter referred to as stunted). We talk with him. Probe click on the dump. Now you need to go to the vet clinic and apply the received key to the lock. Next - a sapper blade threatens the detective. He gives a cloak. Walkthrough - "Horror stories: The Sixth Sense" - is not over yet!

We move to the hostels. We give the cloak to the guard and go to the casino. We take the stairs there. Now what? Next, go to the landfill. On it you need to apply the stairs to the box. Now you need to get a pile of trash. From there we lower the rope. We take the ladder and crawl back along the rope. We apply the "loophole" to the bell - we rise to it. It’s better to stay here.

You can ring the bell and climb to the journalist's shelter. You need to pick up the wire cutters and quickly trim the dynamite. The bomb will also have to be picked up. If you do not do everything quickly, the game will end. We go out and take the syringe from the addict. We return to the casino and after talking with Vinyl we get a "bug".

We move to the chapel, pick up the tablet 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 room 13, talk with a woman and say: "Everything will be reasonable," - and we get the power engineer.

Cemetery games

"Horror stories: The Sixth Sense," Part 2 began. In fact, half of the game is over. After receiving the drink you need to go to the chapel and have a snack to cut the fence. We climb to the cemetery. We put the drink on the grave, then open it with a spatula. Nippers pinch the handcuffs and pick up the bill.

how to get through the game horror stories sixth sense

We return to the hostel. There you need to slip a bill into the 11th room. We talk with the tenant and pick up a screwdriver. At the junkyard, unscrew the panel from the box and pick up the chip. We give it to physics and take the resulting device. We plug it into a power outlet and go into the next room.

We run to the vet clinic. We turn off the panel in the office of the head doctor. We give it to Chakhlom. Now we go to the Patriot Avenue, we are talking with a fraudster. Then we return to the casino and complain to the guard. After - again with Shmyga dialogue. And you can get to the furniture store. A conversation with the owner - and go to the basement.

Basement

How to get the game "Horror stories: Sixth Sense"? We give the fish to Mitrich. We give the boy a drink. We call the elevator and leave on it. We quickly throw the fish into the mine. We scare the bat, pick up the litter. Next, you need to take a shocker and rise.

We climb onto the drawer and pick up the key. They open the safe in the room. There are all things and a flute. We take the device from the physicist and use it in the veterinarian in the office of the head physician. Next we play the flute. We take everything that is in the cache. We look at the film (magnifying glass). Next, we run to Fedenka’s mother, we speak with her. We get a note that we give to the drunk. We take away the skate from Fedenka. We give it to the boy at the cemetery. We pick up the gun. We go to the research institute and apply the shocker to the guard.

Next we move to the director’s office. There we give the girl a film. Then apply a bug on it. We take away the cosmetic bag. We give the received item to the girl, we get a bottle of water. We apply the drink to the priest. He gives holy water. We fill the gun with it and shoot water at the ghost in the hostel. You can pick it up there.

We go to the casino, search Vinyl, take the card from him. We open a secret door with a card. We take the lighter. We put dynamite in the cemetery, set fire and run away. We return and go down to the crypt. Now we use the syringe on the villain and run to the blacks. We give all things to them and fall into consciousness with the kidnapper.

Consciousness

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

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

walkthrough horror stories sixth sense

We run to the bridge. We plant a berry there. We take a coin. In the temple of Shiva we put the sword on the altar, we get a corkscrew. It must be applied to the cork near the bridge. We get down, put on the headphones. Next we go through the door. You can choose a note, a glass and a photo. A glass with a coin needs to be combined and given to the bartender. You can have a drink and go to the gatekeeper. We play with him. We get a sword and a note. We put the cannon on the altar (near Shiva in the temple) - a net is issued. We catch a boat at the bridge. Now we go to the children's room (where the shadow hung). We take a key from an orange, start a soldier on the right side. You can take a photo. Now we collect the statue, we give it the net. The bowl with fire must be applied to the cannon. We select cheese, a note.

"6 feeling" is almost gone. Now you can return to the gatekeeper demon. There we give the cheese to the rat and take the last part of the photo. We collect photos. The notes are set: red - on the green strip, green - on the red, everything else - in colors. And we get out of consciousness. We run to the research institute, go down the elevator. We use a physicist device at a power outlet. With a spatula, open the panel and put coal into the unit. We open the door, go to the trash cans and play the flute. The final!

Source: https://habr.com/ru/post/E5821/


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