Sixth Measurement: Game Walkthrough and Guide

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June 20, 2022
12 minutes
253

By Jonny Gamer

Sixth Measurement: Passage

So you watched the initial cartoon. First select the difficulty level. They are 4.

The most complicated, you will need a maximum of intelligence and reaction in dynamic moments.

Sophisticated mysteries, but simple in terms of dynamics. For those who love to think, but does not like to run.

Middle in difficulty. Dynamic moments are a bit simplified, and the riddles will be easier to go through the prompts. Tips at this level Surface, giving only a general direction. At the first levels there are no prompts.

The easiest level. Dynamic moments are reduced to minimal complexity, and the prompts are issued very detailed. After selecting the level of complexity of the bee, herself is provided.

one. Drain. You sit on the windowsill in the hall. The right is visible to the kitchen, on the left – the passage to the bedroom. Nearby is a pot with cactus. examining the pot, you will find a sliver that will come in handy in the future. Remember where the chips are.

2. Now you need to find a zorka (heester). Fly in the kitchen, find the corner of the cobweb in which Zorka got. You can talk to her and try to break a web, but nothing will happen. To break the web, you need to go a few more steps. Torch, otherwise the spider will return and the game will end! Time until the spider appears depends on the level of complexity and hesitates from 2.5 to 4.5 hours of playing time.

3. After an unsuccessful attempt to break the cobweb web (HoneyBelle) hits the plate. It is worth it from there to fly out, as she feels a pleasant smell of a pot with honey, which literally attracts her, so the control is broken. Be careful to getting into a pot with honey means death. Need to cut down and fly out of the danger zone.

4. In the hall on the table there is a big bottle, and in it the sadness of the bubble fly (buzzoff) flies. Fly in a bottle and try talking to fly. Long conversation will not work, flies with something strongly saddened. In this conversation and in the future, everyone ask about the powder for transformations (Magic Potion) and ask for a dragonfly in a web.

five. The second Muha Zhmukh (Veeroff) flies throughout the rooms. Occasionally she lands on a portrait in the hall, on the clock, to the stove, on the closet in the bedroom and other places. Talk to this fly, ask about the fly in the bottle. You will learn that the bubble is upset due to the fact that the bows were banned in the meadow.

6. The bedroom has a bedside table. Behind her hole, it can be flew. Inside completely dark. Filming a little in the darkness, you will find a newspaper on the shelf. There is written something interesting, but it is impossible to read because of the dark.

7. Now fly to the kitchen. There is full of ants, they crawl on the table and along the walls. At the end of the forming chain sits an ant guards and asks all the password. There are three types of passwords: for workers, battle ants and intelligence ants. Overhear all three passwords, then you can talk to ants. During the game, you will have to communicate with all kinds of ant.

8. The kitchen has a buffet. Downstairs he has a hole through which you can get involved. Fly from the buffet, find a plate with cheese.

nine. Now find an ant scout. You will have to go through a few ants in the chain. Tell the scout about cheese.

10. Now two ants sit in the buffet. Overheard their conversation. You will learn that there is a slot in the bedroom, and in the subfield a lot of interesting things. But right on the slit is a piece of paper. Who shifted it?

eleven. Shifting it can dragonfly polycryl (glitterwing). He sleeps on the feet of the table in the hall. But you can’t wake it up.

12. Again fly to the kitchen. Fly Fly Fly Sportswoman Fly (Takeoff). Coll with Ne. She will suggest you flying to the kerosene lamp. Carefully listen to the route racing and fly. Immediately probably to overtake not succeed, you need to practice. The flight speed of flies (and therefore the likelihood of your win) depends on the level of complexity that you set at the beginning. When you finally win, the rude will inform the name of the polycryla (before that, the medale does not know that he is so called).

13. Now fly to wake policry. On his name he responds and wakes up. Talk to him, ask to shift a piece of paper in the bedroom. Although there is a lazy polycryl, some joke will help him.

fourteen. Now the passage is free. Fly inside, but do not forget first to record the game. You are waiting for a labyrinth that is easy to get lost. However, the task will facilitate the fact that the labyrinth consists of identical cubic cells. They are connected to each other in the upper or lower part. You can gradually make a map of the labyrinth, and you can immediately fly by such a route: Owl into the labyrinth, turn right to 90 degrees, take two steps to cells. Turn left, take 1 step. Next, take steps: 2 right, 4 right, 1 left, 2 right, 1 right. If everything has been done correctly, you will see the caterpillar.

15. Rotunda Caterpillar (Madame Legolopolis) loves philosophical conversations. Ask her how to help dragonfly. She will suggest to help the firefly, which was locked in a match box. Boxes lies in the bedroom on the shelf, and is about to fall.

16. Fly out of the labyrinth on the reverse route and try to post the box down. To do this, it is enough to land on it from above. But… the bee is too light, the boxes are just swinging and does not want to fall.

17. Polykryl is much heavier than medical. Fly to him and suggest to show on the box. It will fly and wrap down boxes.

eighteen. Now fly to the fallen box. On it sits the liberated Firefly Borisvet (Glow). Talk to him, ask for a single bedside table. Firefly asks first to find him a cumin to support his strength, for he is very tired in imprisonment. He will also tell that the powder lies somewhere in the attic, and the passage of the attic knows one of the cockroaches.

19. Tarakan so far we will not touch. Fly in the kitchen and look for a table with Tmina on the kitchen. May have to tinker. On the table there are many different crumbs, and with Tmin only one. Next, come back to Borisvet. Now he will high in your bedside table.

twenty. Borisvet slowly flies along the newspaper in the bedside table. You can read it if you get closer to the illuminated area. You will learn that the cows were allowed in the meadow. Remember who it was necessary? Fly to a fly in a bottle.

21. When Zhuzhuha recognizes the joyful news about cows, she says in gratitude, how can you break a web. Fly to the dragonfly and free it.

22. After the liberation of Zorka flies to the polycloth on a date. They both sit under the table in the hall. You can find them and overhear a completely useless conversation…

23. After that, it’s time to remember the cockroach. If you did not find it before, we fly to the pot under the bed – the cockroach inside. Can talk to him. Tracakan Boltukhan (Stickybody) can not get out of the pot because slips on the wall.

24. You will have to go down again in the underground. Do the next way from the beginning: Make 2 steps to the right, 1 left, 2 right, 1 right, 1 right, 2 left, 2 right. You will see the cobweb. It can be broken as the first. After the web you need to go a little, and you will see an empty bubble. You can even check if it really is empty.

25. It turns out that there was ammonious alcohol in the bubble! Bee from a strong smell rushes in a labyrinth and quickly flies out. Now she will not feel some time.

26. It’s time to fly quickly to a pot with honey. You now do not drown, but score to the paws honey.

27. It will be useful to cockroach in a pot. Namazh the wall of a pot in the place where Boltukhan got off. Now he is free! After liberation, he will sit near the pot. Ask him to show the way to the attic.

28. The cockroach quickly runs around the wall, do not lose sight of it. He comes to Lhaz on the attic on the ceiling. Follow him.

29. In the attic many different interesting things and insects. On the table there are flasks and degrees of the sorcerer. What is it? In one of them lies our Bhatuchan. Do not worry, he is alive, you can even talk to him.

thirty. First of all, you need a ladybug of a spot (Mayflower). She crawls on somewhere on the floor under the hanging lamp. Talking to her, you will learn that it makes a pilgrimage to a lamp with such ridiculous conditions: first, it goes on foot, without using wings, and secondly, no one should interrupt it. But spoiled hours in the hall beat every five minutes, which greatly interferes with the pilgrimage.

31. You need to fix the clock. Fly to them in the hall. Maybe you have already noticed that when the door opens the door. Wait for the clock will begin to beat and flip inside.

32. Explore the inside of the clock. You will have to squeeze into a narrow slit to find a cockroach Mechanical (ICKYBODY). Ask him to fix the clock so that they do not beat so often. The cockroach agrees, but puts the condition: you need to beat it in Reversi.

33. It turns out that Mechanical has no boards for reversal. Board can be drawn by a small coal. Wait until the door opens, fly out of the clock and head directly to the stove. It is possible to get through the gap in the damper. Look for the smallest corner, it is somewhere between firewood.

34. When the bee brings the corner, the cockroach draws the board and the game begins. If you do not know the rules, Mechanic will tell. The class of his game depends on the level of complexity that you set at the beginning. If you play at the simplest level, you can also call the hint and the cursor will show where to walk.

35. When the cockroach finally loses, he agrees to repair the clock. But he needs a little wand for this. Here is the time to remember about the chips that you discovered at the very beginning. However, she is very heavy, one dragonfly it clearly will not take. But two – perhaps. Go to dragonfly under the table.

36. What’s happened? It seems, Polycrew and Zorka quarreled. It is necessary to urgently find the zorka and merry them. Zorka somewhere in the house. Native all corners, the place for it is chosen by chance. When you find, you will not be difficult to persuade her to return to polycloth.

37. Now fly under the table again. There are acknowledged dragonfly. Of course, they agree to deliver a chips to the clock… It seems that mechanicals are not very good in the clock. Now they are broken and do not beat at all. But for stains it is even better.

38. Fly in the attic. The spot is now sits on the lamp. Talking to her, you will learn very valuable things: first, powder is in the chest, two steps away from you. Secondly, in the chest can be seal through the locking well. And thirdly, the regular web is woven on the well and sits spiderman (Count Webb)… But the spot says that he is not very angry and you can talk to him.

39. Talk to Pauck about his web. It turns out that he loves to weave beautiful patterns, but has no samples for weaving. Where he find a sample?

40. You need to find a mukhu fly again. She still flies around the rooms. Ask her about round pattern. It turns out, a good pattern (postal stamp) is on the envelope that lies in the kitchen. But the envelope is not tormented by that side! Who will turn it over? Dragonflies went somewhere…

41. Fly again in the attic. In the far wall laid the walled red ants. Especially talking to them will not work, but it can be found that in some places the chains are red ants lead captive gray. You need to urgently report this gray combat ants!

42. Gray combat ants, it turns out, not very bold. They only report that the red ants are afraid of dust, from which “AP-Chhow” sneezes! In the attic in different places, full of dust – on the chests, above the lamp, on the frames. You need dust lying on the window frame. Type to paws of dust and quickly until the bee sneezes, convey it to the ants with the prisoner. Will come to accurately calculate the position of the prisoner to have time to. The complexity of this point also depends on the level of complexity of the game.

43. Red ants from Chiha just explode! There remains one captive. Now Gray Ants are very grateful to you. Fly to them and ask the workers to flip over the envelope.

44. Selfless work ant brings success – now the bee sees a stamp. You can fly to the spider and tell about it.

45. Spider saves a web, and you can fly in the chest. True, the cunning stump immediately disperses a new network, so there is no road. But you do not have a road in the form of a bee, and in the form of a person it is possible to choose from the chest. Nearby flickers with magic light powder. True, the first transformation will not be very successful for you, but from the second time the bee turns into a person. Game over!

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