Wise GeekGame Walkthroughs → Paranormal Files 6: The Trap of Truth - Walkthrough of the game in pictures step by step

Paranormal Files 6: The Trap of Truth - Full Walkthrough with Tips and Puzzles

Paranormal Activity 6: Truth Trap. Rick Rogers has a new assignment - this time he needs to try to save the people trapped in the God of Truth at the paranormal fair. The mystical enemy has prepared a lot of quest tasks, puzzles and mini-games. Only by solving them, the hero will be able to get the necessary inventory and outwit the opponent. In this case, Rick has a personal interest, because one of the hostages is his girlfriend Rachel. This article describes a complete and detailed walkthrough of the game with pictures. An overview of all the secrets, tips, tactics and features of game mechanics from start to finish is given.

Contents

  1. General Tips
  2. Chapter 1 Trailer Brody
  3. Chapter 2 Brody’s Trap
  4. Chapter 3 Daimon’s Trap
  5. Chapter 4 Mia’s Trap
  6. Extra Chapter
  7. Collectibles

Paranormal Activity 6: General Tips

Four liars fell into a trap prepared for them by the cunning God of Truth. Among them was the girlfriend of Rick Rogers, a well-known paranormal detective in his circles. Now Rick has to go to the gloomy abode of the God of Truth and try to beat him in order to save would-be liars from eternal wanderings in the backyards of Truth. But will he be able to do this, because the enemy is too smart, and Rick himself also has something to hide, so he may well become the fifth victim...

Look for useful inventory to handle current investigation tasks. Don’t forget to find clues to get new details about the case. In case of difficulty, you can use the hint. Also check the Map often to get your bearings in your location and see locations where there are still unsolved puzzles. The game has several difficulty modes: choose any for a comfortable passage.

This walkthrough will not mention the need to zoom in each time. Screenshots will show an already enlarged image. For Hidden Object scenes, the acronym "SEARCH" will be used. Items marked with a different color are hidden or require additional steps to obtain them. The walkthrough does not show solutions to the search scenes. Only their location and the resulting item are shown.

Here will be described step-by-step solutions for those mini-games that have a single solution and are not randomly generated. For other mini-games, read the explanations and rules carefully. Sometimes in this game, before interacting with a scene, you will need to click on a new scene to trigger a dialogue, cutscene, or quest. Use the Map to quickly move to the desired location.

Paranormal Activity 6: Chapter 1 Trailer Brody

Choose a dossier; play the HOP (A). Use the charger on the phone (B-C). Select phone twice; read the message (D).

Talk to Mr. Harrington; select the diary for a HOP (E). Take the map (F).

Zoom into the barn (G). Take the CANE (H). Use the CANE on the wind generator; take the PLASTIC HAT (I). Take the CASE (J). Take the PLASTIC MONOCLE (K).

Place the PLASTIC HAT and PLASTIC MONOCLE on the cat cart in the shed; take CASE KEY and PICTURE PIECE 1/3 (L). Combine the CASE and CASE KEY in Inventory; take LIPSTICK, NAIL FILE and MIRROR. Use the MIRROR on the trailer door (M) for a mini-game. Do the steps in the following sequence: N-Ox3-Nx3-O-Nx2-Ox2. Walk right.

Take the DIAMOND EYE (A). Take the TUNING KNOB (B). Take the DEFECTIVE ALARM CLOCK (C). Use the NAIL FILE on the cupboard compartment door under the globe; take the SIGNAL BELL and PICTURE PIECE 2/3 (D). Walk back.

Place the TUNING KNOB on the radio; take the BATTERY (E). Combine the DEFECTIVE ALARM CLOCK, ALARM BELL and BATTERY in Inventory; take ALARM CLOCK. Use the ALARM CLOCK on the crow; take PICTURE PIECE 3/3 and MUTOSCOPE (F). Walk right.

Place the PICTURE PARTS on the painting (G) for a mini-game. See screenshot for final solution (H). Take the OUROBOROS RING and MUTOSCOPE COIL (I). Place the OUROBOROS RING on the drawer compartment handle; take the TRIANGLE EYE and SKULL (@). Walk back.

Place the TRIANGLE EYE and Rhombus Eye on the table; take the MUTOSCOPE HANDLE and TAROT CARDS (J). Walk right. Place the TAROT CARDS on the table; find pairs of identical cards (K). Choose a card; take the GLASS BALL (L).

Place the GLASS BALL and SKULL on the rack; take the MUTOSCOPE GLASS and 1/4 ANIMAL FIGURINE (M). Combine the MUTOSCOPE, MUTOSCOPE COIL, MUTOSCOPE HANDLE and MUTOSCOPE GLASS in Inventory; take SEAL and ARM AMULET. Place the HAND AMULET on the secretary (N). Play the HOP to receive the BRODY POSTER (O). Walk back. Take ANIMAL FIGURINE 2/4 (P). Walk forward.

Talk to Daimon; read the note and take the TOY PHOTO (A). Familiarize yourself with the poster and turn it over; use the LIPSTICK on the poster and take the PAPER WITH A CLUE (B). Take the HAMMER (C). Take the GLOWING SIGN (D).

Take ANIMAL FIGURINE 3/4 (E). Zoom into the slot machines in the tent on the right; look at the map and take the BROKEN PUPPET (F). Use the HAMMER on the central slot machine in the tent on the right; take the GAME WHEEL and ANIMAL FIGURINE 4/4 (G). Return to Brody’s trailer.

Use the ANIMAL FIGURINES and PAPER WITH A CLUE on the globe; select figurines in sequence 1-5 and take VOODOO PINS and STRANGE BOX (H). Use the VOODOO PINS on the doll on the shelf; take the GAME LEVER and THREAD (I). Walk back. Place the GAME MACHINE WHEEL and GAME MACHINE LEVER on the machine in the shed; select lever three times and take TICKETS (J). Walk forward.

Use the TOY PHOTO and TICKETS for the slot machine before entering Brody’s tent; select the arrow buttons to move the gripper to the desired toy, select the blue button and take the WENDIGO TOY (K). Give the WENDIGO TOY to Daimon; take STRANGE RUNE and POCKET KNIFE (L). Combine the STRANGE BOX and STRANGE RUNE in your Inventory; take UNUSUAL KEY and STAR AMULET. Use the POCKET KNIFE on the puppet theater curtain cord; take the PUPPET HEAD and WHEEL ARROW (M). Use the UNUSUAL KEY on the gate lock (N). Walk left.

Take the ROPE (A). Move the curtain to the right; take the TOOL BOX (B). Take BRODY’S COIN (C). Select portal door (D). Walk back twice.

Use the POCKET KNIFE on the seams of the sofa back; take the PUPPET HAND and BRODY’S WALLET (E). Combine the BROKEN PUPPET, PUPPET HEAD, PUPPET ARM and THREAD in Inventory; take the GOD OF TRUTH PUPPET. Use the ROPE on the cat-cart (F). Place the TOOLBOX on the wind turbine; use tools several times and select rope (G). Use the GLOWING SIGN on the barn; play the HOP to receive the BULBS (H). Walk forward.

Use the BULBS and WHEEL ARROW on the left slot machine in the tent on the right; take the LIGHTER (I). Place the GOD OF TRUTH PUPPET on the puppet theater (J) for a mini-game.

Do the steps in sequence 1-7 (K).

Do the steps in sequence 1-13 (L). Take the CHALLENGING BOARD. Walk left.

Use the CHALLENGING BOARD and LIGHTER on the stage table; take the EMERALD EYE and CODE BOARD (M). Place the BOARD WITH CODE on the case on the right; put the correct code on the lock of the case (N). Read the note; take the SPIRIT TRAP and INFINITY SIGN (O). Combine BRODY’S WALLET and INFINITY SIGN; read the documents and take the HEAVENLY AMULET 1/3 and INCENSE. Use the SPIRIT TRAP on the portal (P); you receive a BURNED TRAP. Go through the portal door.

Paranormal Activity 6: Chapter 2 Brody’s Trap

Take the RITUAL BELL (A). Take HEAVENLY AMULET 2/3 and place the RITUAL BELL, BURNED TRAP, and INCENSE on the altar (B); play the HOP to receive the RECOVERED TRAP (B). Use the RESTORED TRAP (C).

Take HEAVENLY AMULET 3/3 (D). Place the HEAVENLY AMULETS on the obelisk (E). Take BRODY’S MEDALLION (F). Walk back.

Use BRODY’S MEDALLION (G). Play the HOP to receive the ACCESS CARD (H). Walk back. Use the ACCESS CARD on the electronic door lock (I). Walk right.

Take MONOGRAM B and MIA’S PHOTO (J). Take the DEFLOWED BALL (K). Use the DEFLATED BALL on the compressed air tank to get the BASKETBALL (L). Walk back.

Use the BASKETBALL on the right slot machine in the tent on the right to get the DAIMON PRIZE and MONOGRAM C (M). Go left. Place the MONOGRAM B and MONOGRAM C on the box in the case; take the POCKET WATCH (N). Return to the Hall of Fame.

Place the DIAMON PRIZE and POCKET WATCH on the matching stands in the display case; take DAIMON’S PHOTO and BRODY’S PHOTO (O). Place MIA’S PHOTO, DAIMON’S PHOTO, and BRODY’S PHOTO on the wall stand on the right (P). Familiarize yourself with the newspaper; take the BRODY COMIC (Q).

Examine the BRODY COMICS in Inventory; place all the comic elements in their respective positions (1-5) and take the EVIDENCE (R). Return to Brody’s Trap.

Use the EVIDENCE and BRODY’S COIN on the tree (A) to activate a mini-game. Do the steps in sequence 1-12 (B). Do steps in sequence 1-6 (C); take COIN OF TRUTH.

Talk to Brody (D). Select the portal on the left (E).

Take the first RITUAL MASK (F). Take the second RITUAL MASK (G). Take TOTEM FEATHER 1/3; place the two RITUAL MASKS on the supports and take the TOTEM FEATHER 2/3 and the DRAWER KEY (H). Take DAIMON BOOK; use the DRAWER KEY on the drawer and take the TOTEM FEATHER 3/3 and the DOLL HEAD (I).

Place the DOLL HEAD on the doll on the shelving; take the AUDIO CASSETTE (J). Place the AUDIO CASSETTE on the cassette player; select player and take LETTER 1/6 and TOTEM HORN (K). Place the TOTEM FEATHERS on the totem; take LETTER 2/6 and MUSIC BOX HANDLE (L). Place the EMERALD EYE and TOTEM HORN on the totem and read the note; select coin and take BALLERINA FIGURINE (M).

Place the MUSIC BOX HANDLE and BALLERINA FIGURINE on the music box; take LETTER 3/6 and PAPER KNIFE (N). Use the PAPER KNIFE on the boxes (O). Play the HOP to receive the EXORCISM AMULET and letter 4/6 (P). Use the EXORCISM AMULET on the possessed doll; select map (Q).

Take LETTER 5/6 (A). Talk to the receptionist; take the HOTEL BROCHURE (B). Examine the HOTEL BROCHURE in Inventory a few times to get the HOMEMADE TONGS. Take TENT FIGURINE; use the HOMEMADE TONGS on the grate of the well and take the DOLLAR (C). Take the FERIS WHEEL FIGURINE and use the DOLLAR on the vending machine; select buttons D-2 and take the CAROUSEL FIGURINE and WATER BOTTLE (D). Place the TENT FIGURINE, FERIS WHEEL FIGURINE, and CAROUSEL FIGURINE on the fair layout (E). Select the layout for a mini-game (F).

Easy Mode Solution: Choose arrows to move through the fair (G). Hard Mode Solution: Select the arrows to create a movement sequence, then select the Go button (H).

Easy Mode Solution: Choose arrows to move through the fair (I). Hard Mode Solution: Select the arrows to create a movement sequence, then select the Go button (J). Take the SLEEPING PILL and TOOL AMULET (K).

Combine the WATER BOTTLE and SLEEPING PILL in Inventory; take WATER WITH SLEEPING PILLS. Give the WATER WITH SLEEPING POTION to the receptionist; look at the register book and take the KEY CARD and PHOTO PIECE 1/4 (M). Use the KEY CARD on the second floor door of the hotel (N).

Take the DOVE KEY (O). Take PHOTO FRAGMENT 2/4 (P). Take the WRENCH (Q). Take the TORN PHOTO (R). Walk back.

Use the WRENCH on the well grate bolts; place the TOOL AMULET on the toolbox and take the SCREWDRIVER and MAGNET (A). Use the MAGNET on the vending machine; take PHOTO FRAGMENT 3/4 and NEW MICROCHIP (B). Use the DOVE KEY on the box on the register rack; take DYLAN’S AMULET, HOMEMADE LOCKPICK, and LETTER 6/6 (C). Return to Daimon’s room.

Use the HOMEMADE LOCKPICK on the bathroom door lock (D). Play the HOP to receive the DAIMON AMULET (E). Place DYLAN’S AMULET and DAIMON’S AMULET on the suitcase; take UNUSUAL BONE and PHOTO FRAGMENT 4/4 (F). Combine the TORN PHOTO and PHOTO FRAGMENTS in Inventory; take the FRAMED PHOTO. Use the SCREWDRIVER and NEW MICROCHIP on the laptop power supply (G). Place the FRAMED PHOTO and LETTERS on the notebook (H). Examine the laptop for a mini-game (I).

Enter the code 0516 on the laptop; select laptop (J). Read the information in the notebook; open a new message (K). Select the print document button (L). Take the DAIMON COMIC (M).

Examine the DAIMON COMICS in Inventory; place all the comic strips in their respective positions (1-5) and take the EVIDENCE (N). Combine the BOOK OF THE DAIMON and the EVIDENCE in your Inventory.

Paranormal Activity 6: Chapter 3 Daimon’s Trap

Take the SKULL PIN and BUCKET (O). Take LONG STICK; use the BUCKET on the water in the boat (P). Walk back.

Use the SKULL PIN on the box in the suitcase; take the MANNEQUIN HAND and SAFE REMOTE (A). Use the SAFE REMOTE on the painting on the right wall (B). Take the ELECTRIC TAPE (C). Combine the LONG STICK, DUCT TAPE, and MANNEQUIN ARM; take HOOK HOOK. Go through the portal door.

Use the HOOK-MADE HOOK on the water to get the SAFE DISC and CORK (D). Walk back. Place the SAFE DISC on the safe for a mini-game; select symbols in sequence 1-3 (E). Familiarize yourself with Daimon’s diary; take WITCH STONE (F). Go through the portal door.

Use the WITCH STONE on the dark sphere (G). Play the HOP to get the OAR (H). Use the CORK and OAR on the boat (I).

Use the WITCH STONE on the Wendigo (J). Use the Daimon Coin on the Witch Stone (KL). Go through the right portal (M).

Take the CROWBAR (N). Take MIA’S BAG; use the CROWBAR on the bench and take the PATH SIGN 1/3 and the UFO AMULET (O). Take DIRECTION SIGN 2/3 (P).

Take the GHOST AMULET (A). Combine the MIA BAG, GHOST AMULET and UFO AMULET in Inventory; read the note and take the VALVE and FLAG 1/5. Use the VALVE on the fountain faucet; play the HOP to get the DIRECTION SIGN 3/3 and the PAPER GLASS (B). Place the PATH SIGNS on the road sign for a mini-game; see screenshot for solution (C). Walk forward.

Talk to the seller; take MIA’S COIN and MIA’S CAMERA (D). Use the STAR AMULET on the box on the counter of the trade stall; take the CLOWN BOX and BLUE FISH (E). Take CAMERA CABLE (F). Take the RED FISH (G). Walk back.

Place the RED FISH and BLUE FISH on the fountain bowl; take FORKED STICK and FLAG 2/5 (H). Use the FORKED STICK on the clown’s jaw; take HORSE FIGURINE and SWITCH HANDLE (I). Walk forward. Use the SWITCH HANDLE and PAPER CUP on the popcorn machine; select handle and take FLAG 3/5 and POPCORN (J). Walk back.

Use the POPCORN on the crows; play the HOP to get the EXTERNAL BATTERY and MECHANICAL ARM (M). Combine the MII CAMERA, CAMERA CABLE and EXTERNAL BATTERY in Inventory; take PHOTO WITH CLUE. Combine the CLOWN BOX and PHOTO WITH CLUE in Inventory; select the sides of the box in sequence 1-3 (N) and take the FLAG 4/5 and the CREW WHEEL (O). Walk forward.

Examine the wagon; take the CARRIER (P). Use the CARRIER, HORSE FIGURINE, and CREW WHEEL on the carriage; take the GUN SIGHT and FLAG 5/5 (Q). Walk back. Place the FLAGS on the tent gate (R). Walk left.

Take METAL FLOWER 1/3 (A). Take the ANTIQUE STREET LIGHT (B). Take the FAULTY GUN (C). Return to the Fair.

Use the ANTIQUE STREET LIGHT and MECHANICAL ARM on the wagon (D) for a mini-game. Do the steps in sequence 1-8 (E); take RAG DOLL and TOY BULLETS. Place the RAG DOLL on the support in the shooting gallery; take the OLD SCOOP (F).

Use the OLD SCOOP. on the ground flower beds; take GUN BARREL and METAL FLOWER 2/3 (G). Combine the DEFECTIVE PISTOL, PISTOL SIGHT, TOY BULLETS and GUN BARREL in Inventory to get a toy gun. Use the TOY GUN on the shooting range and hit 5 bottles; hit the photos behind the bottles and take the MISSING PHOTOS (H). Return to Mia’s tent.

Place the MISSING PHOTOS on the tent stand (I); select remote with buttons (J). Use Mia’s Coin on the stand (KL) to activate a mini-game; see screenshot for solution (M).

Paranormal Activity 6: Chapter 4 Mia’s Trap

Zoom into the chandelier mechanism on the wall on the right (N). Take the TUNING FORK (O). Take the GEAR GEAR (P). Use the SEAL on the dollhouse; take the OLD FRAME (Q). Walk back.

Use the TUNING FORK on the glass dome; take the GHOST FIGURINE and METAL FLOWER 3/3 (A). Place the METAL FLOWERS and ANTIQUE FRAME on the table; take COSMETIC OIL and CLOCK KEY (B). Walk forward.

Use the CLOCK KEY on the grandfather clock; take the MIA FIGURINE (C). Place the MIA FIGURINE and GHOST FIGURINE on the dollhouse for a mini-game; do the steps in the following sequence: D-Ex2-Fx2. Familiarize yourself with the diary; take the ANTIQUE BRACELET (G).

Use the GEAR GEAR, ANTIQUE BRACELET, and COSMETIC OIL on the chandelier mechanism (H). Move the pieces of the table; take the CUCKOO CLOCK (I). Place the CUCKOO CLOCK on the grandfather clock; take the MIE COMIC (J).

Examine the MIE COMIC; place all the comic elements in their respective positions (1-5) and take the EVIDENCE (K). Use the EVIDENCE on the paintings; examine the paintings (L).

Arrange the elements of the paintings in their respective positions (M).

Take the UNUSUAL MEDALLION (N). Select the central portal; move forward (O).

Take the WREATH (A). Take the SMALL GEAR (B). Take the METAL PETAL (C).

Combine the UNUSUAL MEDALLION, SMALL GEAR and METAL PETAL in Inventory; take DRAWING and GLASS CUTTER PIECE. Place the WREATH on the statue; take the DEFECTIVE GLASS CUTTER (D). Combine the DEFECTIVE GLASS CUTTER and GLASS CUTTER PART in Inventory; take GLASS CUTTER. Use the GLASS CUTTER on the ticket window; select lever (E). Take CLOVER AMULET 1/3 and HARP (F). Place the HARP on the statue (G).

Take the SKIE (H). Use the SKIE on the rose bush; take WINDING KEY and FESTIVAL FLAG (I). Use the WINDING KEY on the mannequin; take the PARK TICKET (J). Use the PARK TICKET on the turnstile (K). Examine the park passage (L) for a mini-game.

See screenshot for the first stage (M). See screenshot for the second stage (N).

Take CLOVER AMULET 2/3 (A). Take the Shackles (B). Take the DAMAGED SACK (C). Walk back.

Use the Shackles on the Reaper’s hands; take the SPADE HANDLE, FILM REEL, and CLOVER AMULET 3/3 (D). Place the CLOVER AMULETS on the ticket booth locks; take SCISSORS and SPRAYER PUMP (E). Walk forward.

Place the DRAWING on the mirror and place the SPRAYER PUMP on the perfume bottle; select the symbols on the mirror in sequence 1-4 and take RACHEL’S COIN and PROJECTOR LENS (F). Place the FILM REEL and PROJECTOR LENS on the projector; select green switch (G). Look at the information in the movie for a CLUE (H). Walk back.

Place the CLUE on the chest; set the correct code on the lock of the chest (I) and take the RASP and SEWING AMULET (J). Walk forward. Place the SEWING AMULET on the clasp of the bag; take the NEEDLE AND THREAD and CAT AMULET (K). Combine the DAMAGED SACK, FESTIVAL FLAG, SCISSORS, and NEEDLE AND THREAD in Inventory; take EMPTY SACK. Use the RASP on the chain of the box; take OLD HOOK and FAILURE SPYGLASS (L). Walk back.

Use the SHOVEL HANDLE and the EMPTY SACK on the shovel blade (M) for a mini-game. Set the correct speed for each lap; select the START button to test (N). Take the SANDBAG (O). Walk forward.

Use the OLD HOOK and SANDBAG on the chain (P). Take SOUL VESSEL 0/3 (Q). Use SOUL VESSEL 0/3 on the soul shard (R). Use SOUL VESSEL 1/3 on the soul shard (S). Walk back.

Use SOUL VESSEL 2/3 on the soul shard (A). Walk forward. Use the SOUL VESSEL and RACHEL’S COIN on the mirror (B).

Take the LIZARD AMULET (C). Take the WINGED KEY (D). Take SPOKEN PIECE 1/3 (E). Walk back.

Use the WINGED KEY on the cage lock (F) to activate a mini-game. Set the cylinders to the indicated position; select numbers 1-2-3 (G). Set the cylinders to the indicated position; select numbers 4-5-6-7 (H). Set the cylinders to the indicated position; select numbers 8-9-10 (I). Take SPOKEN PIECE 2/3 and TALKING SKULL. Walk right.

Place the UNUSUAL BONE and TALKING SKULL on the skeleton; take SPOKEN PIECE 3/3 and SNAKE AMULET (A). Place the LIZARD AMULET, CAT AMULET, SNAKE AMULET on the tree; set the eyes to their respective positions and take the UNUSUAL RESIN (B). Combine the FAULTY SPYGLASS, SPYGLASS PARTS, and UNUSUAL RESIN in Inventory; take the UNUSUAL SPYGLASS. Use the UNUSUAL SPYGLASS on the starry sky; play the HOP to receive the EARTH STONE (C). Use the EARTH STONE on the branch (D).

Select the Coin panel (E). Place the Coins on the corresponding chest locks; open the chest for a HOP (F).

Paranormal Activity 6: Extra Chapter

Open the chest; assign each piece to the players (A). Select dice (B). Select map (C).

Zoom into the door of the house (D). Take the HERO FIGURINE (F). Take the LETTER BOX FLAG (G). Take RICK’S SACK (H).

Place the MAILBOX FLAG on the mailbox; open the box and take the NEWSPAPER and GARAGE GATE REMOTE (I). Use the GARAGE OPENER on the garage; play the HOP to get the FIRE EXTINGUISHER and SPATULA (J). Use the SPATULA on the flowerbed tile; take BELL 1/3 and VILLAIN FIGURINE (K). Combine RICK’S SACKET, HERO FIGURINE, and VILLAIN FIGURINE in Inventory; take RICK’S DRAWING, first FAMILY PHOTO, and FELT-IN PEN. Use the NEWSPAPER and FELT-PEN on the door of the house; select the newspaper and use the key on the door lock (L); use the FIRE EXTINGUISHER on the flames.

Take BELL 2/3 (M). Take the DAMAGED VIDEO CASSETTE (N). Take RICK’S BOX (O). Take BELL 3/3 (P). Walk back.

Place the BELLS and RICK PATTERN on the wigwam for a mini-game; see screenshot for solution (Q). Activate the SEARCH; take RICK’S FEAR 1/3 and DOVE FIGURINE (R). Place the DOVE FIGURINE on the mailbox; take the second FAMILY PHOTO and TAPE (S). Walk forward.

Place the two FAMILY PHOTOS on the wall above the fireplace; place the photos in the matching frames (T) and take the CHEST HANDLE and PLAY BUTTON (U). Place the CHEST HANDLE on the chest (V) for a mini-game.

See screenshot for solution (A). Take FEAR RICK 2/3 and SCREWDRIVER (B).

Combine the DAMAGED VIDEO CASSETTE, ADHESIVE TAPE and SCREWDRIVER in Inventory; take VIDEO CASSETTE. Use the PLAY BUTTON and VIDEO CASSETTE on the VCR; take VALVE 1/2 and STONE FLOWER (C). Walk back. Place the STONE FLOWER on the turtle; take VALVE 2/2 (D).

Combine RICK’S BOX and VALVES in Inventory; take RICK’S FEAR 3/3. Walk forward. Use RICK’S FEARS on the nursery door (E); activate SEARCH. Select the game dice on the game board (F).

Take the PIECE OF CLOTH (G). Take PIANO KEY 1/3; use the PIECE OF CLOTH on the sharp shard to get a MIRROR SHARD (H). Take ELEMENT RAILS; use the MIRROR SHARD on the bag and take the CAR ELEMENT and BELL (I).

Take UNFINISHED DREAMCATCHER; put the CAR ELEMENT and the RAILS ELEMENT on the control panel (J). Take the ROPE LADDER and CLUE (K). Place the ROPE LADDER on the hooks on the platform (L). Go down the stairs.

Take the UNUSUAL FEATHER (M). Use the MIRROR SHARD on the puppet theater curtain cord; select pairs of matching objects (N). Take PIANO KEY 2/3 and STRANGE DEVICE (O).

Take the RED THREAD (P). Combine the INCOMPLETE DREAMCATCHER, RED THREAD, UNUSUAL FEATHER and BELL in Inventory; take the DREAMCATCHER. Walk back. Place the DREAMCATCHER on the tree; take GREEN EYE and OUT OF LANTERN (Q). Examine the OFF LANTERN in Inventory; open the lantern and take the MUSICAL NOTE. Return to the Fair.

Place the CLEF and MUSICAL NOTE on the box; take PIANO KEY 3/3 and MAGIC SYMBOL (A). Place the PIANO KEYS; place the notes on the correct positions (B) and take the CANDLE and TAPERER FIGURINE (C). Place the TRAINER FIGURINE on the puppet show; take the BLUE EYE and FLINT AND FINDER (D). Combine the OUT OF LANTERN, CANDLE, and FLINT AND FEATHER in Inventory; take the LANTERN. Walk back.

Place the GREEN EYE, BLUE EYE, and LANTERN on the dragon; play the HOP to receive the CRYSTAL BOWL (E). Use the CRYSTAL BOWL on the flower to get the MAGIC POLLEN (F). Combine the STRANGE DEVICE, MAGIC POLLEN, MAGIC SYMBOL and MIRROR SHARD in Inventory; take the MAGIC SHARD. Place the MAGIC SHARD on the mirror; take MASTER KEY and DARTS (G). Return to the Fair.

Use the DARTS to activate a mini-game; do the steps in the following sequence: (1-2-3) - (4-5-6) (H). Take GEAR LEVER; go back.

Use the MASTER KEY and GEAR LEVER on the control panel (L). Zoom into the trailer; select dice (M).

Examine the maze doors (N). Take the ALCOHOL BOTTLE (O). Take the HAMMER (P). Take FINGER 1/2; use the HAMMER on the slot machine and take the LIGHTER and SKULL KEY (Q). Use the SKULL KEY on the maze door lock (R). Walk forward.

Take the SCARY CLOWN (A); remove the loop. Take the ELECTRIC TAPE (B). Take the CRYSTAL SKULL (C). Take FINGER 2/2 (D). Walk back.

Use the CRYSTAL SKULL and FINGERS on the psychic; take the CLUE CARD and GAME TOKEN (E). Use the GAME TOKEN on the pinball (F). Select the pinball (G) to activate a mini-game.

Do the steps in sequence 1-7; select red button (H). Select ball (I). Take HANDKERCHIEF and BASEBALL BAT (J). Walk forward.

Use the BASEBALL BAT on the spider pinata (K). Play the HOP to get LIGHT BULB 1/3 and METAL BONE (L). Use the METAL BONE on the trap on the rack; take LIGHT BULB 2/3 and CORKSCREW (M). Combine the ALCOHOL BOTTLE, CORKSCREW, HANDKERCHIEF and LIGHTER; take MOLOTOV COCKTAIL. Walk back.

Use the MOLOTOV on the creepy clown (N). Take the PUMPKIN HEAD (O). Walk forward.

Place the PUMPKIN HEAD on the mannequin; take LIGHT BULB 3/3 and BLUE CRAYON (P). Use the ELECTRIC TAPE and LIGHT BULBS on the clown to activate a mini-game; do steps 1-8 and take the CLOWN HEART (Q). Combine the SCARY CLOWN and CLOWN HEART in your Inventory; take RED CRAYON and SCALPEL. Use the CLUE CARD, BLUE CRAYON, and RED CRAYON on the clown figurine on the shelf; take the GOOD CLOWN (R). Walk back.

Use the SCALPEL on the psychic; take the BAD CLOWN (S). Place the GOOD CLOWN (T) and BAD CLOWN (U) on the plinth panel for a mini-game.

Do the steps in the following sequence: C-Ax2-D-Ax2-E-Bx2-F-Bx2-G-Bx2-FBHBG-Bx2-F-Bx2-HBG-Bx2.

Select the dice on the game board (K). Talk to Daimon (L). Select the dice on the game board (M).

Take the ADJUSTABLE WRENCH (A). Take the TOTEM HORN (B). Take the BUCKET HANDLE (C).

Use the BUCKET HANDLE and ADJUSTABLE WRENCH on the well and take the BIRD AMULET and BROKEN MASK; read the note (D). Use the BIRD AMULET on the cage door (E). Take the TOTEM FANG and MASK PIECE 1/3 (F). Place the TOTEM HORN and TOTEM FANG on the totem; take the MASK PIECE 2/3 and the SHARP STONE (G).

Use the SHARP STONE on the net; play the HOP to receive MASK PIECE 3/3 and COCONUT HALF (H). Use the COCONUT HALF on the tree to get STICKY JUICE (I). Combine the BROKEN MASK, MASK PARTS and STICKY JUICE in Inventory; take PROTECTIVE MASK. Use the PROTECTIVE MASK on the dolls (J). Walk forward.

Take the CHISEL (A). Take the BROKEN WATER WHEEL (B). Take the BROKEN CUTTERS (C). Walk back.

Use the CHISEL on the stone block of the well; take NET and WIRE (D). Use the NET on the bush to get the BUTTERFLY (E). Walk forward.

Use the BUTTERFLY on the spider doll; take PIECE OF CUTTERS and OLD BOWL (F). Combine the BROKEN CUTTERS, PIECE OF CUTTERS and WIRE in Inventory; take BONE CUTTERS. Walk back. Use the BONE CUTTERS on the barbed wire of the totem; take BELT and LONG BOARD (G). Walk forward.

Use the LONG BOARD on the guillotine; take PLATES (H). Combine the BROKEN WATER WHEEL and PLANTS in Inventory to get the WATER WHEEL. Place the WATER WHEEL and BELT on the electricity generator mechanism; use the OLD BOWL on the jet of water to get the LIVING WATER (I). Use the LIVING WATER on the carnivorous flower; take the MAGIC SWORD (J).

Use the MAGIC SWORD on the thorns (K). Play the HOP (L). Select the dice on the game board (M). Congratulations! You have successfully completed Paranormal Activity 6: The Truth Trap Collector’s Edition.

Paranormal Activity 6: Collectibles

The location of the exhibits of the collection is marked with a pink marker. The location of morphing objects is marked with a yellow marker. The location of the figurines is marked with a green marker. Collection objects (A-D).

Collection objects (EG).

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