GARTEN OF BANBAN VI WALKTHROUGH 3/ wlp let's use our muscles to solve this!

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Published on ● Video Link: https://www.youtube.com/watch?v=fGKeZ0X6Z2k



Garten of Banban 6
Game:
Category:
Walkthrough
Duration: 21:44
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Sheriff Toadster and the player land on the floor. He says that what is going on the floors above terrifies him. Then he and the Player walk through a hallway where laughing can be heard. They reach a wide space. Suddenly, the lights switch off and the player and Sheriff Toadster have to run to not get ambushed by the Naughty Ones. They finally make it to a lit up space where the sheriff explains that he took refuge down on this floor when he was abandoned. The player parkours up the pipes and when they reach the top, the sheriff warns them to be careful. The player sees a light on the table but it turns out to be a trap set by the Nanny. She gets closer and jump scares them. They reincarnate and the light is replaced by a book and when the player clicks on it, a prompt comes up saying 'You feel strange..'. The player comes back down to find Sheriff Toadster with Banbaleena. They have a conversation and Sheriff Toadster figures out that the captor of Banbaleena plus some others is very clever and very handsome. They then go their separate ways and the player goes to switch on electricity. The player must stay in the light underneath the drone if they don't want to get ambushed by the Naughty Ones. Eventually, the player will reach a voltage unit with a note on the floor beside it. It says that they didn't look at the face just as Miss Mason told them. The player then clicks a keycard slot and the white middle door opens. In there the player will find a message saying 'Life is events put in the right order' where the player will also find a tape.

After getting the Light-Blue Keycard, the Player saunters towards the door, where they will meet Bittergiggle for the primary hour in this installment. However, weird enough he doesn't pursue you. Instead, it results in himself asking the Player if 'they' are gone and absent. Bittergiggle will saunter toward the Player, and thus grants an amnesty to the Player, with the addition of him asking if the Player is finding the switch for the scepter room, he then politely answers that it's inside a locker. The Player goes ahead in the room where Bittergiggle has clasped himself, to activate the Keycard Panel button. The Player has to decipher the code of the blue-colored cushions where they have to do it in the correct order or else you have to start the game over and again. After bringing one of the codes to fruition, one of the lights upstairs will turn on, showing off a Lincoln-green gleam. Doing the other cushion codes will result in the other light downstairs show off a cobalt blue gleam. After figuring out the codes, the Player goes back to the room where Bittergiggle was trapped in, and activates the Light Down Panel button. The immense rooms suddenly turns dark after activating the button panel, but it's expected, the Player has to point the lamps at the whiteboard quickly before the Naughty Ones come and attack, like how Bittergiggle said. Bittergiggle utters quickly to the Player to come inside the room. One of the Naughty Ones trying to pretend as Banban endeavour to knock in, but Bittergiggle warns the Player to not think opening it. The lights, however turn on and apparently the 'video' is ending. The Naughty Ones despise the light, as they go away, and the Player is at liberty; they must go back, and Bittergiggle thinks about jokes to distract the Sheriff.

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