Wise Geek → Game Walkthroughs → Dark City 6: Paris - Walkthrough of the game in pictures step by step
Gloomy City 6: Paris. The World Expo in Paris is in danger of collapse due to mass panic: many residents and tourists claim to have seen ghosts on the streets. Now the security of the city is under threat, and the closure of the exhibition promises a huge scandal and losses. Fearing for the consequences, the mayor of the city invites the famous detective Agatha to investigate. She has to collect the necessary evidence, solve puzzles and quests to protect Paris from evil spirits and restore peace to the city streets. 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
- General Tips
- Chapter 1 Exhibition in Paris
- Chapter 2 Madame Dumont
- Chapter 3 Nikola Tesla
- Chapter 4 Search for Tesla
- Chapter 5 Other Scholars
- Chapter 6 Find the Imposter
- Chapter 7 Find Gerard
- Chapter 8 Destroying Ghosts
- Bonus Chapter
- Collectibles
Grim City 6: General Tips
The World Exhibition in Paris was supposed to be a grand event, but it looks like it will only turn into a big scandal. Tourists are fleeing the city in panic, and residents are locked in their homes and are afraid to go out. It’s all the fault of the ghosts from an old prophecy that massively occupied Paris, destroying buildings and creating horrors in the streets.
In order to keep the city safe and prevent the exhibition from closing, the mayor urgently seeks help from the famous detective Agatha, who has experience in investigating such unusual cases. Now the girl has to conduct her own investigation, collect the necessary evidence, find out the reasons for the appearance of evil spirits and answer the main question - are there really ghosts?
This guide will not mention every time you need to zoom in on a specific location. Screenshots show each zoom scene. Hidden object puzzles are called HOPs. This guide will not show the NGN solutions. Only the location of the HOP and the purchased item of inventory are shown.
You will be revealed solutions to puzzles that are not randomly generated. Please read the in-game descriptions for each puzzle. 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 between locations.
Grim City 6: Chapter 1 Exhibition in Paris
Read the note (A), then the map. Take the BAG (B).
Read the note; open; take METAL CIRCLE and METAL FLOWER 1/2. Read the note (C); take CRUMPLED PAPER. Explore; choose pairs. Take the LOG and METAL FLOWERS 2/2.
Examine (D); add METAL CIRCLE; set up.
Examine (E). Add METAL FLOWERS (F). Solution Easy (G). Solution Difficult (H).
Open (I). Speak (J). Enter (K). Take the FOLDER (L).
Open the FOLDER; read; find clues (M); receive CONCLUSIONS. Offer CONCLUSIONS (N).
Take the UMBRELLA (O) and EMBLEM. Read; take COAT SIGN 1/2. Use the key.
Examine (P); study; press the emblem, then the button. Take COAT SIGN 2/2.
Add ARMS SIGN (Q). Adjust tiles. Examine; take INSTRUCTIONS.
Read (R). Add EMBLEM; take MIME FIGURINE and MATCHES.
Add firewood (S), LOG, and PAPER; use MATCHES. Take the REAGENT.
Move items (T). Add INSTRUCTIONS and REAGENT. Explore. Place the brush on the reagent and on the ink; take the hint.
Open book (U); draw a conclusion. Take SUGAR. Walk back.
Speak (V). Offer SUGAR (W). Complete the HOP; receive TORN REINS.
Take the CARRIAGE TOKEN (X). Add CARRIAGE TOKEN (Y); take CHAIN ??and BRUSH. Use UMBRELLA (Z); receive a VALVE.
Use BRUSH (A); add VALVE; turn. Receive REINS ATTACHMENT.
Use the REINS LOCK (B) on the TORN REINS; reassemble; take the REINS. Add the REINS (C). Go (D).
Grim City 6: Chapter 2 Madame Dumont
Examine (E). Examine (F). Find clues (G). Speak (H). Take the KEY.
Examine (I). Add MIME FIGURINE (J); adjust your posture. Take MIRROR and HANDLE. Read; take WIRE.
Add CHAIN ??(K) and HANDLE. Turn the knob; take STICK and TONGS.
Use TONGS (L); receive BROKEN GLASS. Read (M); take LIGHT BULB 1/2. Use BROKEN GLASS; receive DOOR PART. Add DOOR PIECE (N) and KEY.
Adjust the device details (O). Enter (P).
Solution (Q).
Solution: (R). Speak (S). Use TONGS (T); receive BULBS 2/2. Add STICK (U).
Remove light bulbs (V); add BULBS. Take the PENCIL, read the notes.
Speak (W). Take the KEY (X).
Place the KEY (Y). Go (Z).
Grim City 6: Chapter 3 Nikola Tesla
Examine (A). Take the COIL (B).
Open (C). Take the GRAMOPHONE NEEDLE; read. Use a brush. Use PENCIL; take CODE.
Add PHONOGRAPH NEEDLE (D). Use SCREWDRIVER; receive TELESCOPE HANDLE. Insert the TELESCOPE HANDLE (E).
Solution (F): ABCDBA. Take the SUITCASE.
FIX COIL (G); add CODE. Adjust drums; take RAZOR and TESLA’S DIARY. Give TESLA’S DIARY (H). Play the HOP (I); take LIGHTNING EMBLEM 1/2.
Take TESLA’S JACKET (J). Read; take OIL.
Open the TESLA JACKET (K); read the note; use WIRE; take HOOK.
Add HOOK (L); pull. Take LIGHTNING EMBLEMS 2/2.
Use OIL (M); receive LEVER.
Insert LEVER (N); pull. Insert LIGHTNING EMBLEMS. Go forward.
Move the boards (O). Touch; take BROKEN CLOCK.
Take the CROWBAR (P). Use CLOTH; add MIRROR. Solution (Q): DC-Dx3-CD.
Open (R); take HOOK and CLOCK PARTS.
Use the CLOCK PARTS on the BROKEN CLOCK (S); select top; remove glass; take SPRING.
Add SPRING (T); take LIGHTER and CORKSCREW. Walk back.
Read (U); remove the fabric; use CROWBAR; pick up items; take BOTTLE.
Use the CORKSCREW on the BOTTLE; take the DRINK. Offer DRINK (V); take OLD LEGEND.
open; read the OLD LEGEND. Open the evidence book (W); draw a conclusion. Take the CUTTERS.
Move chair (X); examine, use CLIPPERS; take the KEY.
Use RAZOR (Y); then KEY. Read the note. Go (Z).
Grim City 6: Chapter 4 Search for Tesla
Yiddish left (A), forward, right, right, forward, right, right, right. Enter (B).
Examine (C). Find clues (D).
Play the HOP (E); take ACID. Take the AWL (F). Use ACID (G), then AWL. Take the CHAIN.
Use HOOK on CHAIN; take CHAIN ??WITH HOOK. Take the CANE PARTS (H) and CANDLE. Use CHAIN ??WITH HOOK. Open, take FEATHERS.
Add the CANDLE (I), then the FEATHERS. Lay out the feathers. Read the scroll; take STRANGE INSERT.
Insert STRANGE INSERT (J).
Speak (K). Take it, open it, read it.
Open the evidence book (L); draw a conclusion. Take the WICK.
Take SIGNS 1/3 (M). Take the BELT (N). Take the CANDLESTICK (O).
Take KEROSENE (P). Use CANDLESTICK; take NAILS and WHEEL.
Touch (Q). Take the MUG (R). Add WHEEL and BELT.
Examine (S); take BROKEN LANTERN and SIGNS 2/3.
Use MUG (T); use CANDLESTICK; take SIGNS 3/3.
Add NAILS (U), then SIGNS.
Solution (V). Add the WICK, KEROSENE, and LIGHTER to the BROKEN LANTERN; take the LANTERN. Use the LANTERN (W).
Grim City 6: Chapter 5 Other Scholars
Speak (X). Take the HAT (Y).
Pick up clothes (Z).
Take the SUIT and BEARD (A). Add HAT (B), SUIT and BEARD.
Take the MIRROR (C). Use MIRROR (D); take CANE HANDLE.
Read (E); take the CARRIER DOVE. Insert the DOVE (F); take TEA; read; take GLUE. Use the CANE HANDLE and GLUE on the CANE PARTS; receive CANE.
Use the CANE (G), then the LANTERN. Find candles. Complete the HOP; receive AMMONIA.
Use AMMONIA (H). Take the letter; open; receive an ENVELOPE.
Add KOHBEPT (I); change the numbers to 23. Enter.
Speak (J). Take the BUTTON (K). Take the SOLID FUEL (L).
Add BUTTON (M). Click BCAD. Explore. Take the BIRD.
Take the NEEDLE (N) and KNIFE. Explore.
Look for items (O).
Open the evidence book (P); draw a conclusion. Take the LENS.
Take the CLAMP (Q). Add BIRD; add labels. Read the instructions; add spices. Add TEA, SOLID FUEL, then LIGHTER. Take the SOOTHING DRINK.
Offer the DRINK (R). Take SAFE CODE.
Add SAFE CODE (S). Decision (T) 7-5-2. Take the JOURNAL.
Add LENS (U) and MAGAZINE.
Find the signatures (V).
Take the PUNCHED CARD (W). Take the KEY (X). Walk back.
Use KNIFE (Y); receive BUTTONS. Insert the KEY (Z).
Enter. Talk (A). Take the MONOWHEEL (B). Remove the lampshade; take LIGHT BULB.
Insert PUNCHED CARD (C); take LEVER. Read; take TOKEN 1/2. Explore.
Play the HOP (D); take NEGATIVES. Add BUTTONS (E); place buttons. Take TOKENS 2/2 and CAMERA FRAME. Walk back.
Add CAMERA FRAME (F); take a PHOTO. Enter the Dumont House. Examine (G). Use LIGHTER, then NEGATIVES.
Solution: (H). Receive KINETOSCOPE FILM. Return to the scientists’ shop.
Add the TOKENS (I), then the KINETOSCOPE FILM and LIGHT BULB. Add a PHOTO. Examine the photo; take ADDRESS.
Take the CYLINDER KEY (J). Walk back. Use the SPOKES and KEY on the MONOCHEEL; take the DEFLATED CYLINDER. Play the HOP (K); receive a HOSE.
Add HOSE (L), then FLOWED CYLINDER; receive an INFLATED BALLOON. Use the INFLATED BOTTLE on the MONOCHEEL; take MONOCHEEL. Remove wheel (M); add MONOCHEEL. Go forward.
Take the SHOE (N) and CAN OPENER.
Take BROKEN BOTTLE (O), SCOOP, and KEYS. Use SHOE; raise; grab.
Find matching knots (P); receive METAL RINGS. Take the ROPE.
Take the SAW (Q). Add ROPE; take CLEANING PRODUCTS. Add SCOOP; take COAL. Return to the scientists’ shop.
Play the HOP (R); receive MANOMETERS. Examine (S). Use KNIFE; take TUNA. Return to the river.
Offer TUNA (T); collect the BROOM. Use CLEANING PRODUCTS. Use BROKEN BOTTLE; receive the CORK.
Add MANOMETERS (U) and PLUG. Open. Use BROOM; add COAL and LIGHTER. Add LEVER; pull.
Add ADDRESS (V). Go (W).
Solution: (X).
Grim City 6: Chapter 6 Find the Imposter
Use KEYS (Y); receive the HANDCUFFS. Read the notes; take the MAIL BAG.
Add HANDCUFFS (Z) and MAIL BAG. Take HOOKS. Hang up your bag.
Play the HOP (A); receive WHISTLE. Examine (B). Use WHISTLE (C). Take MATCHES. Remove leaves; take SCISSORS.
Use the SCISSORS (D), then the SAW. Use KEYS.
Enter (E). Receive BAG. Take the CURTAIN (F).
Take the RULER (G) and BALL. Read; insert the pen. Take TONGS and TELEGRAM TAPE.
Add CURTAIN (H). Take EXPLOSIVE INSTRUCTIONS and LEVER. Add TELEGRAM TAPE; receive STICKY TAPE. open; take PETARD.
Insert MATCHES (I); add STICKY TAPE; receive IMPROVISED WICK. Use the PETARD, METAL RINGS, IMPROVISED WICK, and SPHERE on the EXPLOSIVE INSTRUCTIONS; take EXPLOSIVE. Use EXPLOSIVE (J).
Add HOOKS (K).
Solution: (L).
Solution: (M).
Solution: (N).
Add the LEVER (O), then the RULER.
Play the HOP (P); receive CODE. Use the CODE on the BAG (Q); adjust. Read the notes; take DOCUMENTS.
Open the evidence book (R); draw a conclusion. Accept the INVITATION.
Use INVITATION (S). Go (T).
Grim City 6: Chapter 7 Find Gerard
Speak (U). Offer DOCUMENTS (V). Examine (W).
Find evidence (X).
Speak (Y). Take the CHAIR LEG (Z) and CANDLE. Take the POKER (A). Use CANDLE; receive LIT CANDLE.
Take the NAPKIN (B). Raise the pillow; use LIT CANDLE. Use TONGS; receive TOKEN.
Add TOKEN (C); take CUY. Add POKER (D), CUBE, and CHAIR LEG. Go (E).
Solution: (F) Go up, left; take BOARD. Go back, back, right. Add a board. Go forward.
Solution: (G) Go left, left, right, left. Take the pipe. Go back, back.
Solution: (H) Go left. Add a pipe. Go left. Take the rope. Go back, right. Add rope. Go right, left.
Take the MACE (I). Use MACE (J).
Examine the clothes (K); take NOTEBOOK; open; take the FLEUR DE LYS.
Open (L); take GEAR and LETTER. Use NAPKIN; receive an OILED TOWEL.
Insert FLEUR-DE-LIS (M); take COMPASS. Open NOTEBOOK; take MORSE CODE and COMPASS HAND. Add the LETTER (N), COMPASS, and COMPASS HAND.
Solution: (O) The solution is random, look at the arrow and press the letters. Explore (P). Receive SPYGLASS; take LEVER.
Add LEVER (Q); open; use NAPKIN; add GEAR. Pull the lever. Go (R).
Grim City 6: Chapter 8 Destroying Ghosts
Speak (S). Examine (T).
Find clues (U). Take the GHOST DESTROYER (V).
Take the TOOL CASE (W). Take the EMPTY WATERING WATER (X). Pour water (Y); receive the WATERING WATER. Take the KNIFE.
Use the KNIFE (Z). Find FEATHERS. Use; receive a SIEVE WITH FLOUR. Examine the TOOL CASE. Play the HOP for the BATTERY. Use the BATTERY on the DESTROYER.
Use the DESTROYER (A), then the WATERING WATER. Go forward.
Take the UMBRELLA (B) and STEP. Take the BENT GEAR (C). Walk back.
Add BENT GEAR (D); use hammer; take GEAR. Go forward.
Add GEAR (E).
Solution: (F). Take the SUITCASE EMBLEM.
Add SUITCASE EMBLEM (G). Take TIME CODE and MITT. Use the MITTEN (H); take LIGHT BULB.
Add the SIEVE WITH FLOUR (I), then the FEATHERS. Push buttons.
Play HOP (J); receive a TICKET. Add TIME CODE (K), then TICKET.
Solution: (L) Bx2 - skip ghost - Bx2 - skip ghost - A. Ax2 - skip two sets of ghosts - A - skip ghost - B. A - skip ghost - A - skip ghost - Bx2 - skip ghost - A.
Take the SWITCH (M) and MAP PIECE 1/2. Take the PLIERS (N). Move; delete; add LIGHT BULB.
Use the SPYGLASS (O). Examine (P). Take PRECISE EVIDENCE (Q); receive the AIRSHIP NUMBER.
Use DESTROYER (R). Add UMBRELLA; take RUDDER and STEP. Walk back.
Play the HOP (S); receive TELEGRAPH COIL. Add STAIRS (T); take the LADDER. Go up.
Examine (U). Add MORSE CODE, TELEGRAPH COIL, and AIRSHIP NUMBER. Solution (V): C-Bx4-Cx3-Bx4-Cx3-Bx3-Cx2.
Add LADDER (W). Solution (X): Ax5-Dx7-Bx6. Enter.
Take FUSE 1/2 (Y). Open the TOOL CASE. Complete the HOP; receive FUSES 2/2. Use PLIERS (Z); take MAP PARTS 2/2. Add FUSES.
Add SWITCH (A), STEERING WHEEL, and MAP PARTS. Add parts of the map.
Solution: (B).
Grim City 6: Bonus Chapter
Talk (A). Take CLOCK HAND 1/2 (B). Play the HOP (C); receive the HARP.
Take CHAIN ??(D) and FRAME PIECE 1/2. Add HARP; take FRAME PARTS 2/2.
Add FRAME PARTS (E). Adjust; take CLOCK HANDS 2/2.
Open (F). Take the NOTE (G). Add CLOCK HANDS (H) and NOTE.
Solution (I). Take PIN and DOOR KEY. Insert the DOOR KEY (J). Go right.
Speak (K). Take the BROKEN MACE.
Insert PIN (L); remove items; take BROKEN LIGHTER; remove the item; take COIN.
Take the WICK (M). Use COIN; take the FEATHER PANEL.
Use the FEATHER BRUSH (N). Use COIN; delete. Take ROYAL EMBLEM 1/2 and STATUE PENDANT.
Insert STATUE PENDANT (O); take the MACE HEAD. Use the CHAIN ??and MACE HEAD on the MACE; take the MACE. Speak (P).
Use the MACE (Q). Solution: (R).
Speak (S). Take the BULB. Play the HOP (T); add LIGHT BULB. Take EMBLEMS 2/2.
Insert ROYAL EMBLEMS (U). Go left. Speak (V).
Take RING 1/3 (W). Raise the cloth; take SCISSORS. Use SCISSORS (X); remove; take RINGS 2/3.
Find the pairs (Y); take RINGS 3/3.
Move the cloth (Z). Add RINGS; take the COMB.
Add COMB (A); bend. Receive SAFE DISC. Add SAFE DISC (B). Solution (C): Bx13-Ax2. Open.
Examine (D). Find the clues (E). Pull (F). Go right.
Take the CHEESE (G) and LIGHTER PIECE. Offer CHEESE (H); take TOKEN 1/2. Use the WICK and LIGHTER PIECE on the BROKEN LIGHTER; take LIGHTER.
Use LIGHTER (I). open; read; take GLOVES and GARDENING SHOVEL.
Use GARDENING SHOVEL (J); take CHEST TOKENS 2/2. Add CHEST TOKENS (K); take DAGGER. Use DAGGER (L); take BROKEN TRANSMITTER and PENDANT.
Examine the PENDANT. Take the LOCK PIECE (M). Add LOCK PIECE (N).
Solution (O): Ax2-Bx3-C-D-E.
Speak (P). Move forward. Speak (Q).
Play the HOP (R); receive ADDRESS BOOK. Take the SEALED ROLL (S). Move the napkin (T); take HAIRPIN. Use HAIRPIN (U); use DAGGER; receive RIBBON 1/2. Use RIBBONS 2/2 from ADDRESS BOOK.
Use GLOVES (V); collect sticks; add RIBBONS; receive the BROOM.
Use BROOM (W); take ANTENNA and MONOGRAM.
Use the MONOGRAM on the SEALED PACKAGE; read. Open the evidence book (X); draw a conclusion. Take the KEY HEAD.
Play the HOP (Y); add KEY HEAD. Receive BOX TILE. Walk back.
Add BOX TILE (Z). Decision.
Solution: (A). Take FLAGS. Go forward.
Arrange the FLAGS in the ADDRESS BOOK. Solution: (B). Take PASCAL’S ADDRESS. Give PASCAL’S ADDRESS (C). Go (D).
Take the PENCIL (E).
Take the GLUE (F); read; use PENCIL. Take the FRAME CODE.
Add FRAME CODE (G). Solution: (H). Read; take DRAWER HANDLES; read; take BOOK.
Insert BOOK (I).
Solution: (J).
Take DIARY TOKEN 1/2 (K). Add DRAWER HANDLES (L). Complete the HOP; receive SHIELD FRAGMENT.
Add SHIELD FRAGMENT (M). Solution: (N). Take the LOCKED DIARY. Go right.
Take the BRUSH (O) and DRAWING DETAILS 1/3. Take DRAWING DETAILS 2/3 (P); delete; take CABINET HANDLE.
Read (Q); add CABINET HANDLE. Solution (R): Bx7-Ax6-Bx8. Take DRAWING PARTS 3/3 and CRYPTEX. Use the GLUE on the BRUSH; take BRUSH WITH GLUE.
Move (S); add DRAWING DETAILS and BRUSH WITH GLUE. Take the CRYPTEX CODE.
Use the CRYPTEX CODE on the CRYPTEX. Solution (T). Take WIRES.
Use the ANTENNA and WIRES on the BROKEN TRANSMITTER; take TRANSMITTER. Use TRANSMITTER (U); take DRAWER EMBLEM. Walk back.
Add DRAWER EMBLEM (V). Complete the HOP; receive DIARY TOKEN. Use the DIARY TOKENS on the DIARY. Take the LINE. Use RULER (W). Congratulations! You have completed the Dark City 6: Paris Collector’s Edition walkthrough!
Grim City 6: Collectibles
Collectibles (A-C).
Collectibles (DF).
Article author:
Nadezhda D. - website editor and article author, in the project since July 2019. Nadezhda is interested in manga and anime. Loves MMORPGs, role-playing and adventure games. Currently actively playing Genshin Impact and Honkai: Star Rail. Nadezhda has prepared many articles about completing casual games, quests and puzzles. Her works are very popular among readers. More information about Nadezhda is available at this link.