Garten of Banban 6 APK (Unlocked FULL GAME)

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Description

Garten of Banban 6 drops you onto Floor -5 with a small drone, a White Keycard, and a sheriff frog who is scared of the floors above. Players stuck in the blackout rooms, or dying again and again to the Naughty Ones, will find every sector route, chair code, and boss answer here in the order the game asks for them. The one rule that saves the most runs is simple: the Naughty Ones hate light, so the drone’s lamp is your real weapon from the first room to the last.

How to Play Garten of Banban 6: Drone, Light, and Story

To play Garten of Banban 6, you move in first-person through four sectors below Banban’s Kindergarten, solving keycard puzzles and steering a remote drone to press far buttons. Once the drone carries a light, you use it to hold off the Naughty Ones, who attack anyone standing in the dark.

Euphoric Brothers built this horror puzzle game as a direct follow-up to Chapter 4, and it launched on December 20, 2023. You start at the same elevator where the last chapter ended. You are still a parent searching for a missing child, and you still carry no weapon.

Instead of fighting, you survive by reading each room and timing your moves. The Queen’s Scepter sits behind a sealed door in the Storage Bay, so every puzzle feeds into opening it. That single goal also explains why Sir Dadadoo keeps showing up.

How the Drone Light Holds Off the Naughty Ones

The drone starts as a small remote toy that flies to buttons you cannot reach. In the Storage Bay, you climb the pipes, hit a switch to open a locker, and grab a gear piece. That gear fixes a lamp onto the drone, and from that moment the drone becomes your lifeline.

The Naughty Ones are gray, slug-like creatures that swarm anyone standing in the dark. They hate light, however, and back away from the drone’s beam. In my runs, lingering outside the beam for even a few seconds usually ended in a jumpscare. So the rule is simple: when the lights cut out, move with the drone or sprint to a lit area.

Where the Story Starts and Why There Is No Chapter 5

Euphoric Brothers jumped from Chapter 4 straight to Chapter 6, and the studio has never given a firm reason. Fans still debate it on Steam forums. For the story, though, the order is clear, because this chapter picks up minutes after Chapter 4 ends.

You land on Floor -5 with Sheriff Toadster, who admits that the floors above terrify him. Then the tone shifts hard. The store page sums it up in one line: no more friends to make, only new enemies. Sir Dadadoo wants the Queen’s Scepter, and you are racing him to it.

Garten of Banban 6 vs Poppy Playtime and Hello Neighbor

Poppy Playtime Chapter 1 also puts you in an abandoned toy space with a gadget, the GrabPack, that solves puzzles at a distance. The drone plays a similar role here. The key difference is that the drone is also your only defense, so losing track of it can end a run.

Hello Neighbor, by contrast, runs on open sandbox stealth against one enemy who adapts to your habits. Five Nights at Freddy’s keeps you in one chair, watching cameras. Here, you walk every room yourself and face a swarm that only light can stop, so the fear comes from moving through the dark rather than watching it.

Android Version vs PC and Console Versions

The Android and iOS editions arrived in December 2023, alongside the Steam release. Console editions followed in late 2024 on PS5, PS4, Xbox Series X|S, Xbox One, and Nintendo Switch, with Feardemic as the console publisher. Steam and console copies both sell for $9.99, and the sectors and puzzles match on every platform.

The real gap is control. On a phone, you drag one thumb to move and another to turn, which makes the pipe climbs trickier than on a gamepad. Still, the mobile edition suits short sessions. Its Google Play listing also supports 21 languages, from Arabic to Romanian.

Garten of Banban 6 Controls, Keycards, and Respawns

Color-coded keycards act as the main lock system in Garten of Banban 6, and each one opens a door of the same color. Most doors also need a powered console, so you usually hit power buttons with the drone before the card works. You pick up seven keycard colors in total, starting with the White Keycard on Floor -5.

Movement itself is simple first-person walking, jumping, and grabbing. However, the chapter adds climbing on silver pipes and wooden rods that punish a lazy jump.

Failure costs little here. A fall or a monster hit sends you back a short distance, not to the start of the chapter, so testing a risky route is cheap. The main exception is a code puzzle, where one wrong press wipes your progress on that puzzle.

Walking, Jumping, and the Silver Pipe Parkour

The first real test comes in the Storage Bay, where you climb a stack of silver pipes to reach a cabin. Steam players complained loudly about this climb, and I understand why. The pipes are narrow, and the camera tends to hide your landing spot.

Look down before each jump and line up the center of the next pipe. Also, jump from the very edge, not the middle, because the run-up is short. Once you clear it, the rest of the chapter’s jumps feel easy by comparison.

Keycard Doors and the Power Console Routine

Almost every locked door follows the same routine. First, you find one or two power buttons, often high up or out of reach. Next, you fly the drone into them until the power console lights up. Finally, you swipe the matching keycard.

Your first keycard sits on the tables to the left of the elevator, labeled for Floor -5. The drone then taps the button beside the first door, and the routine repeats all the way down. When a door will not open, the missing step is almost always power, not the card.

What Happens When You Die and Reincarnate

The game calls respawning reincarnation, and it drops you just before the moment that killed you. That design keeps each chase scene short and fair. It also lets the developers set traps that only make sense the second time.

The best example is a lamp on a table near the cabin. It looks like a free light source, but The Nanny set it as bait, and reaching for it triggers her attack. After you reincarnate, a book replaces the lamp, and reading it leaves you with an uneasy message instead of a light.

How to Solve the Introduction Sector Lights Puzzle

To solve the Introduction Sector lights puzzle, you press six buttons for each of three lights, matching the colors of the chairs in order. You start with the Green Light, then the Blue Light, then the Red Light, and aim each one at the projector.

The puzzle sits behind the blue door, where Bittergiggle hides from something he will not name at first. He tells you the switch you need is inside a locker, and the lights puzzle is what opens it. That locker switch is the first of four that unlock the Scepter room.

Speed matters less than order here. A wrong press forces you to start that light over, so slow and careful input beats rushing every time.

Getting the Blue Keycard and Meeting Bittergiggle

Enter the Introduction Sector and take the staircase on the right, beside the blue door. Walk along the upper floor, and the Blue Keycard waits near the end of the walkway. Drop back down and open the blue door.

Bittergiggle, the jester who hunted you in Chapter 4, now wants help instead of a fight. He nervously asks whether they are gone, and he means the Naughty Ones. That shift from villain to shaky ally is one of the chapter’s best character moments.

Green, Blue, and Red Chair Codes

Start at the console switch inside Bittergiggle’s room, then head into the main hall. Each light needs six button presses, and each press matches a row of four chairs in Teal, Ocean, or Blue. Solve the lights in this order:

Green Light
Button 1: Teal, Ocean, Teal, Ocean
Button 2: Ocean, Blue, Ocean, Teal
Button 3: Ocean, Ocean, Teal, Blue
Button 4: Ocean, Blue, Teal, Teal
Button 5: Blue, Teal, Blue, Ocean
Button 6: Blue, Teal, Blue, Teal

Blue Light
Button 1: Ocean, Ocean, Teal, Blue
Button 2: Blue, Teal, Blue, Ocean
Button 3: Blue, Teal, Blue, Teal
Button 4: Ocean, Blue, Teal, Teal
Button 5: Ocean, Blue, Ocean, Teal
Button 6: Teal, Ocean, Teal, Ocean

Red Light
Button 1: Blue, Teal, Blue, Teal
Button 2: Ocean, Blue, Teal, Teal
Button 3: Ocean, Ocean, Teal, Blue
Button 4: Ocean, Blue, Ocean, Teal
Button 5: Blue, Teal, Blue, Ocean
Button 6: Teal, Ocean, Teal, Ocean

Here is the detail most write-ups miss: all 18 presses use the same six chair patterns, just shuffled into a new order for each light. So once the Green Light is done, you already know every pattern, and the other two lights only test sequence. After each light turns on, walk behind it and use the arrows to aim it at the projector.

Surviving the Blackout and Sir Dadadoo at the Door

Once all three lights point at the projector, the hall goes dark. Run straight into the blue door before it shuts. A voice outside then begs you to open up, and it sounds exactly like Banban.

Do not open it. That voice belongs to Sir Dadadoo, and opening the door lets a Naughty One into the room for an instant kill. Instead, wait for the lights to return, and the locker unlocks so you can press the first switch.

How to Clear the Potentiality Sector and Reboot Room

To clear the Potentiality Sector, you use the Yellow Keycard, push two Banban mannequins onto switches past the Mr. Kabob Man figures, and chase a Naughty One for a stick. Then you survive the 12-light reboot room while Bittergiggle fixes four switches.

Getting here takes a short trip back to the Storage Bay under the drone light. Sheriff Toadster is unhappy that you teamed up with Bittergiggle. During the argument, a Naughty One snatches Banbaleena. Stinger Flynn then waits at the big gate, and Bittergiggle points you toward this sector.

The Yellow Keycard sits up the stairs beside the yellow gate. Grab it first, because nothing inside opens without it.

Drone Switches and the X Mark

Inside, hop onto the wooden rod on the side and drop to the lower floor. Fly the drone into both switches to power the console, then swipe your keycard. Upstairs, you finally meet Banban, calmer now after his demon outburst in Chapter 4.

Next, head back down and park the drone near the far button. Then run to the sector entrance and order the drone to strike the X mark. The yellow door on the right powers up, and your keycard opens it.

Mr. Kabob Man Statue Puzzle in the Garden

Upstairs sits a garden with Banban mannequins boxed in by Mr. Kabob Man figures. Shove the kabob figures aside to clear a lane, then push a mannequin onto its switches. Repeat the same steps with the second mannequin.

When both mannequins sit in place, the red cabinet in the center opens and hands you the Red Keycard. This statue puzzle also earns The Garden achievement, worth 50 Gamerscore on Xbox. Plan each lane before pushing, since a mannequin wedged in a corner means starting over.

Following the Naughty One for the Stick

Take the Red Keycard to the red door and press the button on the left to power its console. When the door opens, a small Naughty One bolts out. Follow it, because it drops a metal stick as it flees.

Grab the stick, run back into the little room, and shut the door behind you. Then use the stick to pry open the locker, which takes a few tense seconds. Inside is the Purple Keycard. Meanwhile, Sir Dadadoo attacks Banban and Bittergiggle nearby, so expect noise while you work.

The 12-Light Reboot Room and Light Poles

The Purple Keycard opens the purple door back in the first area, and the stairs lead to a room with 12 lights. Bittergiggle joins you to fix four broken switches. Press the Reboot button upstairs to start, and the alarm kicks in at once.

While he works, red lights flash across the room. Use the arrows under each light pole to swing its beam onto the red lights, since those mark where Naughty Ones are about to strike. Many players rate the ceiling spot as the hardest moment in the chapter. After each fixed switch, recharge the ceiling, and the door opens once all four are done.

How to Beat Little Beak in the Conditioning Sector

To beat Little Beak, you distract the bird with noise, grab two batteries from the corner tents, and place them in the central trap. Then you lure the bird through the powered trap one last time to finish the fight in the Conditioning Sector.

Little Beak is a hostile bird that dives at anything moving in the open. Reaching the fight also takes work. You need the Green Keycard, a set of ceiling buttons, and a room full of hidden lollipops first.

Head here after the second switch, and pick up the blue keycard lying on the ground on your way out. Past the yellow door, steer the drone to the right, and the sector entrance appears.

Green Keycard and the Ceiling Buttons

Hit both power buttons beside the entrance and swipe your keycard. Then climb over the bush fence on the right to find the Green Keycard.

Next, press the consoles to light up buttons on the ceiling. Fly the drone into each lit button until all of them glow. The door ahead then accepts the Green Keycard, and you step into the surgeon’s room.

Finding 8 Lollipops for Syringeon

The surgeon’s room belongs to Syringeon, the doctor figure behind Banban’s hellish form. His red door stays shut until you drop 8 lollipops into the cup beside it. They hide on shelves, under props, and in corners, so sweep the room in a slow circle.

Count as you go, because the cup does not tell you how many are left. In my run, the last one sat low behind furniture, which is easy to walk past. Once the eighth drops in, the red door opens onto the arena.

The Battery Trap Plan for Little Beak

The arena has tents in the corners and a trap in the middle that needs two batteries. For the first battery, put the horns on Mr. Kabob Man and push him into the open. When Little Beak dives at him, run to the tent and grab the battery. Then push a barrel into the open at the next tent and sprint back to the center.

The second battery works the same way, except the boxing gloves go on the figure instead. Place both batteries in the trap, then make noise so the bird flies through it one final time. After the win, press the switches past the open door, and a heavy gate crushes the bird when it tries one last chase.

The Reorder Button Jumping Room

Wait for Banban to open the next door, then climb the stairs and enter the purple door. Stand on the Reorder button, and a path of switch platforms appears across the gap. Each switch you land on turns some platforms, which can shove you off.

Watch which platforms rotate after each landing before you commit. I found it safest to jump, pause, and read the new layout every time. The Orange Keycard waits on the far side, and it carries you back to the start of the sector.

How Keycards, Switches, and the Queen’s Scepter Progress

Progress in this chapter runs on a chain of seven colored keycards and four switches spread across three sectors. Each switch you flip powers part of the sealed door in the Storage Bay, and all four together open the room holding the Queen’s Scepter.

There is no level-up screen, no currency, and no shop. Instead, progress lives in the items you carry and the doors you have opened.

Story beats also mark each milestone. Every switch pulls you back to the Storage Bay for a scene with Sheriff Toadster, Stinger Flynn, or Banban. Those return trips double as a breather before the next sector gets darker.

The Keycard Color Chain From White to Orange

The order runs White, Blue, Yellow, Red, Purple, Green, then Orange. White opens Floor -5, Blue opens the Introduction Sector, and Yellow unlocks the Potentiality Sector. Red and Purple finish that sector, while Green and Orange carry you through Conditioning.

Because each card leads only to its own door, you rarely wonder where to go next. If you feel lost, check which card you just picked up and look for its color. That habit alone saved me several minutes of wandering.

Notes and Tapes Worth Collecting

Ten notes lie scattered through the sectors, and they carry most of the lore. One early note says the writer never looked at the face, just as Miss Mason told them. Another room holds a tape next to the line that life is events put in the right order.

None of them are required to finish the chapter. Still, they explain why the kindergarten runs so deep and where the Naughty Ones came from. Grab them while a room is lit, because reading in the dark is a bad idea here.

What Opening the Scepter Room Unlocks

Back in the Storage Bay, the red door finally opens once all four switches are live. Climb to the coffin and press the Recharge button beside the stairs. The Queen’s Scepter lies inside, but a piece is missing, because Syringeon fled with it after the Naughty Ones escaped.

Sir Dadadoo arrives with his army, and Hellish Nabnab bursts in to fight him. Banban then stays behind to hold the monsters off while you ride the elevator down. That sacrifice sets up the hunt for the surgeon in the next chapter.

All Garten of Banban 6 Characters: Allies and Enemies

Sir Dadadoo is the main villain of Garten of Banban 6, a gray leech in a business suit who leads the Naughty Ones. He is also their father, and his goal is to steal the Queen’s Scepter.

Around him, the cast splits into shaky allies and open threats. Sheriff Toadster, Bittergiggle, and Banban help you, although none of them fully trust each other. Meanwhile, The Nanny, Little Beak, and a transformed Nabnab make every sector dangerous.

Two familiar faces sit this chapter out. Jumbo Josh and Slow Seline never appear, which makes this the first entry without Jumbo Josh.

Sir Dadadoo and the Naughty Ones

Sir Dadadoo stalks you through voices and quick sightings for most of the early game. He fakes Banban’s voice at the blue door, charges Banban on a rooftop, and appears in full after the statue puzzle. Early walkthroughs even called him Fancy Leech before fans knew his real name.

His children, the Naughty Ones, come in several sizes and live in the dark. Their weakness never changes, so light beats them every time. Queen Bouncelia is their mother, which ties this chapter straight back to Chapter 4.

Bittergiggle, Sheriff Toadster, and Banban

Sheriff Toadster took shelter on Floor -5 after the others left him behind, and he acts as your first escort. He clashes with Bittergiggle, whose bad jokes he cannot stand. The jester, in turn, proves useful, since he knows where the switches hide.

Banban seems calmer after his outburst in Chapter 4, and he spends the chapter trying to protect you. Oddly, the Naughty Ones laugh at Bittergiggle’s jokes. That small detail ends up deciding where the jester goes at the end.

The Nanny, Stinger Flynn, and Hellish Nabnab

The Nanny sets the lamp trap near the start and leaves a mark without a long chase. Stinger Flynn waits at the big gate in the Storage Bay and shares a flashback once you return with the second switch.

Nabnab has the biggest change. He turns into his hellish form and attacks Sir Dadadoo at the Scepter room, which gives you and Banban a way out. It is pure chaos, but it is the only time a monster fights on your side.

Hidden Secrets and Common Mistakes in Garten of Banban 6

Garten of Banban 6 hides a vault that leads to Sir Dadadoo’s room, plus a message written outside the playable map. Neither one is needed to finish, and few write-ups mention them. Both reward players who poke around after the main goal is done.

Mistakes, however, cost far more time than secrets add. Most stalls in this chapter trace back to three habits: rushing code inputs, leaving the drone behind, and forgetting power buttons.

Fixing those habits matters even more on a phone, where a missed tap is easy. A single wrong press can wipe several minutes of chair codes. By contrast, a calm and slow approach rarely fails twice.

Sir Dadadoo’s Vault Room Behind the Nanny’s Cabin

Once the Scepter door opens, climb back to the cabin where The Nanny ambushed you early on. Players on Steam report that a vault there now opens, and it leads to Sir Dadadoo’s own room.

Also look for his mural after you leave the Conditioning Sector with the fourth switch. Neither spot gives an item, but both fill in his backstory.

The Out-of-Map Message for Wall Clippers

Players who slip past the map boundaries find a wall message joking about their impressive flying skills. The developers clearly expected people to break the level with physics tricks.

I would not chase this one on mobile, though. Getting out of bounds on a touchscreen is fiddly, and falling through the world can force a reload.

Why the Lights Puzzle Keeps Resetting

The most common stall is the Introduction Sector chair code. Players press too fast, a tap lands on the wrong button, and the whole light resets.

The fix is simple. Say each color aloud before pressing, and check that the button actually lit up. Remember, too, that the six patterns repeat, so only the order changes between lights.

Why Garten of Banban 6 Lags on Android and How to Fix It

Garten of Banban 6 can stutter on older Android phones because its large dark rooms and chase scenes push weaker hardware hard. Dropping the in-game resolution to medium is the fix players report on Google Play, and it smooths the action without making puzzles harder to read.

One Google Play reviewer called the game very laggy until they lowered the resolution, then admitted the phone was old. That fits what most 3D horror games do on budget devices. So treat it as a hardware limit, not a broken game.

Lag hurts most during the reboot room and any chase scene, where half a second decides whether a Naughty One reaches you. Tuning settings before Floor -5 gets dark saves plenty of retries.

Setting Resolution to Medium for Smooth Chases

Open the settings from the main menu and lower the resolution one step at a time. Medium is the usual sweet spot for older phones. Test it in the Storage Bay, where the first blackout gives a fair stress test.

Also close background apps before a session. Horror games lean on steady frame pacing, and a stutter during a jumpscare feels worse than any drop in sharpness.

Touch Controls for the Pipe and Rod Jumps

Touch movement makes the silver pipes and wooden rods the hardest parts on mobile. Slow your camera turns and stop fully before each jump, because momentum on a thumbstick is harder to judge than on a gamepad.

The Reorder button room gets the same treatment. Land, wait, read the layout, then jump. In my experience, most mobile falls came from swiping the camera mid-jump rather than from bad timing.

When a Scripted Scene Fails to Trigger

Some players on Steam and Google Play report scenes that refuse to start, such as the drone light not kicking off the Banbaleena moment. Usually, the fix is to back out to the menu and reload the last checkpoint.

If that fails, reinstalling can help, although one Steam player found it made things worse. So try a reload first, and keep reinstalling as a last resort.

Best Garten of Banban 6 Tips and Tricks for Beginners

Parking the drone’s light before you act is the single most useful habit in Garten of Banban 6. Every step in this Garten of Banban 6 walkthrough gets easier once that habit sticks. The chapter rarely tests reflexes. Instead, it tests whether you prepared the room before the lights died.

The other big wins come from using the Storage Bay as a hub and handling the reboot room in the right order. Neither idea is obvious on a first run.

In total, the three habits cut most of my deaths in half on a second playthrough. They also keep the battery trap and the Reorder button room from feeling unfair.

Park the Drone Light Before Every Blackout

Before you touch any switch that might kill the power, fly the drone to the spot where you plan to stand. When the dark hits, you are already safe inside its beam.

This matters most before the Lights Puzzle blackout and the surgeon’s room exit. Players who leave the drone behind end up sprinting blind, which is how most Naughty One deaths happen.

Return to the Storage Bay After Each Switch

After every switch, walk back to the Storage Bay even if you think you know the next door. Each return starts the story scene that opens the next route, and skipping it can leave you stuck at a locked gate.

The hub also reveals new pickups, like the keycard lying on the ground before Conditioning. A quick loop around the room costs a minute and often saves ten.

Recharge the Ceiling First in the Reboot Room

In the 12-light room, most players focus on the light pole arrows and forget the ceiling. Yet the ceiling is where the biggest threat drops from. Recharge it the moment Bittergiggle finishes each switch, then turn to the red lights.

Keep your eyes moving between the ceiling and the floor lights. If too many red lights stack up at once, the Naughty Ones win, so clearing them early beats clearing them fast.

Frequently Asked Questions About Garten of Banban 6

Is Garten of Banban 6 available on Android?

Yes. Garten of Banban 6 is a paid app on Google Play and the App Store, released in December 2023 alongside the Steam version. It also runs on macOS through itch.io, which few players realize. There are no ads or in-app currency, so one purchase unlocks the whole chapter from the first keycard to the final elevator ride.

How long does it take to beat Garten of Banban 6?

Most first runs take roughly two to three hours, depending on how long the chair codes and the reboot room hold you up. Collecting all ten notes adds about twenty to thirty minutes. A repeat run with known solutions drops to around an hour, which makes the chapter a good fit for a single long evening.

Is there a chapter after Garten of Banban 6?

Yes. Chapter 7 released on May 10, 2024, about five months later, and it continues straight from the final elevator ride. Chapter 8: Anti Devil followed after that. The next chapter resolves the missing scepter piece and brings back Jumbo Josh, so your story choices carry directly into the sequel.

Our Recommendation for Mobile Horror Puzzle Fans

This chapter suits players who enjoy slow puzzle rooms with bursts of panic, and it works best for fans who already finished Chapter 4. Newcomers can follow the story, but the character payoffs land harder with context. I found it the most satisfying chapter so far, because the drone light turns every blackout into a real plan instead of a cheap scare. On mobile, drop the resolution to medium and take the pipe jumps slowly. Follow this Garten of Banban 6 walkthrough sector by sector, and the Scepter room opens without a single wasted hour.

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