Sixth Sense Investigations |
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Note: Some conversations in this game are resolved by giving the correct answer from an on-screen list. When, in this guide, this is required, the correct choice is given as numbers, i.e. answer 3, 1, etc. This means, therefore, that you are required to give the third answer, then the first, and so on.
At the beginning you assume the persona of Frank, in a bedroom. Open the door and go into the office. Once inside you should use the telephone. Now listen to, and look at, the scene carefully. After this open the right-hand cabinet door and take the glass and the beer mat.
Leave the office and go to “American Cheesers” on the map. After you have decided just where the shopkeeper’s problem lies, take the cheese crumbs and open the right-hand cabinet inside the shop. A pole will fall towards you which you must then use with the stone in front on the table. With the now sharp pole you can now prick the cheese all over. After the scene which ensues, take the Robot’s Arm and use the map.
Go to the toy factory next. In the chaos you find there, you must find and take a tennis ball and the towel (above the chest next to the forklift). Once found, leave the building heading for “Go marching in”. On arrival, use the towel to clean the battery (beside the blue car) then take the now clean battery with you.
Return to “Toys n U”. There you must open the forklift engine cover and insert the battery (use with engine). Now you can pull the lever and take the medallion. The next location you must visit is the “Laboratory”. Here you give the Medallion and Robot’s Arm to the doctor. Now go outside (briefly) and almost immediately go back into the laboratory.
On re-entering the Laboratory strike up a conversation with the doctor (answer 1, 2). You must then use the map but, instead of the map, Ben shows up. He has found himself in trouble in another dimension.
After arriving in the robot dimension, you talk to the robot guard, Ralph (answers 2, 2, 2, 2, 2, 1, 1). After the interrogation by the Emperor at the Palace you must use the pocket knife with the ventilation shaft to facilitate your escape. Once outside, go right until you come to a street (“Walkstreet”).
On Walkstreet you should visit the pawnbroker (down the stairs) who will give you the a credit card in exchange for the necklace. Following this; take the tin, both pieces of the armour and the Swatch watch (on the counter). After collecting these items return to the Palace.
On arrival at the Palace use the tin with the refuse chute. Search the tin and you will find a lever inside. Go back to the street and visit the “Pub Lup”. Use the tin with the oil bottle which is standing on the table. Move to the street again; talk to the drunken robot, Howard (answers 2, 2, 1) and give him the oil.
Give the map to Howard and on the map that then shows up, go to the doctor. Talk to the doctor (answers 2, 2, 3, 1). After talking, pull the lower lever, then the left-hand one then the right-hand lever (beside you). You must then use the “found” lever with the slot next to the winch, and then pull it too. A conversation with the doctor ensues and the operation can begin.
After the operation return to Walkstreet. Firstly, give the map and then the watch to the driver. Next give him the map and then go to the Sixth Sense Office. After the talk with Arthur (the ghost) go to the Laboratory. The game now switches to Frank.
After the scene with Arthur, go to “Toys n U” and use the analyser. Return to the laboratory and give the analyser to the doctor. Once that is done head back to the Sixth Sense office and catch the mouse. To do this use the cheese crumbs with the mousehole, then the glass with the mouse, and then, the beer mat with the glass.
When you have the mouse in the glass go to Goldenhouer’s villa where you should talk to Mr Goldenhouer (answers 1, 2, 2, 3). After this, use the tennis ball with the right-hand knight’s armour and then examine it. Once the cat has awoken use the mouse with the cat.
Now go to Charles’ room for a brief interlude. Afterwards, go to the car dealer and put the the broken tyre and the air pump in your inventory. Return to American Cheesers and use the tyre with the hot cheese - Now pump up the tyre. Next item on the agenda is for you to visit “Toys n U” and get the hammer then move to the Villa. At the Villa, hit the wheel cover with the hammer. After Charles leaves his room; enter it and get the console. Take the console to the doctor.
To be able to use the Interkey, you have to go to “Go marching in” and enter the garage. A shop assistant will waylay you. Buy a car from him and go to the garage again. Tell the shop assistant that you have problems with the car and he will let you enter the garage. Use the Interkey and you’ll find yourself in the toon dimension.
On arriving in the Toon dimension go to the border and talk to Curt until he lets you pass. Journey along the Market Street, take the note from the door of the Sixth Sense branch and examine it. Take the leaflet and examine it too. After this go to the Marketplace and, after talking to the policeman, use the bell on the right.
Talk to the speaker (any answer will work). Once you get to the hiding place take the aerosol can and talk to Frick (the fox). However, that doesn’t work so talk to Mr Peanuts. After the conversation go back to the Market Street and enter the Opticians shop. Use the spray with the glasses. Take the account book and go back to the Marketplace and give it to the policeman (standing behind the shadow of a tree).
Return to the Opticians and take the sun-glasses. Back again to the Market Street where you should examine the letterbox and then use the glue with the envelope that’s in the letterbox. Open the envelope and read the letter.
Go to the Park and give the letter to the guard. After a further talk with him give him the sun-glasses. Go back to the police and use the bell and arbitrate between Shirley and Porkey until he falls asleep. Take the scissors and cut the keys from Porkey.
Following a conversation with Brad Pig (about the record by Mr Peanuts), open the cell door with the keys. Take the uniform and give it to Brad. At the Bank Brad tells you that he needs a part of a clock. To get this you must go back to the police, open the wall clock, and take it. Then quickly return to the bank.
After the explosion go into the bank and take the three pieces of debris in front of the safe. Use the small wheel that lies underneath with the safe, and open it. Take the key from the safe and open the drawer at the right-hand side of the room. Take the record you find in the drawer to Mr Peanuts.
Now you can talk to Frick and you will be told about a client named Sally. Take the bottle from the right-hand side, go to the Marketplace and then to the park. Use the button to enter then block the fountain with the cork. Go back to the hiding place again and tell Arthur that all is done. After the scene in the park the game switches focus back to Ben.
Following a conversation with Sally talk to the soldier until you are put into prison. Give Ralph the console and breakout of the prison (use knife with air outlet). Go to Walkstreet and give Bernie (the taxi driver) the map. Go to the Computer Centre.
At the Computer Centre use the switch on the right-hand side of the room (next to the flashing lights). Go further to the right you pull the lever three times. The main terminal now boots up. Push the switch with the red border (on the left-hand side) and then the lever even further to the left. Examine the monitor on the upper right.
Enter the code (4273) into the main computer (4th button, 2nd button, etc.) and then press the big button. Almost done, all that remains is for you to return to Walkstreet and give the map to Bernie. Return to the Sixth Sense Office. Use the platform on the right-hand side, and enjoy the ending.