Tex Murphy Overseen Tips & Tricks|
Tags: Tex Murphy Overseen Game Guides, Tex Murphy Overseen Hints, Tex Murphy Overseen Walkthrough
Tex Murphy - Overseen
Submitted by: Dj Simo
A Tex Murphy Mystery
In Overseer - and as in many adventure games of this type - there
are many items to take into your inventory. In Overseer, whenever
your cursor goes over something it can interact with, the cursor
will turn into a crosshair. So whenever you see the crosshairs,
check it out. Also, check out items that you find in your
inventory. Examining items will sometimes yield more items. There
will also be times when you need to combine certain items to make
another item. So search around your environment carefully and
meticulously. Open doors, drawers, and cabinets. Sometimes you
have to get down low in your elevation and look under things.
In Overseer, Tex has the Vid-Phone on his desk that has the
feature, the American Information Database (AID). Whenever you
find out some new information, new name, etc., it's a good idea to
enter it into the AID. Then Tex's fax machine will automatically
spit out the information requested. Read these in your inventory.
Also in the game, there will be times where you have to choose a
conversation path from three choices. In the early part of the
game, it doesn't really matter what choices you make, the outcome
is the same. I offer, though, the choices I made. There are times
later, though, where you must choose the conversation paths I give
in order to complete a scene. In a certain instance, if you don't,
Tex dies. Also, when you get to the "Ask about" list, it's
advisable to ask characters about everything that's available.
They may not always have information on what you ask, but it's
better to be safe than sorry. Besides, sometimes it can be
humorous to hear some of the responses. And don't worry if a
certain character or two becomes impatient or angry while you are
asking them things; you will not get cut off no , matter what they
This walkthrough can be used for the Entertainment level or the
Gamers level, but especially the Gamers level. There are no on-
line hints in the Gamers level, or the ability to type in the
"911" code to pass over a given puzzle as there is in the
Entertainment level. So here goes. And remember to search your
environment thoroughly and carefully.
After the opening movie sequence, choose the conversation path:
Give fair warning. Then choose conversation path: Chuck Heston
humor. Then choose conversation path: Show Chelse the goods. Then
choose conversation path: Sibling reverly. Then choose
conversation path: Apologize. Then choose conversation path: Real
Beatlemaniac. Then choose conversation path: Lovers Lane. Then,
when you are in Tex's office, you can take from his desk the
Little PI's Red Book of Rules. You can examine it in your
inventory, but you can't actually open it. In the black filing
cabinet next to the desk, open the bottom left drawer and get
Raymond, the wind-up toy mouse. Then go to the single filing
cabinet across from Tex's desk and open the bottom drawer and get
the Colonels note; read it in inventory. Then go over to the
bookshelves and get the tape measure. Then go over to the front
door, look down, and get Boyd's Life magazine off of the floor;
examine it in inventory. Then go over to desk, tur!
n on Vidphone, select AID, and ask about Tex Murphy. Go to fax
machine, retrieve and read it in inventory. Then go over to door
that leads to Tex's small bedroom and enter. The only thing you
can really do in here is click on the Parchesi game on the table.
This will trigger a movie sequence.
After the movie sequence, Travel to the police station and see
Eve Clements. Choose conversation path: A lesson in good form.
Then choose conversation path: A quick change of subject. Then
choose conversation path: Make an offer she can't refuse. Then
choose conversation path: Resort to the Good Book. Then Ask About
all topics. Then Travel to Carl Linsky's house.
Ask Sylvia about all topics. In Linsky house, go over to coffee
table and pick up note. Examine it in inventory: Blackjack &
Dominoes. Then pick up the domino set. Examine it in inventory to
get the domino puzzle interface. The idea is to get it to add up
to 21 every way; up, down, across, diagonally. Top row should be:
4,11,6. Middle row is: 9,7,5. Bottom row is: 8,3,10. Then make
note of the sequencve: 4,9,8. Then go to the kitchen and get the
case next to the refrigerator. Examine ti in inventory. Open
refrigerator and get the bananas. Turn around and go across to the
door to the bedroom. Enter, go to the desk and read the "Dear
Jane" note in inventory. On the right hand side of the desk, open
the middle drawer and get the letter; examine it in inventory.
Look at the chess set on the stand to the right of the bed. Go to
the nightstand on the left side of the bed and open the drawer;
get Linsky's address book. Examine it in inventory to get Dolores
Lightbody's address. Th!
ere is nothing to be had in the chest of drawers or the wardrobe
closet. Next, Travel to Dolores Lightbody's house.
Choose conversation path: Get back on track. Then choose
conversation path: Get down to business. Then choose conversation
path: A show of good form. Then choose conversation path: The
circumstances? Then choose conversation path: Who gets the cash?
Then choose conversatiuon path: Get the skinny on Sylvia. Then
choose conversation path: Refuse to speculate. Then Ask About all
topics. Then Travel to Carl Linsky's house.
After Sylvia leaves, examine the manila envelope in inventory to
get a wallet, two keys, and Linsky's suicide note. Examine them in
inventory. Then go left and left again, open closet door, and
climb the ladder to Linsky's attic. In the attic, make a right, a
left, and left again at the deer/moose head. Open door and enter.
Go to filing cabinet and open the third drawer from the top on the
right hand side; get the hand written note and examine it in
inventory. Then open the top of the roll-top desk and get Sylvia
Linsky's credit report; examine in inventory. Go to the little
corner table and turn on the tape recorder. Then, use the small
key from inventory to open the credenza drawer and get the lease;
examine in inventory. Then, Travel to Carl Linsky's warehouse.
In warehouse, go over to the filing cabinet and open the middle
drawer; get the fax. Examine in inventory. Then open the bottom
drawer and get the project note; examine in inventory. Then go
over to the drafting table and open the top drawer; get the
newspaper article; examine in inventory. Then open the middle
drawer and get the direct deposit slips; examine in inventory.
Then turn right, go over to the cork board, and Move it. Retrieve
the note and examine in inventory. Then turn right, look down to
desk, and get note from Wanda Peck in the box; examine in
inventory. Then go over to the cot, Move the pillow, and get the
bottle of sleeping pills. Then go over to the box that's near the
fork lift; open box and get circuit kit. Then go over to the
ladder, get behind it, and open the first aide kit. Get the Heal-
Aide can; examine in inventory to get the security card pieces.
Examine the pieces in inventory and note one piece is missing.
Then climb the step ladder and Move the!
boxes there to reveal the calendar. Move the calendar to see the
safe. Bring up the safe interface and enter the numbers from the
domonoes puzzle: 4,9,8; press enter. Take the items and examine
them in inventory; it's a passcard reader and Linsky's insurance
policy. Then, Travel back to Tex's office.
In office, answer the Vidphone. Next you'll be at the North Hill
Clinic. Choose conversation path: Good natured beauracacy. Then
choose conversation path: Get right to the point. Then choose
conversation path: Loosen him up. Then choose conversation path:
Linsky's work? Then Ask About all topics. Then Travel to
Choose conversation path: A flattering question. Then choose
conversation path: A heart-felt proposal. Then choose conversation
path: Love bug. Then choose conversation path: Clever word play.
Then choose conversation path: Refer to your clients father. Then
choose conversation path: Looking for a lead. Then Ask About all
topics. Then Travel to police station and Eve Clements.
Choose conversation path: Slight exaggeration. Then Ask About all
topics. You can then Travel to Dolores Lightbody's.
Choose conversation path: Sort of grateful. Then Ask About all
topics. Then Travel back to Tex's office.
Turn on the Vidphone and the AID. Ask about Sonny Fletcher. Ask
about Law and Order Party. Ask about Capricorn. Ask about Rona
Morgan. Ask about North Hill Clinic. Ask about Dolores Lightbody.
Then go to fax machine, retrieve and read all faxes in inventory.
Then Travel back to police station and Eve Clements.
Ask About Sonny Fletcher. Ask About Sonny's criminal record. Then
Travel to Sonny Fletcher's apartment.
Choose conversation path: On a hunt for clues. Then choose
conversation path: Make a reasonable deal. Then choose
conversation path: Fraternize. After the long video sequence,
Travel to Linsky's warehouse.
In inventory, examine the bishop chess piece that Sonny gave to
you. You get the remeining missing piece to the passcard. Combine
it in the inventory with the rest of the pieces. Complete the
puzzle to get passcard E. Then attach Linsky's passcard reader to
the computer. Then scan the passcard on the computer. Enter the
password: Bishop. Then, Travel to the Fresno office.
Find the day planner sitting on top of the box on the floor.
Examine the day planner in inventory and note the times. Then,
turn around, go back towards the door, look down, and get the
electric bill; examine it in inventory. Then, go over and Move the
bookcase. Note the safe connected to the commemerative plate
display. Then, click on Move on the commemerative plate display.
For the First setting, enter in these times: SF, 6pm; Paris, 3am;
Sidney, 12pm. For the second set of settings: SF, 5am; Paris, 2pm;
Sidney, 11pm. For the third set of settings: SF, 3pm; Paris, 12am;
Sidney, 9am. Go now to the open safe and retrieve the Linsky
photo; examine in inventory. Then, Travel to Linsky's house.
Ask Sylvia about Linsky photo to find out about Klaus. Then, Ask
About rest of topics. Then Travel to Capricorn.
Choose conversation path: Stick to business. Then Ask About all
topics. Wanda will hold onto the Linsky/Klaus photo. Then Travel
to North Hill Clinic.
Choose conversation path: Fashion detective. Then Ask About all
topics. Then Travel to police station and Eve Clements.
Ask About Val Davis. Then Travel to Sonny Fletcher's.
You will pick up a letter that's taped to the door. Then Travel
to Tex's office.
Read Sonny's letter in inventory. Then turn on Vidphone and dial
AID. Ask about John Klaus, Bosworth Clark, and Val Davis. Retrieve
and read the faxes in inventory. Then Travel to Anasazi ruins.
At ruins, go straight, then make a left and go up the steps. At
top, open door, go in, look down and get the brick behind the
little vases. Then exit, go back down steps, and make a left, and
go back to the Cog wheel puzzle. The idea is to get the red dots
to line up. To solve this puzzle, move the lever above the left
cog upwards once; then move the lever above the middle cog upwards
three times. The compartment to your right will open; retrieve the
brick. Then turn around, go forward, then make a left. Open door
and go through. As soon as you go through door, turn to your left
and retrieve the long sturdy poles that are on the ground. Then,
just behind the partition there, get the wooden box. Then behind
the next partition, look down and get another brick. Then turn to
your right, open door, and go through. Then look to your right and
down; pick up ther small piece of pipe. Then make your way around
to the left and click on the pot; retrieve another brick. Keep
r way around and then get the primative fishing pole, which is
actually a vine on a stick. You can, if you choose, continue
around and observe the brick altar, but you can't do anything at
the moment, because you need all eight bricks. Make your way back
out and through the door. When out, make a left and start heading
that way, but then look to your left and see the Private
Property/No Tresspassing sign; look down and get another brick.
Then keep heading down to the far end. By the tree, look down and
pick up the guide book; examine it in inventory to see the brick
altar diagram. Behind the set of steps on your left, look down and
retrieve another brick. Then, go up steps and go through doorway.
Go to the upper left hand corner and pick up the small set of
sticks on the ground. Then, on the far wall behind you, look up,
and retrieve the rope that is hanging down. You may have noticed
as you came through doorway a rattling sound. Look to your left
and see the snake in the a!
lcove; it's guarding a brick. In order to retrive brick, in
combine vine on a stick with wooden box. Then combine this with
the toy mouse (Raymond). You will now have Boy Scout trap. Now get
down inside pit that is in the center. Then go to the side of pit
that the snake is on and come up just a bit so that you are
peeking over it. Then, click the Boy Scout Trap on the snake.
After snake is trapped, go forward and retrieve the unguarded
brick. Then, exit here and head back out to where you very first
entered the ruins. Go over to the well shaft; angle your view
down. Note the bucket w/ brick. In inventory, combine the rope
with the short pipe. Click this on the bucket to retrieve the
brick. Now, go bacvk through the doorway that's near the No
tresspassing sign, and make your way around to the brick altar.
Click one of your bricks on the altar to bring up the puzzle
interface. Place the bricks in the following order: 1st brick in
first vertical row, fourth slot from the top. 2nd brick in second
vertical row, top slot. 3rd brick in th!
ird vertical row, fifth slot from the top. 4th brick in fourth
vertical row, bottom slot. 5th brick in fifth vertical row, second
slot from the top. 6th brick in sixth vertical row, seventh slot
from the top. 7th brick in seventh vertical row, third slot from
the top. 8th brick in eighth vertical row, sixth slot from the
top. Then the big door at the top of the steps will open upon
completion of puzzle. Enter through doorway. Head down the
corridor, and when you get to the open circular area, look to your
right and down, and pick up the leather strips. Then go up the
next set of steps across from you. Tex will notice a huge abyss
below him. In inventory, combine long poles with short poles. Then
combine this with leather strips. This will give you a ladder.
Click ladder across the abyss. Once on the other side, turn right
and look down; pick up dime (This will come in handy). Then turn
back around, look down, and pick up the pocketwatch that's on the
floor; examine in inven!
tory to get the spring. Then look on ground over near door; get
th Clarks' glasses; examine in inventory to get the tape. Notice
next to metel doors there is a panel with flat-head screws; use
the dime from your inventory as a screwdriver to unscrew the
panel. Use the spring in your inventory to repair the wire, and
then the tape to insulate the wires. Doors will open; enter
Bosworth Clark's lab.
Immediately, head towards your left and get into a crouched
position and look on the left side of the console; see note held
there by a magnet. Take this and examine in inventory. The word
you see on the note unscrambled is "checkmate". You also have the
magnet in your inventory. Then back up and look up towards the
ceiling on the left; notice the smoke alarm. Click on it and then
examine it in inventory. It turns out to be a camera and it
contained a disk. Make your way to the opposite side of the room
and turn right; look down and see the cabinet with the lamp on
top; open cabinet and get the passcard reader inside. Look at
table beside you and get the ashtray; examine in inventory to get
the matchbook. Then get down in a crouched position and look under
the cot to get the video disk player. Then if you want, go over to
main console and turn on the switch to activate the monitors. Then
in inventory, combine the video disk with the video disk player;
play disk and pay atte!
ntion to the "tones" that you will hear played by Clark. Then go
over to the computer and click on it; this will bring up the
interface for you to play those tones you just heard on the disk.
In order, those tones are: red, yellow, blue, white, red, yellow,
green. When the drawer pops open, take the STG passcard. Then
connect the passcard reader to the computer and scan the passcard.
Type in password: Checkmate. Read info. You are now done in
Bosworth Clarks' lab. Then Travel to Capricorn.
Find out about the photograph you left with Wanda. Then, Ask
About all available topics. Then, Travel to Tex's office.
Turn on the Vidphone, dial into AID, and ask about Jorge Valdez.
Ask about STG. Then retrieve and read fax in inventory. Youi'll
find out that you need more info on Jorge Valdez. Travel back to
Choose conversation path: Stick to business. Then Ask About all
available topics. This includes, Gideon Enterprises. Then Travel
back to Tex's office.
You will have a fax waiting for you. A fax from "A friend". The
fax has Frank Schimmings' direct line number. Turn on Vidphone,
highlight Frank Schimming, click dial. You have to choose the
following conversation path, or Schimming will hang up on you.
Choose conversation path: STG reference. Choose conversation path:
Go easy. Choose conversation path: Ruggedly independent. Choose
conversation path: Aware of the imposition. Then Ask About all
available topics. Then Travel to Gideons House.
After long video sequence, Ask About all topics. Then Travel to
the Rank and File Chess Shop.
Choose conversation path: Narrow things down. Choose conversation
path: Play it straight. Choose conversation path: refer to a new
friend. Then Ask About all topics. Then Travel to Tex's office.
The Vidphone will be ringing; pick it up. You will end up at Val
At lab, make a soft left over towards the gurney, and head back
towards the cabinet that says, Ape Toys. Open cabinet and get
Pepe, Raymonds long lost brother. Then, go around to the opposite
side, look down towards the microscope, and pick up the post-it
note that's lying there; examine it in inventory. Unscrambled, the
word is: Queen. There is nothing up the set of stairs that is of
any use, just animals in cages. By the radiation chamber, take the
pole that is there, or, animal control device. Then, go back
behind the stairs and note the ape behind the bars guarding the
box. In inventory, combine sleeping pills with bananas to get
drugged bananas. Use drugged bananas on ape. Tex will then
automatically use the pole to retrieve the box in which you get
another STG passcard. Next, head over to the radiation chamber
doors. Note: it is best to save your game here before entering.
Upon entering, an alarm goes off. Immediately turn to your right;
note the panel on the wall. Ge!
t circuit repair kit from inventory and click it on it; this will
bring up the interface. The idea here is to complete the circuit
vertically and horizontily to de-activate the radiation chamber.
Use the two short straight pieces to complete the vertical line,
one near the top and one near the bottom; use the "L" shaped piece
down near the bottom right; use the "T" shaped piece - in the
upside-down position - over towards the bottom left. This will de-
activate the radiation alarm. Below is a partial diagram of
approximate placement of the pieces.
Then, turn around and go to the opposite side of the room, look
down and get the passcard reader. Exit radiation chamber, go to
side of room where microscope is and find the computer. Attach the
passcard reader and scan the passcard. Type in password: Queen.
Note the : QXD7. Then Travel to Tex's office.
Turn on Vidphone and dial into the AID. Ask about Robert Knott.
Ask about J. St. Gideon. Then retrieve and read faxes. Then turn
towards door, look down, and get the telegram; examine in
inventory. Then travel to Sonny Fletcher's apartment.
After long video sequence, travel to Big Surf Lodge.
As soon as you arrive, Save Game. After gaining access to the
lodge, you have to be very careful here. You will be gathering
items to your inventory, but then certain items have to be put
back where they were found, because Slade is still in the Lodge.
For example, you'll be picking up a wallet and taking items from
it, but then you have to go back to your inventory, click on the
wallet, and put the wallet back where you found it. And also,
whenever you open a door or a drawer to explore, you have to close
it again immediatly when done. Now, turn to your right and look
through open window and notice key out of reach on kitchen counter
top. In inventory, combine tape measure with magnet; use this to
retrieve the key. Use this key on the doors to enter the
apartment. Immediately upon entering, turn all the way around and
close the door that you just entered. Then, turn to your right and
open the closet doors and enter; click on clothes and examine them
in inventory. You get a!
post office box key. Then get clothes from inventory and put
them back in closet. Exit closet, but as an exception to what was
said previously, leave this door open; you will need to hide in
here soon. Then, on the little table right in front of you, get
Slade's wallet; examine in inventory. You will get lottery ticket
and scrap of paper. Then click the wallet back on the table. Then,
open and go through the door that's in front of you. As soon as
you're through, the door will automatically close behind you; turn
around and open it again. Then turn and see the sofa and chair. On
the sofa, behind the right hand cushion, get the letter chart.
Then turn around and go into the kitchen area. On the left hand
set of drawers, open the second drawer down from the top and get
Gideons Bible; close that drawer. Then pivot to your right and go
to the right hand set of drawers next to the sink. Open the top
drawer. Now be prepared: as soon as you take the vial that is
there, close that!
drawer, for the phone will start to ring and Slade will come out
he shower to answer it. Quickly, go through the door that you left
open, go into the closet and close those doors so you can hide.
After the video phone sequence is over, come out of the closet and
close those doors. Go over to the bathroom to your left and enter.
Immediately upon entering the bathroom, open the shower curtain:
another hiding place. Then turn around and get Slade's coat off of
back of bathroom door; examine in inventory to get the handcuff
key. Then get coat back out of inventory and click it back on the
door. Slade will now start to approach. Get into the shower and
close the curtain around you; for good measure, get down low into
a crouched position. After Slade has gone, open shower curtain,
get out, open bathroom door, and from the doorway, get handcuff
key from inventory and click it on the briefcase on the bed to
retrieve it. Exit the bathroom, exit the lodge itself, and then
Travel to Tex's office.
Examine Slade's briefcase in inventory. Using the numbers from
Slade's lottery card, enter these numbers to open the combination
lock: first enter, 613, then enter, 222, then enter, 731. After it
opens, examine Slade's case in inventory. First, examine the
grille in inventory. Then combine the grille with the chart you
got from behind the cushion in Slade's apartment. Then click on
this to bring up the grille and chart interface. You need to find
the ten names on Slade's hit list. You will see numbers and
letters on the chart. Starting with one, manipulate the grille
with mouse and keyboard arrows to find the following names:
1. Rona Morgan
2. Val Davis
3. Bosworth Clark
4. Carl Linsky
5. Sylvia Linsky
6. Greg Call
7. Samuel Q. Jones
8. Larry Hammond
9. J. St. Gideon
10. Tex Murphy
Then examine the hit list in inventory and notice that when the
words are lined up, it spells out Mill Valley. Then in inventory,
combine the Bible and the coded note. Examine this in inventory to
bring up the interface. With the Job quote, it says, 9.25.8. Look
for the eighth word; type in Post. With the next quote, look for
the twenty-first word; Office. Following this suit, next type in
, Box; then Number, then 969. Next, look at the de-coded note in
inventory. Then, Travel to the Mill Valley Post Office.
Tex automatically retrieves items while at the post office. After
video sequence, you end up at Law and Order Party headquarters.
Choose conversation path: Easy going approach. Choose
conversation path: Lighten the mood. Choose conversation path: No
nonsense. Choose conversation path: Taking care of business. When
guard exits, turn to right and examine coffee pot. In inventory,
get vial of Chloral Hydrate; click it onto the coffee maker. Then,
head over towards your right, find the mens room, open door and
enter. This will trigger a video sequence where the guard drinks
the drugged coffee and passes out. In bathroom, go over to the
lockers and open #11; pick up the propoganda titled: The Law and
Order Credo and examine in inventory. Then open locker #5 and get
the Law and Order pamphlet. For now, # 17 will not open. In
inventory, combine the coded message with the Law and Order Credo;
examine it in inventory to bring up the interface. To solve the
coded orders, merely count the letters; for instance, the first
number is 19: count 19 letters in and you'll find the letter "M".
Count 12 letters in and yo!
u'll find the letter "R", and so on and so on. The final message
will be: Mr Slade Priority Target Robert Knott His Office
Password Piranha. Remember this password. Now exit bathroom. Go
behind the desk where the guard is passed out. Look down and
retrieve the keys on the floor. Then keep going forward and make a
left into the alcove. Inside the alcove, turn left and look down
at the little table; retrieve the ID badge that you had originally
given the guard. Then turn around and use the guards keys on the
door to Robert Knotts office. As soon as you enter, an alarm goes
off. Turn to the left and click on the keypad on the wall. In
interface, enter the password: Piranha and click on enter; this de-
activates the alarm. Then go towards the back of the room and the
bookshelves. The second set of bookcases from the right, in the
middle, you'll notice a photograph; retrieve it and examine in
inventory. Turn around and go behind desk; open left hand drawer
and get Klauss's file;!
examine in inventory. Then get the Post-it that's lying on the
examine in inventory to get the Mystery Address. Then, go over to
the lizard painting and Move it; note the safe behind the
painting. Then, from behind the desk, go to the chair that's on
your left; move the chair, look down, and retrieve the key. This
key is to locker #17 in the bathroom. Travel to Mens bathroom. Use
key to open locker # 17 and retrieve index card; examine in
inventory. Then Travel back to Knott's office. Get behind desk.
Index card had said "RK office" which is of course Robert Knott's
office. The rest of the gibberish is actually backwards. It says,
My telephone, and a number. Click on the telephone to bring up the
interface; use the mouse pointer to punch in that number you saw
on the card backwards: 69835374663. Then note what comes up on the
display screen; it is actually "Open Sesame" backwards. Using
mouse pointer, punch in "Open sesame" into the keypad; then note
what comes up in the other display screen. It will tell you to use
it for safe combin!
ation. In the window to the left, note the numbers: 67 36 73 72
63. Exit from this interface and go to the safe. Click on safe to
get inter face and enter above numbers; click enter. Look up and
retrieve the CD and examine it in inventory. Then Travel to Law
and Order lobby. At lobby, turn around and face the doors. From
inventory, use Law and Order ID badge and click it on the door.
Move forward and Travel to the Mystery Address.
After long video sequence, Travel to Capricorn.
After next video sequence, Travel to Robert Knott's cabin.
In the cabin, turn to your left and head to the fireplace. In
front of fireplace (not to the right), take the log. Turn around
and go to this fishtank. Notice the metal box in the tank full of
piranahas. Then, go into the kitchen, and open the cabinets
beneath the sink; get the mini-torch. From there, turn to your
right, open these set of cabinets, and get the good old fashioned
monkey wrench. Then go up to the sink and notice the water
purifying hose made of the sturdy space-age metal. Then get wrench
from inventory to unscrew the hose. Then turn all the way around
and notice the large cabinets across from you. Open the far right
door of the cabinets and get the rope hanging in there. Then open
the door to the right of here; enter the small bedroom. In
bedroom, crouch down low all the way to the floor and notice what
looks like a blow up raft underneath of the bed; retrieve this,
but examination in inventory reveals it to be a blow-up doll. In
inventory, make sure you exam!
ine it so Tex will inflate it. Wardrobe closet is locked for now.
Exit bedroom and go back out in front of the fish tank. Above the
fishtank, Move the horse painting. Here, get the nail. In
inventory, combine bent nail with metal hose. Then use the metal
hook to retrieve the box from the fishtank. It is advisable to
Save Game for what is about to transpire next. Examine box in
inventory and you get a level 4 ID badge for Law and Order (Before
attemting to leave cabin, it's advisable to combine the rope with
the log in inventory to make a make-shift grappling hook: you're
going to need it). Now attemt to leave the cabin by opening the
door and going forward; select a destination, eg. Tex's office.
Choose conversation path: Innocent bearer of bad news. Choose
conversation path: You have something in common. Choose
conversation path: A dish called Wanda. Choose conversation path:
A common objective. After long video sequence is over, stay down
LOW to the ground. Go over to Kno!
tt's body and get the key lying next to him. Then go back to the
om and use the key on the wardrobe closet; get the coat and hat.
In inventory, combine the coat and hat with the blow-up doll. Now
exit bedroom (staying LOW the whole time) and go towards the front
door. In inventory, get doll with the coat and hat on and click it
on the front windows; this triggers a video sequence. After video,
notice the switch plate next to the front door; hit this switch
and a skylight on the roof will open. Then tilt your view upwards,
get grappling hook you made earlier, and click this on the open
skylight. This will trigger a video sequence in which Tex will
automatically use the mini-torch to blow the place up. After a
long video sequence, Tex ends up back in his office.
The Vidphone is ringing; pick it up.
You arrive at police station and Eve Clements. Choose
conversation path: Slide some information. Then Ask About Greg
Call. Then Ask About Greg Call's autopsy. Then Travel back to
Turn on Vidphone and dial into the AID; Ask about Jim Slade;
Larry Hammond; Samuel Q. Jones; and Greg Call. Retrieve and read
faxes in inventory. Then Travel to Gideon's house.
Ask about Samuel Q. Jones. (You can also if you want, ask/show
photo of Sylvia and Schimming, but Gideon won't want to discuss
it). Then Travel back to Capricorn.
Ask About all available topics. Then Travel to the Fresno office.
Immediately turn around and look down at the floor in front of
the door. Pick up the UPEX package; examine it in inventory to get
the STG note and the braille alphabet. Examine note in inventory
first. Then in inventory, combine the braille alphabet with the
plastic tag you got from Eve Clements. Use the braille alphabet to
find the word: NEXUS. Then Travel to Gideon's house.
Choose conversation path: Where to? Then Ask About NEXUS. Then
Travel to Greg Call's lab.
Turn to your right and notice the autoclave. In front of you to
the left of the autoclave, pick up the passcard reader. Then make
your way all the way around the other side to where the computer
is; look down and get newspaper article and examine in inventory.
Then go around to the examination table; get down low in a
crouched position till you find the clipboard; get the notes, and
then get the passcard. Examine in inventory. At the foot of the
examination table is a machine; get the syringe lying there. Then
go back around to the autoclave, get passcard from inventorey, and
scan the card in the reader to the right of the autoclave; all the
doors will pop open. Go to autoclave: N216, which is on the top
right. Take the bottle of Saline solution. Then continue around to
your left to the alcove where the Implant removal Station is; in
inventory, combine Saline solution with syringe. Then examine
loaded syringe in inventory; this will trigger a video sequence in
which Tex wil!
l inject himself with the syringe. It might be good to Save Game
here. Then click on and turn on the Implant Removal Station. The
goal here is to guide the needle/syringe into the brain which will
then turn your cursor into a little blue cross. Guide the cross
through the "network" until you get to the glowing little green
diamond in the center. Avoid the other little glowing orbs that
chase you along the way; contact with these will drain some of
your power. The best entrance for your syringe is down near the
front left lobe of the brain. After successfully reaching the
green diamond, there will be a long video sequence with the
mystery guest, Larry Hammond. Afterwards, examine inventory to get
another STG passcard and an envelope. Examine envelope in
inventory to get Call's note and chess moves note; examine them in
inventory. Then head back around to where you came in. To the left
of the doors is the autoclaves, but to the right is a light panel;
turn on the switch next !
to the light panel; notice the dark shape down at the bottom
d corner of the light panel. Move the light panel and retrieve
another STG passcard. Then go over to the computer and attach the
passcard reader; then scan passcard "D". From examining Greg
Call's letter, and the STG note that you got in the UPEX package,
decipher Greg Call's letter to get the password of: Gambit. Type
this in computer interface. After a long video sequence, you will
end up back at the Law and Order Party Headquarters.
At lobby, go forward and get behind the front desk to where the
open door is; enter the reception hall. Inside, go all the way
around the back to the buffet table and get the chopsticks out of
the Chinese food. Then head around to the patio doors and get the
music stand; examine it in inventory to extend the music stand. In
inventory, combine the Law and Order Party pamphlet with the
extended music stand. Then go over between the two sets of doors
where the Law and Order Party emblem is; look above it and notice
the video camera. In inventory, get stand with pamphlet and click
it on the camera. You have fooled the guard. Then go to the side
of the room where you see what looks like a curtain with the Law
and Order Party emblem on it; when clicking on it and using the
Observe icon, Tex will say it looks like a beach towel. Move the
"beach towel". Then notice the ozonator next to the door to the
right; use the chopsticks from inventory to open it up further.
Then use your top!
level ID badge on this scanner. When doors open, enter. Inside,
approach John Klauss's desk. Get photo of Sylvia and Gideon on
desk; examine in inventory. Then look down on floor in front of
desk and get the note from Klauss; examine in inventory: this note
will be useful for getting out of the Law and Order Party
Headquarters. Then go to the opposite side of the room and click
on the tape player on the desk; turn it on,, listen, turn it off.
Then open the drawer on the far right hand side of the desk; get
the cat picture. Then notice the book on the tray that is hanging
over top of the examination table; you can open it up and read it
but not take it. Then examine cat picture in inventory; this will
separate it and give you a frame and passcard pieces. In
inventory, examine passcard pieces and assemble the passcard. Then
exit Klauss's lab. Then go over to your left in the reception hall
to the desk that has the telephone. Then dial in extension 107
(from Klauss's note). T!
hen exit reception hall back out into the lobby. In lobby, turn
e the doors and use your top level security card to open doors. Go
forward and Travel to Tex's office.
At office, answer the Vidphone. Answer both messages. Then Travel
to Rank and File Chess Shop to find out about your message. Read
message on computer screen. After reading message and exiting from
the computer screen, you will automatically Travel to the San
Thomas Mission. Once inside, immediately turn around, look down,
and pick up rock that is in front of the broom. Then turn to your
left a little bit, and notice the old tool box that is on the
floor; open it and get the penknife that is on the left. Then if
you try to operate the elevator that is behind you, you'll
discover that it doesn't work. Instead, go back to the far right
where the shelves are; move the boxes there to the far right.
Behind the boxes, open the electrical panel; then turn on the
power switch. Then, before entering elevator, it would be
advisable to Save Game. To open elevator, click on buttons to the
left side. After the long video sequence, you HAVE to choose the
following conversation paths to s!
urvive: Choose conversation paths: Make a last request; Ask for
one last kiss; Give penknife to Sylvia; Challenge Slade; Go for
the light switch, then hide; Use rock as a diversion; Grab shield,
run for the landing; Buy some time; Toss STG passcard into clock
gears. After long video sequence, you will go to Gideon's bedroom.
Go forward straight in front of you, and on the little bench get
the schematic drawing; examine in inventory. Then, facing the foot
of the bed, go up the left side. Open the box on the floor in
front of the bed side table; get the chess pieces. Go around the
back of the head of the bed, and on other side, get the barbell on
the floor. While standing up near the head of the bed, look out
onto the floor area in front of you; you'll notice that it is a
chess board. And note the pillars that are around this chess
board, and the chess pieces that stand atop of these pillars. So
take note at which "positions" that these pillars are on, which
"square". Now approach the actual chess table in the middle of the
room that is surrounded by the three little benches. Keep in mind
your orientation; that is, where the foot of the bed is located in
relation to these three benches. Then get chess pieces from
inventory and click them on top of the chess table; this brings up
the interface. In!
the interface, drag the appropiate chess pieces to the position
they belong in when you observed the pillars around the room, and
the chess pieces that sat atop them. Remember to keep in mind the
positioning of those benches, and where they were located in
relation to the foot of the bed. The view of this in the puzzle
interface is slightly different than from when you were looking at
it previously. When chess pieces have been placed correctly, a big
door will open at the other end of the room.
Go through big door, turn around, and you'll see that it's an
elevator. Press the button on the panel; you will now go to
Gideon's Gallery. Standing on the balconey, notice the chandeliers
overhead. Turn to your right and go over and notice the little
switch on the wall; click on the switch to lower the chandeliers.
Then, make like you're heading to the elevator, but start to head
to the left hand stairway. Click on the brass railing at the top;
you can remove a piece of it to your inventory. Do the same thing
at the top right hand side stairway; you should now have two brass
pieces of the railing. Then in inventory, combine - one at a time
- each piece of the brass railing with the barbell; after both are
combined, you have one long railing. Then turn back around and
approach the edge of the balconey. Then click the long railing
onto the chandelier; after the short video sequence, go to the far
right corner of the walkway, turn around, and look down to the
left to see the !
panel. Click on the panel to open it. It's advisable to Save Game
here (Now, remember the schematic diagram from inventory). Then
push button inside of panel to activate the test pattern. Then
following diagram below, hop down to the center area of the floor
below, and go to position "B".
At position "B", face the doorway to the North. (Throughout this,
it's best to keep your view just slightly downward so as to keep a
better eye on the floor). Watch floor till the 4th test phase
ends. After the 4th test phase, the rear half of the floorway is
dark and unarmed. When the 5th phase begins, the entire doorway
darkens; then move forward through doorway to position "C". Turn
left and face the doorway to the West, but keep your distance,
because the floor just inside will be armed. Wait at "C" until the
end of the 6th test phase. At the end of 6th, the floor just
inside doorway to the West is white and armed. When the 7th test
phase begins, the entire floor through the doorway darkens; go
through the West doorway to position "D". Turn back around to face
the doorway which is now to the East of you. Wait till the end of
the 9th test phase; the floor just to the East will be white and
armed. When the 10th test phase begins, the entire floor through
the doorway darken!
s; go back through the doorway to position "E". Again, turn back
around to face the doorway to the West. Wait here till the end of
the 11th test phase. The floor through the doorway is white and
armed. When the 12th test phase begins, the entire floor through
the doorway darkens; go through West doorway to position "F" and
face North. When the 14th test phase begins, the square to the
North turns dark and unarmed; move forward to position "G". Turn
right to face East. The next phase - the 15th - the ENTIRE gallery
floor is dark and unarmed. Now, hurry to the door at position "H";
quickly, open the door and EXIT (Phew !).
You are now in the hallway. Turn right and head down the
corridor; a little of the ways down, notice the bench on your
left: look down on bench and get the CD. Then turn to your right
again, go straight, and open double doors in front of you. Enter
Upon entering, go over into the far left hand corner; find the
false section of books on the top shelf of the bookcase amd Move
them. Retrieve the metal cross. Then go to the opposite side of
the room to where there is a stained glass version of a sword. Get
metal cross from inventory and click it onto the stained glass
sword; this brings up the puzzle interface. You need to place the
cross in the bottom left hand corner square; this will open a
panel. Retrieve the little blue security card. Go back to the
middle of the room where there is the semi-circular desk; note the
Dinosaur/Dime-O- Saur. From inventory, get your coin and use the
dime on the Dime-O-Saur. Then retrieve the key that the Dime-O-
Saur drops. Exit Gideon's Study back out to hallway.
Start to go forward and make your first left. Go down this
hallway and go left again and approach the double doors. Use the
key you got from the Dime-O-Saur to open these doors. Enter
Gideon's Game Room.
In the Game room, if you want, for fun, go to the far right hand
corner of the room, and yopu can play the video game, Mean Streets
(although, this is not necessary to the game itself). Otherwise,
turn and face the pool table. Click on the various pool balls; you
will be able to take eight of them into your inventory. Examine
the pool balls in inventory; note that the numbers and the colors
do not match up with standard pool balls. Also note which color
goes with which number. Then turn and head for the fireplace, but
notice the little table on the right hand side of the sofa. Look
down and get jigsaw puzzle pieces. Examine jigsaw puzzle pieces in
inventory to bring up the interface. Complete puzzle to get a
picture of Alcatraz. Then, examine this in inventory to see the
eight passwords; make a note of them. Exit the Gameroom back out
into the hallway.
In hallway, go forward, make your right, go straight, then make a
left, and make a left again. Approach the double doors, but then
turn to your left. Note the access panel. Click on the access
panel to bring up the interface. Using the pool balls as a
reference, enter this code: Click on colored squares first - Red
square, 1; Blue square, 6; Orange square, 4; Purple square, 7;
Black square, 3; Yellow square, 8; Magenta square, 5; Green
square, 2. This will de-activate the alarm. Turn to your right and
open the double doors. Enter Gideon's control room.
Upon entering, note the graphic of Alcatraz behind the computer.
Then raise your height elevation and get the CD from atop the
computer monitor on your right. Then, just below this monitor,
notice the little slide drawer; open this up and place in Gideon's
disk # 1; read all information carefully and make a note of it.
Then get Gideon's disk # 2 and place it in the drawer; read this
information and make a note of it. Now turn around and face the
exit door. Note the security over-ride panel to the right of the
door. This will de-activate the Gallery floor so you don't have to
negotiate that again. Get little blue security card from inventory
and click this on the over-ride panel. Then open doors and exit
back out to hallway.
Go all the way down hallway and make your right. Then, when you
get to the flower vase on your left, turn right and face the
double doors and open them; go back into Gallery. The floor is now
unarmed. Head straight up the middle, and then go up one of the
sides to the top of the balconey. Click on the brass elevator
doors; enter. This will trigger a video sequence. After the video
sequence, you're in the Alcatraz jail cell.
Move the cot that's to your left; then Move the loose bricks on
the wall. This will bring up the interface. Manipulate the bricks
so that you have a perfectly square hole in the center with no
gaps all around. Once through to the other side, in the next cell,
turn completely around and get the loose brick. Then turn around,
notice cot, and take the hook chain on the right hand side. Then
look out cell bars to your left and see the shelf. Use brick from
inventory and click on shelf. After you dislodge shelf, tilt view
down and see the tarp on the floor. Then get chain hook from
inventory and use as a make-shift grappling hook to drag the tarp
towards you. Then get laser torch and electrical tape. Then use
laser torch on bars. When in cell block "A", immediately go to
your left and get into the open cell on your left (Note: when in
Alcatraz, it's a good idea to Save Game after successfully
completing anything). In cell, while facing rear, look up on the
left hand side of the !
wall and get barbed wire; examine in inventory to get it
unrolled. Then turn around and face opening of cell. Then wait for
the droid to pass from Right to Left; then follow it, BUT, at a
respectful distance. Follow it around the corner, but then as you
do, start bearing to the right; look through the bars and see the
key on the floor. Use the unrolled barbed wire from inventory to
retrieve key. Then use the key on cell door to cell block "B".
Once in cell block "B", turn to your left, open the door to that
cell, and go through to the visiting station. As soon as you cross
through the doorway, look to your left, notice the overturned
chair, Move it, and retrieve the gas mask. Then turn to your
right, go to the end of that cell, through the door, turn right,
then use your key to open cell door. Inside cell, look down, and
get the Gideon security passcard. Then turn around and head to the
double doors; open them and head into cell block "C".
Once through the doors, a guard droid heads toward you. Quickly
turn to your right, against the wall, and go down to the corner.
For now, as long as you stay in that corner, the guard droid
cannot "see" you. Then, wait for that guard droid to go back DOWN
that corridor. Then, follow at a VERY safe distance, then go into
the empty cell two thirds of the way down on your left (if you
don't feel as though you can make it to that one in time, there is
a cell a lttle closer; get in that one and wait till it's safe.
Then go to that next one). Inside of cell, get the key hanging on
peg; this is the key to cell block "D". Turn and face opening of
cell. Now, in case you didn't notice it on your way down this
corridor, at the end - high up on the wall - is a canister; you'll
be needing to get this later. Facing the opening, again, wait for
the droid to pass from Right to Left. Then go quickly back up the
corridor from where you came. Then go to cell block "D"s door,
which is on your !
left when you make your left at the end of the corridor. Use the
key you get from the peg to open the door.
Once you enter cell block "D", make a left, and go down the line
of cells; go down to cell 7: this is the supply room. Then go back
to the entrance of cell block "D". Look at the control panel; open
it and look at the directions on the inside of door. Move the
right-most handle down to position 10. Return to the now open cell
7 supply room. Enter and look down at floor at the tiny explosives
crate; open it and get the explosive/detonator device inside. Exit
cell and turn right and go down the set of stairs. Open the door
at the bottom and enter the Dungeon.
Upon entering Dungeon, turn to the right and click on the metal
door; Tex smells a foul odor. open the door, enter, and get the
garbage bag. Examine the bag in inventory to get the dirty air
filter. Exit this room, start down hallway, and take your first
right. Go down to the "strangely ominous door". Open door and
enter. The droid in here is dead. Look down on floor in front of
droid and pick up the Tool; it is a filter removal tool. Exit this
room. Go to the end of this hallway and make a right. Go forward
and click on air filtration unit just below the fan but use the
Observe icon; watch the little video sequence. Then make a right
and go down towards the end of this corridor hugging the right
hand side wall. Move the crates that are against the right hand
side wall; then, get down into a low crouched position, and go
around this right hand corner. Follow this all the way around,
come up in elevation just a little bit, and get the screwdriver
that is on top of the crate !
at the end. Then Travel to cell block "C".
And again, immediately turn right, and duck up against the wall
on the right hand side and go to the safety of the corner (It's
advisable to Save Game here to save the progress you've made thus
far). The plan now is to follow the droid again - at a VERY safe
distance of course - and ducking in to open cell to open cell as
necessasary. When in one of the open cells, wait for the droid to
pass from Left to Right - and for the droid to be a fair distance
away - then come out of the cell, make a left, and go to the end
of this corridor. Up high on the end of this wall is a gas
canister; use the screwdriver from inventory to retrieve it. Then
once again - and quickly - duck in from open cell to open cell as
necessasary, making your way to cell block "D". Open door and
enter cell block "D". Once inside of cell block "D", you may NOW
Travel to the Dungeon.
Once again, it is advisable to save your progress thus far. Once
in the Dungeon, make your way to the air filtration unit. Then, in
inventory, combine electrical tape with the timer/detonator to get
a taped explosive. Then combine the gas canister with the taped
explosive to make a gas bomb. Then combine the dirty air filter
with the gas bomb to make an air filter bomb. Then use the filter
removal tool to open the air filtration unit's cover. Then use the
air filter bomb on the clean filter. Watch the video sequence.
Then make a right down the corridor, heading towards the crates;
make a left, then get behind the guards desk. Retrieve the
hairbrush on the desk; examine brush in inventory to get Gideon's
hair. Then come out from behind the desk and use your guards
passcard on the security card reader to open the set of double
doors with the sword on it. Then go through doors and head down
towards the end to the DNA scanner at the end of the hall. Then
use Gideon's hair from !
inventory on the floor of the DNA scanner; watch video sequence.
Then, when prompted, use each of the passwords from the STG
A = Queen
B = Draw
C = Castle
D = Gambit
E = Bishop
F = Resign
G = Checkmate
H = Knight
Then watch video sequence. Then, in order to win the final chess
match, you MUST make the following moves in the following ORDER :
1 = RD1
2 = RXE7
3 = QXD7
4 = BF5
5 = BD7
6 = BXE7
This is it : Checkmate; System Overlord - De-activated. You have
won the game. Watch the end video sequence.
And, there is a very obvious "hint" for a sequel.