Tex Murphy Overseer Tex Murphy Overseer (PC) Walkthrough Final Version Copyright (C) 2003-2013 by OutRider This is the final version of this guide, meaning that no more major revisions will be made to this guide. To see the other guides that I have written, please check out this link: http://www.gamefaqs.com/features/recognition/4538.html WARNING: This walkthrough does contain spoilers that may ruin the game for anyone who may be playing this game for the first time. Do not read ahead unless you fully understand the risks involved. ========================= Copyright notice: ========================= Don't plagiarize this guide or add this guide to your site without my permission, as legal action will be taken against you. Please don't reproduce this guide for profit. Please do not distribute this guide, and please don't email me requesting permission to add my guides to your site, as enough places already have them on their pages. Please do not make an HTML version of any of my guides. Other than that, have fun and I hope this guide helps you out. People have constantly emailed me because they were having technical difficulties with a game for which they are using one of my walkthroughs. I am not tech support, nor am I affiliated with any of the different companies that made the games for which my walkthroughs are based upon. If you do email me with a technical problem, the only answer I can and will give you is to check the developer's website and read the FAQs. The reason for this is because I do not want to be held liable for any damages done to your system. ========================= Update History: ========================= 1 March 30, 2003 The first version of this guide is completed and released. 2 October 24, 2007 The final version of this guide is completed and released 3 - September 11, 2013 - Adjusted ending of guide to reflect the upcoming release of Tesla Effect ========================= Windows XP/Vista Compatibility: ========================= Tex Murphy: Overseer was designed to run on Windows 95, but it will work on Windows XP and Vista. Before playing the game, be sure that you're running v1.04. There will be some additional settings that you will need to change as well with the Intel RSX 3D that you should have installed when installing Overseer, and you can learn more by visiting Steve's XP Games Corner at this link: http://tinyurl.com/2lwj9m Note that you will get an error message as you play through the game, but you can ignore it because it doesn't prohibit you from playing the game. According to Steve's XP Games Corner, the error is caused by Windows XP returning a code to the game that it couldn't anticipate years ago. There may also be a certain point late in the game where it'll crash, no matter what you do, but I will explain how to get around it when you get to that point. ========================= Walkthrough: ========================= This game is being played in Entertainment mode. For those playing in Gamer mode, you may experience more puzzles and other differences not present in the other mode. While watching the opening sequences, you may be presented with three choices. There are times when your decision may affect later events, so choose wisely. If you want to get this game off to a good start, give Chelsee some fair warning about Tex's appearance and follow it up with some Chuck Heston humor. After having a little fun with her, show her the goods and pretend that there's some sibling revelry. Apologize to Chelsee and play up her Beatles reference by being really Beatlemanic before asking her about the Lover's Lanes. After Tex begins to tell Chelsee the story behind Sylvia Linsky, you'll flash back to Tex's first day at his new office. Take this time to familiarize yourself with the controls. You can either use the arrow keys or mouse to move around by holding the right mouse button. You can run by holding Shift and looking up and down is accomplished with the Home and End keys. There may come times when you'll need to crouch down or look up high for something, and so you can accomplish that by using the Page Up and Page Down keys. As you move your mouse cursor around the screen, you may notice three panels. The panel at the top is the system panel, which you would want to access if you need to save, load, exit, re-configure the game, etc. The right panel is the inventory panel, which displays all the items Tex is currently carrying with him. A rule of thumb is that with every item you pick up, you should examine it for any additional clues, unless it's noted otherwise in this guide. To examine an item, click on it and then click on the magnifying glass. The last panel is the travel panel, which is located on the left side of the screen. You can think of it as shortcuts to locations that you need to visit or have already visited. It comes in handy for when you need to make a quick getaway. Now that the little tutorial is out of the way, let's get on with the game. Walk over to the desk and pick up the red book, which is the Little PI's Book of Rules that Tex was reading during the cutscene. Examine it in your inventory and after you're done looking at it, open the very bottom drawer of left filing cabinet near the desk. You will find a wind-up mouse inside, which you should pick up and take with you. Cross over to the other side of the room and open the bottom drawer of the filing cabinet that's sitting next to the door to Tex's bedroom. You'll find a letter from the Colonel, Tex's previous employer. Read it and then take the tape measure off of the bookshelf on the other side of the bedroom door. Walk over to the front door now and pick up the magazine off of the floor. Look at it and return to Tex's desk. Turn on the videophone and call the American Information Database, or AID. Request that it search for information on Tex Murphy and when you're done, take the fax that just came through the machine sitting on the top of the filing cabinet. You can read it to get some biographical information on Tex. Go into Tex's bedroom and pick up the Parcheesi board game off of his cot to trigger a sequence in which Tex meets Sylvia Linsky for the first time. After Sylvia leaves, travel to the police station to meet with Eve Clements. Once you arrive and talk to Eve, show her a lesson in good form and then quickly change the subject. Make her an offer that she can't refuse and resort to the 'Good Book' to get Eve to talk with you. Ask her about all the available topics and then leave the station. Travel to Carl Linsky's house to meet with Sylvia again, and this time question her about all the available topics. Once you're finished, Sylvia will leave to go pick up her father's personal effects from the police station. She'll leave Tex the key and he'll have her permission to roam around the house. Pick up the note from the coffee table and when you read it, Tex will realize that it could be a possible clue to something. Take the domino set and examine it in your inventory to start your first puzzle of the game. The paper you picked up is actually a clue as to how to solve this puzzle. What you will need to do is arrange the dominoes so that each row and column equals 21; diagonally, horizontally, and vertically. The solution is as follows: 1st Row: 4, 11, 6 2nd Row: 9, 7, 5 3rd Row: 8, 3, 10 Once you've successfully completed the puzzle, you will see that lights will flash next to the numbers 4, 9, and 8. Those numbers will come in handy later on so make a note of them. Head over into the kitchen and open the briefcase on the counter next to the refrigerator. You'll find a sort of drug inside, leading Tex to wonder if maybe Mr. Linsky had an addiction. Open the fridge and pick up the bananas before walking over to the other side of the room and entering the bedroom. Read the note on the desk and then look at the chessboard on the nightstand. Look inside of the nightstand on the opposite side of the bed to find an address book. When you open it up, you'll unlock Delores Lightbody's house on the travel panel, which we're going to visit now. Listen to the conversation and when Delores tries to steer it into another direction, get back on track and then get down to business. Put on a show of good form and ask her about the circumstances. Ask her about who gets the cash and then choose to get the skinny on Sylvia. Refuse to speculate on the case and then interrogate Delores using all available topics before heading back to Carl Linsky's house. Once you return, Sylvia will give you her father's personal effects, which consists of a note, two keys, and a wallet. Open up the envelope and read the note and look inside the wallet. Open the closet, which is next to the bedroom and climb up the ladder to the attic. Follow the path around and go through the door. Open up the third drawer of the second filing cabinet to find a note, which you should read. Open the roll-top desk and read the credit report you find there. Turn around and go over to the table near the door. Switch on the tape recorder to hear someone babbling about something. Unlock the dresser using the round key and take the lease you find inside. Upon closer inspection, you'll get the location to Carl Linsky's warehouse, which will now appear on the travel panel. As soon as you arrive at the warehouse, go over to the filing cabinet on the other side of the room and open the middle drawer. Take the fax you find inside and read it. Open the bottom drawer and take the project note. Walk over to the drafting table and open the top drawer. You'll find a newspaper article inside, and after that, open the middle drawer to find a couple of transaction slips. Look at the bulletin board on the wall near the table and move it out of the way to uncover a note. Take it and then go over to the desk that's just to your right. Take the note you find sitting in the box and then move the pillow on the cot to find a bottle of sleeping pills. Walk over to the forklift and open the box on the floor near it to find a circuit kit. Take it with you and then turn around and to the right of the ladder you'll see a first aid kit on the wall. Open it and take the box of Heal-Aid you see inside. When you open the box in your inventory, you'll find pieces of a security card but note that there is still a missing piece. Climb the ladder and move the boxes out fthe way to uncover a safe. Do you remember those three numbers from the first puzzle? Enter 498 as the combination to open the safe and take the contents to discover that you've picked up a passcard reader and an insurance policy. We're all done here for now, so go to Delores's house. Act sort of grateful for her help and then ask Delores about any undiscussed topics before going back to the office. You should have a message waiting for you on the videophone. Checking it will reveal a message from Sylvia Linsky, who apparently has been drinking. Tex will visit her at her house before you see a scene from the present time where Tex and Chelsee start reminiscing about when they first met before continuing on with the story where Tex meets Arnold Sternwood, the director of the North Hill Clinic. Serve Arnold up some good natured bureaucracy and then get right to the point. Attempt to loosen him up a bit before asking about Linsky's work. Talk to him about all available topics and then travel to C.A.P.R.I.C.O.R.N. You'll be introduced to the lovely Wanda Peck. Start off by asking her a flattering question and then make a heartfelt proposal. Act as if bit by the love bug and then use some clever word play. Refer to your client's father and then tell her that you're looking for a lead. She's more than willing to help you, so ask her about everything before traveling to the police station. When talking to Eve, slightly exaggerate Tex's present situation and then talk to her about all undiscussed topics before moving on to Tex's office. Access the AID and have it run searches for Sonny Fletcher, the Law and Order Party, C.A.P.R.I.C.O.R.N., Rona Morgan, North Hill Clinic, and Delores Lightbody. Take the faxes from the machine and look at them all before heading back to the police station to ask Eve about Sonny Fletcher's criminal record and then visiting Sonny Fletcher at his apartment. Tell Sonny you're on a hunt for clues and then make him a reasonable deal. Fraternize a bit and watch the sequence before leaving for Linsky's warehouse. Inspect the bishop piece to find that the bottom comes off and you'll find the missing piece of the security card. Put it with the rest of the pieces and then examine them to get your next puzzle. The puzzle itself isn't too difficult. You'll have to put the pieces together and the magnetic stripe can run along either the top or the bottom. You may have to rotate some of the pieces to get them to fit into the right spot, which is done by holding the mouse button down on them and using the arrow keys. It doesn't matter if not all the pieces take up the space you put them in, because once you've got them all relatively in the right spot, the card will automatically complete itself and you'll get a passcard. Attach the passcard reader to the computer and swipe your new passcard through it. Enter the password 'Bishop' and read the message that was left behind to get a new location (Fresno Office) on the travel panel. Leave here and go there now. Upon arrival, Tex realizes that the message may have served as a red herring to throw off people like him. Since we're already here, let's snoop around because who knows, we might find something useful. Look at the day planner that's sitting on one of the boxes to get a clue to an upcoming puzzle. Look at the floor near the door to find an electric bill, which you should also take with you. Move the bookcase that's propped up against the wall to uncover a safe, and notice that it's hooked up to the display above it. Take a closer look at the display to get the next puzzle. To solve this, just point each plate at the correct times and then push Set Time. If you are correct, a green light will show. There are three different sets of times that you need to enter to unlock the safe, and it just so happens that I have the answers, as if you would expect anything less from me. 1st Settings: San Francisco - 6 p.m. Paris - 3 a.m. Sydney - 12 p.m. 2nd Settings: San Francisco - 5 a.m. Paris - 2 p.m. Sydney - 11 p.m. 3rd Settings: San Francisco - 3 p.m. Paris - 12 a.m. Sydney - 9 a.m. By rotating the plates to these times, you'll have unlocked the safe. Take the photo you find inside and look at it to see that it's a picture of Carl Linsky with an unknown man. Go back to Linsky's house and show Sylvia the photo to learn that the mystery man is John Klaus, an old friend of Carl's. Ask her about any undiscussed topics and then head off to C.A.P.R.I.C.O.R.N. Stick to business for now and ask Wanda about all undiscussed topics and then head for the North Hill Clinic. Act like a fashion detective and ask Arnold about all topics. Go to the police station to ask Eve about Val Davis before going to Sonny's apartment. Tex will find a note left on his door, which you should take to Tex's office and read. Access the AID and have it run searches on John Klaus, Bosworth Clark, and Val Davis. Take the faxes and read them to unlock the Anasazi ruin on the travel panel, our next destination. When you arrive, go straight and then up the stairs that you see to your left. Go through the door and if you look down, you'll notice a brick hiding among some jars. Pick it up and then head back out and down the stairs. Turn to your left and look at the cogwheel puzzle on the wall. The idea here is to get the red dots on the cogs to line up with the red dots above them. You can accomplish this by pushing the left lever up once and the middle one up three times. A compartment will open up next to the puzzle, revealing another brick which you should take with you. Turn around and go forward to the opening and turn left. Open the door near the wall and go through. To the left of the door, lying against the wall are a couple of poles. Take them and go behind the partition nearby. Take the crate and then move behind the next partition to find another brick. Take it and then go through the door to your right. Look down and to the right to find a small piece of pipe for you to take. Make your way around to the left and click on the pot to find another brick, which goes without any further mentioning that you should take it with you. Continue along the way and you'll eventually find a vine on a stick. Add it to your growing collection of stuff and make your way back out. Once you're back outside, turn left and about halfway down the path you'll find a No Trespassing sign. Look near it to find the next brick. Go over to the tree and take the guidebook lying on the ground and examine it to see a diagram for a future puzzle. Before going up the stairs, go around behind them to find another brick and then go up the stairs and through the door. Go around to find some sticks, which you should take with you and on the opposite wall, take the rope that's seen hanging from one of the windows. If you were paying attention, you'll have heard a rattling sound when you first came in. If you look in the alcove to your left, you'll find a rattlesnake guarding another brick. Combine the vine on a stick with the crate and then combine those with the toy mouse. Go down into the pit and adjust your view so that you can just see the snake's head peeking out and use the trap on him to get him away from the brick. Take the brick and then head back to where you first entered the ruins. You may have spotted a well near the entrance, and when you look down into it, you'll find yet another brick sitting in a bucket. Combine the pipe with the rope and use it to retrieve the next brick. Leave here and go back to where you found the vine on the stick. Continue down the path and you'll find the brick altar on a wall, and it's the reason why we've been collecting all those bricks. It's time for the next puzzle and to start, use one of the bricks on the altar. I'll putting the answers in X,Y format. X will signify how many horizontal spaces over you need to to go to the right, the first column being #1, the second being #2, etc. and Y is how many vertical spaces you need to go down (#1 would be the very top spot and #8 would be the very bottom). All eight bricks you need to use are on the left side of the puzzle, and you'll want to start with the very top brick and end with the bottom one. Brick #1 (1,4) Brick #2 (2,1) Brick #3 (3,5) Brick #4 (4,8) Brick #5 (5,2) Brick #6 (6,7) Brick #7 (7,3) Brick #8 (8,6) Once all of the bricks are in their correct spots, the door at the top of the stairs will open. Go through it and follow the path to a open circular area. Look to your right and you'll find some leather strips on the ground. Take them and proceed up the next flight of stairs. Tex will peer over the edge of an abyss and realize that he has no way of crossing it right now. Combine the long and short poles with the leather strips to make a ladder and use the ladder on the area at the top of the stairs. Tex will take his time to cross the gap, especially since his ladder isn't all that sturdy. As Tex is just about to make it to the other side, the ladder will snap and he'll go crashing through a wall into the room below. You'll now have arrived at an entrance to a secret lab. Pick the dime up off of the floor to your right and take the pocket watch on the floor on the opposite side and then take the sunglasses as well. Examine the watch to remove a spring and the glasses to remove a piece of tape. Use the dime on the flat head screws on the panel near the door to remove it. Use the spring on the broken connection and use the tape to insulate it to open the door. Inside, go to your left and crouch down near the consoles. You'll see a note on the side hanging by a magnet. Take it and read it to see that there's a scrambled word written out which when unscrambled, reads 'Checkmate'. If you look on the wall beside you, you'll find a smoke alarm. When you take it and inspect it further, you'll reveal a camera. Tex will remove the disc from the camera, and now you'll have to find a way to see what's on it. Cross over to the other side of the room and head into the alcove. Open the cabinet with the lamp on it to find a passcard reader to take with you and then look at the table nearby. Pick up the ashtray and examine it to fish out a matchbook. Now crouch down as far as you can go and look underneath the bed to find a video disc player, which is exactly what you need in order to view the disc Tex removed from the camera. Walk over to the main consoles and flip the switch to turn on the monitors and then combine the disc with the player to watch a video that reveals exactly what when on in here. Listen to the tones that Bosworth Clark punches into the computer and then do the same. The computer is near the wall, and the buttons you need to press are Red, Yellow, Blue, White, Red, Yellow, and Green. A drawer will open to reveal another STG passcard. Take it and then hook up the reader to the computer. Swipe the card with the password 'Checkmate' and read the information. We're finally done here for now, so travel to C.A.P.R.I.C.O.R.N. You'll learn more about the photo Wanda took from you, and afterwards talk to her about any new subjects. Once you're done, go to Tex's office to make further use of the AID. Run searches on Jorge Valdez and STG and read the faxes you receive before going back to C.A.P.R.I.C.O.R.N. Stick to business again and ask about any more new topics, including Gideon Enterprises. When you return to the office, you'll have another fax waiting for you. Read it and then use the videophone to call Frank Schimming. He's a very busy man and unless you want him to hang up on you, start off with an STG reference and then go easy on him. Tell him you're ruggedly independent and that you're aware of the imposition that he made. Talk to Frank about all topics and then leave for J. Saint Gideon's house. You'll be treated to a rather long video sequence, so take the time to relax for now and when he's ready to talk, talk to him about everything and then go to the Rank and File Chess Shop to meet Jorge Valdez. Upon arrival, narrow things down and choose to play it straight. Refer to Tex's new friend and then you'll be able to ask Jorge about everything that needs to be talked about and once you're done gleaning him of information, go back to Tex's office. The videophone will be ringing, so answer it and watch the sequence. You'll automatically head to Val Davis's lab once you're done talking to the informant. Once there, walk towards the gurney and open the cupboard that says Ape Toys on it. Take the toy mouse you find inside and then go to the other side of the cupboards. Take the post-it note near the microscope and look at it. The word is 'Queen' when unscrambled. Take the pole near the radiation chamber doors and go back behind the stairs to where you see an ape inside the cage. Drug the bananas with the sleeping pills and feed them to the ape. Tex will automatically use the pole to retrieve the box the ape was guarding after it falls asleep. You'll find another STG card inside the box when you're done. Open the radiation chamber doors and as soon as you enter, an alarm will go off and you'll have about four minutes to turn it off before Tex is fried to a crisp. Around the corner from the door is the emergency override. Use the circuit kit on it to get your next puzzle. I could spend all the next paragraph trying to explain it to you, but pictures will serve better than words, so you can find the solution to this puzzle by visiting this link: http://www.uhs-hints.com/uhsweb/hints/overseer/922.php After you've completed the circuit, the alarm will be deactivated and you can relax. Take the passcard reader that's on the floor near the chair and exit the room. Hook up the reader to the computer near the microscope and swipe the card through it. Enter 'Queen' as the password and make note of the chess move 'QXD7' before heading back to Tex's office. Access the AID and run searches on both J. Saint Gideon and Robert Knott. Retrieve the faxes as well as the telegram that was slid underneath the door and read them all before going to Sonny's apartment. Watch the sequence to see that Sonny is now a changed man after having confronted Slade at his lodge. As a result, Sonny was injured and passes away before he drinks his last shot of liquor. You'll leave here with the address to the Big Surf Lodge, so go there now. While you're here, you have to act quickly because if you take too long or don't put things back where you found them, Slade will catch on and Tex will be killed. Combine the magnet with the tape measure and use it to retrieve the key on the counter to your right. Use the key to unlock the door and proceed inside. Close the door behind you and open the closet to your right. Take Slade's clothes and look through them to find a key. Put the clothes back and leave the closet door open for now. Turn back around and on the table near the door you'll spot Slade's wallet. Root through it to find a lottery ticket and a scrap of paper. Return his wallet to the table and then go through the door in front of you. Open it after it closes behind you and then turn so that you're facing the couch. Move the pillow and take the chart hidden underneath before putting the pillow back. Head into the kitchen and looking at the left hand set of drawers, open the second drawer and take the Bible. Close the drawer and looking at the right hand set near the sink, open the drawer and take the vial of mickeys. After you've taken it, the phone will begin to ring and you'll have a short time to hide before Slade comes out of the shower. Hurry up and close the drawer and run into the closet, closing the door behind you. Wait there until Slade comes out of the bathroom and answers the phone. After he leaves, you can safely exit the closet. Go into the bathroom and open the shower curtain. Turn around and take Slade's coat off of the door. Examine it to find another key and hang it back up. Slade's on his way back in, so hide in the bathtub. Crouch all the way down and close the shower curtain. Once Slade has left again, you can exit the bathroom. From the doorway, use the handcuff key you found in Slade's coat and take the briefcase with you. We're done here now, so breathe a sigh of relief that you aren't dead yet and go back to Tex's office to further inspect your newfound belongings. Look at Slade's briefcase and using the numbers from his lottery ticket, enter 613 for the first combination, 222 for the second, and 731 for the last. The briefcase will unlock, so examine it again to find a couple of items. Combine the grille with the chart and look at it to get the next puzzle. To solve it, you'll have to find the ten names that belong on Slade's hit list. The names you need to find are: 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. Saint Gideon 10) Tex Murphy While it'll take longer to do, one way to go about solving the puzzle is to put the grille over one of the green numbers and have it appear through each of the holes until the name shows up on the list. You'll have to rotate the grille to find some of the names, and it doesn't matter which order you find them in. Once you've gotten all ten names, look at the completed hit list to notice that in each of the names, a specific letter is highlighted and together they spell out 'Mill Valley'. Use the Bible with the coded note and look at them to get another puzzle. If you click on each section of the Bible (Job, Ps, etc.), you will view the passage from that specific section. With the Job quote, you want to find the eighth word and type it into the blank. If you're too lazy to go figuring it all out on your own, here's what should be in each blank: Post Office Box Number 969 Look at the decoded note and then go to the Mill Valley Post Office. Tex will retrieve the items from the post office and after watching a long video sequence, you'll be inside the Law and Order Party headquarters. Upon arrival, you'll be confronted by an eye patch wearing security guard. Take an easy going approach before lightening the mood and settling for no nonsense. Take care of business and the guard will leave to confirm your badge #. While he is gone, turn to your right and slip the mickeys into the coffee pot. The guard will come back to check on you, don't worry about anything just yet. After he leaves again, run into the hallway to the right of the desk and go into the men's restroom. The guard will again return, only to find Tex missing. Once he's satisfied, he'll drink the drugged coffee and then pass out. Back in the men's restroom, go over to the lockers and open #11. Take the Law and Order Credo sitting inside and look at it. Open locker #5 and take the pamphlet. Combine the coded orders with the Credo and examine it to bring up the next puzzle. To solve it, look at the number under the line and count that many letters into the message. The solved message will say "Mr. Slade Priority Target Robert Knott His Office Password Piranha". Write down the password and leave the bathroom. Go behind the desk to where you see the body of the passed out guard and pick up the key off the floor nearby. Continue into the opposite hallway and enter the alcove to your left. Take the ID badge off of the table and use the guard's key to enter Robert Knott's office. As soon as you enter, an alarm will go off and to deactivate it, use the panel to the left and enter in the password 'Piranha'. Walk over to the bookshelves behind the desk and if you look closely, you'll see a photo sitting in one of them. Take it and look at it. Go to the desk behind you and open up the left drawer to find John Klaus's file. Look at it in the inventory and then take the note sitting on the chair. You'll end up getting a new location on the travel panel, that of the mystery address. Go over to the lizard painting on the wall and move it to uncover a safe. Ignore it for now and move the chair in front of the desk to reveal a key. Take it with you and go back to the men's restroom. Unlock locker #17 and look at the index card you find inside once you pick it up. Go back to Knott's office and use his telephone to dial 69835374663 and write down the letters that appear. When unscrambled, it reads 'Open Sesame', which should then be dialed into the phone to learn that it's the combination for the safe you uncovered. Walk over to the safe and use the numbers 6736737263 to open it. Take the disc out of the safe and look at it before leaving for the lobby. Use the ID badge on the front door and then leave for the mystery address. Watch the sequence and then go to C.A.P.R.I.C.O.R.N. and after the next sequence, go to Robert Knott's cabin. Once inside, go to your left and take the log sitting in front of the fireplace. Go over to the fish tank on the opposite side of the room, and if you look carefully, you'll see a metal box inside the tank. You can't just reach in and grab it because the fish tank is actually filled with piranhas, so you'll have to find another way of getting it. Go into the kitchen and open the cabinets underneath the sink to find a mini-torch. Take it and open the cabinets on the right and take the wrench you find inside. Use the wrench on the hose that's connected to the sink's faucet and then turn around to face the large cabinets behind you. Open the one on the right side and take the rope hanging inside. To prepare ourselves for what lies ahead in just a few minutes, combine the log with the rope to create a makeshift grappling hook and then enter Knott's bedroom, which is through the door to the right of the cabinets. Grab the blow-up doll from underneath his bed and then look at it to have Tex inflate it. Go back to the fish tank and move the painting hanging above it. Take the nail that it was sitting on and combine it with the hose. Use the hook on the tank to retrieve the metal box and inside is an ID badge. Save your game now before progressing any further. Open the door and attempt to leave the cabin by traveling to some place such as Tex's office, and as you leave, you'll be confronted by a crossbow wielding Robert Knott. Tell him you're an innocent bearer of bad news and that you have something in common. Bring up the dish called Wanda and that you seek a common objective. Watch the sequence and when you regain control, Knott is dead and now there are guys outside just waiting to kill you. Stay low to the ground and stay there for the rest of this visit's duration. Crawl over to Knott's lifeless body and take the key lying beside him. Go into the bedroom and use the key on his wardrobe closet. Take the coat and hat from inside the closet and put them on the blow-up doll. Head back towards the front door and use the disguised doll on the windows to fool the shooters outside. Flip the switch near the door to open the skylight and make your escape by using the grappling hook on the skylight. Tex will toss the mini-torch into the house just as the shooters break in and will just make it to cover as the house blows up. You'll soon return to the safety of Tex's office. Pick up the ringing videophone and then you'll arrive at the police station. Slide some information to Eve and ask her about Greg Call and his autopsy. Return to the office and use the AID to get information on Jim Slade, Larry Hammond, Samuel Q. Jones, and Greg Call. Read the faxes and go to Gideon's house. I deferred to experience, although I'm not altogether sure if that was the right choice to make. Since I was allowed to continue on without any problems, let's assume that it is and ask Gideon about Sam Jones and then go to C.A.P.R.I.C.O.R.N. Ask Wanda about all available topics and then go to the Fresno office. Take the UPEX package that was slid underneath the door and open it to get an STG note and a Braille alphabet. Read the note and then combine the alphabet with the plastic tag. Check it out and enter Nexus into the blanks. Leave here and return to Gideon's house. He's getting ready to leave, so ask him about where he's going and then ask him about Nexus. Leave here and go to the Nexus lab. As soon as you arrive, turn to your right and take the passcard reader off of the counter near the autoclaves. On the opposite side of the room, you'll see a computer. Take the newspaper clipping from underneath the keyboard and if you look at the other side of the operating table near you, you'll find a hanging clipboard. Take the note and passcard from it and examine them in your inventory. Take the syringe off of the table near the chair and then go over to the autoclaves. To the right of them is a passcard scanner, which you should then use to scan the passcard you took from the clipboard. The autoclaves will open, and you should take the saline solution from the autoclave labeled N216 and put it into the syringe. Walk into the implant removal station at the back of the room and inject the solution into Tex's neck. Turn the station on and you'll get your next puzzle. I will try to explain the puzzle as best as I can. In front of you, you'll see a network of blood vessels. The glowing dot is the implant that you're trying to deactivate and you'll also see a syringe icon, which you want to move around and inject into any of the blood vessels. After you've injected the syringe, a blue cross will appear to signify the Kamikaze that will deactivate the implant. Once you get started, antibodies will show up in order to purge your system of the Kamikaze and any contact with them will drain your power faster than normal so try not to touch them too often. I'm sure that there's more than one solution to this puzzle, but a good starting point is the blood vessel closest to the power bar. Guide the Kamikaze through the path and be aware that some of them do have branches until you manage to find a path that takes you straight to the implant. If you want an illustrated solution, visit this link: http://www.uhs-hints.com/uhsweb/hints/overseer/1554.php After deactivating the implant, you'll get to watch a sequence in which Tex finally meets his mystery informant, Larry Hammond. Go into the inventory and check out the envelope that Larry gave you. Read the notes and then go back towards the entrance. Flip the switch to the right of the door to turn on a light panel. If you get in front of the panel, you'll see a squarish shadow in the bottom corner. Remove the panel to uncover another STG passcard. Attach the reader to the computer and swipe the card through it. Use the password 'Gambit', which you will discover after reading Greg Call's letter and the STG note. Watch the sequence as a recorded message from Greg Call explains everything that's going on and afterwards, you'll be off to the Law and Order Party headquarters. The guard is nowhere to be seen, but that doesn't mean he isn't around. Go through the door behind the desk to enter the reception hall. Go to the buffet table in the back and take the chopsticks out of the food. Go to the patio doors and take the music stand standing nearby, examining it to extend it. Combine it with the pamphlet and use it on the security camera near the doors to fool the guard. Now that the guard has been dealt with, walk over to where you see what appears to be a Law and Order Party curtain and look at it to have Tex comment that it's a beach towel. Move it aside and use the chopsticks on the ozonator to the right of the door to open it up. Swipe the top level ID badge through it to open the door and enter John Klaus's lab. Take the photo off of the desk and look at it. Read the note from John Klaus off of the floor near the desk and then go to the other side of the room. Switch on the tape player sitting on the opposite desk and then turn it off once it begins to loop. Open the right drawer of the desk and take the cat picture. Upon thorough inspection of the picture, you find that the cat itself can be removed and that it's actually pieces of a passcard. Reassemble the pieces, which isn't hard enough to require a solution, and then leave the lab. Go to the table to the left of the laboratory door to find a telephone. Dial 107 to distract the guard and leave the reception hall. Use the badge on the front door and head to Tex's office. Watch and listen to the messages on the videophone and then go to the Rank and File Chess Shop to find out what Jorge wants. You'll learn that Tex has received an email and after reading it, you'll be sent to the San Tomas Mission. Once you're inside, turn around and look down until you see a rock sitting in a dust pile near a broom. Take the rock and turn until you see a large red toolbox resting on one of the bottom shelves. Open it and take the penknife you find inside. Go into the small area to the right of the elevator and move the boxes to uncover an electrical panel. Open it and push the button to get the elevator moving again. Before you head up, save your game and then get into the elevator. You'll find Sylvia tied up and with a bloody nose, realizing that she's been captured and beaten by John Klaus. When Klaus summons Slade, Slade will turn traitor and snap his neck. Just when you things are looking up, Slade will pull his gun and aim it at Tex and Sylvia. Before Tex is killed, make one last request and ask for one last kiss with Sylvia. While Tex is smooching her, give Sylvia the penknife and then proceed to challenge Slade. Now's your chance to run for the light switch and then hide. Throw the rock as a diversion so that Tex can grab a shield and make for the landing. Buy some time and then toss the STG passcard into the clock gears. Watch the rest of the sequence and you'll eventually wind up in Gideon's bedroom. Take the schematics off the bench in front of you and look at them as they'll come in handy momentarily. Go over to the left side of the bed and open the box on the floor. Take the chess pieces and then take the barbell from the other side of the bed. Put the chess pieces on the chessboard that's in the center of the room. The key here is to arrange the pieces so that they correspond to the larger pieces surrounding you. The perspective of the board is that of when you're looking at the painting across the room from the bedroom door. The answers will be in X,Y format where X equals the column and the Y equals the row. The chessboard is 8 by 8, so the lower left corner is 1,1 and the upper right is 8,8. Queen - (3,1) Rook (Castle) - (6,1) Pawn - (1,7) King - (3,8) Knight - (7,7) Bishop - (8,4) Once all the pieces are in the right spot, a hidden door will open from behind the large painting. Enter it and push the button to ride the elevator down into Gideon's gallery. Look out over the balcony and do you see the chandeliers hanging overhead? Lower them by pressing the button on the wall behind you, to the left of the opening. Go over to the staircases and before going down; take the top part of the brass railing off of both of them. Combine them with the barbell to create a long railing, which you should use on the chandeliers to cross over to the display walls. NOTE: If the game crashes when you use the railing on the chandeliers, a simple workaround is to mute the MIDI sounds until after you're on top of the display walls. Go to the far right corner and look down until you find a panel hiding behind one of the middle sections. Once you've found it, save your game and then open it and push the button. Jump down to the floor and rather having me try to explain it, you can actually bypass it by pressing Alt + F, but I don't know if it'll cost you any points. If you're someone who won't truly feel satisfied until you've completed every last puzzle without using any cheats, go here to find a solution: http://www.uhs-hints.com/uhsweb/hints/overseer/3942.php Just don't ask me to decipher the solution for you because I took the coward's way out. Every time I attempted the puzzle, I couldn't figure out what it was I'm supposed to be doing. Either way, get through the exit to enter the hallway. Turn right and head down the hall until you spot a bench to your left. Take the disc sitting on it then continue down the hallway and proceed through the door to enter Gideon's study. Go to the far left corner and find the fake set of books. Open them to find a metal cross to take with you. Use the metal cross on the stained glass on the opposite wall. Use it on the lower left corner and when a shape pops up looking like an outline of the cross, put the cross on it to open a hidden compartment. Take the blue card it reveals and then go behind Gideon's desk. Insert the dime into the dinosaur and take the key that it poops out. Exit the study and head back down the hall. Follow the corridor branching out to the left and use the key to unlock the door to the game room. If you're feeling nostalgic, check out the arcade machine at the right side of the room. You can play the original Mean Streets, although it appears you can only play through a shooting sequence. It's purely optional to play, so if you need a break, go ahead and knock yourself out. Just as a note, while Overseer is a remake of Mean Streets it is seen as the fifth game in the series because Tex is recounting the events to Chelsee, which is taking place after the events of The Pandora Directive. When you're finished, go over to the pool table and pick up all of the solid balls. When you look at one of them in your inventory, Tex will comment that they are incorrectly numbered. As you walk over to the fireplace, you'll spot some puzzle pieces on the table. Pick them up and then reassemble them to form a picture of Alcatraz. When you look at the completed puzzle again, you'll see that on the back are the passwords to each of the STG passcards. Head back out into the hallway and make your way back to the gallery entrance. Instead of leaving, go past the doorway and follow the hall down to the other end. You'll see a security panel to the left of the door, and the password to put in can be figured out by matching the colors on the panel with the corresponding pool balls and punching in the number found on the ball. Red - 1 Blue - 6 Orange - 4 Purple - 7 Black - 3 Yellow - 8 Magenta - 5 Green - 2 Correct entry of the password will deactivate the alarm and you can continue into the control room. Take the disc from the top of the computer monitor in front of you and open its disc drive. Insert the first disc and read what's on it and then do the same with the second one. Before you leave, use the blue security card on the override panel next to the door so that you won't have to worry about the gallery floor reactivating when you re-enter it. Once you're back in the gallery, head back to the elevator and ride it up. Tex will head back to his office, only to find Sylvia waiting for him. She tells him the good news, but she becomes angry when she realizes that Tex wants to see this mission to the end rather than quitting while he's ahead. Tex will take off for Alcatraz after Sylvia storms off, only to be zapped by a security droid and locked up in a cell when he arrives. Move the left cot out of the way and look for some movable bricks on the wall and once you find them, examine them closely to get the next puzzle. You want to make a hole big enough for Tex to squeeze through without causing a cave-in. The square in the middle is the hole Tex will be able to move through once you complete the puzzle. To start, remove the first five bricks from the left side. Remove the three bricks in the middle until you get to a point where you can't remove anymore without causing a cave-in. Take the long brick from the bottom and rotate it until it props up the bricks near the top on the left side. From there, you can take the rest of the bricks and use them to fill in the rest of the hole around the square. Rotate them as needed until the puzzle is complete. If you want to see a better solution, visit this link: http://www.uhs-hints.com/uhsweb/hints/overseer/2127.php There's a graphic that goes along with it so you can see just what is supposed to happen. Once you're through to the other cell, take the brick off of the floor and then take the chain off of the right side of the cot. Go over to the cell door and do you see the shelf off to the left? Throw the brick at it to knock it down and use the chain to drag the tarp over. Take the laser torch and electrical tape and use the torch to free yourself from the cell. While you're in the cellblocks, you'll have to be very stealthy to keep from being caught by the security droids. You should also save your game whenever you've accomplished anything that seems important enough to you. When you arrive in cellblock A, immediately go to your left and into the open cell. Look at the left wall of the cell to find a roll of barbed wire. Take it and unroll it, and then wait for the droid to pass by your cell. When it passes from the right to left, wait a minute and then emerge from the cell to follow it from a distance. After you follow it around the corner, go to the door on the right side and on the floor you should see a key. Use the wire to retrieve it and use the key to unlock the door. Go through the double doors to enter cellblock C. As soon as you enter, turn to your right and go all the way down to the corner. If you turn around and watch, you'll see a guard droid sweep by and if you had stood around any longer, you would have been caught. Wait for the droid to head back down the cellblock and follow it from a distance. Your goal is to reach the cell on the left side that has a key hanging on the wall, and it's about half way down the block. If you don't think you'll make it there without being caught, just duck into an open cell and wait for the droid to pass by before continuing on to the cell. Once you make it to the cell, take the key off the wall and wait for the droid to pass again. If it has already passed your cell, it should be okay to follow him down, but be careful. Return to the cellblock entrance and turn to your left to see a gray door. Go over to it and use the key to unlock the door to cellblock D. You're safe from the droids in this cellblock. Open the panel to the left of the door and move the right handle all the way down to 10. This will open one of the cells. Go down to cell #7 to see that it's full of explosives. Open the small explosives crate and take the timer/detonator that's inside. Leave here and go down the flight of stairs you passed and head through the door to enter the dungeon. Turn to your right and open the door. Pick up the black garbage bag and open it to find a dirty air filter. Continue down the hallway and proceed down the first hall that branches out to the right. Open the ominous door to find a broken droid. Take the small air filter removal tool and then go back down the hall. Turn to your right and you'll see several air filtration systems. Look at the nearest air filtration unit and you'll see a sequence in which a maintenance droid replaces one of the air filters. After it leaves, hug the right wall and crouch down as you approach the crates because there's a security guard nearby. Move the crates out of the way and head around the corner. On the far wall, you'll find a screwdriver on top of one the crates, so stand up just far enough to see it and take the screwdriver with you and then travel back to cellblock C. Continue to hide from the droid and make your way to the other side of the block. As long as you stay up along the wall, you'll be safe from the droid. Use the screwdriver to remove the canister hanging above you and then make your way back to cellblock D. From there, travel to the dungeon and save your game. Go over to one of the air filtration units and combine the electrical tape with the timer/detonator. Put those together with the gas canister and then with the dirty air filter to create a gas bomb. Use the filter removal tool to open the unit and use the bomb on the air filter. Watch as the maintenance droid shows up and removes the rigged filter and then takes it back into the security office, where it explodes and knocks out the guard. Enter the office and take the brush off of the desk. Check it out to get some of Gideon's hair and then use the guard's passcard on the reader on the wall to unlock the door. Use Gideon's hair on the DNA scanning station and watch the sequence. You'll now have to deactivate Overlord by inserting all eight STG passcards and entering in the passwords for each one. Start with card A and finish with card H. You'll have to rotate them so that they'll fit into the slot. Here are the passwords you need to enter as you insert each card: A - Queen B - Draw C - Castle D - Gambit E - Bishop F - Resign G - Checkmate H - Knight Watch the next sequence and you'll be pitted against J. Saint Gideon in a chess match. You have to make the following moves to put Gideon's king in checkmate, and all it takes is a simple click of the green select button to do it. #1 - RD1 #2 - RXE7 #3 - QXD7 #4 - BF5 #5 - BD7 #6 - BXE7 You'll put Gideon in checkmate and Overlord will be deactivated. Sadly defeated, Gideon congratulates Tex on a job well done and gives him a cigar to smoke and a shot of liquor to drink. After Tex leaves, Gideon commits suicide and Tex will go back home to be with Sylvia. As they enjoy their success, Sylvia presents Tex with his trademark fedora and trench coat and the story will come to a close. After Tex and Chelsee leave the restaurant, Tex realizes that his speeder has been stolen. A stranger pulls in and offers to give the lovers a lift and while Tex has a bad feeling about it, Chelsee badgers him into accepting the offer. As they're flying, Tex's intuition becomes reality as the mysterious stranger shoots both Chelsee and Tex with a tranquilizer, knocking them both out and closing the game with a cliffhanger ending. Ten years ago, I released my first version of this walkthrough. At the time, I tried to persuade readers to go after Microsoft at different points in this guide and get them to release more Tex Murphy games so that the cliffhanger ending of this game could be resolved. Since that time, Microsoft sold Access Software to Take-Two Software where it was renamed Indie Built and it ended up being closed in the spring of 2006 without Take-Two publicly stating any reasons. It's sad to think that such a fun adventure game series could suddenly be killed off like that especially when it was made by a company that set several firsts for the computer gaming industry. If you want to see more Tex Murphy games, write to Take-Two Software as often as possible and get them to bring back Tex Murphy, even if it means getting one more game to tie up the loose ends. I mean, King's Quest fans got Vivendi to allow Phoenix Online Studios to continue developing its King's Quest game, The Silver Lining after a massive letter writing campaign, so why can't Tex fans do the same to get Take-Two to bring back Tex Murphy? Since the release of Overseer thirteen years ago, what was once thought impossible is actually happening. Chris Jones & Aaron Conner, the creators of the Tex Murphy series, have since bought back the rights to their games and after a successful Kickstarter fundraising we will be seeing the closure of the cliffhanger at the end of Overseer in the form of Tesla Effect, an all-new Tex Murphy adventure! ========================= Credits ========================= P. Hart his guide was used to create the one you see before you. Kickstarter - If it weren't for the success of the Kickstarter website, Tesla Effect might not have been possible. Thank you to the people who were willing to donate their hard earned money to make it happen, as a sequel to Overseer had been a long time coming. Big Finish Games - Thank you for creating one of the most enjoyable & humorous adventure series I've ever played and being willing to revisit the series after so many years had gone by to give the fans the closure they had long sought after to the cliffhanger at the end of Overseer. Can't wait to see what you've cooked up for Tesla Effect! The Unofficial Tex Murphy Website For having provided me with my daily dose of Tex Murphy during a time when a sequel to Overseer seemed unlikely.