B.A.R.T. 1999
 
 


Tex Murphy: Overseer

Warning: the following contains information that will help you solve Overseer. Please, DO NOT READ FROM START TO FINISH. You'll ruin the game. People worked hard to make this game challenging...you should work hard to beat it. Oh well, enjoy!

 

 

A Walkthrough
by
P. Hart

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 say.

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.

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 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, turn 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. There 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 Capricorn.

 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 making your 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 alcove; it's guarding a brick. In order to retrive brick, in inventory, 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 third 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 inventory to get the spring. Then look on ground over near door; get Bosworth 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 attention 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 Capricorn.

 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 Davis's lab.

 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. Get 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 of the 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 you'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 chair; 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 combination. 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 examine 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 Knott's body and get the key lying next to him. Then go back to the bedroom 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 Tex's office.

 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 will 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 right hand 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). Then exit reception hall back out into the lobby. In lobby, turn to face 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 survive: 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 darkens; 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 Gideon's Study.

 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 passcards:
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.

THE END