Tex Murphy Overseer (PC) Walkthrough v1.0 Copyright (C) 2003 by OutRider 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 will 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 I have written a walkthrough for. I am not tech support, nor am I affiliated with any of the different companies that made the games I've done walkthroughs for. 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. I think that the Tex Murphy games made one of the greatest adventure series of all time. Since Chris Jones stepped in to play the role of Tex in Under a Killing Moon, the games have been nothing but funny. Tex Murphy Overseer is a remake of the first Tex Murphy game, Mean Streets. Access Software has set many firsts for the gaming industry. They were one of the first companies to use the CD-ROM format as well as the DVD-ROM format. I also believe that they were one of the first companies to use live action in their games. Since Microsoft bought out Access Software, I hoped that the Tex Murphy games would continue on after Overseer. While there have been three more games mentioned, like Tex Murphy: Polarity, I haven’t seen anything come out yet, so is the series gone for good or will Microsoft kick it into high gear and continue on with the series? Email Microsoft and voice your protests! With all that being said, here’s the walkthrough: I’m playing this game in Entertainment mode, so there may be differences if you choose the other difficulty. Also, whenever you pick up a new item, be sure to examine it unless noted otherwise, because you never know what you might learn. While watching the opening sequences, you may be presented with three choices. There are times when your decision may not affect the game in any way; but there are others that will. To get the game off to a good start, here are the choices that I chose as they presented themselves: 1) Give fair warning 2) Chuck Heston humor 3) Show Chelsee the goods 4) Sibling revelry 5) Apologize 6) Real Beatlemanic 7) Lover’s Lanes? After the opening sequence, you’ll find yourself in Tex’s office. Moving around is quite easy. You can use the arrow keys to move, or you can use the mouse (by holding the right mouse button). If you want to run, hold Shift while moving around. Looking up is done with the Home key, while looking down is done with the End key. There may be times when you have to lower yourself all of the way down to the floor, and that is controlled with the Page Down key. Raising yourself is done with the Page Up key. There are three different panels that you may notice when you move your cursor around. The panel at the top of the screen is the system panel. It’s where you can save, load, exit, configure your game, etc. The right panel is your inventory panel. This is where you’ll find all of the items that you pick up. The left panel is the travel panel. It’s here that you can choose to travel to any of the locations you need to visit or have already visited. Now, with that little tutorial out of the way, let’s get on with the game. Go over to Tex’s desk and pick up the little red book. This book is the Little PI’s Red Book of Rules, the book Tex was looking at during the introduction. Go into your inventory and examine it further by clicking on the book and then clicking it on the magnifying glass. You can’t open it, so don’t bother trying. After you’re done, go over to the filing cabinet closest to Tex’s desk and open up the bottom drawer. Inside, you’ll find a wind up mouse. Take it and then cross to the other side of the room and open the bottom drawer on the single filing cabinet. You’ll find a note from the Colonel, so pick it up and read it by examining it in the inventory. Look at the bookshelf next to the cabinet and take the tape measure that you find there. If you go to the front door, you’ll see a magazine on the floor. Pick it up and look at it and then go over to Tex’s desk. Turn on his Videophone and call the AID, or American Information Database. Tell it to search for information on Tex Murphy, and when you’re done, take the fax that just came. It’s the search results from your AID query. Look at it in the inventory and then go into Tex’s bedroom, which is through the door between the bookshelf and filing cabinet. There’s not much you can do in here, so pick up the Parcheesi board game off of his cot to trigger a sequence in which Tex gets a client. Afterwards, go to the travel panel and go to the police station to meet with Eve Clements (the police station is the one with the picture of the woman). When you talk to Eve, here’s what you need to choose: 1) A lesson in good form 2) A quick change of subject 3) Make an offer she can’t refuse 4) Resort to the Good Book Now ask Eve about all available topics and then leave the station. Travel to Carl Linsky’s house (the one above the police station). You’ll see that Sylvia is here. Talk to her about all available topics and then she’ll leave, but she’ll allow Tex access to the house. Go over to the coffee table and pick up the note. Read it to see that it’s a clue to something. Take the domino set and look at it to start your first puzzle of the game. That paper you picked up tells you how you need to solve the puzzle. You need to make it so that each row equals 21; diagonally, horizontally, and vertically. To solve it, put the dominoes that equal 4, 11, and 6 in the top row, 9, 7, and 5 in the middle row, and finally, 8, 3, and 10 in the bottom row. Remember the numbers that light up after the puzzle has been solved, which are 4, 9, and 8. Go into the kitchen and open up the briefcase to the left of the refrigerator to find a drug of some sort inside. Open the refrigerator and take the bunch of bananas. Do a 180 and go into the bedroom on the other side of the room. Read the note on the desk and open up the middle drawer on the right side. Read the note inside and then look at the chess set on the table to the right of the bed. Look in the nightstand on the other side to find an address book. If you look inside, you’ll end up earning a new place on the travel panel. Leave the house and travel to the new location, Delores Lightbody’s house. Listen to the conversation and each time you are presented with choices, here’s what you should choose: 1) Get back on track 2) Get down to business 3) A show of good form 4) The circumstances? 5) Who gets the cash? 6) Get the skinny on Sylvia 7) Refuse to speculate Interrogate Delores using all available topics, and then go to Carl Linsky’s house. Sylvia will give you Carl’s personal effects, which consists of a note, two keys, and a wallet. Open up the envelope and look at the note and wallet. Open the closet, which is to the left of the bedroom and climb up the ladder to the attic. Follow the path and go through the door. Go over to the filing cabinet and open up the third drawer on the right hand side. Take the note and read it. Open the roll- top desk and get the credit report and look at it. Turn around and go over to the table near the door. Turn on the tape recorder to hear someone babbling about something. Use the round key on the lock on the dresser near the filing cabinet and take the lease. Look at it more closely to get a new location on the travel panel. Leave here and go to Carl Linsky’s warehouse. As soon as you arrive, go to the filing cabinet and open the middle drawer. Take the fax you find inside and look at it. Open the bottom drawer and take the project note. Go over to the drafting table and open the top drawer. You’ll find a newspaper article inside, so after that, open the middle drawer to find a couple 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 to the right of the bulletin board. Take the note you find sitting in the box and then move the pillow to find a bottle of sleeping pills. Take those and if you go over to the forklift near the entrance, you’ll find a box. Open up the box and take the circuit kit that you find inside. Turn around and to the right of the ladder, you’ll see a first aid box on the wall. Open it and take the Heal-Aid can you find inside. If you look at it more closely, you’ll discover pieces of a security card. Make a note that one piece is missing. Climb the ladder and move the box and the calendar behind it out of the way to find a safe. Do you remember those three numbers from the first puzzle? Anyway, enter those numbers in to unlock the safe and take the contents to learn that it’s a passcard reader and an insurance policy. We’re all done here for now, so go to Delores Lightbody’s house. When you’re presented with choices, choose ‘Sort of grateful’ and then ask her about all available topics. When you’re finished, go back to the office. You should now have a message waiting for you on the videophone, so check it out to see a message from Sylvia Linsky. You’ll eventually wind up talking to Arnold Sternwood at the North Hill Clinic. 1) Good natured bureaucracy 2) Get right to the point 3) Loosen him up 4) Linsky’s work? Ask him about all available topics and then travel to C.A.P.R.I.C.O.R.N. You’ll get to meet the lovely Wanda Peck here, so when presented with choices, here’s what you should choose: 1) A flattering question 2) A heart-felt proposal 3) Love bug 4) Clever word play 5) Refer to your client’s father 6) Looking for a lead Ask her about all available topics and then travel to the police station. Slightly exaggerate and then ask Eve about all available topics. Leave here and go back to the office. Turn on the videophone and access AID. Do a search on Sonny Fletcher, the Law and Order Party, C.A.P.R.I.C.O.R.N., Rona Morgan, North Hill Clinic, and Delores Lightbody. Turn off the videophone and take the faxes out of the fax machine and look at each one. Travel to the police station and ask Eve about Sonny Fletcher and his criminal record. Leave and go to Sonny Fletcher’s apartment. 1) On a hunt for clues 2) Make a reasonable deal 3) Fraternize Watch the video sequence and then go to the warehouse. Examine the bishop piece that you got from Sonny to find the missing piece of the security card. Combine it with the other pieces and then examine them to get the next puzzle. In order to solve this puzzle, you need to arrange the pieces so that the black stripe is either at the top or bottom of the puzzle field. You may need to rotate some pieces, which can be done by holding the mouse button on a piece and using the left or right arrow keys. After you’ve solved the puzzle, you’ll now have a completed security card. Go over to the computer and attach the passcard reader to it. Scan the passcard and enter the password Bishop. After you’re done, travel to the Fresno office. Near the door you will find a day planner sitting atop a box. Take it and look at it to learn a clue to an upcoming puzzle. Look down at the floor near the door to find an electric bill. Take that as well and then go over and move the bookcase. Notice that the safe is connected to plate 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 you need to enter to unlock the safe, and it just so happens that I have the answers: 1st Settings: San Francisco – 6 PM Paris – 3 AM Sidney – 12 PM 2nd Settings: San Francisco – 5 AM Paris – 2 PM Sidney – 11 PM 3rd Settings: San Francisco – 3 PM Paris – 12 AM Sidney – 9 AM By entering these times, you should have unlocked the safe, so take and look at the photo you find inside. Leave here and go to Linsky’s house. Ask Sylvia about the photo to learn that the man in the picture with her father is John Klaus. Ask her about the rest of the topics and then go to C.A.P.R.I.C.O.R.N. Stick to business and ask Wanda about all topics and when you ask her about the photo, she’ll keep it with her. Leave here and go to North Hill Clinic. Become a fashion detective and ask Arnold about all topics. When you’re finished, go to the police station. Ask Eve about Val Davis and then go to Sonny’s apartment. You’ll find a note taped to the door, so go to Tex’s office and read it. Access AID and ask about John Klaus, Bosworth Clark, and Val Davis. Read the faxes and then go to the Anasazi ruins. When you arrive, go straight and then up the steps that you see to your left. Go through the door and if you look down, you’ll notice a brick hiding among some vases. Pick it up and then head back out and down the steps. Turn to your left and look at the cogwheel puzzle on the wall. The idea is to get the red dots on the cogs to line up with the red dots on the wall. Push the left lever up once and the middle one up three times to solve the puzzle and take the brick from the newly opened compartment. 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 is a couple of poles. Take them and go behind the partition nearby. Take the crate and take the brick that’s lying behind the next partition. Turn to the right and go through the door. Look down and to the right to find a small piece of pipe. Make your way around to the left and click on the pot to find another brick. Continue along the way and you’ll eventually find a vine on a stick. Make your way back out and then go to your left. About halfway to the end, you’ll see a No Trespassing sign to your left. Look near it and get the next brick. Go over to the tree and take the guidebook lying on the ground. Examine it to see the 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, so pick those up and on the opposite wall, you’ll see a rope hanging down from one of the windows. Take it and if you were paying attention when you first came in, you may have noticed a rattling sound. If you look in the alcove to your left, you’ll see a snake guarding yet another brick. Combine the vine on a stick with the crate and then combine it with the toy mouse. Go down into the pit and lower (or raise) yourself until you’re just peeking over the edge looking at the snake. Use the trap on the snake and then take the brick that it was guarding. Leave here and go back to where you first entered the ruins. You’ll notice a well near the entrance, and if you look into it, you’ll see a brick sitting in a bucket. Use the pipe with the rope and use that contraption to get the next brick. Leave here and go back to where you got the vine on a stick. Continue down that path and you’ll soon find the brick altar on a wall, which just so happens to be the next puzzle. Use a brick on the altar to bring up the interface and to solve it, here’s the answer: I’m putting the answers in X, Y format, so X is how many horizontal spaces over you need to go to the right (the first column would be 1, the second 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 bottom). All eight bricks are on the left side of the puzzle, and you want to work with the top brick to the bottom brick. 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) If you’ve managed to solve the puzzle, the door at the top of the stairs will open up. Go through it and follow the hallway until you get to an open circular area. Look to your right and you’ll notice some leather strips on the ground. Take them and go up the next set of stairs. Tex will come to the edge of an abyss, and realize that there’s no way for him to cross it right now. Combine the long and short poles and then combine those with the leather strips to create a ladder. Use the ladder on the area above the stairs and Tex will cross, but not before the ladder breaks and he goes crashing through a wall. You’re at an entrance to a secret lab, so on the floor to the right, and you’ll notice a dime. Pick it up and then go to the opposite side of the room and get the pocket watch. You’ll also notice a pair of glasses on the floor, so pick those up as well. Examine the watch to get a spring and the glasses to get a piece of tape. Use the dime on the flat head screws on the panel near the door to open it up and then use the spring on the broken connection. Use the tape to insulate the wire and the door will open. Go inside. Go to your left and crouch down near the consoles. On the side of the console, you’ll notice a note hanging by a magnet. Take it and read the note. The scrambled words spells out ‘Checkmate’ when unscrambled. If you look on the wall behind you, you’ll notice a smoke alarm up near the top. Take it and examine it to learn that it’s actually a camera. You’ll find a disc inside, so make your way to the other side of the room and turn right into the alcove. Open the cabinet with the lamp on top of it to find a passcard reader. Take it and look at the table nearby. Take the ashtray and look at it to find a matchbook. Crouch down as far as you can go and if you look underneath the bed, you’ll find a videodisc player. Go over to the main console and flip the switch to turn on the monitors and then combine the disc with the disc player to watch a video. Listen to the tones that Clark punches in and then go over to the computer and use it. The buttons you need to push to match the tones Clark made, and push Red, Yellow, Blue, White, Red, Yellow, and Green. A drawer will open up that contains a STG security card. Use the passcard reader on the computer and scan the passcard. Enter the password ‘checkmate’ and read the info. Now that we’re done here, go to C.A.P.R.I.C.O.R.N. You’ll learn more about the photo that Wanda kept, so ask her about any available topics and then go to Tex’s office. Access AID and ask about Jorge Valdez and STG. Read the faxes to find out you need more info on Jorge Valdez. Leave here and go back to C.A.P.R.I.C.O.R.N. Stick to business and ask about all available topics, including Gideon Enterprises. Go back to the office to learn you have a fax waiting. Read it and then turn on the videophone and call Frank Schimming. Make these choices, or he’ll hang up on you: 1) STG reference 2) Go easy 3) Ruggedly independent 4) Aware of the imposition Ask him about all available topics and then go to J. Saint Gideon’s house. Watch the rather long video and afterwards, ask Gideon about all available topics. When you’re finally finished, go to the Rank and File Chess Shop. 1) Narrow things down 2) Play it straight 3) Refer to a new friend Ask Jorge about all available topics and go to the office. The videophone will be ringing, so pick it up and watch the sequence. You’ll now be at Val Davis’s lab. Go over towards the gurney and open the cupboard that says ‘Ape Toys’ to find a toy mouse. Take it 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 in the cage. Drug the bananas with the sleeping pills and then use the drugged bananas on the ape. Tex will automatically use the pole to retrieve the box, in which a STG card can be found inside. Open the radiation chamber and as soon as you enter, an alarm will go off. Hurry up and go around the corner and use the circuit kit on the panel. The idea here is to connect the circuit with the pieces so that the alarm will shut off. Rather than having me try to explain it and end up getting a lot of emails about it, go here to find a solution: http://www.uhs-hints.com/uhsweb/hints/overseer/922.php After you’ve completed the circuit, the alarm will shut off and you won’t have to hurry about anything more. Take the passcard reader from the other side of the chair and go back out to where the microscope is, and hook up the reader to the computer on the other side. Scan the passcard and enter the password ‘Queen’. Make note of QXD7 and go to the office. Access AID and ask about Robert Knott and J. Saint Gideon. Read the faxes and if you look on the floor near the door, you’ll find a telegram. Read it and go to Sonny Fletcher’s apartment. Watch the sequence and then go to Big Surf Lodge. You have to be very quick and careful here because if you take too long or don’t put something back, Slade will catch on and you will be caught. Combine the tape measure with the magnet and turn to your right. If you look on the counter, you’ll see a key. Use the contraption on the key to get it and then use it to unlock the door. Once you’re through the door, turn around and close it. Turn to your right and open the closet. Take Slade’s clothes and examine them in the inventory to find a key. Put his clothes back, but leave the closet door open. Turn around and on the table near the door, you’ll see Slade’s wallet. Take it and examine it to find a lottery ticket and a scrap of paper. Put his wallet back on the table and then go through the door in front of you. It’ll close after you’re through, so open it back up. Turn to your left so that you’re facing the couch. Move the pillow and take the chart and move the pillow back. Turn around and go into the kitchen. On the left hand set of drawers, open the second drawer and take the Bible. Close the drawer and on the right hand set near the sink, open the top drawer and take the vial. As soon as you take it, Slade will be ready to come out of the bathroom. Hurry up and close the drawer, and then go into the closet and shut the door. Slade will come out of the bathroom and answer 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 the door. Examine it to find another key. Slade will be on his way back now, so hurry up and put the coat back, and hide in the bathtub. Close the shower curtain and crouch all the way down. After Slade leaves again, come out of the bathtub and open the door. While you’re standing in the doorway, use the handcuff key you got from Slade’s coat on the briefcase to get it. We’re finally done here now, so travel to Tex’s office. Look at Slade’s briefcase and using the numbers from Slade’s lottery ticket, enter 613 for the first combination, 222 for the second, and 731 for the last. The briefcase will be unlocked, so examine it again to find a couple of items. Combine the grille with the chart and then look at it to get the next puzzle. To solve this puzzle, you 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, the best way to go about finding each name is to find the number and move it into each square (you may have to rotate the grille to find some of the names) on the grille until the name shows up on the list. It doesn’t matter which order you find them in, however. After you’ve found all ten names, look at the hit list and notice that the highlighted letters spell out ‘Mill Valley’. Combine the Bible with the coded note and look at it to bring up another puzzle. If you click on each section of the Bible (Job, Ps, etc.) you will read the passage from that 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. Blank #1: Post Blank #2: Office Blank #3: Box Blank #4: Number Blank #5: 969 Look at the decoded note and then go to the Mill Valley Post Office. Tex will get the items from the post office and after watching a long video sequence, you’ll be in the Law and Order Party Headquarters. 1) Easy going approach 2) Lighten the mood 3) No nonsense 4) Taking care of business While the guard is gone, turn to your right and use the mickeys on the coffeepot. Hurry up and go into the hallway to the right of the desk and go into the men’s restroom. The guard will come back and drink the coffee and pass out. Back in the bathroom, go over to the lockers and open locker #11 (the 2nd one in the bottom row) and take the Law and Order Credo. Look at it in the inventory and then 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 should say “Mr. Slade Priority Target Robert Knott His Office Password Piranha”. Write down the password and then leave the bathroom. Go behind the desk to where you see the passed out guard and take his key sitting on the floor. Continue forward and then go into the alcove to your left. Take the ID badge off of the table to your left and then use the key to get into Robert Knott’s office. As soon as you enter, an alarm will go off, so turn to your left and type Piranha into the panel on the wall to deactivate the alarm. Go over to the bookshelves and if you look carefully, 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 and take 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. Go to the lizard painting on the wall and move it to find a safe. Ignore it for now and move the chair in front of the desk. Underneath it is a key, which you should pick up. Go to the men’s room and use the key on Locker #17. Take the index card and look at it. Go back to Knott’s office and use the telephone on his desk. Dial 69835374663 and write down what appears. It says Open Sesame, so dial the letters into the phone to learn the safe combination. Write down the numbers and then go over to the safe and enter those numbers in. 67 36 73 72 63. Take the CD out of the safe and look at it in inventory. Go to the Law and Order Lobby and use the ID badge on the door. Leave here and go to the Mystery Address. Watch the sequence and then go to C.A.P.R.I.C.O.R.N. and after that 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. The only problem is, you can’t just reach in and grab it because there’s piranhas in the tank, so we’ll have to find other means 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 and do a 180. Open the far right cabinet door and take the rope hanging inside. Just so we’re prepared for later, combine the rope with the log to get a makeshift grappling hook. Go into the bedroom to the right and look underneath the bed to find a deflated blow-up doll. Examine it in inventory and watch as Tex blows it up. Leave the bedroom and go back to the fish tank. Move the horse painting and take the nail that it was hanging on. Combine the nail with the hose and use the hook on the tank to get the metal box. Save your game now before continuing on. Check out the box to find an ID badge and then attempt to leave the cabin by opening the door and selecting a destination such as Tex’s office. Robert Knott will be waiting for you at the door with a crossbow. 1) Innocent bearer of bad news 2) You have something in common 3) A dish called Wanda 4) 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 low for the duration of the visit) and go over to Knott’s body and take the key lying beside him. Go back to the bedroom and use the key on his wardrobe closet. Take the coat and hat inside and combine them with the blow-up doll. Leave the bedroom and go over to the front door. Use the disguised doll on the front window and then flip the switch near the door to open the skylight. Use the makeshift grappling hook on the skylight and Tex will escape. Watch the sequence and soon you’ll be back in the safety of the 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. Leave here and go back to the office. Access AID and ask about Jim Slade, Larry Hammond, Samuel Q. Jones, and Greg Call. Read the faxes and go to Gideon’s house. Ask him about Sam Q. 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. Turn around and get the UPEX package off the floor and open it to find an STG note and a Braille alphabet. Look at the note and then combine the alphabet with the plastic tag. Check it out and enter the word NEXUS into the blanks. Leave here and go back to Gideon’s house. He’s about ready to leave, so ask him ‘where to?’ and then ask him about NEXUS. Leave here and go to Nexus. 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. Go over there and take the newspaper clipping out from underneath the keyboard. If you look at the other side of the chair behind you, you’ll find a clipboard. Take the note and passcard off of it and examine them in the inventory. Take the syringe off the table near the chair and then go over to the autoclaves. To the right is a passcard scanner. Scan the passcard and the autoclaves will open up. Take the saline solution out of autoclave N216 and load it into the syringe. Go over to the Implant Removal Station at the back of the room and use the syringe. Tex will inject himself with it, and then turn on the station to get your next puzzle. I will try to explain this 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 want to deactivate. You’ll also see a syringe icon, which you want to move and inject in any of the blood vessels. After you’ve injected the syringe, a blue cross will appear, signifying the Kamikaze thing that will deactivate the implant. After a while, you may see moving dots in the network. You’ll want to avoid these, because they’re antibodies and every time you come in contact with them, you’ll lose power more quickly than usual. I’m sure 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 (be aware that some areas have branches) until you manage to work it over to the implant. If you want a better solution, go here: http://www.uhs-hints.com/uhsweb/hints/overseer/1554.php After deactivating the implant, you’ll get to see a sequence in which Tex finally meets his mystery informant, Larry Hammond face-to-face. Go into the inventory and check out the envelope that Larry gave you. Read the notes and go back to 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 and look at the lower-right corner, you’ll notice a squarish shadow. Take the cover off to discover a passcard. Take it and then attach the passcard reader to the computer and scan the passcard. By examining Greg Call’s letter and the STG note, you’ll learn that the password is ‘Gambit’. Enter it in and watch the sequence. You’ll soon be at the Law and Order Party Headquarters. The guard is nowhere to be seen, but that doesn’t mean he’s not 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 sitting nearby. Look at the stand to raise it and then combine it with the pamphlet. Use it on the security camera near the doors to fool the guard. After that, go 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 looks like a beach towel. Move it aside and use the chopsticks on the ozonator to the right of the door to open it up. Use the top level ID badge on it and go through the door to enter John Klaus’s office. Take the photo off of the desk and look at it. Take the note from John Klaus off of the floor near the desk and read it. Go to the other side of the room and turn on the tape player on the desk. Listen to it for a bit and then turn it back off. Open the right drawer of the desk and take the cat picture. Look at the cat picture to take the cat out and examine the cat to find out that it’s pieces of a passcard. Reassemble them (it’s not hard enough to require a solution) and then leave Klaus’s office. Go to the table to the left of the door that has the telephone on it and dial 107 to distract the guard. Go out to the lobby and use the top level ID badge to get out of there. Go to Tex’s office. Check the messages on the videophone and then go to the Rank and File Chess Shop to find out about what Jorge had to say. Watch the sequence and you’ll wind up at the San Tomas Mission. Once you’re inside, turn around and look down until you see a rock sitting in a dust pile by 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 the panel and push the switch to get the elevator moving again. Before heading up, however, save your game. Now push the button and get into the elevator. Watch the sequence, and in order to survive, this what you should choose: 1) Make a last request 2) Ask for one last kiss 3) Give penknife to Sylvia 4) Challenge Slade 5) Go for the light switch – then hide 6) Use the rock as a diversion 7) Grab shield – run for the landing 8) Buy some time 9) Toss STG passcard into the clock gears Continue to watch the sequence and you’ll eventually end up in Gideon’s bedroom. Take the schematics off of the bench in front of you and look at them. These will come in handy later on. Go to the left side of the bed and open the box on the floor. Take the chess pieces and go to the other side and take the barbell. Go over to the chessboard near the foot of the bed and use the chess pieces on them. You have to arrange the pieces so that they’re in the same location as the larger ones surrounding you, and by doing so, you’ll unlock the door hidden behind the painting. Keep in mind that a chessboard is an 8x8 grid, so I’m using the coordinate format again. X is how many spaces to the right (1 being the very first square in the first row and 8 being the last) and Y is how many squares down: King – (1,6) Knight – (2,2) Pawn – (2,8) Bishop – (5,1) Rook – (8,3) Queen – (8,6) After you’ve put the pieces in their correct spots, the door hidden behind the painting will open. Go through it to enter Gideon’s gallery. Look out over the balcony and see the chandeliers hanging overhead? We need to lower them, so turn right and push the button on the wall to lower them. Go over to the staircases and before going down; take the top part of the brass railing off of both of them. Combine both railings with the barbell and then use the long rail on the chandeliers. 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 up and push the button. Jump down to the floor, and rather having trying to explain it, either bypass it by pressing Alt + F (I don’t know if this’ll cost you any points or not) or using one of the solutions available at: http://www.uhs-hints.com/uhsweb/hints/overseer/1942.php (Don’t ask me on how to decipher the solution, as I chose the coward’s way out) Anyway, get through the exit to enter Gideon’s hallway. Turn right and go down the hall. When you see a bench to your left, go over to it and take the CD off of it. Continue down the hall and enter Gideon’s study. Go to the far-left corner and find the fake bookshelf and move it. Take the metal cross and use it on the stained glass window on the opposite side of the room and use it in the lower left corner. When the shape pops up, put the cross into the outline and a compartment will open up. Take the blue card and then go behind Gideon’s desk. Use the dime on the dinosaur and take the key that comes out. Leave the study and go down the hall. When you see a hallway extending off to the left, follow it and use the key on the door to enter the game room. If you want to feel a sense of nostalgia, go to the far right corner and play Mean Streets, the first game in the Tex Murphy series (Overseer is seen as the fifth game in the series, but is a remake of Mean Streets). It’s not necessary to play the game, but it gives you a break from the main game. Go over to the pool table and take seven solid balls and one striped ball. Look at the balls in inventory to realize that they’re incorrectly numbered. Go towards the fireplace, but notice that there some puzzle pieces sitting on a table. Take them and examine them in inventory to get the next puzzle. I won’t explain this puzzle because it’s not very hard to figure out. You just need to reassemble the jigsaw pieces. After it’s completed, you’ll get a picture of Alcatraz and if you examine the completed puzzle, you’ll get the passwords to each of the STG passcards. Exit the game room and go back out into the hallway. Go back to where you first entered the hallway from the gallery and continue past the door. At the end of the hallway, you’ll find a door with an access panel to the left of it. Look at the access panel and enter the code, using the pool balls as a guide. Red – 1 Blue – 6 Orange – 4 Purple – 7 Black (it looked more grayish to me, though) – 3 Yellow – 8 Magenta – 5 Green – 2 You’ll have deactivated the alarm, so go through the doors into Gideon’s control room. Take the CD off the top of the computer monitor and then open the CD drive underneath it. Put in both of the CDs and read what displays. Before you leave, use the blue security card on the override panel next to the door and you won’t have to worry about the gallery floor re-activating on you. Go back into the gallery and go upstairs. Go into the elevator and watch the sequence. You’ll wind up in a cell in Alcatraz. 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 get through, without causing a cave-in or something. You’ll notice an outline of a square in the middle. This is the square that Tex will be able to fit through once you’ve completed the puzzle. To get the solution, go here: http://www.uhs-hints.com/uhsweb/hints/overseer/2127.php There’s a graphic that goes along with it, so you’ll know what they’re talking about. Once you’re through to the other cell, take the brick off the floor and then take the right chain off of the cot. Go over to the cell door and do you see the shelf off to the left? Use the brick to knock it down and then use the chain to drag the tarp over. Grab the laser torch and electrical tape and then use the laser torch on the cell door to break free. 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 to you. When you arrive in Cellblock A, immediately go to the left and go into the open cell. Look on the left wall of the cell and you’ll see a roll of barbed wire. Examine it in inventory to unroll it and then wait. When you see the droid pass your cell from the right going to the left, wait a little bit and then follow it, but a respectful distance. After you follow it around the corner, go to the opposite side of the room and look through the door. You should see a key on the floor, so use the barbed wire to get it. Use the key to unlock the door and go on through to Cellblock B. Go to your left and open the door to the cell. Go through the visiting station and turn around. If you move the overturned chair, you’ll find a gas mask that you should pick up. Continue on through and go to your right. Go to the end of the cell and through the door. Turn right again and use the key to unlock the cell door. If you look at the floor, you’ll find a security card. Pick it up and then turn around and go to the opposite side of the room. Open the double doors and you’ll be in 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 near the door any longer, you would have been caught. Wait for the droid to go down the cellblock and follow it from a respective distance. Your goal for right now is to get into an open cell with a key hanging on the wall. It’s on your left and pretty close to the end of the cellblock. 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 and then continue on to the cell. Once you make it to the cell, take the Cellblock D key off of the wall and wait for the droid to pass again (if he’s already past your cell, it should be okay to follow him down, but be careful) and go back to the cellblock entrance. Turn to your left and you’ll see a gray door. Go over to it and use the Cellblock D key on it to unlock it and go through to Cellblock D. You’re safe from the droids here, so stealth is no longer required for right now. Open the panel on the wall to the left of the door and move the right handle down to 10. This will open one of the cells, so go down to cell #7, where’ll you find a supply room full of barrels and explosives. Go in and open the small explosives crate and take the timer/detonator you find inside. Leave here and go down the flight of stairs that you passed and through the door to enter the dungeon. Turn to your right and click on the door and Tex will smell something foul, so open it up and take the garbage bag you find. Open the bag to find a dirty air filter, and then turn to your left and go down the first hall that branches off to the right. Go all the way down to the ominous door and open it 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 video of a maintenance droid replacing the air filter. Go down the hallway while hugging the right side of the wall and when you get to the crates, crouch down and move them out of the way. Go around the exposed corner and when you get to the end, raise until you can see a screwdriver on top of one of the crates and take it. Travel to Cellblock C and when you arrive, hide from the droid like you did the first time. When it goes back down the block, follow it and hide if needed. You want to get the other end of the block. Once you’ve gotten there, do you see that small cylinder hanging above you? Use the screwdriver on it to get a gas canister. You can wait underneath the ledge for the droid to pass (the droid was sweeping the second level when I got the canister, and he passed where I was at and he didn’t catch me). If the droid is on the first level, it may be wise to hide in the nearest open cell. Work your way back to the other side and go to Cellblock D. Travel to the dungeon and save your game. Go over to the air filtration unit and combine the timer/detonator with the electrical tape. Combine that with the gas canister and then combine with the dirty air filter. Use the filter removal tool on the unit to open it up and then use the air filter bomb on the clean air filter. Watch the sequence and go down the hall and into the security office. Go behind the desk and take the hairbrush. Examine it in inventory to get some of Gideon’s hair. Use the guard’s passcard on the reader near the door to unlock the door and go down to the DNA scanning station. Use Gideon’s hair on the station and watch the sequence. You’ll now have to deactivate Overlord by inserting all eight 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 they’ll fit into the slot. Here are the passwords you need to enter for each card: Card A – Queen Card B – Draw Card C – Castle Card D – Gambit Card E – Bishop Card F – Resign Card G – Checkmate Card H – Knight Watch the next sequence and you’ll be pitted in a chess match with J. Saint Gideon. You have to make the following moves in order to win so just click the green select button to the right of each move: Move #1 – RD1 Move #2 – RXE7 Move #3 – QXD7 Move #4 – BF5 Move #5 – BD7 Move #6 – BXE7 You’ll put Gideon in checkmate and Overlord will be deactivated. Watch the ending sequences and you’ll have completed Tex Murphy: Overseer. Now if Microsoft would stop being sticklers, we might be able to see a sequel to this and find out what happened after Tex and Chelsee’s unfortunate incident. I know I said this at the beginning of the guide, but I’m repeating it again. Email Microsoft, call Microsoft, or do whatever to get Microsoft to listen to the Tex Murphy fans and get them to make a sequel to Overseer! They just can’t leave the players hanging on by a thread like this! Credits: P. Hart – While I couldn’t find his email address, his guide was used to create the one you see before you. Access Software – Even though they’re now defunct, they’re responsible for creating one of the best adventure/mystery series I’ve ever played. The Unofficial Tex Murphy Website – For providing my daily dose of Tex Murphy until Microsoft or someone creates a sequel to Overseer.