Overseer side-by-side walkthrough

Here is a walkthrough for Overseer with points side-by-side for both game levels.

SURROUNDED BY WOMEN
AND A WAREHOUSE

DESCRIPTION AND ENTERTAINMENT & GAME POINTS, ACCUMULATIVE
After watching the opening scene and credits, you find yourself being irritated by an incessant ringing of the vid phone. Chelsee Bando, who else? Choose any conversational path. You end up in Tex’ new office in the year 2037 in San Francisco.

Look at vid phone, turn on, dial AID, ask about Tex Murphy.
Choose: Done, end conversation E 4 - 4 G 4 - 4
Get fax from machine on top of left cabinet 3 - 7 3 - 7
Go to inventory, examine fax, read (notice office address)
Get book of P.I. rules off desk, examine (no points, but it plays a part throughout game)
Open bottom drawer of left cabinet, get toy mouse 1 - 8 1 - 8
Examine toy. Raymond? Sure.
Look at perpetual motion device on end table next to cabinets.
Move device. 5 - 13 5 - 13
Turn around, get mag off floor by door. 1 - 14 1 - 14
Examine mag (what purpose does it serve?)
Get tape measure off shelf next to bedroom door. 2 - 16 2 - 16
Examine tape measure.
Open bottom drawer of cabinet to left of bedroom drawer. 1 - 17 1 - 17
Get letter from the Colonel. 1 - 18 1 - 18
Examine and read letter. 1 - 19 1 - 19
Now you know why the Colonel is mad at you and why you are on your own.
Open door to closet/bedroom. 1 - 20 1 - 20
Open bottom drawer of stand alone closet. Look at underwear. 5 - 25 5 - 25
Look at Parcheesi game on bed, get game 2 - 27 2 - 27
Getting game triggers a clip in which Tex meets Sylvia. She relates her father’s demise and asks Tex to investigate. How did she get Tex’ new address? We’ll see later.

Open travel panel to left of screen and choose Eve Clements. She’s the detective handling the case. I particularly enjoy two portions of this scene. First, when Tex arrives, she’s reaming the you know what of a certain familiar detective (Mac Malden). Second, as you choose the conversational path of your choice, at some point she says: “You know, the last thing I need is some pansy P.I. wasting my time.” Brutal, but cool.
Ask about all, then done, then end conversation. 6 - 33 6 - 33

Travel to: Linsky’s house. Tex takes the case and gets a promise of $10,000 if he can prove it was murder, not suicide.
Ask about all, done, end conversation. 4 - 37 4 - 37
She gives you a key to the house and you are transferred there.
Get green case off counter behind fridge. 5 - 42 5 - 42
Open door to fridge, get bananas 1 - 43 1 - 43
Get note off table by fire place, examine 2 - 45 2 - 45
Get dominoes 1 - 46 1 - 46
SAVE GAME
Examine dominoes, solve thusly
Top row: 4 9 8
2nd row: 11 7 3
3rd row: 6 5 10 23 - 69 233 - 279
NOTE: the 498 is flashing. That will come in handy soon.
Go to Linsky’s bedroom. Get note off desk, examine, read 3 - 72 3 - 282
Open middle drawer, get letter, examine, read 5 - 77 5 - 287
Open drawer to left night stand 1 - 78 1 - 288
Get green address book 1 - 79 1 - 289
Examine address book; get Delores Lightbody’s address 1 - 80 1 - 290
Look at chess set on right night stand (bishop is missing) 5 - 85 5 - 295
Open top drawer of chest of drawers; look at underwear 5 - 90 5 - 300

Travel to: Delores Lightbody’s house; choose any path (a bit of fun)
Ask about: All 10 - 100 10 - 310

Travel to: Linksy’s house, watch scene with Sylvia 2 - 102 2 - 312
You just violated a P.I. rule: Never upset a client. Nice going.
Examine Linsky’s personal effects 1 - 103 1 - 313
Examine all items (large key, small key, suicide note, wallet)
Open door to closet; climb ladder to attic 1 - 104 1 - 314
Find door to secret room, open, enter
Turn on tape player on table to left 5 - 109 5 - 319
Open 3rd drawer of right cabinet, get note, examine 5 - 114 5 - 324
Look at locked drawer of credenza 1 - 115 1 - 325
Use small key on drawer 2 - 117 2 - 327
Get rental agreement 1 - 118 1 - 328
Examine agreement, get address to Linsky’s warehouse 1 - 119 1 - 329
Open roll top desk top, get credit report, examine 5 - 124 5 - 334

Travel to: Linsky’s warehouse 1 - 125 1 - 335
Open box directly in front of you, get electrical doo-hickeys 1 - 126 1 - 336
Examine and save for future reference
Climb step ladder, move boxes 1 - 127 1 - 337
Move calendar 1 - 128 1 - 338
Look at wall safe 1 - 129 1 - 339
Remember 498 from the dominoes? Enter 498 to open 14 - 143 24 - 363
Get both items 2 - 145 2 - 365
Examine passcard reader (you’ll see lots of those)
Examine life insurance policy 1 - 146 1 - 366
Open first aid kit next to ladder 2 - 148 2 - 368
Get can of band aids 2 - 150 2 - 370
Examine can then examine contents 1 - 151 1 - 371
Move pillow on cot, get pill bottle 1 - 152 1 - 372
Examine bottle of pills 1 - 153 1 - 373
Open bottom drawer of cabinet 1 - 154 1 - 374
Get printout 1 - 155 1 - 375
Examine printout (Overlord?) 3 - 158 3 - 378
Open middle drawer 1 - 159 1 - 379
Get fax 1 - 160 1 - 380
Examine fax (SF?) 1 - 161 1 - 381
Look at computer 1 - 162 1 - 382
Open middle drawer of drafting table
Get deposit slips, examine 5 - 167 5 - 387
Open top drawer of drafting table
Get newspaper clipping, examine 5 - 172 5 - 392
Move corkboard on wall 1 - 173 1 - 393
Get note 1 - 174 1 - 394
Examine note (Hip SOB=Bishop?) 1 - 175 1 - 395
Get letter out of box off desk 1 - 176 1 - 396
Examine letter (Wanda Peck?) 1 - 177 1 - 397

Travel to: Delores’ House again
For fun, choose C - this woman’s insatiable!
Ask about: S.F.
Ask about: Sonny Fletcher 4 - 181 4 - 401
Done, end conversation

Travel to: Tex’s office
Before getting message, dial AID
Ask about: Wanda Peck
Ask about: Sonny Fletcher
Done, end conversation
Get faxes 2 - 183 2 - 403
Examine fax of Wanda Peck (No records available? Interesting)
Examine fax of Sonny Fletcher 1 - 184 1 - 404
Notice Sonny’s business address. It’s Tex’ new office! That’s how Sylvia found him. Her father left a note, with no name, but with that address.
Now, get message from Sylvia. Uh-oh! She’s been hittin’ the bottle. Tex is sent to Linsky’s house to help Sylvia. He’s a real gentleman, isn’t he? Tex tucks her into bed without compromising his integrity. Then watch cute flashback scene to when Tex and Chelsee first met. LOL

LOTS OF NEW PEOPLE
AND SOME RUINS

Tex ends up at the North Hill Clinic. He meets Arnold Sternwood. Choose any path.
Ask about: All 4 - 188 4 - 408
Done, end conversation
Travel to: Linsky’s house
Sylvia apologizes. Ask about: Insurance policy 5 - 193 5 - 413
Done, end conversation

Travel to: Eve Clements, choose any path
Ask about: Sonny Fletcher
Ask about: Sonny’s criminal record 2 - 195 2 - 415
FYI ask about: Rona Morgan

Travel to: C.A.P.R.I.C.O.R.N., choose any path
Ask about: Carl Linsky, CAPRICORN, Overlord, Law & Order Party,
Arnold Sternwood, North Hill Clinic and Chess (for fun) 3 - 198 3 - 418

Travel to: Sonny’s apartment, choose any path
Watch verbal exchange. Sonny is an interesting character. However, he does give Tex an important item: a chess piece (remember missing piece from Linsky’s house?).
Tex leaves and hopes for the best. 2 - 200 2 - 420

Travel to: Linsky’s warehouse
Examine chess piece 1 - 201 1 - 421
Examine hidden piece. Aha! The missing piece to the passcard pieces you discovered on your last visit to the warehouse.
SAVE GAME
Combine piece with others 1 - 202 1 - 422
Examine and assemble pieces (easy) 13 - 215 123 - 545
Examine assembled card E
Use passcard reader on computer 1 - 216 1 - 546
Use passcard E on reader 1 - 217 1 - 547
Remember Hip SOB/Bishop? Type: Bishop
Read entire message 20 - 237 35 - 582

Travel to: Fresno office 1 - 238 1 - 583
Move bookcase 1 - 239 1 - 584
Look at wall safe 2 - 241 2 - 586
Find wall map, look at it, notice highlighted time zones.
Get day planner off box 1 - 242 1 - 587
Examine day planner 1 - 243 1 - 588
Get mail off floor by door 5 - 248 5 - 593
Examine mail; remember mail is still being delivered there.
SAVE GAME
Move any plate and solve thusly:
1st set: SF 6pm Paris 3am Sydney 12pm then set time
2nd set: SF 5am Paris 2pm Sydney 11pm then set time
3rd set: SF 3pm Paris 12am Sydney 9am then set time 28 - 276 53 - 646
Get photo out of opened safe 1 - 277 1 - 647
Examine photo of Linsky and stranger 1 - 278 1 - 648

Travel to: North Hill Clinic, choose any path
Ask about: Photo
Ask about: John Klaus 1 - 279 1 - 649
You can accomplish the same result by going to Linsky’s house and asking Sylvia.

Travel to: Sonny’s apartment and get letter 1 - 280 1 - 650

Travel to: Tex’s office
Examine letter 1 - 281 1 - 651

Travel to: Anasazi Ruins 2 - 283 2 - 653
Turn left, look down at brick in pail in pit 2 - 285 2 - 655
Do a 180, go up steps, open door and enter room
Get brick behind pots 1 - 286 1 - 656
Go back down steps, turn left
Look at cog wheels on wall 2 - 288 2 - 658
SAVE GAME
Move wheels and solve thusly:
Left handle - up, center handle - up three times 28 - 316 238 - 896
Get brick out of compartment 1 - 317 1 - 897
Do a 180, hang a left, open door in front of you, enter, turn left
Get two long poles 1 - 318 1 - 898
Go to next partition, get box 1 - 319 1 - 899
Go to next partition, get brick 1 - 320 1 - 900
Go to next partition, open door, enter
Get pipe on ground to right 1 - 321 1 - 901
Find hall to left, get large pot 6 - 327 6 - 907
Get brick 1 - 328 1 - 908
Continue in hall, get rope on a stick 1 - 329 1 - 909
Do a 180, exit this chamber, turn left. Find warning sign in partition.
Get brick 1 - 330 1 - 910
Turn right, get guide book by dead tree 1 - 331 1 - 911
Examine guide book 1 - 332 1 - 912
Turn left, get brick next to steps 1 - 333 1 - 913
Go up steps, enter chamber, look at brick with snake 2 - 335 2 - 915
Get pile of sticks 1 - 336 1 - 916
Get rope off wall 1 - 337 1 - 917
Combine: Vine on stick with wooden box 1 - 338 1 - 918
Combine: Toy mouse with box 1 - 339 1 - 919
Use: Boy scout trap on snake 1 - 340 1 - 920
Get brick 2 - 342 2 - 922
Travel to: Anasazi Ruins (this is faster)
Go to pit with brick and pail
Combine: Pipe and Yucca rope 1 - 343 1 - 923
Use: Pipe/rope combo to get pail 2 - 345 2 - 925
Examine brick (you should have eight)
Go back to the room where you got the pipe and vine on a stick. Follow passageway to the end. There should be a wall hanging in front of you and steps to the left.
Look at wall hanging 2 - 347 2 - 927
SAVE GAME
Use: Any brick on wall hanging, solve thusly:
Place brick in top row, second from right
Place brick in 2nd row, fourth from left
Place brick in 3rd row, second from left
Place brick in 4th row, last slot on right
Place brick in 5th row, third from right
Place brick in 6th row, last on left
Place brick in 7th row, third from left
Place brick in 8th row, fourth from right 28 - 375 238 - 1165
Go up steps, enter Anasazi corridor 1 - 376 1 - 1166
Look at opening across from you 2 - 378 2 - 1168
Move down steps, get leather strips 1 - 379 1 - 1169
Combine: Long poles and sticks
Combine: Poles/sticks with leather strips 2 - 381 2 - 1171
Use: Primitive ladder on chasm 2 - 383 2 - 1173
Watch as Tex almost falls to his untimely death. Then again, aren’t all deaths untimely?
Look at iron doors in front of you 2 - 385 2 - 1175
Look at drag marks on floor. Does not bode well.
Get sunglasses 1 - 386 1 - 1176
Examine sunglasses, then tape 1 - 387 1 - 1177
Turn to right, get dime off floor 1 - 388 1 - 1178
Keep turning. Get watch. 1 - 389 1 - 1179
Examine watch, then spring 1 - 390 1 - 1180
Use: Dime on panel next to iron doors 1 - 391 1 - 1181
Use: Spring on broken wires 1 - 392 1 - 1182
Use: Tape on spring 2 - 394 2 - 1184
Enter Bosworth Clark’s lab 2 - 396 2 - 1186
Notice blood all over floor.
Get paper & magnet off clipboard at side of monitor display 2 - 398 2 - 1188
Examine paper (checkmate?) 1 - 399 1 - 1189
Turn on power switches for monitor display 5 - 404 5 - 1194
Get either smoke detector off walls 1 - 405 1 - 1195
Examine smoke detector, then disc 1 - 406 1 - 1196
Get disc player from under cot 1 - 407 1 - 1197
Combine: Disc and player 1 - 408 1 - 1198
Watch video replay of Bosworth Clark’s demise. 14 - 422 24 - 1222
As you watch the replay, notice musical tones. Important!
Get ashtray off table, examine twice 5 - 427 5 - 1227
Notice half burnt matchbook? Some kind of Lodge?
Open cabinet, get passcard reader 1 - 428 1 - 1228
Look at computer 2 - 430 2 - 1230
Use: Passcard reader on computer 1 - 431 1 - 1231
SAVE GAME
Open computer drawer, solve thusly:
Red, yellow, blue, white, red, yellow, green 3 - 434 3 - 1234
Get STG passcard that belonged to Clark 1 - 435 1 - 1235
Use: Passcard on reader, type “Checkmate” 18 - 453 33 - 1268
Read all info regarding scheduled projects

Travel to: CAPRICORN, choose any path
Ask about: Linsky/Klaus photo
Ask about: John Klaus 2 - 455 2 - 1270
Done, end conversation

Travel to: Tex’ office

Travel to: CAPRICORN
Ask about: STG, Wanda’s letter, poisoned pawn, Jorge Valdez 9 - 464 9 - 1279
Done, end conversation

Travel to: Tex’ office
Turn on vid phone, dial AID
Ask about: STG, Jorge Valdez, Carl Linsky, L&O party and anyone else. You will get some good background info. Done, end conversation
Get faxes 3 - 467 3 - 1282
Examine all faxes 1 - 468 1 - 1283

Travel to: CAPRICORN, choose C
Ask about: J. Saint Gideon, Frank Schimming, Gideon Ent. 2 - 470 2 - 1285
Done, end conversation

Travel to: Tex’ office
Get fax 1 - 471 1 - 1286
Examine fax, get Schimming’s phone number 1 - 472 1 - 1287
Turn on vid phone, dial Frank Schimming
To expedite matters, choose: B, B, B, A
Ask about: All (notice response when asked about Sylvia) 3 - 475 3 - 1290

Travel to: Gideon’s mansion
Watch top drawer acting by Michael York. This guy is great! He plays the spurned CEO of a company he founded - Gideon Ent. Listen to his story on continuous frustration as he’s forced to overcome one obstacle after another in order to be successful in a world that frowns on mutants and handicappers. Tex patiently listens and absorbs some of Gideon’s sorrow and anger. We all know our guy has a big heart.
Ask about: All 2 - 477 2 - 1292
Notice his response when asked about Sylvia.
Done, end conversation

Travel to: Rank and File Chess Shop, choose any path
Ask about: All 4 - 481 4 - 1296
Done, end conversation

Travel to: Tex’ office
Turn on vid phone, get message from mysterious stranger 2 - 483 2 - 1298

A LAB, A LODGE, L&O AND A NICE
LITTLE CABIN IN THE WOODS

Tex ends up inside of Val Davis’ lab 1 - 484 1 - 1299
Get note next to microscope 1 - 485 1 - 1300
Examine note (Queen?) 1 - 486 1 - 1301
Look at computer 1 - 487 1 - 1302
Get pole leaning against wall by steel doors 1 - 488 1 - 1303
Turn right, look at ape in cage 1 - 489 1 - 1304
Combine: Sleeping pills and bananas 1 - 490 1 - 1305
Use: Bananas on ape 12 - 502 22 - 1327
Examine passcard
SAVE GAME
Open doors to radiation chamber 1 - 503 1 - 1328
Enter chamber, look at control panel to your right 1 - 504 1 - 1329
Try to open panel
Use: Circuit conductor kit on panel, solve thusly:
Notice white dots on top, bottom and both sides of circuit. Notice there are a number of breaks in the circuit. You must repair two of these. While there are several possibilities, try this one: There are four yellow pieces of circuit that need to be spliced into the breaks. Take the largest piece, rotate it 180 degrees and place in the intersection of the top left white dot and the top white dot on the left side. You’ll see how it fits. Now, take the right angle piece and rotate it 180 degrees. Place it about half way down in the same line. When you do, you’ll notice that one of the small pieces needs to be inserted under the piece you just placed. When you do that, the entire line will turn green. Almost there. Now, take the other small piece and place it in a circuit line that runs between the bottom two dots, horizontally (from left side to right side). Remember, the repaired lines must intersect. Notice a break near the right hand side of the circuit; a single break. Place the small piece there. Bingo! Yatzee! That line now turns green and the circuit is completed. 18 - 522 128 - 1457
Notice the points awarded? Three more than the puzzle states (game level). Why is this? Who knows? Just take the points and don’t worry about it.
Get passcard reader off floor 1 - 523 1 - 1458
Use: Passcard reader on computer 1 - 524 1 - 1459
Use: Passcard A on reader, type Queen 19 - 543 34 - 1493
Make note of the chess move you were told to watch for: Qxd7
Use: Passcard E on reader 5 - 548 5 - 1498
Make note of the chess move, Rd1
Use: Passcard G on reader 5 - 553 5 - 1503
Make note of the chess move, Rxe7

Travel to: Tex’ office
Get telegram on floor by door 1 - 554 1 - 1504
Examine telegram from Sonny 1 - 555 1 - 1505

Travel to: Sonny’s apartment, watch a reformed Sonny hand Tex another STG passcard. This one was obtained in exchange for the life of an old PI trying to make good one last time. In the words of Rick Barba as quoted from Prima’s Official Strategy Guide for Overseer: “Watch Sonny’s farewell scene - one of the best acted you’ll ever see in computer gaming.” 1 - 556 1 - 1506

Travel to: Big Surf Lodge 1 - 557 1 - 1507
If you try to open the sliding door you’ll realize you need a key.
Turn right and look through open window. Look at the counter in the kitchen. DO NOT look at cupboards! You may inadvertently open one of them and that could be deadly - for you! Notice key on counter. 1 - 558 1 - 1508
Combine: Magnet and tape measure 1 - 559 1 - 1509
Use: Tape/magnet to get key 1 - 560 1 - 1510
SAVE GAME
Important! As you move through Slade’s lodge, you must close all doors after opening them; you must close all drawers after opening them; you must put all items back that don’t belong in inventory. Why? Because Slade will take great pleasure in blowing you away. Take it from me, the old guy, whom Slade killed at least 20 times.
Use: Key on sliding door 2 - 562 2 - 1512
Enter lodge, close door 1 - 563 1 - 1513
Get wallet off small table 1 - 564 1 - 1514
Examine wallet 3 - 567 3 - 1517
NOTE: Do not examine items in inventory at this time!
Return wallet to table 1 - 568 1 - 1518
Open door to kitchen, enter (door will close by itself)
Move throw pillow on couch
Get chart off couch 1 - 569 1 - 1519
Move pillow back in place
Go into kitchen. Open 2nd drawer next to fridge, get Bible 1 - 570 1 - 1520
Close drawer
Open top drawer on far right, get vial 2 - 572 1 - 1521
NOTE: Notice the difference in points awarded for getting the vial. In the entertainment level you get 2 points, but, in game level you get only one.
Close drawer
Open kitchen door and exit (door will close by itself) 1 - 1522
NOTE: Notice that in game level you get a point for exiting the kitchen. Strange!
Open closet door directly in front of you1 - 573 1 - 1523
Get clothes 1 - 574 1 - 1524
Examine clothes 1 - 575 1 - 1525
Replace clothes 5 - 580 5 - 1530
Go into closet, turn and face the slats (this is important)
Close closet door 1 - 581 1 - 1531
Watch as Slade answers the phone and smugly admits to taking care of number six (you will learn later who that is - was). Question is, who is Slade talking to?
SAVE GAME
Open doors and exit closet 1 - 582 1 - 1532
Close closet doors 1 - 583 1 - 1533
Look at briefcase on bed 1 - 584 1 - 1534
Open bathroom door and enter 1 - 585 1 - 1535
Look at shower curtain 1 - 586 1 - 1536
Move shower curtain 1 - 587 1 - 1537
Get into bathtub, turn around and face door
Get coat off back of door 1 - 588 1 - 1538
Examine coat 1 - 589 1 - 1539
Replace coat on door 1 - 590 1 - 1540
Close shower curtain 1 - 591 1 - 1541
Get low to hide behind closed curtain.
Watch as Slade gets his coat. Whew! 1 - 592 1 - 1542
When you here the radio, open shower curtain 1 - 593 1 - 1543
Open bathroom door, exit 1 - 594 1 - 1544
Use: Handcuff key on briefcase 2 - 596 2 - 1546

Travel to: Tex’ office (whew!) 33 - 629 63 - 1609
SAVE GAME (just to be on the safe side)
Examine paper scrap
Examine Lottery ticket (6 13 22 27 31)1 - 630 1 - 1610
Examine P.O. Box key
Examine vial (Mickey Finn)
Examine Bible
Examine chart
SAVE GAME
Examine briefcase 1 - 631 1 - 1611
Open thusly: 613 222 731 17 - 648 127 - 1738
NOTE: The time puzzle on game level says 125 points for opening briefcase. But, in actuality you get 127 points. Why? No comprende, senor.
Examine opened briefcase 1 - 649 1 - 1739
Examine grille 1 - 650 1 - 1740
Examine coded note 1 - 651 1 - 1741
NOTE: Do not combine coded note with Bible. You’ll get more points this way.
Solve thusly:
Type on first line: post
Type on second line: office
Type on third line: box
Type on fourth line: number
Type on fifth line: 969 34 - 685 144 - 1885
Examine decoded note 1 - 686 1 - 1886
Combine: Grille and chart 1 - 687 1 - 1887
SAVE GAME
Examine and solve thusly:
Move grille around chart until the number 1 appears in one of the cutouts. Keep moving grille until a name appears on the list next to the chart. Move grille again until the number 2 shows up in an open square. Move until a second name appears. Now, you must continue this process, rotating the grille after a name appears in slots 3 through ten, until all ten names have appeared. 26 - 713 236 - 2123
Examine Slade’s hit list 1 - 714 1 - 2124
Notice the dark letters spell out Mill Valley Post Office. Notice too #6 - Greg Call.
Who’s he? We’ll find out later, but, he was the one Slade “enjoyed” eliminating.

Travel to: Mill Valley Post Office 1 - 715 1 - 2125
Watch as Tex and Chelsee are late for their reservation. Then, flashback time to Tex flying Sylvia to a safe location. After all, her name was on the hit list like Tex’. He’s going to take her to her father’s warehouse. Back to the future (sorry ‘bout that, just couldn’t resist). Finally, Tex finds a parking place and they head inside.

Tex ends up walking into Law & Order Party Headquarters and face to face with a real live guard. Choose: A, C, C 2 - 717 2 - 2127
While guard checks the pass, look at coffee pot. Hmmm. Guard drinks coffee and we have to get him out of the way.
Use: Vial of knock-out powder on coffee pot 1 - 718 1 - 2128
Gee Tex, can’t you do anything right?
Find Men’s room to the right of the reception/security desk
Open door and enter to hide
Watch as guard pours a cup of java and ends up like cooled lava (not bad, eh?)
You’re in the bathroom now 12 - 730 22 - 2150
Examine Slade’s orders from P.O. Box 1 - 731 1 - 2151
Open locker #11, get credo 1 - 732 1 - 2152
Examine L & O credo 1 - 733 1 - 2153
Combine: Credo and coded orders 1 - 734 1 - 2154
Examine and solve thusly:
Mr. Slade
Priority target
Robert Knott
His office password
Piranha 20 - 754 130 - 2284
Examine decoded orders 1 - 755 1 - 2285
Open locker #5, get brochure 1 - 756 1 - 2286
Examine brochure 1 - 757 1 - 2287
Try to open locker #17. Oops! Need a key.
Exit bathroom and move to where guard is sleeping.
Look at first monitor - Reception Hall 1 - 758 1 - 2288
Get keys on floor next to guard 1 - 759 1 - 2289
Find Robert Knott’s office
Use: Keys on RK’s office door 1 - 760 1 - 2290
Enter Knott’s office 2 - 762 2 - 2292
Turn left to find alarm panel; look at panel 1 - 763 1 - 2293
Turn on, type Piranha 3 - 766 3 - 2296
Look at bookcase behind desk. Notice a photo on middle shelf.
Get photo 5 - 771 5 - 2301
Didn’t Schimming deny knowing Sylvia? You just can’t trust anyone nowadays.
Move chair to your right 1 - 772 1 - 2302
Get key 1 - 773 1 - 2303
Travel back to Men’s room
Examine key 1 - 774 1 - 2304
Use: Key on locker #17 1 - 775 1 - 2305
Get index card 1 - 776 1 - 2306
Examine card, notice number and words (backwards) 1 - 777 1 - 2307
Travel back to Knott’s office
Move to chair behind desk
Get note off chair 1 - 778 1 - 2308
Examine note 1 - 779 1 - 2309
Open bottom left drawer, get file 5 - 784 5 - 2314
Examine file (this John Klaus guy sounds mysterious)
Turn on Knott’s phone 1 - 785 1 - 2315
Enter 69835374663, then enter 6736737263, exit 1 - 786 1 - 2316
Move lizard picture on wall 1 - 787 1 - 2317
Look at safe (don’t worry, you’re getting good at this) 2 - 789 2 - 2319
Open safe by entering 6736737263 23 - 812 43 - 2362
Get CD 1 - 813 1 - 2363
Examine CD 1 - 814 1 - 2364
Exit office via door, get ID off table 1 - 815 2365
Try to open exit door 1 - 816 1 - 2366
Use: ID badge on door 2 - 818 2 - 2368
Exit and

Travel to: Mystery address 1 - 819 1 - 2369
Watch as Tex gets mugged. However, instead of stealing something, they leave something - in his head! Next Tex and Chelsee are entering the restaurant - fashionably late.

Travel to: CAPRICORN 1 - 820 1 - 2370
Watch as Tex trades the CD for Knott’s cabin location (I’d rather trade addresses with Wanda Peck).

Travel to: Knott’s cabin 1 - 821 1 - 2371
Look at metal box in fish tank 1 - 822 1 - 2372
For fun, try to get box. Ouch!
Move picture above fish tank 1 - 823 1 - 2373
Get nail picture was hanging on 1 - 824 1 - 2374
Do a 180, get log by fireplace 1 - 825 1 - 2375
Look at ceiling. Notice skylight. This will be important soon.
Turn on switch next to door (for skylight)1 - 826 1 - 2376
Go into kitchen and look at big cabinets on your left
Open right cabinet 1 - 827 1 - 2377
Get rope 1 - 828 1 - 2378
Combine: Rope and log 1 - 829 1 - 2379
Open cabinet under sink 1 - 830 1 - 2380
Get mini torch 1 - 831 1 - 2381
Open cabinet on right 1 - 832 1 - 2382
Get wrench 1 - 833 1 - 2383
Look at metal hose on faucet 1 - 834 1 - 2384
Use: Wrench on metal hose 1 - 835 1 - 2385
Combine: Metal hose and bent nail 1 - 836 1 - 2386
Open door to bedroom and enter. Get low, look under bed
Get inflatable under bed 1 - 837 1 - 2387
Examine inflatable (watch out, Tex) 1 - 838 1 - 2388
Examine again (I’m not a pervert; it’s necessary)
Look at closet (armoire), try to open (need a key)
Go back to fish tank, Use: metal hose/nail to get box 12 - 850 22 - 2410
Examine metal box 1 - 851 1 - 2411
Examine ID badge
SAVE GAME
Open door exit, choose Tex’ office
You run into an armed and dangerous Robert Knott. Choose any path. Watch as he begins to explain what is happening with L & O Party. Suddenly, he’s dead. With all the shooting, a gas jet has been ruptured. You have to get out of the cabin and there’s no time to waste. 4 - 855 4 - 2415
Get key next to Knott’s body 1 - 856 1 - 2416
Go to bedroom, Use: key on armoire 1 - 857 1 - 2417
Get clothes out of opened armoire 1 - 858 1 - 2418
Combine: Clothes and doll 1 - 859 1 - 2419
Go to living room. Use: clothed doll on windows 1 - 860 1 - 2420
Use: Log & rope on skylight. Watch heart thumping scene in which Tex narrowly escapes with his life. Next Tex is back in the restaurant with Chelsee, lighting his cigarette on the flaming dish held by the waiter. Neat. Then watch Tex refuse a very sexy and aggressive Sylvia. 2 - 862 2 - 2422

AN EVE, A SAINT AND TWO LABS

You end up back at the office.
Turn on vid phone, get another message from the mysterious stranger. He wants you to investigate the death of Greg Call (#6, remember?) 1 - 863 1 - 2423

You are sent to Eve Clements, choose any path
Ask about: Greg Call 1 - 864 1 - 2424
Ask about: Greg Call’s autopsy 1 - 865 1 - 2425
Done, end conversation. For fun, go right back and see Eve. We all know that she couldn’t have found Big Jim Slade at the lodge. But, how does she feel about that? Ouch! She talked to Tex like she did to Mac earlier.

Travel to: Fresno office 1 - 866 1 - 2426
Examine tag from Call’s autopsy NOTE: Do not combine with Braille alphabet. You get more points this way. 1 - 867 1 - 2427
Solve thusly: type NEXUS 35 - 902 95 - 2522
Get UPEX package off floor by door 2 - 904 2 - 2524
Examine package 2 - 906 2 - 2526
Examine STG note 2 - 908 2 - 2528
Examine Braille alphabet 1 - 909 1 - 2529
Combine: Tag and Braille alphabet, examine 1 - 910 1 - 2530

Travel to: Gideon’s mansion, choose any path
Ask about: NEXUS 2 - 912 2 - 2532
Ask about: Greg Call, Samuel Q. Jones, Photo of Sylvia & Schimming, chess moves. Done, end conversation

Travel to: Greg Call’s lab (NEXUS) 3 - 915 3 - 2535
Notice the scan reveals an implant in Tex’ skull. Not good.
Get chart off clipboard to your left 1 - 916 1 - 2536
Examine chart 1 - 917 1 - 2537
Get security card off clipboard 1 - 918 1 - 2538
Move around chair and look at machine on pedestal. Frito/Intel? Too cool! Get syringe off same pedestal 1 - 919 1 - 2539
Look at Call’s computer 1 - 920 1 - 2540
Get clipping next to keyboard 5 - 925 5 - 2545
Examine and read clipping
Look at Call’s coffee mug - Links LS - cool!
Look at light panel next to door
Turn on light 1 - 926 1 - 2546
Remove light panel cover 1 - 927 1 - 2547
Get Call’s passcard 1 - 928 1 - 2548
Move to other side of room
Get passcard reader off counter 1 - 929 1 - 2549
Look at autoclave. Notice security card scanner next to it.
Use: Security card on scanner 1 - 930 1 - 2550
Get bottle in upper right compartment 1 - 931 1 - 2551
Examine bottle then combine: with syringe 1 - 932 1 - 2552
Examine filled syringe 1 - 933 1 - 2553
Watch as Tex injects himself with the neutralizing agent
SAVE GAME
Turn on Implant Removal Station, solve thusly:
Trace path from implant back through the pathways to the exit. Enter there and work your way back to the implant. Easy as falling down. 25 - 958 35 - 2588
NOTE: Here is a glitch in the points awarded. You were supposed to get 135 points, but, you only get 35 points. Nuts!
Now watch as the mysterious stranger appears and identifies himself. He and Tex have a revealing conversation concerning the STG project. While he is helpful in explaining some things, you are still in the dark regarding other things. However, he gives you his passcard and a letter meant for Greg Call. 5 - 963 5 - 2593
Examine envelope (Draw?) 1 - 964 1 - 2594
Examine Call’s note 2 - 966 2 - 2596
NOTE: Earlier you received a note telling of Call’s use of a code employing the first letter of every third or fourth word. Using that method, you should deduce that Call’s password is Gambit.
Examine chess moves note
Use: Passcard reader on computer 1 - 967 1 - 2597
Use: Passcard D on reader 2 - 969 2 - 2599
Type: Gambit and hear Call’s final plea 23 - 992 38 - 2637

You are transported back to the future (part 2?) where Tex and Chelsee discuss events. Chelsee thinks it was Sylvia and her Father who have staged the whole ordeal. Tex playfully teases Chelsee into developing her theory without giving away the solution. He then asks her what she would do and she says she would return to L & O Party Headquarters.
And that’s exactly what Tex did.

Enter reception hall behind guard’s desk 1 - 993 1 - 2638
Find and retrieve music stand (by patio doors)1 - 994 1 - 2639
Examine music stand 1 - 995 1 - 2640
Look at camera on wall by doors 1 - 996 1 - 2641
Combine: Pamphlet and stand 1 - 997 1 - 2642
Use: Stand/pamphlet on camera 1 - 998 1 - 2643
Get chopsticks out of serving tray on counter 1 - 999 1 - 2644
I love Tex’s assessment of L & O’s dinner choice - German/Chinese. “An hour after you eat you’re hungry - for power.” Great line.
Move red hanging towel in corner 1 - 1000 1 - 2645
Look at doors 2 - 1002 2 - 2647
Use: Chopsticks on ozonator next to door 1 - 1003 1 - 2648
This reveals a scanner. Use: L & O ID badge on it 1 - 1004 1 - 2649
Enter John Klaus’ secret lab 3 - 1007 3 - 2652
Get note ‘filed’ on floor 1 - 1008 1 - 2653
Examine note 1 - 1009 1 - 2654
Get photo off desk (Uh-Oh) 5 - 1014 5 - 2659
Examine photo (not Gideon too! is everybody lying?)
Open top drawer of desk, get memo 5 - 1019 5 - 2664
Examine memo (Note reference to Crusade for Genetic Purity. Where have we heard that before?)
Move to right and turn on tape player 5 - 1024 5 - 2669
Please turn that thing off!
Open drawer of desk 1 - 1025 1 - 2670
Get ‘cat’ picture 1 - 1026 1 - 2671
Examine picture 1 - 1027 1 - 2672
Examine frame (castle?)
SAVE GAME
Examine ‘cat’, solve thusly:
Arrange and assemble pieces to make another STG passcard. Of all the puzzles, this is one of the easiest. 13 - 1040 73 - 2745
Look on top of diagnostic machine. Get note 5 - 1045 5 - 2750
Exit Klaus’ lab and find courtesy phone
Turn on and dial 107 2 - 1047 2 - 2752
This will distract guard so you can exit
So, exit already! Go back to main lobby 1 - 1048 1 - 2753
Use: ID badge on door 3 - 1051 3 - 2756

Travel to: Tex’ office

A RAT, A BATTLE, THE GIDEON MANSION TOUR,
ALCATRAZ AND A MYSTERIOUS FINALE

Turn on vid phone, get message from Jorge Valdez 2 - 1053 2 - 2758
Turn on vid phone, get message from Wanda Peck

Travel to: Rank and File Chess Shop
Get message from Poisoned Pawn
Exit and voila! you end up at:

San Tomas Mission 1 - 1054 1 - 2759
Get rock off floor next to broom 1 - 1055 1 - 2760
Open red tool box 1 - 1056 1 - 2761
Get penknife (no, you’re not going to cut pens) 1 - 1057 1 - 2762
Move boxes on shelf 1 - 1058 1 - 2763
Open electrical panel 1 - 1059 1 - 2764
Turn on power to elevator 1 - 1060 1 - 2765
SAVE GAME
Turn on switch for elevator. Personally, this is the best music in the whole game. Watch as Tex rides the elevator up, only to discover the beautiful Sylvia Linsky is tied to a chair. Someone has been rather physical with her as Tex notices. There’s a gag on her mouth and she’s bleeding. Only a rat could do this. Out of the shadows appears the maniacal John Klaus. He and Tex have a tete a tete verbal exchange. Is Sylvia the poisoned pawn? Of course not! Her father, Carl Linsky set himself up for elimination by exposing the plot of L & O Party to takeover the world. However, we still don’t know who is the overlord? After several minutes of conversation, John Klaus turns matters into the capable hands of Big Jim Slade. But, it’s precisely Big Jim Slade’s hands that turn on John Klaus! All Slade wants is the enormous dollars that someone will pay for the seven STG passcards Tex is carrying. Tex makes a rather futile offer and he and Slade are now set for battle. If you want to make it through this dangerous situation, you better choose: B, A, C, B, C, A, E, B, B.
Watch as Tex gets slammed, beaten and head-butted by the best. During this pugilistic display, Sylvia is using the pen knife to free herself. Miraculously she comes to Tex’ rescue. Tex gives Slade one from ‘Sonny’ and knocks out the infamous hit man. Sylvia will keep the gun on him till the cops arrive. In the meantime, Tex finds Klaus’ passcard while Sylvia is trying to explain her sordid past. Tex says it’s okay. She says it’s not okay. You can deduce this relationship is NOT going to be okay. Neither is listening to the other. Even Chelsee recognizes this fact. Anyway, Chelsee and Tex discuss the matter and the scene ends. 71 - 1131 126 - 2891

You end up in Gideon’s bedroom. Before you do anything,

Travel to: Val Davis’ lab
Use: Passcards B, C, D, F, and H on microscope 25 - 1156 25 - 2916

Travel to: Gideon’s mansion, bedroom
Look at any pillar with chess piece atop 1 - 1157 1 - 2917
NOTE: Notice the positions of each pillar on the floor. Make a diagram of the squares they’re resting on. All except the one pillar holding an unidentifiable chess piece. I think that one was included to confuse us.
Get schematic drawing off bench 1 - 1158 1 - 2918
Examine schematic 1 - 1159 1 - 2919
This schematic provides clues for you to navigate the security floor in Gideon’s Gallery. We’ll use our own solution when the time comes.
Get weight bar off floor to right 1 - 1160 2920
For fun, look at stained glass windows. 9 knights of St. Gideon? Cool.
Open red box on floor next to bed 1 - 1161 1 - 2921
Get chess pieces, examine 1 - 1162 1 - 2922
Look at chess board with the benches 1 - 1163 1 - 2923
SAVE GAME
Use: Chess pieces on board, solve thusly:
Remember locations of pillars? Now’s the time to use those locations.
Bishop: Top row, fourth from right
Knight: Second row, second from left
Rook: Third row, far right
King: Sixth row, far left
Queen: Sixth row, far right
Pawn: Eighth row, second from left 18 - 1181 33 - 2956
Enter revealed elevator, push button for level one 2 - 1183 2 - 2958
You come out on the balcony overlooking Gideon’s Gallery. Impressive!
Look at chandelier 1 - 1184 1 - 2959
Do a 180, turn on chandelier switch to lower chandelier 1 - 1185 1 - 2960
Get top, brass railing off stairwell to left 1 - 1186 1 - 2961
Get top, brass railing off stairwell to right 1 - 1187 1 - 2962
Combine: First railing with weight bar 1 - 1188 1 - 2963
Combine: Second railing with weight bar 1 - 1189 1 - 2964
Use: Long home-made pole on lowered chandelier 1 - 1190 1 - 2965
Watch as Tex negotiates railing above security floor. Dance training?
SAVE GAME
To help you to get through the next portion of the game, you need to imagine the Gallery in the four compass directions. The balcony is South; the door you need to get to is North; the right side of the Gallery is East; and the left side is West. Notice the schematic in inventory. The inner Gallery is shaped like a huge cross or plus sign with four openings: N, S, E, W. First things first. Get low and work your way to the NE corner of the Gallery walls. When you get to that corner, do a 180 and look to your left. On the outer wall is a control box. Raise to normal height. Look at box. 1 - 1191 1 - 2966
Open control box 1 - 1192 1 - 2967
SAVE GAME
Jump down into center of Gallery and move onto the west ramp. Stay left, against wall and go only a third of the way up the ramp. Watch test pattern change 3 or 4 times. When the floor in front of you turns gray/safe, go to top of ramp and do a 180 turn. When the floor on the ramp turns gray, move back to the same position you just had - against the same wall, about a third way up. Turn around to face top of ramp. You must be against the same picture. When top of ramp turns gray, move up and make your way to the north edge of the safe area. When the area in front of you turns gray, move onto the north edge of it. The next spot to turn gray will allow you to move to the door. It is now safe right in front of door. Whew! 28 - 1220 53 - 3020
Open door, enter hallway. Make your way down the right hall until you come to a bench. Get CD off bench. Continue to the doors in front of you. Open doors to Gideon’s study, enter 1 - 1221 1 - 3021
Look at dinosaur statue in front of you 1 - 1222 1 - 3022
Use: Dime on bank 1 - 1223 1 - 3023
Get curious dropping (cute), a key 1 - 1224 1 - 3024
Turn left and look at books on top of bookshelf to the right of Gideon’s portrait.
Move set of books 1 - 1225 1 - 3025
Get metal cross 1 - 1226 1 - 3026
Do a 180 and look at stain glass shield and sword on wall 1 - 1227 1 - 3027
SAVE GAME
Use: Metal cross on sword/shield 1 - 1228 1 - 3028
Watch carefully as patterns and positions change. Look at the very bottom left corner of board. You’ll see the exact pattern of the metal cross appear and disappear.
Place cross in the same pattern 17 - 1245 127 - 3155
Get revealed security card 1 - 1246 1 - 3156
Exit study to hallway. Take first left and follow to end. Another set of doors.
Try to open doors. 1 - 1247 1 - 3157
Use: Key on doors 2 - 1249 2 - 3159
Enter Gideon’s game room 1 - 1250 1 - 3160
Get all 8 solid color billiard balls 1 - 1251 1 - 3161
Examine all 8 balls and note color/number 1 - 1252 1 - 3162
Turn on arcade game (Mean Streets?), exit 10 - 1262 10 - 3172
Get jigsaw puzzle pieces off end table by fire place
SAVE GAME
Examine pieces 1 - 1263 1 - 3173
Solve by assembling pieces. Should not be a problem. 16 - 1279 226 - 3399
Examine assembled puzzle. Write down all passcard passwords.
Travel to: Gideon’s hallway (trust me, this is faster). Turn left and follow to end.
Look at door 1 - 1280 1 - 3400
Turn on keypad 1 - 1281 1 - 3401
Solve thusly:
Top row: 1647
Bottom row: 3852 2 - 1283 2 - 3403
Enter Gideon’s control room 1 - 1284 1 - 3404
Look at monitor in front of you. It has a disc player.
Get CD off top of same monitor 1 - 1285 1 - 3405
Open CD drawer 1 - 1286 1 - 3406
Put CD #1 in drawer, read info, exit 1 - 1291 1 - 3411
Put CD #2 in drawer, read info, exit 1 - 1292 1 - 3412
Do a 180, look at security card scanner 1 - 1293 1 - 3413
Use: Security card on scanner 2 - 1295 2 - 3415
This deactivates the security floor in Gideon’s Gallery.
Travel to: Gideon’s Gallery
Work your way back to the elevator near balcony.
Enter elevator. Watch frustrating argument with Sylvia.

Tex ends up in Alcatraz 1 - 1296 1 - 3416
Move bed 1 - 1297 1 - 3417
Look at bricks in wall 2 - 1299 2 - 3419
SAVE GAME
Move bricks, solve thusly:
Some have had trouble with this puzzle. Truth is, it’s not really that difficult. In order to solve it quickly and efficiently, with one brick left over, we first need to number the bricks. Look at the square. The top two bricks inside the square we will number this way: The double brick that’s half in and half out of the square is #2 and the single brick to its right is #6. The single brick above the outside portion of #2 we’ll call #1. The double brick under #2 we’ll call #3. The single brick to the right of #3 we’ll call #7. The double brick under #3 we’ll call #4. The single brick to its right we’ll call #8. The single brick to the right of #8 we’ll call #9. The single brick under the outside portion of #4 we’ll call #5. And the triple brick under part of #4 and under #8 and #9 we’ll call #10.
NOW, let’s move some bricks. When I say rotate, that means to turn brick from horizontal to vertical. First, remove brick #1 off to one side. Remove #2 and set off to one side. Rotate #1 and set it where the left side of #1 and #2 resided. It should fit perfectly. Remove #3 and #4 and set off to one side. Rotate #5 and set it where the left side of #4 and #5 resided. It should fit. Now remove #6, #7, #8, and #9 and set off to one side. Rotate #10 and place into long opening where parts of #1, #2, #3, #4 and #5 resided. That takes care of the left side. No openings. All square. Now take #4 (a double) and place directly under box. Rotate #9 and place where the right side of #9 and #10 resided. Lastly, rotate #3 and place along right side of box where #7, #9 and part of #10 resided. Done! 17 - 1316 127 - 3546
You are in another cell.
Turn and get one brick left over 1 - 1317 1 - 3547
Actually, there were more than one brick, but who cares!
Get chain holding bed to wall 1 - 1318 1 - 3548
Look out left side of cell at shelf 1 - 1319 1 - 3549
Use: Brick on shelf 1 - 1320 1 - 3550
Use: Chain on tarp 1 - 1321 1 - 3551
Get torch and tape 1 - 1322 1 - 3552
SAVE GAME
Use: Torch on bars 2 - 1324 2 - 3554
You find yourself in a cell block with a security droid ready to zap you. Therefore, you must move into the first open cell (on left). Turn around to face out.
Get roll of barbed wire 1 - 1325 1 - 3555
Examine twice 1 - 1326 1 - 3556
SAVE GAME
When droid passes to your left and gets almost out of hearing range, move out of cell and make your way to a set of iron gates to your right front. Get close to gate.
Look at cell block door, try to open 2 - 1328 2 - 3558
Look at key on floor 1 - 1329 1 - 3559
Use: Barbed wire on key 1 - 1330 1 - 3560
Use: Key on cell block door 1 - 1331 1 - 3561
Enter cell block 1 - 1332 1 - 3562
Open door to left, enter, turn left
Move overturned chair 1 - 1333 1 - 3563
Get gas mask 1 - 1334 1 - 3564
Examine gas mask 2 - 1336 2 - 3566
Open next door and enter, turn right
Use: Key on door 1 - 1337 1 - 3567
Get security card off floor 1 - 1338 1 - 3568
SAVE GAME
Open door to cell block C, enter 1 - 1339 1 - 3569
Move to and enter first open cell on left
Remember, this droid is faster and has a farther killing range. So, move quickly!
SAVE GAME
When droid passes and you cannot hear it, move out of cell, turn left and enter the next open cell
SAVE GAME
When droid passes and you cannot hear it, move out of cell, turn left and enter the next open cell. This is the one you want
Get key to cell block D off wall 1 - 1340 1 - 3570
SAVE GAME
When droid passes to your left and sounds just about out of hearing range, exit cell, turn right and quickly move to end of left side of cell block. Go around corner and you will see a solid steel door. Approach it and stay calm. The droid cannot get you here. Look at door to cell block D 2 - 1342 2 - 3572
Use: Key on door 2 - 1344 2 - 3574
Enter cell block D. Move left till you find a cell with crates in it (on left)
Look at cell or crates 1 - 1345 1 - 3575
Go back to door you entered. Look at panel on wall next to door
Open door to panel 1 - 1346 1 - 3576
Move right lever to the 10 position 13 - 1359 23 - 3599
Go back to cell and enter
Look down at small box on left, rear
Open box 1 - 1360 1 - 3600
Get timing device 1 - 1361 1 - 3601
Exit cell and go down stairs to dungeon door
Open door and enter dungeon 1 - 1362 1 - 3602
Turn right and open large steel door
Get shiny garbage bag 1 - 1363 1 - 3603
Examine twice 1 - 1364 1 - 3604
Close door and move to first opening on right
Open door at end of hall 1 - 1365 1 - 3605
Get tool that fell off maintenance droid 1 - 1366 1 - 3606
Look at fan 1 - 1367 1 - 3607
Watch as droid changes dirty filter. Hmmm. You have a dirty filter.
SAVE GAME
Move forward to next hall on right. Go down hall, hugging the right side till you get to boxes, look through glass at security guard 2 - 1369 2 - 3609
Move boxes 1 - 1370 1 - 3610
Go behind boxes till you see a screwdriver on a box
Get screwdriver 1 - 1371 1 - 3611
Travel to: Cell block D. Exit cell block to cell block C. Stay against right wall. When droid passes and goes down cell block, turn corner and, Use: Screwdriver on orange gas canister at end of block 1 - 1372 1 - 3612
NOTE: You don’t have to go back to end of cell block to get canister. You can do this from the far end of block. Then go back to door to cell block D and enter.
Travel to: Dungeon
Examine gas canister. Flatulus oxide? Oh my you know what! Yuk!
Combine: timer/detonator with gas canister
Combine gas/timer with electrical tape 2 - 1374 2 - 3614
Combine: Gas bomb with dirty filter 1 - 1375 1 - 3615
Use: Filter tool on filter holder under fan 1 - 1376 1 - 3616
Use: Air filter bomb on ventilation system. 3 - 1379 3 - 3619
Watch as droid replaces filter and takes gas bomb to security station. Poof! Nasty gas is enough to knock out guard.
Enter guard’s station and go around behind counter
Get brush off counter 1 - 1380 1 - 3620
Examine brush, then hair 1 - 1381 1 - 3621
For fun, look at sleeping guard and mug (Links LS)
Look at security scanner on wall 1 - 1382 1 - 3622
Use: Security card on scanner 31 - 1413 61 - 3683
Move through open doors and down hall to end.
Look at DNA scanner 1 - 1414 1 - 3684
SAVE GAME
Use: Hair on DNA scanner
Watch show as Tex enters a private room and finds the Overlord computer. You are asked to enter a passcard and a corresponding password.
Use: Passcard H, type: knight
Use: Passcard G, type: checkmate
Use: Passcard F, type: resign
Use: Passcard E, type: bishop
Use: Passcard D, type: gambit
Use: Passcard C, type: castle
Use: Passcard B, type: draw
Use: Passcard A, type: queen
Now the big confrontation between Tex and J. Saint Gideon. He demands you exit the program. Nope, no can do. Its dangerous; almost came under the control of the Law & Order Party. They verbally fence for a few minutes until Gideon finally says, “Let the match begin!” To beat Gideon at his game - chess - you must make the following moves: Rd1, Rxe7, Qxd7, Bf5, Bd7, Bxe7 Checkmate! Watch as the orbiting satellite explodes, putting an end to Gideon’s noble, but futile plan. The scene continues until we hear a fatal? gun shot.
Next we see Tex throwing away the book of PI rules. He’s learned his lesson. Being a goody two-shoes and going by the book isn’t necessarily always the right thing to do. The successive scene reveals how Tex got his fedora and Bogey coat. He and Sylvia get it on, but, to nobody’s surprise, they will eventually get it off. It just wasn’t meant to be. Back to the future (part 3?). Tex and Chelsee talk for a bit and they exit the restaurant. On the sidewalk they kiss. Short lived passion as Tex notices his speeder has been stolen. Upset that he has allowed his insurance to lapse and expecting no help from the police, he sits down on the sewer cover. Ouch!
Just then a stranger stops and offers assistance. Tex is reluctant but Chelsee accepts for the both of them. During the flight, the drive tells Tex, “Well, things could get worser.” Tex recalls his nightmares but it’s too late. The drive shoots Chelsee and Tex to end the game with a sequel pending.
This whole ending nets: 88 - 1502 218 - 3902

NOTE: In the fight scene with Slade, if you exit during the conversation with him and then return to play, you get a miraculous 51 extra points (game level only). That being the case, the final score would be 3953, which I have achieved. Is there any more, without racking up glitch points? You tell me. I would like to know. [email protected]

Comments: I really enjoyed this game. The ending would lead one to believe there will be a sequel. But, as we all know, this may not be the case. Too bad. The greatest series of adventure games to ever be created will go the way of the dodo, all because adventure gaming is no longer the lucrative draw it once was. All we can do is hope.
"If you look to me for illumination, you better have a flashlight!"
What Adventure/Quest genre is dead?!
Nothing personal, Jim, but I'll blow this myth.

Here ya go:

http://www.1c.ru
http://www.ozon.ru
http://www.akella.ru
http://www.buka.ru
http://www.softclub.ru
http://www.nd.ru

Check it out. :lol:

P.S. Ну что, Америка, за морями скучаешь, поди? :lol:
Truly yours,
Alexander.
(С уважением,
Александр).
Uh, Alex, I sort of don't speak Russian. Nice sites, though.
"If you look to me for illumination, you better have a flashlight!"
Jim the old guy wrote:Uh, Alex, I sort of don't speak Russian. Nice sites, though.
..................

><AHHHHHHAHAHAHAHAHAHA!!!!!!!
I'm not fat ... I'm festively plump.
Jim the old guy wrote:Uh, Alex, I sort of don't speak Russian. Nice sites, though.
You don't speak Russian? It's not problem, Jim. 10 years ago, I didn't speak English. Buy dictionary.
Nice sites? Check them out. I can translate you. Always. :wink:
Truly yours,
Alexander.
(С уважением,
Александр).
Mr. Thomas Malloy wrote:
..................

><AHHHHHHAHAHAHAHAHAHA!!!!!!!
Маллой, ты чего? С перепою? Иди проспись. :lol:
Truly yours,
Alexander.
(С уважением,
Александр).
Just wanted to say: Thanks for this in-depth guide Jim. Just replaying Overseer and got stuck at the bit in Big Jim Slade's place, was annoying me because I was sure I'd put everything back in its place etc. and after checking the gamefaqs.com walkthrough I'd done everything mentioned there. So thanks for the tip about having to directly face the blinds slats once you're in the closet. Seems like an odd requirement since whether you face them or not you're still technically hiding in the closet and nothings changed so he shouldnt shoot you. Its probably the reason I found this bit so difficult years back, I always automatically go to a corner of the closet and try to hide from the half-open blinds thinking that it'd be too easy for him to see into the closet and catch me. :roll:
Thanks again. :D
(Ruri_Ayanami from the old Tex Murphy ezboard).
"I don't believe in intuition, don't know why... just a feeling." - Tex Murphy