Tex Murphy: Overseer Walkthrough - Part 1 Author Tyler Russell, downloaded from the Net This walkthrough is to help those of you who are stuck. Don't read all the way through it. It will ruin all the stuff. One tip. Make sure, no matter what, to examine everything you pick up. It helps, trust me. Also, save your game often. If you forget to get something, or need to go back, it is a quick way. If you have any questions or problems, fell free to e-mail me at netex@yahoo.com. I will try to help. Well, happy gaming!!! Sincerely, Tyler Russell Tex's Office Use any conversation path with Chelsee to get to the movie. After the movie, you end up in Tex's Office, looking at his desk. Turn on the Vid Phone, and dial the American Info Database (AID.) Ask about who else? Tex! Then select done and end conversation. Get the fax from the fax machine and in the inventory, examine it. Get the "Rule Book for P.I.s" on Tex's desk. Now open the bottom left cabinet drawer and get the mouse. Move the "perpetual motion device" on the table in the corner. Cross the room to the filing cabinet on the other side. Get and examine the letter inside. Now pick up the Boyd's Life magazine. Find and get the tape measure on the bookshelf, then open the door to Tex's Bedroom. Tex's Bedroom Get the Parcheesi game on the cot. This triggers a movie where Tex meets Sylvia Linsky. Now travel to Eve Clements at the police station. Eve Clements (Police Station) Follow any conversation path till you get an ask about list. Ask about everything, then travel to Carl Linsky's house. Carl Linsky's House Ask Sylvia about everything as well, then end the conversation. Sylvia will leave. Go to the coffee table and get the dominos and the note. Place the dominos on the board. (I won't tell you how to solve the puzzles in this walkthrough, since you should be able to figure things out on your own. If you get stuck, however, just know that 911 bypasses every puzzle (I think.)) Now go into the Kitchen. Get the case by the refrigerator. Examine it. Open the refrigerator and get the bananas. Go to the bedroom, and get the "Dear Jane" note on the desk. Open the middle desk drawer. Get the letter and examine it. Look at the chess set on the right night stand. Open the drawer on the left night stand, and get the address book. Examine it. This will add Delores Lightbody to your travel list. Travel to Lightbody's house. Delores Lightbody's House Follow any conversation path, and then ask about everything. Travel back to Linsky's house. Carl Linsky's House After Sylvia leaves, examine the envelope. Make sure to examine every item in the envelope. Open the closet door, and go up the ladder to the attic. Find and open the attic's back room and go to the filing cabinet. Open the third drawer from the top, on the right. Get and examine the letter. Open the roll-top desk. Get and examine Sylvia's credit report. Turn on the tape recorder on the table in the corner. Use the small key (from the envelope) to open the credenza. Get and examine the lease. (This adds Carl's Warehouse to the travel list.) Travel to Carl's Warehouse. Carl Linsky's Warehouse Open the middle drawer of the filing cabinet, and get the fax from "S.F." Examine it. Open the bottom drawer and get the project notes, examine them. Look at the computer. Open the top drawer of the drafting table. Get and examine the newspaper article. Now open the middle drawer, and get and examine the direct deposit slips. Find and move the corkboard. Get and examine the "Hip S.O.B." note. Now get and examine the note from Wanda Peck in the tray on the desk. Move the pillow on the cot, then get and examine the bottle of sleeping polls. Open the box on the floor and get the circuit kit. Get and open the first aid kit on the wall. Find and examine the security card pieces (one is missing.) Climb up the ladder and move the boxes to see the calendar. Move the calendar to see the safe. Now move the safe and enter the combination from the domino puzzle (for those of you who cheated the number is 498.) Get all the stuff out of the safe, and examine it. Now use the passcard reader on the computer. Travel to Tex's Office. Tex's Office Turn on the Vid-phone. Play the message from Sylvia. This triggers a movie. You end up at the North Hill Clinic. North Hill Clinic Follow any conversation path, then ask Arnold Sternwood about everything. Now travel to C.A.P.R.I.C.O.R.N. C.A.P.R.I.C.O.R.N. Use any Conversation path, then ask about everything. Then travel to Delores Lightbody's house. Delores Lightbody Ask Delores about "S.F.", then Sonny Fletcher. Now travel to Tex's Office. Tex's Office Turn on the vidphone, and dial the AID. Ask about Sonny Fletcher. End conversation and get the fax, and examine it. Travel to Eve Clements. Eve Clements Follow any conversation path and ask Eve about Sonny Fletcher, his record, and anything else you feel important. This adds Sonny to your travel list. Travel to Sonny Fletcher's Apartment. Sonny Fletcher's Apartment Follow any conversation path. This will trigger a movie. When it is over, travel to Carl Linsky's Warehouse. Carl Linsky's Warehouse Examine the chess piece that Sonny gave you, then examine the passcard piece. Combine the passcard piece with the rest of the pieces. Examine them to assemble the card. Use the assembled card on the passcard reader (on top of the computer. Remember, you put it there.) Enter the passcard. Don't know what it is?? Remember where the final piece of the card came from. If not, the passcard is BISHOP. Read note, then travel to the Fresno Office on the Travel board. Fresno Office Get the electric bill by the door. In inventory, examine it. Look at the "commemorative plates" on the wall. Move the book case to reveal the safe. Look at the safe. Now find and get the day planner on the box. Examine it. Look at the map on the wall. Now turn around and move the plates on the wall. Rotate the plates to appropriate times. I won't tell you what they are, bypass 911. Get the picture out of the safe, and examine it. Now travel to C.A.P.R.I.C.O.R.N. C.A.P.R.I.C.O.R.N. Use any path, then ask Wanda about the Photo of Carl, John Klaus. Travel to Sonny's Apartment. Sonny's Apartment When you travel here you find out that he is gone, and you get a letter. Travel back to Tex's Office. Tex's Office In inventory, examine the letter from Sonny. Travel to the Anasazi Ruin. Anasazi Ruin Walk forward and look at the wheels on the wall. Move them. Puzzle code 911 Now get the brick from the thing that opened. Turn around and go towards the well. Look down the well and look at the bucket. Turn back around and go up the stairs. Open the door and enter. Get the brick next to the pots, and go back out. Go down the stairs, and go straight. Open the door that is straight ahead of you and go in. Turn left. There should be some long poles next to the door. Get them. Find and get the box. You also need to go into the little room and get the brick. Now get the brick next to the private property sign. Continue towards the tree. Get the book next to the tree, and examine it. Now turn around and get the brick next to the stairs. Go up the stairs and turn right. Enter the "ceremonial chamber" and get the short poles. Find and get the rope (it is hanging from the ceiling.) Look at the snake wrapped around the brick. Go back out and down the stairs. Go through the door you didn't come through and turn right. Get the pipe on the floor. Now continue through the hallway until you see a pot. Get the pot, then the brick under the pot. Continue until you see a vine on a stick in the middle of the hall. Pick it up. In inventory, combine the vine on a stick with the wooden box, then combine the box and vine with the mouse to make a "boy scout trap." Continue through the hall until you see a board that looks like the one in the guide book. Look at it. Turn around and go back to where the snake is. Use the boy scout trap on the snake, and then pick up the brick. Go back to the well. In inventory combine pipe with the rope. Use the pipe and rope to get the bucket from the well. Now go to where the board is. Use brick number 1 on the board. This puzzle gave me a little trouble. The way to solve it is to use the bricks like they are queens. They can't be on a square where another "queen" (brick) can kill them. or bypass with 911. Now enter the door that opens to go to the Anasazi Corridor. Anasazi Corridor Go down the hallway until you get to the open room. Find and get the leather strips on the floor. In inventory combine the long and short poles, then tie them with the leather strips to make a "ladder". Examine your ladder. Now continue through the room to the other side. A short movie will show. Then you have a chance to see across the way. Use the ladder to get across to the other side. Here you see a movie, then you are on the other side. Get the sunglasses on the floor, and examine them to get the tape. Turn left and get the watch, examine it to get the spring. Turn around and get the coin (dime) on the floor. Look at the panel next to the metal door. Look at the door as well. Use the dime on the panel, then look at the wires. Use the spring on the wires, then the tape on the spring. This opens the door to Bottworth Clark's Lab. Enter the lab. Bottworth Clark's Lab Find and get the print out on the end of the display in front of you. Find and get the smoke detector near the door (or above the computer, your call, they do the same.) Examine the smoke detector. Turn on the display things by hitting the switch. Get the Video Disk Player (VDP) under the cot. Combine the VDP with disk found in the smoke detector, and examine it. This triggers a video in which Mr. Clark is killed by an unknown assassin (Big Jim Slade.) Pay attention to the video. An alarm goes off, and Bottsworth Clark leaves the screen for a second. You hear a sequence of sounds that are important. Get the ashtray on top of the table. Examine it. Get the passcard reader from the cabinet and use it on the computer. To get the passcard you must enter the sequence heard in the video on the "weird looking keyboard" on the computer. Get the passcard and scan it. The code is found on the scrap that you found earlier (CHECKMATE.) Travel to C.A.P.R.I.C.O.R.N. C.A.P.R.I.C.O.R.N. Ask Wanda Peck about the Photo of Linsky, the Letter, Poisoned Pawn, Jorge Valdez, STG, then end conversation, and travel to Tex's Office. Tex's Office Turn on Vid phone and dial AID, ask about STG. Get the fax, and travel back to C.A.P.R.I.C.O.R.N. C.A.P.R.I.C.O.R.N. Follow any path, and ask Wanda about Gideon Enterprises, J. Saint Gideon, Frank Schiming. End conversation and go back to Tex's Office. Tex's Office Get the fax from a friend, and examine it. Turn on the vid-phone, and dial Frank Schiming. Follow the path B, A, A, C, A. If he hangs up, just dial again. Ask him about J. Saint Gideon, Gideon Enterprises, STG, Capricorn, and Chess. End Conversation, Travel to Gideon's House. J. Saint Gideon's House Watch this long flick, and feel bad for Mr. Gideon. Ask Mr. Gideon about Jorge Valdez, then end conversation. Travel to the Rank and File Shop. Rank and File Chess Shop Use any path until you get to an ask about. Ask about Wanda's Letter then End Conversation and travel to Tex's Office. Tex's Office Answer the Vid-Phone. You automatically go to Val Davis' Lab. Val Davis' Lab Find and look at her computer. Get the yellow post-it note near the computer and examine it. Look at Koro the ape, and notice the box. Find and get the pole near the radiation chamber door. In inventory combine the bananas with the sleeping pills, and use them on Koro. Examine the passcard from the box. Now open the radiation chamber door. SAVE YOUR GAME HERE Enter the radiation chamber. Turn right and look at the override panel and try to open it. Use the Circuit Kit on the override panel. This is another puzzle. Bypass 911. Get the passcard reader near the chair. Use the passcard reader on the computer in the lab. Scan the card and enter the passcard from the yellow post-it. (QUEEN.) Travel to Tex's Office. Tex's Office Get the telegram by the door and examine it. Go to Sonny's Apartment. Sonny's Apartment Watch the movie. Notice the Mean Streets poster in the background. Now travel to the Big Surf Lodge. Big Surf Lodge SAVE YOUR GAME HERE It is very important you save your game here. Turn right and look at the key on the counter top. In inventory, combine the tape measure and the magnet. Use to get the key. Turn back towards door, and use key. Open door and enter. Look at briefcase on bed. Turn around and close door. Get the wallet off the table. Examine it to get the contents, and put it back. You can examine the item you found later. Open door and go into the kitchen. Open the top right drawer by the sink and get the bottle of mickeys. Close the drawer. Turn around so you can see the couch. Move the pillow, and get the chart, move the pillow back. Go back to bedroom and open the closet next to glass doors. Enter the closet, and close the doors behind you. Get the clothes and examine them. Put them back. By now the phone should ring. Stay hidden in the closet until Slade goes into the kitchen. Open closet doors and step out, close them behind you. Open the bathroom doors and enter. Open the curtains around the shower, and get in tub. Turn around and get clothes. Examine them and put them back. Now it says Slade is coming back. Close the shower curtains and duck down until he leaves again. Open the curtains and step out of the tub. Open the door and go into the bedroom. Use the handcuff key on the briefcase. This gets you the brief case. Now open the glass doors and HI TAIL IT OUT OF THERE. Travel back to Tex's Office. @~To be concluded next issue - o -