Tex Murphy: Overseer – Part 3
Preserved exactly as it was written, spacing included: this guide contains maps or tables that reflowing the text would destroy. It scrolls sideways rather than wrapping.
At office, answer the Vidphone. Answer both messages. Then Travel to
Rank and File Chess Shop to find out about your message. Read message on
computer screen. After reading message and exiting from the computer
screen, you will automatically Travel to the San Thomas Mission. Once
inside, immediately turn around, look down, and pick up rock that is in
front of the broom. Then turn to your left a little bit, and notice the
old tool box that is on the floor; open it and get the penknife that is
on the left. Then if you try to operate the elevator that is behind you,
you'll discover that it doesn't work. Instead, go back to the far right
where the shelves are; move the boxes there to the far right. Behind the
boxes, open the electrical panel; then turn on the power switch. Then,
before entering elevator, it would be advisable to Save Game. To open
elevator, click on buttons to the left side. After the long video
sequence, you HAVE to choose the following conversation paths to
survive: Choose conversation paths: Make a last request; Ask for one
last kiss; Give penknife to Sylvia; Challenge Slade; Go for the light
switch, then hide; Use rock as a diversion; Grab shield, run for the
landing; Buy some time; Toss STG passcard into clock gears. After long
video sequence, you will go to Gideon's bedroom.
Go forward straight in front of you, and on the little bench get the
schematic drawing; examine in inventory. Then, facing the foot of the
bed, go up the left side. Open the box on the floor in front of the bed
side table; get the chess pieces. Go around the back of the head of the
bed, and on other side, get the barbell on the floor. While standing up
near the head of the bed, look out onto the floor area in front of you;
you'll notice that it is a chess board. And note the pillars that are
around this chess board, and the chess pieces that stand atop of these
pillars. So take note at which "positions" that these pillars are on,
which "square". Now approach the actual chess table in the middle of the
room that is surrounded by the three little benches. Keep in mind your
orientation; that is, where the foot of the bed is located in relation
to these three benches. Then get chess pieces from inventory and click
them on top of the chess table; this brings up the interface. In the
interface, drag the appropiate chess pieces to the position they belong
in when you observed the pillars around the room, and the chess pieces
that sat atop them. Remember to keep in mind the positioning of those
benches, and where they were located in relation to the foot of the bed.
The view of this in the puzzle interface is slightly different than from
when you were looking at it previously. When chess pieces have been
placed correctly, a big door will open at the other end of the room.
Go through big door, turn around, and you'll see that it's an elevator.
Press the button on the panel; you will now go to Gideon's Gallery.
Standing on the balconey, notice the chandeliers overhead. Turn to your
right and go over and notice the little switch on the wall; click on the
switch to lower the chandeliers. Then, make like you're heading to the
elevator, but start to head to the left hand stairway. Click on the
brass railing at the top; you can remove a piece of it to your
inventory. Do the same thing at the top right hand side stairway; you
should now have two brass pieces of the railing. Then in inventory,
combine - one at a time - each piece of the brass railing with the
barbell; after both are combined, you have one long railing. Then turn
back around and approach the edge of the balconey. Then click the long
railing onto the chandelier; after the short video sequence, go to the
far right corner of the walkway, turn around, and look down to the left
to see the panel. Click on the panel to open it. It's advisable to Save
Game here (Now, remember the schematic diagram from inventory). Then
push button inside of panel to activate the test pattern. Then following
diagram below, hop down to the center area of the floor below, and go to
position "B".
[Diagram]
At position "B", face the doorway to the North. (Throughout this, it's
best to keep your view just slightly downward so as to keep a better eye
on the floor). Watch floor till the 4th test phase ends. After the 4th
test phase, the rear half of the floorway is dark and unarmed. When the
5th phase begins, the entire doorway darkens; then move forward through
doorway to position "C". Turn left and face the doorway to the West, but
keep your distance, because the floor just inside will be armed. Wait at
"C" until the end of the 6th test phase. At the end of 6th, the floor
just inside doorway to the West is white and armed. When the 7th test
phase begins, the entire floor through the doorway darkens; go through
the West doorway to position "D". Turn back around to face the doorway
which is now to the East of you. Wait till the end of the 9th test
phase; the floor just to the East will be white and armed. When the 10th
test phase begins, the entire floor through the doorway darkens; go back
through the doorway to position "E". Again, turn back around to face the
doorway to the West. Wait here till the end of the 11th test phase. The
floor through the doorway is white and armed. When the 12th test phase
begins, the entire floor through the doorway darkens; go through West
doorway to position "F" and face North. When the 14th test phase begins,
the square to the North turns dark and unarmed; move forward to position
"G". Turn right to face East. The next phase - the 15th - the ENTIRE
gallery floor is dark and unarmed. Now, hurry to the door at position
"H"; quickly, open the door and EXIT (Phew !).
You are now in the hallway. Turn right and head down the corridor; a
little of the ways down, notice the bench on your left: look down on
bench and get the CD. Then turn to your right again, go straight, and
open double doors in front of you. Enter Gideon's Study.
Upon entering, go over into the far left hand corner; find the false
section of books on the top shelf of the bookcase amd Move them.
Retrieve the metal cross. Then go to the opposite side of the room to
where there is a stained glass version of a sword. Get metal cross from
inventory and click it onto the stained glass sword; this brings up the
puzzle interface. You need to place the cross in the bottom left hand
corner square; this will open a panel. Retrieve the little blue security
card. Go back to the middle of the room where there is the semi-circular
desk; note the Dinosaur/Dime-O- Saur. From inventory, get your coin and
use the dime on the Dime-O-Saur. Then retrieve the key that the
Dime-O-Saur drops. Exit Gideon's Study back out to hallway.
Start to go forward and make your first left. Go down this hallway and
go left again and approach the double doors. Use the key you got from
the Dime-O-Saur to open these doors. Enter Gideon's Game Room.
In the Game room, if you want, for fun, go to the far right hand corner
of the room, and yopu can play the video game, Mean Streets (although,
this is not necessary to the game itself). Otherwise, turn and face the
pool table. Click on the various pool balls; you will be able to take
eight of them into your inventory. Examine the pool balls in inventory;
note that the numbers and the colors do not match up with standard pool
balls. Also note which color goes with which number. Then turn and head
for the fireplace, but notice the little table on the right hand side of
the sofa. Look down and get jigsaw puzzle pieces. Examine jigsaw puzzle
pieces in inventory to bring up the interface. Complete puzzle to get a
picture of Alcatraz. Then, examine this in inventory to see the eight
passwords; make a note of them. Exit the Gameroom back out into the
hallway.
In hallway, go forward, make your right, go straight, then make a left,
and make a left again. Approach the double doors, but then turn to your
left. Note the access panel. Click on the access panel to bring up the
interface. Using the pool balls as a reference, enter this code: Click
on colored squares first - Red square, 1; Blue square, 6; Orange square,
4; Purple square, 7; Black square, 3; Yellow square, 8; Magenta square,
5; Green square, 2. This will de-activate the alarm. Turn to your right
and open the double doors. Enter Gideon's control room.
Upon entering, note the graphic of Alcatraz behind the computer. Then
raise your height elevation and get the CD from atop the computer
monitor on your right. Then, just below this monitor, notice the little
slide drawer; open this up and place in Gideon's disk # 1; read all
information carefully and make a note of it. Then get Gideon's disk # 2
and place it in the drawer; read this information and make a note of it.
Now turn around and face the exit door. Note the security over-ride
panel to the right of the door. This will de-activate the Gallery floor
so you don't have to negotiate that again. Get little blue security card
from inventory and click this on the over-ride panel. Then open doors
and exit back out to hallway.
Go all the way down hallway and make your right. Then, when you get to
the flower vase on your left, turn right and face the double doors and
open them; go back into Gallery. The floor is now unarmed. Head straight
up the middle, and then go up one of the sides to the top of the
balconey. Click on the brass elevator doors; enter. This will trigger a
video sequence. After the video sequence, you're in the Alcatraz jail
cell.
Move the cot that's to your left; then Move the loose bricks on the
wall. This will bring up the interface. Manipulate the bricks so that
you have a perfectly square hole in the center with no gaps all around.
Once through to the other side, in the next cell, turn completely around
and get the loose brick. Then turn around, notice cot, and take the hook
chain on the right hand side. Then look out cell bars to your left and
see the shelf. Use brick from inventory and click on shelf. After you
dislodge shelf, tilt view down and see the tarp on the floor. Then get
chain hook from inventory and use as a make-shift grappling hook to drag
the tarp towards you. Then get laser torch and electrical tape. Then use
laser torch on bars. When in cell block "A", immediately go to your left
and get into the open cell on your left (Note: when in Alcatraz, it's a
good idea to Save Game after successfully completing anything). In cell,
while facing rear, look up on the left hand side of the wall and get
barbed wire; examine in inventory to get it unrolled. Then turn around
and face opening of cell. Then wait for the droid to pass from Right to
Left; then follow it, BUT, at a respectful distance. Follow it around
the corner, but then as you do, start bearing to the right; look through
the bars and see the key on the floor. Use the unrolled barbed wire from
inventory to retrieve key. Then use the key on cell door to cell block
"B". Once in cell block "B", turn to your left, open the door to that
cell, and go through to the visiting station. As soon as you cross
through the doorway, look to your left, notice the overturned chair,
Move it, and retrieve the gas mask. Then turn to your right, go to the
end of that cell, through the door, turn right, then use your key to
open cell door. Inside cell, look down, and get the Gideon security
passcard. Then turn around and head to the double doors; open them and
head into cell block "C".
Once through the doors, a guard droid heads toward you. Quickly turn to
your right, against the wall, and go down to the corner. For now, as
long as you stay in that corner, the guard droid cannot "see" you. Then,
wait for that guard droid to go back DOWN that corridor. Then, follow at
a VERY safe distance, then go into the empty cell two thirds of the way
down on your left (if you don't feel as though you can make it to that
one in time, there is a cell a lttle closer; get in that one and wait
till it's safe. Then go to that next one). Inside of cell, get the key
hanging on peg; this is the key to cell block "D". Turn and face opening
of cell. Now, in case you didn't notice it on your way down this
corridor, at the end - high up on the wall - is a canister; you'll be
needing to get this later. Facing the opening, again, wait for the droid
to pass from Right to Left. Then go quickly back up the corridor from
where you came. Then go to cell block "D"s door, which is on your left
when you make your left at the end of the corridor. Use the key you get
from the peg to open the door.
Once you enter cell block "D", make a left, and go down the line of
cells; go down to cell 7: this is the supply room. Then go back to the
entrance of cell block "D". Look at the control panel; open it and look
at the directions on the inside of door. Move the right-most handle down
to position 10. Return to the now open cell 7 supply room. Enter and
look down at floor at the tiny explosives crate; open it and get the
explosive/detonator device inside. Exit cell and turn right and go down
the set of stairs. Open the door at the bottom and enter the Dungeon.
Upon entering Dungeon, turn to the right and click on the metal door;
Tex smells a foul odor. open the door, enter, and get the garbage bag.
Examine the bag in inventory to get the dirty air filter. Exit this
room, start down hallway, and take your first right. Go down to the
"strangely ominous door". Open door and enter. The droid in here is
dead. Look down on floor in front of droid and pick up the Tool; it is a
filter removal tool. Exit this room. Go to the end of this hallway and
make a right. Go forward and click on air filtration unit just below the
fan but use the Observe icon; watch the little video sequence. Then make
a right and go down towards the end of this corridor hugging the right
hand side wall. Move the crates that are against the right hand side
wall; then, get down into a low crouched position, and go around this
right hand corner. Follow this all the way around, come up in elevation
just a little bit, and get the screwdriver that is on top of the crate
at the end. Then Travel to cell block "C".
And again, immediately turn right, and duck up against the wall on the
right hand side and go to the safety of the corner (It's advisable to
Save Game here to save the progress you've made thus far). The plan now
is to follow the droid again - at a VERY safe distance of course - and
ducking in to open cell to open cell as necessasary. When in one of the
open cells, wait for the droid to pass from Left to Right - and for the
droid to be a fair distance away - then come out of the cell, make a
left, and go to the end of this corridor. Up high on the end of this
wall is a gas canister; use the screwdriver from inventory to retrieve
it. Then once again - and quickly - duck in from open cell to open cell
as necessasary, making your way to cell block "D". Open door and enter
cell block "D". Once inside of cell block "D", you may NOW Travel to the
Dungeon.
Once again, it is advisable to save your progress thus far. Once in the
Dungeon, make your way to the air filtration unit. Then, in inventory,
combine electrical tape with the timer/detonator to get a taped
explosive. Then combine the gas canister with the taped explosive to
make a gas bomb. Then combine the dirty air filter with the gas bomb to
make an air filter bomb. Then use the filter removal tool to open the
air filtration unit's cover. Then use the air filter bomb on the clean
filter. Watch the video sequence. Then make a right down the corridor,
heading towards the crates; make a left, then get behind the guards
desk. Retrieve the hairbrush on the desk; examine brush in inventory to
get Gideon's hair. Then come out from behind the desk and use your
guards passcard on the security card reader to open the set of double
doors with the sword on it. Then go through doors and head down towards
the end to the DNA scanner at the end of the hall. Then use Gideon's
hair from inventory on the floor of the DNA scanner; watch video
sequence. Then, when prompted, use each of the passwords from the STG
passcards:
A = Queen
B = Draw
C = Castle
D = Gambit
E = Bishop
F = Resign
G = Checkmate
H = Knight
Then watch video sequence. Then, in order to win the final chess match,
you MUST make the following moves in the following ORDER :
1 = RD1
2 = RXE7
3 = QXD7
4 = BF5
5 = BD7
6 = BXE7
This is it : Checkmate; System Overlord - De-activated. You have won the
game. Watch the end video sequence.
And there is a very obvious "hint" for a sequel.
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