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Just Adventure original

Tex Murphy: Overseer Walkthrough by Dan Kennedy

by Dan Kennedy 18 sections about 68 minutes to read

Going Postal

Back in your office, examine
Slade’s briefcase. We need some sort of combination for the lock.
Did we get anything from Slade that indicates a numerical lock combination?
How about the lottery ticket number? Dial in the number into the lock
in groups of threes; first “6, 1 and 3” (the green light
will flash a couple of times), second “2, 2 and 2”, and
third “7, 3 and 1”. The case magically opens to reveal two
items – a grid object, and a piece of paper with some sort of word
puzzle on it.

The paper with the word
puzzle has some bible notations on it – try combining it with the
(J. Saint) Gideon’s Bible we retrieved from Slade’s kitchen. Click
on the combined object to start a puzzle. Each of the 5 lines containing
a blank space has a bible book, chapter, verse and word code on it;
for example, the first one reads Book of Job, Chapter 9, Verse 25,
Word 8. The appropriate verse is displayed at the bottom of the note,
so counting 8 words along we get “POST”. Type in the word,
and click on the next bible book label on the list. You should end
up with the five blank spaces reading “POST OFFICE BOX NUMBER
969”. But where is this post office?

To use the grid, combine
it with the word scramble puzzle that we found in Slade’s couch, and
click on the combined object to start a second puzzle. The object
here is to place the grid on the rows and column of letters so that
ten hit-list names show up in the “holes” of the grid (plus
the green numbers 1 through 10).

Begin by grabbing the grid
and placing it so that the green number “1” is visible in
the hole closest to the upper left corner of the grid (the 1 is located
near the upper left corner of the letter puzzle). The rest of the
letters form the name “Rona Morgan”, and it appears as the
first number on your list. Now move the grid so that the green “2”
shows up in the hole closest to the bottom right corner of the grid
(the 2 is located about half-way down on the right side of the letter
puzzle). Val Davis’ name now shows up on your list. Follow the rest
of these steps:

  • Turn the grid 90 degrees
    in a counter-clockwise direction (this is done by clicking and holding
    the left mouse button down on the grid, and pressing the “left
    arrow” key on the keyboard. Now place the grid so that the
    “3” shows up in the hole closest to the top right corner
    of the grid – yields Bosworth Clark.
  • Turn grid 90 degrees
    counter-clockwise, and place the “4” on the right side
    of the double-square hole near the bottom right corner of the grid
    – yields Carl Linsky.
  • Turn grid 90 degrees
    counter-clockwise, and place the “5” in the hole closest
    to the top right corner of the grid – yields Sylvia Linsky.
  • Turn grid 90 degrees
    counter-clockwise, and place the “6” on the right side
    of the L-shaped hole near the right side of the grid – yields Greg
    Call.
  • Turn grid 90 degrees
    counter-clockwise, and place the “7” on the bottom portion
    of the double-square hole near the bottom left corner of the grid
    – yields Samuel Q. Jones.
  • Turn grid 90 degrees
    counter-clockwise, and place the “8” in the hole closest
    to the bottom right corner of the grid – yields Larry Hammond.
  • Turn grid 90 degrees
    counter-clockwise, and place the “9” in the hole closest
    to the bottom left corner of the grid – yields J. Saint Gideon.
  • Turn grid 90 degrees
    counter-clockwise, and place the “10” on the right side
    of the L-shaped hole near the right side of the grid – yields Tex
    Murphy.

Once completed, a hit list
is placed in your inventory. Those red letters that were present on
the grid (you may have noticed that one red letter showed up in each
scrambled name) spell out MILL VALLEY. Open your location panel and
proceed to the Mill Valley Post Office, but not before “taking
care” of Sylvia.

I Fought the Law

After Tex retrieves a Law
and Order Access Badge, and Slade’s coded orders from the post office
box, he goes directly to the Law and Order Party Headquarters. After
entering, he comes face to face with Harry Rice, the night security
guard. The conversation paths all lead to Harry taking the badge away
to check it out, leaving you free to roam in the lobby for a short
period.

Immediately, go over to
the coffee pot on the table to your right, get up close, grab the
mickey from your inventory, and click on the pot. Tex makes a bumbling
attempt at spiking Harry’s coffee, and only barely gets away with
it. Once Harry goes back to check on the badge ID again, immediately
go off to the right from the front desk, down a short hallway, and
into the first door you see on the left – the men’s room. From there
you’ll see the guard drink his coffee, and collapse.

Now its time to look around
the men’s room. Open up Locker Number 11, and grab the Law and Order
Party Credo. This looks like it may be the decoding document for Slade’s
orders. Combine the credo with the coded orders, and examine the two
documents. In order to get each letter in the coded order, simply
count the number of letters from the start of the credo (not including
the title) according to the number underneath each space. The final
message will read “MR. SLADE PRIORITY TARGET: ROBERT KNOTT HIS
OFFICE PASSWORD: PIRANHA”. Before you go to Knott’s office, open
up Locker 5, and grab and examine the Law and Order brochure located
here. Also, try to open Locker 17 – looks like its locked. Proceed
out the men’s room door.

Don’t bother with any of
the other doors on this side of the office – they’re all locked. As
you pass the sleeping guard, grab his keys lying in front of him on
the floor. Go past the desk into the other side of the office, turn
to your left, and pick up your Law and Order ID badge on the small
table here. Use the keys from the guard to open up Knott’s office,
which is located opposite the table. Once inside, Knott’s alarm is
ringing – turn around, click on the wall unit located immediately
to the right of the door, type in “PIRANHA” and then hit
ENTER to shut off the alarm.

This is a pretty nice office.
Move the chair located closest to the painting of the finch, and pick
up the small key lying on the floor (Locker 17, anyone?). Come around
Knott’s desk and grab the Post-it note on the seat of his chair –
a mysterious address to check on later. Knott’s left desk drawer also
has some interesting information indicating he was using Wanda Peck
to check out John Klaus. Notice that Knott’s phone can be dialled
– more on that later. Examine the ugly lizard painting on Knott’s
wall – it can be moved to reveal a safe with a numeric keypad entry.
One last thing: there is a photograph on one of the shelves behind
Knott’s desk chair, near the centre of the room and about halfway
up the wall. It’s a picture of…Sylvia and Frank Schimming?????
Whaaaa?

Proceed back to the men’s
room, and open Locker 17 with the key from Knott’s office. Inside
you’ll find an index card with a strange set of letters and numbers
on it. But is it really that strange? What do the letters spell out
backwards? “MY TELEPHONE”. Go back to Knott’s office and
input the numbers into the phone, but in the reverse order than what
is written on the page (read them right to left – 69835374663). A
message on the phone should read “EMASES NEPO”, which of
course backwards reads “OPEN SESAME”.

Is this the code for the
safe? Not completely, since we can only enter numbers into the keypad
on the safe. Look at the phone keypad, and pick out the numbers that
are represented by OPEN SESAME – 6736737263. Enter this number into
the safe keypad, press enter, and retrieve a CD in the safe. You can
now leave party headquarters, but you will have to go back out into
the lobby, and use your ID badge on the front door to get out (for
some reason you can get extra points for trying the door without the
pass-card first.)

Proceed to the “mysterious”
address, and watch Tex walk into an obvious trap. Someone plays drums
with his head, and he is injected with some strange looking caulking
gun. Do you think he will have MONO later? (heh heh). Tex explains
to Chelsee that he felt terrible afterwards, but manages to get Wanda
Peck to agree to meet him that night. Tex gives her the CD from Knott’s
office, and gets the address of Knott’s secret cabin (gee, how did
Wanda know this? Hmmm…). Time to check out Knott’s cabin for
some answers.

Tangled Knott

Ah, a nice peaceful cabin
in the woods. Turn to the right, and have a peek at the aquarium –
is that a metal box inside? Try grabbing the box out of the tank –
Youch! That’s where Knott got his office password from. Move the horse
picture above the tank, and grab the bent nail sticking out of the
wall. Now turn back to the front door, and open up the skylight by
clicking and turning on the switch. Walk over to the fireplace, and
pick up the log lying in front of the hearth.

Next, proceed over to the
kitchen, and look in the large-sized cabinets across from the stove.
You should find a coil of rope hanging on the right hand side of the
right cabinet. Look under the counter – you will find both a monkey
wrench, and one of those barbeque-lighting mini-torches in two different
spots. There’s also a water purification hose attached to the tap
on the kitchen sink – use the monkey wrench to unhook the metal hose.

Your next move is into
the bedroom, where you’ll find a…ahem….blow-up doll under
the bed. Tex takes this opportunity to blow her up. Proceed back to
the living room, and go to the aquarium. Combine the bent nail and
the metal hose to form a crude fishing tool. Use it to fish out the
metal box from the fish tank. Examine the box – inside you will find
Knott’s Level 4 clearance ID badge for the Law and Order Party headquarters.

Knott isn’t around, so
time to leave. Head out the front door, and go back to your office.
But wait – who’s that waiting outside the door? Looks like Knott with
a cross-bow. Don’t worry about the conversation – just mention Wanda
first chance you get, and Knott will trust you. The cut scene with
Knott reveals some important information, but he is shot before you
can question him.

You end up back on the
floor of the cabin with bullets pang-pinging around. DO NOT GET UP
– IF YOU DO, YOU WILL BE SHOT! Staying at floor level, move over to
Knott’s body and get the key lying on the floor by his foot. Crawl
over to the bedroom door, open it, and using the key, open the closet.
There’s a jacket and hat outfit in here – grab it, and combine it
with the blow-up doll to make a decoy dummy. Take this opportunity
to combine the rope with the fire-log to make a quick anchor.

Now crawl back out into
the kitchen, grab the dressed doll from your inventory, and click
anywhere in the direction of the living room. You’ll see Tex using
the doll to invite the boys in for a party. After they accept, grab
your makeshift anchor, and click on the skylight. The shooters realize
the decoy, but you manage to climb up through the skylight, and using
the torch blow up the cabin good. Real good.

The next portion of the
story is told in movie form, with Sylvia putting a full-court press
on Tex back at his office, and some tender moments with Chelsee (awww…).
After taking Sylvia back to the luxurious warehouse, the phone is
ringing for you when you get back. Its our mysterious mutant friend,
with some advice to investigate the recently departed Greg Call. The
police may know something, so we are automatically taken to Eve Clement’s
office. Mention Slade (The Hitman) to her, and she’s ready to give
you all the help you need. Apparently they found a mysterious chip
in Call’s head. The police can’t make heads or tails of it, so she
gives it to you.

Examine the chip once you
are back at the office – but do it quickly, since we don’t have the
tools necessary to solve it yet. Exit the puzzle. Where can we find
out information on Greg Call, one of the lead researchers at STG?
How about the STG office in Fresno (remember – mail is still being
delivered there)? Follow this rather dubious line of reasoning and
proceed back to the Fresno office. By George! There’s a courier package
waiting for us by the door. Examine the package to reveal two items:
a Braille chart, and a note. Combine the chart with the computer chip
from Call’s head, and fill in the code word at the bottom – you should
get “NEXUS”.

The other note mentions
that we have been exposed to “P333”, and gives us the two
ways that Greg Call uses to encode messages. We’ll need to find out
more about this “NEXUS” word. Who is the only one to really
know Greg Call? Why J. Saint Gideon, his former employer. Proceed
over to Gideon’s mansion and catch him just before he leaves on an
extended trip. He will be happy to answer any of your questions. Gideon
relates that the location of NEXUS is in Washington State, but doesn’t
think anything is there. But we know better. Proceed to Call’s NEXUS
lab.

Call of the Wild

The lab’s scanner all but
confirms that we’ve been outfitted with one of those brain bugs that
is driving everyone to suicide. Once in the lab, go directly to the
examination table, and grab the piece of paper from the clipboard
hanging underneath. The sheet lists all of the different kinds of
implants, as well as the “kamikaze” implants that will neutralize
the original ones. Since Tex has been tagged with a P333 implant,
a “N216” kamikaze should do the trick. Be sure to grab the
access card that is still attached to the clipboard (it was underneath
the paper) before moving on.

Move over to the smaller
table behind the examination table, and pick up the implant syringe.
Nasty looking. Next, proceed back to the entrance, and turn on the
switch immediately to the right of the door. The x-ray examination
light will come one. Isn’t that the shadow of an object near the bottom
of the light? Click on the light to remove the light cover, and grad
the pass-card located inside the light fixture.

Have a quick look at Call’s
computer, and pick up / examine the newspaper article about the death
of Val Davis beside his keyboard. Call knew his time was up soon.
Walk over to the other side of the room, and pick up a pass-card reader
located to the left of the storage containers with the round doors.
We’ll need a password before we can access Call’s computer files.

Notice the card swipe next
to the storage containers with the round doors. Grab the access card
you found on the clipboard and click on the swipe to open the storage
containers. Different numbered implants are stored in each container.
Kamikaze implant N216 is located in the top-right container. Next,
combine the Kamikaze implant with the syringe, and examine the loaded
syringe to carry out this gruesome deed. One question: where’s the
blood?

Before continuing, you’ll
need to go over to the implant removal station (past the examination
table on the far wall) and “guide” the Kamikaze implant
to the bad P333 one inside your own head. When you turn on the station,
a maze of your brain’s blood vessels appears. You first must choose
which blood vessel to inject the implant into, and then find the green
diamond in the middle of your brain, all the while avoiding the little
antibodies trying to destroy the Kamikaze implant.

implant

A good place to start is
a blood vessel near the power bar, as shown in this diagram. Once
you’ve injected the implant into the blood vessel (point the little
syringe at the end of the vessel and click) the cursor turns into
a small blue cross that can be moved around the veins.

The following path will
get you to the P333 implant. Note that most intersections are 3-way
junctions, so invariably there is a “left” and a “right”
fork to choose between, although sometimes the configuration of the
blood vessels makes it tough to distinguish between left and right.
For the record, all of my directions are taken from the perspective
of the blue cross travelling within the vessels:

Left, left, middle (this
is a four-way branch), left, right, right and right.

Once completed, you hear
someone coming – turns out its our mysterious mutant friend Larry
Hammond. Larry isn’t nearly as helpful as he made out he would be,
but he does fill in some knowledge gaps, and gives you his pass-card
and an envelope from Greg Call.

Once Larry has departed,
examine Greg Call’s “In case I die…” envelope, on which
Larry has written his pass-card’s password (“WARD” rearranges
to “DRAW”). The envelope contains a note detailing information
about the chess moves available to combat the “Stalemate”
program (make sure you understand the chess notation, but no need
to study this too closely), and a note addressed to Larry.

The note contains a code
indicating Greg’s password. What did the courier message say about
Greg’s coding techniques? Try writing down every third word from the
note starting from the name “Larry”. Comprehensible? Nope,
but try every fourth word – you should get a message that reads “If
you can figure this out my password follows. In the first letters
good am most brain in the”. Huh? Well, the message gives us 6
words after the phrase “In the first letters” – taking the
fist letters of those last six words gives us “GAMBIT” –
our password!

Proceed over to the computer,
install the pass-card reader, swipe Greg’s pass-card, input the password,
and watch the taped message from Greg Call which pretty much lays
out what’s going on – both Gideon and the Law and Order Party are
fighting over a method for controlling people’s minds. Call implores
us to use the Stalemate program to stop the madness.

Time to head back to California.
Tex indicates that the Law and Order Party headquarters is the next
destination.

Rice to See You. Harry

Stellar security guard
Harry Rice is nowhere to be found in the Law and Order Party lobby,
so take this opportunity to go into the open door behind the main
desk (off to the right a bit). You are now in the Reception Hall,
but there’s a security camera mounted on the wall between the two
doors to the lobby. Go over to the wall of windows, and pick up the
music stand located just to the left of the windows (you get a quick
shot of Harry on the prowl). Examine the stand – Tex extends the stem
as far as it will go. Next, combine the stand with the Law and Order
brochure. Now take the brochure/stand over to the security camera
on the wall, and click on the camera to use the photo in the brochure
to cover your tracks.

Be sure to stop by the
side bar for some delicious Law and Order treats (grab the chopsticks
while you’re at it), and note that there is a phone to the left of
the bar that is accessible.

Approach the Law and Order
tapestry hanging on the wall at the back of the room, and move it
aside to uncover a secret door. The pass-card swipe doesn’t seem to
be working though. Use the chopsticks to poke the swipe bar out of
the wall, and use Knott’s Level 4 Law and Order pass-card to gain
entrance to John Klaus’ secret lab.

Note: Klaus’ lab seemed
to have a few graphical and movement bugs in it, so be sure to save
before you go in.

Klaus has been doing some
nasty things in the little dingy room. Grab the paper on the floor
by his desk – apparently Officer Rice has to answer Extension 107
whenever it rings. This may be helpful on the way out. Check out all
of the pictures of mediaeval knights on the wall, and peruse Klaus’
list of movies to avoid – recognize any common words? Could his password
be KNIGHT?

There’s a photo on Klaus’
desk – uh oh, Sylvia and Gideon hamming it up. Open up the first desk
drawer, and examine the Law and Order memo inside – not actually that
useful. Proceed over to the other side of the room, and have a quick
look at the implants list sitting beside the examination table (if
you can get close to it, that is). Have a look at the printout in
the corner – Carl Linsky’s name is displayed here. Was it here that
the implant was inserted into Linsky?

Play the tape recorder
for some disturbing memories of Klaus’ handiwork. Open the drawer
found below those nasty surgical tools to reveal a small framed picture
of a cat, with the title “LESCAT”. Examine the picture,
and then examine the pieces of the cat itself, which are actually
the pieces of a cut-up pass-card like the one from Linsky’s warehouse.
The 7 pieces fit like this:

puzzle 2

Now, how can we arrange
LESCAT to get a chess term? How about CASTLE?

Since we’re finished in
the lab, go back out into the reception hall. Pick up the phone, and
dial Extension 107 – since Harry has to go answer it, you can make
a break for it. Go back out into the lobby (I’d use the right door,
I had trouble going through the left one) and use the Level 4 Law
and Order pass-card to get out.

Go back to your office
– there should be two phone messages for you from Jorge Valdez (who
has received a message from Poison Pawn for you at his store) and
Wanda Peck (who invites you to dinner…um, I mean thanks you for
the CD you dropped off before going to Knott’s cabin). Time to go
see Valdez at the Rank and File Chess Shop.

Valdez has an e-mail for
you on his computer from Poison Pawn instructing you to come to the
San Tomas Mission at midnight. Off you go!

San Tomas Mission Impossible

After arriving at the Mission,
you end up downstairs below the tower, which is accessible via a freight
elevator. But its not working…yet. First, turn back towards the
door and look around until you see a broom leaning up against the
wall (its located to the right of the door). Do you see the rock in
front of the bristles of the broom? Pick up the rock – you’ll need
it for later. Now turn to your left until the red tool box on a shelf
to the left of the door comes into view. Open the tool box and pick
up the penknife – you’ll need this too.

Now its time to get that
elevator working. Starting at the elevator, turn to your right until
a set of shelves comes into view. Do you see the set of three non-descript
boxes sitting on the second shelf from the floor? Click on these boxes,
and move them aside to reveal an electrical panel. Open the panel,
and switch on the elevator power switch. Now proceed back to the elevator,
and press the button to the left of the door. The next movie shows
Tex travelling up the tower in the elevator, and stepping out to meet
the Poison Pawn.

The sight of Sylvia tied
to a chair with blood on her face is a sure sign that we’ve run into
trouble. Watch the entire exchange between John Klaus and Tex, and
later with Jim Slade. We enter an interactive conversation with Slade
after he’s broken Klaus’ neck in an attempt to get the pass-cards
for himself.

Save your game before starting
the conversation – this is the one conversation where the choices
you make determine whether you live or die. This is a very difficult
puzzle to get through unscathed – be prepared to die at least a few
times. If you choose a conversation path that gets you to another
set of choices without dying, save your game – this way you don’t
have to keep replaying the entire conversation after starting over.
Remember to use the items you collected on the floor below.

The correct and only complete
path through the conversation is as follows: Make a last request;
Kiss Sylvia goodbye; Slip her the penknife; Challenge Slade; Shut
off the lights and hide; Throw the rock; Grab a shield and run to
the landing; Stall for time; and Throw the pass-cards into the clock.

After you and Sylvia take
care of Slade, and she begs you for forgiveness, proceed over to Gideon’s
mansion to find that Overlord computer.

Maniac Mansion

You are transported directly
to Gideon’s bedroom (thank you, Sylvia). The carpet here resembles
a giant chessboard. Move into the centre of the room and grab the
note on the checkered table. The paper describes the alarm in Gideon’s
gallery. We’ll need this later to get through the gallery. Walk over
to Gideon’s bed, and pick up the dumbbell bar lying on the floor to
the right of the bed. Then, go over to the left side of the bed and
open up the box on the floor – it’s a 6-piece chess set. Pick the
pieces up and take them over to the chessboard table in the centre
of the room.

The object of this puzzle
is to place the six pieces in their “proper” spots on the
chess board. But how? Remember how we noted that the rug looked like
a giant chessboard? Have a look at the statues atop the pillars about
the room. Find the larger version of the six pieces on the rug, and
plot out their locations. The correct solution is shown below:

Kn – Knight (horse)
Kg – King (tall piece with cross on top)
P – Pawn (shortest piece)
B – Bishop (taller pawn)
Q – Queen (tall piece with crown)
R – Rook (castle tower)

chess

After the puzzle is completed,
the large picture on the wall opposite the bed lifts to reveal an
elevator. If you are trying to maximize points, this is a good time
to go over to Val Davis’ lab to look at the chess moves on the rest
of the cards. Come back to Gideon’s bedroom when you are done. Enter
the elevator, and press the button to the right of the door. You will
be taken to a balcony that overlooks Gideon’s gallery.

The object here is to get
onto the retaining walls down below, and travel along the tops of
the walls until the alarm panel is found. Before we do this, we’ve
got to find something to get us over to the walls. Walk back towards
the two staircases that run down towards the gallery, and click on
the long part of the central hand-rail – it should be loose enough
to pull off. Do the same for the hand-rail on the other staircase.
Combine both rails with the dumbbell bar to form a long pole. Now
go back to the balcony overlooking the gallery. Turn around to your
right and see the small switch on the wall. Hit the switch to lower
the chandelier, and click on the chandelier with the pole. Tex will
shimmy across the pole and land on the top of the nearest retaining
wall.

At this point the entire
floor of the gallery is alarmed, but the walls are not. Tex must now
find the alarm panel to start the alarm sequence shown on the sheet
in Gideon’s bedroom. As you move along the wall, be sure to look down
at all times – a fall will kill you. From where Tex is now standing,
go forward until the wall ends, then turn right and go forward until
the wall ends. Turn left, and go forward until the wall ends. Turn
to your left and go forward, but turn towards a wall going off to
your right at the first opportunity. Go about half-way along this
wall and stop. Looking down, and turning to your right, you should
see the red and black alarm panel once you have turned almost 180
degrees. Go ahead and open the panel.

It’s probably a good time
to look at the alarm pattern sheet, since once you turn the alarm
on, you will have to get off that wall almost immediately. If we assume
that the top of the drawing is north, we’ve travelled from the south
end of the room to the northeastern corner. The inside portions of
the gallery are safe for the first part of the floor alarm sequence,
so a good strategy will be to fall off the wall into the northeastern
interior room immediately after switching on the system. Simply hit
the switch, and then fall backwards off the wall into the northeastern
room.

There are several ways
of avoiding the alarmed portions of the floor – areas that are armed
are lit up, while unarmed areas of the floor are not. Your ultimate
goal is to make it to the door along the north side of the room.

The following strategy
will work:

  • Once you’ve hit the
    floor in the northeastern interior room (Box 7 on the alarm sheet),
    go immediately to the southwestern interior room (Box 10).
  • Position yourself so
    that you can see the floor in the northwestern interior room (Box
    6). As the patterns change, you should see the floor in the northwestern
    room light up (become armed), and then go grey again (alarm de-activated).
  • Once Box 6 has been
    de-activated, go immediately towards the northwestern room (Box
    6), but veer off to the left and go part of the way up the hallway
    that leads to the exterior portions of the gallery.
  • Wait until the floor
    becomes deactivated in this direction (Box 5), and then go out.
    Immediately turn around and wait for the floor to become deactivated
    in the northwestern room again (Box 6); once it does, go back into
    the interior of the gallery.
  • Again, turn around,
    and wait for the floor to become deactivated outside the interior
    walls (Box 5). Once it does, go back out, turn to the right, and
    wait for the northwestern corner of the gallery (Box 1) to become
    deactivated.
  • Move forward when it
    does, and make a run for the north wall of the gallery once Box
    2 becomes deactivated.

The Longest Hallway

Go through the door into
one of Gideon’s really long hallways. Isn’t it a relief not to worry
about the floor zapping you? Turn to the right, and proceed down the
hallway until you reach a bench located on your left side. Pick up
the CD that is lying on the seat. Keep going straight ahead until
you reach the door to Gideon’s study, and go in.

Proceed straight ahead
to Gideon’s desk, and look at his dinosaur coin holder. Try placing
the dime you got back at Bosworth Clark’s lab into the dinosaur –
out pops (poops) a key. Grab it and have a look around the room. Tex
seems to think that the bookshelves may be hiding something. Go to
the bookshelf in the back left corner of the room (from the perspective
of the doorway) and click on the books that are located on the right
side of the top shelf. Open up the secret compartment, and take the
ornate cross.

Now proceed over to the
stained-glass picture of the sword on the other side of the room.
Grab the cross from inventory, and click on the picture. You must
now place the cross in one of the bronze-coloured squares that surround
the picture. The puzzle flashes the outline of a number of shapes
on the squares every few moments, and you are to find the specific
spot the cross belongs in. The cross should be placed in the bottom
left corner square, with the top of the cross up against the top of
the square, and the left side of the cross up against the left side
of the square.

After the cross has been
properly positioned, a panel will open up to the right of the stained
glass picture. Grab the blue pass-card in the compartment, and go
back outside to the hallway.

Go forward, and take the
hallway going off to the left. Follow this around until you reach
a door, and using the key from the dinosaur, unlock the door and go
in. This is Gideon’s games room. Go over to the pool table, and look
at some of the balls. The solid ones, 8 in all, can be picked up.
Examine the balls, and note the numbers and corresponding colours
for later.

You can try Gideon’s Mean
Streets video game in the back corner of the room. This resembles
the original Tex game back in the 1980’s. If you have the patience,
play for a while – you’ll get some points out of it. Otherwise, forget
the game and head over to the other side of the room.

Have a look at the side
tables next to Gideon’s fire-side sofa – there is a mixed up puzzle
for you to try. Pick up the puzzle and examine it. This is to be solved
like any other jigsaw puzzle – find the edge pieces (the dark blue
ones are water and belong along the bottom, and the light blue ones
are sky, belonging along the top). Rearrange the pieces to form a
picture of…Alcatraz! The puzzle flips over and gives you the
8 passwords for the 8 pass-cards you’ve been collecting.

Proceed back to the hallway,
and retrace your steps back to your starting point at the door to
the gallery (follow the hallway until it ends, and then turn left,
or use the location panel to go there directly). Now travel in the
direction away from the study, and follow this hallway until it ends
at another set of locked doors. Approach the security panel to the
left of the door and click on it. This panel requires that a number
be entered for each of the 8 colours displayed, which just happen
to correspond to the eight pool balls you’ve collected. Go ahead and
enter a number for each colour (press the colour button and then enter
the number): red (1), green (2), black (3), orange (4), burgundy (5),
blue (6), purple (7), and yellow (8). The doors will now be unlocked,
allowing you access to Gideon’s control room.

Gideon has all kinds of
surveillance equipment, cameras, and other doo-dads in here. The only
one you’re interested in is the computer on the right. Grab that CD
from inventory, and click on the CD drive (thin grey strip between
the monitor and the computer). The information on this CD details
robot security at the Alcatraz installation – you may want to jot
this down for later. Cell Blocks B, D and the lower levels are safe,
while there are robots patrolling Blocks A and C. Now grab another
CD sitting on top of the computer’s monitor, and pop it into the drive.
We get some additional background information on Gideon’s secret Alcatraz
lair.

Before going back, grab
your blue pass-card from the study, and press the alarm panel immediately
right of the doorway. This will turn off all alarms in the gallery.
Now open your location panel, and transport back to the gallery (or
get there via the hallways). Cross the gallery and go up one of the
staircases to the elevator. Once inside, you are taken directly to
Tex’s office where a newly insurance-rich Sylvia gets testy when you
announce your planned trip to Alcatraz to stop Gideon. After she storms
out, you are taken automatically to Alcatraz, where a robot immediately
zaps you, and you wake up in a jail cell.

Escape Into Alcatraz

Begin by moving one of
the two bunk beds aside to reveal a portion of the wall that has decayed
to show some of the brickwork underneath. Click to access a puzzle
where the object is to open up a square-shaped hole for Tex to crawl
through. You can take bricks out (as long as the bricks above are
supported), but you must put all of the bricks back somewhere. You
can turn them sideways (press down with your left mouse button and
hit the left or right key), or put them on top of other bricks, as
long as you don’t cover up the lines between the bricks.

alcatraz
  • Move a bunch of the
    2-space bricks (A, E, I, and L) over top of the M brick.
  • Grab the F brick and
    put it over top a portion of the O brick.
  • Grab one of the 2-space
    bricks from M and place it in the hole between the C and J bricks.
  • Grab another of the
    2-space bricks from M, turn it sideways and place it in the hole
    between the B and M bricks.
  • Move a bunch of the
    3-space bricks (D, H and K) over the O brick (directly over the
    F brick).
  • Grab one of the 2-space
    bricks from M and place it in the space directly above the N brick.
  • Grab another of the
    2-space bricks from M, turn it sideways, and put it in the space
    above the G brick.
  • Grab one of the 3-space
    bricks from O, turn it sideways, and put it in the last remaining
    open space outside the central box.

You’ve made it into the
next cell. Turn around and pick up the one brick left over from the
excavation. Now grab the chain and hook from the bed hanging off the
wall on the opposite wall. Proceed up to the cell bars, and look to
the left. You should see a shelf outside the cell with some items
on it. Throw the brick at the shelf by grabbing the brick and clicking
on the shelf. After the items have fallen onto the tarp on the floor,
use the chain and hook to drag the tarp over to the cell.

You can now pick up the
two items – a roll of electrical tape, and a small torch. Use the
torch on the bars to cut yourself a hole in the door to get out of
your cell.

Once out, immediately head
into the open cell located directly to your left. Remember that none
of the robots can zap you while you are inside a cell. This is a good
place to get your bearings, find out where the robot is, and pick
up a roll of barbed wire hanging from the wall here. Be sure to examine
the wire in order to roll it out for future use.

The robot on Block A is
not too evil – it won’t zap you unless you are very close to it. Head
out of the cell and go left. Make a right turn when the corridor ends,
and proceed over to a set of doors on the right side. This is the
door to Block B. You should see a patch of white beyond the locked
gate. Grab the barbed wire and click on the patch to retrieve a key.
The key can then be used to open up the door into Block B.

You can relax for a bit
in Block B – no robots. Proceed over to the doorway into the visitation
area and open the unlocked door. You should see an overturned chair
immediately to your left as you enter the room. Move this chair, and
pick up the old gas mask sitting on the floor. Continue through the
room, have a quick look at one of the visitation booths, and open
the next unlocked door. Head off to the right, and using the key again,
open the doors that lead to the infirmary. There will be a pass-card
on the floor of this little room. Pick it up, and proceed over to
the doors on the other side of the room – the way into Block C.

The robot in Block C is
more difficult to navigate around, since it can zap you from above,
and from a farther distance away than the robot in Block A. Your destination
in this cell-block is the third open cell on the left-hand side. Proceed
along the hallway, making a bee-line for the first open cell on the
left-hand side. Make your way down the hallway one open cell at a
time (you can save your game within each cell), and use the sound
of the robot to determine whether it is safe to proceed to the next
cell. The key for the door to Block D is hanging on the back wall
of the third open cell on the left side.

After getting the key,
you must make your way back up the corridor to your starting point.
Turn left where the corridor ends – you should see the grey doorway
leading to Block D straight ahead. Use the key to unlock the door
and enter.

Block D (no robots!) contains
a series of ten locked cells, and a stairway leading underground.
Quickly scan the interior of the ten cells – there are some interesting-looking
items in the seventh cell from the Block D entrance. Go back to the
Block D entrance and open the security panel located immediately to
the right of the door. The lever on the right side opens the doors
to the cells, and the two equations on the left describe how the position
of the lever relates to which cell door will open.

Solving the two equations
(e + o = 2, and o – e = 8) yields values for e (-3) and o (+5). What
does this mean? Well, if you put the lever to an even number, the
actual cell door number that will open will be 3 less. Example: Position
8 will open Cell door 5. An odd position for the lever will open the
cell door number that is 5 more. Examples: Position 1 will open Cell
door 6; Position 7 will open Cell door 2 (once you get to 10, go back
to 1 and keep counting!). Using all of this high school math, we can
determine that Position 10 will open Cell door 7. Or, you can simply
try all of the positions until cell door 7 opens!

Once inside Cell 7, open
up the small box on the floor in the back of the cell, and take out
the explosives inside. Next, proceed down the stairs and enter the
underground area.

Searching for J. Saint
Fisher

There is a large metal
door located immediately to your right after you enter the underground
area. Open this door, and grab the new-looking garbage bag located
front-and-centre. Examine the bag, and take out a dirty air filter.
Go back out into the hallway, and moving forward, take your next right.
Proceed to the end of this deserted hallway, and open the door at
the end. Inside is a derelict maintenance robot. Pick up the filter
removal tool lying on the floor next to the robot. Proceed back along
the corridor, and go to the right.

When you get to the first
of the high-powered fans operating up ahead, click on the control
panel to watch a maintenance robot come out and change the dirty air
filter. After the robot departs, make your way down this last hallway
to the storage crates piled near the hallway’s end. Click on the first
crate you come to – it can be moved to access the area behind. Make
your way behind the crates, and check out the live security guard
stationed behind the glass enclosure. Proceed to the back corner,
and pick up the screwdriver located on top of the last crate against
the wall.

To complete our entry strategy,
we will need some gas to take out the security guard. To do this,
we’ll need to get past the robot in Block C again (we needed the screwdriver
first!) Open up the location panel and go back to Block C. As before,
carefully make your way up the corridor running from cell to cell
– this time you want to make it all the way to the end of the hallway.
Once there, press yourself right up against the wall – the robot cannot
detect you here. Look up and find the gas canister hanging from the
wall, and unscrew it with the screwdriver. Now navigate by the robot
one more time, and go back through Bock D to the underground area.

Go up to the fan located
closest to the guard’s enclosure, and use the robot tool to open up
the air filter panel. Next, construct your super-duper gas bomb by
combining the explosives with the gas canister, then adding the electrical
tape, and finally the used air filter. Make sure you have the gas
mask in your inventory (although you don’t have to do anything with
it). Now take your bomb and click on the clean filter currently in
place. The robot comes out and takes your spiked filter back into
the security area. The gas bomb takes out both the robot and the security
guard.

Go ahead and enter the
security area now. Step behind the guard’s desk, and pick up Gideon’s
hairbrush that he conveniently forgot here. Examine the brush to remove
some of Gideon’s hair for later. Next, use the pass-card from Block
B on the wall panel to the left of the glass doors to gain entry.
Proceed up the hallway, and place Gideon’s hair on the DNA scanner
to gain entry to the inner sanctum.

Tex walks into a darkened
area, and finds a computer terminal demanding the 8 pass-cards and
their corresponding passwords. This puzzle requires you to insert
each of the 8 pass-cards into the slot located over on the right side
of the screen (use the arrow keys to turn the cards so they will fit
in the hole). If you forget, the 8 passwords are: A-queen B-draw C-castle
D-gambit E-bishop F-resign G-checkmate H-knight.

You will be taken into
the Stalemate program where you must face off against Gideon in an
already underway chess match with only the 8 moves from Greg Call’s
note to choose from. You must checkmate Gideon in six moves. The trick
is to be aggressive – go after his king in the second move, or he
will checkmate you with his queen. The sequence of moves is: Rd1,
Rxe7, Qxe7, Bf5, Bd7, and Pxe7. Gideon is gracious in defeat, and
takes the only way out. Tex lives happily every after with Sylvia,
for about 15 minutes, and Tex and Chelsee get serious about their
relationship, only to be kidnapped at the end by a dastardly Australian.

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