From: <נשמר על ידי Microsoft Internet Explorer 5>
Subject: Tex Murphy: Overseer
Date: Mon, 23 Jun 2003 18:01:58 +0200
MIME-Version: 1.0
Content-Type: text/html;
	charset="windows-1255"
Content-Transfer-Encoding: quoted-printable
Content-Location: http://www.the-spoiler.com/ADVENTURE/Access/overseer.1.html
X-MimeOLE: Produced By Microsoft MimeOLE V5.50.4522.1200

<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML><HEAD><TITLE>Tex Murphy: Overseer</TITLE>
<META content=3D"text/html; charset=3Dwindows-1255" =
http-equiv=3DContent-Type>
<META content=3D"MSHTML 5.00.3315.2870" name=3DGENERATOR></HEAD>
<BODY><FONT face=3D"Times New" size=3D3>This walkthrough is to help =
those of you who=20
are stuck. Don't read all the way through it. It will ruin all the =
stuff. One=20
tip. Make sure, no matter what, to examine everything you pick up. It =
helps,=20
trust me. Also, save your game often. If you forget to get something, or =
need to=20
go back, it is a quick way. If you have any questions or problems, fell =
free to=20
e-mail me at <A href=3D"mailto:ronruss@inquo.net"><FONT=20
color=3Dblack>ronruss@inquo.net</FONT></A>. I will try to help. Well, =
happy=20
gaming!!! <BR><BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =

Sincerely, &nbsp; Tyler Russell &nbsp; </FONT><B>
<P><U><FONT face=3D"Times New">
<CENTER>Overseer Walkthrough</CENTER></B><BR></U></FONT><FONT =
face=3D"Times New"=20
size=3D3>&nbsp;=20
<P><U>Tex's Office<BR></U>&nbsp; Use any conversation path with Chelsee =
to get=20
to the movie. After the movie, you end up in Tex's Office, looking at =
his desk.=20
Turn on the Vid Phone, and dial the American Info Database (AID.) Ask =
about who=20
else? Tex! Then select done and end conversation. Get the fax from the =
fax=20
machine and in the inventory, examine it. Get the "Rule Book for P.I.'s" =
on=20
Tex's desk. Now open the bottom left cabinet drawer and get the mouse. =
Move the=20
"perpetual motion device" on the table in the corner. Cross the room to =
the=20
filing cabinet on the other side. Get and examine the letter inside. Now =
pick up=20
the Boyd's Life magazine. Find and Get the tape measure on the =
bookshelf, then=20
open the door to Tex's Bedroom. &nbsp;=20
<P><U>Tex's Bedroom <BR></U>&nbsp; Get the Parcheesi game on the cot. =
This=20
triggers a movie where Tex meets Sylvia Linsky. Now travel to Eve =
Clements at=20
the police station. &nbsp;=20
<P><U>Eve Clements (Police Station)<BR></U>&nbsp; Follow any =
conversation path=20
till you get an ask about list. Ask about everything, then travel to =
Carl=20
Linsky's house. &nbsp;=20
<P><U>Carl Linsky's House <BR></U>&nbsp; Ask Silvia about everything as =
well,=20
then end the conversation. Silvia Will leave. Go to the coffee table and =
get the=20
dominos and the note. Place the dominos on the board. (I won't tell you =
how to=20
solve the puzzles in this walkthrough, since you should be able to =
figure things=20
out on your own. If you get stuck, however, just know that 911 bypasses =
every=20
puzzle (I think.)) Now go into the Kitchen. Get the case by the =
refrigerator.=20
Examine it. Open the refrigerator and get the bananas. Go to the =
bedroom, and=20
get the "Dear Jane" note on the desk. Open the middle desk drawer. Get =
the=20
letter and examine it. Look at the chess set on the right night stand. =
Open the=20
drawer on the left night stand, and get the address book. Examine it. =
This will=20
add Delores Lightbody to your travel list. Travel to Lightbody's house. =
&nbsp;=20
<P><U>Delores Lightbody's House <BR></U>&nbsp; Follow any conversation =
path, and=20
then ask about everything. Travel back to Linsky's house.=20
<P><U>Carl Linsky's House <BR></U>&nbsp; After Sylvia leaves, examine =
the=20
envelope. Make sure to examine every item in the envelope. Open the =
closet door,=20
and go up the ladder to the attic. Find and open the attic's back room =
and go to=20
the filing cabinet. Open the third drawer from the top, on the right. =
Get and=20
examine the letter. Open the roll-top desk. Get and examine Sylvia's =
credit=20
report. Turn on the tape recorder on the table in the corner. Use the =
small key=20
(from the envelope) to open the credenza. Get and examine the lease. =
(This adds=20
Carls Warehouse to the travel list.) Travel to Carl's Warehouse. A A A A =
A=20
&nbsp;=20
<P><U>Carl Linsky's Warehouse <BR></U>&nbsp; Open the middle drawer of =
the=20
filing cabinet, and get the fax from "S.F." Examine it Open the bottom =
drawer=20
and get the project notes, examine them. Look at the computer Open the =
top=20
drawer of the drafting table. Get and Examine the news paper article. =
now open=20
the middle drawer, and get and examine the direct deposit slips.] Find =
and move=20
the corkboard. Get and examine the "Hip S.O.B." note. Now get and =
examine the=20
note from Wanda Peck in the tray on the desk. Move the pillow on the =
cot, then=20
get and examine the bottle of sleeping polls. Open the box on the floor =
and get=20
the circuit kit. Get and open the first aid kit on the wall. Find and =
examine=20
the security card pieces (one is missing.) Climb up the ladder and move =
the=20
boxes to see the calendar. Move the calendar to see the safe. Now move =
the safe=20
and enter the combination from the domino puzzle (for those of you who =
cheated=20
the number is 498.) Get all the stuff out of the safe, and examine it. =
Now use=20
the passcard reader on the computer. Travel to Tex's Office. &nbsp;=20
<P><U>Tex's Office <BR></U>&nbsp; Turn on the Vid-phone. Play the =
message from=20
Sylvia. This triggers a movie. You end up at the North Hill Clinic.=20
<P><U>North Hill Clinic <BR></U>&nbsp; Follow any conversation path, =
then ask=20
Arnold Sternwood about everything. Now travel to C.A.P.R.I.C.O.R.N. =
&nbsp;=20
<P><U>C.A.P.R.I.C.O.R.N. &nbsp; <BR></U>Use any Conversation path, then =
ask=20
about everything. Then travel to Deloris Lightbody's house. &nbsp;=20
<P><U>Deloris Lightbody <BR></U>&nbsp; Ask Deloris about "S.F.", then =
Sonny=20
Fletcher. Now travel to Tex's Office. &nbsp;=20
<P><U>Tex's Office <BR></U>&nbsp; Turn on the vidphone, and dial the =
AID. Ask=20
about Sonny Fletcher. End Conversation and get the fax, and examine it. =
Travel=20
to Eve Clements. &nbsp;=20
<P><U>Eve Clements <BR></U>&nbsp; Follow any conversation path and ask =
Eve about=20
Sonny Fletcher, his record, and anything else you feel important. This =
adds=20
Sonny to your travel list. Travel to Sonny Fletchers Apartment. &nbsp;=20
<P><U>Sonny Fletcher's Apartment <BR></U>&nbsp; Follow any conversation =
path.=20
This will trigger a movie. When it is over, travel to Carl Linsky's =
Warehouse.=20
&nbsp;=20
<P><U>Carl Linsky's Warehouse <BR></U>&nbsp; Examine the chess piece =
that Sonny=20
gave you, then examine the passcard piece. Combine the passcard piece =
with the=20
rest of the pieces. Examine them to assemble the card. Use the assembled =
card on=20
the passcard reader (on top of the computer. Remember, you put it =
there.) Enter=20
the passcard. Don't know what it is?? Remember where the final piece or =
the card=20
came from. If not the passcard is BISHOP. Read note, then travel to the =
Fresno=20
Office on the Travel board. &nbsp;=20
<P><U>Fresno Office <BR></U>&nbsp; Get the electric bill by the door. In =

inventory, examine it. Look at the "commerative plates" on the wall. =
Move the=20
book case to reveal the safe. Look at the safe. Now find and get the day =
planner=20
on the box. Examine it. Look at the map on the wall. Now turn around and =
move=20
the plates on the wall. Rotate the plates to appropriate times. I won't =
tell you=20
what they are, bypass 911. Get the picture out of the safe, and examine =
it. Now=20
travel to C.A.P.R.I.C.O.R.N. &nbsp;=20
<P><U>C.A.P.R.I.C.O.R.N. &nbsp; <BR></U>Use any path, then ask Wanda =
about the=20
Photo of Carl, John Klaus. Travel to Sonny's Apartment. &nbsp;=20
<P><U>Sonny's Apartment<BR></U>&nbsp; When you travel here you find out =
that he=20
is gone, and you get a letter. Travel back to Tex's Office.=20
<P><U>&nbsp; Tex's Office <BR></U>&nbsp; In inventory, examine the =
letter from=20
Sonny. Travel to the Anasazi Ruin. &nbsp;=20
<P><U>Anasazi Ruin <BR></U>&nbsp; Walk forward and look at the wheels on =
the=20
wall. Move them. Puzzle code-911 Now get the brick from the thing that =
opened.=20
Turn around and go towards the well. Look down the well and look at the =
bucket.=20
Turn back around and go up the stairs. Open the door and enter. Get the =
brick=20
next to the pots, and go back out. Go down the stairs, and go strait. =
Open the=20
door that is strait ahead of you and go in. Turn left. There should be =
some long=20
poles next to the door. Get them. Find and get the box. You also need to =
go into=20
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=20
examine it. Now turn around and get the brick next to the stairs. Go up =
the=20
stairs and turn right. Enter the "ceremonial chamber" and get the short =
poles.=20
Find and get the rope(it is hanging from the ceiling.) Look at the snake =
wrapped=20
around the brick. Go back out and down the stairs. Go through the door =
you=20
didn't come through and turn right. Get the pipe on the floor. Now =
continue=20
thought the hallway until you see a pot. Get the pot, then the brick =
under the=20
pot. Continue until you see a vine on a stick in the middle of the hall. =
Pick it=20
up. In inventory, combine the vine on a stick with the wooden box, then =
combine=20
the box and vine with the mouse to make a "boy scout trap." Continue =
through the=20
hall until you see a board that looks like the one in the guide book. =
Look at=20
it. Turn around and go back to where the snake is. Use the boy scout =
trap on the=20
snake, and then pick up the brick. Go back to the well. In inventory =
combine=20
pipe with the rope. Use the pipe and rope to get the bucket from the =
well. Now=20
go to where the board is. Use brick number 1 on the board. This puzzle =
gave me a=20
little trouble. The way to solve it is to use the bricks like they are =
queens.=20
They can't be on a square where another "queen" (brick) can kill them. =
or bypass=20
with 911 Now enter the door that open to go to the Anasazi Corridor. =
&nbsp;=20
<P><U>Anasazi Corridor <BR></U>&nbsp; Go down the hallway until you get =
to the=20
open room. Find and get the leather strips on the floor. In inventory =
combine=20
the long and short poles, then them with the leather strips to make a =
"ladder."=20
Examine your ladder. Now continue through the room to the other side. A =
short=20
movie will show. Then you have a chance to see across the way. Use the =
ladder to=20
get across to the other side. Here you see a movie, then you are on the =
other=20
side. Get the sunglasses on the floor, and examine them to get the tape. =
Turn=20
left and get the watch, examine it to get the spring. Turn around and =
get the=20
coin (dime) on the floor. Look at the panel next to the metal door. Look =
at the=20
door as well. Use the dime on the panel, then look at the wires. Use the =
spring=20
on the wires, then the tape on the spring. This opens the door to =
Bottworth=20
Clarks Lab. Enter the lab. &nbsp;=20
<P><U>Bottworth Clark's Lab <BR></U>&nbsp; Find and get the print out on =
the end=20
of the display in front of you. Find and get the smoke detector near the =
door=20
(or above the computer, your call, they do the same.) Examine the smoke=20
detector. Turn on the display things by hitting the switch. Get the =
Video Disk=20
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=20
an unknown assassin (Big Jim Slade.) Pay attention to the video. An =
alarm goes=20
off, and Bottsworth Clark leaves the screen for a second. You hear a =
sequence of=20
sounds that are important. Get the ashtray on top of the table. Examine =
it. Get=20
the passcard reader from the cabinet and use it on the computer. To get =
the=20
passcard you must enter the sequence heard in the video on the "weird =
looking=20
keyboard" on the computer. Get the passcard and scan it. The code is =
found on=20
the scrap that you found earlier (CHECKMATE.) Travel to Capricorn. =
&nbsp;=20
<P><U>Capricorn <BR></U>&nbsp; Ask Wanda Peck about the Photo of Linsky, =
the=20
Letter, Poisoned Pawn, Jorge Valdez, STG, then end conversation, and =
travel to=20
Tex's Office. &nbsp;=20
<P><U>Tex's Office <BR></U>&nbsp; Turn on Vid phone and dial AID, ask =
about STG.=20
Get the fax, and travel back to Capricorn. &nbsp;=20
<P><U>Capricorn <BR></U>&nbsp; Follow any path, and ask Wanda about =
Gideon=20
Enterprises, J. Saint Gideon, Frank Schiming. End conversation and go =
back to=20
Tex's Office.=20
<P><U>&nbsp; Tex's Office <BR></U>&nbsp; Get the fax from a friend, and =
examine=20
it. Turn on the vid-phone, and dial Frank Schmimming. Follow the path B, =
A, A,=20
C, A. If he hangs up, just dial again. Ask him about J. Saint Gideon, =
Gideon=20
Enterprises, STG, Capricorn, and Chess. End Conversation, Travel to =
Gideon's=20
House. &nbsp;=20
<P><U>J. Saint Gideon's House <BR></U>&nbsp; Watch this long flick, and =
feel bad=20
for Mr. Gideon. Ask Mr. Gideon about Jorge Valdez, then end =
conversation. Travel=20
to the Rank and File Shop. &nbsp;=20
<P><U>Rank and File Chess Shop <BR></U>&nbsp; Use any path until you get =
to an=20
ask about. Ask about Wanda's Letter then End Conversation and travel to =
Tex's=20
Office. &nbsp;=20
<P><U>Tex's Office <BR></U>&nbsp; Answer the Vid-Phone. You =
automatically go to=20
Val Davis' Lab. &nbsp;=20
<P><U>Val Davis' Lab <BR></U>&nbsp; Find and look at her computer. Get =
the=20
yellow post-it note near the computer and examine it. Look at Koro the =
ape, and=20
notice the box. Find and get the pole near the radiation chamber door. =
In=20
inventory combine the bananas with the sleeping pills, and use them on =
Koro.=20
Examine the passcard from the box. Now open the radiation chamber door. =
<B>
<P><U>SAVE YOUR GAME HERE</B><BR></U>. Enter the radiation chamber. Turn =
right=20
and look at the override panel and try to open it. Use the Circuit Kit =
on the=20
override panel. This is another puzzle. Bypass 911. Get the passcard =
reader near=20
the chair. Use the passcard reader on the computer in the lab. Scan the =
card and=20
enter the passcard from the yellow post-it. (QUEEN.) Travel to Tex's =
Office.=20
&nbsp;=20
<P><U>Tex's Office <BR></U>&nbsp; Get the telegram by the door and =
examine it.=20
Go to Sonny's Apartment. &nbsp;=20
<P><U>Sonny's Apartment <BR></U>&nbsp; Watch the movie. Notice the Mean =
Streets=20
poster in the background. Now travel to the Big Surf Lodge. &nbsp;=20
<P><U>Big Surf Lodge <BR></U>&nbsp; <B>
<P><U>SAVE YOUR GAME HERE</B><BR></U>It is very important you save your =
game=20
here. Turn right and look at the key on the counter top. In inventory, =
combine=20
the tape measure and the magnet. Use to get the key. Turn back towards =
door, and=20
use key. Open door and enter. Look at briefcase on bed. Turn around and =
close=20
door. Get the wallet off the table. Examine it to get the contents, and =
put it=20
back. You can examine the item you found later. Open door and go in to =
the=20
kitchen. Open the top right drawer by the sink and get the bottle of =
mickey's.=20
Close the drawer. Turn around so you can see the couch. Move the pillow, =
and get=20
the chart, move the pillow back. Go back to bedroom and open the closet =
next to=20
glass doors. Enter the closet, and close the doors behind you. Get the =
clothes=20
and examine them. Put them back. By now the phone should ring. Stay =
hidden in=20
the closet until Slade goes into the kitchen. Open closet doors and step =
out,=20
close them behind you. Open the bathroom doors and enter. Open the =
curtains=20
around the shower, and get in tub. Turn around and get clothes. Examine =
them and=20
put them back. Now it says Slade is coming back. Close the shower =
curtains and=20
duck down until he leaves again. Open the curtains and step out of the =
tub. Open=20
the door and go into the bedroom. Use the handcuff key on the briefcase. =
This=20
gets you the brief case. Now open the glass doors and HI TAIL IT OUT OF =
THERE.=20
Travel back to Tex's Office. &nbsp;=20
<P><U>Tex's Office <BR></U>&nbsp; In inventory examine all the stuff you =
got=20
from Slades apartment. Examine the briefcase to open it. (If you can't =
figure=20
out what the code is, look at the lottery ticket you found in Slade's =
wallet.)=20
Examine the unlocked briefcase and get the stuff out of it. Examine the =
slip of=20
paper with the bible passages. (For those of you who don't have a bible =
it is=20
Post, Office, Box, Number, 969.) Now examine the decoded note. In =
inventory,=20
combine the Grille with the Chart you found. This puzzle I will not help =
on.=20
(911) This adds the MillValley Post Office to your travel list. Travel =
to the=20
Mill Valley Post Office to see a long movie. You automatically go to the =
Law and=20
Order Party Headquarters. &nbsp;=20
<P><U>Law and Order Party Lobby <BR></U>&nbsp; Follow any path with the =
guard=20
until he leaves. Then use the bottle of Mickey's on the coffee pot. =
After the=20
humorous bit, go and hide in the bathroom. &nbsp;=20
<P><U>Law and Order Men's Room <BR></U>&nbsp; Examine the coded message =
you got=20
from the mill valley post office. Open Locker 11 and get the credo out =
from it.=20
Combine the credo with the message and examine it. (For those of us who =
can't=20
count it says: MR SLADE PRIORITY TARGET ROBERT KNOTT HIS OFFICE PASSCARD =
PIRANHA=20
Examine the coded message then exit the bathroom. &nbsp;=20
<P><U>Law and Order Lobby &nbsp; <BR></U>Get the keys by the passed out =
guard.=20
Find and use the keys on Robert Knott's Office door. Enter. &nbsp;=20
<P><U>Robert Knott's Office &nbsp; <BR></U>When you enter, an alarm goes =
off.=20
Turn around and enter the passcard from the decoded message (PIRANHA) =
Get the=20
slip of paper on the desk chair and examine it. Open the left file =
cabinet=20
drawer under the desk and get the file. Examine it. Facing the door from =
the=20
desk, move the left hand chair and get the key. Examine it. Notice 17. =
Move the=20
lizard painting and look at the safe. Travel to the mens room. &nbsp;=20
<P><U>Law and Order Men's Room <BR></U>&nbsp; Use the key to unlock =
locker=20
number 17. Get the Rolodex Card and examine it. Travel back to Knott's =
Office.=20
&nbsp;=20
<P><U>Knott's Office <BR></U>&nbsp; Turn on the vid-phone and dial =
69835374663=20
(MY TELEPHONE.) Then dial 6736737263 (Open Sesame.) Now exit the vid =
phone, and=20
go to the safe. Enter the code 6736737263 and get the cd out. Examine it =
then=20
exit to the lobby. &nbsp;=20
<P><U>Law and Order Lobby <BR></U>&nbsp; Try to open the front door to =
exit. Get=20
the I.D. Badge from the table by Knott's Office. Use it on the front =
door and=20
exit. Travel to Mystery Address. Watch the long movie then travel to =
Capricorn.=20
&nbsp;=20
<P><U>C.A.P.R.I.C.O.R.N. &nbsp; <BR></U>A movie sequence start when you =
get=20
there, and you automatically go to Knott's Cabin. &nbsp;=20
<P><U>Knott's Cabin <BR></U>&nbsp; Turn right and look at the medal box =
in the=20
fish tank. Try to get it out. Move the picture above the tank and get =
the bent=20
nail. Now go into the kitchen and look at the medal hose on the sink. =
Open the=20
cabinet below and get the mini torch. Open the cabinet on the bottom =
right and=20
get the wrench. Use the wrench to get the hose off the sink. In =
inventory,=20
combine the hose with the nail. Use that to get the box out of the tank. =
Examine=20
the box to get the ID Badge. Open the door to the bedroom and walk in. =
Crouch=20
down as far as you can and get the blow up doll. Examine the doll, and =
then walk=20
out to the front door. Open it and walk out. Travel to Tex's Office. =
This starts=20
a sequence where you meet Knott. Use any path to talk to him. <B>
<P><U>SAVE YOUR GAME HERE </B><BR></U>After he get shot and you can play =
again,=20
stay down as low as you can. Get the key by Knotts body, and go to the =
bedroom.=20
Use the key on the closet to get the clothes. In inventory, combine the =
clothes=20
with the Blow up Doll. Now go back towards the front door and flip the =
switch=20
next to it. This opens up the skylight. Now open the right closet door =
in the=20
kitchen and get the rope that is hanging in there. Go over to the fire =
place and=20
get the log. In inventory combine the rope with the log. Use the Doll on =
the=20
window. As soon as they say they are coming in, use the make shift =
grappling=20
hook on the skylight, and watch Tex's Drastic escape. Now travel to =
Tex's=20
Office. &nbsp;=20
<P><U>Tex's Office <BR></U>&nbsp; Turn on the Vid-Phone to answer the =
call, when=20
done, travel to Eve Clements. &nbsp;=20
<P><U>Eve Clements <BR></U>&nbsp; Use any path, and then ask about Greg =
Call,=20
the autopsy, the end conversation. Travel to the Fresno Office. &nbsp;=20
<P><U>Fresno Office <BR></U>&nbsp; Get the package by the door. In =
inventory=20
combine the plastic tag with the braille alphabet (from the package.) =
and=20
examine it. Travel to J. Saint Gideon's House. &nbsp;=20
<P><U>J. Saint Gideon's House <BR></U>&nbsp; Ask Mr. Gideon about Nexus, =
Chess=20
moves, Samuel Jones, Greg Call then end the conversation and travel to =
NEXUS.=20
&nbsp;=20
<P><U>Greg Call's Lab (NEXUS) <BR></U>&nbsp; After the movie, look at =
the IRS=20
machine, and try to turn it on. Turn left and get the notes on the =
clipboard.=20
Also get the passcard. Examine the notes, and note N216. Keep turning =
left until=20
you see the light fixture next to the wall. Remove the cover and Get the =

passcard. Now go over to the right side of the lab (from where you came =
in) and=20
get the passcard reader off the bench. Use the Gideon Passcard on the =
slider=20
next to the autoclave. Get the saline solution from the N216 place. Go =
over to=20
the table where the microscope is. Get the syringe and combine it with =
the=20
saline solution. Now examine the loaded syringe. Walk into the IRS =
machine and=20
turn it on. Puzzle-911. Watch movie, then examine the envelope and its =
contents.=20
Use passcard reader on computer. Scan passcard D and enter code (gambit) =
You end=20
up in the Lobby of Law and Order. From there go to the Men's room. =
&nbsp;=20
<P><U>Law and Order Men's Room &nbsp; <BR></U>Get the Law and Order =
pamphlet=20
from locker number 5, go back to lobby. &nbsp;=20
<P><U>Law and Order Lobby <BR></U>&nbsp; Look at the security display, =
then=20
enter the reception hall. &nbsp;=20
<P><U>Reception Hall <BR></U>&nbsp; Find and get the music stand. =
Examine it to=20
extend it. In inventory, combine the stand with the pamphlet, and use it =
on the=20
camera. Now move the banner in the back of the room to reveal a door. =
Look at=20
the door, and try to open it. Find and get the chopsticks, and use them =
on the=20
passcard reader next to the door. Insert the ID Badge and walk into John =
Klaus's=20
Lab. &nbsp;=20
<P><U>John Klaus's Lab <BR></U>&nbsp; Get note off floor and examine it. =

Remember #107. Get photo on desk, and examine it. Open top drawer of =
desk and=20
get the crusade memo. Look at the print out. Turn on the tape recorder. =
Open the=20
middle drawer type thing on the desk where the recorder is, and get the =
cat=20
picture. Examine it and assemble the passcard. Get paper from under the =
cup and=20
examine it. Exit to the reception hall. &nbsp;=20
<P><U>Reception Hall <BR></U>&nbsp; Turn on the vid-phone and dial 107, =
exit to=20
lobby. &nbsp;=20
<P><U>Law and Order Lobby <BR></U>&nbsp; Use passcard on the door and =
exit.=20
Travel to Tex's Office. &nbsp;=20
<P><U>Tex's Office <BR></U>&nbsp; Get messages from vid-phone, then =
travel to=20
Rank and File Shop. &nbsp;=20
<P><U>Rank and File Shop &nbsp; <BR></U>You automatically go to the San =
Tomas=20
Mission. &nbsp;=20
<P><U>San Tomas Mission <BR></U>&nbsp; Look at the elevator, and the =
control.=20
Turn right and move the boxes on the second shelf. Open the box, and =
turn on the=20
elevator. Find and open the Tool box. Get the penknife out. Find and get =
the=20
rock, in the corner near the broom. <B>
<P><U>SAVE YOUR GAME HERE </B><BR></U>Turn on the elevator, and a video =
starts.=20
Follow the following path: B, A, C, B, C, A, E, B, B. In this Tex gets =
beat up,=20
Sylvia saves him, and you end up in J. Saint Gideon's Bedroom. &nbsp;=20
<P><U>J. Saint Gideon's Bedroom <BR></U>&nbsp; Get the security =
schematic from=20
the bench and examine it. Look at the chess table. Find and open the box =
near=20
Gideon's bed. Get the chess pieces out of it. Get the barbell on the =
floor near=20
the bed. Look at the chess pieces on the pillars and note there =
location. Put=20
the chess pieces on the board. Puzzle (911) Enter the door that opens, =
and go=20
down the elevator. &nbsp;=20
<P><U>Gideon's Gallery <BR></U>&nbsp; <B>
<P><U>Save your game here </B><BR></U>Look at the chandeliers. Turn left =
and=20
flip the switch to lower the chandeliers. Get the first section of =
railing on=20
each side. Combine them with the Barbell. Use the long pole you made on =
the=20
chandeliers. Follow the tops around to the far right corner. Find and =
look at=20
the security panel. Open it and activate it. The security sequence from =
the=20
schematic starts. Bypass (Alt-F) When you get past, open the doors, and =
enter=20
the hallway. &nbsp;=20
<P><U>Gideon's Hallway <BR></U>&nbsp; Turn right and walk strait down =
the=20
hallway. Pick up the cd off the bench. Keep going until you get to a =
door. Open=20
it and go in. &nbsp;=20
<P><U>Gideon's Study <BR></U>&nbsp; Look at the dinosaur bank on the =
desk. Use=20
the coin on it to get a key. Pick up the key. Get the bible off the =
couch. Look=20
at the "Elaborate Cabinet" that has a sword on it. Find the fake book =
panel, and=20
get the metal cross. Use the cross on the book case to get the security =
card.=20
Exit to Hallway. &nbsp;=20
<P><U>Gideon's Hallway <BR></U>&nbsp; Go down the hall and take your =
first left.=20
Continue till you come to a door. Use the key to open it. &nbsp;=20
<P><U>Gideon's Rec Room <BR></U>&nbsp; Pick up the 1-8 balls off the =
pool table.=20
Examine and note the odd ball colors. (red, green, black, orange, =
maroon?, blue,=20
purple, and yellow. Play Mean Streets, it is fun. Get the jigsaw puzzle =
off the=20
end table. Put it together. It tells you passcard codes. Exit back to =
the=20
hallway. &nbsp;=20
<P><U>Gideon's Hallway <BR></U>&nbsp; Follow the hallway, then go left. =
Follow=20
it until you come to another door. Look at it, and the access panel. =
Enter the=20
code by the ball colors. Open the door and go in. &nbsp;=20
<P><U>Gideon's Control Room <BR></U>&nbsp; Look at the screen of =
Alcatraz. Look=20
at the computer. Open the disk player, and put disk 1 in it. Now get =
disk 2 from=20
on top of the computer and put it in. Now turn around and look at the =
panel next=20
to the door. Scan the passcard. Now travel to the Gallery, and enter the =

elevator. This triggers a movie, and you end up in a cell on Alcatraz. =
&nbsp;=20
<P><U>Alcatraz Cells <BR></U>&nbsp; <B>
<P><U>One tip while on Alcatraz. Save your game every time you do =
something you=20
feel is important. </B><BR></U>Move the bed on the left side of the =
room, and=20
look at the wall. Move the bricks (puzzle 911) Look at the robot when it =
goes=20
by. Look at the shelf outside the cell. Get the chain from the bed. Turn =
around=20
and get the brick from the hole. Throw the brick at the shelf. Use the =
chain to=20
get the sheet to get it over toward your cell. Get the sheet and use the =
torch=20
to get out of the cell. &nbsp;=20
<P><U>Cell Block A <BR></U>&nbsp; You need to avoid the droids in cell =
block A=20
and C. Either stay in a cell when the droid is around, or type in =
&lt;alt-d&gt;=20
Your call. Get barbed wire from cell you jump down by. Examine it to =
straiten it=20
out. Try to open the door between Cell Block A&amp;B. Use the wire to =
get the=20
key. Use the key on the door. &nbsp;=20
<P><U>Cell Block B <BR></U>&nbsp; Turn left and open the gate. As soon =
as you=20
enter, turn left and move the knocked over chair and get the gasmask. Go =
to the=20
other gate and open it. Turn right and use key to open gate. Get =
passcard on=20
floor, and then open the door between B&amp;C. &nbsp;=20
<P><U>Cell Block C <BR></U>&nbsp; Again you must avoid the droids. Get =
the=20
D-Block key from the third open cell on the left. Look at the gas =
canister on=20
the end of the block. Now goto the door between C&amp;D and use key to =
open and=20
enter. &nbsp;=20
<P><U>Cell Block D <BR></U>&nbsp; Turn around and open the cell door =
control=20
box. Move the leaver down to number 10. Now continue through the block =
until you=20
come to the cell you opened. Step inside, and get the explosives out of =
the=20
explosives crate. Go down the stairs and enter the dungeon.=20
<P><U>Alcatraz Dungeon <BR></U>&nbsp; <B>
<P><U>Save your game here for sure!! </B><BR></U>As soon as you enter, =
turn=20
right and open the door to the right. Get the green garbage bag, and =
examine it=20
to get a dirty filter. Continue down the hall and turn left at your =
first left.=20
Go to the door and open it. Inside you will find a filter remover tool. =
Go back=20
out and continue down the hallway until you come to a fan and a box =
thing=20
underneath it. Look at the box underneath the fan and a droid comes out =
(it is a=20
movie, don' t worry you don' t die.) Use the filter removal tool on the =
box and=20
then continue down the hall <B><I>
<P><U>slowly!!!!!!!</B></I><BR></U>until you see the guard in the guard =
room.=20
Look at the guard, and then move the box ahead of you. Duckdown low and =
go=20
behind the crates. Keep low until you are even with the second chain =
thing.=20
Return to eye level and get the screwdriver off the crate. Travel to =
C-Block.=20
&nbsp;=20
<P><U>Cell Block C <BR></U>&nbsp; Remember to avoid the droid, and use =
the=20
screwdriver to get the gas canister off the wall. Open the D Block door =
and=20
enter, then travel to the Dungeon. &nbsp;=20
<P><U>Alcatraz Dungeon <BR></U>&nbsp; In inventory, combine the =
explosives with=20
the gas canister. Then combine them with the tape. Now combine the Gas =
Bomb with=20
the filter, and use the filter on the filtration system. Watch the droid =
take=20
the bomb away and blow up himself and the guard. Now go down the hall =
and enter=20
the guard station. Get the brush off the desk, and examine it. Use the =
guards=20
Passcard on the scanner to access the second doors. Put Gideon's hair in =
the DNA=20
scanner, and another movie starts. It tells you to enter each card and =
the=20
passcard. They are as follows: A-QUEEN B-DRAW C-CASTLE D-GAMBIT E-BISHOP =

F-RESIGN G-CHECKMATE H-KNIGHT Now you play a chess match with Gideon and =
use the=20
following moves in this sequence: Rd1 Rxe7 Qxd7 Bf5 Bd7 Bxe7 Then there =
is a=20
long movie and it=20
ends!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!=20
<P>This walkthrough was created by Tyler Russell. If you want to use it =
on your=20
web page, please e-mail him at <A =
href=3D"mailto:ronruss@inquo.net"><FONT=20
color=3Dblack>ronruss@inquo.net</FONT></A> and ask. Please don't just =
take!!!=20
Thank You!!! <B><I>
<P><U>&nbsp; </B></I><BR></U></FONT></P></BODY></HTML>
