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Tex Murphy Overseer (PC) Walkthrough v1.0
Copyright (C) 2003 by OutRider
WARNING: This walkthrough (like the others) contains spoilers. Please use at
your own risk, and don't say I didn't warn you.
To see the other guides that I have written, please check out this link:
http://www.gamefaqs.com/features/recognition/4538.html
The following are the rules for using this guide, as well as any other guides that I have written
(translated guides included):
- Do not plagiarize this guide. If it ever comes to my attention that a guide has been plagiarized,
I
will take legal action against you. You will pay for any damages, legal fees, airfare, etc.
- Do not distribute or reproduce this guide for profit.
- Do not contact me to add any of my guides to your website. They can be found at many places
already, so those are good enough. If it comes to my attention that you have added my guides
without permission, you will be asked to remove them and if you refuse, legal action will be
taken against you.
- Any contact information such as mailing addresses, email addresses, etc. are not to be used for
SPAM purposes. I get enough of it already and I really don't need anymore. Any SPAM sent to me
will be blacklisted and bounced using a program called MailWasher.
- Do not flame me or make idle threats. I do not make these guides for profit. This is just a
little
hobby of mine and I enjoy doing it. I don't have to do this; I do this for the benefit of you
gamers.
If you have a problem with something, please criticize constructively. Do not send me
something like 'Your guides suck ass. The help you gave me did nothing. Do not write another
guide ever again'. Any flames or any useless emails will be ignored and deleted.
- If you have a question about something, please be sure to include the name of the game and
system that it is for, preferably in the subject heading. I'm not clairvoyant, I don't
always know
what you're talking about, and so doing this will be greatly appreciated.
- Please contact me using coherent English, I don't understand anything else.
I think that the Tex Murphy games made one of the greatest adventure series of all time. Since
Chris
Jones stepped in to play the role of Tex in Under a Killing Moon, the games have been nothing but
funny. Tex Murphy Overseer is a remake of the first Tex Murphy game, Mean Streets. Access
Software has set many firsts for the gaming industry. They were one of the first companies to use
the CD-ROM format as well as the DVD-ROM format. I also believe that they were one of the first
companies to use live action in their games. Since Microsoft bought out Access Software, I hoped
that the Tex Murphy games would continue on after Overseer. While there have been three more
games mentioned, like Tex Murphy: Polarity, I haven't seen anything come out yet, so is the
series
gone for good or will Microsoft kick it into high gear and continue on with the series? Email
Microsoft and voice your protests!
With all that being said, here's the walkthrough:
I'm playing this game in Entertainment mode, so there may be differences if you choose the
other
difficulty. Also, whenever you pick up a new item, be sure to examine it unless noted otherwise,
because you never know what you might learn.
While watching the opening sequences, you may be presented with three choices. There are times
when your decision may not affect the game in any way; but there are others that will. To get the
game off to a good start, here are the choices that I chose as they presented themselves:
1) Give fair warning
2) Chuck Heston humor
3) Show Chelsee the goods
4) Sibling revelry
5) Apologize
6) Real Beatlemanic
7) Lover's Lanes?
After the opening sequence, you'll find yourself in Tex's office. Moving around is quite
easy. You
can use the arrow keys to move, or you can use the mouse (by holding the right mouse button). If
you want to run, hold Shift while moving around. Looking up is done with the Home key, while
looking down is done with the End key. There may be times when you have to lower yourself all of
the way down to the floor, and that is controlled with the Page Down key. Raising yourself is done
with the Page Up key.
There are three different panels that you may notice when you move your cursor around. The panel
at the top of the screen is the system panel. It's where you can save, load, exit, configure
your game,
etc. The right panel is your inventory panel. This is where you'll find all of the items that
you pick up.
The left panel is the travel panel. It's here that you can choose to travel to any of the
locations you
need to visit or have already visited.
Now, with that little tutorial out of the way, let's get on with the game. Go over to
Tex's desk and pick
up the little red book. This book is the Little PI's Red Book of Rules, the book Tex was
looking at
during the introduction. Go into your inventory and examine it further by clicking on the book and
then clicking it on the magnifying glass. You can't open it, so don't bother trying. After
you're done,
go over to the filing cabinet closest to Tex's desk and open up the bottom drawer. Inside,
you'll find
a wind up mouse. Take it and then cross to the other side of the room and open the bottom drawer
on the single filing cabinet. You'll find a note from the Colonel, so pick it up and read it by
examining
it in the inventory. Look at the bookshelf next to the cabinet and take the tape measure that you
find
there. If you go to the front door, you'll see a magazine on the floor. Pick it up and look at
it and then
go over to Tex's desk. Turn on his Videophone and call the AID, or American Information
Database.
Tell it to search for information on Tex Murphy, and when you're done, take the fax that just
came.
It's the search results from your AID query. Look at it in the inventory and then go into
Tex's
bedroom, which is through the door between the bookshelf and filing cabinet. There's not much
you
can do in here, so pick up the Parcheesi board game off of his cot to trigger a sequence in which
Tex
gets a client. Afterwards, go to the travel panel and go to the police station to meet with Eve
Clements (the police station is the one with the picture of the woman).
When you talk to Eve, here's what you need to choose:
1) A lesson in good form
2) A quick change of subject
3) Make an offer she can't refuse
4) Resort to the Good Book
Now ask Eve about all available topics and then leave the station. Travel to Carl Linsky's
house (the
one above the police station). You'll see that Sylvia is here. Talk to her about all available
topics and
then she'll leave, but she'll allow Tex access to the house. Go over to the coffee table
and pick up
the note. Read it to see that it's a clue to something. Take the domino set and look at it to
start your
first puzzle of the game. That paper you picked up tells you how you need to solve the puzzle. You
need to make it so that each row equals 21; diagonally, horizontally, and vertically. To solve it,
put
the dominoes that equal 4, 11, and 6 in the top row, 9, 7, and 5 in the middle row, and finally, 8,
3, and
10 in the bottom row. Remember the numbers that light up after the puzzle has been solved, which
are 4, 9, and 8. Go into the kitchen and open up the briefcase to the left of the refrigerator to
find a
drug of some sort inside. Open the refrigerator and take the bunch of bananas. Do a 180 and go into
the bedroom on the other side of the room. Read the note on the desk and open up the middle
drawer on the right side. Read the note inside and then look at the chess set on the table to the
right
of the bed. Look in the nightstand on the other side to find an address book. If you look inside,
you'll end up earning a new place on the travel panel. Leave the house and travel to the new
location, Delores Lightbody's house.
Listen to the conversation and each time you are presented with choices, here's what you
should
choose:
1) Get back on track
2) Get down to business
3) A show of good form
4) The circumstances?
5) Who gets the cash?
6) Get the skinny on Sylvia
7) Refuse to speculate
Interrogate Delores using all available topics, and then go to Carl Linsky's house.
Sylvia will give you Carl's personal effects, which consists of a note, two keys, and a wallet.
Open up
the envelope and look at the note and wallet. Open the closet, which is to the left of the bedroom
and
climb up the ladder to the attic. Follow the path and go through the door. Go over to the filing
cabinet and open up the third drawer on the right hand side. Take the note and read it. Open the
roll-
top desk and get the credit report and look at it. Turn around and go over to the table near the
door.
Turn on the tape recorder to hear someone babbling about something. Use the round key on the
lock on the dresser near the filing cabinet and take the lease. Look at it more closely to get a
new
location on the travel panel. Leave here and go to Carl Linsky's warehouse.
As soon as you arrive, go to the filing cabinet and open the middle drawer. Take the fax you find
inside and look at it. Open the bottom drawer and take the project note. Go over to the drafting
table
and open the top drawer. You'll find a newspaper article inside, so after that, open the middle
drawer
to find a couple transaction slips. Look at the bulletin board on the wall near the table and move
it
out of the way to uncover a note. Take it and then go over to the desk that's to the right of
the
bulletin board. Take the note you find sitting in the box and then move the pillow to find a bottle
of
sleeping pills. Take those and if you go over to the forklift near the entrance, you'll find a
box. Open
up the box and take the circuit kit that you find inside. Turn around and to the right of the
ladder,
you'll see a first aid box on the wall. Open it and take the Heal-Aid can you find inside. If
you look at
it more closely, you'll discover pieces of a security card. Make a note that one piece is
missing.
Climb the ladder and move the box and the calendar behind it out of the way to find a safe. Do you
remember those three numbers from the first puzzle? Anyway, enter those numbers in to unlock the
safe and take the contents to learn that it's a passcard reader and an insurance policy.
We're all
done here for now, so go to Delores Lightbody's house.
When you're presented with choices, choose 'Sort of grateful' and then ask her about
all available
topics. When you're finished, go back to the office.
You should now have a message waiting for you on the videophone, so check it out to see a
message from Sylvia Linsky. You'll eventually wind up talking to Arnold Sternwood at the North
Hill
Clinic.
1) Good natured bureaucracy
2) Get right to the point
3) Loosen him up
4) Linsky's work?
Ask him about all available topics and then travel to C.A.P.R.I.C.O.R.N.
You'll get to meet the lovely Wanda Peck here, so when presented with choices, here's what
you
should choose:
1) A flattering question
2) A heart-felt proposal
3) Love bug
4) Clever word play
5) Refer to your client's father
6) Looking for a lead
Ask her about all available topics and then travel to the police station.
Slightly exaggerate and then ask Eve about all available topics. Leave here and go back to the
office.
Turn on the videophone and access AID. Do a search on Sonny Fletcher, the Law and Order Party,
C.A.P.R.I.C.O.R.N., Rona Morgan, North Hill Clinic, and Delores Lightbody. Turn off the videophone
and take the faxes out of the fax machine and look at each one. Travel to the police station and
ask
Eve about Sonny Fletcher and his criminal record. Leave and go to Sonny Fletcher's apartment.
1) On a hunt for clues
2) Make a reasonable deal
3) Fraternize
Watch the video sequence and then go to the warehouse.
Examine the bishop piece that you got from Sonny to find the missing piece of the security card.
Combine it with the other pieces and then examine them to get the next puzzle.
In order to solve this puzzle, you need to arrange the pieces so that the black stripe is either at
the
top or bottom of the puzzle field. You may need to rotate some pieces, which can be done by holding
the mouse button on a piece and using the left or right arrow keys. After you've solved the
puzzle,
you'll now have a completed security card. Go over to the computer and attach the passcard
reader
to it. Scan the passcard and enter the password Bishop. After you're done, travel to the
Fresno
office.
Near the door you will find a day planner sitting atop a box. Take it and look at it to learn a clue
to an
upcoming puzzle. Look down at the floor near the door to find an electric bill. Take that as well
and
then go over and move the bookcase. Notice that the safe is connected to plate display above it.
Take a closer look at the display to get the next puzzle. To solve this, just point each plate at
the
correct times and then push Set Time. If you are correct, a green light will show. There are three
different sets of times you need to enter to unlock the safe, and it just so happens that I have
the
answers:
1st Settings:
San Francisco - 6 PM Paris - 3 AM Sidney - 12 PM
2nd Settings:
San Francisco - 5 AM Paris - 2 PM Sidney - 11 PM
3rd Settings:
San Francisco - 3 PM Paris - 12 AM Sidney - 9 AM
By entering these times, you should have unlocked the safe, so take and look at the photo you find
inside. Leave here and go to Linsky's house. Ask Sylvia about the photo to learn that the man
in the
picture with her father is John Klaus. Ask her about the rest of the topics and then go to
C.A.P.R.I.C.O.R.N.
Stick to business and ask Wanda about all topics and when you ask her about the photo, she'll
keep
it with her. Leave here and go to North Hill Clinic.
Become a fashion detective and ask Arnold about all topics. When you're finished, go to the
police
station. Ask Eve about Val Davis and then go to Sonny's apartment. You'll find a note
taped to the
door, so go to Tex's office and read it. Access AID and ask about John Klaus, Bosworth Clark,
and
Val Davis. Read the faxes and then go to the Anasazi ruins.
When you arrive, go straight and then up the steps that you see to your left. Go through the door
and if you look down, you'll notice a brick hiding among some vases. Pick it up and then head
back
out and down the steps. Turn to your left and look at the cogwheel puzzle on the wall. The idea is
to
get the red dots on the cogs to line up with the red dots on the wall. Push the left lever up once
and
the middle one up three times to solve the puzzle and take the brick from the newly opened
compartment.
Turn around and go forward to the opening and turn left. Open the door near the wall and go
through. To the left of the door lying against the wall is a couple of poles. Take them and go
behind
the partition nearby. Take the crate and take the brick that's lying behind the next partition.
Turn to
the right and go through the door. Look down and to the right to find a small piece of pipe. Make
your way around to the left and click on the pot to find another brick. Continue along the way and
Copyright (C) 2003 by OutRider
WARNING: This walkthrough (like the others) contains spoilers. Please use at
your own risk, and don't say I didn't warn you.
To see the other guides that I have written, please check out this link:
http://www.gamefaqs.com/features/recognition/4538.html
The following are the rules for using this guide, as well as any other guides that I have written
(translated guides included):
- Do not plagiarize this guide. If it ever comes to my attention that a guide has been plagiarized,
I
will take legal action against you. You will pay for any damages, legal fees, airfare, etc.
- Do not distribute or reproduce this guide for profit.
- Do not contact me to add any of my guides to your website. They can be found at many places
already, so those are good enough. If it comes to my attention that you have added my guides
without permission, you will be asked to remove them and if you refuse, legal action will be
taken against you.
- Any contact information such as mailing addresses, email addresses, etc. are not to be used for
SPAM purposes. I get enough of it already and I really don't need anymore. Any SPAM sent to me
will be blacklisted and bounced using a program called MailWasher.
- Do not flame me or make idle threats. I do not make these guides for profit. This is just a
little
hobby of mine and I enjoy doing it. I don't have to do this; I do this for the benefit of you
gamers.
If you have a problem with something, please criticize constructively. Do not send me
something like 'Your guides suck ass. The help you gave me did nothing. Do not write another
guide ever again'. Any flames or any useless emails will be ignored and deleted.
- If you have a question about something, please be sure to include the name of the game and
system that it is for, preferably in the subject heading. I'm not clairvoyant, I don't
always know
what you're talking about, and so doing this will be greatly appreciated.
- Please contact me using coherent English, I don't understand anything else.
I think that the Tex Murphy games made one of the greatest adventure series of all time. Since
Chris
Jones stepped in to play the role of Tex in Under a Killing Moon, the games have been nothing but
funny. Tex Murphy Overseer is a remake of the first Tex Murphy game, Mean Streets. Access
Software has set many firsts for the gaming industry. They were one of the first companies to use
the CD-ROM format as well as the DVD-ROM format. I also believe that they were one of the first
companies to use live action in their games. Since Microsoft bought out Access Software, I hoped
that the Tex Murphy games would continue on after Overseer. While there have been three more
games mentioned, like Tex Murphy: Polarity, I haven't seen anything come out yet, so is the
series
gone for good or will Microsoft kick it into high gear and continue on with the series? Email
Microsoft and voice your protests!
With all that being said, here's the walkthrough:
I'm playing this game in Entertainment mode, so there may be differences if you choose the
other
difficulty. Also, whenever you pick up a new item, be sure to examine it unless noted otherwise,
because you never know what you might learn.
While watching the opening sequences, you may be presented with three choices. There are times
when your decision may not affect the game in any way; but there are others that will. To get the
game off to a good start, here are the choices that I chose as they presented themselves:
1) Give fair warning
2) Chuck Heston humor
3) Show Chelsee the goods
4) Sibling revelry
5) Apologize
6) Real Beatlemanic
7) Lover's Lanes?
After the opening sequence, you'll find yourself in Tex's office. Moving around is quite
easy. You
can use the arrow keys to move, or you can use the mouse (by holding the right mouse button). If
you want to run, hold Shift while moving around. Looking up is done with the Home key, while
looking down is done with the End key. There may be times when you have to lower yourself all of
the way down to the floor, and that is controlled with the Page Down key. Raising yourself is done
with the Page Up key.
There are three different panels that you may notice when you move your cursor around. The panel
at the top of the screen is the system panel. It's where you can save, load, exit, configure
your game,
etc. The right panel is your inventory panel. This is where you'll find all of the items that
you pick up.
The left panel is the travel panel. It's here that you can choose to travel to any of the
locations you
need to visit or have already visited.
Now, with that little tutorial out of the way, let's get on with the game. Go over to
Tex's desk and pick
up the little red book. This book is the Little PI's Red Book of Rules, the book Tex was
looking at
during the introduction. Go into your inventory and examine it further by clicking on the book and
then clicking it on the magnifying glass. You can't open it, so don't bother trying. After
you're done,
go over to the filing cabinet closest to Tex's desk and open up the bottom drawer. Inside,
you'll find
a wind up mouse. Take it and then cross to the other side of the room and open the bottom drawer
on the single filing cabinet. You'll find a note from the Colonel, so pick it up and read it by
examining
it in the inventory. Look at the bookshelf next to the cabinet and take the tape measure that you
find
there. If you go to the front door, you'll see a magazine on the floor. Pick it up and look at
it and then
go over to Tex's desk. Turn on his Videophone and call the AID, or American Information
Database.
Tell it to search for information on Tex Murphy, and when you're done, take the fax that just
came.
It's the search results from your AID query. Look at it in the inventory and then go into
Tex's
bedroom, which is through the door between the bookshelf and filing cabinet. There's not much
you
can do in here, so pick up the Parcheesi board game off of his cot to trigger a sequence in which
Tex
gets a client. Afterwards, go to the travel panel and go to the police station to meet with Eve
Clements (the police station is the one with the picture of the woman).
When you talk to Eve, here's what you need to choose:
1) A lesson in good form
2) A quick change of subject
3) Make an offer she can't refuse
4) Resort to the Good Book
Now ask Eve about all available topics and then leave the station. Travel to Carl Linsky's
house (the
one above the police station). You'll see that Sylvia is here. Talk to her about all available
topics and
then she'll leave, but she'll allow Tex access to the house. Go over to the coffee table
and pick up
the note. Read it to see that it's a clue to something. Take the domino set and look at it to
start your
first puzzle of the game. That paper you picked up tells you how you need to solve the puzzle. You
need to make it so that each row equals 21; diagonally, horizontally, and vertically. To solve it,
put
the dominoes that equal 4, 11, and 6 in the top row, 9, 7, and 5 in the middle row, and finally, 8,
3, and
10 in the bottom row. Remember the numbers that light up after the puzzle has been solved, which
are 4, 9, and 8. Go into the kitchen and open up the briefcase to the left of the refrigerator to
find a
drug of some sort inside. Open the refrigerator and take the bunch of bananas. Do a 180 and go into
the bedroom on the other side of the room. Read the note on the desk and open up the middle
drawer on the right side. Read the note inside and then look at the chess set on the table to the
right
of the bed. Look in the nightstand on the other side to find an address book. If you look inside,
you'll end up earning a new place on the travel panel. Leave the house and travel to the new
location, Delores Lightbody's house.
Listen to the conversation and each time you are presented with choices, here's what you
should
choose:
1) Get back on track
2) Get down to business
3) A show of good form
4) The circumstances?
5) Who gets the cash?
6) Get the skinny on Sylvia
7) Refuse to speculate
Interrogate Delores using all available topics, and then go to Carl Linsky's house.
Sylvia will give you Carl's personal effects, which consists of a note, two keys, and a wallet.
Open up
the envelope and look at the note and wallet. Open the closet, which is to the left of the bedroom
and
climb up the ladder to the attic. Follow the path and go through the door. Go over to the filing
cabinet and open up the third drawer on the right hand side. Take the note and read it. Open the
roll-
top desk and get the credit report and look at it. Turn around and go over to the table near the
door.
Turn on the tape recorder to hear someone babbling about something. Use the round key on the
lock on the dresser near the filing cabinet and take the lease. Look at it more closely to get a
new
location on the travel panel. Leave here and go to Carl Linsky's warehouse.
As soon as you arrive, go to the filing cabinet and open the middle drawer. Take the fax you find
inside and look at it. Open the bottom drawer and take the project note. Go over to the drafting
table
and open the top drawer. You'll find a newspaper article inside, so after that, open the middle
drawer
to find a couple transaction slips. Look at the bulletin board on the wall near the table and move
it
out of the way to uncover a note. Take it and then go over to the desk that's to the right of
the
bulletin board. Take the note you find sitting in the box and then move the pillow to find a bottle
of
sleeping pills. Take those and if you go over to the forklift near the entrance, you'll find a
box. Open
up the box and take the circuit kit that you find inside. Turn around and to the right of the
ladder,
you'll see a first aid box on the wall. Open it and take the Heal-Aid can you find inside. If
you look at
it more closely, you'll discover pieces of a security card. Make a note that one piece is
missing.
Climb the ladder and move the box and the calendar behind it out of the way to find a safe. Do you
remember those three numbers from the first puzzle? Anyway, enter those numbers in to unlock the
safe and take the contents to learn that it's a passcard reader and an insurance policy.
We're all
done here for now, so go to Delores Lightbody's house.
When you're presented with choices, choose 'Sort of grateful' and then ask her about
all available
topics. When you're finished, go back to the office.
You should now have a message waiting for you on the videophone, so check it out to see a
message from Sylvia Linsky. You'll eventually wind up talking to Arnold Sternwood at the North
Hill
Clinic.
1) Good natured bureaucracy
2) Get right to the point
3) Loosen him up
4) Linsky's work?
Ask him about all available topics and then travel to C.A.P.R.I.C.O.R.N.
You'll get to meet the lovely Wanda Peck here, so when presented with choices, here's what
you
should choose:
1) A flattering question
2) A heart-felt proposal
3) Love bug
4) Clever word play
5) Refer to your client's father
6) Looking for a lead
Ask her about all available topics and then travel to the police station.
Slightly exaggerate and then ask Eve about all available topics. Leave here and go back to the
office.
Turn on the videophone and access AID. Do a search on Sonny Fletcher, the Law and Order Party,
C.A.P.R.I.C.O.R.N., Rona Morgan, North Hill Clinic, and Delores Lightbody. Turn off the videophone
and take the faxes out of the fax machine and look at each one. Travel to the police station and
ask
Eve about Sonny Fletcher and his criminal record. Leave and go to Sonny Fletcher's apartment.
1) On a hunt for clues
2) Make a reasonable deal
3) Fraternize
Watch the video sequence and then go to the warehouse.
Examine the bishop piece that you got from Sonny to find the missing piece of the security card.
Combine it with the other pieces and then examine them to get the next puzzle.
In order to solve this puzzle, you need to arrange the pieces so that the black stripe is either at
the
top or bottom of the puzzle field. You may need to rotate some pieces, which can be done by holding
the mouse button on a piece and using the left or right arrow keys. After you've solved the
puzzle,
you'll now have a completed security card. Go over to the computer and attach the passcard
reader
to it. Scan the passcard and enter the password Bishop. After you're done, travel to the
Fresno
office.
Near the door you will find a day planner sitting atop a box. Take it and look at it to learn a clue
to an
upcoming puzzle. Look down at the floor near the door to find an electric bill. Take that as well
and
then go over and move the bookcase. Notice that the safe is connected to plate display above it.
Take a closer look at the display to get the next puzzle. To solve this, just point each plate at
the
correct times and then push Set Time. If you are correct, a green light will show. There are three
different sets of times you need to enter to unlock the safe, and it just so happens that I have
the
answers:
1st Settings:
San Francisco - 6 PM Paris - 3 AM Sidney - 12 PM
2nd Settings:
San Francisco - 5 AM Paris - 2 PM Sidney - 11 PM
3rd Settings:
San Francisco - 3 PM Paris - 12 AM Sidney - 9 AM
By entering these times, you should have unlocked the safe, so take and look at the photo you find
inside. Leave here and go to Linsky's house. Ask Sylvia about the photo to learn that the man
in the
picture with her father is John Klaus. Ask her about the rest of the topics and then go to
C.A.P.R.I.C.O.R.N.
Stick to business and ask Wanda about all topics and when you ask her about the photo, she'll
keep
it with her. Leave here and go to North Hill Clinic.
Become a fashion detective and ask Arnold about all topics. When you're finished, go to the
police
station. Ask Eve about Val Davis and then go to Sonny's apartment. You'll find a note
taped to the
door, so go to Tex's office and read it. Access AID and ask about John Klaus, Bosworth Clark,
and
Val Davis. Read the faxes and then go to the Anasazi ruins.
When you arrive, go straight and then up the steps that you see to your left. Go through the door
and if you look down, you'll notice a brick hiding among some vases. Pick it up and then head
back
out and down the steps. Turn to your left and look at the cogwheel puzzle on the wall. The idea is
to
get the red dots on the cogs to line up with the red dots on the wall. Push the left lever up once
and
the middle one up three times to solve the puzzle and take the brick from the newly opened
compartment.
Turn around and go forward to the opening and turn left. Open the door near the wall and go
through. To the left of the door lying against the wall is a couple of poles. Take them and go
behind
the partition nearby. Take the crate and take the brick that's lying behind the next partition.
Turn to
the right and go through the door. Look down and to the right to find a small piece of pipe. Make
your way around to the left and click on the pot to find another brick. Continue along the way and
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Other files from this game:
- Tex Murphy - Overseer savegame by System on 14/03/2006, 06:30
Please read readme.txt for instructions - Tex Murphy - Overseer savegame by System on 14/03/2006, 06:30
Please read readme.txt for instructions - Tex Murphy - Overseer solution by System on 09/03/2006, 09:50






