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================================ TESLA EFFECT =================================
========================== A TEX MURPHY ADVENTURE =============================
===============================================================================
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Copyright 2014 test_of_valor
Contact: filip.klic@gmail.com
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright.

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======
TABLE OF CONTENTS
======
=================================================

1.FOREWORD...........................................[tes01]
2.CONTROLS...........................................[tes02]
3.REVISION HISTORY...................................[tes03]
4.BASICS.............................................[tes04]
5.WALKTROUGH.........................................[tes05]
5.01 DAY ONE......................................[tes06]
5.02 DAY TWO......................................[tes07]
5.03 DAY THREE....................................[tes08]
5.04 DAY FOUR.....................................[tes09]
5.05 DAY FIVE.....................................[tes10]
5.06 DAY SIX......................................[tes11]
5.07 DAY SEVEN....................................[tes12]
5.08 DAY EIGHT....................................[tes13]
5.09 DAY NINE.....................................[tes14]
5.10 DAY TEN......................................[tes15]
5.11 DAY ELEVEN...................................[tes16]
5.12 DAY TWELVE...................................[tes17]
5.13 DAY THIRTEEN.................................[tes18]
6.COLLECTIBLES.......................................[tes19]
7.PI RATINGS.........................................[tes20]
8.ENDWORD............................................[tes21]

=============================================================
======
1.FOREWORD
[tes01]======
=================================================
Hello people and welcome to my walktrough of Tesla Effect: A Tex Murphy
Adventure game for PC. After some research I noticed there are other Tex
Murphy games out there, which sadly I never played. But after experiencing
this game, I intend to try out the other ones too, at some point. That's it
for my foreword and I hope you will enjoy this detective journey as much as
I did.

Here is a list of sites that can host this guide:


www.gamefaqs.com
www.neoseeker.com
www.cheatcc.com
www.gameboomers.com
If you see this guide somewhere else, please let me know. If you are
a webmaster of some other site and wish to host my guide, ask for permission
first. Thanks.

=============================================================
======
2.CONTROLS
[tes02]======
================================================
Movement: W
A
S
D

walk forward
walk backward
walk/strife left
walk/strife right

Move Camera: Mouse


Smart Alex: Tab/Right mouse button
Exit Smart Alex: Esc
Interact: Left mouse button/E
In-video menu: Right mouse button
Flashlight: F
Sprint: Hold Ctrl while moving
Quick Save: F5
Load quick save: F9
Adjust Screen Brightness: PageUp(increase)/PageDown(decrease)
NOTE: You can also look/interact and use flashlight from Smart Alex.

===================================================================
======
3.REVISION HISTORY
[tes03]======
=======================================================
-

started writing: July 22nd, 2014


finished version 0.60: November 6th, 2014
added 'revision history' content: November 8th, 2014
changed the law policy: November 8th, 2014
uploaded version 0.65: November 8th, 2014
some minor changes: November 11th, 2014
uploaded version 0.66: November 11th, 2014

=============================================================
======
4.BASICS
[tes04]======
=================================================
This is a detective game, in which you have a sidekick called Smart Alex.
With the help of Smart Alex, you can view and examine the items you picked
up in your inventory, interact with various things, toggle your flashlight,
travel to another location, get hints for advancing the story, and it can
also be used to skip puzzles etc.
The game has a Points system, which determines what rating will you get at
the end of the game. The more points you collect, the higher rating awaits
you. You get points for various things like collecting comics, solving
puzzles etc.
NOTE: On Casual difficulty, points are lost for skipping puzzles and using
the Smart Alex hint system. You also lose points when you die regardless of
difficulty.

=============================================================
======
5.WALKTROUGH
[tes05]======
=================================================
The walktrough section will use spoilers for various parts of the story so
if you are new to the game or don't want to be spoiled, I encourage you to
stop reading after this sentence.
Game takes place in a period of twelve days in a city of New San Francisco.
The year is 2050. Apparently the existence of some evil force is requiring our
hero to eradicate it. And so our story begins...
This will not be a speedrun guide and I will include exploration in each day
of the story as well as how to get as many points as possible and how to solve
every puzzle in the game. Last but not least, this walktrough was written for
Gamer difficulty. I don't know if playing the game on Casual makes something
different. If it does, please email me about it.
Reference to the brackets used:
-[POINTS] This means that '+Points Added' will appear in the upper left corner
of the screen upon doing the action described.
-[COMIC#X] This a comic number according to the display case that holds them.
-(insert item name here) These are the items/objects/weapons picked up in the
game that serve as clues or help you with progressing the story, or simply help
you gather points.

5.01 DAY ONE: A RUDE AWEKENING OR A 7 YEAR OUCH [tes06]


=======================================================

After the very nice intro, our hero wakes up 5 hours later to realize something
bad has happened. His head hurts, and suddenly he sees something on the ground
talking to him. It appears to be his Smart Alex. When he asks if you want to
watch the tutorial, go ahead.
===============
Murphy's office
===============
And so the gameplay starts in his office. You hear a fax machine voice saying
that you've got a fax. In future, whenever you hear this voice, it means a new
fax for you has arrived. Before picking up the fax, let's do some exploration
in his office, shall we? Okay, right next to the fax machine is a [COMIC#3] so
be sure to pick it up and you will get [POINTS]. On the floor right underneath
the fax machine is an open briefcase with a lot of cash. Wonder how that ended
up here. Anyway, it's better to put it away for now. On a wall near the window,
is a newspaper article about our hero. Examine it for a nice little video and
you will get [POINTS]. Behind the desk is a picture of Murphy's colonel which
can be examined for [POINTS] and a nice little video. Notice the five fedoras
hanging on the wall. Examine them to find out one of them has a hole in it. A
funny video shows you how that happened and you are awarded [POINTS]. Open the
middle drawer on the right side of the desk and examine the melted chocolate
bar for [POINTS] and a video of Clint, one of the residents of Chandler Avenue.
There is a (GLUE) on the desk. Pick it up and examine it in the inventory, it
will give you [POINTS]. Behind the desk on the right is a (BROKEN RECORD) on a
shelf. Pick it up, and examine it for [POINTS]. Now, drag and drop (GLUE) and
(BROKEN RECORD) to the combine slots 1 and 2 in the inventory, and you will get
a (VINYL RECORD). Examine it for [POINTS]. You can now use the (VINYL RECORD)
on the Victrola record player found near the guitar. It's a record of his hero
Gene Autry, or so he says. Feel free to examine everything else in his office.
It won't give you points but it might help in figuring out the atmosphere of
the game.
Now go into his bedroom where you have various things to examine, like the
[COMIC#1] on the nightstand. Pick it up for [POINTS] as well as a video showing
how Murphy ate several chapters (laughs). There are some other interesting
things. Like the crypt looking thing next to his bed. What is that??
Anyway, there is a display case right next to the storage door, where every
comic that you pick up is stored. It's a good thing to stop by every now and
then to help you track your collection progress.
When you're ready, pick up the (FAX FROM ARCHIE ELLIS) from the fax machine.
Examine it in your inventory for [POINTS] and head outside through the door.
===============
Chandler Avenue
===============
As you make a few steps down the stairs, Murphy notices a shot out window as
well as some blood on the 2nd floor of the Electronics shop. Hmmm we should do
some investigating huh? When you arrive at the bottom of the stairs, he notices
that Chelsee's(who is that) stand is abandoned.
Okay, first examine the pipe on the floor found immidiately on your left. You
will get [POINTS] as well as see a video of someone beating Murphy with it.
Ouch. In the alleyway, you notice some things scattered on the floor. First,
pick up (SURVEILLANCE PHOTO) and examine it for [POINTS]. It also seems that
someone was spying on you from the Electronics shop. Who could it be?
Examine the shells, as well as the shoe and a broken headlight to gather some

info on what has happened. Pick up (NIKOLA TESLA ARTICLE) and examine it for
[POINTS]. It seems that this article might have a connection to some case. It
all seems confusing if you ask me. You can also examine the shot out window to
have your sidekick say that you need a ladder to reach it. Like I didn't know
that.
Before heading across the main street, we will do some more exploring of the
back alleys and other somewhat interesting places.
Head deeper into the alley, making sure that Ritz Hotel building is on your
right. You will come to an intersection. Lets head left for now. Soon you will
see [COMIC#17] on the floor right in front of you. Pick it up and you will
receive [POINTS]. Behind the corner of the building on your left is [COMIC#4].
Picking it up will award you with [POINTS]. Head forward and you'll see the
main street on the far end, and a little area on the right near a fence. Go
into that area and you'll find [COMIC#2].Pick it up for [POINTS]. Your pal
Smart Alex will tell you about Louie opening his Brew&Stew shop. We will go
there, but not yet.
Return to the intersection where we headed left, and go the other way now.
Climb the first set of stairs(there are two sets of ten stairs each) and look
to the right. You will see [COMIC#16] in the corner. Pick it up for [POINTS].
Proceed by climbing the second set of stairs and going on the street. There is
a broken tram near the building. Enter that building and climb to the 2nd
floor where you will find [COMIC#19]. Pick it up for [POINTS]. Return to the
broken tram and you will see a table about Coit Tower. You can actually see it
from here if you look up and little to the left. Follow the sets of stairs all
the way to the hill where you can examine Circus Peanuts for [POINTS] as well
as a strange video. Ride the elevator to the top of the tower. Here you can
examine another table describing Coit Tower's characteristics for [POINTS] and
a video showing Murphy falling down from 32nd floor. People that played "Under
a killing moon" game should remember this.
Now follow the stair sets all the way down until you see an alley in front of
you. Go into that alley and proceed until you see tabs titled Hot and Cold on
the blue barell. Examine it and you will get [POINTS] as well as the chance to
hear Murphy playing a piano. Ouch. Continue on until you get to the street.
Here you can see Show White Warehouse as well as Llama Club. Right in front of
the door of the warehouse is a rock on the ground. Check it out too see (ACCESS
NOTE). Pick it up and examine it to receive [POINTS]. Hmmm a code? Awesome!
But we can't use it yet. Follow the right side of the street until you come to
the intersection with the main street. You'll notice a broken down car, and
right near it is a Savant School for Intellectually Gifted. There are two rooms
in it with 47 pictures each. Each and every picture you examine, will give you
[POINTS]. Easy 94 points, eh? On top of it all, Murphy's comments are
priceless.
On the roof of the school is [COMIC#18]. Be sure to pick it up for [POINTS].
Exit the building when you're done and go left until you get to an intersection
with the main street. On your right should be Golden Gate hotel, which is
closed for now but will be opened later. On your left is the main street that
has several building on each side.
On the left side, you have Rusty's Fun Masks, Three Cards To Midnight, Rook's
Pawn Shop, and Inspector Burns BBQ. On the right side you have Fuchsia Flamingo
Club, Ritz Hotel, Electronics Shop, and Louie's Brew&Stew.
NOTE: Fuchsia Flamingo Club can not be entered at all during the entire game.
And just when I got my hopes up. Blaah.
Right now, you can only enter in Louie's Brew&Stew and Ritz Hotel.
Walk into the Ritz Hotel and you'll notice that there is nobody around. You can
still examine various things and even go to the second and third floor if you

want. Leave the hotel for now.


Right in front of Three Cards To Midnight shop, you can see a card labeled NSA
Jackson Cross lying on the floor. Examine it to see a little video and to get
[POINTS]. Now go into the alley between Rook's Pawn Shop and Inspector Burns
BBQ and you will find (BROKEN ZIP LINE TROLLEY) on a blue barell. Pick it up
and examine it in your inventory to get [POINTS]. It seems that it's missing a
wheel. Hmmm okay. Proceed a little bit further until you see two pieces of
newspaper pages on the floor as well as a (SMALL WHEEL). Woah what a
coincidence huh? Pick it up and examine it to get [POINTS]. Combine (BROKEN
ZIP LINE TROLLEY) with a (SMALL WHEEL) to get a (REPAIRED ZIP LINE TROLLEY).
Examine it to get [POINTS]. We won't need it until later in the game. You can
climb the stairs to your right to see a bizzare thing in the building room if
you want. Upon examinating the fence by Rook's Pawn Shop, Murphy says that this
gate will be unlocked by Rook when he returns. Okay, later then.
When returning to the main street, you will see some kind of head in a
dispenser behind the dumster. What?? Examine it for [POINTS] as well as the
video showing what this is about. We are nearing the end of exploration for
now. Turn left on the main street then turn left again on the intersection. At
the end of the street you will see a billboard of a P.I Carlos Maldonado. This
building seems like his office, but it's locked. This is all important later
in the story. Ok, that's it. You can either look around a little more or go
talk with Louie in his Brew&Stew.
=================
Louie's Brew&Stew
=================
You can see Louie and a woman through the window. Preety nice.
Upon entering, a preety looking woman approaches you. She seems to be Louie's
niece Taylor and it appears that Murphy knew her before the incident but
doesn't remember anything about her.
Now, about the conversation topics. I've been told that your choices affect
how the story ends, but I'm not sure about conversations. So I leave it to
you to choose what kind of approach is best. When done talking to both Taylor
and Louie, you are prompted to ask Louie about several topics.
Topics are as follows:
Tex Murphy
Abduction on Chandler
Ritz Hotel
Ladder
Archie Ellis
Three Cards to Midnight
Chelsee Bando
Taylor LaMintz
Louie LaMintz
Tex's Memory Loss
Holes in Tex's Apartment(greyed out)
Make sure that you ask him about the ladder, after all we'll need it to enter
2nd floor of the Electronics Shop to investigate the crime scene. If you are
determined to get the best rating possible, ask him about everything.
Each topic awards you [POINTS].
Now that you know a little more about things, let's head to Golden Gate Hotel.
=================

Golden Gate Hotel


=================
When you enter the hotel looby, a hologram Holy Graham appears and starts
talking to you. Again, I leave it to you to decide what kind of approach is
best. When done talking, you can ask her about several topics.
Topics are as follows:
Tex Murphy
Abduction on Chandler
Ritz Hotel
Ladder
Archie Ellis
Taylor LaMintz
Louie LaMintz
Holly Graham
Holes in Tex's Apartment(greyed out)
Three Cards to Midnight(greyed out)
Chelsee Bando(greyed out)
Tex's Memory Loss(greyed out)
Ask her about the ladder and she'll tell you that they keep things like that
in Snow White Warehouse. Ask her about everything if you want the best rating
or simply want to hear what she has to say. Each topic awards you [POINTS].
To the right of the counter is a table with a (LOCKBOX KEY) on it. Pick it up
and examine it for [POINTS]. Now that we have both the code and the key, we
can enter the warehouse. But before that, lets head to Louie's once more.
=================
Louie's Brew&Stew
=================
Now that we've been to Golden Gate Hotel, Louie has two new topics available:
Holly Graham
Snow White Warehouse
Both topics give you [POINTS].
When you are ready, head over to Snow White Warehouse.
====================
Snow White Warehouse
====================
Use the (LOCKBOX KEY) on the lockbox to see that you need to enter a four digit
code. Remember that (ACCESS NOTE) we found under the rock? Ok, punch in the
numbers written on the note(4268) and you'll hear the sound of door opening.
Enter the door and look around. There is a wooden crate titled Mutant Novelties
with a clown in it, that you can examine for [POINTS] and a funny little video.
Climb the stairs to the left and press the switch on the wall upstairs to lower
the ladder on the other side of the room.
There is also a piece of paper coming out of the typewriter upstairs, that, if
you think about it, is actually very funny. Aaron Conners is actually the name
of the game designer of Tesla Effect.
Head over to the other side of the room and pick up (LADDER). Examine in in
your inventory and you'll get [POINTS].
Now stroll back to the crime scene.

===========
Crime scene
===========
Stand beneath the shot out window and look directly in it, so that Murphy says
that you'll need a ladder to reach it. Open your inventory and use the (LADDER)
which allows you climb up to the 2nd floor and investigate what actually
happened. Climb upstairs and enter the first door you see. Some interesting
stuff here. Check everything you want, and at the end, open the cupboard on
the far wall. And this is first real puzzle in the game.
Okay, when you click on the the puzzle, it starts spinning. Here is what you
have to do. You have to remember which squares light up at the end of each
spin, and click on them in the right order. There are total of three spins and
it gets harder and harder each spin.
Think of the puzzle as a clock. The first square(yellow) is on the 12:00, the
green square is on 3:00, orange is on 6:00, and red square is on 9:00.
There are a total of 16 squares. Below are the listings of each spin.
1st spin: 14,7,6
2nd spin: 6,12,4,1,10
3rd spin: 15,8,12,9,3,1,5,10
When you solve the puzzle, you are awarded [POINTS]. Turn back and you'll
notice that a secret passage has opened. Have a peek to initiate a FMV
revealing some plot twists.

5.02 DAY TWO: TEX GETS HIS MOJO ON OR DIAL M FOR MORON [tes07]
==============================================================
This keeps getting better and better...
Who the hell is that guy? And who is Mason? And lastly, why was Maldonado
killed? That FMV arose so many questions. And we have got to find the answers
right? Course. After all, are we a detective or not?
===========
Crime scene
===========
Look around the secret room a bit and you'll notice a note from Mason to
Maldonado on the table. On the note is an (ENCRYPTED MEMORY STICK) so be sure
to take it and examine it for [POINTS]. On the table there is also a
(MALDONADO LICENCE) so be sure to pick up that too. Examine it in your
inventory for [POINTS]. Hm I wonder what's on that memory stick.
As you try to leave, FMV plays showing Murphy getting cuffed by two(fellow)
police officers and taken to New San Francisco Police Department.
=====
NSFPD
=====
Conversation with the inspector will follow. He has quite a lot of

interesting things about Murphy. I leave it to you to decide what is the best
approach in conversation with him. After the talk, you are free to go and
offered to ask him some questions.
Topics are as follows:
Tex Murphy
Abduction on Chandler
Ritz Hotel
Chelsee Bando
Taylor LaMintz
Maldonado's Surveillance Video
Carlos Maldonado
Ladder(greyed out)
Holes in Tex's Apartment(greyed out)
Archie Ellis(greyed out)
Three Cards to Midnight(greyed out)
Louie LaMintz(greyed out)
Tex's Memory Loss(greyed out)
Holly Graham(greyed out)
Snow White Warehouse(greyed out)
Chelsee's Death(greyed out)
Mason Bauers(greyed out)
Encrypted Memory Stick(greyed out)
Every topic, as always, awards you with [POINTS].
===============
Chandler Avenue
===============
Back on Chandler Avenue. Rook's Pawn Shop and Electronics Shop are now
available. You can also now talk to Clint, menager of Ritz Hotel, as he seems
to have returned. But before all that, we are going to Murphy's office. There
is a new message for him on the vidphone. Check it out and you'll get
[POINTS]. Who was that??
Head over to whoever you want first, I chose Clint.
==========
Ritz Hotel
==========
As you ring the bell, the new menager Clint arrives and Murphy seems stumbled.
As always, I leave the conversation flow to you. After you're done, Clint
offers his help by answering your questions.
Topics are as follows:
Tex Murphy
Abduction on Chandler
Ritz Hotel
Holes in Tex's Apartment
Archie Ellis
Three Cards to Midnight
Chelsee Bando
Taylor LaMintz
Louie LaMintz

Tex's Memory Loss


Holly Graham
Chelsee's Death
Maldonado's Surveillance Video
Encrypted Memory Stick*
Carlos Maldonado
Clint
Snow White Warehouse(greyed out)
Ladder(greyed out)
Mason Bauers(greyed out)
* this will be greyed out later
Each topic awards you with [POINTS]. Now head over to Electronics Shop.
================
Electronics Shop
================
Zack Williams is the owner of this shop, and he seems to be tied to
organized crime somehow. Lets see what he knows.
Topics are as follows:
Tex Murphy
Abduction on Chandler
Ritz Hotel
Three Cards to Midnight
Louie LaMintz
Tex's Memory Loss
Chelsee's Death
Mason Bauers
Maldonado's Surveillance Video
Encrypted Memory Stick*
Carlos Maldonado
Clint
Zack Williams
Holes in Tex's Apartment(greyed out)
Archie Ellis(greyed out)
Chelsee Bando(greyed out)
Taylor LaMintz(greyed out)
Holly Graham(greyed out)
Snow White Warehouse(greyed out)
Ladder(greyed out)
* this will be greyed out later
Each of the topics will give you [POINTS].
Return to Ritz Hotel and Clint will have a new topic that you can ask him
about for [POINTS]. There are also six new topics that you can talk to
Louie about in his Brew&Stew. Each of them gives you [POINTS].
Now that Louie has told you who can break the encryption on the memory
stick, both Clint and Zack have one new topic to talk about, so go talk to
both of them to get [POINTS] two times.
After you're done with all that, head to Inspector Burns BBQ.
===================

Inspector Burns BBQ


===================
As you enter the joint and meet Mojo, you kinda realize what kind of place
this is. Their food will burn your face of. Yeah. Okay, after the talking,
Mojo offers to help Murphy with his investigation.
Topics are as follows:
Tex Murphy
Archie Ellis
Three Cards to Midnight
Chelsee Bando
Louie LaMintz
Holly Graham
Chelsee's Death
Maldonado's Surveillance Video
Encrypted Memory Stick
Carlos Maldonado
Zack Williams
Inspector Burns BBQ
Abduction on Chandler(greyed out)
Ritz Hotel(greyed out)
Ladder(greyed out)
Holes in Tex's Apartment(greyed out)
Taylor LaMintz(greyed out)
Tex's Memory Loss(greyed out)
Snow White Warehouse(greyed out)
Mason Bauers(greyed out)
Clint(greyed out)
Each topic give you [POINTS]. It seems Mojo can decode that memory stick.
Awesome. As you leave, Murphy says to check Maldonado's office on the street
but before that, let's head to an alley behind Rook's Pawn Shop. The fence
door is now unlocked and we can now go see what's inside.
Check out the basketball on the stairs for [POINTS] and a video of Murphy
trying to score. Behind the corner is an (ANVIL) lying on the floor.
Be sure to pick it up as we will need it. Examine it in your inventory for
[POINTS]. On the far end is Rook's hydropod garden (that green thing).
Check out that too for [POINTS] and a strange video that I'm not familiar
with. We are now going to do one little thing before going to Maldonado's
office, and that is going to Rook's Pawn Shop.
================
Rook's Pawn Shop
================
Seems like Rook and Tex go way back. Okay, after the conversation with Rook,
he will(not gladly) try to help you with answering your questions.
Topics are as follows:
Tex Murphy
Abduction on Chandler
Ritz Hotel
Archie Ellis
Three Cards to Midnight
Chelsee Bando
Taylor LaMintz

Louie LaMintz
Tex's Memory Loss
Holly Graham
Chelsee's Death
Mason Bauers
Maldonado's Surveillance Video
Carlos Maldonado
Clint
Zack Williams
Inspector Burns BBQ
Rook Garner
Ladder(greyed out)
Holes in Tex's Apartment(greyed out)
Snow White Warehouse(greyed out)
Encrypted Memory Stick(greyed out)
Each topic awards you [POINTS]. Rook doesn't seem to know anything that might
help. Well not really. Anyway, Tex says that his back gate is opened, but
we've been there already, haven't we?
===============
Chandler Avenue
===============
Holly Graham seems to be back from her strike(whatever that is) and she has
five new topics that you can ask her about.
Topics are as follows:
Mason Bauers
Carlos Maldonado
Clint
Inspector Burns BBQ
Rook Garner
Of course, each of them will give you [POINTS].
Also, you now have one new topic available(Rook Garner) to talk with Clint,
Mojo and Louie. [POINTS] x3
When you're ready, head over to Maldonado's office which is found in the back
of an alley behind Inspector Burns BBQ. Be careful though. As you approach you
notice some kind of device called SFOPAD aiming it's red light down on the
pavement.
If you step it that light, it WILL kill you. And you WILL lose points.
Go around it, climb the ladder and drop an (ANVIL) on it. Easy does it.
Return downstairs and use (MALDONADO LICENCE) on the card scanner. You are free
to enter his office now.
==================
Maldonado's office
==================
Check out the table on the right to find (LLAMA CLUB SECURITY KEY). There is a
picture of a fine looking woman by the vidphone. When you pick it up, a little
FMV follows showing her calling and asking for Carlos. But she somehow
recognizes Tex. He sure doesn't know her. She hungs up and now you have to
gather any clues you can to find out more about that woman. Examining the

picture in your inventory will give you [POINTS].


Close to her picture is a card labeled IT Technician Larry Hammond which will
give you [POINTS] by examining it as well as a video. Feel free to check other
things in the office. When you're ready, stroll back to Chandler Avenue.
===============
Chandler Avenue
===============
Everyone on Chandler Avenue now have one new topic(The Photo of Woman) to talk
about. Talk to everyone about it for a total of 6 [POINTS]. Holly Graham will
get you an adress of this woman but before we go there, we're going to the
Llama Club. It's near the warehouse. Use the (LLAMA CLUB SECURITY KEY) on the
card reader and head inside.
==========
Llama Club
==========
You get a video of Murphy trying to have a smoke as you approach the table.
Head upstairs and trigger the golf simulator for [POINTS] and a video of Murphy
getting hit with a ball on the head. Ouch. It WAS under repair, now wasn't it.
Ok, when you're ready, go into your Smart Alex and choose to travel to the
Beach House.
Whoops. Tex is feeling fuzzy headed and he calls a cab to visit Dr. Donahue at
the North Hill Clinic.
=================
North Hill Clinic
=================
After some talking with the doc, you can ask her about a few topics. Topics are
as follows:
Tex Murphy
Taylor LaMintz
Louie LaMintz
Tex's Memory Loss
Each of them gives you [POINTS].
NOTE: From this point on, I won't write about topics that are greyed out as I
see no sense in doing that.
When you're done with the doc, you find yourself in close proximity of the
Beach House. Wow, I bet there are a lot of clues here.
===========
Beach House
===========
The ground floor of the house consists of living room, kitchen, bathroom, and
study room. First we are going to investigate the ground floor, then the first
floor.

Check the teapot on the table to find a (BASEBALL CARD) hidden underneath it.
Examine it in your inventory for [POINTS]. Look closely at the coffee table to
the right. It has four switches, one on each corner. Tilt all four of them and
it will reveal it's hidden drawer. Pick up (ETIQUETTE BOOK) and (LETTER ABOUT
DISEASE) found inside and examine both of them in your inventory for [POINTS].
The sofa right on the other side of the coffee table has two pillows sitting on
it, each in one corner. Examine the one on the right. It will bounce off. Now
examine the sofa piece, and it will reveal another (BASEBALL CARD). There is a
pack of cigarettes near the lamp left of the sofa. Take them and you'll receive
[POINTS] and a video which will maybe turn off all the smokers out there.
Now head over to the minibar in the middle of the living room. Examine the
record labeled 'Red Cat' and you'll get [POINTS]. Tilt the baseball cap on the
shelf under it to reveal another (BASEBALL CARD). On the shelf under it, is a
picture of a baseball player. Examine it for [POINTS].
There is a hallway to the right with two doors in it. The first one leads to
the kitchen and the second one leads to the bathroom. Let's go to the kitchen
first. Open the microwave and pick up (PETRI DISH) that was inside. Examine it
in your inventory for [POINTS]. Turn around and open the middle drawer of the
bottom three drawers near the door. It has a (BASEBALL CARD) in it.
Head over to the bathroom now.
Look inside the basket near the toilet and pick up (LETTER ABOUT TRAITOR).
Examine it in your inventory for [POINTS]. There is a [COMIC#8] on the toilet.
Picking it up will award you [POINTS]. Head to the other side of the ground
floor and tilt the bird cage found near the study room to find a (BASEBALL
CARD) underneath it. Walk into the study room and as soon as you enter look
right and open the drawer to find another (BASEBALL CARD) inside. Pick up
a piece of paper lying on the sofa for a funny little FMV and [POINTS]. On the
far wall is a diploma of Mason Bauers labeled Harvard Medical School. Walk to
it and look directly under it to see (SULFURIC ACID). Pick it up and examine it
in your inventory for [POINTS]. Now combine (PETRI DISH) with (SULFURIC ACID)
and you'll get (SULFURIC PETRI DISH). Examine that too for [POINTS].
There is a puzzle here that requires nine baseball cards to solve it so we are
going to return here when we collect them all. Leave study room for now and
head upstairs.
There is a [COMIC#9] in the first drawer near the bed to the left. Picking it
up awards you [POINTS]. Now head to the other side of the bedroom and you'll
notice that the bed here has two lamps beside it. Look closely behind the right
one to find a (BASEBALL CARD) near the window. Open the bottom drawer under the
dresser to find a portable music device inside. Pick it up for [POINTS] and a
video showing Murphy smashing it on the floor. In the middle of the room is a
clock. Tilt it and you'll reveal a keypad. Look to your (ETIQUETTE BOOK) in the
inventory to find out the code (43556). Punch it in and you'll receive [POINTS]
as well as the entrance to the secret room. Walk into the room to trigger...

5.03 DAY THREE: DRUGS, GUNS AND CACHE OR THE FAST AND THE CURIOUS [tes08]
=========================================================================
Woman that looks like one of the girls from James Bond movies points a gun to
Murphy's head. Ouch. She introduces herself as Ariel Bauers, Mason's wife.
But... is she?
Anyway, new day, new problems, new clues, blah, blah.
Take a (FAX FROM MALDONADO TO BAUERS) from the fax machine and examine it in
your inventory for [POINTS]. The plot thickens. Open the left desk drawer to

find (BAUERS' MEMORY STICK) inside. Examine it for [POINTS]. Use it on the
vidphone for yet another confusing FMV. Turn around and head to the table with
a microscope under MRI scans of fingers, lungs, and a skull. Open the desk
drawer to find another (BASEBALL CARD) inside. Maybe that microscope can help
us see what's written on the back of the Petri Dish. Use the (SULFURIC PETRI
DISH) on the microscope and it will reveal three numbers (670). On the left is
another keypad that needs a 3-digit code. Hmm can't think of anything right
now. No. Wait, wait. We actually have a three digit code. Punch the numbers in
the keypad and open the safe. Pick up a (BASEBALL CARD) and head in the study
room. We now have all nine baseball cards required to solve the puzzle on the
wall there.
Okay, initiate the puzzle and all nine cards will line up. To solve this puzzle
we need to place all nine cards in the indentations, so that a numbers total of
each row(bottom, left diagonal, right diagonal) equals 17.
Imagine the indentations like a hierarchy.
The very top is number one. Below it are numbers two and three. Below them are
numbers four and five. And finally, numbers six, seven, eight, nine are on the
very bottom.
Below are listing of all nine indentations(left), and which card goes in that
place[].
One
Two
Three
Four
Five
Six
Seven
Eight
Nine

[3]
[5]
[4]
[7]
[9]
[2]
[8]
[6]
[1]

After successfully solving the puzzle, the frame will slide and you now have
access to the safe. You will get [POINTS] for doing that. You notice a lot of
cash in the safe, along with a (PAWN WEEKLY MAGAZINE). Pick it up and examine
it in your inventory for [POINTS]. Notice the two red card indentations for
opening the bottom drawer. We will return back here later in the game when we
get the cards required.
Let's head back to Chandler Avenue to see if there's anything new going on.
===============
Chandler Avenue
===============
Visit Mojo and you'll find out that he has decrypted that memory stick. He
won't give it to us so easily though. It seems he wants a Freeze Gun in return.
Ask around about the Freeze Gun and Rook will tell you that it was purchased by
Morlock hunters. You can receive [POINTS] upon asking each person(except Clint)
about it. Head over to Rusty's Fun Masks to see a video of three of them 'going
off to combat'. Pick up (REFRIGERATOR KEY) lying on the floor under a piece of
paper. Turn left and you'll find a (PADLOCK KEY) on the broken glass. Examine
both of them in your inventory for [POINTS]. Use the (REFRIGERATOR KEY) on the
padlock around the refrigerator. Open it to find a Cup of the Carpenter inside.
I seriously don't know how could this be important in any way.
Anyway, open the back door and look up to and you'll see another padlock.
Use the (PADLOCK KEY) on it and climb the stairs to the roof. DO NOT ENTER the

cage door near the dog or you will die. Use the (REPAIRED ZIP LINE TROLLEY) on
the rope to zip across. Open the service panel to find a (FREEZE GUN) inside.
Bring it to Mojo and he will give you the memory stick, fully decrypted.
As you leave the BBQ, another confusing FMV follows as Tex watches what was on
that stick. The plot thickens #2. Tex decides to return to his office to sort
things out but a familiar face waits him inside. It's Taylor. After she
explains to him about his dreams that he had and another name that enters the
plot, J.T. Donelly; she ask's if you want to spend the night with her. Well,
not directly. The choice you make here affects whether or not will you stay in
a relationship with her. Make a choice that suits you, and later she will give
you the keys to your other place called The Resort.
==========
The Resort
==========
Nice place Murphy has. On the right side of the bed is nightstand which has a
(BAR NAPKIN) on it. Examine it in your inventory for [POINTS] and you'll notice
roman numbers 16 and 9 written on the back, with a multiply sign. Head to the
other side and examine a palm picture on the wall and you'll find a hidden
keypad underneath it which requires a 3-digit code. Multiply 16 and 9 to get
your answer(144). Punch that in and you'll find a (BANK RECEIPT) inside the
safe. Pick it up and examine it in your inventory for [POINTS].
This is all weird if you ask me.
You are free to look around the place. The bathroom is in the back if you want
to check it. When you feel ready, travel to Chandler Avenue.
===============
Chandler Avenue
===============
You notice that you got a new fax waiting for you. Pick up the (FAX FROM ARCHIE
ELLIS#2). It's time to visit Archie in his Three Cards to Midnight shop.
But before that, visit Louie as he has one new topic to talk about(Tex's
Dreams). Initiating it will give you [POINTS]. Now you can head to Archie's.
=======================
Three Cards to Midnight
=======================
Archie tells you a lot of information that further thickens the plot. All of
this, related to Nikola Tesla? Wow. Anyway, after the talk, you can talk to
Archie about quite a few topics.
Topics are as follows:
Tex Murphy
Ritz Hotel
Archie Ellis
Three Cards to Midnight
Louie LaMintz
Tex's Memory Loss
Holly Graham
Inspector Burns BBQ
Rook Garner

Photo of Woman
Freeze Gun
J.T.Donnelly
Tex's Dreams
Margaret Leonard
Charles Johansson
Tesla Cache
Each of the topics will give you [POINTS].
===============
Chandler Avenue
===============
Upon leaving his shop, Archie gives you a (PICTURE OF MARGARETE LEONARD).
Now we should see if anyone knows something about her that could help.
First things first, let's see if Holy knows anything. She has one new topic
available to talk about. You guesses it, Margaret Leonard Photo. But she
doesn't seem to know her. Regardless, you'll get [POINTS] for asking her.
Go talk to Clint. After a few jokes he will tell you that Margaret has been a
guest at the hotel for a long time. He can't let you into her apartment, but
he can tell you which apartement she stays in. Though he never does.
He now has three new topics available.
Topics are as follows:
Freeze Gun
Margaret Leonard
Margaret Leonard Photo
Each topic gives you [POINTS].
Go talk to Rook now and he'll confirm that he did have some Tesla items which
he may have sold to Maldonado. Interesting. After the talking, he has three new
topics to discuss about.
Topics are as follows:
Margaret Leonard
Tesla Cache
Margaret Leonard Photo
Each topic will give you [POINTS]. After leaving his shop, he gives you the
(TESLA BOOK). Examine it in your inventory to find some sort of puzzle inside.
You'll also get [POINTS] for doing so.
Look at the layout of the puzzle carefully. You'll notice that the both first
and last column have something in common. Each of them has a total of 15.
Fill in the numbers in empty spots so that each row and column total is 15.
Here is how it should look like:
1
4
9
1

5
8
1
1

6
1
2
6

3
2
3
7

After filling in all the missing numbers, you'll get (MARGARET LEONARD KEY)

and [POINTS]. Examine it in your inventory and you'll get [POINTS] again.
Go talk to Zack and Mojo about the picture and you'll get [POINTS] each time.
Lastly, go talk to Louie about it and you'll get [POINTS].
It's time to crack the mistery of Margaret Leonard.
Walk into Ritz Hotel and enter the back door. Go upstairs and find the room
2C. Examining it, you'll notice that it needs a key. Well, we have the key.
Use (MARGARET LEONARD KEY) on the door and enter the room.
=======
Room 2C
=======
You'll find (MARGARET LEONARD MEMORY STICK) on the bed to the right. Examine it
in your inventory for [POINTS]. Use it on the nearby vidphone to see another
mind boglling video that arouses a lot of questions.
Take the (ST.GERMAINE BUSINESS CARD) found near the vidphone and examine it in
your inventory for [POINTS]. Have a look at the poster of flowers on the wall
which is found in the middle of the room. Each month represents a certain
flower, or vice versa. There is a puzzle on the table that is closely connected
to the poster. Four buttons with flowers, and each button has twelve positions
that can be adjusted by rotating it. Take a look at the poster once more to see
which flower corresponds to which month of the year.
Top button
Left button
Right button
Bottom button

[JANUARY]
[JUNE]
[SEPTEMBER]
[APRIL]

Rotate the top button once, left button six times, right button nine times, and
bottom button four times. When done right, the lid of the box will open and
you'll get [POINTS]. Take (MANTUS PHOTO) that was inside the box. That is...
well, weird!
Enter the back door which leads to the bathroom. Open the curtains for a
terrible sight and to trigger...

5.04 DAY FOUR: SAINTS & SINNERS OR THE UNUSUAL SUSPECTS [tes09]
===============================================================
Examine the body of Margaret if you want but there is nothing more interesting
to find in this room so head outside.
As you leave the front door, guess who you see? Two(fellow) police officers.
That's right. They cuff Murphy again and you find yourself in NSFPD talking to
the inspector again. (VEHICLE COMPLIANCE TRACKING SOFTWARE) is added to your
inventory.
=====
NSFPD
=====
As always, Murphy is the suspect for killing Margaret Leonard. But we all know
that ain't true. Murphy says that he has something that might help with the
investigation and he hands over his Smart Alex to the inspector. After watching

the video of Mason Bauers, inspector then speculates the happenings on the
surveillance video that Maldonado was shooting from the Electronics Shop.
It seems Margaret injected Murphy, and was being chased by Mason Bauers. There
was also a mutant in the video.
Inspector tells Murphy about a software for tracking vehicles that might help
him to find the speeder which supposedly abducted Mason Bauers.
After the talk, you are prompted to ask him about a few topics.
Topics are as follows:
Zack Williams
Photo of Woman
Margaret Leonard Photo
Suspicious Speeder
Each topic gives you [POINTS].
===============
Chandler Avenue
===============
When you leave, Murphy gets an urgent message
Germaine, who stays at the Golden Gate Hotel.
find some answers. Germaine talks about vivid
and that Murphy may have been J.T.Donnelly in

from Rook about Count St.


Murphy heads there in hope to
dreams, chanelling techinques,
his past life. C'mon.

After his attempt at figuring Murphy out, we are now back at the Avenue and we
need to ask around to gather clues about the vehicle that kidnapped Bauers.
Examine the VCT Software in your inventory to get [POINTS].
Talk to Holly Graham first. Ask her about Count St.Germaine to get [POINTS].
Now ask her about the Suspicious Speeder and she'll tell you that the last two
digits of the licence plate are 6 and 3. You'll receive [POINTS]. Now examine
the VCT Software in your inventory and you'll get [POINTS] again.
Go talk to Archie now. He has a few new topics that you can discuss.
Topics are as follows:
Margaret Leonard Photo
Count St.Germaine
Suspicious Speeder
Edgar Cayce
Margaret Leonard
Each topic gives you [POINTS]. It seems he doesn't know anything about the
speeder though.
Visit Clint at the Ritz and he tells you that you might wanna talk to Saffyre.
But we won't do that yet. He has two topics available, Suspicious Speeder and
Margaret Leonard. Asking him about each one gives you [POINTS].
Head to Rook Pawn Shop. Rook has four new topics available to talk about.
Topics are as follows:
Count St.Germaine
Suspicious Speeder
Margaret Leonard
Tesla Cache

Each topic awards you with [POINTS]. He gives one other clue about the vehicle
in question and that is the interior.
Ask Zack about the vehicle. You will get [POINTS] and he will tell you that it
was a '48 Pandion. Nice. We now have three clues. Few more left to gather.
Mojo doesn't seem to know anything but you'll get [POINTS] regardless.
Go to Louie's and ask him about Count St.Germaine as well as the Suspicious
Speeder and you'll get [POINTS]. He say it was a BI-Turbo XL Model.
Now go talk to Saffyre. Her room is in the back area of Ritz Hotel, before the
stairs. Can't miss it. After the talk, she has many topics to talk about.
Topics are as follows:
Tex Murphy
Abduction on Chandler Avenue
Ritz Hotel
Three Cards to Midnight
Taylor LaMintz
Louie LaMintz
Tex's Memory Loss
Holly Graham
Mason Bauers
Maldonado's Surveillance Video
Carlos Maldonado
Clint
Zack Williams
Inspector Burns BBQ
Rook Garner
Photo of Woman
Freeze Gun
Margaret Leonard Photo
Suspicious Speeder
Each of them gives you [POINTS]. She gives you the last clue about the vehicle
and that's it's color. It's sapphire. Now that your VCT Software is complete,
examine it in your inventory for [POINTS]. It's registered to a company called
Sesen and the location appears on your Smart Alex. When you're ready, travel to
Sesen. And by ready, I mean really ready.
=====
Sesen
=====
This is one of the most complex places in the game so I'll try my best to keep
it as much easy to understand as I can. Bear with me on this one.
Investigate the well to the right to see that there is something on the bottom
and that some equipment is missing. Try to remember this well as we will come
back here later. A force field is preventing you to enter deeper into Sesen.
DO NOT touch it. You'll notice two pillars near the force field. One on the
left and one on the right. Check the symbols on the outer side of the right one
and try to match the symbols on the outer side of the left one by rotating
them, so that they are matching the ones on the right.
If it sound confusing, here is the better explanation. The [] symbolises the
plates, and the numbers in them symbolises how many times you need to rotate
them.

[1]
[3]
[0]
[2]
[3]
After deactivating the force field, enter the steel door and Murphy will set of
alarms. We do not have the proper identification necessary to enter yet, so Tex
goes back to his office to come up with a new strategy.
===============
Chandler Avenue
===============
There is a new fax waiting. Pick up (ANONYMOUS FAX) and examine it in your
inventory for [POINTS]. Someone wants to meet you at the top of Coit Tower.
Go there to meet Slade. It seems Tex and Slade had some kind of partnership
going on. After the talk, Slade gives Tex the (SESEN KEY). Examine it in your
inventory for [POINTS]. Travel back to Sesen.

5.05 DAY FIVE: THE SESEN CANDIDATE OR LITTLE SCHOOL OF HORRORS [tes10]
======================================================================
Enter the steel door again and use (SESEN KEY) on the panel near the door on
the other side. Enter the door and look closely to the other side. There is a
(HOOK) on the right of the 'Candidates entrance' table, pick it up and examine
it in your inventory for [POINTS]. Enter the big door in the middle and as you
enter the Cathedral, an unfamiliar face starts telling you about some kind of
initiation. Apparently you need to gather seven sacred symbols and put them in
their place on the table.
=========
Cathedral
=========
Start by going to the right side of the room. Pick up a (STONE) near the chairs
and examine it in your inventory for [POINTS]. There is a door labeled 'Living
Quarters' but ignore it for now. Walk a little until you notice a lifted up
stone tile and one of the symbols underneath it. We can't reach it yet so head
to the left side of the room. A door labeled 'Testing Area' is closed shut, but
it will open when we place all seven symbols in their place. Look above the
door and you'll see another symbol stuck up there. We can't reach it either so
go ahead and enter the Living Quarters door on the other side of the room.
In the left corner, between Bedrom Quarters and Dining Area, is a (ROPE) lying
on the floor. Pick it up and examine it in your inventory for [POINTS].
Combine the (ROPE) and a (HOOK) and you'll get (GRAPPLING HOOK). Examine it for
[POINTS]. First head to the Bedroom Quarters.
================
Bedroom Quarters
================
There are seven beds on each side, equalling fourteen total. Open the box near

the third bed from your position on the left side and you'll find two pieces of
the (BROKEN SACRED SYMBOL). Examine it in your inventory for [POINTS]. This
symbol has been broken into nine pieces and all of them can be found here in
the Bedroom Quarters. Walk up to the fourth bed(still on the left side) and
you will find another piece on the small table. Turn around and you'll see a
(MAGNETIC RESONATOR) sticking out. Pick it up and continue to the fifth bed.
Another piece lies on it. On the other side of the same bed is a chair with
another piece on it. That makes five right? There is a pillar right after the
carpet that has a piece stuck on the candle. Now look at the beds on the right
side of the room. Looking from the nearest wall, the second bed has a
(SLINGSHOT) on the cushion. Pick it up and examine it for [POINTS].
Another piece of the symbol is on one of the bed's legs. Walk up to the sixth
bed and you'll notice another piece sticking underneath the carpet. One more.
Now walk towards the door and look at the bottom of the candle holder to see
another piece. And this makes nine. Examine them in your inventory for
[POINTS]. Now combine (BROKEN SACRED SYMBOL) with the (MAGNETIC RESONATOR) and
you'll get a (MAGNETIC RESONATOR WITH BROKEN SYMBOL PIECES). Examine it for
[POINTS]. Now you need to fix it up by putting the pieces on board and then
rotating them so that they are all sticked together. It might take you some
time but it's not that hard. When you're done, you will get the (ANKH SYMBOL)
as well as [POINTS]. Examine the symbol for [POINTS]. Leave the room and head
for the Dining Area.
===========
Dining Area
===========
On the right you'll see a cabinet full of wine bottles(36 of them to be exact).
They are divided into 9 rows and 4 columns. Notice a 'EST. 1879' sign near the
cabinet. By looking at the bottles you'll see that you can push each one of
them.
Begin by pushing the top left one. Then push the second to last in the second
column. Push the seventh one in the third column. Lastly, push the bottom right
one. Below is a better explanation on this.
(x)( )( )( )
( )( )( )( )
( )( )( )( )
( )( )( )( )
( )( )( )( )
( )( )( )( )
( )( )(x)( )
( )(x)( )( )
( )( )( )(x)
When done correctly, the cabinet will slide and you'll have access to the
hidden room. Head inside and pick up (LEAD PIPE) found on the left. Examine it
in your inventory for [POINTS]. Pull the torch holder on the right to reveal a
mosaic of a pharaoh and a horse. Look closely near it's rear legs to notice a
piece that doesn't seem to belong there. Pick up (NETER) and examine it in your
inventory for [POINTS]. Head back to the Dining Area and walk up to the table
near the fireplace. It has some kind of board that reminds of chess board on
it. Examine it to see that this is a variation of Senet, an ancient egyptian
game. This puzzle is very fun as it doesn't have only one possible solution.
It's a 6x6 board with 6 pharaoh symbols in the top row, and 6 anubis symbols in
the bottom row. Here's the trick. You need to re-organize the symbols on the

board so that each row and each column doesn't have more than two different
symbols in it. You move the symbols by clicking on them, and then clicking on
the destination where you want to place that symbol.
If you by any chance don't understand this concept, I'll try to explain it
below. 'P' represents a Pharaoh symbol and 'A' represents an Anubis symbol.
The 'x' and 'y' here represents desired destinations.
|P|P|P|P|P|P|
| | | | | | |
| | | | | | |
| | | | | | |
|y| | | | |x|
|A|A|A|A|A|A|
Above is the starting position, without making any moves.
If you move the first Pharaoh symbol above the last Anubis symbol(x), and the
last Pharaoh symbol above the first Anubis symbol(y), it will look like this:
| |P|P|P|P| |
| | | | | | |
| | | | | | |
| | | | | | |
|P| | | | |P|
|A|A|A|A|A|A|
I hope this made the concept easier to understand.
Below is one possible solution, so skip this section if you want to try and
solve it on your own. You can experiment to find other solutions as well.
Have fun!
| | | | |A|P|
| | |A|P| | |
|A|P| | | | |
|P|A| | | | |
| | |P|A| | |
| | | | |P|A|
When you solve the puzzle you will get [POINTS]. Pick up the (LOTUS SYMBOL)
found inside and examine it in your inventory for [POINTS]. Turn around and
enter the door labeled 'Headmaster'.
To the right, there is a green jar on the table. Open it up to find a (PICKLED
EGG) inside. Pick it up and examine it for [POINTS]. Now combine it with a
(SLINGSHOT) and you'll get an (ARMED SLINGSHOT). Examine it for [POINTS].
You can combine (LEAD PIPE) with (STONE) too, and you'll get a (FULCRUM).
Examine it for [POINTS]. Turn around and you'll notice another puzzle near the
corner of the room. Examine it. There seems to be seven buttons that can be
pressed. Your goal here is to make all of the surrounding lines turn green.
Sounds hard? There's nothing Tex can't do.
Okay, I'm going to make it easier to understand what you need to do below.
[A]
[B]

[C]
[D]

[E]

[F]

[G]
Press E, press D, press G, press B. Lastly, press E three times. The box will
open revealing (AMENTA) inside. Pick it up and examine it in your inventory
for [POINTS]. We now have four symbols, and the tools needed to get the other
three so let's get to it. One last thing, there is a [COMIC#14] beneath the
pillow on the bed. Be sure to pick it up for [POINTS].
Go in the Cathedral and use the (FULCRUM) on the stone tile that has a symbol
piece underneath it. Pick up the (ANUBIS SYMBOL) and examine it for [POINTS].
Now head to the other side and use the (ARMED SLINGSHOT) on the symbol that is
stuck on the torch handler. It will fall down on the floor. Pick up the (CROOK
& FLAIL SYMBOL) and examine it for [POINTS]. Lastly, head outside and use the
(GRAPPLING HOOK) on the well to bring the bucket all they way up. Pick up the
(IBIS SYMBOL) inside the bucket and examine it in your inventory for [POINTS].
Head back to the Cathedral and put each of the symbol to
place. The order is: Ankh, Anubis, Lotus, Crook & Flail,
Amenta.
When you put down all of them, a FMV follows that leads
of the 'Testing Area' door. When you're ready, enter the

their corresponding
Neter, Ibis, and
to the opening
testing area.

============
Testing Area
============
Ready for some real tests? No? Ok, come back when you're ready. When you enter
the door closes behind you. You are now trapped in here and can't travel
anywhere. Unless of course, you pass all of their tests.
Stand on the platform and examine the puzzle to begin the first test.
The puzzle area is a 6x6 cube with five vertical pieces and five horizontal
pieces. The vertical pieces can only be move vertically, and horizontal
pieces can only be moved horizontally. That is, as long as there is an empty
space either up, down, left, or right respectively.
You are supposed to get the cat piece out of the pyramid by re-arranging the
other domino pieces so that the cat piece has a free straight horizontal line
out. You move the pieces by clicking on them, then on the empty tiles.
Start by moving the cat piece one tile to the right. Move the red pharaoh piece
one tile down. Move the top blue piece all the way to the left. Move the green
piece that is beside the cat piece one tile up. Now move the blue pharaoh piece
all the way up. Move the yellow piece one tile to the left. And finally, move
the red piece all the way down. Now the cat has a straight line out. Move the
cat piece out of the pyramid and you will be awarded [POINTS].
A FMV follows confirming that you passed the test and that you can proceed to
the next chamber.
Enter the hallway and a new test awaits you in the second room.
Step on the platform and examine the puzzle to begin.
This first part of the puzzle is a 12x10 area filled with Skull and Anubis
symbols. Your goal here is to travel across from the START(bottom right corner)
to FINISH(top left corner) without going diagonally and with alternating your
movement between Skull and Anubis symbols. The arrow symbol shows you in which
direction you can move at each given time. You have a set number of moves as
shown at the bottom.
This puzzle has two parts and the second part has a 18x14 area so use your

moves sparingly. And last but not least, you move by clicking on the arrow that
you want to move on.
Below are the diagrams showing the movement in both parts of the puzzle.
|F|X|X| | | | | | | | | |
| | |X| | | | | | | | | |
| | |X| | | | | | | | | |
| | |X| | | | | | | | | |
| | |X| | | | | | | | | |
| | |X| | | | | | | | | |
| | |X|X|X|X|X| | | | | |
| | | | | | |X|X| | | | |
| | | | | | | |X| | | | |
| | | | | | | |X|X|X|X|S|
|F| | | | | | | | | | | | | | | | | |
|X| | | | | | | | | | | | | | | | | |
|X| | | | | | | | | | | | | | | | | |
|X| | | | | | | | | | | | | | | | | |
|X| | |X|X|X|X| | | | | | | | | | | |
|X|X|X|X| | |X| | | | | | | | | | | |
| | | | |X|X|X| | | | | | | | | | | |
| |X|X|X|X| | | | | | | | | | | | | |
|X|X| | | | | | | | | | | | | | | | |
|X| | | | | |X|X|X|X|X| | | | | | | |
|X|X|X|X| | |X| | | |X| | | | | | | |
| | | |X|X| |X| | | |X|X|X| | | | | |
| | | | |X|X|X| | | | | |X| | | | | |
| | | | | | | | | | | | |X|X|X|X|X|S|
When finished, you will receive [POINTS] and a new hallway will open, leading
to the third room.
Stand on the platform and examine the puzzle to begin the test.
You need to bring all of the figures on the right island to the left island
by using the boat docked on the right island.
The boat can only carry two people, and one must be present for it to move.
The figures consist of 3 pharaohs and 3 protectors. The pharaohs are the ones
with the wand, and the protectors are ones with swords.
So in other words, there are 3 pairs. Green, orange, and pink. You move the
figures in and out of the boat by clicking on them. You move the boat between
islands by clicking on the buttons in the middle of the screen.
Note that a pharaoh cannot be transported with a different colored protector,
and vice versa. A protector can be, however; transported with a different
colored one. That goes for pharaohs too.
Begin by transporting the pink pair to the other side. Now board the protector
and send the boat back. Pick up the orange protector and return to the left
island. Board only the pink pharaoh and send the boat across. On the other side
board the pink and the orange pharaoh on the boat, and send them across.
Board a protector and send him across. Board a green protector and send them
both across. Unload the orange protector, and head across.
Finally, board the green pair on the boat and send them across.
When finished, you will receive [POINTS] and hear a sound of a wall opening.
Head inside the opened passage and when you arrive at the bottom, you will see

that another puzzle awaits you.


Examine one of the statues and Murphy tells you what you need to do. But I'll
repeat it anyway. Each statue represent one of the tree elements, Earth, Water,
or Sun. A light that is emitting from each statue must be in the color of the
element that statue represents. Red for Earth, Blue for Water, and Yellow for
Sun. And lastly, each of the statues must emitt it's light to the correct
indentation found on the stone in the middle of the room. The stone has
carvings on each side, so that should make it easier.
You rotate the statues with the gear on the right side, and you change color of
the beams with the gear on the left side.
Below is an explanation on how to do this.
[1]
[6]

[2]
------------|(A) (B) (C)|
|(D) (E) (F)|
|(G) (H) (I)|
-------------

[5]

[3]
[4]

Above is the starting position of each statue. Numbers 1-6 represent the
statues, and letters A-I represent indentations on the stone.
Begin by changing the color of the beam on statues 1,2, and 6. Rotate the
statues two times so that statue 6 is one the place where statue 4 was. Now
change the color of the beam to red. Rotate once and now statue 1 is on it's
place. Change the color to blue. Rotate once again and now we have statue 2 on
it's place. Change the color of the beam to red.
Now that the beam emitting from each statue has the correct color, rotate the
statues twice to solve the puzzle and open the hidden passage beneath.
Head to the bottom and a FMV follows confirming that you are now worthy to
enter their group. After it, the door ahead will open; granting you passage to
the Incubation area.
==========
Incubation
==========
So this is where they keep Bauers. Better be careful.
This area has patrolmen in it, and if they see you; you WILL die and lose
points. When traversing this area, avoid detection at all costs.
Each side has four cells, and seven of them have indentations that you can hide
in. Use this to avoid being seen and to sneak around without being noticed.
From the very start, walk to the sign labeled 'Authority' and examine it to get
a (LETTER). Examine it in your inventory for [POINTS]. As Murphy says, we need
to find seven of these to get access to Mason Bauers' cell. Go right, then left
into the big hallway. Walk a little bit and soon on the right wall you'll see
a sign labeled 'Peace'. Examine it to get another (LETTER). Turn left and enter
the storage room. Look left on the floor and you'll see a (SECURITY BADGE).
Pick it up and examine it in your inventory for [POINTS]. There is an armoire
that is locked in the room, so we will return when we get the key. Leave the
room and turn left. Ignore the path to the left and continue until you see

another sign labeled 'Purity' on the left wall. Examine it for another
(LETTER). A little up ahead is the Headmaster's Office. Use the (SECURITY
BADGE) on the scanner and enter the room.
The table inside has two drawers on each side. Open the bottom left one to find
[COMIC#13]. Pick it up and you'll get [POINTS]. Now open the top right one to
find (STORAGE DOOR KEY) inside. Pick it up and examine it for [POINTS].
Return to the storage room and unlock the armoire with the (STORAGE DOOR KEY).
Open it's right door to find an (EGYPTIAN MASK) inside. Examine it in your
inventory for [POINTS]. Return to the Headmaster's Office once again and put
the (EGYPTIAN MASK) on the empty space near the other masks.
You need to operate the masks to open the secret door in the wall to the left.
Begin by turning the first mask three times. Turn the second mask two times.
Lastly, turn the third mask once. Enter the secret room and turn off video
surveillance on Bauers' cell. Leave the Headmaster's Office and head right.
Hide in the indentation near the 'M. Vandiver' incubation cell.
Position yourself so that you can see two small hallways that connect to the
larger hallway. When you see a patrolman leave the small hallway nearest to
your position, immidiately go into that hallway and you'll see a big poster to
the right. Walk to it and stand as close to it as you can, so that the
patrolman doesn't see you when he returns. On the left side of the poster is a
sign labeled 'Wisdom', and on the right side is a sign labeled 'Rebirth'.
Examine both of them to add them to your collection of (LETTERS).
Turn around and wait for the patrolman to return. When he returns, watch him
carefully. As soon as he leaves to the left, go to the right and follow the
main hallway until you see a sign labeled 'Obedience' on the right wall.
Examine it to get a (LETTER). A few steps further is a sign labeled 'Serenity'
on the right wall. Examine it to get the final (LETTER).
Turn around and head for Mason Bauers' cell which is located at the far end.
Use the (LETTERS) on the panel near the door. You will get [POINTS] and the
cell will unlock. Enter the cell to trigger a FMV.

5.06 DAY SIX: MASON-IC RITUALS OR ONE JUMPED OUT OF THE CUCKOOS NEST [tes11]
============================================================================
Back in North Hill Clinic, Dr. Donahue says that your tests came back. Great!
Not so great is that, in order to get his memories back; Murphy has to find
the serum known as the Trance Interrupter and the Trance Key, a verbal cue.
Wow. Ok. Sure. As if I know where to find those.
After the talking, you have a few topics available to talk about with the doc.
Topics are as follows:
Tex Murphy
Taylor LaMintz
Louie LaMintz
Tex's Memory Loss
Trance Interrupter Serum
Tex's Trance Key
Bauers' Trance Key
Each of the topics will give you [POINTS].
===============

Chandler Avenue
===============
After figuring a little more about the Trance Key, we end up in Murphy's office
where the sound of a 'message waiting' plays. Tex says that we'll need a laser
blade, a Trance Interrupter, and Bauers' Trance Key to free Bauers from the his
cell.
Check the vidphone to see the message of a person called Thompson Ault. That's
the same person who imprisoned Murphy back in Maldonado's room.
After you finish watching the message, open you inventory and examine (BAUERS'
BASEBALL CARD). You will get [POINTS] and Murphy will say that these cards may
open the safe in Mason Bauers' study room, back at the Beach House.
Before going there, we will ckeck around if anyone has some new topics to talk
about. Turns out that all 7 building now have 3 new topics.
Topics are as follows:
Trance Interrupter Serum
Bauers' Trance Key
Laser Blade
So, if you
times. But
two topics
talking to

talk to everyone about all three topics, you will get [POINTS] 21
be sure that you talk to Zack last. Because after talking to him,
will be greyed out, and you will be unable to earn points by
other people about them.

Zack will tell you that he found a bunch of cards scaterred all over the alley
when Bauers was abducted. He will give you (FOUR OF CLUBS). Examine it in your
inventory for [POINTS]. Tex says that this might be Bauers' Trance Key.
Zack will also give Tex a (LASER BLADE). Crafty little bastard. Examine it in
your inventory for [POINTS].
When you're ready, head over to the Beach House.
===========
Beach House
===========
When you arrive, you watch a FMV of Tex telling Ariel that he found Bauers.
She seems shocked, but not as much as she would be if she was his real wife.
Don't know, I don't trust her.
After the FMV, head inside the house. Go into the study room and use (BAUERS'
BASEBALL CARDS) on the safe there. A drawer will open with the (TRANCE
INTERRUPTER SERUM) inside. Pick it up and examine it in your inventory for
[POINTS]. Now that we have all three items needed to free Bauers, let's head
to Sesen.
=====
Sesen
=====
Immidiately when you arrive, a FMV follows where Tex gives Mason the serum.
Mason 'wakes up' all confused, as expected. Then he explains what actually
happened that night on Chandler. After Tex mentions Ariel, Bauers says that he
doesn't have a wife. So Ariel lied to us all this time. I knew it!
One of Translator's henchmen arrives in the cell, and Bauers kills himself by
jumping through the cell window. The whole Tesla Egg thing must be very
important to him.

Another FMV follows that takes place inside the Cathedral. Only this time, the
whole crew is here. The Translator, his henchman Dalton, and Slade. Dalton
explains what happened to Chelsee that night. So she isn't dead? Wicked.
Translator then turns out to be Charles Johhnason, Margaret Leonard's husband.
He 'died' and was brought back to life by Mason; who later turned against him.
Now this makes sense.

5.07 DAY SEVEN: THE TALKING DEAD OR LOST IN TRANSLATION [tes12]


===============================================================
Tex decides to talk to St. Germaine hoping that he could get some information
about the notorious Tesla Egg from him. After blowing Ariel's cover, she then
explains about the Tesla Legacy Society.
After the FMV, another one follows where Tex comes over to The Resort after
Ariel invites him to 'share information'. After she starts walking toward you,
you will have three options. Now, the choice you make here will affect your
future relationships, and some FMV's as well. Be it either with Taylor,
Chelsee, or Ariel. Pick the option of your preferrence and have some popcorn.
Left most option is for Chelsee, the middle one is for Ariel, and the right
most one is for Taylor. After you take your pick, someone knocks on the door.
Guess who it is? Why, if it isn't Taylor! Oh wow, Tex will have it rough. Ouch.
Pick your option and according to the option you picked, a FMV will follow.
After the FMV, Tex arrives on the outer yard of Margaret Leonard's Swamp House.
Time to investigate this place. Maybe we'll find out something about her or
that Mantus guy.
==============================
Margaret Leonard's Swamp House
==============================
Turn right and you'll see a wooden shack. It's locked right now, but disregard
that for now. Behind the shack is a broken ladder. In order to cross the bridge
to the other side of the yard, we'll need to fix it. And in order to do that,
we have to find 5 wooden planks, a hammer, and some nails.
You'll find (RUSTY NAILS) on the floor near the shack door. Pick it up and
examine it for [POINTS]. A (HAMMER) is found on a little chair near the broken
ladder. Be sure to pick it up and examine it in your inventory for [POINTS].
South of the broken ladder you'll see (WOOD PLANKS)x2, one on the left and one
on the right. Pick them up and examine them for [POINTS].
Turn around so that you face the shack and head left toward your speeder. On
your way, you'll see another (WOOD PLANK). So that makes three so far.
Stick to the very right side of the yard, and you'll see another one near the
rock after the bridge. Continue on until you see another one sticking out of
the water. Now that you have all five, examine them once more to get [POINTS].
Now you can combine a (HAMMER) with (RUSTY NAILS) to get (HAMMER & NAILS).
Examine it for [POINTS]. Now combine (WOOD PLANKS) with (HAMMER & NAILS) and
you'll get a (LADDER REPAIR KIT). Examine it for [POINTS].
When you are ready, head over to the broken ladder and use (LADDER REPAIR KIT)
on them to fix it. DO NOT GRAB THE LADDER! First, climb up and pick up
[COMIC#7] that is found on the roof. You'll get [POINTS]. Now head back down
and pick up the (FIXED LADDER). Examine it for [POINTS].
Use the (FIXED LADDER) on the broken bridge and get across to the other side.
NOTE: Whatever you do, never ever touch the water!

While crossing the bridge, on your right you'll see something that looks like
a screwdriver on a little rock. DO NOT touch it!
Proceed across the bridge and head to the door. We need a card to get inside
the house, so head left all the way. Behind the corner you'll see a metal box
that says "Linden's Dairy Inc". Open it and pick up (RFID KEY). Examine it in
your inventory for [POINTS]. Now head back and use (RFID KEY) on the front
door. As soon as you enter the door, you'll be greeted by Mantus, the guy from
the picture. He appears to have some sort of sickness and Margaret Leonard hid
the cure somewhere in the house.
After the scene, you will find yourself in the greenhouse. On the right, there
are (GARDEN SHEARS) by the wall, and (VALERIAN FLOWER SEEDS) on the rock.
Pick both and examine them for [POINTS]. Head back through the door and head
right(not up). Open the cupboard and pick up (PLIERS). Examine them for
[POINTS]. Look to the right and you'll see [COMIC#12] on the floor. Pick it up
for [POINTS]. Now head upstairs to the very top and pick up [COMIC#11] under
the cupboard for [POINTS]. Head through the door now. Open the drawer under the
vidphone to find (EMPTY VIAL). Pick it up and examine it for [POINTS].
On the other side of the room, tilt the picture on the wall to find (STICKY
NOTE). Pick it up and examine it for [POINTS]. Examine the first drawer to find
(ULTRA PRO 900 KEY) inside. Pick it up and examine it in your inventory. You
will be awarded [POINTS]. By the fireplace, pick up (TONGS). Examine them for
[POINTS].
Use the (STICKY NOTE) on the vidphone and it will play the message about how to
create medicine for Mantus. Yay, lucky us! Now look closely to the left side of
the fire place. You can open up the curtains here and go into the other room.
But before going there, there is another curtain to the right. Open it and pick
up (GRAPPLE ARM). Examine it for [POINTS]. Now go through the left curtain.
Turn a little bit to the right and you'll notice some kind of a pot on the
floor. Pick up the (FERTILE SOIL) and examine it in your inventory for
[POINTS]. Ignore the globe-like mechanism for now, and head downstairs.
You'll notice that you can tilt the sofa cushions. After tilting, open the
right one. The zipper on the left one is stuck, so use (PLIERS) to open it.
Pick up (SAFE KEY) from inside and examine it for [POINTS].
Look above the fireplace to find yet another intriguing puzzle.
This puzzle has 9 tiles that you need to rearrange so that they make a picture.
Let me explain below.
|A|B|C|D|E|
|F|G|H|I|J|
If you look at the puzzle, you'll notice that D is an empty space. Make use of
that empty space to slide the tiles up and down, left and right.
In the end, the tiles should line up like this:
|F|H|A|E|C|
|J|G|B|I|D|
When you line all of the tiles correctly, you should be able to see three
numbers written across the picture. You will also get [POINTS].
Head upstairs and punch in the numbers (3,7,6) on the safe. You will be awarded
[POINTS]. Pick up (SECURITY CARD) from inside the safe and examine it in your
inventory for [POINTS]. For future reference, I will call this room 'the room
with a picture' because we'll need to come back here.
Head downstairs and open the globe near the curtains to find (MATCHES) inside.

Examine them for [POINTS]. Go through the curtains to the other room and open
the drawer in the left corner to find [COMIC#6] inside. Pick it up for
[POINTS].
Head outside the house and use the (GRAPPLE ARM) to pick up (SCREWDRIVER) near
the bridge. Examine it for [POINTS]. Cross the bridge and unlock the shack
with (ULTRA PRO 900 KEY). Head inside and pick up (C4 CHEWING GUM) from the
table and (MOONSHINE) from the right corner of the room. Examine the moonshine
for [POINTS]. If you don't have any space in your inventory, combine (VALERIAN
FLOWER SEEDS) with (FERTILE SOIL) and you'll get (TINY SPROUT). Examine it for
[POINTS]. Last but not least, pick up (FIREWOOD) in front of the shack and
examine it for [POINTS].
Head back to the room with a picture and use (C4 CHEWING GUM) on the locked
cabinet to bust it open. Pick up (HAMMER) from the inside and examine it in
your inventory for [POINTS]. Tilt the big carpet on the floor to reveal a
secret passage of some sorts. Remember that globe-like meachanisms? There are
three of them. One in each corner, and one upstairs. Push the one closest to
you two times. Go to the one in the other corner and push it once. Finally, go
to the one upstairs and push it three times. Voila! Something happened.
Head downstairs and you'll notice a panel revealing some cogs fell of. Remove
the lid and unscrew the cog with a (SCREWDRIVER) to get (BROKEN COG). Examine
it for [POINTS]. Put (FIREWOOD) in the fireplace and light in with (MATCHES).
Combine (TONGS) with (BROKEN COG) and you'll get (BROKEN COG AND TONGS).
Examine it for [POINTS]. Put it into the fire and now you can shape the cog.
With a hammer. Okay, use the (HAMMER) on the cog and you'll get (FIXED COG).
Pick it up and examine it in your inventory for [POINTS]. Put it back in it's
place and the secret door will slide open, allowing you passage.
Head through and you'll come to some sort of pump mechanism. A hologram of a
moster of some sorts is on the other side so be sure to not get close to it.
Examine the puzzle and you'll see five valves that can be turned around.
Operate the valves in this order:
Valve
Valve
Valve
Valve

No.4
No.4
No.3
No.5

You will get [POINTS] and the water will fill the room. Now pull the lever to
the left to kill the big baddie. Turn the lever again and close the red valve
to drain the water away. Now pull the lever again so that the card reader by
the door has power. Use the (SECURITY CARD) on the card reader and head inside
the room.
Examine the vidphone to see a rather interesting message from Margaret. Check
out the interocitor IQ Measurement System on the table to get [POINTS] and a
funny little scene. Now return to the greenhouse and push the switch above the
box labeled 'XBR 1000' to turn on the lights. Put the (TINY SPROUT) where the
light shines on the table and watch it grow. Cut the (VALERIAN FLOWERS) with
(GARDEN SHEARS) and examine it for [POINTS]. Now combine the (EMPTY VIAL) with
(VALERIAN FLOWERS) to get (VALERIAN FLOWERS VIAL). Examine it for [POINTS] and
combine it with (MOONSHINE) to get (VALERIAN FLOWER & ALCOHOL VIAL).
Examine it for [POINTS] and head back to the secret room.
Put it into the chemical mixer to get (VALERIAN FLOWER SERUM). Examine it to
get [POINTS]. Head back to the front door of the house to get 'greeted' by
Mantus. And to watch a scene, of course.

5.08 DAY EIGHT: CONTROL-AULT-DELETE OR THERE WILL BE BLOOD(AND MORE!) [tes13]


=============================================================================
You will find yourself at the landing pad of the Tesla Legacy Society. Time to
find those radio frequencies. Okay, time to get to it!
====================
Tesla Legacy Society
====================
Examine the hand of the corpse near the big red door to get (SECURITY CARD).
After examining it for [POINTS], use it on the door to grant you access inside
the facility. Enter the door and pick up (STYROFOAM CUP) from the machine
labeled 'Purified Water'. Examine it for [POINTS]. Now pick up (PETRIFIED GUM)
from the desk in the middle of the room. Examine it to get [POINTS].
Walk up the desk from another side and pick up (PICTURE) from the desk and
examine it in your inventory for [POINTS]. Open up first drawer on the left to
find a (KEY) inside. Pick it up and examine it for [POINTS]. Now use the (KEY)
on the power console near the table to get it open. Turn around and open the
red emergency box on the wall to find (GLYCERIN) inside. Pick it up and examine
it for [POINTS]. Combine (STYROFOAM CUP) with (GLYCERIN) and you will get
(STYROFOAM CUP FILLED WITH GLYCERIN). Examine it for [POINTS]. Now combine that
with (PETRIFIED GUM) to get (SOFTENED DNA SAMPLE). Examine it and you will be
awarded with [POINTS]. Return to the power console and look closely behind the
chair. You should see a (TESLA BATTERY) on the floor. Pick it up and examine
it for [POINTS]. Use it on the console to get the power up and running.
If you want, you can input the password to the computer now. It's DANNY.
You will be awarded [POINTS] for doing so. Also, a red switch can now be
pressed which will open the door leading to the Atrium, but don't press it yet.
Instead, place the (SOFTENED DNA SAMPLE) near the Security Office door. Now
you can go inside by clicking the panel to the left. Pick up (BROKEN CHAIR)
from the floor and examine it for [POINTS]. There is a (DOMINO NOTE) on the
desk below the monitors, so pick it up and examine it for [POINTS].
There is a safe in this room that needs a 3 digit code. We will figure out the
code by solving equations found in the (DOMINO NOTE).
First equation: 6/3 = 2
Second equation: 5+(6/3) = 7
Third equation: 9-3 = 6
Code: 276
Punch in the code and you'll get [POINTS]. Open the locker and pick up
(SMOKE BOMB) from inside. Examine it for [POINTS]. Now place the (BROKEN CHAIR)
on the door leading to the Atrium and push the red switch above the keyboard.
This will open the door and ensure it stays opened.
NOTE: Don't walk into the hallways yet or you will die.
Use a (SMOKE BOMB) on the hallway and the lasers will become visible now.
Be very careful traversing the hallway as every time you touch any of the
lasers, you end up dead. Don't say I didn't warn you. When on the other side,
click the panel and enter the door. You are now in the Atrium.

This is a big area with bugs flying around and mines planted all across the
area so be extra careful. Needless to say, you die and you lose [POINTS] every
time a bug gets you, or you set off a mine. I highly encourage you to make a
spare save if you haven't done it yet.
Here is a map I made to make it easier to travel around Atrium:
===================
Atrium Ground floor
===================

Maintenance
Titan Reactor(x)
Restrooms
|
|
|
|
|
|
-----------------------------------------------|
|
|
|
Storage room -|
||
Elevators(x)
|
|
|
|
||
|
|
|
|
||
|
|
|
|
||
|
|
|
Admin. -|
Reception
||
|
|
|
------------------------------------------------

Restrooms(x)
Conf. room 3
Conf. room 2
Conf. room 1
Stairs

Areas marked with (x) are blocked. Okay, first head to the Administration.
Ignore the mutant on the floor and pick up (COINS) from the upper left corner.
Examine them in your inventory for [POINTS]. Head back and go to the
Maintenance now. You'll notice a console that needs a battery. There is a door
labeled 'Janitorial' at the end of the room. Walk inside and prepare for some
gruesome scene. Pick up a (TESLA BATTERY) from the shelf and examine it for
[POINTS]. Put it in the console and launch it. This will send the drone to the
upper floor, making an explosion. Now go to the Restrooms and pick up
[COMIC#10] near the second toilet. You'll be awarded [POINTS]. Head over to
Conference room 3 where you'll see 16 pictures of people (employees of the
month). Examining each one of them gives you [POINTS]. And some Murphy
comments. Go to Conference room 2, there are 18 pictures there (new
employees). Again, examining each one gives you [POINTS]. Another 27 pictures
await for you in Conference room 1. And also [COMIC#5]. Pick it up and you'll
be awarded [POINTS]. Now that's a lot of points, isn't it?
Okay, now head to the Stairs and go up until you see a door labeled 'Level 2'.
Don't think about going higher yet, as the blue ball of light will crush you.
Enter the door and you'll find yourself on the next floor.
==================

Atrium First floor


==================

Titan Reactor
|
-----------------------------------|
|
Project Mng.(x)-|
|
|
|
|
|
Project Mng. -|
|
|

Elevators

|
|
|- Executive VIP Lng.(x)
|
|
|- Executive VIP Lng.(x)
|
|
|- Stairs
|
|

-----------------------------------|
|
Auditorium
Auditorium
Head to Auditorium and pick up (SPIRIT RADIO FREQUENCIES) from the seat in the
first row. Examine it in your inventory for [POINTS]. Now put in into the
projector that is found in a little room upstairs to see a video exaplaining
what would happen if the bad guys win. Head to Project Management and you'll
find (EMPLOYEE LOUNGE CARD) on the desk in Office 201. Pick it up and examine
it for [POINTS]. This card will get you into Executive VIP Lounge, which is
locked. There is a vent in here, which is locked as well and we'll need a
screwdriver to open the lock. Remember this place as we will come here again.
Head to a second Project Management entrance and you should see a (TESLA
BATTERY) on the floor. Pick it up and examine it for [POINTS].
Head to Executive VIP lounge where you'll see a morlock. He appears to be blind
but his hearing is very good, so be as silent as you can while moving through
this room. Move to the 'Red Bolt' machine found in the left corner of the room
and use (COINS) on the opening. Pick up (RED BOLT) and examine it for [POINTS].
Good, now we just have to find a screwdriver. Hmmmmm, where could it be?
Nope, don't have a clue. Okay, let's see if we looked everywhere. Well, there
is one place that we haven't looked in. That's right. One of the elevators near
the Titan Reactor is open. Head there and search inside. There is a box
containing a (SCREWDRIVER). Wow who would have though. Pick it up and examine
it for [POINTS].
Now that we have all we need, head to Office 201 in Project Management and use
(RED BOLT) followed by a (SCREWDRIVER) to open the vent and head inside.
Soon after entering the vent, you will come to a big maze with a spider inside.
Oh well, time to get to it. If you see a spider walking while traversing the
maze, get away from it or it will kill you and cost you points.
When you get to the other side, you'll see a Project Manager room. Head inside
and pick up (POPSICLE STICKS) from the table. Examine it for [POINTS].
Now pick up the (DIRECTOR OF OPERATIONS PORTRAIT) from the wall. Examine it for
[POINTS]. Exit the room and head left to Office 204. You will find (SCISSORS)
on the back table. There is also (GLUE) in an opened drawer. Pick them up and
examine both of them for [POINTS]. Now combine (SCISSORS) with (DIRECTOR OF
OPERATIONS PORTRAIT) and you'll get (DIRECTOR OF OPERATIONS PICTURE).
Now combine (POPSTICLE STICKS) with (GLUE) and you'll get (POPSICLE STICKS WITH
GLUE). Examine it for [POINTS]. Now combine that with (DIRECTOR OF OPERATIONS

PICTURE) and you'll get (DIRECTOR OF OPERATIONS MASK). Hurray!


Now we can deceive the system and get into the Titan Reactor.
Head to the Titan Reactor and place the (TESLA BATTERY) into the console. Step
into the platform for a facial scan, and voila! Acces granted. Great.
Walk into the newly opened tunnel and you'll see openings on the left side.
Walk into the third one and stay there for a while. The is a ball of light
circulating through the tunnel so you'll have to avoid it every now and then by
stepping into the openings and waiting for it to pass.
When you come to the reactor, go left and enter the first door on your left.
Try to manipulate the Elevator Power Control. You will hear a voice saying that
the elevator has been unlocked. Now ride the elevator up to Level 3. Go into
the room and look inside the drawer immidiately to the right. There is a
[COMIC#20] inside. Pick it up and you'll get [POINTS]. Now ride the elevator
down to Level 1. You'll find a puzzle regarding the fans of the reactor.
This puzzle consists of five knobs that regulate the speed level of the fans.
On both sides of the console you see a meter showing it's speed. The number on
both sides must be exactly 100 for it to work. You manipulate the knobs by
clicking on either the left or the right side of the needle.
First knob: Left
Second knob: Right
Third knob: Right
Fourth knob: Left
Fifth knob: Right
When you do it right, you'll see a video of a fan destroying the reactor. And
you'll get [POINTS] for solving the puzzle.

5.09 DAY NINE: JOURNEY INTO DARKNESS OR LA DOLCE VITA(NOT!) [tes14]


===================================================================
Okay, after watching the scene, we realize that we must insert the cooling rods
back into their places and in the right order, so let's get to it.
Ride the elevator up to Level 3. The bridge connecting the catwalk with the
middle platform is now opened. Cross it and you'll see four cooling rods with
numbers written above them. We need to push them in the right order to repair
the cooling system.
Okay, push them in the order below:
Coolant
Coolant
Coolant
Coolant

rod
rod
rod
rod

2
1
3
4

When finished, head back to the Atrium. Now we need to go to the Communication
Center which is located on Second floor (Level 3). Use the Stairs on Level 2
but beware of the blue ball. If it touches you, you die. Don't say I didn'
warn you.
To make it easier to travel, refer to the map below.

===================
Atrium Second floor
===================
Titan Reactor
|
-----------------------------------|
|
Communications -|
|
|
Communications -|
|
|
Medical -|
|
|

Elevators

|
|
|- Defense Engineering
|
|
|- Defense Engineering
|
|
|- Stairs
|
|

-----------------------------------|
Biometrics
When you get into Communications, examine the Satellite control to find that it
doesn't work and that you'll need to re-establish it manually. And that can be
done from the upper floor. Before heading to Level 4, we'll pick up some things
first.
Head to Medical and there you will find a (GAS MASK). Pick it up and examine it
for [POINTS]. Now head to Defense Engineering via the door closest to the Titan
Reactor. A few steps inside and to the left is a (SILICONE) on top of a boxlike motor. Pick it up and examine it in your inventory for [POINTS].
On the right side of the room, on a shelf; is a (DEPLETED MECH BATTERY). Pick
it up and examine it for [POINTS]. A few steps to the left is a hole. Inside
the hole is a (PLASMA TORCH GUN). Pick it up and examine it for [POINTS].
Head upstairs via the right stairs and you'll find a (SPRAY GUN) on the floor.
Pick it up and examine it for [POINTS]. Combine (SILICONE) and (SPRAY GUN) and
you will get (SILICONE SPRAY GUN). Examine it for [POINTS]. There is a Mech
Battery Charging Station nearby that is guarded by a proximity mine. Stay away
a few meters from it, just enough to examine it; but don't get too close. Or
you'll die and lose points. Use (SILICONE SPRAY GUN) on it to neutralize it.
Now we have to figure out how to get into Biometrics, since it's locked. Well,
you can see a busted plasma torch gun near the door, so obviously someone tried
to open it before. And who would've though, we have one that works.
Use the (PLASMA TORCH GUN) on the Biometrics door, and voila! Access granted.
Go inside to see ... humans in pods. Okay. Weird! Operate the Stasis
Containment and... holy shit, don't tell me that didn't scare you. Pick up
(PLASMA CANISTER) and return to Mech Battery Charging Station in the Defense
Engineering. Be sure to examine it for [POINTS]. Put the (DEPLETED MECH
BATTERY) inside, followed by a (PLASMA CANISTER). And wow, we have a (FULLY
CHARGED MECH BATTERY). Holy moly! It's amazing what techology can do. Pick it
up and examine it for [POINTS]. Time to go to Level 4.
==================
Atrium Third floor
==================

Auxiliary Power
Routing Station
|
-----------------------------------|
|
Executive Suites-|
|
|
Executive Suites-|
|
|
Satellite Access-|
|
|

Elevators

|
|
|- Boardroom
| --| | |
|-| |
| | |
| --|- Stairs
|
|

-----------------------------------First, head over to Boardroom. Time for another picture viewing. And getting
points of course. Examine all of the pictures on the wall (18 in total). Each
one of them will give you [POINTS] upon examination. When done with that,
examine the sofa to the right, just below the Nikola Tesla picture. Pick up
[COMIC#15] stuck inside to get [POINTS].
Now head to the Executive Suites entrance near the Auxiliary Station and pick
up (BUG BOMB) that is lying on the floor (the green one). Be sure to examine it
for [POINTS]. Next stop, Satellite Access. On your way there, you'll come to
a set of green lasers. Immidiately go through them or you'll get killed by a
big blue ball. Yep, that's how it is. Climb up and pick up (FIRE EXTINGUISHER).
Examine it for [POINTS]. Oh darn it, the satellite control is offline and we
need to restart it at Auxiliary Station. Well, you know what you need to do.
Head to the Auxiliary Station where you will find a bug nest. Before going any
further, throw a (BUG BOMB). That will stun them, granting you passage. Walk
up a bit and you'll come to a crossway. Make a left and you'll see another
bug nest. You don't have any bombs left so avoid making contact with any bugs
that you see here. Otherwise, Game Over. On the other side of the nest is a
mech( totally functional by the way) just waiting for orders. Put the (FULLY
CHARGED MECH BATTERY) inside it's leg compartment and it'll fire a missile
and grant you access to the Auxiliary Room. Well, not yet. First, we need to
extinguish the fire. Use the (FIRE EXINGUISHER) on the fire and enter the room.
Another puzzle! It seems that there is a power distribution failure, and we
need to fix it asap. Time to get to it. Here is a bit of what we need to do.
We need a proper combination of colors in each row in the columns on the left
side, so that the lights on the columns in the right side turn green. You
manipulate the left part of the column with the 'up arrow', and the right part
with the 'down arrow. The 'left arrow' manipulates the color in the left part
of the column, and the 'right arrow' manipulates the color in the right part
of the column. It maybe sounds complicated but it really isn't. Here is the
combination for each column on the left:
First column: Yellow/Red
Second column: Red/Yellow
Third column: Green/Red
Fourth column: Red/Yellow
Fifth column: Red/Green
Sixth column: Yellow/Red

Here is a step by step guide on how to do it. Note that when I say left, I mean
the 'left arrow'. When I say down, I mean 'down arrow' etc.
Follow this and you'll pass the puzzle in no time. By all means, skip this part
if you want to figure it out by yourself.
Left, Up, Left, Up, Left, Up, Left, Up, Up, Left, Left, Right, Down, Right,
Down, Down, Down, Right, Right, Down, Right, Right, Down.
When you solve the puzzle, you will be awarded with [POINTS].
Now you need to return to Communications on Level 3 and download Spirit Radio
Frequencies. Well, try it at least. Okay, examine the satellite panel to
trigger yet another puzzle. This time, you need to make way for the signal to
travel from the bottom right satellite to the upper Tesla satellite dish. You
can modify the orbit of the other satellites by clicking on either them or
their orbits (the circles).
Modify the first orbit (nearest to the bottom right) so that the neaerest
satellite is sending it's signal to the left. Modify the second orbit so that
the satellite above the Tesla dish is sending it's signal down. Lastly, modify
the third orbit (if needed) so that the two broken satellites are not blocking
the signal. After finishing the puzzle, you will get [POINTS].
Pick up the (SPIRIT RADIO FREQUENCIES) from the Data Printer, and a you'll get
a nice little tutorial from Murphy on how to use it. Nice.
When you're ready, proceed and click on your speeder to initiate...

5.10 DAY TEN: V FOR VENGEANCE OR TOWERS AND INFERNOS [tes15]


============================================================
After a little scene and a FMV, we finally know the location of Tesla Egg.
We are back in Murphy's office, yay! Okay, first examine the (GEIGER COUNTER
WAND) to get [POINTS]. You can also examine the (SPIRIT RADIO FREQUENCIES).
Doing so will also give you [POINTS].
If you followed this walktrough, you should now have all twenty Mike & Ike
comics. You can check the number of comics collected in the bedroom. It's not
of any interest now, but it will be later on.
Head towards Coit Tower. As you come closer you will hear a sound from a Geiger
Counter Wand getting louder and louder. On a hill just outside the tower is a
toolbox. Right beside the toolbox are some (ANTI-GRAVITY LIFTS). Pick them up
and examine them for [POINTS]. Go inside in an area with shipping containers.
Examine the third one from the left and use the (ANTI-GRAVITY LIFTS) to open it
up to find (TESLA EGG) inside.
FMV follows on top of Coit Tower with Big Jim Slade. You have two options here.
Give him the egg, or destroy it. I would advise you to destroy it, but the game
was not made that way. You'll die and lose points. Instead, give him the egg.
Mantus makes a jump taking Slade with him. Hey, but we have the egg right?
Head to Murphy's office to see a familiar face. And to get a smack on the head.

5.11 DAY ELEVEN: THIS IMMORTAL COIL OR APOCALYPSE POW! [tes16]


==============================================================
We are transported into a nuclear testing facility somewhere in New Mexico.
It appears to be the launch pad of the Immortail Coil. As Murphy wakes to look
around, the Translator appears. As of now, you will have moments where you can
pick one of the three conversation paths. I do not know if anything changes
depending on what you pick. So if anyone tested all the possibilities, please
contact me and let me know. I'll be sure to give you credit.
As for me, I picked the middle path.
After some conversation, Dalton opens the door to the launch pad and Translator
asks Tex to put the Tesla Egg in the Spirit Radio.
*epic music playing*
Upon approaching the Spirit Radio and placing the egg, a sound of Margaret
Leonard echoes through the area. A few minutes later, you're put into action,
and your job is to find the right frequency. This is it. Now or never. This is
what we have been waiting for.
Now, before touching anything, take a deep breat and relax. Your time limit
only starts counting when you start to turn the knobs.
First let me explain. There are three screens on the left, and there are three
knobs on the right. Also there are three lights below the knobs, which indicate
what level are you on. The first knob asjusts frequency of the current screen.
In this case, the first one. The second knob adjusts amplitude. The third knob
adjusts which screen is being controlled.
Your job is to adjust both the right frequency and amplitude on each of the
screens, 3 times. And, you have a time limit. Tricky ain't it?
Okay, here is a step by step guide on how to do it:
Level 1
1.
2.
3.
4.
5.
6.
7.
8.

Turn
Turn
Turn
Turn
Turn
Turn
Turn
Turn

the
the
the
the
the
the
the
the

first knob a little to the left (the waves become yellow)


second knob a little to the right (the waves become blue)
third knob to number 2
first knob to 3 o'clock (the waves become yellow)
second knob a little to the left (the waves become blue)
third knob to number 3
first knob to 10 o'clock (the waves become yellow)
second knob to 3 o'clock (the waves become blue)

Level 2
9. Turn the first knob a little to the left (the waves become yellow)
10. Turn the second knob a little to the left (the waves become blue)
11. Turn the third knob to number 2
12. Turn the first knob to 3 o'clock (the waves become yellow)
13. Turn the second knob to 11 o'clock (the waves become blue)
14. Turn the third knob to number 3
15. Turn the first knob to 10 o'clock (the waves become yellow)
16. Turn the second knob to 8 o'clock (the waves become blue)

Level 3
17.
18.
19.
20.
21.
21.
22.
23.

Turn
Turn
Turn
Turn
Turn
Turn
Turn
Turn

the
the
the
the
the
the
the
the

first knob a little to the left (the waves become yellow)


second knob a little to the right (the waves become blue)
third knob to number 2
first knob to 3 o'clock (the waves become yellow)
second knob to 10 o'clock (the waves become blue)
third knob to number 3
first knob to 10 o'clock (the waves become yellow)
second knob to 3 o'clock (the waves become blue)

When done, a FMV will follow of Margaret answering some of Tex's questions.
And now, we have to find the frequency to destroy the Immortail Coil.
If you fail here, the world will be blown to pieces.
Here is how to stop that:
Level 1
1.
2.
3.
4.
5.
6.
7.

Turn
Turn
Turn
Turn
Turn
Turn
Turn

the
the
the
the
the
the
the

first knob to 10 o'clock (the waves become red)


third knob to number 2
first knob to 3 o'clock (the waves become yellow)
second knob to 2 o'clock (the waves become red)
third knob to number 3
first knob to 1 o'clock (the waves become yellow)
second knob to 2 o'clock (the waves become red)

Level 2
8. Turn the first knob to 9 o'clock (the waves become yellow)
9. Turn the second knob 4 o'clock (the waves become red)
10. Turn the third knob to number 2
11. Turn the first knob to 4 o'clock (the waves become yellow)
12. Turn the second knob to 2 o'clock (the waves become red)
13. Turn the third knob to number 3
14. Turn the first knob to 1 o'clock (the waves become yellow)
15. Turn the second knob to 2 o'clock (the waves become red)
Level 3
16.
17.
18.
19.
20.
21.
22.
23.

Turn
Turn
Turn
Turn
Turn
Turn
Turn
Turn

the
the
the
the
the
the
the
the

first knob to 10 o'clock (the waves become yellow)


second knob to 3 o'clock (the waves become red)
third knob to number 2
first knob to 3 o'clock (the waves become yellow)
second knob to 2 o'clock (the waves become red)
third knob to number 3
first knob 1 o'clock (the waves become yellow)
second knob 2 o'clock (the waves become red)

When done, you will be awarded [POINTS].


Enjoy the FMV...

5.12 DAY 12: THE BIG FINISH OR ALL GOOD THINGS... [tes17]
=========================================================
Another FMV plays where Danwicz tries to arrest Murphy. Now, I don't know if

you will have this order of events, but in my game; Taylor comes and says that
she has evidence of Slade attacking Tesla Legacy Society. In return of giving
evidence to Danwicz, she asks him to let Murphy go. Danwicz accepts and Tex and
Taylor walks away happily.
*******************************The End*****************************************
Another FMV follows showing the city 10 months later and Tex giving a heroic
ending speech.
Enjoy the credits and I hope you enjoyed this one hell of a game as much as I
did. After the credits, yet another FMV follows showing news about Night of
Templar.
------------------------------------------------SPADE & MARLOWE SCALE OF PRIVATE EYE INTELLIGENCE
------------------------------------------------If you followed this guide letter to letter, your rank should be HARD-BOILED
PRIVATE EYE.

5.13 DAY 13: Storage [tes18]


============================
NOTE: This is extra content that is only available if you collected all twenty
Mike & Ike comics that are found in the game.
On the main menu, choose Load Game option. On the load game screen, you should
see a save called 'Day13 Storage'. Load it to enter bonus content called Day 13
Storage.
It's the back room of Murphy's bedroom. Full of interesting things. On the
walls you have pictures of random people that you can examine. No points this
time, sorry. You can play one of sixteen songs from the game on the jukebox.
There are two videos on the shelf, available for viewing. The top one is a
remastered version of Under a Killing Moon game's ending. It contains heavy
spoilers so don't watch it if you didn't play the game or if you are planning
to play it. By the way, a message 'Points Added' is shown on the top left
when starting the video.
The bottom video is a trademark of Access Software Incorporated. You also get
a 'Points Added' message upon playing it.
Another interesting thing to examine is a record labeled 'Midnight Discotheque'
on the same shelf, on the left of the picture of his ex wife Sylvia.
And last but not least, you can re-watch all of the FMV's you have seen in the
game. In my game, there are 30 of them. I personally don't know is that all of
them, or I missed a few. If someone has more of them, please contact me about
it and I'll be sure to give you credit.
NOTE: You can't leave the room through the door. Believe me, I've tried.

===============================================================
======
6.COLLECTIBLES
[tes19]======
===================================================

There are a total of 20 collectible things in this game. They are Mike & Ike
Hammer comics. You can't literally read them and their only use, other than
getting you points; is that they unlock a bonus content in the game if you
manage to collect them all before leaving Tesla Legacy Society.
Here are the locations of all 20 comics:
COMIC#01 Candyman Rings Twice - bedroom nightstand, left of bed in Murphy's offi
ce
COMIC#02 The Sweet and Sour Lady - behind the Brew&Stew on Chandler Avenue, near
fake door
COMIC#03 Key Lime Largo - next to the fax machine in Murphy's office
COMIC#04 Citizen Candy Cane - behind the Electronics Shop on Chandler Avenue, ne
ar door
COMIC#05 Dark Chocolate - right side floor, Tesla Society Level 1, Conference Ro
om 1
COMIC#06 Malt Tease Falcon - ground floor table drawer, room left of entryway, S
wamp House
COMIC#07 Cinnamon Twist - roof of the shack, Swamp House
COMIC#08 Gum Drops and Lolli Pops - on a bathroom toilet, Beach House
COMIC#09 Sleep with the Swedish fish - top left drawer of a 1F (upstairs) dresse
r, Beach House
COMIC#10 Butterscotch on the Rocks - 2nd restroom stall, Tesla Society Level 1
COMIC#11 Double Fudge Indemnity - top of the stairs, under desk, Swamp House
COMIC#12 Sucker's Game - hidden under the chest in the lobby, Swamp House
COMIC#13 The Not So Thin Man - left bottom desk drawer in Headmaster's Office in
Sesen
COMIC#14 The Root Canal - under the pillow in Headmaster's Room in Sesen
COMIC#15 The Licorice Forest - back of room on a chair, boardroom, Tesla Society
Level 4
COMIC#16 Murder My Sweet - behind the Ritz Hotel, below window on Chandler Avenu
e
COMIC#17 Candy Cane Confidential - alleyway behind the Electronics Shop
COMIC#18 Licorice Rope - roof of the Savant School on Chandler Avenue
COMIC#19 The Tootsie Rolled - 2F (top floor) of abandoned building across Coit T
ower, behind Fuchsia Flamingo
COMIC#20 Angels with Chocolate Smudges - drawer near door, Tesla Society Level 2
, Titan Reactor 3

=============================================================
======
7.PI RATINGS
[tes20]=======
=================================================
The game has a ranking system called Spade and Marlowe scale of private eye
intelligence. Each rank is a reflection of your searching skills, intuition in
coversation, questions asked, and stuff like that. Nothing really depends
on the rank you get, except your pride.
Here is the listing of all attainable ranks, from best to worst:
1.
2.
3.
4.
5.
6.
7.
8.
9.

Hard-boiled private eye


Slewfoot'd sleuth
Gumshoe
Amateur, hired dick
Detective operating without a licence
Street bought bird dog
Flatfooted peeper
Reporter
Canary

Paths and Endings Guide:


========================
Note: Conversation options are numbered 1 to 3 from left to right.
A Double Life (Taylor Ending)
----------------------------Day 1: Don't spam 1st option during first Louie visit
Day 2: Don't spam 3rd option during first Police encounter
Day 3: 3rd option during Taylor event in office (bonus area: Resort)
Anything for Days 4-5-6
Day 7: During Ariel/Taylor in resort, spam 1 (true to Taylor)
Anything for Days 8-9-10-11-12-13
Out of the Past (Ariel Ending)
-----------------------------Anything for Days 1-2
Day 3: 1st option during Taylor event in office
Anything for Days 4-5-6
Day 7: During Ariel/Taylor in resort, spam 2 (true to Ariel) (bonus areas: Sewer
s and Blue Dragon)
Anything for Days 8-9-10-11-12-13
Somewhere I'll Find You (Chelsee Ending)
---------------------------------------Day 1: Spam 1st option during first Louie visit
Day 2: Spam 3rd option during first Police encounter
Day 3: 2nd option during Taylor event in office (Bonus item: Shrine Room key)
Anything for Days 4-5-6

Day 7: During Ariel/Taylor in resort, spam 3 (True to Chelsee)


Anything for Days 8-9-10-11-12-13
To Have and Have Not (Jailed/Shootout Ending, Chelsee Message Between)
---------------------------------------------------------------------Day 1: Don't spam 1st option during first Louie visit
Day 2: Spam 3rd option during first Police encounter
Day 3: 2nd option during Taylor event in office (Bonus item: Shrine Room key)
Anything for Days 4-5-6
Day 7: During Ariel/Taylor in resort, spam 3 (True to Chelsee)
Anything for Days 8-9-10-11-12-13
Petrified Forest (Jailed/Shootout Ending, No Chelsee Message):
-------------------------------------------------------------Anything for Days 1-2-3-4-5-6
Day 7: During Ariel/Taylor in resort, break up with all 3 girls (make sure you d
eny all 3 females)
Anything for Days 8-9-10-11-12-13

=============================================================
======
8.ENDWORD
[tes21]=========
=================================================
It looks like we made it this far, huh. I would like to thank Atlus for making
this incredible game, with it's funny as hell humour. I would like to thank
GameFaqs for being the most awesome game related web page. And lastly, I would
like to thank whoever reads this guide and finds it useful. With all my heart,
thank you. Cheers!
Copyright@2014 test_of_valor

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