Mean Streets Walkthrough

Welcome to Gamezebo’s walkthrough for Mean Streets, the first game in the Tex Murphy adventure seres.

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Welcome to Gamezebo’s walkthrough for Mean Streets, the first game in the Tex Murphy adventure seres.

GENERAL INFO

SPEEDER

The speeder is Tex’s vehicle in the game. Unless you want to fly manually, not all of the controls have to be used. You only need the keys to phone Vanessa (V), phone Lee (L), access the navigation computer (N), view the inventory (I), load or save (D), quit the game (ESC), view the list of help commands (H) or enable auto pilot (A).

Vanessa and Lee are two contacts that Tex can question about other people in the game. Vanessa will freely give information which can sometimes be helpful, but often leaves out certain details. Lee will charge for her information, but details such as other people and navigation codes are often included.

The inventory screen allows you to look at, sell or reclaim items that have been found in the game. The inventory can only be accessed from the shuttle.

The navigation computer is accessed by pressing N. You can zoom in or out by using the < and > arrows on the keyboard. Press N again and a navigation code prompt will appear. Five navigation codes are found in the game manual, but more are found by finding items or talking to the various people in the game. Once a navigation code has been entered, the destination will be locked and the game will return to the shuttle. Now press A to enable auto pilot and fly to the location.

TYPES OF LOCATIONS

There are three types of locations in the game: Descriptive, people and search.

The descriptive locations are a page of text which give information about a location without displaying any images. Often, important details such as names of people or navigation codes are given in these descriptions.

People locations refer to areas where conversations take place. The aim is to gather important details by asking questions.

Search locations are like a standard third-person adventure, and involve walking about the rooms using the arrow keys until the enter prompt is seen. Press enter to view a list of objects that can be interacted with.

CONVERSATIONS

Conversations take up a large part of the game. The aim is to try and get names of people or navigation codes by asking about the correct topics. The topics can only be on the names of characters in the game or on the following subjects that are shown in the game manual: Gideon, Law and Order, Insurance, MTC, Nexus, Overlord, Passcard, Password. Occasionally, you may need to bribe or threaten a person to get information.

GUN BATTLES

Tex will have to complete a short gun battle before he can enter some locations. There are only two screens to get through in all of the battles. Just use the right arrow to move forward, press down to duck behind objects and press space to shoot. Pay attention to Tex’s health and press escape to return to the speeder if it gets too low.

WALKTHROUGH

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BLUE PASS CARD

SPEEDER

The introductory message at the start of the game mentions that Tex has been hired by Sylvia Linsky to investigate the death of her father, Carl. He was a professor at the University of San Francisco but had also been working on a secret project. Sylvia has given Tex $10,000 and five leads. The leads are mentioned in the manual along with the navigation code (NC) in brackets.

Carl Linsky (4663)

Sylvia Linsky (4421)

John Richards (4670)

Delores Lightbody (4920)

Steve Clements (4680)

Let’s start off by visiting the second lead on the list. Press the N key to look at the navigation computer.  Press the N key again to start entering a navigation code. Type 4421 and press enter. Press the A key to engage auto pilot and fly to the location. On the way, a fax will be received from Vanessa about Carl. The fax mentions a witness saw Carl jump from the Golden Gate Bridge last night, and a suicide note was found at his home addressed to Sylvia. The fax also gives the name of Carl Linsky’s fiancée, Delores Lightbody. After landing, press the E key to exit the speeder.

SYLVIA LINSKY (4421)

Ask Sylvia about Carl Linsky: He was happy at the University of San Francisco, but took a leave of absence to do some consulting work. His whole personality changed, so Sylvia assumed he was in some sort of trouble. She doesn’t believe that he committed suicide, and tells Tex that his apartment is located at NC 4660 if he wants to check it out. Return to the speeder.

CARL LINSKY’S HOUSE (4660)

This is the first searchable location in the game. Use the arrow keys to move Tex around and press enter when prompted to see a list of objects that can be interacted with. Look at the fax machine on the table and look at the message: The message is to the professor from Sandra Larsen, and it mentions that she is looking forward to their date. Move to the bar and get the whiskey. Look at the bar, open the bar door and open the shoe box. Look at the papers to see a list of coded passwords written by someone with the initials S.F. Get the papers.

Look at the cabinet at the top-middle of the room and open the cabinet door to see a book and a cabinet key. Open the book and get the safe combination. Get the cabinet key. Move the painting to reveal a safe and open the safe using the combination. Get the money ($1000). Look at the trash can at the top-left corner of the room. Look at the lease to read it: The lease mentions a warehouse at NC 4675 that was rented by Carl Linsky ten months ago. Look at the note: Carl is ending his relationship with Delores.

WAREHOUSE (4675)

There is a 2D shooting segment before Tex can enter the warehouse. Use the right arrow key to move, press down to duck and space to shoot. Stand up to shoot back when there is a space in the bullets flying overhead, and duck down again behind the objects to avoid being hit. Keep inching right to make it to the second screen. Get past the second screen in the same way to enter the warehouse.

Walk to the pile of three small crates at the top-right corner of the room and look at the crates. Get the 3-1 oil and the key. Get the step ladder. Look at the storage shelf and then look at the tape to see the words Blue-Bishop. Walk to the top-middle of the room and open the cabinet door. Open the band aid can and get the blue passcard. Look at the file cabinet and open the file drawer using the key from Carl’s house. Look at the list to see the names of three scientists that may be working on Overlord: John Klaus, Maurice Gribble, and David Pope. Move to the desk and look at the newspaper: It mentions the death of noted scientist Cal Davis caused by an accident in his lab. Look at the desk, look at the fax machine and then look at the fax message: The message is from Sonny Fletcher, presumably the S.F. from the papers found in Carl Linsky’s house.

GREEN PASSCARD

SHUTTLE

Press the L key to call Lee. Ask about John Klaus and pay her $600. Press the escape key to return to the shuttle view and wait for the fax to arrive: The fax informs Tex that John Klaus and Delores Lightbody were once lovers.

DELORES LIGHTBODY (4920)

Ask Delores about John Klaus: Carl and John used to be business partners. John now believes that he is in danger and is hiding out in Reno, Nevada at NC 7012.

JOHN KLAUS (7012)

Ask John about Carl Linsky: He used to work with John but they fell out over Delores Lightbody. He had tried to get in touch with John but he refused to return his calls. Ask about MTC: He was hired by them to work on a project called Overlord. Ask about Overlord: It was designed enhance mental capacity and performance. When he grew suspicious about the project he was threatened, so he decided to go underground. Ask about the passcard: He hands Tex a green passcard. Ask about the password: He says the password is Pawn.

YELLOW PASSCARD

SHUTTLE

Press the L key to call Lee. Ask about Sonny Fletcher and pay her $1000. Press the escape key to return to the shuttle view and wait for the fax to arrive: The fax gives the location of Sonny Fletcher, in a run down apartment in L.A. at NC 5170.

SONNY FLETCHER (5170)

Ask about Carl Linsky: He has nothing to say. Bribe him and offer $500: He says that he had been hired by Carl to investigate MTC. When Sonny tried to investigate, he was threatened and shot at. He says that if he wants more information on MTC, check with Wanda Peck. Ask about Wanda Peck, then bribe him and offer $300: She works at the San Francisco Chronicle at NC 4621.

WANDA PECK (4621)

Ask Wanda about MTC: The initials really stand for Management Through Control, and it is a front for a project called Overlord. Ask about Overlord: Larry Hammond wanted her to do some research on it. It involves increasing a person’s mental capacity by connecting their brain directly to a computer. Ask about Larry Hammond: He is a brilliant computer specialist who has done work for MTC. She says that Ron Meat may know where to find him.

SHUTTLE

Press the L key to call Lee. Ask about Ron Meat and pay her $800. Return to the shuttle view and wait for the fax: It mentions that Ron hangs out near the Coit Tower (NC 4525) and that he is a little unpredictable.

RON MEAT (4525)

Ask Ron about Larry Hammond: He refuses to answer the question. Threaten Ron and he says that Larry is in Freak Town (NC 4935).

LARRY HAMMOND (4935)

Ask Larry about MTC: He was hired by the vice president of MTC, Tom Griffith, to design a computer for the Overlord project. They also wanted eight access terminals. Larry says that his colleague Cal Davis was hired to do research on controlling human behaviour through direct brain simulations. In order to stop Overlord, Tex will have to access the main computer and destroy the satellite. All eight passwords and passcards have to be used to enable the destruct sequence. Each scientist involved with project has a passcard. Larry says that his grey passcard was stolen by the Law and Order party, but his password was King. Tex will need to find the rest of the scientists to gather all of the cards, and then find the main computer. He also says that the only scientist he knows of is Cal Davis. He mentions three accounting people at Gideon: Jerome Milbourne, Ed Bradley and Arnold Dweeb.

SHUTTLE

Press the L key to call Lee. Ask about Arnold Dweeb and pay her $500. Return to the shuttle view and wait for the fax: Arnold agrees to meet near the 50 yard line at the Oakland Coliseum (NC 4610).

ARNOLD DWEEB (4610)

Ask Arnold about MTC, then bribe him $3000 to receive a list of names: Carl Linsky, Ron Morgan, Jorge Valdez (NC 4931), Brenda Perry (NC 4577), Greg Call, Cal Davis (NC 3720), Big Jim Slade, Tom Griffith (NC 4590), John Klaus, Bosworth Clark, Sandra Larsen (NC 4599), Della Lang (NC 2111), Sam Jones and Larry Hammond.

SHUTTLE

Press the L key to call Lee. Ask about Sam Jones and pay her $500. Return to the shuttle view and wait for the fax: John Klaus can help find Sam.

JOHN KLAUS (7012)

Ask John about Sam Jones: He works in Las Vegas (NC 0021). John warns Tex to be careful as Sam is faithful to Law and Order and will not be cooperative.

SAM JONES (0021)

Complete the shooting sequence to break into Sam’s laboratory. Ask about the passcard and then threaten him to get the yellow passcard. Ask about the password and threaten him again: His password is Queen.

RED PASSCARD

SHUTTLE

Press the L key to call Lee. Ask about Ron Morgan and pay her $800. Return to the shuttle view and wait for the fax: Ron’s girlfriend Della Lang knows where to find him.

DELLA LANG (2111)

Ask Della about Ron Morgan: He has a cabin near Yosemite (NC 1998).

RON MORGAN’S CABIN (1998)

Look at the end table at the right side of the couch. Look at the ashtray and get the key. Walk to the top-right corner of the room and look at the desk. Open the drawer using the key. Look at the mortgage book: It mentions a beach house near San Diego (NC 6470). Walk to the top-left corner of the room. Open the moose head and get the cash ($500). Look at the television, open the panel and get the key. Move the rug, move the floorboard and open the compartment. Get the jewels (worth $2000), deed and ammunition.

BEACH HOUSE (6470)

An alarm is set off when Tex enters the house. Look at the console on the table in the middle of the room and turn off switch 3 to stop the countdown. Look at the bookcase at the left side of the room. Open the chess book and look at the memo to see the word ETSAELMAT. As all passwords have been chess passwords so far, this one must be too. When rearranged, the password can be seen as STALEMATE. Move the lamp on the desk at the top-left corner of the room and get the fish food. Look at the fish tank and get the red passcard. Move the base of the tank and get the key. Look at the desk at the top-left corner of the room and open the drawer using the key. Get the watch (worth $4500).

ORANGE PASSCARD

SHUTTLE

Press V to phone Vanessa. Ask about Cal Davis. Return to the shuttle view and wait for the fax: It mentions a policeman named Smiley Monroe (NC 3614).

SMILEY MONROE (3614)

Ask Smiley about Aaron Sternwood and bribe $200: He hangs out at the beach near Santa Barbera (NC 0439).

AARON STERNWOOD (0439)

Ask Aaron about Cal Davis: He found Cal before he died and heard him mutter the word "Checkmate". Ask about Nexus: Cal kept his passcard in a box near the ape cage.

SHUTTLE

Press the L key to call Lee. Ask about Greg Call and pay her $500. Return to the shuttle view and wait for the fax: Steve Clements will know about Greg.

STEVE CLEMENTS (4680)

Ask Steve about Greg Call: His apartment is located at NC 4753. Steve says he is starting to get suspicious about all of the suicides. A couple of goons from Law and Order went through the house before the police got there.

GREG CALL’S HOME (4753)

This is a text-only location. In the description, Tex searches the apartment. When he moves a dresser, a map falls to the floor. The map is of an area of California with the navigation code 8911.

GREG CALL’S LABORATORY (8911)

Move the fax machine on the top-right desk and get the key. Look at the desk. Open the desk drawer and get the money ($500) and ammunition. Walk to the left side of the cave entrance and get the pole. Open the cabinet at the top-middle of the room using the 3-1 oil from Carl’s apartment and get the diamonds (worth $3000).

CAL DAVIS’S LABORATORY (3720)

An alarm is set off when Tex enters the house. Move to the right side of the room and move the rat cages. Open the circuit box and turn off the switch to stop the alarm countdown. Look at the cage at the right side of the door and open the box using the pole from Greg’s laboratory. Get the money ($1000) and the orange passcard.

PURPLE PASSCARD

SHUTTLE

Press the L key to call Lee. Ask about Bosworth Clark and pay her $800. Return to the shuttle view and wait for the fax: Peter Dull will know about Bosworth.

PETER DULL (4674)

Ask Peter about Bosworth Clark: He works in Death Valley at NC 9932.

BOSWORTH CLARK’S LABORATORY (9932)

Look at the matchbook by the cabinet at the bottom-left corner of the room: The Big Surf Hotel (NC 5162) is mentioned. Look at the cabinet at the right side of the room and get the gloves.

GREG CALL’S LABORATORY (8911)

Walk to the bottom-right corner of the room and move the vine using the gloves from Bosworth Clark’s laboratory. Look at the shelf and get the purple passcard.

BLACK PASSCARD

BIG SURF HOTEL (5162)

This is another text-only location. Big Jim Slade stayed in room 305. Tex checks out the room and sees a few empty beer bottles, cigarette butts and a magazine. A fax is found in the bin which mentions the name Lola Lovetoy. The fax ends with the initials R.K.

SHUTTLE

Press the V key to call Vanessa. Ask about Lola Lovetoy. Return to the shuttle view and wait for the fax: Lola’s club is at NC 4603.

LOLA LOVETOY (4603)

Ask Lola about MTC, then bribe her $500: She was hired by Tom Griffith to find out of Schimming knew about anything going on at the MTC. Ask about Frank Schimming and bribe her $500: She mentions an apartment at NC 4605.

APARTMENT (4605)

Complete the gun battle to enter the apartment where Lola and Frank stayed. Look at the dresser at the top-left corner of the room, open the matches and look at the key to see a bus station address (NC 5194). Get the key. Move the cabinet by the television at the top-right corner of the room. Open the satchel and get the money ($5,000). Look at the desk at the bottom-right corner of the room. Open the binder to see the address of Law and Order (NC 5037).

BUS STATION (5194)

In this text-only location, Tex uses the locker key from the apartment and opens a locker containing a wallet. The wallet holds the black passcard and a piece of paper with the password "Koro". As the passwords are all chess pieces, the password for the black passcard must be rook.

GREY PASSCARD

LAW AND ORDER (5037)

Complete the gun battle to enter the Law and Order offices, where an alarm will sound and a ten minute countdown begins. Look at the work station at the bottom-left corner of the room, look at the control panel and turn off the switch to unlock the closet at the top-right corner of the room. Open the closet, move the shelf and turn off the button to stop the countdown. Open the coat and get the pad of paper. Move the picture by the closet to reveal a safe. Open the safe and get the money ($5000) and grey passcard. Walk to the bottom-left corner of the room and look at the workstation. Look at the cabinet, open the cabinet door and look at the memo: The corporate minutes from the last meeting mention Robert Knott, Bazil Mallory, Melba Wiedbush and Stanford Demille.

TO FINISH

SHUTTLE

Press the L key to call Lee. Ask about Bazil Mallory and pay her $200. Return to the shuttle view and wait for the fax: Sonny Fletcher may know where to find Mallory.

SONNY FLETCHER (5170)

Ask Sonny about Bazil Mallory and bribe him $700: He is at NC 2713.

BAZIL MALLORY (2713)

Complete the gun battle to enter Bazil’s office. Ask Mallory about MTC and then threaten him: They have a secret laboratory on Alcatraz (NC 4550).

ALCATRAZ LABORATORY (4550)

Murphy is captured and thrown into the laboratory. Walk to the bottom-left corner of the room and move the boxes to see a key. Get the key. Look at the papers on the middle table: The remote control should be used to open the furnace door. Walk to the right side of the room and open the panel. Open the box and get the gas mask. Walk to the bottom-right corner of the room and look at the control panel. Turn off the switch to open the furnace door: A robot will enter the room, close the furnace door and leave. Turn off the switch again and quickly walk through the door before the robot leaves. Complete the gun battle to enter the computer room. Press space to enter the first passcard and then enter the password. The following passcards and passwords will be needed:

Blue – Bishop

Green – Pawn

Yellow – Queen

Red – Stalemate

Orange – Checkmate

Purple – Knight

Black – Rook

Grey – King

Insert all eight passcards and enter the eight passwords to complete the game.

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