Safes (Spoliers)
What do all 5 Tex Murphy games have in common? They all have safes. Next to locked doors safes seems to be one of the most common obstacles if you actually think about it.
So some questions come to mind.
Do you think safes have been overdone?
I'm not going to make a list of all the locked doors but here are all the safes I can recall.
Mean Streets
1. Linksy's House
2. Linsky's Warehouse
3. Moosehead at Ron Morgan's cabin?
4. Ron Morgan's Beach House
5. Law and Order Office
Martian Memorandum
1. Marshall Alexander's office
2. Johnny Fedora's
3. Big Dick Castro's
Under A Killing Moon
1. Eddie Ching's Study
2. Colonel's Office
3. Geigger Room at GRS
4. Marcus Tucker's office at GRS
Pandora Directive
1. Waterfront Warehouse
Tex Murphy Overseer
1. Carl Linksy's Warehouse
2. Fresno Office
3. Robert Knott's Office
That's a total of 16 safes and its possible there's more I missed. Personally I think it's a tradition that should be kept.
My second question is what new type of safe should Tex have to crack?
My ideas are something made out of diamond where he needs a special drill (diamond is the hardest material btw), a fingerprint activated one where Tex has to knock someone out and drag them to the safe, or another voice activated safe where Tex has to actually record someone this time or gather enough audio samples of a person scattered about to make a sufficient compilation.
It also just came to me that it would have been funny if Tex could have used that pipe to get Gideon's blood for the DNA scanner in Overseer.
So some questions come to mind.
Do you think safes have been overdone?
I'm not going to make a list of all the locked doors but here are all the safes I can recall.
Mean Streets
1. Linksy's House
2. Linsky's Warehouse
3. Moosehead at Ron Morgan's cabin?
4. Ron Morgan's Beach House
5. Law and Order Office
Martian Memorandum
1. Marshall Alexander's office
2. Johnny Fedora's
3. Big Dick Castro's
Under A Killing Moon
1. Eddie Ching's Study
2. Colonel's Office
3. Geigger Room at GRS
4. Marcus Tucker's office at GRS
Pandora Directive
1. Waterfront Warehouse
Tex Murphy Overseer
1. Carl Linksy's Warehouse
2. Fresno Office
3. Robert Knott's Office
That's a total of 16 safes and its possible there's more I missed. Personally I think it's a tradition that should be kept.
My second question is what new type of safe should Tex have to crack?
My ideas are something made out of diamond where he needs a special drill (diamond is the hardest material btw), a fingerprint activated one where Tex has to knock someone out and drag them to the safe, or another voice activated safe where Tex has to actually record someone this time or gather enough audio samples of a person scattered about to make a sufficient compilation.
It also just came to me that it would have been funny if Tex could have used that pipe to get Gideon's blood for the DNA scanner in Overseer.
I think Safes are a traditional trademark of games of this nature...
To be honest I was kind of upset that there was only One in Pandora, but Pandora was felt with many other wonderful puzzles, so the offset by those was very acceptable...
Yes, if/when we get another Tex game, I would definitely expect there to be Safe{s} in it...
To be honest I was kind of upset that there was only One in Pandora, but Pandora was felt with many other wonderful puzzles, so the offset by those was very acceptable...
Yes, if/when we get another Tex game, I would definitely expect there to be Safe{s} in it...
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*Note, Not All Games Have Been Tested & Therefore May Not Be Listed...