Overclocked: a History of Violence: Game Walkthrough and Guide

Passing overclocked:
Chapter 1 – Fragile Glass
Hotel
We take a pocket computer and a chain with a medallion. Listen 2 messages left on the answering machine. In the inventory from the wallet get a credit card. We pass into the living room. We take money from the shelf under the TV. We also read newspaper. Go down in the lobby. We speak with the administrator. Get a city map from him. We leave from the hotel.
Street Rivington
Read the newspaper that “bring” to us by the wind. We try to use a credit card on an ATM on the right of the entrance to the hotel. Does not work. Go to the river station (at the bottom of the screen).
River Station
We pass to the pier. We are talking to a man in a black raincoat, then with a man in a red jacket. Return to the building of the river station. We look at the poster and the bus stop. We go inside the building, and we automatically turn over to the island, where a psychiatric hospital was built.
Psychiatric hospital
We use selector communication to contact hospital staff. We are sticking inside. We pass to the porch, where the nurse is standing. She will lead us inside the hospital. Follow the nurse into the corridor with the chambers. Talk to the doctor. After conversation, we look at all chambers through the windows. After passing on the corridor, the Maretti inspector will appear in the hospital. Communicate with him. We inspect other chambers. Returning to the Hall. Trying to go to the office. Maretti Inspector Calls us. Come to him, talk. Go now in the office. We speak with Dr. Jung. We get a signal pager, folder with business and keys to the chambers. We explore the closed cabinet with medicines. We leave from the Cabinet.
We visit all patients in the wards 1-5. We are trying to communicate with everyone. In the office we speak with Dr. Jung. We leave the hospital. Call through the PDA Inspector Maretti. Since we are on the street, we communicate immediately with a man in a red jacket. We go inside the hospital.
We go to the corridor on the left. Go to the first door to the right. Take a pencil with a piece of paper lying on the table on the right. Reliable with nurse. We go to the ward 1. We speak with a boy, we use hypnosis using a chain with a medallion.
Flashback – Chamber №1
The boy is in the mine. We manage it. He has a gun and scrap. Explore the tunnel leading deep down. We use scrap on the right side of the lattice, on the left side and again on the right. So we break her. We choose from mine to the street. Trying to move the top barrel, but it is very hard. We leave from the barrels for the long distance (down the screen) and from there we shoot from a pistol on a barrel to release oil. Then throw this barrel to the ground and ride it to the fence. Climbing on the barrel, climb through the fence.
Reality
We speak in the room in the left corridor with a nurse. We leave the hospital. We get on the PDA a message from Kim McNamara. We speak again with a man in a red jacket. His name is Stuart Miller. We go through the gate from the territory of the hospital and on the ferry get to the city.
Riving Street, Bar Nighthawk
We go to Rivington Street. Go to the NightHawk bar located on the left. Sit down on the chair before the bartender and communicate with him. We leave from the bar. We go to the hotel.
Hotel
We speak with the administrator of Flynn. On the elevator rose into your number. There will be a woman David. We listen to the message left on the answering machine. In the gust of anger David kins the phone in the mirror. We study the mirror. Call Kim, then call Terry ingram. Click on the bed to go to bed.
Chapter 2 – Wounds
Hotel
Call Terry Ingram. Go down in the lobby. Communicate with Flynn about the broken mirror and phone. We leave from the hotel. On the street Drunk visitor Bar will throw a bottle in us. Returning to the hotel, talk about this with the administrator. We leave from the hotel. Ferry get to the hotel.
Psychiatric hospital
Talking with a nurse, go inside the hospital. Speak the office with Dr. Jung. We go to the ward # 5. We are attacking the patient. Quickly in the inventory we use a signal pager. Dr. Jung and Podkolt Patient Soothing. We speak the office again with the doctor. Trying to take the radio from the table. We leave the hospital. We use a signal pager in the inventory to force Dr. to leave the Cabinet. Ourselves pass in a blank cabinet, where we take the radio. We pass into the corridor with the chambers. The doctor will be dissatisfied with false alarm. Go to the ward # 1. Open the PDA, click on the cassette. Choose: Chamber # 1, 10.eleven.2007, night, part 2 and click on the playback button. Hypnotizing boyfriend to plunge into memories.
Flashback – Chamber №1
Go down, we go through the tunnel to brick masonry. Use weapons on the wall. Shooting on bricks to form a passage. Take one brick. We pass on. Go in the doorway right. Come to the fan. Block it with bricks. We climb inside the mine. We shoot a brick weapon to start the fan. Raised the stairs at the end of the mine. The guy will get scrap at this time.
Reality
Go to the ward # 3. Read the message from the Maretti inspector on the PDA. We put the radio to the table and configure it to the frequency of 108 MHz, which was indicated in the inspector. Will play music. The guy will finally open.
Flashback – Chamber №3
Moving along the tunnel. We use a flashlight to light yourself the road. We pass to the iron door. We look at the code lock. In the inventory we have a piece with such a record: 10?2 – +: x. Thip 10 – 2 = 8, 10 + 2 = 12, 10: 2 = 5, 10 x 2 = 20. Click on the 8 button, then press the confirmation button (rightly zero). Light bulb will light up. Next, click on 1 and 2, then on the confirmation button. Then on button 5, confirmation. On button 2 and 0, confirmation. Open the door, pass. We use weapon on the fan. Make your way through the mine, then climb the stairs. Picking up on the barrel, we move through the fence.
Reality
David wants to get even more information about this patient. In PDA, choose a cassette and record: Chamber # 3, 10.eleven.2007, night, part 1. Losing recording. Hypnotizing guy to visit his memories.
Flashback – Chamber №3
The guy is in the kitchen. Open the middle box of the cabinet, get lantern. Come out of the kitchen through the door to the right. Go down the corridor. Go to the ward Reya (left door). We take the key from the table. We leave from the building (the door at the top of the corridor). We pass to the prison building on the left. Open the door door. We go to the end of the corridor, where they open the door again the key again. Middle of ventilation.
Reality
We leave from the House. After a short conversation with Dr. David will come out of the hospital. Call the inspector Maretti. David will ask him handcuffs. Go to the hotel, where Flynna is taking handcuffs that the police left for us. Return to the hospital. We go to the ward # 5. We use handcuffs on a mad patient. We speak with him, hypnotizing.
Flashback – Chamber №5
Pushing to the fence of a barrel standing on the left of the guy. We study the chain on the gate. We look at the hole in the barrel. The guy definitely wants to blow up the gate. Go into a small bunker on the left. End empty canister. We go into the back of the hangar, to the table. We take the apparatus to the left of the table two wires with clips. Clips cling to the battery lying on the table. Take an empty bottle lying under the table. With army jeep removing the flag. We leave from the hangar. To the left of the road we find a reservoir with gasoline. Open the cover. See what the hose needs. Return to the back of the hangar. Much left from the table we find a fire extinguisher. We use the knife on it to get the hose. We use a hose on a tank with gasoline, and then the canister itself to fill it with gasoline. Pour in a bottle of gasoline from the canister, insert the flag in the bottle. Get a cocktail Molotov. Go to the table in the hangar. We use the Molotov cocktail on the clips to light it. Take a cocktail and go to the gate. We use a canister with gasoline on a barrel, then Molotov’s cocktail to undermine the gate.
Reality
We leave from the cell. Read the message that came from the Maretti inspector. Go to the office to the doctor. Give him the keys from handcuffs. We leave the hospital. Near the gate we communicate with the inspector. Then with a stuart standing on the street. We go inside the hospital. We speak in the office with a nurse. Take a lantern from the table to the right. Go to the ward # 3. In the hands take a flashlight and communicate with the patient. Too light. We return to the Cabinet to the nurse. On the right of the entrance door installed panel with light switches in the wards. Use the panel to turn off the light in all the wards. Return to the Chamber # 3. Take a flashlight in hand, communicate with a guy. Then choose in PDA Recording: Chamber 5, 10.eleven.2007, night, part 1. Speak with the boy to hypnotize it.
Flashback – Chamber №3
The guy is in the room in the army camp. The girl will bring a book of another patient – Laura. She lies in reality in the ward # 2. We leave out of the room. We look at the door of the room from which we came out. It was the Room Room. He lies in the Chamber # 3 in reality. Go down the corridor. Go to Jonathan’s room (in reality it lies in the ward # 1). He will bloom a book. We leave out of the room. We go further along the corridor. We see a blonde suitable in my room. His name is Cliff, he lies in reality in the Chamber # 5. Go to the room, we will drive us. Listen through the door what is doing cliff. If Ray (we) will say that cliff is far from the door, we go inside the room and quickly take a leaf with a combination attached to the wall on the left.
Reality
We try to talk with Reen in the Chamber # 3. We need memories of other patients. We go to the nurse room. Use the panel with switches to turn on everywhere light.
We go to the chamber # 1 to Jonathan. On PDA losing recording: Chamber # 3, 10.eleven.2007, day, part 1. Talk to Jonathan. Will only see memories, but do not participate in them.
We go to the ward # 2. Talk to Laura. Play with PDA Recording: Chamber # 1, 10.eleven.2007, day, part 1. We speak again with Laura.
Flashback – Chamber №2
Laura is on an observant tower. Open a metal cabinet installed under the tower dome. Take out from there a box that Laura will fall to the fence. Inside the box lies a lifeboat. Click on the platform to the left of the box with a boat. Bind the rope to the fence. Next, throw off the box in the sea, then we swallow there yourself.
Reality
We go to the ward # 5. Play with PDA Recording: Chamber # 3, 10.eleven.2007, day, part 2. Speak with Cliff. We observe memories.
We go to the ward # 3. We lose with PDA Record: Chamber # 5, 10.eleven.2007, day, part 1. Speak with Rey.
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