Tex Murphy: The Pandora Directive
A Comprehensive Guide to the Pandora Directive
By
Steve Metzler
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Introduction
Tips and Hints
DAY ONE – The
Search for Malloy
DAY TWO – Ladies in Waiting
DAY THREE – The Black Arrow Killer
DAY FOUR – Out of the Past
DAY FIVE – The Pandora Device
DAY SIX – South by Southeast
DAY SEVEN – Shadows in the Dark
DAY EIGHT – A Message from the Dead
DAY NINE – A Black Sun Ascending
DAY TEN – Just Desserts
Quirks and Questions
Copyright and Contact Details
Introduction
My first time through the Pandora Directive I wound up
on Lombard Street, even though I had been aiming for Mission Street. Hmmm
… just like trying to navigate the real San Francisco without a map.
I subsequently had a look at a few of the existing walkthroughs, and felt
that though they managed to get you to the end of the game all right, they
didn’t adequately address the problem of steering the player through the
game’s much-touted ‘3 paths with 7 different endings’. So I tried, and
hopefully succeeded, in documenting all of the plot branches. Oddly enough,
I found 8 endings instead of 7, but they weren’t all different! (Author’s
Note: 10 November, 1997 – Got defintive statement from Access Software
relating to number of endings. See update to Quirks
and Questions)! This apparent discrepancy between what the printed
documentation claims and what actually happens is discussed further at
the start of DAY TEN and in Quirks
and Questions.
Each time you have to make a decision that will affect which path you
take, the choices are clearly marked as follows:
| Mission(1): | Mr. ‘Squeaky Clean’. It’s Chelsee for you. |
| Mission(2): Lombard(3): | Wishy-washy. Afraid to commit. |
| Lombard(4): Boulevard(5): | A little bit nasty. |
| Boulevard(6-8): | You only care about yourself! |
The ending numbers are indicated in parentheses, ranging from 1 (the
‘nicest’) to 8 (the ‘darkest’). By the way, some of the reviewers of this
game have commented that going down the Boulevard (of Broken Dreams) path
is really out of character for Tex. I have to agree. It’s hard to believe
he’s capable of spewing out such abuse! Playing through this path may leave
you feeling pretty low.
Tips and Hints
When a new object appears in the inventory, it
is always worthwhile to examine it. Another object may be revealed, extra
points may accrue, etc. In fact, if you don’t examine every item after
you obtain it, you are bound to miss out on important clues and conversation
topics!
To open a door, walk right up to it first until you can go no further.
Then when you open it, the next room will load automatically. If you stand
away from a door when you open it, you’ll then have to move forward again
before the next room will load.
Money isn’t a problem, as long as you find all the cash you’re supposed
to find, and don’t give any away unnecessarily. Most of the characters
are willing to take cash if you offer it. Don’t, as you’ll get nothing
in return except a ‘thank you’.
It is a good idea to save the game before attempting
to solve any of the puzzles. That way, you can try them over, and over,
and over again — which is what you must do if you want to go for the maximum
possible score. In the case of jigsaw puzzles (of which there are many)
the best strategy is to draw a diagram of all the pieces in their original
locations, numbering them in relation to where they fit in the final puzzle
(left to right, top to bottom). Then you just have to gather the pieces
in that order, and fit them into the puzzle area. The pieces snap into
place once you manage to manoeuvre them close to their correct positions.
The conversational choices (A, B, etc.) documented below are the ones
that I happened to pick to get me where I wanted to go. Other choices
may work just as well. Sometimes, only Tex’s opening line in a conversation
is relevant. Other times, all or none of what Tex says will make
a difference to the outcome! Feel free to experiment, but beware that what
often seems to be an innocuous choice comes out sounding quite harsh when
Tex actually voices it. In any case, it is always good practice to save
the game before you engage in any conversation!
Even though you can open all the dumpsters and some of the trashcans
in the various alleys, none of the dumpsters and very few of the
trashcans actually contain anything. So save yourself the effort, and don’t
bother to scrounge through them all as I did! It will be obvious at certain
points in the game where to look in the trashcans.
During the course of the game, Tex receives a lot of messages and calls
from Chelsee on his ‘vid phone’. These events are not documented here,
as they have no bearing on the outcome of the game and would add considerably
to the volume and complexity of the walkthrough (the timing and format
of these messages depends on the path taken through the game).
Presumably, you’ve read most of the background information provided
in the User’s Guide, and at least made a stab at the Game
Player level (I never went near the Entertainment level; but then, no self-respecting
adventurer ever would! You can still use this walkthrough on Entertainment
level, but you’ll have to skip the parts that don’t apply. Solutions to
some of the puzzles will also differ, but they’ll usually be easier. In
any case, who needs Entertainment level when you have a walkthrough)?
So without further ado …
DAY ONE – The Search for Malloy
Examine Fitzpatrick’s
card. This gives you his address and allows you to call him (later, when
you have something to talk about!) on the vid phone.
Have a look at the rocking zebra. No points for this, but you find out
how Tex got his nickname. Enter Tex’s computer room and pick up the newspaper
clipping about Mac Malden. This puts the Police Station on the S.F. map.
Now go to Tex’s office and examine the picture of his ex-wife. Open the
top left desk drawer and get the Electronic Shop final notice. On the counter
behind Tex’s desk, look at the can of dog food, and pick up the jack-knife.
Then exit via the door that opens onto the fire escape, and go down to
the street.
Chelsee is behind the news-stand counter directly across the street.
Prepare for your first conversation. I found out later that blowing this
one was what put me on the Lombard Street path! I went right for the jugular
and made a date with Chelsee (which you must do anyway to progress in the
game), but first, you must win her heart! Talk to Chelsee:
| Mission(1-2): Lombard(4): | A, B, C. End Conversation. Then talk to Chelsee again: B, C, B. Voila, a date with Chelsee! |
| Lombard(3): | C, C, C, C, B. You made the date, but Chelsee is not a happy camper. |
| Boulevard(5-8): | C, A. You insensitive lump of testosterone! Then talk to Chelsee again: B, C, B. I’m amazed she’s even willing to go out with you. |
Look at Rusty’s Funhouse. Notice the CopLock on
the door. Look at the door of the Acme Warehouse around the corner (you’re
going to have to get inside these places later on). Pick up the letter
addressed to the orphanage that was dropped by the mailbox in front of
the Golden Gate Hotel:
| Mission(1-2): Lombard(3-4): | Post the letter. Don’t you feel a lot better now? |
| Boulevard(5): | Awhh, go on and post it just to be on the safe side. |
| Boulevard(6-8): | Keep the $500. You are scum! |
Pick up Nilo’s wallet from in front of the
ATM next to the Electronic Shop. Enter the Ritz Hotel through the front
door. Talk to Nilo:
| Mission(1-2): Lombard(3-4): | A. |
| Boulevard(5-8): | C. |
Then Offer from Inventory … Cash (Offer $2100). Then: B, A, Offer
$100. Ask About … Newspaper photo of Malloy. End Conversation. Move the
vending machine. Pick up Nilo’s note from the table (between the sofas).
Get the crossword puzzle from the sofa and fill
it in. Post it via the mail drop in the lobby. Go upstairs and look
at the keypad outside Apartment A. Of course, Nilo never gave you the code!
March (indignantly) downstairs and talk to Nilo again:
| Mission(1-2): Lombard(3-4): | B, B (Nilo asks for $500 more. Don’t give it to him! He’ll give you the code anyway). |
| Boulevard(5-8): | C, C (same approach regarding the request for $500). |
Then Ask About … Code for Apartment A.
| Mission(1-2): Lombard(3-4): | Give Nilo his wallet. What a guy! |
Now go back into the street and enter the sewer via the manhole near
the Acme Warehouse. Start walking through the sewer and open the first
box (on the ledge) to your right. Get the chisel.
Then make a left, and a right, and as you near the other ladder, get the
money belt from under a box to your left. Go up the ladder. You come out
behind Rook’s pawnshop. Go through the door in the chain-link fence, then
exit to the street via the hole in the wooden fence. Cross the street and
go through the door in the wooden fence behind the Ritz. Go to the top
of the fire escape and get in through the window. Enter the code that Nilo
gave you (4827) into the keypad next to Apartment A, and go inside to get
thumped on the head. Ouch! Thus ends Day One.
DAY TWO – Ladies in Waiting
Open the top drawer of the drafting table and get the Acme Storage Co.
business card. Now you know where Malloy has some stuff stashed. Open the
next drawer and get the untranslated letter.
Two more drawers down is a child photo of someone named Regan. Move the
cushion on the chair and pick up the photo of Malloy with a llama. Open
the box and get the ‘Airport Of The Gods’ book.
Pick up the letter from the table next to the bed. You find out about David
Wright’s cabin. Open the drawer and get the pawnshop
ticket. Finally, pick up the scarf from the bed and
exit the room. Travel to Rook’s pawnshop. Talk to Rook:
| Mission(1): Lombard(3): | A (you pay him the $300 you owe), A. |
| Mission(2): Lombard(4): Boulevard(5-8): | C, C, A, C, C. Exit to Chandler Ave. Go back in and talk to Rook again: Pay Rook $300. Getting a bit nasty, but essential to steer some of the endings away from the Mission path! |
Then Offer from Inventory … Receipt from pawnshop,
and pay Rook $250 to get the black dagger. End Conversation
and Exit to Chandler Ave. Go to the Brew & Stew and talk to Louie:
| Mission(1-2): Lombard(3-4): | A, C, C. Offer from Inventory … Cash, and pay Louie the $200 you owe him (this being a nice guy all the time is expensive)! |
| Boulevard(5-8): | B, B, A. Ooh … that leaves a bad taste! |
Offer from Inventory … Untranslated letter.
It’s in the Yucatec language, should have guessed
that (but you now know about Clint). Ask About … Scarf,
then Young blonde woman (her name is Emily), then Newspaper
photo of Malloy. End Conversation.
Enter the Electronics Shop. Great little cinematic piece here! Talk
to Zack:
| Mission(1): Lombard(3): | A, A. Pay Zack the $1230 you owe. |
| Mission(2): Lombard(4): Boulevard(5-8): |
C, B, A, C. Talk to Zack again: B (you pay the $1230, albeit reluctantly). |
Look at all of the items on the counter and behind the counter. Buy
the Visual Analyzing Apparatus and the Robco
battery pack (you are only allowed to buy what’s necessary in order to
complete the game, but it’s fun having a look at all of the items just
for the sake of it).
Now go visit Clint at the Cocoa Cabana (enter via hole in fence to left
of Golden Gate Hotel). Talk to Clint:
| Mission(1): Lombard(3): Boulevard(5): | C, C, C. You try to give Clint some business. |
| Mission(2): Lombard(4): Boulevard(6-8): |
A, C, A, C, B, B. Kick the guy when he’s down, why don’t you! |
Ask About … Yucatec language, then Emily,
Gus Leach, and Gus Leach’s key. End Conversation. Go to the alley behind
the Fuchsia Flamingo. Use Leach’s key on door. Talk to Gus:
| Mission(1): Lombard(3): | C, A, C, A. It’s not easy being pleasant to Gus! |
| Mission(2): Lombard(4): Boulevard(5-8): |
B, C, C, A, B, B. Surprised he didn’t thump you. |
Use S.F. map to travel to Chelsee’s apartment. Talk to Chelsee:
| Mission(1 -2): | B, A, B, C, A, B. Chelsee needs time to reflect on things. Tex is transported to the Flamingo on his own, to observe Luci Luv’sEmily’s performance. |
| Lombard(3-4): | B, A, B, C, A. Tex and Chelsee go to the Flamingo: A, C, C, A. Chelsee slaps Tex and makes a hasty exit. |
| Boulevard(5): | C, C, C ,C. Tex and Chelsee go to the Flamingo: B, A, B, A. Chelsee storms out. Tex gets drunk. |
| Boulevard(6-8): | A, C, A, C, C. Then same as above. |
Tex sneaks up to Emily’s room. She confides in Tex and presents him
with the torn-up pieces of a threatening letter.
Tex then gets booted out by Gus to end Day Two.
DAY THREE – The Black Arrow Killer
| Mission(1-2): | While washing your teeth, you hear a noise. It’s Chelsee in your apartment (truly unprecedented)! You had better respond with: A, A, B, A, C. |
Take a few steps forward, then turn around and look on the floor just
inside the door to the fire escape. It’s the prize money for the crossword
you filled in earlier!
Save the game, examine Emily’s note scraps,
and assemble the pieces (your first jigsaw puzzle. Refer to Tips
and Hints for a helpful jigsaw methodology). Now that you have pieced
together Emily’s threatening note, it’s time for
a visit to your old cop buddy, Mac Malden. Travel to the Police Station
and talk to Mac:
| Mission(1-2): Lombard(3-4): | A, B. Doesn’t matter much what you say to Mac, but this is the cleanest approach. |
| Boulevard(5-8): | C, A, A, C, C. Cruel. Give the guy a break! |
Ask About … Rusty’s Fun House, then Rusty’s
key, and Emily’s note (now you know about the
Black Arrow Killer). End Conversation. Go back to Rusty’s
Fun House. Use key to Rusty’s on the door. Now you may open the CopLock
by hooking up the tabs as in the diagram. Enter
Rusty’s and go behind the low shelves directly in front of you. Move the
lever on the floor. Enter the secret room and move the newspaper. Pick
up a piece of the ‘fake’ doggie doo. Climb the ladder to the roof, then
climb the water tower. Oh no, another lock we have to find the key for!
Open the trap door on the roof and go back down the ladder. Exit to the
street via the door next to the ladder. Now go to the alley behind the
Golden Gate Hotel. Talk to Gary:
| Mission(1-2): Lombard(3-4): | A, A, B, B, A. Doesn’t seem to matter much what you say to Gary either. |
| Boulevard(5-8): | C, B, B, B, A. Aren’t we cynical! |
End Conversation. Go to Slice O’ Heaven and make a left. Enter the grey
door at the end of the street that is marked ‘EXIT’. Go up the stairs,
and all the way to the back. Move the top box on the left, and open the
box underneath it. Get the bottle of Scotch. Turn
around and start back down the hallway. Move the piece of corrugated metal
on the right, and exit via the door behind it. Travel back to alley behind
Golden Gate Hotel. Talk to Gary again:
| Mission(1-2): Lombard(3-4): Boulevard(5-8): | A. Doesn’t pay to be nasty here. |
Offer from Inventory … Bottle of Scotch. Ask
About … Newspaper photo of Malloy, then Malloy’s key. End Conversation.
Use Malloy’s key on the Acme Warehouse door. Look at Malloy’s crate (to
right as you enter). Look above the crate and notice the sliding crane
positioned over the crate. Go to the back of the warehouse and get the
peg leg from the chest. Now go to the wall panel, open it, and turn the
crane on. Lower it. Then use the peg leg with the hook on top of Malloy’s
crate to join it to the crane. Raise the crane. Pick up the map
of Asia from the pallet underneath the crate. Open Malloy’s crate and get
the photograph of Nazca and Malloy’s
tapestry. Go to Rook’s pawnshop and talk to the crusty old so-and-so again:
| Mission(1): Lombard(3): | A. |
| Mission(2): Lombard(4): Boulevard(5-8): |
C. Another chance to get a dig in! |
Ask About … Yucatec language. Pay Rook $30
to get the book. Then combine the ‘Yucatec Made Easy’
book with the Untranslated letter to obtain
a Translated Yucatec letter. Interesting. End Conversation. Travel to David
Wright’s cabin via the North America map. Get the crumpled page by
the tree, and the CD from the open drawer. Go up the stairs and move the
painting to reveal the security keypad. Try some keys to see how they light
up, but it won’t do you much good as you don’t have the code yet. Travel
back to Tex’s Computer room. Use the CD on Tex’s laptop computer. Using
the knowledge obtained from the crumpled page, drag the coloured squares
to form an arrangement as shown here. Make a
note of the amber squares that light up as a result (the code to the cabin
keypad)! Read the material on the PC. Travel back to the cabin and enter
the code into the keypad. Enter the room and move the floor panel to reveal
David Wright’s body. Open bottom left door of cabinet and get film. Pull
down the projection screen. Use film with projector. Turn on the projector
and watch the show. See Quirks
and Questions if you feel you really need to top up your point
total!
Travel to the Brew & Stew. Talk to Louie:
| Mission(1): Lombard(3): | C, C, A, C. The simplest. |
| Mission(2): Lombard(4): Boulevard(5-8): | A, C, C, A. Ouch! |
Ask About … Black Arrow Killer, then Bay City Mirror.
End Conversation. Go to alley behind Rook’s pawnshop. Open the trashcan
nearest the drainpipe and pick up the back edition of the Bay City Mirror.
Read the article about the Black Arrow Killer by Lucia
Pernell. Enter Rook’s via the back door. Ask About … Lucia Pernell and
Rook gives you her card. End Conversation. Go back to Tex’s office, turn
on the vid phone, and call Lucia Pernell:
| Mission(1): Lombard(3): | C, A, B, B. Wouldn’t like to bump into her in a dark alley! |
| Mission(2): Lombard(4): Boulevard(5-8): | A, C. Then dial again: B, C. Well, at least she agrees to meet with you. |
EXIT. Travel to Brew & Stew. Meet with Lucia and learn about N.S.A.
involvement, Sandra Collins, and AUTOTECH. Upon returning to your office,
you see someone climbing down from the water tower on Rusty’s Fun House
roof.
Travel to Rusty’s Fun House roof and pick up the jacket that was left
on the air conditioning unit. You now have a cufflink monogrammed with
the initials ‘DH’, and your next puzzle, which is a photo of AUTOTECH.
Combine assembled photograph scraps with Visual Analyzing
Apparatus. Zoom in on street sign and number on door to obtain address
of AUTOTECH. Call Lucia Pernell again. Ask About …
Sandra Collins. End Conversation and EXIT. Travel
to Sandra Collin’s House and have a good look around her room. Pick up
the AUTOTECH security card from the floor next
to the sewing table (I missed this item the first time round, because it’s
mixed in with all the cosmetics scattered on the floor).
Travel to AUTOTECH. Pick up the hairbrush from the table, and get the
curtain cord from the door on the right. Pick up the visitor’s pass from
the floor (between the two chairs), and move the window at the reception
desk. Now combine the hairbrush with the curtain cord and use it to get
the clipboard that is otherwise out of reach. Note that visitor’s pass
#14 has the code 8338 associated with it. Use the visitor’s pass on the
security keypad, then enter the code. Go through the door and save the
game right away. You have to accomplish the following in short order …
turn left and go to the last door on the left. It’s a storage closet. Open
the door and look up. Get the box of soap. Look down and to the left and
get the mop. Then turn around and go to the mop bucket at the end of the
hall. Use the soap on the bucket, then use the mop on the bucket. As soon
as Tex finishes mopping the floor, open the fire exit door to sound an
alarm. Then make your way (quickly!) back to the storage closet. The guard
will run out and slip on the wet floor. You then stuff him in the closet,
and can continue your investigation at a leisurely pace.
Enter Dag Horton’s office (cufflink initials!) and get the padlock
key from the top of the bookshelf to the right (you have to elevate to
see it). Notice the photo of Dag and buddy hanging on the wall. Move the
book on his desk and get the scrap of paper
with Gary Lee scribbled on it (you’re right, Dag knows Crazy Gary!). Open
the bottom desk drawer and get Sandra Collin’s necklace. Open the CD player
and get the file cabinet key. Use it to open the bottom right file cabinet
drawer. Get the Llama cigarette tin, which contains the photos of the girls.
Looks like Dag was picking up where the original Black Arrow Killer left
off, but why?
Travel to the Brew & Stew. Talk to Louie: Ask About … Gary
Lee. End Conversation. Travel to alley behind Golden Gate Hotel. Talk
to Crazy Gary: Ask About … Dag Horton, and Roof of Fun House. End Conversation.
Travel to Fun House roof. Climb the water tower ladder (you must have the
padlock key). Turn on the viewing device and
watch the show!
Tex rushes over to the Flamingo to save Emily:
| Mission(1-2): Lombard(3-4): | Tex succeeds in scaring off Emily’s attacker just in time. |
| Boulevard(5-8): | Gus delays Tex, and the ‘Black Arrow Killer’ chalks up another victim. |
Tex then runs down to the street from Emily’s room, in search of her
assailant. Go to Rook’s pawnshop. Rook heard someone up on his roof. Travel
to the Fun House roof. You can see your target over on Rook’s roof. Save
the game! Crouch down as low as you can using the Ctrl key, and
quickly climb the stairs that lead over to Rook’s roof. Then hide behind
the air conditioning unit there. Now, slowly raise your elevation until
you can barely see the guy above the unit. When he turns around, make a
mad dash straight at him. A fight ensues, during which he drops
something. He plunges to his death, and you wind up at Cop Central talking
to your old pal Mac. A mysterious woman gets you off the hook. End of heart-stopping,
adrenaline pumping Day Three!
DAY FOUR – Out of the Past
Lucia Pernell calls you as the day begins. End Conversation.
| Boulevard(5): | Time to start redeeming yourself! Pay your $200 tab at Louie’s. Return Nilo’s wallet. |
Go to Rook’s roof and retrieve the tracking device
that Dag Horton dropped during the fight. Travel to the street and turn
the device on. As you near the sewer, the frequency of the beeps will increase.
Go down the ladder and turn around. Take the first left, and halfway down
this section of the tunnel, the beeps will reach their maximum frequency.
On your left, about halfway up the wall, there is a block that you can
loosen with the chisel. Save the game. When you attempt
to retrieve the box from the niche in the wall,
there is a mine attached which must be deactivated thus.
Go back to your office, where you’ll be accosted by Jackson Cross’ men.
Save the game before you begin the conversation with Jackson Cross, because
if you make a mistake, it’s finito! Choose: A, C, C, B, A, B, C, B, A to
get max points and stay alive. You wind up back in your office, a little
worse for wear. Regan Madsen is there. Have a nice
little chat with Regan, and you at least wind up with another phone number.
| Mission(1-2): Lombard(3-4): | Travel to the Flamingo and talk to Emily. Ask About … Thomas Malloy, Emily Sue’s puzzle box, and Brown paper wrapper. End Conversation. Then talk to Gus, and Ask About … Brown paper wrapper. End Conversation. Exit to alley. You hear a flapping noise. Look up at the light post. There’s the wrapper! Get antenna from trash can beside back door and examine it. Use the extended antenna to retrieve the wrapper. |
| Boulevard(5-8): | Unfortunately, Emily is no longer with us. Travel to the Police Station and talk to Mac. Ask About … Emily Sue’s puzzle box, then Brown paper wrapper. |
Combine Brown paper wrapper with Visual Analyzing Apparatus,
and zoom in on lower left corner to find PB meter code. Talk to Mac. Ask
About … PB meter 3887412. End Conversation. Travel to the Post Office,
where some poor unfortunate recognises the photo of Malloy. Then travel
to the Garden House. Talk to the landlady:
| Mission(1): Lombard(3): Boulevard(5): | A, A, B, A, A. Bit of fun! |
| Mission(2): Lombard(4): Boulevard(6-8): | C, C. Then talk to landlady again and use same approach as above. It’s the only way to get by her. |
She lets you into Malloy’s room. Get the puzzle
book from the nightstand. Open the top part of the desk and get edition
of the Cosmic Connection and the ETS
business card. Open the middle drawer and get the envelope addressed to
Elijah Witt, which contains another disc. Try
to open the closet door, but it’s locked. Travel to Tex’s Computer Room,
and use the disc on the laptop PC. You don’t have the password yet! Travel
back to the Garden House, and get the jeans from the chair (they weren’t
there before)! They contain a rental receipt that tells you where Malloy
is hiding out. Travel to the Waterfront Warehouse and watch the sequence
to end Day Four.
DAY FIVE – The Pandora Device
Collect the fax from the machine that is on top of the filing cabinet.
Travel to the Waterfront Warehouse. Move box right in front of you, and
pick up the postal receipt. Get flight schedule
from floor. Get item #186 scrap from what’s
left of Malloy’s table. Move pallets in far left corner to reveal the safe.
Here’s how to open it. Get the containment
scrap and the small key. Travel to Garden House and use the small key on
the closet door. Get Malloy’s briefcase from the shelf, which contains
Malloy’s notebook and the Gate
of the Sun photo. Pick up the ‘There are Messages …’ book from the floor
of the closet. Travel to Tex’s Office and call Regan.
Meet her at the Imperial Lounge. This woman is mercenary! One minute she’s
grieving over the death of her father, the next she’s wondering what’s
in it for her. Regan reluctantly parts with her puzzle
box. Travel back to Tex’s Office. Listen to Lucia Pernell’s
message, then call her: Ask About … Anagrams.
She sends you a key via express courier. End Conversation.
Boy, are these guys fast! You’ve received the key before the conversation
was finished. Then Regan calls while you are standing there:
| Mission(1): Lombard(3): Boulevard(5): | C. Feigned indifference. |
| Mission(2): Lombard(4): Boulevard(6-8): | A, A. Naughty, naughty! |
She tells you about OE, EW, and AE. Now
that you have a spare moment, combine Regan’s puzzle
box with Malloy’s tapestry, and solve the next
puzzle to open the puzzle box. This reveals Malloy’s device
piece #2 and some small metal pegs. Travel to the
Police Station. Talk to Mac: Ask About … Dag Horton/NSA connection. End
Conversation. Travel to the Morgue. Get the scalpel from the instrument
tray. Use it to open the door labelled G – I and get Horton’s wallet, which
contains a passcard. Also get the key
from the same drawer. Looks like we’re ready to pay another visit to our
good friends at AUTOTECH.
Travel to Horton’s Office at AUTOTECH. Use Horton’s
key to open the top left file cabinet drawer. Get the manila envelope,
which contains the BAK memorandum, a paper with
numbers, and yet another key. Go to the Evidence Room door, and use the
security system card on the keypad. Key in 773348,
and go into the room. Use the NSA key on locker B17 and get Emily’s
puzzle box. Open locker B15 and get the cash. Open locker E13 and get
the NSA ID badge. Then, use Pernell’s
key to open locker E36. Get the Operation Euphoria disc. Press the
OPEN button on the degaussing machine, and put Emily’s puzzle box inside.
Key in 1091 on the keypad and press ENTER. Repeat
this process with the cash and the Project Euphoria disc. It is now
safe to exit the room. Then travel back to Tex’s Office. Combine the
map of Asia with the flight
schedule. Then combine the pegs with the demagnetized
puzzle box. Finally, combine these two new items to get your next puzzle.
The locations on the map don’t really jive well with the positions on the
puzzle box, so here’s a diagram that shows
you the order in which the pegs must be placed (according to the flight
schedule).
When you have solved it, you are presented with Malloy’s device
piece #1 and a slide of the power cell (item #186). Finally, you have something
that merits a call to your employer, so call Gordon
Fitzpatrick: Ask About … Initials – AE, OE,
EW. Then, Archie Ellis. End Conversation. Call Archie Ellis. Respond
with C, C, A, A, A (Note: you must have found and examined the ‘Airport
of the Gods’ book, the Plains of Nazca postcard,
and the Gate of the Sun photo for Tex to give
the correct answers here)! Travel to the Cosmic Connection. After patiently
listening to Archie for a while: Ask About … Thomas Malloy, Power Cell
(Item #186), Roswell, and Ellis’ interview with Malloy. End Conversation.
Travel back to Tex’s Office and call Fitzpatrick again: Ask About … Roswell,
Roswell Security Clearance, Archie Ellis’ puzzle box, and Pandora Device.
End Conversation.
| Mission(1-2): Lombard(3-4): | You immediately receive another call from Regan: C. Mr. Nice Guy. |
| Boulevard(5-8): | Tex travels to the Imperial Lounge for a rendezvous with Regan. |
Tex sets off for Roswell. And that’s the end of Day Five.
DAY SIX – South by Southeast
| Mission(1): Lombard(3): | Before you do anything at Roswell, follow Tex’s hunch. Travel back to the Cosmic Connection and save Archie’s hide. |
Note: once you’re on the Boulevard path, this action seems to
have no effect. See Quirks
and Questions.
Get the hole-punched paper from the floor next to the wastebasket. Get
the paper punch scraps from inside the wastebasket. Combine the two to
get your next puzzle (Hint: when assembling, leave the 3 blank scraps
alone. You don’t need them to complete the puzzle). When completed, it
shows the number sequence 5142931. Get the Roswell
padlock key from the locker on the right. Get the walkie-talkie from the
drawer in the desk. It contains batteries. Pick
up the laser field diagram from the bottom bunk
bed. Get the matchbox from the table next to the
beds. Open the drawer and get the Roswell security
card. Pick up the emergency procedures book from the chair. Go out the
back door. Pick up the shovel that is leaning against
the shed. Get the fuse from the top of the box next
to the shed. Use the Roswell padlock key to open
the other shed. Get the flashlight. Combine the flashlight with the batteries
(see Quirks and Questions).
Get the wire strippers from inside the toolbox.
Type 5142931 into the Military Security keypad, and enter the door when
it slides open. Make your way to the wall panel on the other side of the
room, being careful to stay clear of the laser field. Turn on the control
system for the laser field. Here’s how to deactivate
it.
Note: Before you traverse the laser field, which you must
do several times, always save the game in case you make a mistake!
Now pick your way carefully along the path lit by blue beams. When you
get to the other side, retrieve the power cable
that is hanging to the left of the tunnel entrance. Enter the tunnel, and
look at the door. Make your way outside again. Move the box at the base
of the tower, revealing the broken cable segment. Combine the wire
strippers with the power cable. Then use the stripped power cable to
repair the section of broken cable . Go to the porch, and move the big
switch to the ON position. A klaxon should sound. Go back inside, and you
can now open the EMERGENCY BUNKER. Inside the bunker, there is a hiding
place set into the floor on the right. Open it and get the dynamite. Go
all the way back through the laser field again (hint: you can stand
far away from the tunnel for this next part, to give yourself a shorter
run back. You have to be able to see the door at the far end of the tunnel,
though). Combine the dynamite with the fuse. Save the game! Combine the
matchbox with the dynamite and fuse. Hit RESUME,
use the lit dynamite on the door, then turn around and run like hell back
through the laser field. Quickly open the door to the outside and go through
it. If you made it this far in time, you will survive the explosion. Go
back through the laser field, enter the tunnel, and open what’s left of
the door. As you enter the main Roswell complex, a pocket of trapped gas
knocks you out, and it’s ‘beddie byes’ to end Day Six.
DAY SEVEN – Shadows in the Dark
As soon as you wake up, save the game! Something that’s big, green,
and nebulous is lurking in the complex. It’s killed everyone else, and
you’re going to have to accomplish the following in short order or it’ll
get you as well. Turn left, go around the corner, then make your first
left. Go to the end of the hall, use the shovel on
the DORMS door, and enter. Pick up the CD from the floor on your left.
Go to the sleeping quarters, and open the first door (under a bunk) on
your right. Get the CD player. Combine the CD with the CD player and watch
the video sequence. You learn that this alien entity feeds on energy. Open
the last door on the right and get the containment
unit. Exit the DORMS. Go to the end of the hall and turn left. Enter the
MESS HALL on your left. Make your way to the kitchen, and get the pot from
the cupboard on the right. Get the ice pick from the freezer compartment
of the fridge on the left. Exit the MESS HALL. Turn to the right, then
make your first right, and enter the STORAGE ROOM on the right hand side.
On your left is a barrel that still contains some fuel. Use the ice pick
on the barrel, then collect the fuel with the pot. Go back to the MESS
HALL kitchen, and turn on the right-most oven burner. Put the diesel fuel
on it to obtain liquefied diesel fuel.
Exit the MESS HALL, turn left, and enter the next STORAGE ROOM on the
left. Get a spark plug from the box on the shelf. Exit the STORAGE ROOM,
turn left, go around the corner, and enter the GENERATOR ROOM on the right.
On the left side of the generator, move the fuel tank cap and use the liquefied
diesel fuel to fill the tank. Then open the first door to your right and
put in the spark plug. Go to the other end of the generator and move the
primer handle 3 times. Then open the remaining door and push the button
that starts the generator. Quickly exit the room, and wait for the generator
to stop. Then, enter the GENERATOR ROOM again. Combine the containment
scrap with the containment unit to open
the unit, then use the opened containment unit on the blob of green ectoplasm
to capture the beast. Now you can relax a bit, but you still have a lot
more to do here!
Get the wire cutters from on top of the box in
the corner. Pick up the oxygen tank. Now you are able
to use the TRAVEL option again. Travel to Storage #102. Directly in front
of you, sitting on a box, is a plastic case that contains an acetylene
torch cutting tip. Now travel to the Hallway. Go forward and enter the
REC HALL on your left. Get the Robco Alien Abductor
from the table. Combine it with the Robco battery pack
to make a live Abductor. Pick up the free
weight bar from the floor. Get the pool cue that is leaning against the
wall, and pluck the dart from the dartboard. Travel to the Dorms. Get the
duct tape from the middle left drawer in the sleeping quarters. Go to the
back room and spot the ID badge through the partially open doors. Combine
the dart, pool cue, and duct tape to form a makeshift spear. Use it to
retrieve the ROSWELL ID badge. Travel to Storage #104. Pick up the
acetylene torch handle from the shelf. Go to
the elevator (across from the MESS HALL) and take it to Level 2. Turn right,
then make the first left, and use the ROSWELL ID badge on the scanner next
to the WAR ROOM, which is on the left side of the hall. Enter the WAR ROOM
and get the alien photographs from the table on your right. Get the Abductor
remote from underneath the video projector. Pick up the top secret documents
from the table opposite the wall map. Move the PLAY button on the tape
recorder. tape recorder. Travel to the Level 1 Hallway. Go forward and
enter the room at the far end of the hall. Look at the fan, then jam it
using the free weight bar. Save the game.
It’s Abductor time! The only way into all those rooms you encountered
that were welded shut is through the air ducts. Combine the live
Abductor with the Abductor remote. Use this combination
on the fan, and away we go! Turn the Abductor around, and follow the shaft
until you see a sign on the left-hand wall that says ‘J1-1’. Turn right
here, follow this shaft to the end, and turn right again. Head for the
downward-pointing arrow. You wind up on Level 2. Continue on until you
reach a fan that is blocking your path.
Note: each time you approach one of these fans, you have to
… lower your hover elevation to the minimum, then run right up to it
until you can go no further. Save the game. Then raise your elevation to
the max, and go forward again just as the trailing fan blade is going out
of view. No sweat!
At J2-12, turn left. Follow the shaft around to enter the COMPUTER LAB.
On the floor to your left, behind an overturned chair, is a screwdriver.
Get close to it, line it up in the cross hairs, and press the ACTIVATE
ARM button to pick it up. Exit the room where you came in. At J2-12, turn
left. At J2-8, turn right and follow the shaft into the METALLURGY LAB
(they spelled it ‘METALURGY’, but hey, nobody’s perfect). Retrieve the
hoses that are hanging on the wall to your left. Exit,
and follow the shaft back. At J2-8, turn right. Follow the shaft until
you reach another fan. You know the procedure here! Once you’re past this
fan, continue on and turn left at J2-1. At J2-3, turn right and follow
the shaft until you pop out into the LINGUISTICS LAB. Go to the middle
of the room, turn right, and raise your hover elevation. Pick up the red
passcard from the counter in front of you. Exit
the room, and follow the shaft back. At J2-3, turn right and go to the
end of the shaft. Then turn left. At J2-6, turn left and enter the BIOLOGY
LAB. Turn left and go to the middle of the U-shaped counters. Turn right,
and raise your hover elevation. Pick up a vial of acid.
Now, just hit the HOME button, and you’re magically back where you started!
Travel to Level 2 Hallway, turn left, and open the door of the TOXIC
WASTE DISPOSAL bin. Turn left again. Go to the end of the hallway, and
around the corner. Use the red passcard to open
the elevator on the right hand side of the hall. Enter the elevator, and
use the Phillips screwdriver to open the panel.
Save the game. Then use the wire cutter on one of
the wires, get the explosives, and make your way with due haste back to
the TOXIC WASTE DISPOSAL bin. Use the explosives on the open bin door.
Whew! Return to the elevator and take it to Level 3. Walk towards the spacecraft,
which is in front of you, and look at it. Then turn around, and go back
down the stairs. Turn to the right, walk down to the end, and enter the
last door on your left (MISCELLANEOUS STORAGE). Get the striker that is
hanging from a box on your right, and the acetylene tank from the shelf
that is now behind you. Exit room, turn right, and stop at the door marked
‘101-200’. Look at the door. Then combine the hoses
with the acetylene tank. Combine these with the oxygen
tank. Then combine the acetylene torch handle
with the acetylene torch cutting tip, and combine
this with the rest to construct an acetylene kit. Finally, combine the
striker with the acetylene kit to produce a lit torch. Use it on the door.
Enter the room and look at any part of the computer system. Save the game.
Turn on the system to begin the next puzzle. Here’s the solution.
You can now see item #186 through the glass doors, but the lock’s busted!
Use the vial of acid to melt the lock. Get the power
cell. Travel back to the Level 1 hallway. Open the door to your right,
where you first entered the complex, and you are transported back to Tex’s
office to end Day Seven.
DAY EIGHT – A Message from the Dead
Tex listens to the message from Archie Ellis (if he’s still alive)!
Then turn on the vid phone, and listen to the message from Lucia Pernell.
Call Lucia Pernell: End Conversation and EXIT. Get
the fax she just sent you. Travel to Tex’s Computer Room and use Malloy’s
disc on the laptop PC. Key in MERGE THE FOUR RARE CASES TO SEE MAPS
and hit Enter. Read all of the text that appears. You now have the elusive
(and reclusive) Elijah Witt’s vid phone number! Travel to the Electronics
Shop. On the counter to your right, there is a Robco Call Tracer (it wasn’t
there before)! Buy it. Travel back to Tex’s Office and use the Robco Call
Tracer on the vid phone. Call Elijah Witt. Keep him on the phone long enough
to get a trace via the sequence: B, A, B, C, C, C, C, C. Save the game.
Then travel to Elijah Witt’s apartment via the North America map.
An alarm activates as soon as you enter his flat. Immediately go to
the far left corner of the apartment, and move the yellow switch behind
the potted plant. Then turn around and cross the room. Locate the masks
that are hanging in the corner between the two doors. Move the top mask,
then move the purple switch that has been revealed. Now, stand on the contraption
that takes you upstairs, move the plant on the dresser to your right, and
then move the blue switch. Go back downstairs, get a bamboo pole from the
pot next to the fireplace, and use it to move the red switch that is high
up on the wall to the left of the fireplace. Alarm disabled!
Go back upstairs and get the note from the bed. Open the bottom drawer
of the dresser to the right and get the scrapbook. Examination of the scrapbook
reveals a photo of a statue similar to the one
standing in the corner of the apartment. Note the number sequence on the
back of the photo. Use the bamboo pole to retrieve the plaque
that is hanging high on the wall beyond the railing. Pick up the tweezers
from the dresser to the left of the bed. Go back downstairs. Pick up the
culture book from the floor behind the two chairs. Get the calendar book
that is on the floor next to the sofa. Move the potted plant to the left
of the fireplace to reveal another switch. Move this switch to turn off
the fireplace. Use the tweezers to pick up the hot tin foil packet. It
contains a key. Look at the statue in the corner. Look at the keyhole in
its belly. Save the game. Then use the key on the keyhole. The culture
book tells you how digits are expressed in the Mayan number system. You
must slide the pieces around to line up as on the back of the statue
photo you found in the scrapbook.
When you have solved the puzzle, you hear something move. A hidden door
has opened in a bookcase near the apartment entrance. Retrieve Witt’s puzzle
box from a shelf in the bookcase. Puzzle time again! Save the game. Here’s
how to open Witt’s puzzle box. You wind up
with device piece #3 and some onyx pieces.
Travel to Garden House. Pick up the package on the bed. Combine the
Yucatec Made Easy book with the untranslated letter.
It’s Oliver Edsen’s puzzle box! Combine the onyx pieces with the Garden
House puzzle box. Save the game. This puzzle is a bit tough to complete
in the allotted time. When you have opened the puzzle box to obtain device
piece #4, combine it with the 3 previously obtained device pieces (#1,
#2, #3) and the power
cell, and travel back to Tex’s office. Malloy posthumously reveals
what is perhaps the greatest scientific discovery of all time. Afterwards,
Regan makes you an offer that is quite difficult to refuse:
| Mission(1-2): Lombard(3): | A. Refuse you must. |
| Lombard(4): Boulevard(5-8): | C. Go for it. Note: this is the only difference between Mission(2) and Lombard(4)! |
And so ends Day Eight.
DAY NINE – A Black Sun Ascending
Gather all 14 puzzle pieces from around the room (look up to find the
last one)! Pick up the piece of papyrus as well.
Save the game. Then use one of the pieces on the altar in the centre of
the room to start the next puzzle. When you have completed the puzzle,
the result is a map that depicts every room and passage in the entire temple
complex. I have reproduced it here, also showing
the items to be found at various locations. This way, I don’t have to navigate
you around the whole place. I’ll just tell you which item to get next and
what to do with it.
Exit the Snake Room via the star door (note the small circle painted
on the door at the snake’s tail. These markings have significance later
on). Pick up the piece of charcoal to your right. You can combine the charcoal
with the papyrus to make a very crude map (this
one’s better). Then get the small stone cup,
and the white dagger. Make your way over to meet
Oliver Edsen (well, what’s left of him). Pick up the glasses, and you get
two lenses. Pick up the gun, and you now have some bullets.
Get the lantern, which contains some lantern
fuel. Pick up the handkerchief. We’re not done plundering
the dead yet! Make your way to the dead warrior. Get his shield. Use the
broken lens to cut the hemp cord. Then get the hemp
cord and the spear. Make your way back to the Snake
Room. This time, exit via the white sun door. Get the hatchet and the silver
dagger. Now, enter the hatchet room. Note the small circle painted on the
door to the left of the hatchet. Look at the crystals embedded in the altar.
Next puzzle. Save the game. Then use the hatchet on one of the crystals.
The idea of this puzzle is to find pairs of crystals that make the same
tone when struck. Strike them in the following
order.
Enter the Mayan Fireball Room via the star door. Save the game right
away! The best manner in which to navigate this maze is to crouch all the
way down first, using the Ctrl key. It’s easier to see the floor
that way, so you won’t be as likely to keep falling off the edges. Then
head immediately to the right. When you reach the doors on the other side
of the room, you can try each one at your leisure (once you are on the
far side of the room, the fireballs just go right over your head, and don’t
really constitute a threat anymore)! It’s always the last door of
the 4 that you try that’s open. Now you’re in the second segment of the
Mayan labyrinth.
Make your way to the Wasp Room. Again, note that the small painted circle
is underneath the wasp symbol on the door. Before you enter, combine
the handkerchief with the lantern
fuel. Combine the oily handkerchief with the spear.
Then enter the room, and observe the wasp nest (over the black sun door).
Quickly combine the matchbox with the oily handkerchief
and spear. Use the flaming spear on the wasp nest. Get the stack of king
tiles. Save the game. Use the king tiles on the altar. Each tile has a
distinguishing feature, and they must be arranged in the grid as shown
here.
Exit the room via the star door, and get the gold
dagger. Go all the way to the other side of the labyrinth, and get the
red dagger. Then, enter the Dagger Room, noting that
the small painted circle is to the right of the dagger symbol on the door.
Once inside the Dagger Room, take a good look at the symbols framing the
doors. Black sun over white sun … the relative elevations of the symbols
are the key to the next puzzle. Save the game. If you don’t have the black
dagger in your inventory, and you did purchase
it from Rook, don’t panic! See Quirks and Questions
for details. Use one of the daggers on the altar. Then place the daggers
in the slots as shown here.
Exit the room via the black sun door. Make your way to the Pentagon
room. Note that the small painted circle is to the left of the pentagon
symbol on the door. Enter the room. Have a look at the ceiling. Then look
at the symbols framed on the wall. Save the game. Then
quickly …
Tex will fall down a long chute, and wind up in a room at the bottom.
Regan is there waiting (one wonders exactly how she managed to get there
ahead of Tex, but all games have their little inexplicable foibles). Get
Regan’s backpack. She could have told you she had a rope in there. Some
help! Anyway, use the rope on the statue in the centre of the room. Then
move the statue. After the statue has fallen, have a look at the pieces.
Tex spots a crack. Combine the jack-knife (it’s
about time!) with the bullets to obtain gunpowder.
Combine the gunpowder with the small stone cup
to produce a primitive explosive. Then combine the hemp
cord with the lantern fuel to make a primitive
fuse. Combine the fuse with the explosive. Finally, combine the matchbox
with the rest and use the lit explosive on the fallen statue pieces. Pick
up the two statue fragments, and place each fragment on one of the four
raised pedestals. Then Tex and Regan each hop on a pedestal and the circular
piece in the centre of the room begins to rise. Tex and Regan ride it to
the top. There ensues a long sequence where Tex learns that Regan and Jackson
Cross have been plotting against Tex from the beginning …
| Mission(1-2): Lombard(3): | See immediately below. |
Tex must set the controls to launch the ship before the anti-hydrogen
on board blows up the entire planet. Fitzpatrick started to give you the
launch sequence before he died. All you heard was: north, circle, red and
east, cross … before he popped his clogs. A pattern is beginning to emerge
here, and Tex must activate the panel and complete
the sequence quickly!
Tex scarpers from the ship just before it takes off. Elijah Witt gives
him a lift home. Just another mundane Day Nine in the life of a private
eye.
| Lombard(4): Boulevard(5): | Tex limps from the ship just before it takes off, and Elijah Witt gives him a lift home. |
| Boulevard(6-8): | Tex meets his untimely end, and never sees Day Ten. These endings (and the choice you made at the very end to get to each one) are documented below, nevertheless. |
DAY TEN – Just Desserts
There are actually 8 ways to end up: 2 on the Mission path, 2 via Lombard,
and 4 via Boulevard. This I am certain of, unless the documentation in
the dialogue box at the very end of the game is wrong! Only 6 of these
endings appear to be unique (maybe that’s how they arrived at ‘7 endings’
… a compromise)! Depending on how you handled your love life during the
game, and also on how ‘nice’ you were, here’s how you/Tex will end up:
![]()
Mission(1) – Unique Ending #1
Everyone boards the ship. Regan and Jackson Cross get themselves trapped
in the Power Cell Room, but not before Cross fatally wounds Fitzpatrick.
Tex sets the controls, and leaves the ship before it takes off. The dinner
at Chelsee’s place finally comes to pass, and she rewards Tex with a somewhat
unorthodox striptease.
Synopsis: You did all the right things with Chelsee, and fought
off Regan. You also managed to keep on the right side of most of the Chandler
St. denizens.
![]()
Mission(2) – Unique Ending #2
Same sequence of events on the ship as above. Welcome to the wonderful
world of ‘holodating’ (very good pun, as I’m sure the experience is kinda’
hollow)!
Synopsis: Ditto as above on the Chelsee/Regan theme, but you
managed to piss off a few people along the way.
![]()
Lombard(3)
Same sequence of events on the ship and ‘holodate’ ending, as above.
Synopsis: Messed up with Chelsee, but were nice enough to the
rest of the cast.
Note: this was the ending I arrived at the first time I played
the game through.
![]()
Lombard(4) – Unique Ending #3
Everyone boards the ship. Regan and Jackson Cross get themselves trapped
in the Power Cell Room, but Cross shoots Tex in the leg first. Fitzpatrick
allows Tex to limp off the ship, then sets the controls himself and destroys
the ship. Tex winds up as a disillusioned clown!
Synopsis: Got it wrong with Chelsee, but were nice enough to
most other people. You shouldn’t have given in to Regan on Day Eight!
![]()
Boulevard(5)
When Cross asked Tex to shoot Fitzpatrick, you chose: C (Drop the gun).
Same ending as Lombard(4).
Synopsis: Blew it with Chelsee, messed up generally early on
(Emily bites the dust), but pulled yourself together in the end!
Note: this ending was the most difficult to achieve. You have
to stay on the Boulevard path until Emily is killed, then go back and do
all the ‘nice’ things you were supposed to do earlier (return Nilo’s wallet,
pay the tab at Louie’s, etc.), in order to drag yourself up to nearly
Lombard level by the end of the game.
![]()
Boulevard(6) – Unique Ending #4
When Cross asked Tex to shoot Fitzpatrick, you chose: C (Drop the gun).
Everyone boards the ship. Fitzpatrick traps Cross and Regan in the Power
Cell Room, but Cross shoots Tex in the leg before the door closes. There
is no time for Tex to get off the ship before Fitzpatrick destroys it.
Synopsis: At least you didn’t try to shoot Fitzpatrick!
![]()
Boulevard(7) – Unique Ending #5
When Cross asked Tex to shoot Fitzpatrick, you chose: B (Shoot Cross).
The gun was empty, and Cross shoots Tex right there to end the game.
Synopsis: You tried (but failed) to rid the world of that nasty
piece of work Cross.
![]()
Boulevard(8) – Unique Ending #6
When Cross asked Tex to shoot Fitzpatrick, you chose: A (Shoot Fitzpatrick).
The gun was empty! Everyone boards the ship. Fitzpatrick traps Cross, Regan,
and Tex in the Power Cell Room. Tex helps them to escape, but it’s too
late! Fitzpatrick destroys the ship with all aboard.
Synopsis: You are the lowest of the low!
Quirks and Questions
- Are you supposed to do anything with that little bird that keeps landing
on the roof of Rusty’s Fun House? - You can play the alien autopsy film at David
Wright’s cabin over and over again (for 20 points a pop, mind you … but
no self-respecting adventurer would ever do that, would they)? - You can also use the Vistor’s pass in the reception
area at AUTOTECH to gain access to the hallway as many times as you like.
10 points a go. - If you’re on the Boulevard path, even though
you try to warn Archie Ellis before the end of Day Six, Cross bumps him
off anyway. Rather harsh, I thought. - At Roswell, putting the batteries in the flashlight
gets you some points, but serves no apparent purpose. - Again, on the Boulevard path, the black dagger
disappears from your inventory when you get to the Mayan temple. But don’t
panic (as I did!), and try going back to obtain it. When you get to the
Dagger Room, it magically reappears in the top right corner of the dagger
puzzle, ready for use … whew! - Are there really 7 unique endings, or only
the 6 I managed to find? If anyone has found that elusive 7th ending, please
e-mail me and let me know:
What the ending is.
Which of the 3 paths it is
on.
Exactly how you got there.
I’ll publish it and give you the credit (first correct solution received
only)!
Update -10 November, 1997
Well, Tex fans! It seems playing the Pandora Directive
more times than you can count does eventually pay off! One of our fellow
adventurers became as obsessed with finding the unique 7th ending as I
had. Played it over and over and just couldn’t find it. So, he finally
wrote to Access Software to see if they could shed any light on
the matter. Yup! It was a documentation error all along!
They wrote him a detailed letter explaining all the endings … but
they think there are only 7, when there are actually 8. They list only
one ending off the Mission path — but there are, of course, two! Of their
7 endings, the ‘disillusioned clown’ ending figures twice, thus leaving
us with 6 unique endings. Exactly as documented in this walkthrough.
So, special thanks to Mike (e-mail: )
for tracking this conundrum to conclusion. Now we can all rest at night
… until Overseer, the next Tex Murphy adventure, is released!
This walkthrough is Copyright © 1997
by Steve Metzler (e-mail: ).
All rights reserved. Not to be distributed without the author’s permission.
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