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Tex Murphy: The Pandora Directive

by Steve Metzler part 1 of 15 24 sections about 46 minutes to read

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


  1. Are you supposed to do anything with that little bird that keeps landing
    on the roof of Rusty’s Fun House?
  2. 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)?
  3. 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.
  4. 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.
  5. At Roswell, putting the batteries in the flashlight
    gets you some points, but serves no apparent purpose.
  6. 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!
  7. 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.

Parts of this guide

One guide by Steve Metzler, in 15 parts. They read in order, and the part you are on is marked.

  1. Part 1
  2. Hints
  3. Hints
  4. Part 4
  5. Part 5
  6. Part 6
  7. Part 7
  8. Part 8
  9. Part 9
  10. Hints
  11. Hints
  12. Hints
  13. Part 13
  14. Hints
  15. Part 15

Other guides for Tex Murphy: The Pandora Directive