Tex Murphy: The Pandora Directive

by RJ Roman about 45 minutes to read

The Spoiler Centre: Pandora Directive


Pandora Directive

Pandora Directive

A Walkthrough by RJ Roman




DAY ONE

This walkthrough will cover both the Entertainment and Game Players
mode of play. These modes will be referred to as ENT and GP in the remainder
of this walkthrough. I used Microsoft Word 7.0 for Windows 95 to write this
walkthrough. It can be view in this program or Wordpad. Also, I’ve created a
version of this walkthrough that can be viewed using the MS-DOS text editor.


Current version converted to HTML with author’s permission


A couple of notes before we get started. Follow the natural progression of the
game. There are three narrative paths and your decisions determines which type
of character Text turns out to be. This walkthrough follows the Lombard Street
path. If you want to go down Mission Street or The Boulevard of Broken Dreams
read your users guide (page 20) to determine what type of character Tex needs
to be to venture down these paths. Look at things before you pick them up and
examine everything you pick up. Often you will receive a point or two for
doing this. In the GP mode you will have either a time limit to solve puzzles
or a limited number of moves you can make to solve a puzzle. Always work
within these limits to obtain the maximum point value. So, if you are playing
the GP mode and you want the Max points given for the puzzle you are solving,
always save your game before you begin to solve the puzzle. That way you can
restore your game if didn’t quite get it right the first time out. And, if you
wondering if all the puzzles can be solved within the given time limits, the
answer is YES. There are many ways to approach the game, so I’m writing from
my own experience.

After the cinematic introduction you end up in Tex Murphy’s bedroom. You have
been hired by Gordon Fitzpatrick to do a job. You need to find Thomas Malloy.
You already know a couple of things. You know that Thomas Malloy was staying
at the Ritz where you live. So, that’s where you need to begin your search.
Exit Tex’s bedroom through the door near the pony. This leads to Tex’s office.
Go into your inventory and look at the business card Gordon Fitzpatrick gave
you. Now you know how to contact him if you have additional questions. By now
you have figured out that Tex owes everyone and since Fitzpatrick just gave you
$4000 dollars it is probably a good idea to pay off your debts. Go to the desk
and open the top left drawer. Get the bill from the electronics shop for
$1230. Examine it. Pick up the jack-knife on the table behind the Tex’s desk.
Now head for the door to fire escape.

Talk to Chelsea. You must get her to agree to go out on a date with you. Now,
head over to the Ritz and talk to Nilo. Pay Nilo the $2100 for your back rent
and then question him about Thomas Malloy. Nilo will ask you for an additional
$100 dollars for the information so pay him. Nilo will tell you the room
Malloy stayed in and that Malloy used a different name while a resident. Now,
go to Malloy’s room and check it out. When you get there you will find out
that Nilos’ put a keyless entry lock on the door and omitted to give you the
entry code. Get your money’s worth or pay Nilo an additional $500 for the code
if you are working on the Mission Street path or you can threaten him for the
code if you are working on the Boulevard of Broken Dreams path. It’s up to you.
Now, head back up to Malloy’s room. As soon as you enter the room you get
knocked out. This takes you to day two.

DAY TWO

When you wake up search the room. Open the drafting table drawers
and get and examine the Acme Warehouse business card, the air mail envelope and
the photograph. Move the cushion of the chair and get the picture of Malloy
and the llama. Open the box shipped from Mexico (the only one you can open)
and get the book entitled “Airport of the Gods.” Get the scarf from the bed.
Get the letter off the nightstand from David Wright and open the drawer and get
the pawn shop receipt. (Remember: Always look first, open, move or get next
and examine.) Now you have a few new clues concerning the whereabouts of
Malloy. So, follow your leads. Leave the room.

When you get into the hallway Tex makes a comment about the time and missing
Chelsea’s’ date. You might want to drop in on Chelsea and try to make up.
However, when you arrive you’ll find that Chelsea is not home. So, get back on
the case.

You know that Malloy pawned an item at Rooks’ Pawn Shop. Go there and pay Rook
the $300 you owe him. Ask Rook about the photo of Malloy. Don’t offer him the
pawn receipt. At this point money has to be a real concern so don’t redeem the
ticket yet. You won’t need the pawned item until late in the game anyway and
you do have other debts to pay. Exit the Pawn Shop to the street.

Head over to the Acme Warehouse. On the way look at the old movie theater.
Its been renovated. Look at the marquee. Also, on the way you’ll see an
envelope on the ground in front of the mailbox. It’s addressed to an orphanage
and it has money in it. Mail it or keep the money. It’s up to you and what
path you want Tex to take. When you get to the warehouse you’ll find it
closed. So, go David Wright’s cabin.

When you get to the cabin you’ll immediately know that something terrible
happened here. Open the draw behind the couch and get the CD. Next, get the
wad of paper on the floor by the tree. It gives you instructions on how to
break the code on the CD to open a keyless entry door upstairs. Go upstairs
and move the picture to reveal the keypad. Now, head back to Tex’s office.

While you’re there look at the can of dog food on the back desk. Its’ not
important but it will give you a few points. Now, head for the computer room
and solve the first puzzle. While you’re in the computer room, pick up the
paper with the picture of your old buddy Mac Mulden on it. You’ll get a few
points. There are a number of ways to solve this puzzle but in case you can’t
seem to figure it out, here is one example:

Starting with the top left to right (like reading):

WHITE, BLUE, YELLOW, RED

RED, GREEN, WHITE, BLUE

BLUE, YELLOW, RED, GREEN

GREEN, WHITE, BLUE, YELLOW

Now, read the rest of the information on the CD and head back to the
cabin. Open the door using the code. Move the floorboards and find David
Wright’s body, dead as you expected. Replace the floorboards and open the
bookcase doors and get the film. Load the film into the projector and watch
the movie. After the movie, leave the cabin.

It’s time to find out who the scarf belongs to and explore its’ connection to
your case. Begin by giving Louie a visit. On the way you’ll find Nilo’s
wallet with money in it. You should have $1500 remaining, so, pay Louie the
$200 you owe him then ask him about the scarf. He’ll tell you about Emily.
Then, let him take a look at the picture of Malloy. Next, let him look at the
untranslated letter you got from Malloys’ room. He won’t be able to translate
it for you but he’ll send you to Clint who he thinks can translate the letter.
Also, ask him about Luci Luv (the name you read on the marquee of the old
theater). Leave the Brew n Stew and head for Coit Tower to talk to Clint.
Yes, he’s moved up in the world. On the way you can decide whether or not to
return the money to Nilo. If you do, while you’re in the lobby, check out the
vending machine and get Nilo’s note off the end table. You’ll pick up a few
points.

On your way to Coit Towers read the flyers on both fences. One tells you about
Clint and the other tells you about a new character on Chandler Ave. Go talk
to Clint. Ask or show him the scarf and he’ll tell you about Emily and where
she works (at the Flamingo). Ask him about Luci Luv and he’ll tell you that’s
Emily’s stage name. He’ll also tell you about Gus Leach and give you a key to
the Flamingo Club. Now, ask him about the untranslated letter. He won’t be
able to decipher it for you but it at least makes an attempt. He gave you a
key so go follow up the lead. Go to the Flamingo.

Open the door with the key Clint gave you. You don’t learn much from the visit
but at least you find out the Emily does live there. You’ll just have to find
another way into the club. Hey, maybe Chelsea is home now. Go check on her.
You missed the date but try to make up with her even if you have to show her
the physical evidence of the bump on your head. Ask her out for a drink to the
Flamingo and she’ll tell you about her new membership to that club. This takes
you to day three.

DAY THREE

After the cinematic scene at the Flamingo go back to your office and
examine Emily’s note. This is the second puzzle. A jigsaw puzzle. If you are
playing in the ENT mode you have all the time in the world. However, if you
are playing in the GP mode you have a time limit to solve the puzzle. So, save
the game before you examine the puzzle. By the way the puzzle reads:

I’m watching you.

I take pictures.

Be afraid. On the bottom of the note is an arrow.

After you decipher Emily’s note, go talk to your buddy Mac Mulden. He’ll give
you some information on the Black Arrow Killer. Go to the Brew n Stew and ask
Louie about the stalkers, the Black Arrow Killer and the Bay City Mirror. He
direct you to Rook’s trash can.

Go to the alley behind Rook’s Pawnshop. Get the newspaper article about the
Black Arrow Killer and learn about the author of the article, Lucia Pernell.
While you’re back there you should notice the manhole cover in the corner by
the basketball goal. Remover the cover and enter the sewer. Move one of the
boxes and find some money. Also travel further into the sewer and find the
only box you can open and get the chisel.

When you exit the sewer, go into Rooks Pawnshop. Ask Rook about strangers,
Emily’s note, the Black Arrow Killer and Lucia Pernell and he’ll be good enough
to give you a card with her phone number on it. Finally, ask Rook about the
Yucatan language and he’ll sell you a book for $30 that will help you decipher
the untranslated letter you got from the cabin. Leave the pawnshop and head
over to the Electronic’s Shop.

It’s time to settle that bill. Pay Zack the 1230 you owe and look around the
shop thoroughly. There are some items you will need there later. Keep the
items you see in mind. Now, go see Rev. Gary.

When you get to the back of the Golden Gate Hotel Rev. Gary will be in the
middle of a sermon. After he pauses, ask him some questions. He won’t help
you until you find him a bottle of scotch. Leave the good Rev. When you leave
Tex makes comments about where he thinks he can find some scotch. Go to the
Slice of Heaven pizza parlor.

Open the side door of the Slice of Heaven and go up the stairs. Go to the back
and open the only box that can be opened. Get the scotch. On the way out look
at the panel behind the trash can. Remove the panel and go out the door. It
leads to the alley behind Rook’s Pawnshop. It’s not really important but you
do get a couple of points out of it. Now, go back to Gary and give him the
bottle of scotch. Ask him about Malloy and he’ll give you Malloy’s key to the
warehouse. Now, head for the warehouse.

Once inside the warehouse, open the chest directly in front of you on the far
back wall. Get the peg leg. Next, look at the crate by the front door. It
has Malloy’s name on it but you can’t open it until you move it out of its’
current location. Now, go to the back of the warehouse and open up the control
box. Turn on the crane, then, lower the crane. Go back to Malloy’s crate and
put the peg leg through the hole to secure the crate. Now, go back to the
control and raise the crate. Go back to the crate and open it. Get the
tapestry and the photo of the Plains of Nazca. Also, you’ll notice something
fell out of the crate below. Get the map of Asia that fell below the raised
crate. Leave the warehouse and head for your office.

Contact Lucia Pernell at the Bay City Mirror. Don’t joke around with her, be
straight-forward and get to the point. Set up a meeting with her and watch the
cinematic scene. Lucia gives you some vital information. After the cinematic
scene you’ll be taken back to your office. During the scene you saw someone on
the roof of Rusty’s Funhouse. Go check it out. When you get to the funhouse
you’ll find that the police have placed a cop lock on the funhouse door. Go
see Mac Mulden. He’ll give you the key but not the combination. This is the
next puzzle. If you’re playing in the ENT mode you have no time limit.
However, if you’re playing in the GP mode you have a time limit. At any rate,
here’s the solution:

Starting from the top left

1 –> 1

2 –> 4

3 –> 2

4 –> 3

Remember Mac Mulden told you about a trap door to the roof of the
funhouse. Locate the trap door opening mechanism behind bleacher on the floor
just below the masks. Move it and enter the concealed area. Move the
newspaper on the floor and pick up the doggie-do. Its’ not important but you
do get a few points out of it. Now, go to the roof. Get the jacket from the
cooling unit and examine it. You’ll find a torn photo and a cufflink with the
initials DH. You’ll find out what the initials stand for later. At any rate,
go to you office and examine the cufflink first then the photo. The photo is
the next jigsaw puzzle. As usual, you’ll have a time limit in the GP mode but
none in the ENT mode. Assemble the photo and Tex will comment about needing to
analyze the photo more thoroughly. Go to the Electronic Shop and buy the Photo
Analyzer. Combine the Photo Analyzer and the photo to get the address of
AUTOTEC. You’ll find it in the second square from the bottom right side just
about the car bumper. Before you go to AUTOTEC contact Lucia Pernell again and
ask her about Sandra Collins. She’ll give you Sandra’s address. Go to
Sandra’s home and get her resume from the draw by the walk-in closet and the
AUTOTEC ID badge. It’s kind of hard to find. It’s on the floor on the back
left side of the sewing desk. Now, head to AUTOTEC.

You arrive in the Lobby of Autotec. Go around to the side and try out the
doors. You’ll notice another keypad. Go back around to the window and move
the sliding glass back. Look at the clipboard. It’s just out of your reach.
You’ll need to find a way to get it so you can get the security code to open
the door. Look on the table and get the brush. Look at the back door and get
the cord from the blinds. Also, look on the floor between the seats by the
window and get the Visitor’s Pass. Combine the brush and the cord to form a
makeshift grapple hook. Use it to get the clipboard. Read the clipboard and
get the badge number for ID #14. The number is 8338. Use the badge on the
keypad and open the door. If you are playing in the ENT mode you simply look
for Dag Horton’s office door and enter. (Remember the cufflink with the
initial DH) However, if you are playing in the GP mode when you enter the
hallway turn left and rush into the storage room. While in the room get the box
of soap from the shelf and the mop.

Timing is of the essence here, so, this might be a good place to save your
game. You have a security guard to contend with in this area in the GP mode.
Wait until the security guard passes and you hear the door shut. Rush straight
down the hall to where you see the bucket and mop the floor. There will be a
cinematic scene of Tex mopping the floor. When it’s over, open the door beside
the bucket to trigger the alarm, then rush back into the storage room and close
the door behind you. When the guard makes his rounds again he’ll slip, fall
and be knocked out unconscious. In the next cinematic scene Tex will drag his
body in the closet and lock him in with the mop handle. Now, you can enter Dag
Horton’s office.

Once inside Dag Horton’s office look at the photograph on the wall. It is a
picture of Dag Horton. Now you know what he looks like. Open the CD player
and get the file cabinet key. Move the book on the desk and get the post-it
not with Rev. Gary name on it. (Umm..How does Crazy Gary fit into all of
this?) Next, open the bottom drawer and get necklace that belongs to Sandra
Collins. Looks like we’ve found our Black Arrow Killer. Now, open the file
cabinet on the right side and get the photos. Before you leave the room, look
on the bookcase and get the Meister lock key. It opens the lock to the water
tower on the roof of Rusty’s Funhouse. Leave Autotec.

Go back to the office and examine the things you got from Autotec. Go back to
the alley behind the Golden Gate Hotel and talk to Gary Lee. Ask him about Dag
Horton and the roof of Rusty’s funhouse. He’ll tell you he just saw someone go
up there only moments ago. Return to the roof of Rusty’s Funhouse and use the
Meister lock key to open the lock on the water tower.

Look through the binoculars on your left hand side and a cinematic scene begins
where the Black Arrow Killer is making an attempt on Emily’s life. Depending
on how you’ve played the game so far, you’ll save Emily or she’ll be killed by
the Black Arrow Killer. Let’s hope you get there in time to save her. After
the cinematic scene you’ll be back on Chandler Street.

You must locate the Black Arrow Killer before he leaves the neighborhood. Rush
over to Rook’s Pawnshop and ask him if he’s seen the killer. He’ll tell you he
did and that he heard someone on the roof. Return to the roof of Rusty’s
Funhouse follow these instructions. The timing here and sequence of events are
critical or else Murphy’s toast.

Watch Dag Horton. When he turns away from you rush over to the stairs and onto
the next rooftop and immediately duck down and hide behind the air conditioning
unit. Now, inch up until you can see Dag Horton. When he turns and holds his
arm up to look at his watch run over to the next roof. If you are successful,
a cinematic fight scene will begin between Tex and Dag Horton Pay attention to
the fight scene. You’ll notice that Dag drops something. If you are
unsuccessful, Murphy gets killed. Let’s hope you’re successful. By the way if
you make it successfully to the air conditioning unit you can save the game
there and wait for the right time to rush up on Dag Horton.

DAY FOUR

After the cinematic scene is over return to the roof and retrieve
the item Dag Horton dropped. It’s a tracking device. Examine the tracking
device. Leave the roof and go down to Chandler Ave. Examine the tracking
device again to locate the object it’s tracking. Walk through the gate beside
Rook’s Pawnshop and go through the gate. Walk to the manhole cover and enter
the sewer. Follow the sewer line around into the next section. In the second
section of this area there is a lose block. Use the chisel to open the block.
You’ll find Emily’s Puzzle box hidden behind the block. Look at the box first
and you’ll find out that Dag attached an explosive device to the box. You have
to deactivate the device before you can take the box.

This is the next puzzle and here is the solution:

Once again, if you’re playing in the ENT mode you have no restrictions but if
you’re playing in the GP mode you have to achieve deactivation in the fewest
amount of moves. If you’re playing in the GP mode this represents the fewest
amount of moves.

Load 2 Red Photons + 1 Light Red (Powercell) into the shuttle and send.

Load 2 Green Photons + 1 Light Green (Powercell) into the shuttle and send.

Load 1 Red Photon + 1 Green (Powercell) into the shuttle and send.

Load 1 Green Photon + 1 Red (Powercell) into the shuttle and send.

Load 2 Green Photons + 1 Red (Powercell) into the shuttle and send.

Load 2 Red Photons + 1 Green (Powercell) into the shuttle and send.

After you deactivate the mine retrieve Emily’s Puzzle box and examine it.
You’ll notice that it has holes on the top. Remember this. Now, go to the
Flamingo and visit Emily.

Ask Emily about Malloy, the puzzle box and the NSA. Then, question Gus. He’ll
tell you where to find the wrapper Malloy used to send the box. Go into the
alley behind Flamingo and look up on the light pole. You’ll see the wrapper.
Look in the trash can beside the door and get the antenna. Examine the antenna
and use it to get the wrapper. Examine the postage wrapper. Tex makes a
comment about examining the wrapper closer. Combine the wrapper and the photo
analyzer. Search the lower left quadrant and find the postage meter stamp. Go
back to Tex’s office. You’ll be arrested by the NSA.

Meet psycho Jackson Cross. You must be pretty straightforward with Cross or
he’ll be more than happy to blow Murphy’s head off. If you live past the third
or fourth response you’re on the right track. However, I got killed a few
times before I caught on as to how to respond to Cross. Anyway, these are the
responses that kept me alive: B B C C A C A. The most important thing to
remember at this juncture is only tell Cross part of the story, then, pretend
you’ve come clean and finally, DO, I repeat DO, let Cross in on the box. Then,
give him the box. You’ll retrieve it later.

After the NSA agent literally drops you off at you office, meet Reagan Madsen
up close and personal in the next cinematic scene. After your brief
introduction, examine the note she gives you to obtain her phone number.

Go back to your buddy Mac Mulden’s office and ask him about the postage meter
stamp. He’ll send you to the post office where a bum will direct you to the
Garden House where Malloy is residing. Talk to the elderly lady and tell her a
little white lie, then be patient and agreeable with her and she’ll let you
into Malloy’s room. Once inside, get the book of Bay City News Anagrams off
the nightstand. Open the desk and get the Cosmic Connection magazine, the
Everlok Safe business card and the envelop containing the CD. Examine these
items. Check out the closet door. You cannot open it right now, you’ll have
to find the key or get it from Malloy (if you can find him). Leave the Garden
House and return to the office. Go to the computer room and access the CD you
found at the Garden House. It needs a code. You don’t have it yet so, go back
to the Garden House for any new developments.

When you arrive back at the Garden House look at the chair. You’ll find that
Malloy has been in and that means he is alive. Get the jeans from the chair
and examine them. They will lead you to the Waterfront Warehouse. Go to the
warehouse and meet Dr. Thomas Malloy. When you arrive sit back and watch the
cinematic scene. You finally have something to report to your employer.

DAY FIVE

After the cinematic scene, retrieve the fax from Lucia Pernell and
view the message from Chelsea on your vidphone. Then, return to the warehouse
and check out the aftermath. Move the box directly in front of you and get the
post office receipt. Get scrap of yellow paper off the table and the flight
schedule from under the table. Examine these items. Each of them are very
vital to your task at hand. Now, go to the corner and move the pallets. A
safe. Those NSA boys didn’t find everything did they.

Now, in the ENT mode there is an item at the Electronic’s Shop that can assist
you in cracking the safe. So, if you playing in this mode, leave the warehouse
and go to the Electronic’s Shop and buy the Robco Safebuster. It will reveal
the combination but not in the correct order. If you’re playing in the GP mode
you have no such luxury. However, if you look at the Everlok Safe business
card, you’ll not only figure out the combination, you’ll also have the correct
order. (No, it’s not a phone number) Have you figured it out yet? All of the
numbers are squared. If you figure out the square roots, you’ll have the
combination. The combination and correct order is for both modes of play 22 31
15 7. Open the safe and get the scratch paper and the key. Examine these
items. The scratch paper describes a containment unit and the key opens the
closet back at the Garden House. Now, go back to the Garden House. Get the
briefcase from the top shelf and examine it. Inside get the Gate of the Sun
photograph and Malloy’s notebook. Look on the floor of the closet and get the
book entitled, “Messages From Outer Space.” Now, head for the office.

When you get to the office call Reagan Madsen and set up a meeting. Go to the
Imperial Lounge and break the bad news to Reagan about her father. Watch the
cinematic scene and after it’s over, return to your office. Receive the
message from Lucia Pernell. Return her call. She has a little favor to ask of
you. Ask her about anagrams, JI Thelwitt and the Cosmic Connection, then end
the conversation. After you hang up Reagan will call and give you some vital
information. Examine Reagan’s Puzzle Box then, combine it with Malloy’s
Tapestry. This is the next puzzle. Position the tiles on the puzzle to match
the tapestry. GP mode players, you don’t have much time to achieve this so get
moving fast. I moved more than one piece at a time and that’s how I beat the
time limit and obtained the maximum amount of points.

Now, go to Mac Mulden’s office. Ask him about the Dag Horton/Autotec
connection. He’ll send you to the morgue where Dag Horton’s body is on ice.
Get the scalpel off the medical gurney. Go to the drawer marked G – H and open
it. It’s locked, so, pick it with the scalpel. Go into movement mode and
press the shift key to raise Tex above the drawer. Press the D key to give Tex
a downward aim. Now, look in the drawer and get Dag Horton’s wallet and file
cabinet key. Examine the wallet and find his security system card. Now, go to
Autotec.

This time the building is empty. GP mode players you don’t have to worry about
security this time. Go into Dag Horton’s office. Use the file cabinet key to
unlock the file cabinet and get the documents in the vanilla envelope and the
NSA Key. Examine the documents. Remember the access number 1091. You’ll need
it in the Evidence Room. Now, go to the Evidence Room. Use Horton’s security
system card and enter the access number listed on the card. The number is
773348.

Go to locker B15 and open it. If you need some cash, get it. Now, go to
locker B17 and unlock it with Horton’s NSA Key. Retrieve Emily’s Puzzle Box.
Next, go to locker E36 and get Pernell’s Euphoria Disk. Finally, go to locker
E13 and get the NSA ID badge. Now, go over to the degaussing machine. Put the
puzzle box, disk and money if you got it in the machine one at a time. Enter
Horton’s code 1091 after each item, then open the cover to retrieve the item.
It would be a good idea to lower Tex down so you can enter the number and see
the keys clearly. To lower Tex, in the movement mode press the CNTL key. Once
you have all the appropriate items degaussed you can leave out of the Evidence
Room door without setting off an alarm. Now, head back to Tex’s office.

On the way back, stop by the pawnshop and redeem Malloy’s pawn receipt and get
the Black Dagger. Once you get back to the office examine Emily’s puzzle box.
I wouldn’t wish this puzzle on anyone. It almost made me quit the game. It is
particularly difficult because the box does not line up with the map. At any
rate, the first thing you need to do is combine the flight schedule with the
map of Asia. Then, combine them with the box. Now, combine the pegs from
Regan’s box with Emily’s box. ENT mode players be happy you are not playing in
the GP mode on this puzzle. GP mode players you have an exact amount of balls
to work with. If you get them correct the first time in the minimum number of
moves you get the full value of the puzzle. Therefore, after you’ve merged all
the items and before you examine the box, save your game. My guide is correct.
However, you can mess up and place the wrong ball first. Look on the map and
find out where the first point is located. The key to this puzzle is that all
the points must intersect to form a final destination in the center of the map
on the box. Here’s a diagram I created. Follow it and you should have no
problem with this puzzle. I know, you can thank me later.

Click here for Picture

Examine the unlocked puzzle box. Now, call Fitzpatrick on the
vidphone. Ask him about AE, OE, EW. He’ll tell you about Archie Ellis. Also,
ask him about JI Thelwitt, Cosmic Connection, and Elijah Witt then end
conversation. When you hang up you’ll realize that you didn’t get the phone
number from Fitzpatrick. Don’t sweat it, it’s in the yellow pages. Before you
contact Archie Ellis, go into your inventory and refresh you memory. Examine
the photo of the Gate of the Sun and the photo of the Plain of Nazca. Also,
don’t forget the name Elijah Witt. Now, contact Archie Ellis. You must answer
his three questions correctly before he will agree to meet with you. Get ready
to go to Roswell.

DAY SIX

In route to Roswell, Tex voices some concerns to himself about the
safety of Archie Ellis. He is correct. If he does not go back and warn Ellis,
psycho Jackson Cross is going to have him for lunch. So, as soon as you get to
the Roswell facility, turn around and go back to Cosmic Connection and warn
Archie Ellis. Once you’ve warned Ellis, proceed

to Roswell.

You will begin in the Guard Hall. Get the paper punches from the trash can if
you are

playing in GP mode. Don’t worry about it if you are playing in ENT mode
because they are not there. This is another jigsaw like puzzle. GP mode
players you have 30 seconds to assemble the paper to form the number 5142931.

Now, open the desk drawer and get the walkie-talkie. Examine the walkie-talkie
and get the batteries. Go to the chair by the door and get the Emergency
Procedures handbook, the matchbox from the night stand, the Roswell Security
Card from the night stand drawer, the laser field diagram from under the
mattress and the Roswell padlock key from the locker on the right. Also, try
to open the door to the left of the lockers.

Exit the Guard Hall through the door by the chair where you got the Emergency
Procedures handbook. Get the shovel by the locked shed. Next look at the
boxes by the lock shed and get the fuse. Move the boxes by the Guard Hall and
look at the broken cable. Use the Roswell padlock key to open the shed in
front of you. Get the flashlight and the toolbox. Examine the flashlight and
combine the batteries with the flashlight. Examine the toolbox and get the
wire strippers. Now, head for the Laser Field Room door. ENT mode players,
use the Roswell Security Card on the door. GP mode players, use the Roswell
Security Card, then punch in the security code you got from the paper punches
(5142931).

Check out the laser field. Go to the panel on the far wall and look at the
laser field security keypad. If you have to, reread the laser field diagram
paper you got in the Guard Hall. You have to connect the nine boxes in only
four moves. Never fear, it can be done. Activate the keypad per the
instructions. Enter ALPHA. However, if you can’t figure it out, here’s the
solution: 11, 1, 4, 13, 5. This disables a portions of the laser field so
that you can proceed to the other side. You will notice that portions of the
laser fields are now blue. That’s the portion you can safely pass through.
Proceed through the field and get the cable. Also, try to open the Main
Complex door ahead. You can’t right. You’ll need to do something else to get
that baby opened.

Return to the broken cable in the yard outside of the Guard Hall. Strip the
cable and use the stripped wire to repair the broken cable. Now, go to the
door and look at the large ON OFF switch. Turn the switch on and go back into
the Guard Hall. Go back to the door you could not open and open it. Open the
trap door on the floor and get the box of dynamite. Examine the box of
dynamite. Combine the dynamite and the fuse. Leave the Guard Hall.

Reenter the Laser Field Room and go back through the laser field. Combine the
matches and the dynamite and use it on the door. Do not mess around. You must
get out before the dynamite blows almost all the way to the Guard House to
survive the explosion. You’ll know if you succeed. It might be advisable to
save your game before you light use the dynamite on the door. I tried to get
as close as I could to the laser field before using the dynamite on the door.
That allowed me enough time to clear the building and get to the Guard Hall
before the explosion. After the explosion, return to the Main Complex door and
enter. When you enter the Main Complex the game takes you through the next
cinematic scene. Tex passes out as he passes through a gas pocket. Now, if
you saved Archie Ellis, you simply start another day. However, if you failed
to save Archie, you watch as psycho Jackson Cross blows his brains out.

DAY SEVEN

Tex wakes up in the hallway of the Main Complex. Now, IT IS
CRITICAL that you follow these instructions to the letter. Don’t screw around
in this area at first. There is something in here (an alien entity) that has
completely slaughtered every living, breathing thing. And IT’S COMING AFTER
YOU! You must contain it before you can leisurely walk around.

As soon as you enter, turn left and run (press R in the movement mode) around
the corner and down the passage to the Mess Hall on your left. Go to the
kitchen area. Open the freezer of the first refrigerator and get the ice pick.
Next, open the second cabinet from the right and get the pot. Now, rush to the
door and exit the Mess Hall.

After you get back in the hallway outside the Mess Hall, turn right and go back
around the corner to the first opening. Open Storage door #104. Use the pick
on the half full fuel drum and the pot to scoop of the fuel. Exit the Storage
area.

Now, go to the Dormitory down the hall from Storage #104. Use the shovel on
the door. Open the door and go through the open doors on the right side. Open
the last large cabinet door on the right side near the next open door and get
the containment unit. Combine the containment scrap of paper with the
containment unit. Leave the Dormitory.

Go back to the Mess Hall (right turn at the end of the corridor). Go back into
the kitchen and turn on the closest front burner near the cabinet where you got
the pot. Put the pot on the burner and heat the fuel. Leave the Mess Hall and
go left to the Storage Room #102 on the left side of the corridor. Get the box
on the shelf on the and examine it. Get the spark plug. Leave Storage Room
#102. Go left down the hall and go into the Generator Room.

Open the both access panels and put the replace the missing spark plug. Next,
open the fuel cap and add the pot of fuel. Go to the right side of the
generator and pump or pull the handle three times and turn on the generator.
Wait until the sound of the generator diminishes (in fact Tex makes a comment
about not hearing the generator anymore) and use the containment unit on the
alien entity. Now, you can relax. You can also use your the travel feature
now.

Begin by going to the back of the Generator Room and retrieving the wire
cutters from the top of the box. Also, get the oxygen tank. Travel back to
Storage Room #102 and get the plastic contain on the box directly in front of
the door. Examine it and get the acetylene torch tip. Now, travel back to
Storage Room #104 for the acetylene torch handle. Next, travel back to the
dorm and get the CD off the floor. Then go to the back into the area where you
got the containment unit and get the CD Player and duct tape from the cabinet
drawers. Combine the CD and the CD Player. Now, go through the far back doors
to the jammed but partly opened door. Look on the floor for another Roswell
Level 2 Security Badge. It is just out of your reach. You are going to have
to get something else to retrieve it. Finally, travel back to the Mail
Hallway. Open the Rec Room door. Get the Alien Abductor from the table to the
left. Go to the free weight area and get the weight bar. Next, go to the pool
tables on the right and get the pool cue. Finally, get the dart off the dart
board. Combine the dart and the pool cue. Combine the dart, pool cue and duct
tape. Now you have a makeshift spear. Travel back to the dorm and get the
Roswell Level 2 Security Card.

Let’s leave the first floor. Take the elevator to the second floor. Use the
Roswell Level 2 Security Card to enter the War Room. Get the alien photographs
off the table on your right. Play the projector. Look on the floor by the
projector in front of the screen and get the remote control unit for the alien
abductor. Now, go to the table by the podium and get the Eyes Only Military
documents. Travel back to the Main Hallway of the first floor by the door you
entered initially.

Go into the unmarked room at the end of the hallway. You are going to use the
Alien Abductor to enter the rooms on level 2 that you could not enter due to
toxic levels of whatever. But, your abductor does not have batteries. You
couldn’t have known. Exit back to the laser field area. NO, you don’t have to
reenter the laser field. You can travel from here now that you’ve destroyed
the alien entity. Travel to the Electronics’ Shop and purchase the Robco
battery pack. Go back to Roswell and combine the batteries with the abductor
and with the remote control unit.

Go back to the fan room and use the weight bar on the fan. Use the abductor on
the opening in the fan. Once in the air duct, locate J1-5. Turn right and
take the arrow to the second floor. If you are unsure about the operation of
the abductor press F1 for details. On J2, locate the following rooms:

J2 – 12 Computer Lab: Go left around the chair and pick up the screwdriver on
the floor. Now, leave the lab.

J2 – 8 Metallurgy Lab: Turn right and get the hose from the wall. Leave
the Lab.

J2 – 3 Linguistics Lab: Raise the abductor above the height of the table.
Go right and locate the Roswell Security Badge on the table. Leave the lab.

If you are an ENT mode player you can press home now and leave the air duct.
However, if you are a GP mode player you must continue to the Bio Lab.

J2 – 6 Bio Lab: Raise the abductor above the height of the table. Go to
the table to right and get the vial of acid. Now, you can send the abductor
home.

Go back to Level 2. Check out the Toxic Waste Disposal left of the elevator.
Now, go around the hall to the elevator for the 3d floor. Use the Roswell
Security ID on the keypad. Enter the elevator. Look at the access panel. See
the wires hanging out. That means BOMB! Use the screwdriver to open the
panel. Save your game. Use the wire cutters to cut the wire and quickly
snatch the bomb out of the panel. Run to the Toxic Waste Disposal, open it,
and drop it in. Then get as far away from it as you can. Now that you’ve
disposed of the C4 explosive, go check out Level Three.

This is the stuff Science Fiction is made of. Check out the alien vessel.
Stripped but a vessel no less. Go left and open the Miscellaneous Storage
door. Get the striker hanging down to your right and go behind the shelf and
get the acetylene tank. Now, go to the door labeled 100 – 200. Tex let’s you
know that this is probably where Item #186 is being stored.

Combine the acetylene tip and handle. Now, combine the hose with the oxygen
tank. Now, combine with the hose and oxygen tank with the acetylene tank and
finally with the tip and handle. Now, combine the striker with the Acetylene
Kit. Use the Acetylene Kit on the door. Go inside the room.

Look at the computer. Review the #186 scrap paper. Enter the 186 and 7AC for
the access code. This is the next puzzle. You have to create a path for 186
by moving around the pieces. Here is the solution:

122 106 168 149 150 148 177 176

178 180 188 189 198 160 166 195

192 182 188 189 178 180 186 198(all the way right)

196 197 178 180 188 199 175 174

186 176 177 150 148 168 149 122

106 186 – AND YOU’RE OUT OF THERE

Now, in the ENT mode open the door and get Fuel Cell #186. GP mode players,
use the acid on the door lock to open, then get Fuel Cell #186. Travel back to
Level 1 Main Hallway. Exit Roswell and travel back to Murphy’s office.

DAY EIGHT

When you get up the next morning you’ll have a couple of facts
waiting for you. One will be from your buddy Archie Ellis thanking you for
saving his life. The other will be from Lucia Pernell. Return her call and
get the anagram fax listing. Go to your office and enter the code MERGE THE
FOUR CASES TO SEE MAPS. Read the message to WITT. Now that you have his phone
number get on the vidphone and give him a call.

This guy is really a recluse. He won’t cooperate unless you find right line of
questioning. You need his address because you know he has something you want.
Go to the Electronics’ Shop and look at the Robco Call Tracer. Ask Zack about
it and then purchase it. Now, get back on the vidphone and give it another
try. This time follow this line of questioning: B A B C C C C. Since you’ve
got him to cooperate get him to agree to a meeting. Now, go to Witt’s
apartment.

As soon as you enter the alarm goes off. Your first order of business is
deactivating this alarm system. First, locate the mask and move it and press
the pink switch. Next, go to the table, move the plant and press the green
button. Go to the fireplace and look at the orange switch. It’s out of your
reach so grab the bamboo and take the lifter up to the second floor. Use the
bamboo on the orange switch. Finally, move the plant aside of the dresser and
push the blue switch. That should take care of the alarm system.

Get the note on the bed. It gives you instructions to open the box he has
hidden somewhere in the house. Open the dresser drawer below the blue alarm
switch and get the photo album. Examine it and get the picture. It has some
very important numbers on it so write it down. It helps you to solve a puzzle
in the house later. If you are playing in the ENT mode, there are four numbers
77 61 44 26. In the GP mode there are six numbers 70 12 84 65 39 67. Use the
bamboo to get the plaque over the door and examine it. It gives you the answer
to a puzzle later in the game. Get the tweezers from on top of the night stand
and go downstairs.

Move the plant near the fireplace to reveal a switch that turns of the fire in
the fireplace. Use the tweezers to get the foil pack in the fireplace.
Examine it and get the key. Go by the table and get the book on the floor.
Examine it. Also, pickup the book leaning against the sofa and read it. Now,
look at the statue. Use the key to reveal the next puzzle. ENT mode players
have fun. GP mode players you have a time limit. If you read the book you
should be able to decipher the Mayan number system. Use the number from the
back of the photography as the key. Move the pieces in the same order as the
numbers. When you have solved the puzzle, it activates the bookshelf lock. Go
inside and get the box.

Examine the box. Remember the note you picked up off of Witt’s bed and the
books on the Mayan number system and calendar. There’s your answer. This was
one of the most difficult puzzles in the game for me because the note and the
book did not make much sense. It almost could not make the correlation. I
even researched Mayan calendars and it did not quite conform to it. Anyway,
after much debate, trial and tribulation, here are the solution: I give these
willingly because I don’t want anyone to go through the trouble I had to go
through to obtain a solution to a game that’s supposed to be entertaining. Who
knows, we may all be over analyzing the situation.

SEPT 8 – 4 AHAU

MAY 20 – 10 CHUEN

APRIL 17 – 3 MULUC

JULY 12 – 11 MEN

Leave Witt’s apartment and go to the Garden House. Get the package off the bed
and examine. Decipher the letter. Now, examine the box. This puzzle is easy.
Combine the pieces from Witt’s box with the final box. Simply arrange the
pieces to create a frame around the Mayan symbols. GP mode players you, of
course, have a time limit. The pieces snap into place so it shouldn’t be that
difficult. Look at the design carefully. Notice anything. There are lighter
and darker shades. Place the lighter shades around the upper right portion and
the darker pieces around the lower left portion of the design. GP mode
players, your time limit is very short so I suggest you save the game before
attempting to solve this puzzle. Don’t waste time trying to place the pieces
perfectly. Just make sure it’s the right piece and it snaps in that place.
The game is very lenient with the placement. I’ll give you the placement of a
piece to start you off: the dark brown symbol that’s shaped like a C goes into
the bottom left corner.

After you’ve completed the frame, examine the box to get the powercell and the
fourth part of the Pandora Device. Combine the pieces to complete the Pandora
Device. Now, watch the cinematic scene between Tex, Fritz, Reagan and Witt.
After which, Reagan attempts to seduce Tex. It’s up to you how you want Tex to
respond.

DAY NINE

After the cinematic scene you arrive in the Snake Chamber. Look
around. Pick up 14 jigsaw puzzle pieces. One that you might have a problem
finding is on top of the tall monolith you see as you walk into the chamber.
Look at the Altar. Get the papyrus. Solve the Map Puzzle. It’s relatively
simple. All you have to do is assemble the jigsaw puzzle. It actually forms a
map for you to use throughout the labyrinth. Later you’ll use the papyrus to
create the map. As usual ENT mode players have no time limit and GP mode
player have a time limit.

Exit the Snake Chamber through the door with the star symbol above. GP mode
players, pay attention to the dots to the left, right or below the symbols on
the doors. It will be important for you to know their position in a later
puzzle. Go to the first intersection and get the charcoal along the way. At
the intersection, go RIGHT and follow the passage to the END. Go LEFT all the
way to the END. Go LEFT, LEFT again and look at the dead man. It’s Edsen.
Poor guy. Get the Prescription Glasses, the lantern, the gun and the
handkerchief. Examine all the items. Leave Edsen.

Go back the way you came ( 2 RIGHTS). Take the first opening on the RIGHT and
get the White Dagger.

Go back to the intersection. Take a RIGHT and follow to the END. Go RIGHT
again. Take the first opening on the RIGHT and follow to the END (through 3
RIGHT turns). Get the Small Ceremonial Stone Bowl.

Go back the way you came (through 3 LEFT’s). At the first intersection go
RIGHT to the END. Go RIGHT and follow the passage (through a RIGHT and LEFT
turn). Go RIGHT at the first opening. Follow the passage to the END (through
2 LEFT turns). Climb the stairs and look at the skeleton. Use the broken
lens on the Hemp Cord wrapped around the skeleton’s hand and get the Hemp Cord.
Also, get the Mayan Spear.

Go back the way you came in (through 2 RIGHT’s, LEFT, RIGHT, LEFT). Go to END
and turn LEFT. Reenter the Snake Chamber.

Exit out of door with sun symbol above. Follow the passage (through a LEFT and
RIGHT turn). At intersection go RIGHT, LEFT and LEFT. At first opening go
RIGHT, RIGHT and get the Blunt Hatchet.

Go back the way you came and return to the intersection. Go RIGHT. At next
opening go RIGHT, RIGHT and get the Silver Dagger.

Go back the way you came (through 2 LEFT’s). Go to the END and go RIGHT, RIGHT
all the way through the long corridor to the END. Go RIGHT and climb the
stairs. Look at the door and ENTER the Bird Chamber.

Look at the wall and the Stone Altar. This is the next puzzle: Sound Stones
Puzzle. It is relatively simple. Use the Blunt Hatchet on the crystals in
pairs to create the same sound. GP mode players you have to complete this
puzzle in the fewest number of moves to receive full value. Here’s the
solution:

Click here for Picture

Exit the Bird Chamber through the door with the star symbol above. ENT
mode players you will exit to the corridor. GP mode players you will enter the
Fireball Room.

(GP Mode Players Only) The Fireball Room is particularly problematic
if you are not paying attention to what you are doing and if you are not moving
along as quickly, as well as, safely as you can. The object is to avoid the
oncoming fireballs and try all four doors in order to exit the chamber. You
will not be able to leave this chamber unless you try all the doors. I’ll
describe how I beat this chamber. As soon as you enter this chamber get down
low to the ground. Low enough for you to see the ground and the oncoming fire
ball. I began by maneuvering from right to left. If you follow this path it
is the quickest way to exit the chamber. Once you get to the first door on the
far right, all you have to do is go straight across to the remaining doors.

ENT mode and GP mode players now, follow the passage (through a LEFT and RIGHT
turn) and go to the END. Go LEFT to the END. Go LEFT again, then RIGHT, RIGHT
and LEFT. Get the Gold Dagger.

Go back the way you came (RIGHT, LEFT, LEFT and RIGHT). Take the first opening
and on the RIGHT. Follow the passage (through a RIGHT and LEFT turn) to the
door with the Wasp Symbol. Before you enter the Wasp Chamber, if you haven’t
already, combine the handkerchief with the oil from the lantern. Then, combine
the oily handkerchief with the spear. Now, light the spear by combining the
matches with the spear and oily handkerchief. Enter the chamber.

After Tex’s comments to himself about the wasps, look to your right at the wasp
head about the door. Use the spear on the wasp head. Now, look around the
chamber. Pay close attention to the 3 Mayan Kings. Note their headgear, torso
and waist down to the shoes. Look at the Altar. This is the next puzzle.
It’s pretty simple. It is a jigsaw puzzle of the 3 Mayan Kings. GP mode
players, you have about 30 seconds to complete this puzzle to receive the
maximum point value.

Exit the Wasp Chamber through the door with the moon symbol above. Go to the
intersection and turn RIGHT, then LEFT, then RIGHT to the END of the passage.
Then, go RIGHT again and get the Red Dagger.

Turn around and go LEFT. At the next opening on the LEFT enter the door to the
Dagger Chamber.

Look at the Altar and the wall. It tells you the order of the daggers. Now,
solve the 5 Dagger Puzzle. Here’s the solution: Note: The openings are
slightly raised, therefore, the Black Sun Dagger would be in the highest
position. The White Sun Dagger would be in the next highest position and so
on.

BLACK SUN DAGGER ABOVE WHITE SUN DAGGER

WHITE SUN DAGGER ABOVE CIRCLE DAGGER

CIRCLE DAGGER ABOVE STAR DAGGER

THEN, MAN DAGGER

Exit the Dagger Chamber through the door with the black sun dagger above.

Go to the END and take a RIGHT and a LEFT. Enter the door with the Pentagon
symbol. This is Mayan Ascension Chamber 1.

ENT mode players immediately fall through the floor.

GP Mode players you have a puzzle to solve before you descend…the Dot Puzzle.
Remember, I told you to pay attention to the position of the dots by each
symbol. Well, that’s what this puzzle is about. You must rotate the symbols
so that the dots appear in the correct position relative to the symbols on each
of the five doors you have entered thus far. You must move quickly or else the
ceiling descends and crushes poor old Tex. Here are the positions and a tip.
When you get to the Bird symbol, you only have to click it once. Hopefully,
this saves you some time.

SNAKE – BOTTOM

BIRD – LEFT

WASP – BOTTOM

DAGGER – RIGHT

PENTAGON – LEFT

After you’ve correctly rotated the symbols, the floor gives way. This is Mayan
Ascension Chamber 2. The final chamber.

After the fall, you end up in the chamber with a surprise visitor – Reagan
Madsen. Talk to Reagan. Then, get her backpack in the corner. Examine it and
get the rope. Use the rope on the tall statue in the center of the room.
Examine Edsen’s gun. Examine the bullets. Combine the jackknife with the
bullets to get the gunpowder. Combine the gunpowder and the stone cup. Next,
combine the hemp cord with the lantern oil. Combine the stone cup filled with
gunpowder with the oily hemp cord. Now you have a primitive explosive
device.

Use the primitive explosive on the broken statue pieces. Place two of the
smaller fragments on two of any of the four platforms. Now, sit back and watch
the cinematic scene.

Now Tex and Reagan is outside the space craft. Enters Jackson Cross followed
by another cinematic scene where Fitzpatrick takes you all inside the
spacecraft. Are you beginning to wonder about Fitzpatrick’s identity yet?
What happens now depends on what Tex’s character has done through the game.
Enjoy the scene. After the cinematic scene it will be up to Tex to get the
spaceship off the planet before the auto-destruct sequence is complete. Before
Fitzpatrick dies he give you part of the sequence and I’ll give you the rest.
However, you must complete the sequence before the black sun starts spinning
very fast or else, you must reenter the sequence.

BLACK SUN symbol at the top of the control panel

NORTH, CIRCLE, RED

EAST, CROSS, ORANGE

SOUTH, TRIANGLE, YELLOW

WEST, DIAMOND, GREEN

Once you successfully completed the sequence, sit back and watch the cinematic
scene.

DAY 10

Day 10 is the summation of Tex’s course through the game. This is
where you find out what path Tex has traveled down, that is, Lombard Street,
Mission Street or the Boulevard of Broken Dreams. Will Tex find true love with
Chelsea or is it holo-dating? Finally, you get your final score. And I
believe, I believe, that’s all folks!

If you have any questions or you don’t have the appropriate editor to view this
walkthrough, email me at

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