Skip to content

Tex Murphy: The Pandora Directive

by RJ Roman 11 sections about 45 minutes to read

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

Other guides for Tex Murphy: The Pandora Directive