The Pandora Directive
My first time through the Pandora Directive I wound up on
Lombard Street, even though I had been aiming for Mission Street. Hmm ... just
like trying to navigate the real San Francisco without a map. I subsequently had
a look at a few of the existing walkthroughs, and felt that though they managed
to get you to the end of the game all right, they didn't adequately address the
problem of steering the player through the game's much-touted '3 paths with 7
different endings'. So I tried, and hopefully succeeded, in documenting all of
the plot branches.
Each time you have to make a decision that will affect which path you take,
the choices are clearly marked as follows:
|Mr. 'Squeaky Clean'. It's Chelsee for you.
|Wishy-washy. Afraid to commit.
|A little bit nasty.
|You only care about yourself!
The ending numbers are indicated in parentheses, ranging from 1 (the
'nicest') to 8 (the 'darkest'). By the way, some of the reviewers of this game
have commented that going down the Boulevard (of Broken Dreams) path is really
out of character for Tex. I have to agree. It's hard to believe he's capable of
spewing out such abuse! Playing through this path may leave you feeling pretty
Tips and Hints
When a new object appears in the inventory, it is always
worthwhile to examine it. Another object may be revealed, extra points may
accrue, etc. In fact, if you don't examine every item after you obtain it,
you are bound to miss out on important clues and conversation topics.
To open a door, walk right up to it first until you can go no further. Then
when you open it, the next room will load automatically. If you stand away from
a door when you open it, you'll then have to move forward again before the next
room will load.
Money isn't a problem, as long as you find all the cash you're supposed to
find, and don't give any away unnecessarily. Most of the characters are willing
to take cash if you offer it. Don't, as you'll get nothing in return
except a 'thank you'.
It is a good idea to save the game before attempting
to solve any of the puzzles. That way, you can try them over, and over, and
over again -- which is what you must do if you want to go for the maximum
possible score. In the case of jigsaw puzzles (of which there are many) the best
strategy is to draw a diagram of all the pieces in their original locations,
numbering them in relation to where they fit in the final puzzle (left to right,
top to bottom). Then you just have to gather the pieces in that order, and fit
them into the puzzle area. The pieces snap into place once you manage to
manoeuvre them close to their correct positions.
The conversational choices (A, B, etc.) documented below are the ones that I
happened to pick to get me where I wanted to go. Other choices may work
just as well. Sometimes, only Tex's opening line in a conversation is relevant.
Other times, all or none of what Tex says will make a difference to the
outcome! Feel free to experiment, but beware that what often seems to be an
innocuous choice comes out sounding quite harsh when Tex actually voices it.
In any case, it is always good practice to save the game before you engage in
Even though you can open all the dumpsters and some of the trashcans in the
various alleys, none of the dumpsters and very few of the trashcans
actually contain anything. So save yourself the effort, and don't bother to
scrounge through them all as I did! It will be obvious at certain points in the
game where to look in the trashcans.
During the course of the game, Tex receives a lot of messages and calls from
Chelsee on his 'vid phone'. These events are not documented here, as they have
no bearing on the outcome of the game and would add considerably to the volume
and complexity of the walkthrough (the timing and format of these messages
depends on the path taken through the game).
Presumably, you've read most of the background information provided in the
User's Guide, and at least made a stab at the Game Player level. I
never went near the Entertainment level; but then, no self-respecting adventurer
ever would! You can still use this walkthrough on Entertainment level, but
you'll have to skip the parts that don't apply. Solutions to some of the puzzles
will also differ, but they'll usually be easier. In any case, who needs
Entertainment level when you have a walkthrough? ;-)
So without further ado ...
DAY ONE - The Search for Malloy
Examine Fitzpatrick's card. This gives
you his address and allows you to call him (later, when you have something to talk
about!) on the vid phone.
Have a look at the rocking zebra. No points for this, but you find out how
Tex got his nickname. Enter Tex's computer room and pick up the newspaper
clipping about Mac Malden. This puts the Police Station on the S.F. map. Now go
to Tex's office and examine the picture of his ex-wife. Open the top left desk
drawer and get the Electronic Shop final notice. On the counter behind Tex's
desk, look at the can of dog food, and pick up the jack-knife.
Then exit via the door that opens onto the fire escape, and go down to the street.
Chelsee is behind the news-stand counter directly across the street. Prepare
for your first conversation. I found out later that blowing this one was what
put me on the Lombard Street path! I went right for the jugular and made a date
with Chelsee (which you must do anyway to progress in the game), but first, you
must win her heart! Talk to Chelsee:
|A, B, C. End Conversation. Then talk
to Chelsee again: B, C, B. Voila, a date with Chelsee!
|C, C, C, C, B. You made the date, but
Chelsee is not a happy camper.
|C, A. You insensitive lump of
testosterone! Then talk to Chelsee again: B, C, B. I'm amazed she's even
willing to go out with you.
Look at Rusty's Funhouse. Notice the CopLock on the door.
Look at the door of the Acme Warehouse around the corner (you're going to have
to get inside these places later on). Pick up the letter
addressed to the orphanage that was dropped by the mailbox in front of the
Golden Gate Hotel:
|Post the letter. Don't you feel a lot
|Awhh, go on and post it just to be on
the safe side.
|Keep the $500. You are
Pick up Nilo's wallet from in front of the ATM next to
the Electronic Shop. Enter the Ritz Hotel through the front door. Talk to Nilo:
Then Offer from Inventory ... Cash (Offer $2100). Then: B, A, Offer $100. Ask
About ... Newspaper photo of Malloy. End Conversation. Move the vending machine.
Pick up Nilo's note from the table (between the sofas). Get the
crossword puzzle from the sofa and
it in. Post it via the mail drop in the lobby. Go upstairs and look at the
keypad outside Apartment A. Of course, Nilo never gave you the code! March
(indignantly) downstairs and talk to Nilo again:
|B, B (Nilo asks for $500 more. Don't
give it to him! He'll give you the code anyway).
|C, C (same approach regarding the
request for $500).
Then Ask About ... Code for Apartment A.
|Give Nilo his wallet. What a
Now go back into the street and enter the sewer via the manhole near the Acme
Warehouse. Start walking through the sewer and open the first box (on the ledge)
to your right. Get the chisel. Then make a left, and a right,
and as you near the other ladder, get the money belt from under a box to your
left. Go up the ladder. You come out behind Rook's pawnshop. Go through the door
in the chain-link fence, then exit to the street via the hole in the wooden
fence. Cross the street and go through the door in the wooden fence behind the
Ritz. Go to the top of the fire escape and get in through the window. Enter the
code that Nilo gave you (4827) into the keypad next to Apartment A, and go
inside to get thumped on the head. Ouch! Thus ends Day One.
DAY TWO - Ladies in Waiting
Open the top drawer of the drafting table and get the Acme Storage Co.
business card. Now you know where Malloy has some stuff stashed. Open the next
drawer and get the untranslated letter. Two more
drawers down is a child photo of someone named Regan. Move the cushion on the
chair and pick up the photo of Malloy with a llama. Open the box and get the 'Airport Of The Gods' book. Pick up the letter from the
table next to the bed. You find out about David Wright's
cabin. Open the drawer and get the pawnshop ticket.
Finally, pick up the scarf from the bed and exit the room.
Travel to Rook's pawnshop. Talk to Rook:
|A (you pay him the $300 you owe),
|C, C, A, C, C. Exit to Chandler Ave.
Go back in and talk to Rook again: Pay Rook $300. Getting a bit nasty, but
essential to steer some of the endings away from the Mission path!
Then Offer from Inventory ... Receipt
from pawnshop, and pay Rook $250 to get the black
dagger. End Conversation and Exit to Chandler Ave. Go to the Brew & Stew and
talk to Louie:
|A, C, C. Offer from Inventory … Cash,
and pay Louie the $200 you owe him (this being a nice guy all the time is
|B, B, A. Ooh … that leaves a bad
Offer from Inventory ... Untranslated
letter. It's in the Yucatec language, should have
guessed that (but you now know about Clint). Ask About ... Scarf,
then Young blonde woman (her name is Emily), then Newspaper
photo of Malloy. End Conversation.
Enter the Electronics Shop. Great little cinematic piece here! Talk to
|A, A. Pay Zack the $1230 you
|C, B, A, C. Talk to Zack again: B
(you pay the $1230, albeit reluctantly).
Look at all of the items on the counter and behind the counter. Buy the Visual Analyzing Apparatus and the Robco battery
pack (you are only allowed to buy what's necessary in order to complete the
game, but it's fun having a look at all of the items just for the sake of
Now go visit Clint at the Cocoa Cabana (enter via hole in fence to left of
Golden Gate Hotel). Talk to Clint:
|C, C, C. You try to give Clint some
|A, C, A, C, B, B. Kick the guy when
he's down, why don't you!
Ask About ... Yucatec language, then Emily,
Gus Leach, and Gus Leach's key. End Conversation. Go to the alley behind the
Fuchsia Flamingo. Use Leach's key on door. Talk to Gus:
|C, A, C, A. It's not easy being
pleasant to Gus!
|B, C, C, A, B, B. Surprised he didn't
Use S.F. map to travel to Chelsee's apartment. Talk to Chelsee:
|B, A, B, C, A, B. Chelsee needs time
to reflect on things. Tex is transported to the Flamingo on his own, to
observe Luci Luv's\Emily's performance.
|B, A, B, C, A. Tex and Chelsee go to
the Flamingo: A, C, C, A. Chelsee slaps Tex and makes a hasty exit.
|C, C, C ,C. Tex and Chelsee go to the
Flamingo: B, A, B, A. Chelsee storms out. Tex gets drunk.
|A, C, A, C, C. Then same as
Tex sneaks up to Emily's room. She confides in Tex and presents him with the
torn-up pieces of a threatening letter. Tex then gets
booted out by Gus to end Day Two.
DAY THREE - The Black Arrow Killer
|While washing your teeth, you hear a
noise. It's Chelsee in your apartment (truly unprecedented)! You had
better respond with: A, A, B, A, C.
Take a few steps forward, then turn around and look on the floor just inside
the door to the fire escape. It's the prize money for the crossword you filled in earlier!
Save the game, examine Emily's note scraps, and
assemble the pieces (your first jigsaw puzzle. Refer to Tips
and Hints for a helpful jigsaw methodology). Now that you have pieced
together Emily's threatening note, it's time for a visit
to your old cop buddy, Mac Malden. Travel to the Police Station and talk to
|A, B. Doesn't matter much what you
say to Mac, but this is the cleanest approach.
|C, A, A, C, C. Cruel. Give the guy a
Ask About ... Rusty's Fun House, then Rusty's key, and
Emily's note (now you know about the
Black Arrow Killer). End Conversation. Go back to Rusty's Fun
House. Use key to Rusty's on the door. Now you may open the CopLock by hooking
up the tabs as in the
Enter Rusty's and go behind the low shelves directly in front of you. Move the
lever on the floor. Enter the secret room and move the newspaper. Pick up a
piece of the 'fake' doggie doo. Climb the ladder to the roof, then climb the
water tower. Oh no, another lock we have to find the key for! Open the trap door
on the roof and go back down the ladder. Exit to the street via the door next to
the ladder. Now go to the alley behind the Golden Gate Hotel. Talk to
|A, A, B, B, A. Doesn't seem to matter
much what you say to Gary either.
|C, B, B, B, A. Aren't we
End Conversation. Go to Slice O' Heaven and make a left. Enter the grey door
at the end of the street that is marked 'EXIT'. Go up the stairs, and all the
way to the back. Move the top box on the left, and open the box underneath it.
Get the bottle of Scotch. Turn around and start back down the
hallway. Move the piece of corrugated metal on the right, and exit via the door
behind it. Travel back to alley behind Golden Gate Hotel. Talk to Gary again:
|A. Doesn't pay to be nasty
Offer from Inventory ... Bottle of Scotch. Ask About
... Newspaper photo of Malloy, then Malloy's key. End
Conversation. Use Malloy's key on the Acme Warehouse door. Look at Malloy's
crate (to right as you enter). Look above the crate and notice the sliding crane
positioned over the crate. Go to the back of the warehouse and get the peg leg
from the chest. Now go to the wall panel, open it, and turn the crane on. Lower
it. Then use the peg leg with the hook on top of Malloy's crate to join it to
the crane. Raise the crane. Pick up the map of Asia from the
pallet underneath the crate. Open Malloy's crate and get the
photograph of Nazca and Malloy's
tapestry. Go to Rook's pawnshop and talk to the crusty old so-and-so again:
|C. Another chance to get a dig
Ask About ... Yucatec language. Pay Rook $30 to get
the book. Then combine the 'Yucatec Made Easy' book with the
Untranslated letter to obtain a Translated Yucatec
letter. Interesting. End Conversation. Travel to David
Wright's cabin via the North America map. Get the crumpled page by the tree,
and the CD from the open drawer. Go up the stairs and move the painting to
reveal the security keypad. Try some keys to see how they light up, but it won't
do you much good as you don't have the code yet. Travel back to Tex's Computer
room. Use the CD on Tex's laptop computer. Using the knowledge obtained from the
crumpled page, drag the coloured squares to form an arrangement
shown here. Make a note of the amber squares that light up as a result (the
code to the cabin keypad)! Read the material on the PC. Travel back to the cabin
and enter the code into the keypad. Enter the room and move the floor panel to
reveal David Wright's body. Open bottom left door of cabinet and get film. Pull
down the projection screen. Use film with projector. Turn on the projector and
watch the show. See Quirks and Questions if you feel you
really need to top up your point total!
Travel to the Brew & Stew. Talk to Louie:
|C, C, A, C. The simplest.
|A, C, C, A. Ouch!
Ask About ... Black Arrow Killer, then Bay City Mirror.
End Conversation. Go to alley behind Rook's pawnshop. Open the trashcan nearest
the drainpipe and pick up the back edition of the Bay City Mirror. Read the article
about the Black Arrow Killer by Lucia Pernell. Enter Rook's via
the back door. Ask About ... Lucia Pernell and Rook gives you her card. End
Conversation. Go back to Tex's office, turn on the vid phone, and call Lucia Pernell:
|C, A, B, B. Wouldn't like to bump
into her in a dark alley!
|A, C. Then dial again: B, C. Well, at
least she agrees to meet with you.
EXIT. Travel to Brew & Stew. Meet with Lucia and learn about N.S.A.
involvement, Sandra Collins, and AUTOTECH. Upon returning to your office, you
see someone climbing down from the water tower on Rusty's Fun House roof.
Travel to Rusty's Fun House roof and pick up the jacket that was left on the
air conditioning unit. You now have a cufflink monogrammed with the initials
'DH', and your next puzzle, which is a photo of AUTOTECH. Combine assembled
photograph scraps with Visual Analyzing Apparatus. Zoom in on
street sign and number on door to obtain address of AUTOTECH. Call
Lucia Pernell again. Ask About ... Sandra
Collins. End Conversation and EXIT. Travel to Sandra Collin's House and have a good look
around her room. Pick up the AUTOTECH security card from
the floor next to the sewing table (I missed this item the first time round,
because it's mixed in with all the cosmetics scattered on the floor).
Travel to AUTOTECH. Pick up the hairbrush from the table, and get the curtain
cord from the door on the right. Pick up the visitor's pass from the floor
(between the two chairs), and move the window at the reception desk. Now combine
the hairbrush with the curtain cord and use it to get the clipboard that is
otherwise out of reach. Note that visitor's pass #14 has the code 8338
associated with it. Use the visitor's pass on the security keypad, then enter
the code. Go through the door and save the game right away. You have to
accomplish the following in short order ... turn left and go to the last door on
the left. It's a storage closet. Open the door and look up. Get the box of soap.
Look down and to the left and get the mop. Then turn around and go to the mop
bucket at the end of the hall. Use the soap on the bucket, then use the mop on
the bucket. As soon as Tex finishes mopping the floor, open the fire exit door
to sound an alarm. Then make your way (quickly!) back to the storage closet. The
guard will run out and slip on the wet floor. You then stuff him in the closet,
and can continue your investigation at a leisurely pace.
Enter Dag Horton's office (cufflink initials!) and get the
padlock key from the top of the bookshelf to the right (you
have to elevate to see it). Notice the photo of Dag and buddy hanging on the
wall. Move the book on his desk and get the scrap of
paper with Gary Lee scribbled on it (you're right, Dag knows Crazy Gary!). Open
the bottom desk drawer and get Sandra Collin's necklace. Open the CD player and
get the file cabinet key. Use it to open the bottom right file cabinet drawer.
Get the Llama cigarette tin, which contains the photos of the girls. Looks like
Dag was picking up where the original Black Arrow Killer left off, but why?
Travel to the Brew & Stew. Talk to Louie: Ask About ...
Gary Lee. End Conversation. Travel to alley behind
Golden Gate Hotel. Talk to Crazy Gary: Ask About ... Dag Horton, and Roof of Fun
House. End Conversation. Travel to Fun House roof. Climb the water tower ladder
(you must have the padlock key). Turn on the viewing
device and watch the show!
Tex rushes over to the Flamingo to save Emily:
|Tex succeeds in scaring off Emily's
attacker just in time.
|Gus delays Tex, and the 'Black Arrow
Killer' chalks up another victim.
Tex then runs down to the street from Emily's room, in search of her
assailant. Go to Rook's pawnshop. Rook heard someone up on his roof. Travel to
the Fun House roof. You can see your target over on Rook's roof. Save the game!
Crouch down as low as you can using the Ctrl key, and quickly climb the
stairs that lead over to Rook's roof. Then hide behind the air conditioning unit
there. Now, slowly raise your elevation until you can barely see the guy above
the unit. When he turns around, make a mad dash straight at him. A fight ensues,
during which he drops something. He plunges to his death,
and you wind up at Cop Central talking to your old pal Mac. A mysterious woman
gets you off the hook. End of heart-stopping, adrenaline pumping Day Three!
DAY FOUR - Out of the Past
Lucia Pernell calls you as the day begins. End Conversation.
|Time to start redeeming yourself! Pay
your $200 tab at Louie's. Return Nilo's wallet.
Go to Rook's roof and retrieve the tracking
device that Dag Horton dropped during the fight. Travel to the street and
turn the device on. As you near the sewer, the frequency of the beeps will
increase. Go down the ladder and turn around. Take the first left, and halfway
down this section of the tunnel, the beeps will reach their maximum frequency.
On your left, about halfway up the wall, there is a block that you can loosen
with the chisel.
Save the game. When you attempt to retrieve the box from
the niche in the wall, there is a mine attached which must be deactivated
Go back to your office, where you'll be accosted by Jackson Cross' men. Save
the game before you begin the conversation with Jackson Cross, because if you
make a mistake, it's finito! Choose: A, C, C, B, A, B, C, B, A to get max points
and stay alive. You wind up back in your office, a little worse for wear. Regan Madsen is there. Have a nice little chat with Regan, and
you at least wind up with another phone number.
|Travel to the Flamingo and talk to
Emily. Ask About ... Thomas Malloy, Emily Sue's puzzle box, and Brown
paper wrapper. End Conversation. Then talk to Gus, and Ask About ... Brown
paper wrapper. End Conversation. Exit to alley. You hear a flapping noise.
Look up at the light post. There's the wrapper! Get antenna from trash can
beside back door and examine it. Use the extended antenna to retrieve the
|Unfortunately, Emily is no longer
with us. Travel to the Police Station and talk to Mac. Ask About ... Emily
Sue's puzzle box, then Brown paper wrapper.
Combine Brown paper wrapper with Visual Analyzing Apparatus,
and zoom in on lower left corner to find PB meter code. Talk to Mac. Ask About ...
PB meter 3887412. End Conversation. Travel to the Post Office, where some poor
unfortunate recognises the photo of Malloy. Then travel to the Garden House. Talk to
|A, A, B, A, A. Bit of fun!
|C, C. Then talk to landlady again and
use same approach as above. It's the only way to get by
She lets you into Malloy's room. Get the puzzle book
from the nightstand. Open the top part of the desk and get edition of the
Cosmic Connection and the ETS business
card. Open the middle drawer and get the envelope addressed to Elijah Witt,
which contains another disc. Try to open the closet
door, but it's locked. Travel to Tex's Computer Room, and use the disc on the
laptop PC. You don't have the password yet! Travel back to the Garden House, and
get the jeans from the chair (they weren't there before)! They contain a rental
receipt that tells you where Malloy is hiding out. Travel to the Waterfront
Warehouse and watch the sequence to end Day Four.
DAY FIVE - The Pandora Device
Collect the fax from the machine that is on top of the filing cabinet. Travel
to the Waterfront Warehouse. Move box right in front of you, and pick up the
postal receipt. Get flight schedule from floor. Get
item #186 scrap from what's left of Malloy's table. Move
pallets in far left corner to reveal the safe. Here's how to
it. Get the containment scrap and the small key.
Travel to Garden House and use the small key on the closet door. Get Malloy's
briefcase from the shelf, which contains Malloy's
notebook and the Gate of the Sun photo. Pick up the 'There
are Messages ...' book from the floor of the closet. Travel to Tex's Office and
Meet her at the Imperial Lounge. This woman is mercenary! One minute she's
grieving over the death of her father, the next she's wondering what's in it for
her. Regan reluctantly parts with her puzzle box. Travel
back to Tex's Office. Listen to Lucia Pernell's message, then
call her: Ask About ... Anagrams.
She sends you a key via express courier. End
Conversation. Boy, are these guys fast! You've received the key before the
conversation was finished. Then Regan calls while you are standing there:
|C. Feigned indifference.
|A, A. Naughty,
She tells you about OE, EW, and AE. Now that you
have a spare moment, combine Regan's puzzle box with
Malloy's tapestry, and solve the next puzzle to open the
puzzle box. This reveals Malloy's device piece #2 and some
small metal pegs. Travel to the Police Station. Talk to Mac:
Ask About ... Dag Horton/NSA connection. End Conversation. Travel to the Morgue.
Get the scalpel from the instrument tray. Use it to open the door labelled G - I
and get Horton's wallet, which contains a passcard. Also get the
key from the same drawer. Looks like we're ready to pay
another visit to our good friends at AUTOTECH.
Travel to Horton's Office at AUTOTECH. Use Horton's
key to open the top left file cabinet drawer. Get the manila envelope, which
contains the BAK memorandum, a paper with numbers, and yet
another key. Go to the Evidence Room door, and use the security
system card on the keypad. Key in 773348, and go into the room. Use the NSA
key on locker B17 and get Emily's puzzle box. Open locker
B15 and get the cash. Open locker E13 and get the NSA ID badge.
Then, use Pernell's key to open locker E36. Get the
Operation Euphoria disc. Press the OPEN button on the degaussing machine, and put
Emily's puzzle box inside. Key in 1091
on the keypad and press ENTER. Repeat this process with the cash and the Project
Euphoria disc. It is now safe to exit the room. Then travel back to Tex's
Office. Combine the map of Asia with the flight
schedule. Then combine the pegs
with the demagnetized puzzle box. Finally, combine these two new items to get
your next puzzle. The locations on the map don't really jive well with the
positions on the puzzle box, so here's a
that shows you the order in which the pegs must be placed (according to the
When you have solved it, you are presented with Malloy's device
piece #1 and a slide of the power cell (item #186). Finally, you have something that
merits a call to your employer, so call Gordon Fitzpatrick:
Ask About ... Initials - AE, OE, EW. Then, Archie Ellis.
End Conversation. Call Archie Ellis. Respond with C, C, A, A, A (Note: you must have
found and examined the 'Airport of the Gods' book, the Plains of Nazca postcard, and the Gate
of the Sun photo for Tex to give the correct answers here)! Travel to the
Cosmic Connection. After patiently listening to Archie for a while: Ask About
... Thomas Malloy, Power Cell (Item #186), Roswell, and Ellis' interview with
Malloy. End Conversation. Travel back to Tex's Office and call Fitzpatrick
again: Ask About ... Roswell, Roswell Security Clearance, Archie Ellis' puzzle
box, and Pandora Device. End Conversation.
|You immediately receive another call
from Regan: C. Mr. Nice Guy.
|Tex travels to the Imperial Lounge
for a rendezvous with Regan.
Tex sets off for Roswell. And that's the end of Day Five.
DAY SIX - South by Southeast
|Before you do anything at Roswell,
follow Tex’s hunch. Travel back to the Cosmic Connection and save Archie's
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
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
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
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
|A. Refuse you must.
|C. Go for it. Note: this is
the only difference between Mission(2) and
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
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
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
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
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 ...
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.
|Tex limps from the ship just before
it takes off, and Elijah Witt gives him a lift home.
|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. But only 7 of these endings
appear to be unique, thus the game's '3 paths with 7 different endings'. I had
originally thought there were only 6 unique endings, but nearly 20 years after
writing this walkthrough, reader Mike Braches asked a question that led me to
re-examine what I had written all those years ago, and I finally found that
elusive 7th ending :-) So 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
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.
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'
Synopsis: Ditto as above on the Chelsee/Regan theme, but you managed
to piss off a few people along the way.
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
Note: this was the ending I arrived at the first time I played the
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) - Unique Ending #4
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. The ending is subtly different from Lombard(4) in that getting
to Lombard(4) depends solely on how many 'good guy' points Tex amassed during the
game. But in order to get the Boulevard(5) ending, Tex has to choose the
'Drop the gun' option when Cross tells him to shoot Fitzpatrick; whereas in
Lombard(4), no option to shoot Fitzpatrick arises.
Boulevard(6) - Unique Ending #5
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 #6
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 #7
When Cross asked Tex to shoot Fitzpatrick, you chose: A (Shoot Fitzpatrick).
The gun was empty! Everyone boards the ship. Fitzpatrick traps Cross, Regan, and
Tex in the Power Cell Room. Tex helps them to escape, but it's too late!
Fitzpatrick destroys the ship with all aboard.
Synopsis: You are the lowest of the low!
Quirks and Questions
- Are you supposed to do anything with that little bird that keeps landing
on the roof of Rusty's Fun House?
- You can play the alien autopsy film at David Wright's
cabin over and over again (for 20 points a pop, mind you ... but no
self-respecting adventurer would ever do that, would they)?
- You can also use the Vistor's pass in the reception
area at AUTOTECH to gain access to the hallway as many times as you like. 10
points a go.
- If you're on the Boulevard path, even though you
try to warn Archie Ellis before the end of Day Six, Cross bumps him off
anyway. Rather harsh, I thought.
- At Roswell, putting the batteries in the flashlight
gets you some points, but serves no apparent purpose.
- Again, on the Boulevard path, the black dagger
disappears from your inventory when you get to the Mayan temple. But don't
panic (as I did!), and try going back to obtain it. When you get to the Dagger
Room, it magically reappears in the top right corner of the dagger puzzle,
ready for use ... whew!
Copyright © Steve Metzler 1997, 2004. All rights reserved.