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    Walkthrough by RJRoman

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    Pandora Directive
    
    A Walkthrough by RJ Roman
    (changed to text format by someone else)
    
    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.
    
    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.
    					1X
    				 2O
    			3X
    		     4X			5O
    		      6X			 7X
    		   8O				   9X
                     10O			    11X
                      12 O	               13X
    				             14X
    				     15O
        			     16X
    1- Beijing					9- Bangkok
    2-  Urumqi					10-Bombay
    3- Hanoi					11-Tokyo
    4- Kathmantu					12-Guangzhou
    5- Shanghai					13-Rangoon
    6- Pyong					14-Bandar
    7- Dhaka					15-Calcutta
    8- Madras					16-Phnon
    
    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:
    				1B
    			   4A	    6B
                      3B     4B     5B
                   2A     2B      7     1A
                      3A     6A     5A
    
    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 RJRoman@aol.com
    
    
    
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