home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Secret Service 44b
/
SSERVCD_44B.bin
/
cd
/
pando.txt
< prev
next >
Wrap
Text File
|
1997-02-08
|
59KB
|
1,834 lines
A Walkthrough by RJ Roman
DAY ONE
This walkthrough will cover both
the Entertainment and Game Players
mode of play. These modes will be
referred to as ENT and GP in the
remainder of this walkthrough. I
used Microsoft Word 7.0 for Windows
95 to write this walkthrough. It
can be view in this program or
Wordpad. Also, I've created a
version of this walkthrough that
can be viewed using the MS-DOS text
editor.
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.
Examine the unlocked puzzle box.
Now, call Fitzpatrick on the
vidphone. Ask him about AE, OE, EW.
He'll tell you about Archie Ellis.
Also, ask him about JI Thelwitt,
Cosmic Connection, and Elijah Witt
then end conversation. When you
hang up you'll realize that you
didn't get the phone number from
Fitzpatrick. Don't sweat it, it's
in the yellow pages. Before you
contact Archie Ellis, go into your
inventory and refresh you memory.
Examine the photo of the Gate of
the Sun and the photo of the Plain
of Nazca. Also, don't forget the
name Elijah Witt. Now, contact
Archie Ellis. You must answer his
three questions correctly before he
will agree to meet with you. Get
ready to go to Roswell.
DAY SIX
In route to Roswell, Tex voices
some concerns to himself about the
safety of Archie Ellis. He is
correct. If he does not go back and
warn Ellis, psycho Jackson Cross is
going to have him for lunch. So, as
soon as you get to the Roswell
facility, turn around and go back
to Cosmic Connection and warn
Archie Ellis. Once you've warned
Ellis, proceed to Roswell.
You will begin in the Guard Hall.
Get the paper punches from the
trash can if you are playing in GP
mode. Don't worry about it if you
are playing in ENT mode because
they are not there. This is another
jigsaw like puzzle. GP mode
players you have 30 seconds to
assemble the paper to form the
number 5142931.
Now, open the desk drawer and get
the walkie-talkie. Examine the
walkie-talkie and get the
batteries. Go to the chair by the
door and get the Emergency
Procedures handbook, the matchbox
from the night stand, the Roswell
Security Card from the night stand
drawer, the laser field diagram
from under the mattress and the
Roswell padlock key from the locker
on the right. Also, try to open the
door to the left of the lockers.
Exit the Guard Hall through the
door by the chair where you got the
Emergency Procedures handbook. Get
the shovel by the locked shed. Next
look at the boxes by the lock shed
and get the fuse. Move the boxes by
the Guard Hall and look at the
broken cable. Use the Roswell
padlock key to open the shed in
front of you. Get the flashlight
and the toolbox. Examine the
flashlight and combine the
batteries with the flashlight.
Examine the toolbox and get the
wire strippers. Now, head for the
Laser Field Room door. ENT mode
players, use the Roswell Security
Card on the door. GP mode
players, use the Roswell Security
Card, then punch in the security
code you got from the paper punches
(5142931).
Check out the laser field. Go to
the panel on the far wall and look
at the laser field security keypad.
If you have to, reread the laser
field diagram paper you got in the
Guard Hall. You have to connect the
nine boxes in only four moves.
Never fear, it can be done.
Activate the keypad per the
instructions. Enter ALPHA. However,
if you can't figure it out, here's
the solution: 11, 1, 4, 13, 5. This
disables a portions of the laser
field so that you can proceed to
the other side. You will notice
that portions of the laser fields
are now blue. That's the portion
you can safely pass through.
Proceed through the field and get
the cable. Also, try to open the
Main Complex door ahead. You can't
right. You'll need to do something
else to get that baby opened.
Return to the broken cable in the
yard outside of the Guard Hall.
Strip the cable and use the
stripped wire to repair the broken
cable. Now, go to the door and look
at the large ON OFF switch. Turn
the switch on and go back into the
Guard Hall. Go back to the door you
could not open and open it. Open
the trap door on the floor and get
the box of dynamite. Examine the
box of dynamite. Combine the
dynamite and the fuse. Leave the
Guard Hall.
Reenter the Laser Field Room and
go back through the laser field.
Combine the matches and the
dynamite and use it on the door. Do
not mess around. You must get out
before the dynamite blows almost
all the way to the Guard House to
survive the explosion. You'll know
if you succeed. It might be
advisable to save your game before
you light use the dynamite on the
door. I tried to get as close as I
could to the laser field before
using the dynamite on the door.
That allowed me enough time to
clear the building and get to the
Guard Hall before the explosion.
After the explosion, return to
the Main Complex door and enter.
When you enter the Main Complex the
game takes you through the next
cinematic scene. Tex passes out as
he passes through a gas pocket.
Now, if you saved Archie Ellis, you
simply start another day. However,
if you failed to save Archie, you
watch as psycho Jackson Cross blows
his brains out.
DAY SEVEN
Tex wakes up in the hallway of
the Main Complex. Now, IT IS
CRITICAL that you follow these
instructions to the letter. Don't
screw around in this area at first.
There is something in here (an
alien entity) that has completely
slaughtered every living, breathing
thing. And IT'S COMING AFTER YOU!
You must contain it before you can
leisurely walk around.
As soon as you enter, turn left
and run (press R in the movement
mode) around the corner and down
the passage to the Mess Hall on
your left. Go to the kitchen area.
Open the freezer of the first
refrigerator and get the ice pick.
Next, open the second cabinet from
the right and get the pot. Now,
rush to the door and exit the Mess
Hall.
After you get back in the hallway
outside the Mess Hall, turn right
and go back around the corner to
the first opening. Open Storage
door #104. Use the pick on the half
full fuel drum and the pot to scoop
of the fuel. Exit the Storage area.
Now, go to the Dormitory down the
hall from Storage #104. Use the
shovel on the door. Open the door
and go through the open doors on
the right side. Open the last large
cabinet door on the right side near
the next open door and get the
containment unit. Combine the
containment scrap of paper with
the containment unit. Leave the
Dormitory.
Go back to the Mess Hall (right
turn at the end of the corridor).
Go back into the kitchen and turn
on the closest front burner near
the cabinet where you got the pot.
Put the pot on the burner and heat
the fuel. Leave the Mess Hall and
go left to the Storage Room #102 on
the left side of the corridor. Get
the box on the shelf on the and
examine it. Get the spark plug.
Leave Storage Room #102. Go left
down the hall and go into the
Generator Room.
Open the both access panels and
put the replace the missing spark
plug. Next, open the fuel cap and
add the pot of fuel. Go to the
right side of the generator and
pump or pull the handle three times
and turn on the generator. Wait
until the sound of the generator
diminishes (in fact Tex makes a
comment about not hearing the
generator anymore) and use the
containment unit on the alien
entity. Now, you can relax. You can
also use your the travel feature
now.
Begin by going to the back of the
Generator Room and retrieving the
wire cutters from the top of the
box. Also, get the oxygen tank.
Travel back to Storage Room #102
and get the plastic contain on the
box directly in front of the door.
Examine it and get the acetylene
torch tip. Now, travel back to
Storage Room #104 for the acetylene
torch handle. Next, travel back to
the dorm and get the CD off the
floor. Then go to the back into the
area where you got the containment
unit and get the CD Player and duct
tape from the cabinet drawers.
Combine the CD and the CD Player.
Now, go through the far back doors
to the jammed but partly opened
door. Look on the floor for
another Roswell Level 2 Security
Badge. It is just out of your
reach. You are going to have to get
something else to retrieve it.
Finally, travel back to the Mail
Hallway. Open the Rec Room door.
Get the Alien Abductor from the
table to the left. Go to the free
weight area and get the weight
bar. Next, go to the pool tables on
the right and get the pool cue.
Finally, get the dart off the dart
board. Combine the dart and the
pool cue. Combine the dart, pool
cue and duct tape. Now you have a
makeshift spear. Travel back to the
dorm and get the Roswell Level 2
Security Card.
Let's leave the first floor. Take
the elevator to the second floor.
Use the Roswell Level 2 Security
Card to enter the War Room. Get the
alien photographs off the table on
your right. Play the projector.
Look on the floor by the projector
in front of the screen and get the
remote control unit for the alien
abductor. Now, go to the table by
the podium and get the Eyes Only
Military documents. Travel back to
the Main Hallway of the first
floor by the door you entered
initially.
Go into the unmarked room at the
end of the hallway. You are going
to use the Alien Abductor to enter
the rooms on level 2 that you could
not enter due to toxic levels of
whatever. But, your abductor does
not have batteries. You couldn't
have known. Exit back to the laser
field area. NO, you don't have to
reenter the laser field. You can
travel from here now that you've
destroyed the alien entity. Travel
to the Electronics' Shop and
purchase the Robco battery pack. Go
back to Roswell and combine the
batteries with the abductor and
with the remote control unit.
Go back to the fan room and use
the weight bar on the fan. Use the
abductor on the opening in the fan.
Once in the air duct, locate J1-5.
Turn right and take the arrow to
the second floor. If you are unsure
about the operation of the abductor
press F1 for details. On J2, locate
the following rooms:
J2 - 12 Computer Lab: Go left
around the chair and pick up the
screwdriver on the floor. Now,
leave the lab.
J2 - 8 Metallurgy Lab: Turn right
and get the hose from the wall.
Leave the Lab.
J2 - 3 Linguistics Lab: Raise the
abductor above the height of the
table. Go right and locate the
Roswell Security Badge on the
table. Leave the lab.
If you are an ENT mode player you
can press home now and leave the
air duct. However, if you are a GP
mode player you must continue to
the Bio Lab.
J2 - 6 Bio Lab: Raise the abductor
above the height of the table. Go
to the table to right and get the
vial of acid. Now, you can send the
abductor home.
Go back to Level 2. Check out the
Toxic Waste Disposal left of the
elevator. Now, go around the hall
to the elevator for the 3d floor.
Use the Roswell Security ID on the
keypad. Enter the elevator. Look at
the access panel. See the wires
hanging out. That means BOMB! Use
the screwdriver to open the panel.
Save your game. Use the wire
cutters to cut the wire and
quickly snatch the bomb out of the
panel. Run to the Toxic Waste
Disposal, open it, and drop it in.
Then get as far away from it as you
can. Now that you've disposed of
the C4 explosive, go check out
Level Three.
This is the stuff Science Fiction
is made of. Check out the alien
vessel. Stripped but a vessel no
less. Go left and open the
Miscellaneous Storage door. Get the
striker hanging down to your right
and go behind the shelf and get the
acetylene tank. Now, go to the door
labeled 100 - 200. Tex let's you
know that this is probably where
Item #186 is being stored.
Combine the acetylene tip and
handle. Now, combine the hose with
the oxygen tank. Now, combine with
the hose and oxygen tank with the
acetylene tank and finally with the
tip and handle. Now, combine the
striker with the Acetylene Kit. Use
the Acetylene Kit on the door. Go
inside the room.
Look at the computer. Review the
#186 scrap paper. Enter the 186 and
7AC for the access code. This is
the next puzzle. You have to create
a path for 186 by moving around the
pieces. Here is the solution:
122 106 168 149 150 148 177 176
178 180 188 189 198 160 166 195
192 182 188 189 178 180 186 198
(all the way right)
196 197 178 180 188 199 175 174
186 176 177 150 148 168 149 122
106 186 - AND YOU'RE OUT OF THERE
Now, in the ENT mode open the
door and get Fuel Cell #186. GP
mode players, use the acid on the
door lock to open, then get Fuel
Cell #186. Travel back to Level 1
Main Hallway. Exit Roswell and
travel back to Murphy's office.
DAY EIGHT
When you get up the next morning
you'll have a couple of facts
waiting for you. One will be from
your buddy Archie Ellis thanking
you for saving his life. The other
will be from Lucia Pernell. Return
her call and get the anagram fax
listing. Go to your office and
enter the code MERGE THE FOUR
CASES TO SEE MAPS. Read the message
to WITT. Now that you have his
phone number get on the vidphone
and give him a call.
This guy is really a recluse. He
won't cooperate unless you find
right line of questioning. You need
his address because you know he has
something you want. Go to the
Electronics' Shop and look at the
Robco Call Tracer. Ask Zack about
it and then purchase it. Now, get
back on the vidphone and give it
another try. This time follow this
line of questioning: B A B C C C C.
Since you've got him to cooperate
get him to agree to a meeting. Now,
go to Witt's apartment.
As soon as you enter the alarm
goes off. Your first order of
business is deactivating this alarm
system. First, locate the mask and
move it and press the pink switch.
Next, go to the table, move the
plant and press the green button.
Go to the fireplace and look at the
orange switch. It's out of your
reach so grab the bamboo and take
the lifter up to the second
floor. Use the bamboo on the orange
switch. Finally, move the plant
aside of the dresser and push the
blue switch. That should take care
of the alarm system.
Get the note on the bed. It gives
you instructions to open the box he
has hidden somewhere in the house.
Open the dresser drawer below the
blue alarm switch and get the photo
album. Examine it and get the
picture. It has some very important
numbers on it so write it down. It
helps you to solve a puzzle in the
house later. If you are playing in
the ENT mode, there are four
numbers 77 61 44 26. In the GP mode
there are six numbers 70 12 84 65
39 67. Use the bamboo to get the
plaque over the door and examine
it. It gives you the answer to a
puzzle later in the game. Get the
tweezers from on top of the night
stand and go downstairs.
Move the plant near the fireplace
to reveal a switch that turns of
the fire in the fireplace. Use the
tweezers to get the foil pack in
the fireplace. Examine it and get
the key. Go by the table and get
the book on the floor. Examine it.
Also, pickup the book leaning
against the sofa and read it.
Now, look at the statue. Use the
key to reveal the next puzzle. ENT
mode players have fun. GP mode
players you have a time limit. If
you read the book you should be
able to decipher the Mayan number
system. Use the number from the
back of the photography as the key.
Move the pieces in the same order
as the numbers. When you have
solved the puzzle, it activates the
bookshelf lock. Go inside and get
the box.
Examine the box. Remember the
note you picked up off of Witt's
bed and the books on the Mayan
number system and calendar. There's
your answer. This was one of the
most difficult puzzles in the game
for me because the note and the
book did not make much sense. It
almost could not make the
correlation. I even researched
Mayan calendars and it did not
quite conform to it. Anyway, after
much debate, trial and tribulation,
here are the solution: I give these
willingly because I don't want
anyone to go through the trouble I
had to go through to obtain a
solution to a game that's
supposed to be entertaining. Who
knows, we may all be over analyzing
the situation.
SEPT 8 - 4 AHAU
MAY 20 - 10 CHUEN
APRIL 17 - 3 MULUC
JULY 12 - 11 MEN
Leave Witt's apartment and go to
the Garden House. Get the package
off the bed and examine. Decipher
the letter. Now, examine the box.
This puzzle is easy. Combine the
pieces from Witt's box with the
final box. Simply arrange the
pieces to create a frame around the
Mayan symbols. GP mode players you,
of course, have a time limit. The
pieces snap into place so it
shouldn't be that difficult. Look
at the design carefully. Notice
anything. There are lighter and
darker shades. Place the lighter
shades around the upper right
portion and the darker pieces
around the lower left portion of
the design. GP mode players, your
time limit is very short so I
suggest you save the game before
attempting to solve this puzzle.
Don't waste time trying to place
the pieces perfectly. Just make
sure it's the right piece and it
snaps in that place. The game is
very lenient with the placement.
I'll give you the placement of a
piece to start you off: the dark
brown symbol that's shaped like a C
goes into the bottom left corner.
After you've completed the frame,
examine the box to get the
powercell and the fourth part of
the Pandora Device. Combine the
pieces to complete the Pandora
Device. Now, watch the cinematic
scene between Tex, Fritz, Reagan
and Witt. After which, Reagan
attempts to seduce Tex. It's up to
you how you want Tex to respond.
DAY NINE
After the cinematic scene you
arrive in the Snake Chamber. Look
around. Pick up 14 jigsaw puzzle
pieces. One that you might have a
problem finding is on top of the
tall monolith you see as you walk
into the chamber. Look at the
Altar. Get the papyrus. Solve the
Map Puzzle. It's relatively
simple. All you have to do is
assemble the jigsaw puzzle. It
actually forms a map for you to use
throughout the labyrinth. Later
you'll use the papyrus to create
the map. As usual ENT mode players
have no time limit and GP mode
player have a time limit.
Exit the Snake Chamber through
the door with the star symbol
above. GP mode players, pay
attention to the dots to the left,
right or below the symbols on the
doors. It will be important for you
to know their position in a later
puzzle. Go to the first
intersection and get the charcoal
along the way. At the intersection,
go RIGHT and follow the passage to
the END. Go LEFT all the way to the
END. Go LEFT, LEFT again and look
at the dead man. It's Edsen. Poor
guy. Get the Prescription Glasses,
the lantern, the gun and the
handkerchief. Examine all the
items. Leave Edsen.
Go back the way you came ( 2
RIGHTS). Take the first opening on
the RIGHT and get the White Dagger.
Go back to the intersection. Take
a RIGHT and follow to the END. Go
RIGHT again. Take the first opening
on the RIGHT and follow to the END
(through 3 RIGHT turns). Get the
Small Ceremonial Stone Bowl.
Go back the way you came (through
3 LEFT's). At the first
intersection go RIGHT to the END.
Go RIGHT and follow the passage
(through a RIGHT and LEFT turn). Go
RIGHT at the first opening. Follow
the passage to the END (through 2
LEFT turns). Climb the stairs and
look at the skeleton. Use the
broken lens on the Hemp Cord
wrapped around the skeleton's hand
and get the Hemp Cord. Also, get
the Mayan Spear.
Go back the way you came in
(through 2 RIGHT's, LEFT, RIGHT,
LEFT). Go to END and turn LEFT.
Reenter the Snake Chamber.
Exit out of door with sun symbol
above. Follow the passage (through
a LEFT and RIGHT turn). At
intersection go RIGHT, LEFT and
LEFT. At first opening go RIGHT,
RIGHT and get the Blunt Hatchet.
Go back the way you came and
return to the intersection. Go
RIGHT. At next opening go RIGHT,
RIGHT and get the Silver Dagger.
Go back the way you came (through
2 LEFT's). Go to the END and go
RIGHT, RIGHT all the way through
the long corridor to the END. Go
RIGHT and climb the stairs. Look at
the door and ENTER the Bird
Chamber.
Look at the wall and the Stone
Altar. This is the next puzzle:
Sound Stones Puzzle. It is
relatively simple. Use the Blunt
Hatchet on the crystals in pairs to
create the same sound. GP mode
players you have to complete this
puzzle in the fewest number of
moves to receive full value. Here's
the solution:
Click here for Picture
Exit the Bird Chamber through the
door with the star symbol above.
ENT mode players you will exit to
the corridor. GP mode players you
will enter the Fireball Room.
(GP Mode Players Only) The
Fireball Room is particularly
problematic if you are not paying
attention to what you are doing and
if you are not moving along as
quickly, as well as, safely as you
can. The object is to avoid the
oncoming fireballs and try all four
doors in order to exit the chamber.
You will not be able to leave this
chamber unless you try all the
doors. I'll describe how I beat
this chamber. As soon as you enter
this chamber get down low to the
ground. Low enough for you to see
the ground and the oncoming fire
ball. I began by maneuvering from
right to left. If you follow this
path it is the quickest way to exit
the chamber. Once you get to the
first door on the far right, all
you have to do is go straight
across to the remaining doors.
ENT mode and GP mode players now,
follow the passage (through a LEFT
and RIGHT turn) and go to the END.
Go LEFT to the END. Go LEFT again,
then RIGHT, RIGHT and LEFT. Get the
Gold Dagger.
Go back the way you came (RIGHT,
LEFT, LEFT and RIGHT). Take the
first opening and on the RIGHT.
Follow the passage (through a RIGHT
and LEFT turn) to the door with the
Wasp Symbol. Before you enter the
Wasp Chamber, if you haven't
already, combine the handkerchief
with the oil from the lantern.
Then, combine the oily handkerchief
with the spear. Now, light the
spear by combining the matches with
the spear and oily handkerchief.
Enter the chamber.
After Tex's comments to himself
about the wasps, look to your right
at the wasp head about the door.
Use the spear on the wasp head.
Now, look around the chamber. Pay
close attention to the 3 Mayan
Kings. Note their headgear, torso
and waist down to the shoes. Look
at the Altar. This is the next
puzzle. It's pretty simple. It is a
jigsaw puzzle of the 3 Mayan Kings.
GP mode players, you have about 30
seconds to complete this puzzle to
receive the maximum point value.
Exit the Wasp Chamber through the
door with the moon symbol above. Go
to the intersection and turn RIGHT,
then LEFT, then RIGHT to the END of
the passage. Then, go RIGHT again
and get the Red Dagger.
Turn around and go LEFT. At the
next opening on the LEFT enter the
door to the Dagger Chamber.
Look at the Altar and the wall.
It tells you the order of the
daggers. Now, solve the 5 Dagger
Puzzle. Here's the solution: Note:
The openings are slightly raised,
therefore, the Black Sun Dagger
would be in the highest position.
The White Sun Dagger would be in
the next highest position and so
on.
BLACK SUN DAGGER ABOVE WHITE SUN
DAGGER
WHITE SUN DAGGER ABOVE CIRCLE
DAGGER
CIRCLE DAGGER ABOVE STAR DAGGER
THEN, MAN DAGGER
Exit the Dagger Chamber through
the door with the black sun dagger
above.
Go to the END and take a RIGHT
and a LEFT. Enter the door with the
Pentagon symbol. This is Mayan
Ascension Chamber 1.
ENT mode players immediately fall
through the floor.
GP Mode players you have a puzzle
to solve before you descend...the
Dot Puzzle. Remember, I told you to
pay attention to the position of
the dots by each symbol. Well,
that's what this puzzle is about.
You must rotate the symbols so that
the dots appear in the correct
position relative to the symbols on
each of the five doors you have
entered thus far. You must move
quickly or else the ceiling
descends and crushes poor old Tex.
Here are the positions and a tip.
When you get to the Bird symbol,
you only have to click it once.
Hopefully, this saves you some
time.
SNAKE - BOTTOM
BIRD - LEFT
WASP - BOTTOM
DAGGER - RIGHT
PENTAGON - LEFT
After you've correctly rotated
the symbols, the floor gives way.
This is Mayan Ascension Chamber 2.
The final chamber.
After the fall, you end up in the
chamber with a surprise visitor -
Reagan Madsen. Talk to Reagan.
Then, get her backpack in the
corner. Examine it and get the
rope. Use the rope on the tall
statue in the center of the room.
Examine Edsen's gun. Examine the
bullets. Combine the jackknife with
the bullets to get the gunpowder.
Combine the gunpowder and the stone
cup. Next, combine the hemp cord
with the lantern oil. Combine the
stone cup filled with gunpowder
with the oily hemp cord. Now you
have a primitive explosive device.
Use the primitive explosive on
the broken statue pieces. Place two
of the smaller fragments on two of
any of the four platforms. Now, sit
back and watch the cinematic scene.
Now Tex and Reagan is outside the
space craft. Enters Jackson Cross
followed by another cinematic scene
where Fitzpatrick takes you all
inside the spacecraft. Are you
beginning to wonder about
Fitzpatrick's identity yet? What
happens now depends on what Tex's
character has done through the
game. Enjoy the scene. After the
cinematic scene it will be up to
Tex to get the spaceship off the
planet before the auto-destruct
sequence is complete. Before
Fitzpatrick dies he give you part
of the sequence and I'll give you
the rest. However, you must
complete the sequence before the
black sun starts spinning very fast
or else, you must reenter the
sequence.
BLACK SUN symbol at the top of the
control panel
NORTH, CIRCLE, RED
EAST, CROSS, ORANGE
SOUTH, TRIANGLE, YELLOW
WEST, DIAMOND, GREEN
Once you successfully completed
the sequence, sit back and watch
the cinematic scene.
DAY 10
Day 10 is the summation of Tex's
course through the game. This is
where you find out what path Tex
has traveled down, that is, Lombard
Street, Mission Street or the
Boulevard of Broken Dreams. Will
Tex find true love with Chelsea or
is it holo-dating? Finally, you get
your final score. And I believe, I
believe, that's all folks!
If you have any questions or you
don't have the appropriate editor
to view this walkthrough, email me
at RJRoman@aol.com