The Pandora Directive From: Ashley Glenday Email: aglenday@iprimus.com.au The Quick, Mostly-Frill-Free Solution To "Win" The Pandora Directive by D.Melanson WARNING: This walkthrough only takes you on the "best" possible path. There are multiple endings in the game; this will only lead you to the best one. Making even one mistake on this one could dump you in one of the less "nice" endings; but hey, if that's your cup of java, be my guest... 1.> Examine Fitzpatrick's card in inventory. Get the jacknife. Examine the jacknife in inventory. Look at the can of dog food. Look at the photo of Tex's ex-wife lying face-down on the desk. Open the top left hand drawer of the desk. Get the electronics shop bill. Examine it in inventory. Go through the side door to the bedroom. Click on the striped hobby horse. Go through the door into the "rec room." Get the newspaper clipping from the left side of the second shelf of the computer desk (you may have to raise your viewpoint to see it). Look at the clipping in inventory. Go back to your office (through the bedroom). Go through the front door and down the fire escape. Cross the street and talk to Chelsee Bando. Use this conversation path: A, then B, then C. Then try to make a date with her (use some logic). If you blow it, end the conversation, then talk to her again, use any conversation opener, but after you ask her to dinner, pick choice C ("Play Down The Date Aspect"). Go back to the street and go to the mailbox. Pick up the letter on the curb. Examine it in inventory. Hey, come on...be a nice guy and put the envelope in the mailbox. Now go to the ATM machine next to the Electronics Shop. Pick up the wallet on the street. Examine it in inventory. Go to the Ritz Hotel and go inside. Talk to Nilo. When he asks for rent payment, click on Cash $4,000 in inventory. Offer him the $2,100 you owe him. Then make any dialogue attempt (nothing works), but then select A to offer him another $100. Ask him about the newspaper clipping. End the conversation. Use the vending machine. Go to the end table next to the sofa and get the note. Get the crossword puzzle that's on the sofa. Examine it in inventory and complete it. The answers are as follows: ACROSS: 1. Death 6. Tract 11. Eros 12. Sap 14. Igor 15. Arr 16. Armor 18. Rue 19. Lotus Speeders 22. Trapp 23. Frets 24. Sir 25. Duo 26. Steer 30. Split 34. Martian Casino 37. Ala 38. Natal 39. Oat 40. Cots 42. Asp 43. Anne 44. Knots 45. Asses DOWN: 1. Dealt 2. Error 3. Aorta 4. TS 5. Campy 7. RI 8. Agree 9. Court 10. Tress 12. SRS 13. Poe 16. Aspirin 17. Refusal 20. Upset 21. Drops 26. Smack 27. Talon 28. Erato 29. Antsy 31. Lions 32. Inane 33. Totes 35. AAA 36. Cap 41. ST Once the puzzle is finished, put it in the mailbox near the lobby's front door. Go to the street. Walk around to the side of the hotel, then through the gate into the alley. Climb the fire escape to the top window. Open the window and climb through into the hallway. Go down one flight of stairs. Find the door to room "A" and look at the security keypad. Go back down to the hotel lobby. Talk to Nilo; pick any dialogue selection. Choose either "plead for mercy" or "refuse assertively" to get the code free. Ask about the code for Apartment A. Then offer his wallet to him to get some more points. Go back upstairs to Apartment A. Click on the security keypad, then click on the numbers 4, 8, 2, 7, then Enter. The door unlocks; go ahead in (and get knocked out. Oh well...) This ends day one. 2.> You wake up still in the apartment. Open the top box on the far left. Take the book "Airport Of The Gods." Examine it in inventory. Go to the nightstand. Get the letter. Examine the letter in inventory. Open the drawer of the nightstand. Get the pawn ticket. Go to the bed. Get the scarf, and examine it in inventory. Move the cushion on the chair. Get the picture. Look at the picture in inventory. Go to the drafting table. Open the top drawer. Get the ACME business card. Open the second drawer. Get the envelope. Examine the envelope in inventory. Examine the letter that comes from the envelope. Open the fourth drawer. Examine it in inventory. Note the writing on the back. Exit the room. Travel to the Street and go into Rook's Pawnshop. Talk to Rook and select either A or B in the first set of dialogue choices. Then if Rook doesn't say you "made his dreams come true," use any conversation choices until Rook asks for the money he owes...then pay him $300. Then give Rook the pawnshop ticket. Pay him $250 for the pawned item. End the conversation and go back to Chandler Avenue. Go to the open manhole by the ACME Warehouse. Climb down the ladder. Walk down the sewer (ewww). Open the first box on the right-hand side. Take out the chisel. Keep going down the passage, then turn left and follow the passage around a corner to the sewer's end. Just before you get to the ladder area, there's a box sitting just out of the water on the left side ledge. Move it, then get the money belt. Examine it in inventory to get $300. Climb the ladder, then go to the Brew & Stew. Talk to Louie until you can offer from inventory; then pay up the $200 you owe. Then ask Louie about the scarf. Ask about the yound blonde woman, then about the newspaper photo of Malloy. Offer Louie the untranslated letter. End the conversation. Go to Clint's Cocoa Cabana (it's to the left of the Golden Gate Hotel at the opposite end of the street) Talk to Clint, and open with dialogue choice C. Then offer Clint the untranslated letter. Ask about Emily, Gus Leach, and Gus Leach's key. End the conversation. Go to the delivery gate at the rear of the Fuchsia Flamingo. Open the door and enter the alley. Use Leach's key to unlock the back door labelled "Employees Only!" Open the door and go inside. Talk to Gus Leach. Give him his key back, and then use any conversation path EXCEPT B, then C, then C...that'll put you on the "darkest" path (this place is strong with the dark side, Luke...) You'll hand over the scarf and wind up back in the alley. Now go to Chelsee's Apartment. Talk to Chelsee (you're in trouble, you know...) and choose conversation path B, then A, then B, then C. Well, you'll wind up at the Fuchsia Flamingo again. Pick any conversation path to close out day two. 3.> Assuming you've done everything right up to this point, you should wind up having an interesting scene with Chelsee at this point (when day 3 opens and you're brushing your teeth, of all things). Go ahead and do ALMOST anything with the conversation but do not, repeat, do NOT PICK "TOTAL SLAM" or "NOT INTERESTED IN LOVE" when they appear as dialogue choices. That would be bad. Now, in inventory, examine Emily's note scraps. Assemble the scraps to read the note. You can flip each scrap after you pick it up using the left and right arrow keys. The note should read three lines..."I'm Watching You" "I Take Pictures" and "Be Afraid" followed by a black arrow at the bottom. Go to the front door and pick up the mail. Examine the mail in inventory to find the prize letter (that crossword puzzle came in handy after all!) Go to Rook's Pawnshop. Start off the conversation however you want, then ask Rook about the Yucatec language. Pay him $30 for the book "Yucatec Made Easy" (don't ask me why he has such a weird book, it's a GAME!) End conversation. In inventory, combine the book with the untranslated letter to get a translated letter. Examine the translated letter in inventory. Go to the Cabin on your North America travel map. Pick up the crumpled page near the tree in the corner. Examine it in inventory; read it. Go to the end table and get the CD. Climb the stairs and move the painting by the door. Look at the security keypad. Go back to your office, to your computer ("rec") room. Put the CD in the laptop computer. Fill in the 4x4 grid with colored squares like this: Yellow White Blue Red Blue Red Green Yellow Green Yellow White Blue White Blue Red Green A combination of squares will appear. Click on "Next" to read the notes, articles, and excerpts. Then click on Exit and go back to the cabin. Go to the security keypad. "Move" it to see it in close-up. Enter in the keypad combination, then click on Enter. (The combination, in case you didn't note it down when solving the above puzzle, is as follows...click on the squares marked "X") COLUMN ROW 1 2 3 4 1 X 2 X 3 X 4 X (Note: These correspond to the "lightest" color in each row of the puzzle solution on the CD, in case you didn't notice) Now go through the security door. Move the loose floorboards. Pull down the movie screen. Open the left door of the cabinet. Get the 16mm reel of film. Put the reel on the projector. Turn on the projector. Oh great...Alien Autopsy, part XII? Where's Jonathan Frakes? Anyway, travel to the Police Station on the San Francisco Travel Map. 4.> Talk to Mac Malden and use any conversation path. Once you get to the Ask About list, offer him Emily's note from inventory. Then end the conversation and head back to the Brew & Stew. Talk to Louie; follow any conversation path until you can Ask About things. Then ask about the Black Arrow killer, then the Bay City Mirror. End the conversation; go to the street. Go to the alley behind Rook's Pawnshop. Open the trash can which is just to the right of the drain spout on the brick wall. Take the newspaper. Examine it in inventory. Click on the Black Arrow killer article. Enter Rook's Pawnshop (use the back door from the alley). Talk to Rook and ask him about Lucia Pernell. Look at Pernell's business card. Go back to your office. Go to your desk and turn on the vidphone. Click on Lucia Pernell in the directory. Click on the dial button, then use conversation path C, then A, then B, then A. Click the exit button and go back to the Brew & Stew. You wind up back at your office, having noticed somebody on the roof of Rusty's Fun House (oh no, not AGAIN!) Go to the street and go to the front of Rusty's Fun House. Look at the front door to see the cop lock. Go to the police station. Ask Max Malden about Rusty's Fun House, then about Rusty's Key. End conversation and go back to Rusty's Fun House. Walk to the front door and use the key on the front door. Deactivate the lock by clicking on the device ends (the nodes on the ends of the first, third, fifth, and seventh rows): First row left side, first row right side, third row left side,seventh row right side, fifth row left side, third row right side, seventh row left side, fifth row right side...this will deactivate the lock fast enough to earn you 120 bonus points. Go inside the fun house and go behind the low shelf, which is in front of the masks. Look for the pedal on the floor. Push it. Go into the secret room that opens. Move the newspaper on the floor. Great. Fake dog doo-doo. Pick it up (hey, it's worth 2 points, why not?) Climb the ladder to the roof. Look at the water tower. Get the jacket hanging on the cooling unit. Examine the jacket in inventory. Examine the cufflink in inventory. Also examine the photo scraps in inventory, then assemble them into a photo. There should be a street sign on the left, a garage door in the center that reads "No Parking 24 HRS" and a door and parking meter to the right. Go to the street, then to the Electronics Shop. Use any conversation path until you get to the option to Pay Zack $1,230. Do it. Look at all the items, then go talk to Zack again and by the "photo analyzer." (Visual Analyzing Apparatus) for $70. End conversation. (Actually, if you've got the bucks available now, also buy the Robco Battery Pack). In inventory, combine the VAA with the assembled photograph. Examine the combination in inventory. Click the on/off button to activate the device. Click on the street sign on the left to select an area to magnify. Click on the zoom-in button; it reads "Barcelona." Zoom out. Then click on the front door just below the Autotech sign to get the street number: 144. Go back to your office. Call Lucia Pernell and ask about Sandra Collins. End conversation and go to Sandra Collins' House on the San Francisco map. Open the drawer in the nightstand and get the resume. In inventory, examine it. Then pick up the Autotech security card from the floor (near the left rear corner of the sewing table). Go to Autotech. 5.> Get the hairbrush that's on the coffee table. Go to the blinds and get the curtain cord hanging from them. Check the floor between the two chairs and get the visitor's pass. Examine it in inventory. Open the sliding window to the reception area. Maneuver yourself so you can see the clipboard in a clear shot through the open window (not the glass) and grab the clipboard. Look at the clipboard, then in inventory, combine the hairbrush with the curtain cord, then use the combination on the clipboard. Examine the clipboard in inventory. Go down the hall to the security door and look at the scanner on the right-hand wall. Use the visitor's pass on the scanner to get a close-up. Type in the access code 8338, then hit Enter. Go through the security door. Now, you've got about a minute before a security thug shows up and kills you. You can hide from him by moving quickly from room to room, but you can also get rid of him. To do so: Run down the hall to the left. Open the first door on the left. Get the mop just inside the door. Then get the box of soap from the top shelf. Go out of the closet and run to the mop bucket. Use the soap box on the bucket. Use the mop on the bucket. Open the security alarm door next to the bucket to set off the alarm. Then run back and hide in the storage closet...physical humor at the expense of a thug! And an extra 50 points! Now go down the hallway to Dag Horton's office. Look at the nameplate. Open the door. Get the key sitting on top of the bookcase near the front edge. Look at it in inventory. Move the book on the desk. Get the sticky notes. Examine them in inventory. Open the CD player on the desk and get the file cabinet key. Open the bottom desk drawer and get the necklace. Examine it in inventory. Use the file cabinet key on the right hand file cabinet across the room. Open the drawer and get the Llama matchbook tin. Examine it in inventory. Examine the photos that you now get. Travel to the Brew & Stew. Talk to Louie (any dialogue path) until you can ask about Gary Lee. End conversation, go to the alley behind the Golden Gate Hotel. Find Crazy Gary and talk to him. Go through any conversation path until you find out what he wants...Scotch. Exit the alley and go to the Slice O'Heaven pizza joint. Go behind it to the "Exit" door. Open it. Climb the stairs and go to the end of the passageway. Move the top box on the left-hand side. Open the bottom box. Take out the bottle of Scotch. Go back to the alley behind the Golden Gate Hotel. Talk to Crazy Gary and choose "Make A Donation." Give him the Scotch. Then ask about Dag Horton, the newspaper photo of Malloy, and Malloy's key. Go to the roof of the Fun House. Climb the ladder to the water tower. Turn on the viewing device for a good-size movie sequence that winds you up back on the street. Go to Rook's Pawnshop. After Rook tells you about the sound up on the roof, go out and travel to Rusty's Fun House roof. SAVE THE GAME...you have a good chance at getting killed here! Now, when the Black Arrow Killer turns away, sneak over the wall and down the stairs to the lower section of the roof. Get down really low (use the Ctrl key to get as low as possible) and hide behind the cooling unit. If he sees you, you're in deep trouble. Rise up very slowly and look just over the top of the cooling unit. Watch the Black Arrow Killer until he looks in your direction. As soon as he turns away, RUN at him as fast as you can...this should trigger the ending movie for Day 3, and the death of the Black Arrow Killer. 6.> Well, after your grilling from Mac Malden, you should wind up in your office with a phone message from Chelsee. Answer the ringing video-phone on your desk to talk to Lucia Pernell; then end converation. Go to Rusty's Fun House Roof. Climb the metal stairs over and down to the lower level of the roof. Get the device the Killer dropped during the night before (tracking device). Go to the Sewers again (joy). Examine the tracking device in inventory, then turn it on. Go to the end of the sewer passage and turn left. Listen to the tracking device; when it beeps quickest, turn to face the left wall, then move the cursor over the wall until you find the movable brick...then try to move it. Use the chisel on it. Look at the mine inside (uh-oh). Click on the mine to open the cover. To deactivate it: Click on the lighter-colored red cell and other red cells in the right-hand chamber to load the shuttle. Click on the Shuttle Transfer button. Click on the lighter-colored green cell and two other green cells in the left-hand chamber to load the shuttle again. Then click the Shuttle transfer button again. Click on the lighter-colored green cell and one red cell, then the Shuttle Transfer button. Then click on the lighter-colored red cell and one green cell, then the Shuttle Transfer. Then click on the lighter-colored red cell and the other two remaining red cells in the right-hand chamber, followed by Shuttle Transfer, and finally, the lighter-colored green cell and the other two remaining green cells in the left-hand chamber, followed by the Shuttle Transfer. Take the box out of the wall compartment, and go back to your office. You'll be grabbed by Jackson Cross's men. Save your game in case something goes wrong here. Use the conversation path: C, C, B, C, B, A, B, C, B, A. You'll lose Emily's box but get through this without getting killed. You'll wind up back in your office, meet Regan Madsen (hmmm...not bad at all!). After she leaves, examine her note in inventory. Then you'll get a phone call from Chelsee. Go to the Fuchsia Flamingo, then talk to Emily. Ask her about Malloy, the box that was stolen from her, and the brown paper wrapper. End the conversation. Talk to Gus. Ask him about the brown paper wrapper. End the conversation, and exit to the alley. Look up at the light pole; the wrapper's up there. Go to the Employee entrance and look at the trash can next to the entrance. Get the antenna. Examine it in inventory to extend it. Use it to get the wrapper. Examine the wrapper in inventory. Then combine it with the Visual Analyzing Apparatus. Examine the combination in inventory, then turn it on. Zoom in on the lower left-hand corner to see a small dot. Note the PB Meter number: 3887412. Turn it off, then go to the police station. Talk to Mac Malden and ask him about PB Meter 3887412. End conversating and then go to the Post Office. You'll get a sequence, followed by a new location on your San Fancisco Map...the Garden House. Go there. Talk to the landlady with the conversation path A, A, A, B, B. Once you're in Malloy's room, get the book ogn the nightstand. Examine it in inventory. Open the rolltop desk and get the business card. Examine it in inventory. Then get the Cosmic Connection magazine and examine it in inventory. Open the middle drawer of the rolltop desk and get the envelope. Examine it in inventory to get another disc. Try to open the closet door, then go back to your office, to the computer room. Use the new disc on the laptop computer. (yeah, you don't have the code, so it seems like a stupid trip, but you need to do this...) Go BACK to the garden house and into Malloy's room. Get the jeans on the chair (which weren't there before!) Examine them in inventory to get a rental receipt. Examine it in inventory. Go to the Waterfront Warehouse on the San Francisco map and watch the day four-ending sequence with Dr. Malloy... 7.> Believe it or not, day five. And you're only halfway through (ARRGH!) After the intro, when you're in your office, get the fax from the fax machine. Examine it in inventory. Go to the Waterfront Warehouse. Move the box in the middle of the room. Get the postal receipt. Examine it in inventory. Get the flight schedule from the floor. Examine it in inventory. Get the scrap of paper from the broken table. Examine the Item 186 Scrap. Move the pallets in the far left corner of the room to uncover the Everlock safe. Click on the safe for a close-up, then enter the combination as follows: Click on the right-side dial until 22 in on top, then the left-side dial until 31 is on top, then the right side dial until 15 is on top, then the left side dial until 7 is on top. (In case you're wondering, take a look at the ETS business card in inventory. Note the number 484-961-225-049. The square roots of those numbers are 22, 31, 15, and 7...) Take the scrap of paper out once the door opens. Also take the small key. Travel to the Garden House and use the small key to unlock the closet door. Open it and take the book that's on the floor. Examine it in inventory. Now take the briefcase from the top shelf. Examine it in inventory to get a Gate of the Sun photo and notebook. Examine each in inventory, then go back to your office. Use the videophone to call Regan Madsen. Go to the Imperial Lounge. You'll get a sequence between you and her; then go back to your office. Examine the puzzle box in inventory. Turn on the vidphone and use it to retrieve the message from Lucia Pernell. Call Pernell and ask about Anagrams. End conversation, exit vidphone. Don't ask how you suddenly got Pernell's key in inventory, either. Go to the Police Station. Ask Mac Malden about Dag Horton and the NSA Connection. Now go to the Morgue. (no, I don't mean jump out the window...) Open the bottom-right refrigerated storage unit. Get the scalpel from the tray. Look at the cabinet drawer labelled G-I. Use the scalpel on it to unlock it, then open it. Take the wallet, and examine it in inventory. Examine the security system card in inventory. Get the key. Go back to Horton's office at Autotech. Use the key on the left-hand file cabinet. Open the drawer and get the manilla envelope. Examine it in inventory. Examine the NSA key in inventory. Examine the papers from the envelope. Examine the BAK memorandum and the paper with numbers. Now exit to the hallway. Go to the Evidence Room door and use the Security System card on the keypad to the left of the door. Type in the number 773348 on the keypad. Walk into the evidence room. Go to locker row B and find locker 17. Use the NSA key to unlock it. Open it, take out Emily's puzzle box. Also in row B, open locker 15 and get the cash in that one. Then go to row E and open locker 13. Get the NSA ID badge. Now use Pernell's key to unlock locker 36 in row E. Open it and take the Operation Euphoria disc. Move to the Evidence Scanner keypad and click the Open button to open the compartment. Put Emily's puzzle box inside the scanner compartment. Enter the de-scanning code (1091; written on the "paper with numbers") on the keypad, then press the Enter button. Take the puzzle box back out. Repeat this process (put in object, type in 1091, press Enter, remove object) with the cash and the Operation Euphoria Disc. Open the Evidence Room door and exit to the hallway, then travel to Chandler Avenue and go to the Acme Warehouse door. 8.> Use Malloy's key to unlock it, then go in. Turn right and look at the crate with Malloy's name on it. Look up to see the pulley unit. Find and open the pulley control box. Click the On button, then Lower. Find the pirate's chest and open it. Get the peg leg. Use the peg leg on the ring on top of Malloy's crate. Go back to the pulley control box. Press Raise. Go back to the crate and get the map of Asia from the pallet underneath it. Examine the map in inventory. Open the crate and get the photograph of Nazca and the tapestry from the crate. Examine both in inventory. In inventory, combine the tapestry with Regan's puzzle box. Examine it in inventory. Move the tiles on top of Regan's box until their pattern matches that on the tapestry. Once it's unlocked, examine it to get a set of pegs and the second piece of Malloy's device. In inventory, combine the pegs with Emily's puzzle box ("demagnetized") In inventory, combine the map of Asia with the flight schedule. Examine the combination. Now combine that with the box w/pegs. Examine this four-piece combination, and place pegs in the holes on the puzzle box in the following order: (approximate "row" and "column" locations...not EXACT, but hey, this is a text file, after all...) COLUMN ROW 1 2 3 4 5 6 7 1 10th 2 2nd 3 12th 4 5th 15th 5 14th 4th 6 7th 13th 8th 7 3rd 16th 6th 8 11th 9 1st 10 9th Examine the unlocked box in inventory to get a slide and piece #1 of Malloy's device. Examine the slide in inventory. Go back to your office. Answer the vidphone call from Regan. Open the conversation with "Making Conversation." (yeah, I know, I'm spoiling all your fun. Tough.) Now call Gordon Fitzpatrick and ask about initials, AE, OE, and EW, then about Archie Ellis. End conversation. Call Archie Ellis and choose conversation path C, C. Answer his three questions: J.I.Thelwait, The Plain Of Nazca, and The Gate Of The Sun. Exit vidphone and go to Cosmic Connection. After you're sick of listening to Archie ramble, ask him about Thomas Malloy, Ellis' Interview with Malloy, Power cell-Item #186, and Roswell. End the conversation; you'll go back to your office. Use the vidphone to call Fitzpatrick again, then ask about Roswell. Then ask about Archie's puzzle box. End the conversation, and you'll get a call from Regan again. Choose "Not Really" to brush her off (once again, yeah, I'm spoiling your fun...) But this will end Day Five. And now things start getting nasty... 9.> Yeah, you wind up back at your office. Now go BACK to Cosmic Connection for a quick automatic sequence in which you save Archie's life and get some more brownie points. Then you go BACK to your office. Go to Roswell on the North America map. Get the paper punch scraps from inside the tipped wastebasket. Get the hole-punched paper from beneath the wastebasket. Combine the punch scraps with the hole-punched paper. Examine the combination for a close-up. Put the punch scraps in the correct holes to show the number 5142931. You can flip scraps when you pick them up by hitting the left & right arrow keys. When you place each scrap in a hole, release it with a little piece of hole still showing. If the piece drops into place, you've got the right one, aligned correctly. If you don't, it stays there without moving. Look at the door to the Emergency Bunker. Turn to the metal locker pair and open the right-hand locker. Get the padlock key from the floor of the locker. Go to the drafting table, open the right-hand drawer and take the walkie-talkie. Examine it in inventory to get batteries. Get the piece of paper under the lower bunk mattress at the foot of the bed. Examine the laser field diagram in inventory. Get the matchbox from the nightstand next to the bed. Open the drawer of the nightstand and take the Roswell security card. Get the handbook from the chair next to the nightstand, and examine the Emergency Procedures book in inventory. Exit through the back door. Look at the power switch just outside the door. Get the shovel by the first shed. Get the fuse on top of the box just to the right of the first shed. Look at the broken electrical cable running up the siren tower. Move the box at the base of the tower. Look at the padlock on the door of the second shed. Use the Roswell padlock key to unlock it. Open the door and go inside. Get the flashlight and combine the flashlight with the batteries (worth five points, but you never use it. Weird.) Get the toolbox, then examine it in inventory. Exit the shed and look at the Laser Field door. Look at the security keypad for a close-up. Enter the access code 5142931, and click on Enter. Save the game (this can make you rather dead...) Go through the Laser Field. Enter very slowly and carefully; if you hit a red beam, you're toast. Look at the laser field control panel. Turn on the control panel. Enter the code ALPHA. Click on the squares as follows: COLUMN 1 2 3 4 ROW 1 4th 3rd 2 1st 3 4 2nd 5th Now look at the laser field. Save the game again. Follow the blue light beams through the laser field (WATCH OUT FOR THE RED ONES!) Take the loop of power cable hanging on the wall. Look at the metal door at the end of the hallway. Try to open the metal door. Return to the tower, using the blue beams again. Combine the wire strippers with the power cable in inventory. Use the stripped power cable on the gap in the tower's power cable. Go to the porch and turn the switch to ON. Go back into the security station. Open the Emergency Bunker door. Go into the bunker and open the trap door on the floor near the barrels. Take out the dynamite box. Examine it in inventory. Combine the dynamite with the fuse. Exit the bunker and return to the metal door on the other side of the laser field. Save the game here! Combine the matchbox with the dynamite (which now has a fuse). Use the lit dynamite QUICKLY on the metal door, then turn around and run like your life depends on it (since it does)...all the way back across the laser field, out the security door, and into the exterior of the compound. If you don't make it that far, you're dead...simple enough, right? Go back through the laser field to the metal door. Open the remains of the door and walk through the doorway to pass out and end day six. Welcome to Roswell, and welcome to Hell... 10.> Okay, maybe not Hell, but there IS an alien stalking around, and it's going to try rather hard to kill you. So you'd better find a way to neutralize it. You'll have to move pretty quickly in this segment, or you're in deep trouble. So, pay attention...Go into the hallway & turn left. Follow the corridor around the corner to the right, then take your next left. Go to the door straight ahead (to the Dorms.) Use the shovel on it. Open the door and go in. Look near the turned-over table and get the CD that's near it. Go through the open door on the far right. Open the first cabinet on the right, just to the left of the pair of drawers. Get the disc player from the cabinet. Combine the CD with the disc player in inventory, then examine the combination in inventory. Only listen to it once; you don't have much time. Open the last cabinet on the right and get the containment unit. Combine the containment unit with the containment scap in inventory. Go out of the Dorms and run down the hall, take a left, and go through the first door on your left to get to the Mass Hall. Go behind the counter to the kitchen. Open the top door of the refrigerator on the left. Get the ice pick. Go to the other side of the kitchen and open the second cabinet from the right. Get the pot. Go out the door, down the corridor to your left, and take your first right (back towards the dorms). Now go through the first door on your right. Use the ice pick to hit the barrel that contains diesel fuel. Use the pot on the fuel leak. Go back to the Mess Hall. Go to the stove in the kitchen area, click on any burner control to turn on the right-front burner. Use the pot of fuel on the glowing burner. Take the pot off the burner, then turn off the stove (not really necessary, but gives you 5 bonus points). Go out of the Mess Hall, turn left, and go to the first door on the left. Open the door and go in. Get the box of spark plugs from the shelf. Examine the box to take one out. Exit the room. Go left, follow the corridor around to the left, and go through the first door on the right. Open it and go in. Go directly to the generator. Open the fuel tank spout on the far left and use the liquified fuel on it. Open the left access door of the generator and put the spark plug in the chamber. Grab the handle on the right side of the generator (primer handle) and pump it twice-down, up, down. Open the access door on the right and hit the green power switch. Exit the room and wait. When the generator shuts off, run back into the Generator Room and use the open containment unit on the alien entity. Now that it's immobilized, you can relax. Get the oxygen tank sitting in the corner, and get the wire cutters that are sitting on the crate. Go back to the storage room where you got the spark plugs. Get the plastic case, which is sitting on the crate. Open it in inventory. Go out the door, follow the corridor all the way to the end, turn left, and take your first left. Get the toy "Alien Abductor" from the table. Combine it with the Robco battery pack in inventory (now aren't you glad you bought that battery pack back when I told you to?) Get the free weight bar from the floor near the treadmills. Pull the dart from the dart board on the wall. Get the pool cue leaning against the wall. Go back to the Dorms. Go to the far right doorway, and open the top drawer in the second set of drawers on the left. Get the roll of duct tape. Enter the next room...try to ignore the dead bodies...and go to the jammed door. Look through the door; there's an ID badge there. Combine the dart with the pool cue, then the duct tape with that combination. Use that combination on the badge to get it. Now go back to the storage room where you got the diesel fuel and get the acetylene torch handle from the metal shelf. Go back out of that room and go to the elevator (partway down the main hall). Open the door and enter. Press 2 on the control panel. Exit the elevator. Go right and take your first left, then your first door on the left. Look at the War Room door. Use the ID badge on the security scanner next to the door. Go in and get the alien photographs from the first desk on the right. Examine them in inventory. Then get the "top secret" documents from the last desk on the left. Examine them in inventory. Get the Absuctor remote from the front of the video projector. Press the Play button on the reel-to-reel tape player. Go back to the hallway on level 1. Go past the Rec Room to the door at the end of the corridor. Open it and go into the fan room. Look at the fan, then use the free weight bar to jam it. Combine the Abductor with the Abductor remote in inventory. Exaine it in inventory, then put it into the ventilation shaft...now we get to the weird part (going through the ventilation system, controlling a toy!) 11.> As the toy, turn away from the fan and follow the shaft around two left turns. Watch the signs on the walls. At J1-1, turn right and go to the end of the shaft. At J1-5, turn right and go forward to the down arrow. This takes you to the level 2 shafts. Follow the shaft around the corner to the double-bladed fan. Save the game. Every time you have to get through the fans, do the following: lower your hover elevation as much as you can and fly towards the fan. You'll hit the frame and stop. Raise your elevation as far as possible. Just as the fan blade disappears, race forward through the gap. Now follow the shaft around the corner to the left. At J2-12, tuen left and follow the shaft into the Computer Science Lab. Once inside, turn left and go to the base of the fallen chair. Get close to the screwdriver, line it up in the crosshairs, and click on Activate Arm. Go back into the open vent. Follow the shaft back to J2-12. Then turn left and go forward. At J2-8, turn right and follow the shaft to the Metallurgy Lab. Go to the center of the lab, turn left, and fly to the coiled metal hoses hanging on the wall. Get 'em (same procedure as above). Exit the lab and follow the shaft back to J2-8, then turn right. Follow the shaft to the single-bladed fan. Save the game again, and follow the same procedure as you did with the 2-bladed fan above. Follow the shaft around the corner to the right. At J2-1, turn left and go forward. At J2-3, turn right and follow the shaft to the Linguistics Lab. Go to the chair near the middle of the room. Turn right and go to the computer consoles. Raise your elecation to see the security clearance card on the console. Get it. Go back through the vent, and fly back to J2-3. Then turn right and go to the end of the shaft. At J2-5, turn left and go forward. At J2-6, turn left and go forward into the Bio-Lab. Move a little forward and turn left. Go to the far wall and turn right. Raise your elevation to see the test tubes. Get the vial of acid. Go out the vent and click on the Home button, which brings it back to you (amazing how it gets through the fans...) Now go back to the hallway on level 2. Look just left of the elevator at the Toxic Waste Disposal chute and open it. Go to the locked elevator on Level 2 (has a security card reader). Look at the elevator door. Use the red pass-card on the card reader. Go into the elevator. Save the game! Now look at the wires on the control panel...don't push any buttons...that would be BAD. Use the Phillips screwdriver to unlock the control panel. Open it. Make sure the elevator door is open. Save the game again. Use the wire cutters to cut the control panel wires. Grab the bomb, RUN (hold down the R key as you move) back to the Toxic Waste Disposal chute. Throw the bomb into the open chute. (BLAM!!!) Go back to the Security elevator and press 3 to go down to level 3. From the elevator, turn right and go to the storage room door marked 101-200. Try to open the door. Wander around until you find the Miscellaneous Storage area and go in. Go over to the crate and get the striker. Get the acetylene tank sitting on the shelf in the middle of the room. Go back to the door marked 101-200. In inventory: Combine the hoses with the oxygen tank, then combine that with the acetylene tank. Then combine the torch handle with the torch cutting tip, then combine the acetylene torch with the tanks-and-hoses. Finally, combine the acetylene kit with the striker. Use the lit torch on the lock on the 101-200 door. Open it and go in. Turn right and look at the computer system. Turn on the computer system. Type in 186, then press Enter. Type in the access code...7AC. Oh great; you've got to get 186 to the Transfer tunnel. Okay, here's how to do it. In each case, move the designated items as far as possible in the directions I listed here... 122 left, 106 left. 168 down, 149 down. 150 down, 148 down. 177 right, 176 right. 178 right, 180 right. 188 down, 199 down. 198 right. 160 up, 166 up. 195 up, 192 up. 182 left. 188 down, 199 down. 178 left, 180 left. 186 down. 198 right. 196 up, 197 up. 178 left, 180 left. 188 up, 199 up. 175 left, 174 left. 186 down. 176 left, 177 left. 150 up, 148 up. 122 left, 106 left. 186 down and out of the storage. There are other ways to do it, but that order gives you maximum bonus points. Now use the vial of acid on the glass-panel doors to the conveyor track. Open the doors and enter the room. Get the power cell. Go back to the level 1 hallway. Open what's left of the door and exit the underground complex into the laser field area. You'll automatically go back to your office and end Day Seven. Now things get even weirder...(is that possible?) 12.> Answer the vidphone after you get Archie's message. You also get a message from Chelsea. Call Lucia Pernell. Get the fax from Pernell on your fax machine. Examine the list in inventory. Go to your computer room. Use Malloy's disc on the laptop. Type in the anagram "Merge The Four Rare Cases To See Maps," then press Enter. Read the contents of the disc, then exit the computer. Go to the Electronics Shop. Find the Robco Call Tracer and look at it. Talk to Zack and ask about the tracer. Buy it for $40. End conversation, and go back to your office. Use the tracer on the vidphone, then call Elijah Witt. Use conversation path B, A, B, C, C, C, C, C to keep him on the line long enough to get the trace done. Exit the vidphone. Go to his apartment on the North America travel map. Immediately save your game, then look at the alarm panel by the door. Go to the wall with the closet doors and move the top stone mask that's between the doors. Turn off the purple switch. Look behind the tree near the dining table and chairs. Turn off the green alarm switch behind the tree. Look at the red alarm switch high on the wall above the fireplace. Get the bamboo pole from the pot near the fireplace. Use the bamboo pole on the switch. Get on the elevator to go to the loft. Move the plant on the shelf to the right of the bed and turn off the blue alarm switch behind the plant. The alarm should shut off. Note the plaque hanging just out of reach beyond the railing. Use the bamboo pole (now where did you have that stuffed?) to get the plaque. Examine the plaque in inventory. Get Witt's notes >from the bed and examine them in inventory. Open the bottom drawer of the dresser to the right of the bed and get the scrapbook. Examine it in inventory. Examine the photo of Witt's statue in inventory; note the number sequence. It's different if you're in Entertainment mode (77, 61, 44, 26), but normally, it's 70, 12, 84, 65, 39, 67. Get the tweezers that are on top of the dresser left of the bed. Go back down on the elevator. Look at the Mayan number chart on the wall. Pick up the culture book from the floor near the large stone head, and examine it in inventory. Pick up the calendar vook from the floor just right of the sofa. Examine it in inventory. Move the tree near the statue. Push the diamond button on the wall to turn off the gas fireplace (it's the one farthest to the left). Use the tweezers to get the foil packet. Examine it in inventory. Look at the statue in the corner. Look at the statue's stomach. Use the copper key to unlock the statue. Move the slider puzzle around to get the sequence 70, 12, 84, 65, 39, 67. Oh yeah, just as a point of note-MAYAN numbers (so the first row should be marked as "7" on the left tile in Mayan and "0" on the right tile in Mayan). Just remember, a "dot" indicates "1," a "line" indicates "five", and a football-like shape is "zero." So the "seven" is two dots above a line (2 "1's" plus "five"). Go to the big bookshelf on the other side of the elevator. Get Witt's puzzle box from the secret compartment that opens. Examine it in inventory to see a dial puzzle. This is an official pain in the butt. How it works: The red light underneath a tile indicates it's active. Turning the right-hand dial sets the Mayan date to match the date indicated on the active tile. Then you turn the left-hand dial to set the modern date to the equivalent modern date. Then you click on the Set Dials button...if you've got it right, the light turns green and the next tile to the right activates. Well, to get the maximum bonus points, it has to be done in 153 moves (each dial click is a move) or less. Great. So here's one way to do it: Click Set Dials 3 times. Use the right hand dial to set the Mayan date to Men 11. Use the left hand date to set the modern date to July 12. Click Set Dials once. Set the Mayan date to Ahau 4. Set the modern date to September 8. Click the Set Dials button twice. Set the Mayan date to Muluc 3. Set the modern date to April 17. Click the Set Dials once. Set the Mayan date to Chuen 10. Then set the modern date to May 20. Click the Set Dials button. Examine the unlocked puzzle box in inventory to get piece #3 of the Malloy's device and some pieces of onyx. Go to the Garden House. Get the package on the bed. Examine it in inventory. Combine the untranslated letter with the Yucatec Made Easy book. Read the translated letter in inventory (the one from Eduardo Mejia). Examine the Garden House puzzle box in inventory, and combine it with the onyx pieces. Examine it in inventory; you have to place the pieces in the grooves around the symbols. This is another pain-in-the-butt. If the pieces are arranged as follows: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 you have to rotate the pieces and arrange them as follows: 24 18 10 19 (symbol 1) 1 4 17 23 2 25 (symbol 2) 14 (symbol 3) 22 8 21 16 9 3 13 (symbol 4) 5 (symbol 5) 26 (symbol 6) 15 20 6 11 12 7 Now examine the unlocked puzzle box in inventory to get the fourth piece of the device. Combine all four pieces in inventory, then combine the device with the power cell (a.k.a. Item 186). Go back to your office to watch a long automatic sequence. When it's over...well, I know it's going to be difficult for some of you. But pick choice A: Refuse Regan's seduction offer. Otherwise, you've blown the best possible ending. And then begins Day 9...the LAST day of puzzles and problems (about bloody time, too!) 13.> Look at the ceremonial altar. Pick up all 14 puzzle pieces that are lying around the chamber. Some are hidden (under a bench, on top of the arch, etc). Examine one of the pieces in inventory. Put one of the pieces on the altar. Assemble the puzzle pieces to get a labyrinth map; this may take you a while, but it's a challenge whose points don't change no matter how long it takes, so work your way through it. Go through the door under the star symbol. Go straight to the wall, turn right, follow the passage around, making two more right turns, all the way to the end. Get the small stone cup. Go back to the labyrinth start and take your first right, then left at the corner, left, right at the corner, then forward to the next corner. Get the white dagger. Turn left at the intersection and follow the passage to the corpse. Look at the corpse. Get the glasses, and examine them in inventory.Examine both of them in inventory. Get the gun. Examine it in inventory to get bullets. Examine them in inventory. Get the lantern. Examine it in inventory to get lantern fuel. Get the handkerchief. Go back to the start of the labyrinth. Then go left, right, right, right around the corner, left around the corner, right, and contine to the stairs. Climb the stairs to find the dead Mayan Warrior. Look at him. Get the shield. Use the broken lens on the hemp cord on the spear-holding hand. Take the cord and the spear. Go back to the map chamber. Go through the White Sun Door. Go left around the corner, right around the corner, right, then follow the passage to the end. Get the silver dagger. Turn around and follow the passage to the first left. Take that turn and go to the end. Get the blunt hatchet. Turn around and go left around the corner, left, right around the next two corners, and follow the long passage to the door. Go in. Look at the wall drawings. Approach the ceremonial altar and look at the gemstones for another clue. Use the blunt hatchet on the altar. Use the blunt hatchet to strike the gems in this order: 1 7 12 5 8 10 3 4 13 2 6 11 9 This will unlock the Star Door. Go through it and save the game immediately; you have just reached the Fireball chamber. Look really quickly to determine which door is open (one of the four), then get as low as you can (Control). Watch out for the fireballs as you navigate the maze. To get there, follow this path from the start: turn right, go to wall, left, to wall, right, to wall, left, and follow the passage until you get to an possible right turn (the passageway also keeps going straight). If the either of the two left doors was the open one (it varies every time you load the game), keep going straight. If either of the two right doors was the open one, take the right. If it was one of the two left doors: Keep following the passageway till you get to the T-junction. If the leftmost door was open, turn left and follow the passage to the door. If the second door was open, turn right, then follow the passage left around the corner, then take your first left to get to the door. If it was one of the two right doors: Follow the passage to the T-junction. If it was the third door, turn left and follow the passage to the door. If it was the rightmost door, turn right, then left and go to the door. Once through the fireball chamber, you're on level 2. Go left around the corner, right around the corner, straight down the corridor to the end, left around the corner, then straight ahead and follow the passage until you find the gold dagger. Get it. Then turn around and backtrack up the corridor until you reach the first passage that branches off to the right. Take that passage to the door with the wasp head engraved on it. In inventory, combine the handkerchief with the lantern fuel. Combine the matchbox with the oily handkerchief to get a smoking handkerchief. Combine that with the spear to get a fiery spear. Save your game. Do this fast: Go into the Wasp Head Chamber, and look at the wasp nest in the big stone head above the Black Sun door. Then quickly use the fiery spear on it. Now pick up the stack of tiles in the corner of the room and look at the ceremonial altar. Use the tiles on the altar to bring up a puzzle interface. Assemble the kings as follows...if the tiles are as follows: 1 2 3 4 5 6 7 8 9 Then the tiles are: 1...King's head with long tassels in back 2...King's head with alligator head as a hat 3...King's head with strange white thing as hat 4...King's body with spear 5...King's body with circular object 6...King's body with dagger 7...King's feet with long tassels on each ankle outside 8...King's feet with short tassels on each ankle (pointing slightly upward) 9...King's feet with short tassels on each ankle on the inside of the turned legs. Exit the chamber through the moon door. Go forward to the intersection and turn right. Go left around the corner, right around the corner, and straight to the end of the passage. Turn right and get the red dagger. Turn around and follow the passage to the first left turn. Take the left and go to the door with the dagger symbol. Open the door and go in. Look at the totem poles painted on the wall by the door. Look at the ceremonial altar. Use any of the daggers on the altar. Insert the daggers into the slots in the following order from left to right: Black Sun, Stars, Moon, White Sun, Sacrificial Victim. Enter the chamber through the door under the Black Sun symbol. Follow the passage to the door with the pentagon symbol. Go in. Look at the wall murals, then at the five piece symbol puzzle on the wall. Save the game... 14.> Now do this quickly, because as soon as you move a symbol, the ceiling begins to crush downwards (oh, JOY!) Clicking on each symbol causes it to rotate. So, forget about why (it has to do with the doors to the earlier chambers but ignore that for now) and just do this: Click three times on the snake, once on the two-birds symbol, twice on the wasp head, three times on the dagger, and once on the pentagon. You'll slide down a tube into the Mayan Acension Chamber and wind up with Regan again. (Just can't get enough of you, can she?) Get Regan's backpack from the corner and examine it in inventory. Use the rope on the statue, and move the statue. After it falls, look at the crack in the largest piece on the floor. Combine the bullets with the jacknife in inventory. Examine the combination. Combine the gunpowder you get with the small stone cup. Combine the lantern fuel with the hump cord to make a fuse. Combine the fuse with the explosive. Combine the explosive/fuse with the matchbox to light the device. Put the explosive in the large crack. BOOM! Get one of the smaller statue fragments. Put it on any one of the blue pedestals. Get the other small statue fragment and put it on any of the other blue pedestals. A long movie sequence kicks in. Then you wind up at the spacecraft clearing. All you can do is watch as things just...happen. Finally, you have to set the spacecraft controls to auto-pilot away from earth. Well, here goes...click on these buttons: 1.> Topmost (black sun) 2.> Inner ring, directly to the left of the black sun (looks like an upward pointing arrow...North) 3.> Outer ring, third left from black sun (circle) 4.> Inner ring, bottom on left (red) 5.> Inner ring, second right from black sun (looks like a right-pointing arrow...East) 6.> Outer ring, third right from black sun (Cross or "X") 7.> Outer ring, bottom on left (orange) 8.> Inner ring, first right from black sun (downward pointing arrow...South) 9.> Outer ring, fourth left from black sun (triangle) 10.> Outer ring, fifth left from black sun (Yellow) 11.> Inner ring, second left from black sun (left-pointing arrow...West) 12.> Outer ring, fourth right from black sun (Diamond) 13.> Inner ring, second-from-bottom on left (Green) After that, the ship takes off. Tex hitches a ride back home with Elijah Witt, and if everything went as this walkthrough indicated, Tex finally gets the girl...Chelsee, that is. Other endings include a Holodate, the ever-popular "Clown" ending, and several different deaths (shot by Jackson Cross or Fitzpatrick)...but hopefully, you've done it! GAME OVER, MAN! (finally!)