Pandora Directive 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.