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:
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