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- PANDORA DIRECTIVE
-
- 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.
-
- 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.
- Picture: pand01.gif
-
-
- 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: pand02.gif
-
- 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
-