The Pandora Directive
The Pandora Directive starts out looking over the New San Francisco skyline. It looks quiet and peaceful, but below the bustling city is far from that. It is 2043, the world is left in devastation from World War III, leaving mutated humans in its wake, and destroying racial and sex discrimination, but creating genetic discrimination. There are two categories, mutants and norms. Those who are luckily to be immune to the radiation are norms. Most of them don't get along too well with mutants. Tex Murphy, PI isn't sure why. We lives with mutants, and he's a norm. He's one of the few truly good norms in the world.
Notice: the masked man pulls Under a Killing Moon of the shelf of the woman.
The story starts in the a dark house. We see a woman lying in bed, then we see a man in a ski mask and a black body suit rummaging through the room. He gives up in frustration after not finding anything and knocks all the woman's cosmetics on the floor. Making a large clatter. She doesn't wake up. The man goes over to her and turns her over. She's dead.
"I'm sorry, did I wake you? I shouldn't be so clumsy. Go back to sleep," he closes her eyes.
In the next scene, we see an old man standing outside the Brew and Stew in Old San Francisco. He heads inside and gets a table. The attention turns to Tex Murphy and his friend (who Tex would like to be more than just friends with) Chelsee Bando.
Chelsee tells Tex that she's turning 30 tomorrow, and that she's thinking of going to Phoenix. Tex tells her that Arizona, despite the fact it may appear better than San Francisco, is dangerous. She tells Tex that's its dangerous everywhere and mentions that a women was recently killed in San Francisco by a serial killer.
"Doesn't that kind of stuff scare you? I mean, I'm a tough guy and it scares me."
Chelsee doesn't like that very much, and gets angry with Tex. She decides to head home.
"What a schmuck!" says Rook Garner, the pawnshop owner sitting at the bar.
"What?"
"Chelsee was giving you opportunities all evening and you blew everyone one of them. Some PI you are.You wouldn't know a clue if it walked up and punched you in the face!"
Glenda, the waitress at the Brew and Stew comes over with a drink. She tells Tex it is from the old man in the corner. Tex, wondering why he bought him a drink, head over. He introduces himself as Gordon Fitzpatrick, and tells Tex that he overheard that he was a PI. He tells Tex he has a case for him, and Tex decides they should head over to his office at the Ritz Hotel.
The two of them head to his office and Fitzpatrick explains that he's looking for an old friend, Thomas Malloy. The last address he has him tracked down to was at the Ritz Hotel, but Tex doesn't know him. He says that he found a photograph of him in a local newspaper and showed it around at San Francisco Technical University, where the picture was taken. No one recognized him or his name. He then received a phone call from a woman named Sandra. She knew Malloy as Tyson Matthews. He suggested they meet, but she never showed up for their appointment. Tex accepts the case, and Fitzpatrick writes him a cheque for $4000. Tex better get to work.
Day One - The Search for Malloy
GOALS FOR THE DAY:
- Make up with Chelsee
- Find out what Nilo knows about Malloy
After the long intro scene you find yourself inside Tex's bedroom. In your inventory you should find Fitzpatrick's Card, a Credit Card, $4000 and the newspaper clipping of Malloy. Examine Fitzpatrick's Card to add Fitzpatrick to your list of callers. For fun take a look at the zebra in Tex's bedroom.
Directly behind where you start there should be a door. Open it and go inside. This is Tex's computer room. You should notice a newspaper clipping. Pick it up and examine it to add the Police Station to your travel list. Head back out into the bedroom and take the door to the left to enter Tex's Office. Take the jackknife off the table behind Tex's desk. Also, take a look at the dog food. Open up the top left drawer in Tex's desk and you'll find a notice from the Electronics Shop. You owe them $1230. Keep that in mind for later. For fun you can take a look at the picture of Sylvia on the desk.
Head back into the bedroom and take the only door you haven't already (should be directly in front of you). This will take you into the hallway. Go all the way down to the bottom floor and go through the door. You should now be in the lobby of the Ritz. Tex will comment that Nilo is currently not at the front desk. You'll have to come back later, but let's do some stuff in the lobby first. Get the sandwich from the vending machine. Next enter the couch area. on the small table in the corner you'll notice a note. Pick it up to and examine Nilo's note in your inventory. This gives you a good idea what Nilo is like. If you're playing on Game Players mode there will also be a crossword puzzle on the couch. Pick it up and examine it. If you need help solving it, for the solution. Once you're done, put it in the mailbox to the right of the front door. Head out the front door. Tex will mention that he should apologize to Chelsee. If you're on Entertainment mode you'll go right into a conversation, otherwise, go over and talk to her.
This is now an important decision time. If you wish to pass the game down Mission Street then you must open the conversation with A B C. If you're on Entertainment the conversation should continue normally, on Game Players restart it. Choose any option and the after Chelsee say "What, like a date?" choose "Play down the date aspect". You've got a date with Chelsee. On Lombard Street or Boulevard of Broken Dreams do not open the conversation with A B C. If you want to guarantee yourself Boulevard of Broken Dreams choose the conversation path B C. After all this, ask her for a date (may need to restart the conversation) and choose "Play down the date aspect."
Those of you on Entertainment should now be taken back across the street to talk to Nilo. On Game Players, head over there yourself. Open the conversation however you want, and when it comes time, pay Nilo the $2100 you owe him. After this, ask for information, and pay him $100 to get it out of him. Show him the picture of Malloy and he'll tell you he lives in apartment A. End the conversation and head back into the hallway (the door opposite the front door) and head up to the second floor. Find apartment A and look at the console beside the door. Looks like we need to talk to Nilo again. Head downstairs and talk to him. Open the conversation however you want and when he asks you to pay him, choose "Plead for Mercy" or "Refuse Assertively" that'll save you some cash. Ask him about the code for Apartment A. He'll tell you that it is 4827. Go back upstairs and enter that as the code. Enter his apartment and watch the cutscene.
Day Two - Ladies in Waiting
GOALS FOR THE DAY:
- Search Malloy's room and find out information about anything in it
- Make up with Chelsee yet again
After you awaken from your unconsciousness, you'll find yourself in Malloy's room. Time to do some searching. Go over to the bed and pick up the scarf on it. Examine it and Tex will comment on the perfume. We should probably show this around. On the night stand, pick up the envelope and examine it. I wonder who this David Wright is. We should definitely check out his cabin, but lets look around Malloy's room some more first. Open the drawer on the nightstand and get the pawnshop receipt inside. Examine it. We should show this to Rook later. Look at the pile of boxes and open the one on top. Look inside and pull out the book "Airport of the Gods". Examine it. Move the pillow on the chair and get the photo underneath it. Examine it to see what Malloy used to look like. Go over to the drawing board and open the top drawer. Pull out the ACME business card. Maybe Malloy stored stuff at the ACME warehouse. Open the second drawer from the top and pull out and examine the letter. This should get you an untranslated letter. Examine it. We need to find out what language this is. Finally open the second drawer from the bottom and pull out the photo of the little girl. Examine it. Her name is Regan. I wonder who she is?
Go out of the room and Tex will mention that he was out for 16 hours and missed his date with Chelsee. Tex screwed up again! If you're on Game Players mode head upstairs to your office and by the door to the fire escape (Tex's front door), you'll see an envelope if you sent the crossword puzzle in. If you didn't, its not too late. The money will arrive the day after you send the crossword in (so if you send it in now, you'll have to wait until Day 3). Pick up the envelope and examine it to get $100 in prize money.
Exit the office through the front door and go down to the street. In the middle of the road in front of the bank you should find Nilo's wallet. Pick it up and examine it. This will add $100 to your total money. If you want to pass down Mission Street you may want to return this. On top of anything I tell you that you must do in the game to get Mission Street, you must also collect what are known as "Good-guy points". There are a total of 15 in the game with 12 different actions to get them. If you want to end up with Chelsee in the end, you must get at least 10 out of 15 of the good-guy points, if you want Mission Street, but don't went to end up going out with Chelsee, you can't get a maximum of 9. Whenever an action gives you a good-guy point(s), I will tell you and how many. Also if you don't want to get the date with Chelsee ending, but want some points, I'll tell you which ones also add to your score. I recommend that if you go down Boulevard of Broken Dreams that you get no good-guy points. On Lombard Street it is up to you whether or not to get them. Make sure you keep track of your good-guy points. If you don't want to do this in your head, enter the code "jky" during the game and this will tell you how many you currently have. Note: This code doesn't work during movement mode or movie scenes. Now to continue. If you return Nilo's wallet you will get 2 good-guy points and 10 points will be added to your score. Just remember, you'll lose the $100 that was in it. At the end of the road you'll find an envelope in front of a mailbox. Get it and examine to add money to your total. If you put this in the mailbox, you will receive 2 good-guy points and 10 points will be added to your score.
Now its time to find out about some stuff from Malloy's room. First head over to the ACME warehouse (to the right of the Golden Gate Hotel) and open the door. It's locked. We'll have to worry about getting in there later then. Let's follow another lead, David Wright's cabin. Travel to his cabin by selecting the "Travel" button on the right side of the screen then choose the button that says "North America" in the top left. Select "Cabin" and then "Travel to". When you arrive you'll notice the cabin appears to be in a disarray. Look down at the floor near where you came in. There will be bullet shells. and beneath some paper you'll find blood. This cannot be good. Go over to the table behind the couch and look in the drawer. You'll find a CD. Get it. Turn around and near the tree that is growing through the ceiling, you'll find a crumpled piece of paper. Pick it up and examine. Read the article. Some interesting stuff about the Roswell crash, and a fun little game. Go up the stairs and you'll notice a door, with no apparent way to open it. Move the painting on the wall and you'll reveal a control panel. Look at it. We don't know the code right now, so lets not bother with it. Perhaps we should try to access the CD. Head back to Tex's Office and go to the computer room.
Use the CD from the Cabin on the only computer in the room that works, the one on the lower desk. When it turns on you'll find yourself facing a grid and beside it you'll see 16 coloured squares. Does this seem familiar? It should, this is the same game that was below the article from the cabin. The article says you must place all 16 squares, 4 blue, 3 red, 3 yellow, 3 green and 3 white, in the grid so that no horizontal, vertical or diagonal has the same colour in it. Try to work on this puzzle. If you're stuck, for the answer. Once you're done it will show you the code to the panel. Click next and you find tons on research on the Mayans. What's all this about?
Head back to the cabin and enter the code into the panel. if you've forgotten it. Once you enter the room, you'll notice there appears to be a panel in the floor that's moveable, so move it. Look at the body inside. I guess we know what happened at the cabin now, maybe you're getting in over your head, hopefully though this isn't related. Next open the bottom left cupboard on the bookshelf and pull out the film canister. Pull down the movie screen and then use the film canister on the film projector. Watch the alien autopsy video. A live alien. You're definitely getting in over your head, but hey, you're Tex Murphy, its happened before, I think you can deal with it. You're done at the cabin now, so head out and go back to San Francisco. Want infinite points? Then click here.
We should probably follow the next lead, the scarf. Head over to the Brew and Stew and talk to Louie LaMintz. You can choose any conversation options. When the options "Ask About" and "Offer from Inventory" appear you should pay Louie $200 to settle your tab. Note: This gives you 3 good-guy points and adds 20 points to your total score. Do not do this on Boulevard of Broken Dreams. Next, ask Louie about the scarf. He'll tell you about a young blond woman. Ask him about the "young blond woman". He'll say her name was Emily. Then ask him about the newspaper photo of Malloy. He'll mention that Emily came in here with him. Interesting. Finally show him the untranslated letter and he'll mention that he thinks the language is Yucatec. He refers you to Clint. Maybe we should go talk to him.
To get to Clint, go to the left of the Golden Gate Hotel and head through the gap in the fence up to Coit Tower. If you want another good-guy point (1), start your conversation with C. This does not add points to your score. If you don't just open with A or B. Go through the conversation anyway you want. Ask Clint about the Yucatec Language and you'll find out he's a deadend. Ask him about Emily and he'll mention that she comes by sometimes with Gus Leach. Ask about Gus Leach and he'll tell you about his key. Ask about Leach's key to add it to your inventory. Leave Clint's Cocoa Cabana and head to Rook's Pawnshop. Let's deal with the pawnshop receipt before we go to the Fuchsia Flamingo.
If you want a good-guy point (1), start your conversation with either A or B. This does not add points to your score. If you don't want one, select C. Follow the conversation anyway you want after this. If you refuse to pay the money you owe him, he'll eventually kick you out, return and pay. Otherwise you'll eventually be given the option to pay him, so do it. If you want to try out the Amazing, Never-Ending Rook Conversation, click here. After you pay him, show him the pawnshop receipt. So Malloy did pawn an object here. Since we don't need it right now, maybe we should come back later to buy it. Sometimes if you buy it now, you can run out of money, which isn't good. Ask him about the Yucatac Language and he'll mention he has a book about it. Pay him the money for it to add Yucatec Made Easy to your inventory. End the conversation and leave to the road. Combine the untranslated letter with Yucatec Made Easy to translate it. Examine the translated letter. I wonder who this Oliver Edsen is?
Beside the stairs to the Ritz, you'll see a door into an alley. Go in there and find the back door to the Fuchsia Flamingo. Use the Leach's key on it and open the door. Go inside and meet Gus Leach. If you want to play down Boulevard of Broken Dreams you must open the conversation with B C C. Do not select these options if you want the other two paths, select anything else. After this you can select whatever you want. You'll hand over the scarf and Leach will kick Tex out. But we do know one thing, Emily is at the club and Chelsee has a membership. Maybe now is a good time to try to make peace with her.
Travel to Chelsee's apartment. She's fuming and obviously very upset (she's still in a robe). If you want to go down Mission Street open the conversation with B A B C and do not back up with physical evidence. On Boulevard of Broken Dreams, open up the conversation with A C. On Lombard Street, choose any path you want. On Lombard Street and Boulevard of Broken Dreams you will now go to the Flamingo with Chelsee.
Choose any conversation options and watch the scene. On Lombard Street Chelsee will be more understanding, but still will want to just stay friends when she discovers that Tex used her to get into the Flamingo. On Boulevard of Broken Dreams she'll get very angry and storm out. This calls for a drink. Ever want to see Tex drunk, here's your chance.
On Mission Street Tex will head to the Flamingo alone. On all the paths however we will see Emily dancing and notice she's wearing the scarf Tex found. After this all paths head up to Emily's room, but in the Boulevard of Broken Dreams scene Tex is drunk. We find out that Emily thinks someone is going to murder her and that she received a note. If Tex wants info on Malloy, he's got to find out who's doing this. Eventually Leach will come in and kick you out of the club. We move onto Day 3.
Day Three - The Black Arrow Killer
GOALS FOR THE DAY:
- Track down Emily's stalker
On Mission Street Chelsee will enter Tex's Office and a conversation begins. You can choose any path you want, except, if you want to continue on Mission Street, you must not choose "Not Interested in Love" or "Total Slam", anything else is okay. Chelsee will end up leaving you more confused and frustrated than ever. On Boulevard of Broken Dreams Tex will awaken with a raging headache as a result of his drinking.
On Lombard Street, Tex will be thinking about the events that occurred the previous night at the Flamingo. Regardless of what path you're on, after the opening scene concludes, take a look at Emily's note. If you need help putting it together, . Once you're done examine it. This looks serious. I wonder why there's that arrow at the bottom of the page? Maybe we should find out about this. Since this seems to be criminal activity, perhaps we should as the cops. Travel to the police station. Meet Mac Malden. You can go any way you want through the conversation. When its done, show him Emily's note. He will tell you that it was written by The Black Arrow Killer, but he doesn't want to get any more involved in this situation. You may want to find out more about the Black Arrow Killer.
Travel to the Brew and Stew to talk to Louie. Choose any options you want to get through the conversation. After the conversation, ask him about the Black Arrow Killer. He will tell you he read about him in the Bay City Mirror. Now ask him about the Bay City Mirror and he'll tell you that you may find copies behind Rook's Pawnshop, so lets go there. Leave the Brew and Stew and go in the gap in the fence between Rook's and the Slice O' Heaven. Go left through the chain link fence and open the garbage can next to the gutter. Get the newspaper inside. Look through the articles in the newspaper until you find one about The Black Arrow Killer, written by Lucia Pernell. For fun, read the other articles. There's some funny stuff in some of them. Go inside the Pawnshop (take the back door) and talk to Rook. Ask him about Lucia Pernell and he'll give you her business card. Leave through the front door and examine the card. Go to your office and turn on the vid-phone. Click Lucia Pernell then "Dial" this will call her. If you want a good-guy point (1), open your conversation with C. This does not add any points to your total score. Otherwise choose any path you want. When the option appears, select "Refer to your clients note". She'll agree to meet with you at the Brew and Stew, so travel there.
When you go to the Brew and Stew you will meet Lucia Pernell in person, and she will tell you some stuff about the Black Arrow Killer. We find out that a man named LeRoy Kettler was arrested and signed a confession saying he was the Black Arrow Killer. The night he was booked he hung himself in his cell with a shoelace, and it was if the confession never happened. An inmate notice men in suits going to Kettler's cell the night before he was found dead. Pernell believes that they worked for the National Surveillance Agency, the NSA. She thinks there could be some sort of coverup. She also tells Tex that a young woman was killed in San Francisco, named Sandra Collins, and all the evidence pointed to the Black Arrow Killer. So that's what happened to Fitzpatrick's contact. The name can't be a coincidence. Pernell leaves Tex with a warning a place to check out, Autotech. After the meeting Tex returns home and thinks over what he's just learned. His viewpoint may be different depending on what path you're currently on. On all paths though he ends up seeing a figure dressed in Black atop Rusty's Funhouse.
After the scene is over, head down to the road and look at the Funhouse, then look at the door. It's locked. Head over to the Police Station and ask Mac Malden about the funhouse. Then ask him about the key to the funhouse to add Rusty's key to your inventory. Then ask about the roof to Rusty's funhouse, and Malden will tell you how to get up there.
Head back to Chandler Ave. and use the key to Rusty's on the door. You now need to solve the cop lock. If you're having problems for the solution. Once its solved, head inside. Go behind the counter and pull the lever on the floor. This will open the trap door. Go inside, and for fun move the newspaper and pick up the fake dog droppings. Climb the ladder to the roof. Once up there, pick up the jacket on the cooling unit and examine it. Inside you'll find a cufflink and a torn photograph. Examine the cufflink to get the initials of the man you saw before. Then examine the photograph. If you need help assembling it, . Once its done, examine it. Tex will mention that he needs a closer look, I don't think a magnifying glass would help. Maybe you need some electronic equipment. Maybe its time to go to the Electronics Shop.
When you get in the Electronics Shop, you will be unpleasantly surprised to discover that you'll have to pay cash for everything you want. You can choose any conversation options you want, but for 1 god-guy point pay your bill as soon as the option to pay comes up. Afterwards take a look around the shop. On the left counter you should see the Visual Analyzing Apparatus. Look at it. Go back and talk to Zack and ask him about it, then buy it. This will add the VAA to your inventory. Combine the photograph of Autotech with the VAA and examine it. Zoom in on the street sign and on the number on the door. This will give you the address to Autotech. So travel there.
When you arrive at Autotech, you will find that it is all locked up and requires a passcard to get in. Maybe Lucia Pernell could help, seeing as how she told you about the place. Go to your office and call Pernell. Ask her about Sandra Collins and she'll give you her address to add Sandra Collins' House to your travel list. Go there.
Once you arrive look inside the nightstand to the left of the bed and get the resume. Examine it to find out about the kind of thing Collins did. Next, look to the left of her desk and you will see a card on the floor. Pick it up. It's an Autotech access card. Just what we needed. Head back to Autotech.
Once inside Autotech, take the comb off the table and pull the blind cord off the door to the right of the entrance. Go down the small hallway and look at the security panel. Looks like we need a passcard and password. Go back to the main area and look on the floor to the left of the receptionists booth. You will find an Autotech visitor's pass. Get it. Examine it and notice the number on it. You still need a password though before you can get through the door. Open the glass window on the receptionists booth and look at the clipboard inside. Combine the comb with the blind cord to make a makeshift grappling hook. Use it on the clipboard to add the clipboard to your inventory. Examine it. The code for the card you have is 8338. Use the visitor's pass on the panel and enter the code and go inside. Want infinite points? Then click here.
Once inside what you do first depends on which mode you're playing on. On Game Players head left and open the closet in the corner. Inside, get the soap and the mop. Use the soap on the janitors bucket and then use the mop on it. Next open the emergency exit and get back inside the closet and close it. Wait and you'll see the guard slip and fall on the slippery floor. Now on either mode, you can find Dag Horton's office and enter it. On the bookshelf to the right, pick up the key. Go to the desk and open the bottom right drawer. Pull out and examine the necklace. Open the CD player on the desk and get the file cabinet key. Also, move the book on the desk and get the sticky notes underneath. Examine them. Hmm. Who's Gary Lee? Finally use the file cabinet key on the right file cabinet and get the cigarette tin inside. Examine it and you'll get pictures of Emily and Sandra. Examine them. Where did Dag Horton take these pictures of Emily from?
Our next step is to find Gary Lee. Go to the Brew and Stew and use any conversation path. Ask Louie about Gary Lee and he'll tell you he thinks that's the real name of Crazy Gary. End the conversation and Tex will tell you where Crazy Gary hangs out.
Go through the door in the fence on either side of the Golden Gate Hotel and talk to Crazy Gary on the other side. Use any conversation option. Right now he won't talk until you get him a bottle of scotch. Head down Chandler Avenue and check out the door to on the side of the Slice O' Heaven. Go inside. Once inside, go to the back of the room, move the box and open the other box underneath. Get the scotch. Head back to Crazy Gary and give him the scotch. Ask him about Dag Horton. He will tell you he was supposed to tell him what deliveries were made to the Flamingo. So there was a delivery made that Horton seemed happy about. Maybe we should find out where he took those pictures from.
Head up to the roof of Rusty's Funhouse and climb the water tower and go inside. If you want to try out Tex Murphy: Bird, click here. When inside, turn on the viewer on the left wall, and watch the cutscene. On Mission Street and Lombard Street Tex should successfully save Emily's life, however on Boulevard of Broken Dreams, Tex is too late. Regardless, after this scene you must catch the Black Arrow Killer.
Go to Rook's Pawnshop and he'll tell you he heard the Black Arrow Killer atop his roof. We know where he is. Go to the roof of Rusty's Funhouse. You should see the Black Arrow Killer on the lower roof. Now this requires you to be quick so you don't die. When he turns to look at his watch, rush down the stairs and get low and hide behind the cooling unit on the lower roof. Next, raise your viewpoint to just above the cooling unit, and keep checking periodically whether or not he has turned to look at his watch. When he is, rush at him. If you do it right a cutscene will be begin and Tex will defeat the Black Arrow Killer, though Tex isn't so sure that's who it is.
Day Four - Out of the Past
GOALS FOR THE DAY:
- Find out about the package taken by Horton
- Find out who the mysterious woman was who got you off the hook
- Continue to track down Malloy
After the scene with the Black Arrow Killer, we will be at the police station talking to Mac Malden. Tex tries to convince Malden that he committed no crime. Eventually, a beautiful woman enters and whispers something to Mac. She smiles at Tex as she leaves, and we find out Tex is off the hook. Tex leaves, but has one more question to the list of many questions he has: "Who was that woman?"
When you return home on Boulevard of Broken Dreams,you will find a postcard from Chelsee telling you that she's sold the newsstand and that Tex will probably never see her again. She goes on about how Tex could never be happy with someone with her. Sounds like its time to drink again. For the second day in a row Tex wakes up with a headache, this time its even worse.
Every path eventually leads to a phone call from Lucia Pernell, congratulating you for taking care of the Black Arrow Killer. Once you're done talking, you can end the conversation.
On Lombard Street and Mission Street your first step will be to find out what Emily knows. First get the message from Chelsee on the vid-phone. After. travel to the Fuchsia Flamingo. Ask about Thomas Malloy to find out that Emily is actually Thomas's husband. Then ask about the box that was stolen from her. We find out Thomas sent it to her and that it was wrapped in brown paper. Ask her about it. She doesn't know where it is. End the conversation. When the ask about list appears for Gus Leach, ask him about the brown paper wrapper. It should be out back. End the conversation and exit to the alley.
Now where is it? What's that rustling sound? Look up the pole and you'll see a brown piece of paper caught on it. You can't reach it though. Pull the antenna out of the garbage can next to the backdoor and examine it. Use the extended antenna on the brown paper wrapper. Now return to the Fuchsia Flamingo and you will get a scene where Tex warns Leech about the NSA. Afterwards, you can leave. Examine the brown paper wrapper. Tex needs a closer look so combine the wrapper with the VAA and zoom in on the bottom left corner of the wrapper. You'll get the PB meter number.
On all paths head to the roof of Rusty's Funhouse. Pick up the tracking device near where you fought Horton. Examine it and turn it on. There's too much static up here. Head down to the road and turn it back on, follow the sound into the sewer and go down. Near one of the ladders you should find a crate on the side of the sewer. Move it and pick up the money belt below. Examine it to add money to your total. Find a box and open it, inside is a chisel. Pick it up. Follow the tracking device sound until it is pretty much a constant beep. Look at the loose brick and then use the chisel on it. Pick up the box. Ooh! There's a Clayborne Mine attached. To solve it, transfer all of the red photons to the opposite side and all the greens to the chamber where the reds where originally. Remember, at least one of the photons must be the brighter coloured ones and you can't have more of one colour than another in the transfer chamber, any number of one colour is fine. If you need help solving it, . After you're done pick up the box and head to your office.
When you arrive at your office you will be taken by some secret-service-looking guys to Autotech. You're escorted to the office of Jackson Cross, and sat in a chair in the centre of the room. Shortly after Cross comes walking in the room and pulls of your fedora. There are many safe ways through this conversation, but there are probably just as many ways to die. You can follow this path if you want: B B C C A C A or you can try this one out by yourself. Just don't do anything that looks like a stupid move. Once the conversation is done you'll have given up Emily's box and be taken back to your office.
Inside someone will be waiting for you, the woman who got you off the hook. She introduces herself as Regan Madsen. She's in town looking for Thomas Malloy, who turns out to be her father (remember the photo of the little girl?). She's also looking for the boxes Malloy sent out. Tex isn't very cooperative right now, but she gives you her number just in case you change your mind. This adds Regan's Note to your inventory. After she leaves, examine the note to add her to your list of people to call. On Mission Street and Lombard Street you should find a message on your vid-phone from Chelsee. Watch it. Also, if you warned Leach, you'll have a message from him.
On Mission Street you should now get a call from Chelsee. Use any conversation path.
Now, head to the Police Station. If you're on Boulevard of Broken Dreams, ask Malden about the box stolen from Emily, then ask about the brown paper wrapper to add it to your inventory. Examine it and combine it with the VAA. Zoom in on the lower left corner of the wrapper to add the PB meter number to your ask about list. On all paths, ask Malden about the PB meter number, and he'll direct you to the Post Office in the Mission District. Travel to the Post Office and a homeless man outside, will tell you to check out some of the local boarding houses. Finally you find the Garden House.
When you talk to the Garden House landlady, if you want a good-guy point (1), open with A. You get no points added to your total score for this. If you don't want the good-guy point, open with B or C (though with C you'll end up having to restart the conversation, and don't pick A the second time or you will get a good-guy point.) After the first option, just keeping hitting B until the end of the conversation, or try out your own path (some options will end the conversation though). Want infinite good-guy points? Then click here.
Once your into the Garden House, pick up the Anagram book on the nightstand. Examine it. Malloy seems to be interested in anagrams. Next open up the roll top desk and get the ETS business card. Examine it. Also pick up the Cosmic Connection magazine and examine it. Open the drawer on the desk and pull out the envelope. It's address to Elijah Witt. Examine it. Inside it a disk. Try to open the closet. It's locked, we'll have to find a key. Head back to your office and go to the computer room and use the disk. It needs a password, and we're not going to be finding one anytime soon. Exit and head back to the Garden House. You'll notice that this time there is a pair of jeans on the chair near the fireplace. Looks like Malloy's been here. Get the jeans and examine them to get a receipt. Examine the receipt and you'll discover that Malloy rented out a warehouse down at the docks. Must be worth checking out. Travel to the Waterfront Warehouse.
Tex picks the lock and enters the warehouse. Lo and behold, sitting inside at a drawing board, is none other than Thomas Malloy. First he makes sure you're not NSA. Then on Boulevard of Broken Dreams he'll tell you that as a result of his work his second wife was killed yesterday. Could he mean Emily? On all paths eventually he'll befriend you when he discovers that you're working for Fitzpatrick. He wants to tell you his story, so that Fitzpatrick can continue his work, because he knows its only a matter of time before the NSA tracks him down. But first he warns Tex that telling him will put him in serious danger. "Don't let that stop you. Danger's a little like Jello, there's always room for a little more." says Tex back. He'll explain to you that the Roswell ship was no weather balloon, it was a spacecraft, and the government covered it up, and studied it. Eventually the military turned Project Blue Book, the government project intended to research for extraterrestrial life into a top secret project called Project Blueprint, to study the alien ship that crashed at Roswell. They were looking for weapons, and they found one. Antimatter, specifically antihydrogen. But they never did any testing. They thought this was the greatest weapon, and they used it to bomb the Middle East. The biggest mistake ever. It caused the entire depletion of the ozone layer, and destroyed many of the worlds forest. They caused mutations in many people and turned the world into what it was for as long as Tex knew it. Malloy studied the hieroglyphics that were found aboard the ship that crashed at Roswell. Just before he tells Tex his discovery, two NSA agents burst into the room, armed with guns. Malloy goes for his gun and shoots one of the agents dead, the other returns fire, killing Malloy, and hitting a barrel of flammable liquid at the same time. They're just about ready to kill Tex when he tosses his cigarette into the puddle of liquid and quickly jumps out the window to safety.
Day Five - The Pandora Device
GOALS FOR THE DAY:
- Find the boxes Malloy sent out
- Get into the ACME Warehouse
Early the next day, Tex calls Fitzpatrick and he comes over. Tex tells him what happened the previous night with Malloy. Fitzpatrick is upset, and is about to write Tex a cheque, but Tex won't accept it. He wants to continue with this case. Fitzpatrick is hesitant at first, but eventually gives in after Tex tells him that he is already involved in everything. Fitzpatrick tells Tex more about what Malloy found, a Black Sun symbol, it really bugged him. Fitzpatrick believes there could be second spacecraft, other than the one that crashed at Roswell, on Earth. He also tells Tex of his box and that he must recover Emily's box. It looks like Tex has got more work to do.
After Fitzpatrick leaves, you should hear the words "You have a fax". Guess what this means? You have a fax! Go over to your fax machine (it's on top of your file cabinet) and pull out the fax. Examine it. So, Dag Horton did work for the NSA. Then why was he posing as the Black Arrow Killer? We're going to have to look into this. On Lombard Street, you should find a message from Chelsee on your vid-phone.
Travel to the Waterfront Warehouse. Tex will comment how surprised he that its still standing. Move the box in front of the entrance and get the postal receipt below it. So Malloy sent out five packages, I guess that means five boxes. Get the flight schedule from the floor. Examine it. This is certainly a strange schedule. Next, pick up the scrap of paper on the desk and examine it. What is this object shown on here? Move to the back of the warehouse and move the crates in the back left corner. Look at the safe. Hmmm. It's an Everlock Titanium Safe AKA ETS. We have an ETS business card, maybe we should look at it to find out the combination. What do all those numbers at the bottom have in common? If you are playing on Entertainment mode, your next step will be to head to the Electronics Shop. Look at the Robco Combuster on the front counter. Talk to Zack and ask him about it. Buy it to add the Robco Combuster to your inventory. Head back to the warehouse. Put the combuster on the safe and spin the dial around once to find out all the numbers in the combination. Now, on all modes, simply put in the combination. If you need help with it, . Once its open, pull out the key and the other paper scrap. Examine the scrap. Another strange object is drawn on it, and it seems it tells you how to open whatever this object is. We'll remember this for later. Maybe we should try this key on the closet at the Garden House.
The combination is the squareroots of the serial number on the ETS business card. To open, move the dial in the following sequence
Clockwise to 22
Counterclockwise to 31
Clockwise to 15
Counterclockwise to 7
Travel to the Garden House and use the key on closet. Open it. Pick up and examine the book "There are Messages from Outer Space". Looks like Malloy was making an anagram out of the title. This could be important. Get the briefcase and examine it to add the Gate of the Sun photo and Malloy's notebook. Examine both of them. We need some help with this notebook. Maybe we should give Regan a call.
Go back to your office and call Regan. You'll arrange to meet at the Imperial Lounge. Travel there. You'll have a few drinks together, but eventually you have to break the news to Regan about her father. She's clearly upset, but tries to compose herself. She pulls out a box to show you that Malloy sent her. It looks exactly like Emily's, except it has a different design on top. Tex shows her the notebook and she says she'll try to translate for him. Maybe we should try to get this box open.
Return to your office and listen to your messages. There's one from Pernell. Call Pernell and she'll want you to get a disc with information on Operation Euphoria out of the NSA evidence room at Autotech. Ask her about anagrams to accept her "mini-case". When you hang up, Pernell's key should be added to your inventory. You should then get a call from Regan telling you about what she found in her father's notebook. She'll tell you she found a few references to OE, EW and AE, but she isn't sure what they mean.
Before we deal with Lucia's case, lets get some other stuff out of the way. Go to the ACME Warehouse, to the right of the Golden Gate Hotel, and use Malloy's key on the front door. Open the door and enter. Once inside, look at the crate to the right of the entrance. Next find and open he chest and get the pegleg. Go over to the box on the wall by the loading bay and open it. Turn it on and lower the crane. Use the pegleg on the crane and raise it. Pick up the map of Asia under the lifted crate. Open the box and pull out the photo of the Nazca and the tapestry. Combine the tapestry with Regan's puzzle box. Examine Regan's puzzle box and move the pieces on top to match the pattern on the tapestry. For help, Once open, examine it. Inside you should find pegs and a piece of a machine. What could this be?
Move the squares in the following order, with the top left corner being position 1 and the bottom right being position 16 (This is only one possible solution):
12, 11, 10, 6, 7, 11, 10, 6, 5, 1,
2, 3, 4, 8, 7, 6, 5, 1, 2, 3,
4, 8, 7, 6, 10, 14, 15, 11, 7, 6,
10, 9, 5, 1, 2, 6, 7, 3, 4, 8,
12, 11, 10, 9, 13, 14, 10, 6, 7, 8,
12, 11, 7, 6, 5, 9, 10, 11, 12, 16,
15, 14, 10, 11, 12, 16, 15, 14, 10, 9,
13, 14, 15, 16, 12, 11, 15, 14, 10, 11,
12, 16, 11, 12, 16, 15, 11, 12, 16, 15,
14, 10, 11, 12, 16, 15, 14, 10, 11, 15,
14, 10, 11, 12, 16
Next, travel to the Police Station. Ask Mac about the Dag Horton/NSA Connection. He'll direct you to the morgue where they took Horton's body. Let's head there.
Once at the morgue, pick up the scalpel on the tray. Look at the drawer G-I. Maybe we need to get in here. Use the scalpel on the drawer and get the wallet and the key inside. Examine the wallet and get Horton's security card. Examine it. Sounds like its about time to travel to Autotech, we have two reasons to get in there now.
Travel to Autotech, and make your way to Horton's office. Use the key from the morgue on the left file cabinet and pull out the manila folder. Examine it to get the NSA papers and NSA key. Examine the key. B17. Could be the number of a locker. Examine the papers to get the BAK Memorandum and the paper with numbers. Examine the BAK Memorandum. This looks like a list of all the people they were going to kill. Sandra Collins and David Wright. We already knew this. But who's this other one, Archie Ellis. Maybe they've given up on him. Examine the paper with numbers. I wonder what the numbers 1091 mean? Exit Horton's office and use the security card on the console beside the Evidence room. Enter the password 773348. Enter the room. In row B, look at the top right locker. Open it and pull out the cash. Find locker B17 and use the NSA key on it. Get Emily's box inside. In row E, find a locker near the top right that is slightly ajar. Open it and get the NSA ID badge inside. Finally, find locker E36 and use Pernell's key on it. Get the Operation Euphoria disk inside. Go over to the degausser, the big machine in the corner, and hit the open key. Use the Operation Euphoria disk on it and enter the code 1091. Open it and get the disk. Repeat this process for the cash and Emily's box and the cash. It isn't required for the ID badge.
Return to your office and call Fitzpatrick and ask him about the initials Regan told you about earlier. He should tell you about Archie Ellis. End the conversation and Tex will look his number up in the phone book. Call Archie and use the conversation path C C A A A and he will meet with you. Time to see Archie. First lets open Emily's box. Combine the map of Asia with the flight schedule. Combine the pegs with her box and then combine that with the map and flight schedule. Examine the box and solve. If you need help, . Examine the opened box and you'll get a slide and another piece of a machine. Examine the slide. Item 186. Interesting.
When you arrive at the Cosmic Connection, Archie will be talking on the phone. During there long conversation, he mentions that a man by the name of Elijah Witt arranged for Ellis to interview Malloy. During the interview, he mentioned something called the Pandora Device. He gives Tex one last warning, that aliens are everywhere. Now you can ask him some questions. Ask him about the slide and he'll tell you that this item is stored at Roswell. Ask him about Roswell and he'll mention security clearance. Unfortunately, he can't help you along those lines.
Travel back to your office and phone Fitzpatrick agan. Ask him about Roswell and he'll eventually give you the coordinates. Next, ask him about security clearance. He'll say to get it from the NSA. I wonder if that ID badge would work. End the conversation.
On Mission Street and Lombard Street, you should now receive a call from Regan. If you want a good guy point (1), open the conversation with B C. You don't get any points added to your total score for this. On Boulevard of Broken Dreams, you'll have a scene with Regan at the Imperial. Regarless, afterwards, you'll be heading to Roswell.
Day Six - South by Southeast
GOALS FOR THE DAY:
- Get into the underground complex
When you arrive at Roswell, Tex will make mention of the Black Avatar Speeder down the street from the Cosmic Connection. If you want one good-guy point and fifty points added to your score, travel to the Cosmic Connection. Tex will warn Archie to leave. You can now return to Roswell.
At Roswell, on Game Players mode, pick up the hole punches and the paper with holes. Combine them. Examine and solve. If you need help, . Want infinite points? Then click here.
On all modes open the right locker and get the padlock key inside. On the bed pick up the scrap. Examine it. Get the matches on the night table and the security card inside. Pick up and examine the emergency procedures book on the chair. So, we need to have an emergency to get into the bunker. Maybe we need to make a fake emergency. Finally, in the drawer in the cupboard pull out and examine the walkie-talkie. This should get you batteries.
Go outside and pick up the shovel (in plain sight). On top of a crate to the right is a fuse. Get it. Use the Roswell padlock key on the the shed near the fence. Get the toolbox inside and examine it to get wire strippers. Get the flashlight and combine it with the batteries. Next, on Entertainment mode, use the Roswell ID badge on the panel next to the door. On Game Players, look at it and enter the number on the completed hole punches. Next, enter and look at the laserfield deactivation panel. Turn it off. Enter the code ALPHA. If you need help solving the rest, . Walk slowly through the BLUE lasers. Get the wire on the wall and combine it with the wire strippers.
Return to the area with sheds and move the crate under the alarm tower. Use the stripped wire on it. Next, throw the switch near the door to the security station and enter. Open the bunker door and go inside. If you want to try out the disappearing room bug, click here. Open the floor panel and get the box. Examine to get dynamite. Combine the dynamite with the fuse and then combine that with the matches. Return to the laserfield and place the dynamite near the door to the underground complex. Note, you can do this from the opposite side of the laserfield. Leave the laserfield room and wait for the explosion. Return and go through the door. Tex will cough and collapse to the ground.
If you did not warn Archie, or you're on Boulevard of Broken Dreams, you will now see a scene where NSA agent Jackson Cross kills poor Archie.
Day Seven - Shadows in the Dark
GOALS FOR THE DAY:
- Get rid of the alien entity
- Find Item 186
Tex will awaken in the middle of the hall at Roswell. A pocket of gas must've knocked him unconscious. I guess Tex needed to be a little more careful when playing with dynamite. Anyhow, you recall how Archie Ellis mentioned that something alive got loose in the Roswell complex? Maybe we should deal with that first.
Note: At anytime, if you see a picture of the alien, it means its getting closer. Its best to move quickly between rooms once this happens so it can't find out, never stay in one room for too long. If you're having trouble getting passed the alien, click here.
Find the dorms (Right then left from entrance). Use the shovel on the door to break it open. Once inside, get the disk on the ground to the left of the door. In the sleeping area, open the first cupboard on the left and get the computer. Combine the disk with the computer and watch.
So its attracted to energy. Maybe we need to bait a trap. But we need a containment unit. Move to the last cupboard on the right and get the containment unit. Combine it with the containment unit scrap (from Malloy's safe) to get it open. And go left down the hallway. Go into the Mess Hall (on the left wall). Go behind the counter and open the left freezer. Get the ice pick. On the right side, open the third cupboard and get the pot. Return to the dorms hallway, but this time open the door on the right into the storage room. Use the ice pick on barrel to your left then use the pot on it. Also get the torch on the shelf to the right. Return to the Mess Hall and use the pot on the stove. Turn it on, turn it off and get the fuel. Once you leave the Mess Hall, head left and enter the next door on the left, another storage room. Get the box on the right shelf and examine it to get a spark plug. Get the case on the crates and examine it to get a torch tip. Leave and head left. Go around the bend and take the door on the right into the generator room. Open the fuel nozzle, and the two panels beside it. Use the liquefied fuel on the fuel nozzle, use the spark plug on the first panel. On the far right, move the lever three times. Finally, hit the green button that was under the second panel. Leave the room and wait until you hear the generator turn off. Go back in and use the containment unit on the alien entity. Thanks goodness that's dealt with.
Inside the generator room, get the oxygen tank and the wire cutters. Go back to the main entrance, but instead of leaving continue down that hall towards the Rec Room. Go inside and get the alien abductor in the sitting area (to the left of the entrance. Get the free weight bar in the exercise area. Also get the dart out of the dark board and get the pool cue from the pool area. You can now travel around the complex, so head to the dorms. Get the duct tape in the second set of drawers on the left in the sleeping area. Combine the dart, pool cue and duct tape. Continue around the bend until you notice the door into the other sleeping area. You can get in here, but notice the passcard on the ground. Use the makeshift spear on it to get the ID badge. Return to the hallway and take the elevator down to level two.
Notice that most of the doors down here are sealed off. How can we get into these rooms without getting killed? Find the War Room (right then left from the elevator) and use the ID badge on the panel beside the door. Get the alien autopsy pictures on the right table and examine them. Also get the documents on the left table. Examine them as well. Underneath the projector, get the abductor remote and combine it with the alien abductor. Examine it. I guess we need a battery pack. Also listen to the tape recording. So the military guys put a probe in the ventilation system to survey level 2. Maybe that's what we need to do, and I think this alien abductor could be just the thing, but we need a battery pack first.
Return to the first level and go outside. Travel to the Electronics Shop and look at the battery pack (orange item) on the left counter. Ask Zack about it, then buy it to add the Robco battery pack to your inventory. Combine it with the alien abductor.
Return to Roswell and open the door to the right of the entrance. This is the fan room. Use the free weight bar on the fan, then use the live abductor on the fan. Once inside, turn right around (180 degrees) and go left, left, right, go straight to the end then turn right to get you down to the second level. Take the first right. You'll notice a fan. Raise yourself as high as you can, and only pass through when the fan blades are at the bottom. You can get hit only 3 times before the abductor is destroyed, so be careful. Take the first left, then the next left. Follow the path. Once inside the room, move around the chair and get the screwdriver on the ground. Leave and go left, left and take the second right into the next room. Get the hose on the left wall. Leave and turn left, right, left and get over the fan. Take the first right then go left and take the first right. Follow the path into the next room. Get the red passcard on the desk to the right (you'll need to raise you elevation). On Game Players, head out and go left, right, and follow until the end of the path, then head left. Take the first left to enter the final room. Get the vial of acid from the research area (you'll need to raise your elevation). On all modes, hit home.
Travel down to the second floor and head to the elevator (right then left, face the "Level 2" sign). Use the red passcard on the panel beside it and go inside. Use the screwdriver on the panel beside the buttons. Cut the wires with the wire cutters. Quickly, pick up the bomb and run to the toxic waste disposal (next to the elevator) open it and throw the bomb inside. You'll only have 30 seconds from the time you cut the wires. Return to the elevator and hit the button for level 3.
On level 3, head left towards the Miscellaneous Storage room. Go inside and get the acetylene tank and the striker (on the crate). Combine the acetylene and oxygen tanks with the hoses. Combine the torch and torch tip, and combine it with the tanks and hose. Use the striker on the acetylene kit to light it. Return to the hangar, and use the lit acetylene kit on the door to the room where items 101-200 are stored (second door from the left).
Once inside, turn on one of the computers. Enter the item number (186) and the code, 7AC. Move the items around until you clear a path for Item 186. If you need help, . Once complete, on Game Players use the vial of acid on the door, and on all modes, open it. Get Item 186. Travel to the top floor and leave. We're heading home.
To solve this puzzle, move the items in the order below. In all cases, move them as far as you can.
- 122 106 168 149 150 148 177 176
- 178 180 188 189 198 160 166 195
- 192 182 188 189 178 180 186 198
- 196 197 178 180 188 199 175 174
- 186 176 177 150 148 168 149 122
- 106 186
Day Eight - A Message from the Dead
GOALS FOR THE DAY:
- Crack the code on Malloy's disk
- Continue to track down the remaining boxes
When you return, and if you saved Archie (only on Mission Street or Lombard Street), you'll have a message from him from Bermuda. At least Archie's safe. On all paths, you should have another message from Pernell. Watch it, then call her. She'll send you the fax. End the conversation and get the fax. Examine it. "Merge the four rare cases to see maps", maybe we should try that on Malloy's disk.
Use Malloy's disk on Tex's computer and enter the password. Read it. So it seems like Elijah Witt has a box. I think we'll need to get it from him. First, head to the Electronics Shop and look at the call tracer (small device on the right counter). Ask Zack about it, then buy it to add the Robco Call Tracer to your inventory. Now is also a good time to deal with Pawnshop receipt. Head to Rook's and offer him the receipt. Pay the $250 he asks for the item. This will add the black dagger to your inventory.
Return to your apartment and use the call tracer on the vid-phone. Call Witt and use the conversation path B A B C C C C and the tracer will trace him to Vancouver, BC. Travel there.
When you get to Witt's apartment, you'll set off an alarm, you'll need to turn it off. Next to the elevator are some masks. Move the top one and push the purple button underneath. Behind the table, there should be another button. Push it. Get a bamboo pole next to the fireplace and use it on the orange switch. Finally, head up the elevator and move the plant on the right side. Push the blue button behind it. The alarm is now disabled. Pick up Witt's notes on the bed, examine them. Get the tweezers on top of the drawers. Open the bottom drawer and get the photo album. Examine it and you'll get the photo. Examine it to discover numbers written on the back. We should probably remember these. Use the bamboo pole (you must be on the top floor) on the plaque hanging above the door. Examine it. Head down to the bottom floor and pick up both the Mayan culture book and the Mayan date book. Examine both of them. Move the tree next to the fireplace and hit the switch behind it. Use your tweezers to get the foil packet in the fireplace. Examine it to get a key. Use the key on the statue and solve the slider puzzle. If you need help, for Game Players and for Entertainment. You should here a low rumbling sound.
To solve this puzzle, move the squares in the following order, with 1 being the top left position and 12 being the bottom right position. Position 0 is the area that juts out to the left at the top of the slider:
- 1 2 4 6 8 10 9 7 5 6
- 8 10 9 7 8 10 12 11 9 10
- 8 6 5 3 4 6 8 7 5 6
- 8 10 9 7 5 3 4 6 8 7
- 5 3 4 6 8 7 5 3 4 6
- 5 3 1 2 4 6 5 3 1 0
To solve this puzzle, move the squares in the following order, with 1 being the top left position and 8 being the bottom right position. Position 0 is the area that juts out to the left at the top of the slider:
- 1 3 5 7 8 6 5 3 1 2 4
- 3 1 2 4 6 5 3 4 2 1 0
Go to the bookcase and get Witt's puzzle box from inside. Examine it. To solve it you must figure out what Mayan date is represented by each symbol, and which day of the month is located by the symbols below it. You must then also convert that date to the modern calendar. If you need help, . Once open, examine it to get onyx pieces and another piece of the Pandora Device. Travel to the Garden House.
To solve this puzzle, turn the dials to the matching dates below and then hit "Set Dials". The box will open once you set all four matching dates.
- Ahau 4 = September 8
- Chuen 10 = May 20
- Muluc 3 = April 17
- Men 11 = July 12
Once at the Garden House, get the box on the bed. Examine it and you'll get an untranslated letter and another puzzle box. Combine the untranslated letter with the Yucatec Made Easy book, and then examine the letter. So this box belongs to Oliver Edsen, and the guys in Mexico believe he's dead. Why was Edsen in Mexico? Combine Edsen's box with the onyx pieces and solve. If you need help, . Once done, examine it to get yet another piece of the Pandora Device. Combine all four pieces of the Pandora Device you have together, then combine that with Item 186. Travel to your apartment.
When you return to your apartment, you'll call Regan and Fitzpatrick. Fitzpatrick will come and bring Elijah Witt with him. After negotiating a truce between Tex and Witt, Fitzpatrick pulls out the final piece of the Pandora Device, and Tex slips in. A hologram of Malloy appears.
He tells those present, that another spacecraft is on earth, and that it carries tiny pods of antihydrogen. He believes that if society is ready for such a discovery, that it would be the most wonderful ever, but if not, it could result in the destruction of earth. He leaves the four of you with a choice, reveal it or destroy it. He then shows you the location of the ship, in the Yucatan Peninsula, Mexico. Fitzpatrick and Witt, clearly want it destroyed, but Regan, only in this for the money, thinks otherwise. They decide that they must head down there, regardless of what they end up doing with the ship. Regan thinks she's going with Tex, but when he tells her that he does this kind of thing by himself, she storms out of the room. Fitzpatrick gives Tex a communicator and Witt tells you not to take Regan, and sets you up with a speeder pilot to take you down to Mexico. You fly the two back to the Savoy.
When you return to your apartment, you'll find Regan lying across your bed. She'll ask you to promise her that you two are in this together. This is an important junction point in the game. If you are on Mission Street and would like to continue down this path, you MUST select "Refuse". Any other option will get you Lombard Street. On Lombard Street, you can choose any option, however, if you want the holodate ending you MUST select "Refuse". "Stall" and "Promise" will get you the clown ending. On Boulevard of Broken Dreams, you may also select whatever option you want, however, if you want the Boulevard of Broken Dreams clown ending, you MUST select "Refuse". If you want the "Die with Fitz" ending, you must select either "Stall" or "Promise". Regardless of what you choose, you'll be heading to Mexico the next day.
Day Nine - A Black Sun Ascending
GOALS FOR THE DAY:
- Find the spaceship
If you promised Regan, Tex will find her gone the next day. Regardless, he'll head to the place Witt referred him too and will get on a speeder to Mexico. When he arrives, he makes his way through the dense jungle. Eventually he stumbles into a clearing, and sitting right in the centre is a huge Mayan temple. Te figures because the jungle is so dense it may be easier to go through the temple. Boy is he ever wrong.
When you arrive in the temple, you'll find yourself in the snake chamber. All the doors will be locked. Around the room you should find 14 pieces of a stone map and a piece of papyrus. Get them all. Use one of the stone pieces on the altar in the centre of the room and put the map together. If you need help, . The doors should now be unlocked. Head through the door directly opposite the entrance (where you started).
EASTER EGG:In the Snake Chamber (the one where you assemble the map) there is a hidden room. To find out how to access it, click here.
Once in the labyrinth, pick up the charcoal on the ground. Combine it with the papyrus to get a map. Make sure you left through the door opposite the entrance of the Snake Chamber. Head straight through the intersection and follow the path around (many right turns). Once you reach a dead end you should find a stone bowl. Pick it up. Turn around and keep making left turns until you see the Snake Chamber door. Take the first left, and turn left at the end of the hall. Take the next left in the wall, then turn right. You should now see the white dagger on the ground, get it. Turn right, the left and follow this hallway, until you see a dead man under a pile of bricks. Look at him. So this is where Oliver Edsen ended up. Pick up the lantern, glasses, gun and handkerchief. Examine the lantern to get lantern fuel, examine the glasses to get a whole and a broken lens and examine the gun to get bullets. Combine the jackknife with the bullets and examine. Combine the gunpowder with the stone bowl. Turn around And take two rights then head down the very long hallway. Head right at the end. Take the first right, then go left. Take the next right and follow the path around. You should find a dead Mayan soldier. Get his shield and use the broken lens to cut the hemp. Get the hemp and spear. Turn around and head down the path until you reach the intersection. Turn left, then right, then left again. Head straight down to the end of this path and go left at the end. You should see a door to the Snake Chamber, go inside.
Go through the door directly opposite the one you currently entered through. Follow the path around until you reach an intersection. Head right and follow the path around. You should be in a long hallway. In it should be two places you can go right. Go through both of them. In one you should see a blunt hatchet and in the other a silver dagger. After getting both of these, head back down the hallway and turn right twice. Follow the even longer path right to the end and go right. You should see the door to the Bird Chamber. Enter.
Look at the altar. There are a bunch of gems on them. Also look at the wall. Tex comments that maybe he needs to match up the gems on the altar that have the same tone. Use your blunt hatchet on the altar and pair up the gems. You should be left with one. Hit it. If you need help, . Go through the other door in the room (left of where you came in)
On Game Players mode, you'll probably have to do the hardest thing in the game now. You must navigate your way across the chamber, avoiding fireballs and falling off the walkway. I recommend you get down low so you can see where you're walking (and maybe even avoid some overhead fireballs). You must try to open all four doors on the other side of the room. The fourth door you try to open (regardless of which on it is) will open and you'll be able to get out.
On all modes, you should now find yourself in another labyrinth. Head to the wall and go left then go right. Follow this path to the wall and head left. Continue to follow this (don't turn left at the left turn) until you see a yellow dagger on the ground. Get it. Turn around and follow the path until you see an option to go straight or right. Go right and follow the path. You should see the door to the Bee Chamber. Enter. Once inside, Tex will mention that he hears bees. We need to get rid of them. Combine the handkerchief with the lantern fuel, then the oiled rag with the matches. Combine the smoking handkerchief with the spear, and use the fiery spear on the bee head. Once they're dealt with, pick up the tiles and use them on the altar. Arrange them to make the three kings. If you need help, . Take the door directly opposite where you came in (if facing the bee head, to the left).
Once outside, head right and follow the path as far as you can (do not make the first two right turns). You should find a red dagger. Get it. Turn around and take the first left and you'll see the door to the Dagger Chamber. Enter. If you did not buy the object from Rook that Malloy pawned, you should find the black dagger up against the side of one of the benches. Get it. Look at the totems painted on the wall. Notice the order, this is important. Use one of the five daggers on the altar and place them from top to bottom in the order they were on the walls (totems). If you need help, . Once you've solved it, the doors will unlock. Take the Black Sun door (to the left of where you came in). Follow the path to the end and you'll find the Pentagon Chamber. Go inside.
On Game Players, you must now solve another puzzle. On the wall you should see a bunch of symbols, a Snake, Bird, Bee, Dagger and Pentagon. You must spin these so they are all facing the correct direction before the ceiling crushes you. If you need help, .
On all modes, you should now be sliding through a dark tunnel. When you come out on the other end you'll find yourself in a small room, with none other than Regan Madsen. Depending on what you said to her the night before, your response to finding her there will be different. After you talk to her, get her backpack (in the corner) and examine it to get rope. Use the rope of the statue in the centre of the room and move it. You'll pull over the statue. Combine the hemp cord with the lantern fuel and use the oily hemp on the stone bowl with gun powder. Use your match on the primitive explosive. Use the lit primitive explosive on the top of the statue. Afterwards, pick up the two arms and use each on any two of the blue pedestals around the room.
The centre of the room should start to raise and Tex will hop on and Regan will grab on to Tex's hand. After a long struggle, Tex manages to pull her up on top of the pedestal as it ascends to the top of the room. After the dust settles Tex and Regan find themselves in the middle of the jungle.
"I told you it would be like this!" Tex says.
"Nag, nag, na..." Regan turns surprised.
What happens now depends on the path you followed through the game, this is the pinnacle of all the decisions you made. I will now cover them all:
Mission Street and Lombard Street:
Tex and Regan will head towards the ship. Tex will say he's going to call Fitzpatrick and tell him they found it, but Regan stops him, telling him that this could be worth a ton of money to the two of them. Tex won't go along with it.
"That isn't right, Regan."
"What've you got to go back to? I mean look at your life, its a dead end and you know it. You can play it safe, spend the rest of your time with that little mutant girlfriend of yours, struggling and never taking a chance..."
"How do you know about Chelsee?"
"What does it matter? You can have it all, wealth freedom, me!"
"Look, my life may not seem like much to you, and my mutant girlfriend's not the most glamorous woman in the world, but I feel a certain obligation to do what's right and not just what serves my best interests."
Suddenly Tex feels the cold barrel of a gun on his head. He turns around to see none other than NSA agent Jackson Cross. He hands over the communicator to avoid any problems. Cross explains why he's there, not as an NSA agent, but merely on a personal matter between Regan and himself. Regan was with the bad guys from the beginning.
Cross explains that he let Tex live so he could do all the work. After a long argument, Cross gets ready to eliminate Tex, but Fitzpatrick interrupts just at the right time. He tells Cross that if he spares Tex he will show him what he's looking for. They all go aboard the ship and Fitzpatrick explains that the people who arrived with the ship could be the ancestors of the human race. Cross, gets annoyed with Fitzpatrick, and grow impatient. He asks what's behind one of the doors in the main area of the space ship. It's the generator chamber. Fitzpatrick allows Cross and Regan to enter, but prevents Tex from going in. He tells Tex to wait, and when Cross puts his gun away, he tells Tex to run.
If you are on Lombard Street and you're getting the clown ending, Tex will now be shot be Cross in the leg. Fitzpatrick locks Cross and Regan in the generator chamber, and begins to fly the ship. He tells Tex to leave and Tex does so, limping to the ground below the spaceship. He watches at it flies away and blows up, moments later. Cross, Regan and Fitzpatrick are dead.
If you are on Mission Street or the other Lombard Street ending, Fitzpatrick will now be shot by Cross in the back. Fitzpatrick struggles but manages to lock Cross and Regan in the generator chamber. He tells Tex that there are antihydrogen pods set to go off in a few minutes and that he must fly the ship as far away from the planet Earth as possible. Tex wonders how Fitzpatrick knows how to fly it, and he reveals that his father was actually an alien. He tells Tex the first few symbols to press, but dies before he can tell him the whole sequence. You will now find yourself in front of a console. If you need help getting the ship to take off, . After Tex gets the ship to take off, he quickly gets off of it, and gets clear of the spaceship. He watches at it flies away and blows up, moments later. Cross, Regan and Fitzpatrick are dead.
To solve this puzzle, hit the buttons in the following order:
- Black Sun
- North, Circle, Red
- East, Cross, Orange
- South, Triangle, Yellow
- West, Square, Green
Boulevard of Broken Dreams:
Tex and Regan will approach the spaceship. Tex will say he should call Fitzpatrick and tell him they found it, but Regan stops him, telling him that this could be worth a ton of money to the two of them. Tex is so sick of his life, he jumps on the opportunity. Tex and Regan have an intimate moment, but it is interrupted by none other than NSA agent Jackson Cross.
Cross explains why he's here, on a personal matter better Regan and himself. Regan had been working with Cross from the beginning. He explains how he came across Regan and that she told Cross that she could bring Tex over to their side. And she did. After a long conversation, Fitzparick suddenly appears from the ship.
"So, Mr. Murphy. It appears as if you've gone over to the other side. My trust in you was shortsighted."
"It's nothing personal, Mr. Fitzpatrick. I'm just looking out for myself now."
"We all do what we must."
Cross, wants to get rid of Fitzpatrick, and seeing as how Tex was the newest member of their organization, he hands him the gun, to let him do the honours.
Ending One: Shoot Fitzpatrick
If you choose to shoot Fitzpatrick, Tex will find out that the gun wasn't actually loaded. Just before Cross shoots Fitzpatrick, Tex will stop him, saying that maybe Fitzpatrick knows something they didn't. Cross agrees with Tex, and they all head on board the ship.
Fitzpatrick explains that the people who arrived with the ship could be the ancestors of the human race. Cross, gets annoyed with Fitzpatrick, and grows impatient. He asks what's behind one of the doors in the main area of the space ship. It's the generator chamber. Fitzpatrick allows Cross and Regan and Tex to enter, but he remains outside the room.
After about a minute of looking at the bright power cell, Fitzpatrick turns around quickly and closes the door, locking Tex, Regan and Cross in. Cross and Regan immediately got towards the door. On the other side of the door, Fitzpatrick quickly pushes a bunch of buttons on the console. A few seconds later, Cross asks Tex why he isn't helping and to get over here.
"Haven't any of you ever heard of the word 'please'?"
Tex pulls out his jackknife and short circuits the door, opening it. On the other side, though they find out its too late. Fitzpatrick tells them that they are exiting the Earth's atmosphere, and that the ship will be destroyed. He thought it was better that all four of them die, rather than allow Cross, Regan and Tex to destroy the world.
"Well, now wait just a minute," Cross says, "What do you mean?"
"He means we're screwed!" says Tex back.
"No. Dead."
Moments later the ship explodes.
Ending Two: Shoot Cross
If you try to shoot Cross you will find out that the gun isn't loaded. Cross will simply pull out his own, loaded gun and shoot you in the head.
Ending Three: Promise or Stall with Regan, Drop the Gun
Tex will drop the gun and say he's with Regan and Cross as far as the money's concerned, but he's not going to kill anybody for it. Cross, gets very angry and just about shoots Fitzpatrick. Regan stops him though and says that Fitzpatrick may know something they don't. Cross agrees with Regan, and they all head on board the ship.
Fitzpatrick explains that the people who arrived with the ship could be the ancestors of the human race. Cross, gets annoyed with Fitzpatrick, and grows impatient. He asks what's behind one of the doors in the main area of the space ship. It's the generator chamber. Fitzpatrick allows Cross and Regan to enter, but holds Tex back. He tells him to wait for his signal. When Cross puts away his gun, Fitzpatrick tells Tex to run.
Tex will now be shot be Cross in the leg. Fitzpatrick locks Cross and Regan in the generator chamber, and begins to fly the ship. He tells Tex that there's no time to get him off, and that they're going to have to die together. Moments later the ships blows up, killing Tex, Fitz, Regan and Cross.
If Tex refused Regan, and drops the gun, this is what happens:
Tex will drop the gun and say he's with Regan and Cross as far as the money's concerned, but he's not going to kill anybody for it. Cross, gets very angry and just about shoots Fitzpatrick. Regan stops him though and says that Fitzpatrick may know something they don't. Cross agrees with Regan, and they all head on board the ship. Fitzpatrick explains that the people who arrived with the ship could be the ancestors of the human race. Cross, gets annoyed with Fitzpatrick, and grows impatient. He asks what's behind one of the doors in the main area of the space ship. It's the generator chamber. Fitzpatrick allows Cross and Regan to enter, but holds Tex back. He tells him to wait for his signal. When Cross puts away his gun, Fitzpatrick tells Tex to run.
Tex will now be shot be Cross in the leg. Fitzpatrick locks Cross and Regan in the generator chamber, and begins to fly the ship. He tells Tex to leave and Tex does so, limping to the ground below the spaceship. He watches at it flies away and blows up, moments later. Cross, Regan and Fitzpatrick are dead.
Day Ten - Just Desserts
Endings Four and Five: Clown Ending
This ending occurs on Boulevard of Broken Dreams if you refused Regan on Day 8 and dropped the gun on Day 9 or if you promised Regan on Lombard Street. After Tex gets shot, he gets picked up by Elijah Witt and taken to the hospital. He realizes he can't go back to Chelsee after what happened with Regan, so you decides to become a clown. Tex is noticeably sad, but when he's called out to perform, he goes out smiling.
Endings Six and Seven: Holodate
This ending occurs on Mission Street if you did not get at least 10 good-guy points and on Lombard Street as long as you didn't promise Regan on Day 8. Tex and Chelsee meet at the Brew and Stew. Tex goes through his speech on why he thinks they should be an item. Then Chelsee "pulls out the dagger of rejection". She values their friendship and thinks that if they go out, it could ruin it. Before she leaves, she gives Tex a card for a holodate service. Chelsee believes this will help Tex. Suddenly a hologram walks into the room. Chelsee tells Tex that that's her date.
"Sure, he's handsome, but he's not real," Tex says.
"Yeah. But hey, what is?"
Back at office Tex pulls out the card and calls the holodate service. He is greeted by a hologram of Humphrey Bogart. He finds out that its two for one Tuesday, and orders Jayne Mansfield and Anna-Nicole Smith.
"There are worse ways to spend Saturday night playing strip Parcheesi with Jayne and Anna-Nicole. Sure they may not be real, but like Chelsee said, what is?
Ending Eight: Date with Chelsee
This is a Mission Street only ending and occurs if you follow the Mission Street path and get 10 or more good-guy points. Tex and Chelsee arrange for a long overdue dinner at her apartment. Tex tells her the story of the case he'd been working on the past few days. Chelsee is very skeptical. After he finishes, she clears the table and tells Tex that she has a surprise for him. She returns covered in Tex's trenchcoat.
"You know, I've got a coat just like that," says a giddy Tex.
"Oh, what a coincidence," she pulls it off and stands in front of Tex showing him...... a red cowgirl suit?
"This isn't what I had in mind," says Tex.
"Oh, I know what you had in mind. And apparently no one's ever taught you the true mean of doe-see-doe," she pulls out a whip very slowly.
"Oh yes, I want to learn! I want to learn!"
We go outside Chelsee's window and hear a whip crack, and Tex screaming "Yee-hah!"